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[10/25] How To: Naxxramas

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[10/25] How To: Naxxramas

Postby Panzerdin » Wed Nov 26, 2008 2:58 pm

I'm tired of seeing a bunch of questions appearing on this forum about fairly clear details of bosses, so this is a thread to tell you, in a nutshell, what needs to happen. These are not full strats, and should not be treated as such. They're just summaries to tell you what YOU need to be doing, and what your raid needs to be doing.

And remember, no matter how hard it gets, don't panic! And try to be optimistic, because I haven't raided since raiding was hard, and thusly have a tendency to massively overstate the difficulty of virtually everything.

Spider Wing:

Anub'Rekhan:
What you need to do is either tank him, or tank his adds. If you're tanking him, then you want him normally apart from his Locust Swarm. You stay away from the walls so he doesn't bug on an impale, and if he Impales on 50% HP or lower, you hit a healing pot, bubble or lay on hands so the fall doesn't kill you. You stand facing him AWAY FROM THE RAID, typically at the North of the room, near the wall (but NOT ON IT, else you will cause him to evade on an impale).When he lifts his tail up, he's going to do a Locust Swarm. Start running. along the edge of the room. If you can't do it fast enough (PoJ helps, as do Swiftness Potions, Rocket Boots and so forth), then a Hunter in your group should use Aspect of the Pack to help you. If you STILL can't move fast enough, you shouldn't be tanking. Let someone else do it.

Since people appear to be unaware of this, you run OUTSIDE of the green slime when on a swarm.

If you're tanking the adds, you need to tank them to the death. On 10 man, you'll probably have both (although, since there is only one, I cannot guarantee this). On 25-man, hopefully only one (actually, two probably wouldn't be such a stretch - it depends whether you want a third tank or not). After they die, stay on the corpse to consecrate the spawns off it. When Locust Swarm happens, get ready for the next lot. In 10-man, there aren't any adds to start, so you can just sit there and smile happily while you wait.

Your raid needs to run around behind the boss so they don't get hit by the Locust Swarm. Apart from that, they can just DPS. If they fail completely at moving out the damn way, they can always just stand right behind the boss.

An interesting aside on this boss is that, if your raid's tanks fail at moving out of the way, then it is now entirely possible to heal through the swarm damage. While Death Knights with their frustrating selection of cooldowns are the best at this, you can do it fairly well, particularly if you use Bubblewall on one of the swarms. Your raid still needs to stay out of the way, however, and this is generally inferior to doing the fight as Blizzard intended due to the fact that 10 stacks will be ticking for 13-16k before mitigation. This will hurt, and may be difficult to heal, particularly in 10-man, so if you MUST do this, a Death Knight with Anti-Magic Zone will help no end.

Grand Widow Faerlina:
You will either tank her, or tank the adds. If you tank her, it's a fairly regular fight apart from her enrages. She is tanked in the middle of the room.If an MC is fucked up, you need to Bubblewall to survive it and hope the Priest sorts it out in time. If you reach the end of the fight, and you're out of sacrifices, you need to Bubble wall to survive. Get the picture?

It bears nothing that, since this fight is nothing like the Vanilla version, fucked-up MCs aren't that bad. If it isn't part of the plan, I'd Bubblewall anyway.

If you're tanking the adds, it's even simpler. Take them to where you're tanking them (your RL decides, not me), and tank. It's generally near the boss herself.

All your raid needs to do is move out of the fire, and not screw the damn enrages up. Sacrifices happen AFTER THE ENRAGE STARTS, incidentally. On 10-man, you just need to kill them after the enrage. Make sure they're burnt to LOW HP before, so you're not screwed. This isn't hard however, as their HP is VERY LOW (you may kill one by accident if you're not careful).

Maexxna:
You'll generally be tanking her, if at all, although you may need to get her adds. If you tank her, it's all normal apart from the Web Spray. For this, you don't need to do anything apart from Bubblewall if it's an enraged web spray. Use Bubblewall BEFORE it happens, because you're stunned as well. If your DPS are retarded, then a PvP Trinket or Human Racial will allow you to LoH and survive a second Enraged Web Wrap (possibly). Maexxna is always facing AWAY from the raid.

