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tide

Hydross, Lurker, Leotheras, Fathom-Lord, Tidewalker, Vashj

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tide

Postby Donjuan » Sun Jul 27, 2008 2:45 pm

We just killed leo and trying tide, but the trash was kin of harsh, espceailly the 4 pack at end of bridge, the one where murlcos come close.

First question is which is the best way to get to tidewlaker? someone in raid said going through leos room is best, but we wen the other way where leo trash starts. second whats best way to deal with the trash.


Thanks
Last edited by Donjuan on Mon Jul 28, 2008 9:15 am, edited 1 time in total.
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Postby Uriell » Mon Jul 28, 2008 1:56 am

They way we got to Tide was through the room where Lurker is.
http://mywow.wikidot.com/ssc
That's the way our guild went when we where clearing SSC.
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Postby Holyfuri » Mon Jul 28, 2008 8:35 am

I agree, the easiest way to go is from lurker's room.

Either way you go, the murlocs are a pain until you overgear them.

They enrage and get pretty large, lol. It just takes some practice.

Remember, a good rule of thumb when clearing new trash is to always pull back to a safe spot, WAY past where you have any chance of aggroing another pull, because you never know what you are getting into with new trash.
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Postby jere » Mon Jul 28, 2008 10:49 am

We don't go through Leo's room at all, we come from the main area strait to Tidewalker:

1. At the 4 pack you mentioned, kill the male nagas first, while the female naga tank pulls them up to the left onto the cliff. There is a nook in there you can hold them in to avoid the knockback. Have some healers go to obviously.

2. Send a rogue in stealthed to Tidewalker's room and have the rogue sacrifice himself and aggro Tidewalker. This will despawn one patrol behind him, giving you room later. It will also despawn the first murloc pack.

3. Kill the 4 murloc packs in his room. Mark the warriors (2 per pack usually) and have the warriors/druids tank them (they drop aggro) while you grab everything else. Kill the ones that do Tranquility first.

4. Run around the left edge of the room, hugging the wall, to get behind him. If someone aggros him accidentally, everyone freeze. He will reset once he kills one or two people (unless someone tries to run for it or heals, etc.). Draenai and Tauren will have to hug the outer edge of the console while everyone else can go behind it.
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Postby ldeboer » Mon Aug 04, 2008 1:37 am

The strat by jere works perfectly you can also use a hunter and his pet to agro him and Feign Death instead of sacraficing a rogue. If the FD is resisted you rez him like you would the rogue.
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Postby jere » Mon Aug 04, 2008 6:06 am

ldeboer wrote:The strat by jere works perfectly you can also use a hunter and his pet to agro him and Feign Death instead of sacraficing a rogue. If the FD is resisted you rez him like you would the rogue.


But what fun is it if you don't sacrifice a rogue?
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Postby Biscotti » Mon Aug 04, 2008 7:48 am

We found the pull with the 2 knockbacking female Naga to be much worse than the running packs of Murlocs. Most of the murloc types are CCable / offtankable, and if you're having trouble getting the icons on / CC and tanks ' targets set up, get a rogue to distract the pack while you sort it out.
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Postby Rokh » Tue Aug 05, 2008 7:43 am

The Path is a circle, it just depends on what your guild kills first/last


Lurker room->Leo->Fathom Lord->Fat Man->Lurker room
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Postby ldeboer » Thu Aug 07, 2008 8:31 pm

You missed 1 out

Die on lift -> rez -> Lurker room->Leo->Fathom Lord->Fat Man->Lurker room

The lift monster is the single biggest threat in there ... true story
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