It seems that many of our newer players aren't completely comfortable with key binding, or they are half key binders.
No matter how strongly you may feel about it, keybinding is bar non the most effective and efficient way to reach and utilize your abilities. This is not something to be argued. No matter how much you may argue for your way of play, if you are clicking - you are playing this game incorrectly.
This is something that you absolute MUST CHANGE if you care about your personal performance in raids.
Here are some key tips for keybinding.
1. Bind all of your keys shifted to the left one key over.
The default keybindings in WoW are inefficient. Strafing left is oftentimes bound to Q, straight is bound to W, strafing right is bound to E, etc.
This is inefficient because by shifting ALL of your movement keys over to the left by one key, such that strafe left is bound to W, go straight is bound to E, go right is bound to R, you open up 3 very easily accessible buttons for your keybinds; Q, A, Z.
2. Certain Buttons are easier to press when you are moving than others.
Most of us move in this game using our strafe, run forward buttons. This oftentimes occupies our ring, middle, and forefingers. When you are moving utilizing these buttons, it is difficult to use abilities using these 3 buttons.
Therefore, you should NEVER bind insta-cast abilities to keys that use these 3 fingers. IE, if you are a mage, fireblast is an insta-cast ability. It would be foolish to bind fireblast to a key that would be pressed by your fore finger, ring finger, or middle finger.
You should only ever bind keys that are pressed by these 3 fingers to abilities you only cast when you are standing still.
3. Don't just press your middle mouse button, make it 2 buttons!
Never bind an ability to your middle mouse button, that scroll wheel is actually 2 key binds in one.
Scroll UP can be bound to one ability.
Scroll DOWN can be bound to another ability.
When choosing which abilities to bind these 2 keys to, it is advisable to bind scroll UP to an ability that is very commonly spammed. You can reserve your scroll down for an ability that is used frequently, but less frequently than the scroll up, OR, it functions as an instinctual mnemonic for an ability that should be cast on your self...I.E. an OH SHIT button, OR, a self heal (for healers).
4. Use Shift-X modified buttons.
The WOW interface allows you to bind Shift modified key binds. Now...certain keybinds are easier to use than others.
Shift-B, D, S, F, E, R, T, G - these keybinds are very very natural positions for your fingers. Bind secondary, but nonetheless, important abilities to these buttons.
5. Learn to move your character by pressing both LEFT and RIGHT mouse buttons at the same time.
Once this becomes instinctual, you will find out that you can move your character while leaving your left hand free to press more awkward keybinds, such as Shift X, Shift A, Shift W, Shift Q, Shift 4, etc. Reserve these keybinds for your least used spells and abilities. Learning to maneuver and press these awkward keybinds by using the left+right mouse buttons is extremely helpful.
6. Learn to Jump-Turn.
This is extremely important for certain classes especially Tanks. Tanks must be able to maneuver and place their mobs in position while at the same time generating threat.
You absolute MUST learn to jump, turn with your mouse in mid air, press your easy rotations with your left hand, and then come back down onto the ground facing the appropriate direction.
Sunday, October 18, 2009
Required Macros
Basic Assist Macro
We often have sub-groups inside of a raid assist particular tanks or dps assist leads. Oftentimes this will be either Pawneddaily, Lukelee, or some other tank. We absolutely require the use of assist macros for many of our encounters. Modify this macro as you see fit.
/assist **INSERT PLAYER NAME HERE**
Focus Macro
The Shift Modifier clears and refocuses the macro. If for instance, you already have something else Focused and you want to reset the focus to something else, you push the Shift button + the button this macro is set to. So for example, if this macro is bound to X - pushing X will cast the spell (say for example polymorph) on the focus target. If at any time you need to set the focus to another target, you press Shift + X, it will set your new target to the focus and then cast polymorph.