If you're tanking the adds, it's also very simple. Sit behind her until they're spawned, consecrate to pick them up, tank. Easy. They need to be AOE'd down in the 10 seconds before the web spray. If you're having trouble picking up the adds, get a Mage to frost nova them so that consecrate will have a chance to tick. If you don't have a Mage, then a Warlock with Shadowfury or anyone else with an AOE stun/slow will do. If you don't have any of that, then I guess you're kinda screwed. Sorry.

Your raid needs to DPS cocoons and the boss. Melee are on the boss, ranged focus on the cocoons then the boss. Your healers need to heal those cocooned, as well as you. When a web spray is due, all your healers should stick HoTs on you, as well as blowing Trinkets if she is enraged. Damage Shields help, as well as Abolish Poison (which should be on you constantly in any case). If your healers really can't cope with web sprays, they can abuse DI and Flasks of Petrification to heal you during them. Shouldn't be necessary. If it is, Soulstones are fun too.

Military Wing:

Instructor Razuvious:
On the 10-man, your role is solely to control an understudy, and tank it for the few seconds between MCs. One tank controls, the other WAITS FOR 15 SECONDS and then controls as well. When controlling, you make sure Shield Wall (Bone Barrier) is up, and then you taunt. NOT the other way around. The rest of the time, just spam Blood Strike. When MC breaks, just re-MC. You should taunt off your co-tank shortly before his MC runs out, and re-MC as soon as it breaks.

On 25-man, you tank adds if you're told to. Otherwise, you can indulge in some lolprot DPS. Or lolprot healing. Maybe lolprot thum-twiddling if that's your thing.

All your raid needs to do is make sure both you and the understudies are healed, and DPS sensibly. They shouldn't touch the understudies until the boss is down, after which they can go nuts. Healers also need to deal with the Jagged Knife, since this + shout can and will kill somebody if they don't.

One final thing is that your priests shouldn't have ANY Shadow Resistance buffs. The understudies are bugged, and will use their resistance for subsequent MC attempts.

Gothik the Harvester:
You tank on whichever side you're given. Riders > Death Knights > Trainees. Riders MUST be tanked, Death Knights should be, Trainees don't matter jack...

Your raid needs to split appropriately, and DPS sensibly. Living side shouldn't go too crazy, or the dead side will get buried. CC can be used on things that aren't riders.

When you get to Gothik, tank him, spank him, and loot. Tank gets all the healing.

Four Horsepersons of the Apocalypse:
You tank both the melee guys. You swap with the other tank after the THIRD mark, as does your raid. If the other tank is a Paladin, it works like this:
1. He taunts off you, or you taunt off him.
2. A DPS with a taunt taunts one of the mobs.
3. You taunt off that DPS
4. ???
5. Profit
In terms of tanking them, it's fairly simple apart from the swaps. Did I mention you do them as soon as you get the third mark? Get the third mark, start running. No, don't wait for your cookies. Run.

Your raid needs to do pretty much the same thing. Two casters/hunters/crap melee DPS should shove on as much Stamina gear as possible and tank the casters by standing near them. When they both reach three marks, they start running towards each other. Your raid needs to make sure they don't overstack marks, or they'll die. Apart from this, don't stand in the Void Zones, and definitely don't let the caster adds do their AOE from having nobody to mark. Or you will die.

If you don't know what to DPS, you do half the raid on each melee boss, swapping over at 3 marks, then you do the caster bosses afterwards. If you're trying to kill them at the same time, split your DPS evenly. I mean, seriously, you weren't going to focus it, were you?

Plague Quarter:

Noth the Plaguebringer:
If you are tanking Noth, he's fairly simple to manage. You tank him as you would normally, and chuck your shield after him when he blinks. Lo and behold, he runs straight back to you. Should your shield miss, exorcise him. If one of your more suicidal DPSers manages to pull him, I leave it up to you whether to taunt him or not. In the meantime, you should Cleanse cripple from yourself if your healers are too goddamn incompetent to bother.

If you're tanking the adds, you should exercise common sense. On 10-man, you can tank all of the P1 adds, and should. In the 25-man, it's theoretically possible to tank them all, since only do 9k damage every 2.5s between them, and that's if they all score unblocked hits. If your healers can't take that, then you can split it with another tank if you have one. If not, they'll just have to lump it. It shouldn't cause them too many problems. These skeletons (by which I meant the P1 adds) shouldn't be facing anyone, because they Cleave. On phase 2, you can do what you like. It's 2 waves of two, which is really, really easy. Their combined melees are only 5k, but they use Mortal Strike. You can split this with your other tank, or not, as you choose. Guardians die before Champions, because they will blow your raid up.

