Nightbane...

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Nightbane...

Postby DracAlexstrasza » Mon Mar 26, 2007 7:29 pm

Any thoughts on nightbane? Going for him this week.
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Postby Lore » Tue Mar 27, 2007 6:56 am

If you're Alliance and have a Draenei/Dwarf Priest handy, a Paladin should be able to tank him fine. However, note that it's really easy for a Paladin tank to pick up adds when he takes off (Holy Wrath for the win) and AOE tank them, so you may want to have your Pally tank on them and another tank on Nightbane.

Us Hordies are SOL, gg fear ward =(
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Postby DracAlexstrasza » Tue Mar 27, 2007 8:38 am

Lore wrote:If you're Alliance and have a Draenei/Dwarf Priest handy, a Paladin should be able to tank him fine. However, note that it's really easy for a Paladin tank to pick up adds when he takes off (Holy Wrath for the win) and AOE tank them, so you may want to have your Pally tank on them and another tank on Nightbane.

Us Hordies are SOL, gg fear ward =(


Aww, that sucks for you hordies.

We did our first attempts on sunday, but only had time for 5 attempts before gruul's lair... and got him to 37% (with one healer dc'd for that attempt lol), so we should be able to down him this week. I tanked the adds and then just walked away from the last one left standing as he was about to land, seemed to work.

I was curious, are there are any surprises near the end or anything?
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Postby Lore » Tue Mar 27, 2007 8:42 am

Nah he's just rinse and repeat the whole way through, if you can get him through 1 transition you can kill him.
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Postby Aergis » Tue Mar 27, 2007 12:04 pm

Yeah, I was on both nightbane and the adds. I was actually having a harder time collecting the adds than nightbane... FF was sloppy and everyone seemed to be dpsing down their own skele. That's something we need to work on, but still were able to kill him when a warlock and holy pally died at 50%.

For nightbane himself, demo shout from a warrior buddy and a stoneshield potion made a huge difference in his regular attacks, from 4.5k per hit to 2.5k - 3k. Before trying these buffs, Healers were having a tough time with the smoldering breath ticking for 1.5k and the 4.5k hits plus cleaves.

Also, tremor totems for horde are "close" to fear ward. We have a shaman with us and on the first attempt our dwarf priest went down at 80% ( not moving FTL ). We were able to get him through the next phase of flying and another 10% after landing with only the totems. If we had the healer back, would probably be doable. For the totems to work, everyone but the MT and melee needs to be at max range ( though, they should be anyway no? ). By the time the totem breaks fear, he shouldn't have had time to hit anyone else, from what I saw. But maybe we got lucky?
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Postby Lore » Tue Mar 27, 2007 12:22 pm

Heh, no. Nightbane moves FAST, and even if he doesn't make it to whoever he's after, he can still stop and breathe on the raid while he's not on the tank. Even in an optimal situation, he has to be repositioned, which causes a whole ton of extra mayhem because of the charred earth. We've had hunters standing at max range DPS'ing, even when the warrior gets into stance and breaks the fear the second he can, he'll usually kill the hunter. Best case scenario, the hunter dodges or feigns... but it doesn't do any good, because now he's standing in the raid while the tank is running back across the balcony to pick him up again.

You have slightly under 1 second to break the fear before Nightbane runs off after someone. Tremor ticks every 5 seconds. If the tank gets feared and tremor ticks immediately, cool, that works fine. If the tank gets feared and tremor JUST ticked, you wipe.

Tremor Totems are great for breaking fears early for healers, but they're simply not an effective fear immunity for the MT. I remember Nef kills where we had 3 tremors down in the MT group and he'd still kill 3-4 people before the tank could get him back.
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Postby DracAlexstrasza » Fri Mar 30, 2007 10:46 pm

Well, nightbane went down easy. ^_^

Felt nice, especially considering we are the second guild on our server to down him. Go go pally tank. hehe
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Postby Lore » Sat Mar 31, 2007 6:07 pm

Grats!
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Postby Kathryn » Mon Apr 30, 2007 7:45 am

OK ther eis something i don't get with phase 2, we get Him down to 60% roughly everytime. But Phase 2 i dont think we are graspign it right rigth now... the only issue we see is everyone takign a LIP. >.<
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Postby Lore » Mon Apr 30, 2007 7:55 am

Phase 2 works like this:

When he's about to switch, stop heals on everyone except the MT. When he takes off, you have a Holy Paladin with Righteous Fury up (a Shaman is also manageable) spam heals on anything they can find - have a Warlock life tap if there's nothing for him to heal. He'll get aggro from Nightbane and start eating the smoking breaths. They're physical damage, so the extra armor makes keeping him up fairly simple. Then, any tanks you have round up the adds and they get DPS'ed down. It's okay if there's still a couple up when Nightbane lands, so long as they're not on the MT. Once all the adds are dead, DPS goes back to Nightbane.
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Postby Kel'Tiras » Mon Apr 30, 2007 7:55 am

As a tanking paladin I get invited to every Nightbane kills now since I showed my guild how easy we can make Air phases. Warrior main tanks Nightbane while I judge/seal wisdom and spam Exorcism all fight long. Having a protection paladin makes the ground phases a bit longer than if you had a DPS to fill the spot, but (for us at least) it makes the Air phases so much easier that we find it worth it.

If you are a horde paladin forget about tanking Nightbane since warriors are much more effective, but that does not mean we are useless on the fight.
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Postby Fridmarr » Thu May 03, 2007 11:36 am

Lore wrote:Phase 2 works like this:

When he's about to switch, stop heals on everyone except the MT. When he takes off, you have a Holy Paladin with Righteous Fury up (a Shaman is also manageable) spam heals on anything they can find - have a Warlock life tap if there's nothing for him to heal. He'll get aggro from Nightbane and start eating the smoking breaths. They're physical damage, so the extra armor makes keeping him up fairly simple. Then, any tanks you have round up the adds and they get DPS'ed down. It's okay if there's still a couple up when Nightbane lands, so long as they're not on the MT. Once all the adds are dead, DPS goes back to Nightbane.


Also, during phase 2 someone will get Rain of Bones, this dmg's the target and a small area around the target so he needs to move away from the raid, however, don't go too far or the raid starts getting hit with fireballs. The range on the AOE is maybe 10 yards tops.

99.9% of the difficulty of this fight is in the landing. When he lands, he tends to aggro anyone near his landing zone or a healer that may have healed during the transition (hopefully a pally who can bop/ds if things go bad). It's imperative for the tank to snatch him up asap.

Our strat for that is to first move the raid away from the landing zone, which tends to be further NE than his orignal spawn point. As he approaches, I drop a consecrate in his path, so he has to fly through it. Also, I make sure to have both exorcism and JoR available, as soon as he swoops in, I unload those 2 and pray. It's worth noting that Nightbane seems to have a pretty high resist rate (which is why I pray) so my TPS on him is actually lower than it is on the curator (not counting evo) despite having exorcism available. Each time he comes in to land, his aggro has been reset so you'll need to allow the tank a chance to build aggro again.

One other little hint that I find is useful. When Nightbane is summoned, you can't engage him until he attacks. The problem is, if you can't activate auto attack, your shield will stay on your back. So his first hit will be for full dmg or it can even crush. If you press "z" to take out your weapon, it will protect you against that.
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Postby Daystar » Sat May 05, 2007 9:48 am

Although my guild has not yet actually downed Nightbane, I tank him with two tremor totems placed so they roughly give me a tic every 2.5 seconds. Once I'm feared I spam the exorcism key and Nightbane is back on me as fast as any warrior breaking the fear. I've never had a raid member die due to Nightbane killing them while I was feared.
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Postby Trevize » Fri May 11, 2007 3:40 am

I tanked Nightbane for the first time last night. We lost 3 dps'ers in the first transition and we were light on dps to begin with. So a 22 minute Nightbane kill ensued.

It was kind of humorous forthe next 2 air-land transitions. I was tanking 3-4 skele's and nightbane at the same time because it took so long for our dps to take them down. Thats what I get for stacking a raid full of people who need the attunement and going light on dps. /shrug.
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Postby Aromas » Tue May 15, 2007 9:04 am

I've both MTed and OTed Nightbane, and although a warrior is prefered for MTing, him and OTing is easy on us, It's still possible to MT without loosing people!

Our guild currently does not have any raiding priest with Fear Ward, so I had to improvise.

Tremor Totem will go a long way, but you can't rely on it. The best thing to do is buy the epic PvP trinket, (2 min cooldown), Make macros for Shields to cast and cancel right away, and rotate them, starting with DS, since it has the longest cooldown. This will give you several fear breaks, that will always have one up for a fear, since you'll get some cooldown relief from the Air Phase.

Now go tank him, and get some epic lewtz! ;)
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