#show **INSERT YOUR SPELL HERE **
/clearfocus [modifier:shift]
/clearfocus [target=focus,dead]
/clearfocus [target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus] **INSERT YOUR SPELL HERE**
Oh Shit Self Heal Macro For Healers
I have this macro bound to my scroll wheel - down. Whenever I scroll downwards - towards myself, it will cast the spells in that sequence in order. First Rejuv, then 3 lifeblooms, then swiftmend, then barkskin. After 8 seconds of not scrolling down, the castsequence will reset. So if for 8 seconds I spam scroll downwards towards myself, I will cast all the spells in that sequence in that order. If I don't spam scroll downwards after 8 seconds, that cast sequence will reset.
/target ***Your Name Here***
/castsequence reset=8 Rejuvenation,lifebloom,lifebloom,lifebloom,Swiftmend,Barkskin
/targetlasttarget
Raid Marking
If you are ever required to mark a raid target, this is a quick macro that will mark your current target with a certain raid marking and cast a spell in succession. This is for when multiple CCers need to mark a target and communicate quickly without speaking on vent which add that they are CCing. Where the script is marked with ##NUMBER##, insert the number corresponding with the raid marking that you are assigned.
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",##NUMBER##) end
/cast **Insert Spell Here***
1 - Star
2 - Circle
3 - Diamond
4 - Triangle
5 - Moon
6 - Square
7 - X
8 - Skull
Example OH SHIT Button
This is my own personal OH SHIT Button. OH SHIT Buttons should always be macroed to a convenient button. Note, all of these abilities do not trigger a GCD therefore they can be chained using cast. For any abilities that do trigger a GCD, you need to chain them together in a /castsequence. For an example of a /castsequence macro, look above at the Oh Shit Self Heal Macro For Healers macro for healers. Trinkets and Healthstones and even Heal Pots can be put into this macro as a /use.
This is an Example Only:
/cast Shield Wall
/cast Enraged Regeneration
/use Lavanthor's Talisman
/use Figurine - Monarch Crab
/use Valor Medal of the First War
/use Fel Healthstone
/cast Last Stand
We often have sub-groups inside of a raid assist particular tanks or dps assist leads. Oftentimes this will be either Pawneddaily, Lukelee, or some other tank. We absolutely require the use of assist macros for many of our encounters. Modify this macro as you see fit.
/assist **INSERT PLAYER NAME HERE**
Focus Macro
The Shift Modifier clears and refocuses the macro. If for instance, you already have something else Focused and you want to reset the focus to something else, you push the Shift button + the button this macro is set to. So for example, if this macro is bound to X - pushing X will cast the spell (say for example polymorph) on the focus target. If at any time you need to set the focus to another target, you press Shift + X, it will set your new target to the focus and then cast polymorph.
#show **INSERT YOUR SPELL HERE **
/clearfocus [modifier:shift]
/clearfocus [target=focus,dead]
/clearfocus [target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus] **INSERT YOUR SPELL HERE**
Oh Shit Self Heal Macro For Healers
I have this macro bound to my scroll wheel - down. Whenever I scroll downwards - towards myself, it will cast the spells in that sequence in order. First Rejuv, then 3 lifeblooms, then swiftmend, then barkskin. After 8 seconds of not scrolling down, the castsequence will reset. So if for 8 seconds I spam scroll downwards towards myself, I will cast all the spells in that sequence in that order. If I don't spam scroll downwards after 8 seconds, that cast sequence will reset.
/target ***Your Name Here***
/castsequence reset=8 Rejuvenation,lifebloom,lifebloom,lifebloom,Swiftmend,Barkskin
/targetlasttarget
Raid Marking
If you are ever required to mark a raid target, this is a quick macro that will mark your current target with a certain raid marking and cast a spell in succession. This is for when multiple CCers need to mark a target and communicate quickly without speaking on vent which add that they are CCing. Where the script is marked with ##NUMBER##, insert the number corresponding with the raid marking that you are assigned.