On 25-man Noth, you probably can't tank all the adds (actually, you probably can, but it's safer if you don't). There will be 14k total hits incoming, plus Mortal Strike and some random AOEs. You can probably safely tank two, but the others should be left to other tanks. Guardians are still more dangerous than champions, but can be tanked as you like, because their hits are laughable.

All your raid needs to do is decurse and DPS. Warriors > Guardians > Champions. I don't agree with WoWwiki on AOEing the adds, but that's your choice.

Heigan the Unclean:
You're either tanking the boss, or having a drink. You decide. If you're actually tanking, then it's a fairly simple job of not putting him within 20 yards of your casters. Obviously, you don't stand in the eruptions either.

Your raid needs to abolish his disease, not go too near him (melee are fine, they don't cast), and dance. This is really all there is to it. So how are you going to learn to dance? It's easy: go watch a video. No, I'm afraid it ain't Salsa with Lore, but it'll do you: http://www.warcraftmovies.com/movieview.php?id=30416.

Loatheb:
All you need to do is tank. In the middle. From your perspective, this fight is really easy. If you think you can get away with it, chuck an FoL when the aura drops and he isn't about to hit you. If you don't, then don't. That's the only decision you'll need to make.

Your RAID, on the other hand, needs to get its act together. DPS need to rotate who gets the Crit buff, but can otherwise just DPS. Now, to copy myself on WoWwiki with regard to healing:

"Two healers should be enough to keep the tank topped off during the available healing time, the rest of the healers will need to heal the raid. Since Necrotic Aura only applies to healing done while it is active, there are a number of tricks available to healers to increase their window for healing, namely precasting a heal so that it casts just as the aura drops, and stacking up Lifebloom so that it will bloom when the aura drops. Priests can also use Power Word: Shield, as it does not actually heal, and so is not affected by the aura. Similarly, Sacred Shield on the Main Tank will help to reduce his incoming damage. It is important to note that heal over time spells and healthstones/healing potions will do nothing while the aura is up so only large heals should be used. An exception to this is the Holy Priest's Circle of Healing, which can be used at the end of the healing window, when there is no time remaining to use a spell with a cast time. When not getting the spore buff the raid should remain stacked to facilitate healing. Bandages during the 3 seconds and shadow protection potions can help (these apply whether used within aura uptime or not, since they prevent damage instead of healing it)."

In summary, you tank it, and the deciding issue is whether your healers and DPS can pull it off. OK?

The Abomination Wing:

Patchwerk:
You will probably tank the boss. You really are not the best choice of HS tank, but I'll include it here anyway. If you're on Patch, it's a nice and easy fight for you. Just sit back, tank, and have fun while your fellow tank's Health Bars go up and down like there's no tomorrow.

If you have the slightly less pleasurable duty of being pounded to a pulp by Hateful Strikes, you'll doubtless be pleased to know that what you have to actually do is simple - tank. While you should wear enough Stamina to survive a strike, you shouldn't go too mad on it - you simply won't survive a second strike anyway (as gear levels have increased, you may now be able to, that's for you to decide). As a result, you should just take as much avoidance as you can, because Armour and Stamina are completely useless unless they take you to the point where a second (or third) Strike won't kill you, which is highly unlikely (the third one is, anyway).

What your RAID needs to do is, sadly, less simple. DPS can just get on with their jobs, healers are in for a sad panda sort of time. On 10-man, it's basically 1 healer on the MT, with all remaining healers on the HS tank. The HS healers will need to spam almost constantly, particularly if they aren't plural.

On 25-man, you will want one (maybe two) healer(s) on the MT, splitting the rest between the Hateful Strike tanks. While 2 healers per HS tank will probably do, you may as well take a third if they can't cope. It shouldn't be necessary, however. If your healers can't keep up with the damage, then there are four possibilities:

1) You don't have enough healers per HS tank. Two per tank at least. If you're using only 2 HS tanks, you MAY (not necessarily) need to go to 3 healers.
2) Your healers are undergeared. Not very likely given the low gear requirements, but if they're in greens, they won't make it.
3) Your healers suck. Get new healers.
4) You've ignored my pluralisation of "HS Tanks" and have an "HS Tank".

