[10] Warmaster Ship

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Re: [10] Warmaster Ship

Postby agetro » Mon Jan 09, 2012 8:54 am

Anybody know if the fight was changed in any way? My guild was able to do this all stacked up which helped with excessive charges by the melee adds. This last week stacking up didn't help at all. They were doing point-blank charges.
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Re: [10] Warmaster Ship

Postby Adornus » Mon Jan 09, 2012 10:08 am

agetro wrote:Anybody know if the fight was changed in any way? My guild was able to do this all stacked up which helped with excessive charges by the melee adds. This last week stacking up didn't help at all. They were doing point-blank charges.

Yes. They hot fixed it to no minimum charge range. You have to spread now.
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Re: [10] Warmaster Ship

Postby econ21 » Tue Jan 17, 2012 2:55 am

Is it true that only one of the two adds (the dreadblade) cleaves? I've read that in several places but various guides are a little unclear on this point - saying the adds are identical except one does shadow damage and one does physical, which would seem to imply both cleave. If only one cleaves, it seems desirable to leave their tank out of the twilight onslaught.
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Re: [10] Warmaster Ship

Postby KysenMurrin » Tue Jan 17, 2012 4:13 am

Only the Dreadblade (in the helm) does the cleave attack.
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Re: [10] Warmaster Ship

Postby Cowmmunion » Tue Jan 17, 2012 8:20 am

We always pull him (on the occasions when he is up) into the Twilight Onslaught, and just keep him faced away. If you are having issues with the tank not facing him properly or him wailing on people on his way in, you probably don't have to worry about it too much, as long as people aren't getting too low on health inside the onslaught.
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Re: [10] Warmaster Ship

Postby Skye1013 » Wed Feb 01, 2012 2:01 am

Continued from frustrations thread:

Amirya wrote:
Hrobertgar wrote:in 10m a macro WILL work, but I don't beleive it will work in 25m.

/tar twilight sap
/cast <class stun ability>

After he vanishes from the cloud and you are in the area, start spamming your macrr and it will auto target and stun the sapper. You are correct however, the macro will not work while he is in the cloud.

I use that macro, but 1 min cooldown. I usually can get every other (which means I just need to work out stun rotation with the healadin).

Honestly, the sappers are annoying, but I don't find them the issue, we're generally quick. It's the other things (don't get me started on Blade Charge and small swirly things).

I agree that when Serphim (our DK) is around, the sappers seldom get through, but as you mentioned on the guild forums, we have trouble when he isn't there.

With the changes this week, how much "more noticeable" is the charge pathing? I generally have an issue seeing it with people standing in the way, or spell effects littered all over the ground, or because I'm trying to stand in the little swirls while also dpsing the drakes. I usually get hit by 1 or 2 throughout a fight (and I imagine that's because of RNG not targeting in my direction that often, or I'd likely get hit by more.)
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Re: [10] Warmaster Ship

Postby Klaudandus » Wed Feb 01, 2012 5:23 am

Well, Sappers take priority really since if they go thru that's 20% your ship just lost in health.

When we did Blackhorn originally, we had no dk and he was going down, but we have bunch of slows, my dazing shield, a mage and hunter doing their slows.
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Re: [10] Warmaster Ship

Postby Amirya » Thu Feb 02, 2012 1:36 pm

Sappers are loads of fun when they die in the cabin doorway.

Edit: Yup, I was wrong.
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Re: [10] Warmaster Ship

Postby Calleana » Fri Feb 03, 2012 6:30 am

We didn't have a DK for some of our kills on Warmaster and found either I with HoJ or the druid tank with charging stuns would be free when a sapper was around so we would try to stun whenever possible. Normally they died just after the stun expired.
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Re: [10] Warmaster Ship

Postby Skye1013 » Fri Feb 03, 2012 6:39 am

I'm not saying a DK is required, but it seems to make it the easiest for us.
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Re: [10] Warmaster Ship

Postby Flex » Fri Feb 03, 2012 10:43 am

Skye1013 wrote:With the changes this week, how much "more noticeable" is the charge pathing?


The charge indicator is now red and glows upward so it is no longer just on the ground.
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