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",##NUMBER##) end
/cast **Insert Spell Here***
1 - Star
2 - Circle
3 - Diamond
4 - Triangle
5 - Moon
6 - Square
7 - X
8 - Skull
Example OH SHIT Button
This is my own personal OH SHIT Button. OH SHIT Buttons should always be macroed to a convenient button. Note, all of these abilities do not trigger a GCD therefore they can be chained using cast. For any abilities that do trigger a GCD, you need to chain them together in a /castsequence. For an example of a /castsequence macro, look above at the Oh Shit Self Heal Macro For Healers macro for healers. Trinkets and Healthstones and even Heal Pots can be put into this macro as a /use.
This is an Example Only:
/cast Shield Wall
/cast Enraged Regeneration
/use Lavanthor's Talisman
/use Figurine - Monarch Crab
/use Valor Medal of the First War
/use Fel Healthstone
/cast Last Stand
Wednesday, July 15, 2009
Tuesday, June 23, 2009
Deconstructor hardmode
If Healing is bad, or don't have druids stack dps.
If DPS is bad, stack raid healers.
Anyway, it's an ez mode fight.
If DPS is bad, stack raid healers.
Anyway, it's an ez mode fight.
Monday, June 1, 2009
The Dumbass's Guide to Mimiron
Phase 1.
Healers and Ranged: Stay with your group, your #1 priority is to spread out 10 yards!
Melee DPS: Your first priority is to set yourself up to run out of Shockwave - set yourself at a spot where you can easily run out of Shockwave, remember, there are 2 waves of landmines, readjust to run out!
Phase 2.
Ranged DPS: Do your most brainless dps rotation, pay attention to your feet, DO NOT DIE TO ROCKET STRIKE, if you do, you are retarded.
Healers: DO NOT DEVIATE FROM YOUR HEALING ASSIGNMENT, trust other healers to heal their group, Deviating from your assignment will surely get people in your group killed! DMG on ranged DPS and healing groups during this phase is extremely rough!
Melee DPS: Rotate clockwise, set yourself up on the black bars! As long as you position there, ranged DPS and healers will be safe. Melee takes the least amount of dmg during this phase, YOU SHOULD NOT DIE UNLESS YOU ARE RETARDED AND DON'T WATCH FOR ROCKET STRIKE!
Healers and Ranged: Stay with your group, your #1 priority is to spread out 10 yards!
Melee DPS: Your first priority is to set yourself up to run out of Shockwave - set yourself at a spot where you can easily run out of Shockwave, remember, there are 2 waves of landmines, readjust to run out!
Phase 2.
Ranged DPS: Do your most brainless dps rotation, pay attention to your feet, DO NOT DIE TO ROCKET STRIKE, if you do, you are retarded.
Healers: DO NOT DEVIATE FROM YOUR HEALING ASSIGNMENT, trust other healers to heal their group, Deviating from your assignment will surely get people in your group killed! DMG on ranged DPS and healing groups during this phase is extremely rough!
Melee DPS: Rotate clockwise, set yourself up on the black bars! As long as you position there, ranged DPS and healers will be safe. Melee takes the least amount of dmg during this phase, YOU SHOULD NOT DIE UNLESS YOU ARE RETARDED AND DON'T WATCH FOR ROCKET STRIKE!
Sunday, May 24, 2009
Mimiron
EVERYONE TURN OFF Projected Textures during this fight, so that consecrates and desecrations do not cover up the Rocket Strike Texture below your feet!
Macros:
Hunter Kiter:
/target Assault Bot
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end
/cast Distracting Shot
DK Tank:
/target Bomb Bot
/castsequence Death Grip, Chains of Ice
Note to MT, take warbringer to charge back into the boss so that he does not move around too much when you pull out during overload - otherwise the mines don't stack neatly on top of one another and may get too close to ranged/healers.
-----------------------------------
Go in with a very conservative healing lineup on learning attempts.