Note for 10 Man: You only need 1 HS Tank.

One final note is that, if your melee DPS are eating Strikes, they can stand in the slime and then not get healed (there is some debate as to whether this works or not). If all else fails, kite it to Nefarian's room.

Grobbulus:
If you are tanking Grobbulus, there are a few things you should know. Firstly, he does not EVER EVER EVER face the raid. Period. Secondly, he spawns Green Clouds. If you stand in them, your healers will hate you, as they deal 2k DPS. To avoid this, you should move Grobbulus around. Since he can't face the raid, it's easiest to move him around the edge of the room. Start on one wall, and work your way around. Avoid the ramp, as it can bug with a poison cloud. And NEVER FACE HIM TOWARDS THE RAID.

If you are tanking the slimes, then you should lurk around BEHIND the boss until he spawns one with his cone AOE. When this happens, lob your shield at it, and run over. Move it away from the melee DPS, because it does 2k AOE DPS. Ranged DPS should kill it fairly quickly, it's HP isn't huge,but they can't be allowed to build up on you because of their stacking AOE damage auras.

In terms of what your raid needs to do, it's fairly simple DPS, with melee sticking on Grobbulus the whole time, ranged alternating between slimes and the boss. The only difficult thing for your raid is the Mutating Injection - whoever gets it should run to the side (NOT TO YOU) before they explode, after which they will need healing but are otherwise free to return to the fight.

Gluth:
As a Main Tank, you need to be aware of his Mortal Wounds. You can swap tanking over at 3 stacks or so, you need to wait 15 seconds for the debuff to fade. Apart from this, the only hard part is the decimate. When this happens, you need to trust your healers. If they screw it up, you can hit a potion and/or healthstone (whatever you need to survive the next hit), or LoH if you're really stuck.

If you're on add kiting duty, you should run around, keeping away from the zombies, dropping consecrates to maintain aggro. You should return to the body of the raid to pick them up from the healer as well (RD helps with this).

Your raid needs to help you kite the zombies, and then kill them after the Decimate. This means any and all of the following (credit WoWwiki again, not my contribution to it this time):
Frost Traps (Hunters)
Frost Nova, Cone of Cold, and Improved Blizzard (Mages)
Shadowfury (Warlocks, not that they'll have it)
Piercing Howl and Shockwave (Warriors)
Holy Wrath (Paladins/You)
Earthbind Totems (Shamen)

When the decimate hits, your raid needs to root all the zombies (Frost Nova is great), and kill them before they reach Gluth. You can AOE them or single-target DPS them, depending on raid makeup. Your healers also need to make sure that they heal the MT and second MT REALLY BLOODY QUICKLY.

When your raid isn't doing any of the above, they can concentrate on Gluth.

Thaddius:
On the first phase, the adds are fairly simple to tank. All you need to do is not move them off the platform, and watch out for the swap. When you get swapped, just carry on right where you left off, but on the other mob. If you change targets fast enough, you don't even need to interrupt your rotation.

On Thaddius, he's fairly normal to tank apart from the polarities. You need to position him so that you get the bonus for your charge (otherwise you won't be able to keep up threat), but not shock the melee DPS, who may be differently charged. Apart from he's normal to tank.

All your raid needs to worry about is not screwing the charges up. Simple. Positive one side, Negative the other. When polarities are switched, people should try to avoid shocking each other. The rest of the time, people can just DPS. People need to be aware that pulling aggro on this fight is a very bad thing, since if either P1 boss is moved, they will wipe the raid, and if Thaddius aggroes someone outside of melee range, he will use a move that will one or two shot them. If he chains this among the raid, you will wipe.

Now, if all that text hurt your eyes, here are some pretty pictures to make you feel better. If it didn't hurt your eyes, I guess you can just skip them. Enjoy!

Positioning on the pull:
Image

Positioning in the fight:
Image

Fifth Quarter:

Sapphiron:
In terms of tanking this, you have a fairly simple role. You tank him where your raid decides, typically against the door. You should try to refrain from moving him, even if this means standing in a Blizzard, because the devs decided to give him a hitbox that would fill a small Pacific island. Apart from this, he's fairly normal, although he hits quite hard. You need to pick him up quickly after phase two, and reposition him then as well. There is (if I recall correctly) no threat wipe, so no actual moves are needed, just getting in the right place to continue tanking.

Sapphiron being a fairly simple fight, doesn't require a lot from your raid. Your healers are the single most important factor in this fight: If they can keep up the healing output required, it's an easy kill. If they're having a very easy time, you may as well go for the achievement for low FR at same time.

Aside from healing, your raid just needs to know what to do. In phase one, the important things are positioning, Blizzards, and the curse. Your raid should be all grouped up in one place, with melee DPS in standard dragon positions (the safe spot is around his hind legs). Decursers need to do their job as efficiently as possible, as the curse may overwhelm the healers and also heal a significant portion of the damage your raid can put out. Aside from this, the main concern is not eating a Blizzard. If you see one moving towards you, and you aren't tanking, GET OUT THE DAMN WAY.

On phase two, the raid should spread out around the first ice bolt victim. Assuming no Blizzard on it, the raid should then hide behind that when he uses Deep Breath. After this, you should GET THE HELL AWAY from the ice block so you don't take shatter damage. When that's done, go back to DPSing in phase one.

Kel'Thuzad:
On the first phase, you will need to tank the Unstoppable Abominations, these being the only things that can be safely meleed. Ranged should focus on Wailers and Soldiers, and none of these should ever get to the raid. Melee should try to bring down abominations as fast as possible, to prevent debuffs stacking on the tank. You should try to avoid tanking more than one, as they hit hard and will stack Mortal Wound rapidly.After around 4 minutes (3:48 if you really care), Kel'Thuzad will engage you, and the spawns will stop. This signals the start of Phase 2.

In this phase, you will be doing effectively nothing unless you are MT. You are probably not the best choice of MT, as you may be targeted by Mana Detonation, but it is perfectly workable as long as melee DPS know to run out. Aside from this, you may need to use HoJ to interrupt a frostbolt if you look like eating one. As an add tank, you need to generate threat on the unshackled add (or both adds, if it's 10-man and you're priestless). The adds don't do anything interesting, they just hit like trucks as their buff builds up.

In terms of what the rest of the raid needs to do, caster DPS should stay spread out around the boss, so that they don't all get hit by his AOE (chains to all within 10 yards). If anyone gets the bomb, then there needs to be a place for them to run to. Designate it, and leave it clear. Aside from these complications, there is also (on the 25-man) an MC to deal with. Those affected can be CC'd in pretty much any way, it just needs to actually happen.

When the guards spawn, When the guards spawn, they need to be tanked. Reports indicate they aren't vulnerable to CC, so they should be split up between available tanks, who need to be ready to take over tanking if one of their fellow tanks is MCed. The tanks will take steadily more damage as the fight goes on, which your healers should try to prepare for. In the seconds before a kill, Bubblewall can help keep you up long enough for the DPS to drop him.

Now, get out there and go kill stuff!
Last edited by Panzerdin on Thu Apr 02, 2009 8:17 am, edited 20 times in total.
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Postby Whait » Thu Nov 27, 2008 6:54 am

awesome. infact super awesome because its better then the wowwiki/woltkwiki "guides/help"
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Postby Arjuna » Thu Nov 27, 2008 7:12 am

I'm confused about Faerlina...you basically HAVE to have a priest in the group to get past her?

Or are there MC orbs?

Seems daft for blizzard to do all this work to make it so that you won't be "needing" any one class in the raid...and then just make priests 100% necessary in the starter raid..kinda mixed messages :P
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Postby Rehlachs- » Thu Nov 27, 2008 7:15 am

Arjuna wrote:I'm confused about Faerlina...you basically HAVE to have a priest in the group to get past her?

Or are there MC orbs?


in the 10man version you have to kill one of the adds near to Faerlina to calm her down.


nice guide so far :)
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Postby Arjuna » Thu Nov 27, 2008 7:22 am

Rehlachs- wrote:
Arjuna wrote:I'm confused about Faerlina...you basically HAVE to have a priest in the group to get past her?

Or are there MC orbs?


in the 10man version you have to kill one of the adds near to Faerlina to calm her down.


nice guide so far :)

oh, so just offtank and burn them down 1 at a time every enrage, nice! :)
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Postby Lousiana » Thu Nov 27, 2008 9:09 am

Arjuna wrote:
Rehlachs- wrote:
Arjuna wrote:I'm confused about Faerlina...you basically HAVE to have a priest in the group to get past her?