3 Holy Paladins - maybe overkill, but pallies bring alot of raid dmg mitigation and having 3 will allow us to fully freedom the hunter tank during phase 3. Put up Fire Resistance Aura.
2 Resto Shamans - chain heals on their groups during phase 2
2-3 Holy Priests - prayer of healing on their groups during phase 2
0-1 Resto Druid - wildgrowth on the melee group + innervate and combat rez
1 MT
1 Hunter Tank
1 Gennocide Tank
1 DK Tank
------------------------
1 Tank
8 healers
16 DPS
phase 1
Tank CD Rotation for Plasma Blast: last stand, shield wall, shield block, guardian spirit
SAVE DIVINE SACRIFICE FOR PHASE 2
If melee are failing at avoiding overload + landmines try the following ideas:
1. rogue can disarm the mines
2. if center positioning doesn't work try tanking off to the side
3. To avoid double coverage of landmines around melee, the tank tanks to the far 4 o'clock position, raid stays near center on other half of the circle. When Melee pulls out during overload they run to the center of the room, however, the tank repositions at the 1 o'clock position, clear of the first wave of land mines. Melee gets back in once the Leviathan tank runs over to the tank in the new position.
phase 2
Groups 3 4 5 will be all healer + ranged groups, they distribute themselves evenly throughout their allotted third of the room. Thin, single file circle close to the center of the room and the boss. Keep the dark avenues cleared so that melee can position themselves on them, this should keep the aoe off the casters when mimiron focuses on the melee.
We will use the following pally cooldowns during this phase in this order:
aura mastery chosin
divine sac chosin
aura mastery nobkin
divine sac nobkin
aura mastery rhonus
divine sac rhonus
Start off with aura masteries first since they provide less protection, and when things start getting really rough the divine sac should give enough breathing room for the healers to top everyone off. Pallies call it out when your rotation is done so that the next one in line can start using theirs. (aura mastery + fire resistance aura + mark of the wild should temporarily grant the raid 314 resistance)
EVERYONE! NEEDS TO AVOID ROCKET STRIKES DURING THIS PHASE! DO NOT TUNNEL VISION!
phase 3
hunter on assault bots - only snares! DO NOT ROOT THE ASSAULT BOT EVER! If you do, the melee will start getting 1 pumped (combat mechanics 101, rooted mobs that cannot melee their primary aggro targets will hit next highest aggro target in melee.). Kite tank the assault bots, these need to go down immediately!
Once the assault bot dies, all dps switch to the command center - one of the designated melee need to loot the magnetic core and use it directly underneath the command center.
Lukelee tanks junk bots, don't dps junk bots, keep all dps on assault bots, at the end of phase 3, we aoe down all the junk bots
Dk on bombs, taunt and root bombs - position yourself directly underneath the boss as that is where these bomb bots spawn. Wear DPS gear, but tank in frost presence, blow cooldowns. These bombots explode for around 25k. You will use a stam flask. If problems keeping up the DK tank, choose the DK that has some pvp gear for extra stam.
Gennocide tanks the Command Center - head.
phase 4
Spinning Up, Laser Barrage
DO NOT DIE IF YOU ARE THE INITIAL TARGET DURING LASER BARRAGE, IF YOU DIE HE GOES CRAZY SEARCHING FOR ANOTHER LASER BARRAGE TARGET AND EVERYONE DIES! DO NOT FEIGN, VANISH, INVIS, OR ICE BLOCK IF YOU ARE THE TARGET OF LASER BARRAGE!
If dps is low, there is a point in time where overload and laser barrage will happen at the same time.
This means the tank has to eat both. Tank needs to save last stand+shield wall+shield block+guardian spirit for this occasion!
During this phase there are 2 tanks - Gennocide and Lukelee, Gennocide tanks the head, Lukelee tanks the base.
All ranged DPS sit on head.
All melee DPS sit on base.
Once your target reaches 10%, switch to DPSing the center.
Once all 3 pieces are below 10%, we will blow lust and down all three pieces. It is important that we save blood lust for the close of phase 4 because all 3 pieces need to be killed within 10 seconds of one another. The blood lust will let is cover any incongruencies between the DPS on the three seperate pieces.
Aura mastery and divine sacrifice should be back up, we will use them during this phase, same rotation as from phase 2.
We will use the following positioning scheme.


If the raid is positioned well, the tank should never have to adjust for laser barrage, since the laser barrage will only turn maximum 180 degrees. A set up where the tank doesn't have to move is ideal because mimiron is extremely twitchy. If the tank accidentally walks too close into his hit box, or too far from his hit box while rotating through the laser barrage, it twitch turn the entire boss in a completely different direction - this can often one shot the entire raid as the laser barrage will start spinning out of control.
Tank positions at the 3 o'clock location or 9 o'clock position. The entire raid positions between the 4 and 6 o'clock positions, or 10 and 2 o'clock positions.
The general rule here is: always have the tank on your right, never ever should the tank ever be on your left side. Nor should you be ever on the opposite side of the tank. If the tank is at the 3 o'clock position, you should never be further than the 8 o'clock position. If the tank is at the 9 o'clock position, you should never be further than the 2 o'clock position.
We will handle this over vent by telling the raid to position either on the south side or the north side. While the tank is at the 3 o'clock position, everyone position in the south side. Never near the tank, never directly opposite the tank. While the tank is at the 9 o'clock position, everyone position in the north side. Never near the tank, never directly opposite the tank.
If you are standing on the wrong side, you will get the tank gibbed by laser barrage.
Once Laser Barrage starts, everyone start rotating clock wise.
Once Laser Barrage is over, the tank will reposition himself to the opposite side. This way, the tank will never have to move during laser barrage.
Spread out! Pay Attention to DBM - Mimiron rocket strikes during this phase! Do not get hit by rocket strikes! It is an instant gib. It targets 2 people.
Melee, do not ever stand in the MT position, there is only a 2 in 25 chance that the tank can be the target of the rocket strike as long as you do not stand anywhere near the tank.
The downside to this positioning is that more people will be hit by the hand pulse - less risk to the tank, but more risk to the dps and healers. However, we are going into phase 4 with 3 sacrifices and 3 aura masteries. This gives us a combined 60 seconds of very high aoe dmg mitigation on the raid. Hopefully by the time the 60 seconds are up, we are ready to blow blood lust and down him altogether.
DO NOT TUNNEL VISION!
STAY ALERT!
DO NOT DIE TO OVERLOADS, ROCKET STRIKES, OR LASER BARRAGES!
-----------------
alternative #2, if phase 4 is far too chaotic to use this positioning scheme, have everyone just go back to their original places in the south / near the big red button. Basic idea - raid always on the left hand side of the tank and never directly opposite of him.
alternative #3, if even this doesn't work. We take two tanks. The OT positions himself directly opposite the MT but a bit counterclockwise, when spinning up is being cast, he immediately taunts off the MT allowing the MT to run around Voltron. MT then acts as the OT, positions himself to taunt off the OT on the next laser barrage.
alternative #4, just suck it up - switch to walk and slowly turn with the barrage and hope he doesn't go crazy.
Watch this one also in addition to the stratfu movie, shows how much communication is needed on this fight.
Macros:
Hunter Kiter:
/target Assault Bot
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end
/cast Distracting Shot
DK Tank:
/target Bomb Bot
/castsequence Death Grip, Chains of Ice
Note to MT, take warbringer to charge back into the boss so that he does not move around too much when you pull out during overload - otherwise the mines don't stack neatly on top of one another and may get too close to ranged/healers.
-----------------------------------
Go in with a very conservative healing lineup on learning attempts.
3 Holy Paladins - maybe overkill, but pallies bring alot of raid dmg mitigation and having 3 will allow us to fully freedom the hunter tank during phase 3. Put up Fire Resistance Aura.