Or are there MC orbs?


in the 10man version you have to kill one of the adds near to Faerlina to calm her down.


nice guide so far :)

oh, so just offtank and burn them down 1 at a time every enrage, nice! :)



[10] You kill one of the adds near her
[25] :oops: Don't know. We went in as for 10 man and when she didn't drop enrage I just tanked her through enrage. :lol:
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Postby Worldie » Thu Nov 27, 2008 9:24 am

In 25 men you can both MC or kill the adds.
If you use the MC, they will ALL get a debuff which prevents MC after sacrifice. The debuff will expire shortly before the next enrage.

Correction for anub rekhan, in 10 men he starts with no adds.
Also, the dot from the insect swarm is trivial enough, you can just not run at all and have people move away.
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Postby Panzerdin » Thu Nov 27, 2008 11:43 am

I'll update Faerlina and Anub'Rekhan. As far as the Locust Swarm goes, I'm going to tell people to bloody do it properly.
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Postby knaughty » Thu Nov 27, 2008 3:57 pm

Thaddius-25

The DPS check for Thaddius-25 is not trivial. First boss in the instance that we've found remotely difficult. Everything else is "yeah, close enough to right execution, grats, collect epics". Thad... not so much.

Progression kill with minimal Heroic/Naxx gear might be do-able with perfect execution, but we couldn't manage it with 15 DPS (several of whom where very fresh 80s, I grant you). Kept wiping to the Frenzy timer, though we were getting him under 20% - 13% was best one, admittedly, with one DPS down from the start, and a second one dead at 40%.

You will want to stack ranged & melee on top of each other on each polarity side to get 10+ stacks.

Healing and tanking requirements are low. Two tanks for P1, single for P2, we have 7 healers and it was too many.

BR is very difficult to use. BR'd people have no debuff, which counts as being wrong on BOTH sides. In theory, the only way is for Druid to wander off to the back, BR, wander back, THEN the dead person accepts. And probably dies anyway... we couldn't manage to get "BR range is far enough for lightning not to kill ressed person".

Disastrously long run back is disastrous. Annoying as hell.
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Postby blish » Thu Nov 27, 2008 4:21 pm

Thaddius is joke tbh, we did it with 9 healers(not sure why) and one of our rogues dc for the entire fight. It's just the movement you have to get down and try to have 2 hero's up for the fight.

Please blizzard want to buy more hardcore raid's, content cleared.
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Postby knaughty » Thu Nov 27, 2008 4:31 pm

blish wrote:Thaddius is joke tbh, we did it with 9 healers(not sure why) and one of our rogues dc for the entire fight. It's just the movement you have to get down and try to have 2 hero's up for the fight.

Please blizzard want to buy more hardcore raid's, content cleared.


Your DPS must be better geared than ours. We had one attempt cleaner than yours, and we're up a DPS or two, and even with 10 stacks both sides and two bloodlusts, we didn't beat the timer.

Massive gaps between our top and bottom DPS though. :roll: Some people badly unprepared for the DPS check (Ding! 80... no heroic or Sunwell gear).
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Postby blish » Thu Nov 27, 2008 4:49 pm

Yea pretty much most of our raid or if not all had lots of SWP gear, but not much heroic gear.
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Postby kensanity » Fri Nov 28, 2008 4:29 am

Thank u for this thread. My guild has taken a makeshift group into nax, 2 healers 1 caster 2 tanks lol othher stuff. And these hints will help a lot for further progression kills I'm sure
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Postby Belarkan » Fri Nov 28, 2008 5:12 am

Worldie wrote:In 25 men you can both MC or kill the adds.
If you use the MC, they will ALL get a debuff which prevents MC after sacrifice. The debuff will expire shortly before the next enrage.

Correction for anub rekhan, in 10 men he starts with no adds.
Also, the dot from the insect swarm is trivial enough, you can just not run at all and have people move away.


Is that normal that we couldn't MC one of the adds in 10 men ?


Anub'Rekhan: I had only one add in 10 men.
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Postby Worldie » Fri Nov 28, 2008 5:59 am

In 10 men faerlina adds are immune to MC.. not like it's a issue, they got what, 80k hp?
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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