2 Resto Shamans - chain heals on their groups during phase 2
2-3 Holy Priests - prayer of healing on their groups during phase 2
0-1 Resto Druid - wildgrowth on the melee group + innervate and combat rez
1 MT
1 Hunter Tank
1 Gennocide Tank
1 DK Tank
------------------------
1 Tank
8 healers
16 DPS
phase 1
Tank CD Rotation for Plasma Blast: last stand, shield wall, shield block, guardian spirit
SAVE DIVINE SACRIFICE FOR PHASE 2
If melee are failing at avoiding overload + landmines try the following ideas:
1. rogue can disarm the mines
2. if center positioning doesn't work try tanking off to the side
3. To avoid double coverage of landmines around melee, the tank tanks to the far 4 o'clock position, raid stays near center on other half of the circle. When Melee pulls out during overload they run to the center of the room, however, the tank repositions at the 1 o'clock position, clear of the first wave of land mines. Melee gets back in once the Leviathan tank runs over to the tank in the new position.
phase 2
Groups 3 4 5 will be all healer + ranged groups, they distribute themselves evenly throughout their allotted third of the room. Thin, single file circle close to the center of the room and the boss. Keep the dark avenues cleared so that melee can position themselves on them, this should keep the aoe off the casters when mimiron focuses on the melee.
We will use the following pally cooldowns during this phase in this order:
aura mastery chosin
divine sac chosin
aura mastery nobkin
divine sac nobkin
aura mastery rhonus
divine sac rhonus
Start off with aura masteries first since they provide less protection, and when things start getting really rough the divine sac should give enough breathing room for the healers to top everyone off. Pallies call it out when your rotation is done so that the next one in line can start using theirs. (aura mastery + fire resistance aura + mark of the wild should temporarily grant the raid 314 resistance)
EVERYONE! NEEDS TO AVOID ROCKET STRIKES DURING THIS PHASE! DO NOT TUNNEL VISION!
phase 3
hunter on assault bots - only snares! DO NOT ROOT THE ASSAULT BOT EVER! If you do, the melee will start getting 1 pumped (combat mechanics 101, rooted mobs that cannot melee their primary aggro targets will hit next highest aggro target in melee.). Kite tank the assault bots, these need to go down immediately!
Once the assault bot dies, all dps switch to the command center - one of the designated melee need to loot the magnetic core and use it directly underneath the command center.
Lukelee tanks junk bots, don't dps junk bots, keep all dps on assault bots, at the end of phase 3, we aoe down all the junk bots
Dk on bombs, taunt and root bombs - position yourself directly underneath the boss as that is where these bomb bots spawn. Wear DPS gear, but tank in frost presence, blow cooldowns. These bombots explode for around 25k. You will use a stam flask. If problems keeping up the DK tank, choose the DK that has some pvp gear for extra stam.
Gennocide tanks the Command Center - head.
phase 4
Spinning Up, Laser Barrage
DO NOT DIE IF YOU ARE THE INITIAL TARGET DURING LASER BARRAGE, IF YOU DIE HE GOES CRAZY SEARCHING FOR ANOTHER LASER BARRAGE TARGET AND EVERYONE DIES! DO NOT FEIGN, VANISH, INVIS, OR ICE BLOCK IF YOU ARE THE TARGET OF LASER BARRAGE!
If dps is low, there is a point in time where overload and laser barrage will happen at the same time.
This means the tank has to eat both. Tank needs to save last stand+shield wall+shield block+guardian spirit for this occasion!
During this phase there are 2 tanks - Gennocide and Lukelee, Gennocide tanks the head, Lukelee tanks the base.
All ranged DPS sit on head.
All melee DPS sit on base.
Once your target reaches 10%, switch to DPSing the center.
Once all 3 pieces are below 10%, we will blow lust and down all three pieces. It is important that we save blood lust for the close of phase 4 because all 3 pieces need to be killed within 10 seconds of one another. The blood lust will let is cover any incongruencies between the DPS on the three seperate pieces.
Aura mastery and divine sacrifice should be back up, we will use them during this phase, same rotation as from phase 2.
We will use the following positioning scheme.


If the raid is positioned well, the tank should never have to adjust for laser barrage, since the laser barrage will only turn maximum 180 degrees. A set up where the tank doesn't have to move is ideal because mimiron is extremely twitchy. If the tank accidentally walks too close into his hit box, or too far from his hit box while rotating through the laser barrage, it twitch turn the entire boss in a completely different direction - this can often one shot the entire raid as the laser barrage will start spinning out of control.
Tank positions at the 3 o'clock location or 9 o'clock position. The entire raid positions between the 4 and 6 o'clock positions, or 10 and 2 o'clock positions.
The general rule here is: always have the tank on your right, never ever should the tank ever be on your left side. Nor should you be ever on the opposite side of the tank. If the tank is at the 3 o'clock position, you should never be further than the 8 o'clock position. If the tank is at the 9 o'clock position, you should never be further than the 2 o'clock position.
We will handle this over vent by telling the raid to position either on the south side or the north side. While the tank is at the 3 o'clock position, everyone position in the south side. Never near the tank, never directly opposite the tank. While the tank is at the 9 o'clock position, everyone position in the north side. Never near the tank, never directly opposite the tank.
If you are standing on the wrong side, you will get the tank gibbed by laser barrage.
Once Laser Barrage starts, everyone start rotating clock wise.
Once Laser Barrage is over, the tank will reposition himself to the opposite side. This way, the tank will never have to move during laser barrage.
Spread out! Pay Attention to DBM - Mimiron rocket strikes during this phase! Do not get hit by rocket strikes! It is an instant gib. It targets 2 people.
Melee, do not ever stand in the MT position, there is only a 2 in 25 chance that the tank can be the target of the rocket strike as long as you do not stand anywhere near the tank.
The downside to this positioning is that more people will be hit by the hand pulse - less risk to the tank, but more risk to the dps and healers. However, we are going into phase 4 with 3 sacrifices and 3 aura masteries. This gives us a combined 60 seconds of very high aoe dmg mitigation on the raid. Hopefully by the time the 60 seconds are up, we are ready to blow blood lust and down him altogether.
DO NOT TUNNEL VISION!
STAY ALERT!
DO NOT DIE TO OVERLOADS, ROCKET STRIKES, OR LASER BARRAGES!
-----------------
alternative #2, if phase 4 is far too chaotic to use this positioning scheme, have everyone just go back to their original places in the south / near the big red button. Basic idea - raid always on the left hand side of the tank and never directly opposite of him.
alternative #3, if even this doesn't work. We take two tanks. The OT positions himself directly opposite the MT but a bit counterclockwise, when spinning up is being cast, he immediately taunts off the MT allowing the MT to run around Voltron. MT then acts as the OT, positions himself to taunt off the OT on the next laser barrage.
alternative #4, just suck it up - switch to walk and slowly turn with the barrage and hope he doesn't go crazy.
Watch this one also in addition to the stratfu movie, shows how much communication is needed on this fight.
Saturday, May 23, 2009
Focus Macros - best thing since sliced bread
#show *******INSERT YOUR SPELL HERE ********
/clearfocus [modifier:shift]
/clearfocus [target=focus,dead]
/clearfocus [target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus] *****INSERT YOUR SPELL HERE******
How to use this macro:
When you press this macro for the first time, it will set your target as your focus and cast the spell.
When you press this macro with Shift, it will reset your target as your focus and cast the spell.
/clearfocus [modifier:shift]
/clearfocus [target=focus,dead]
/clearfocus [target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus] *****INSERT YOUR SPELL HERE******
How to use this macro:
When you press this macro for the first time, it will set your target as your focus and cast the spell.
When you press this macro with Shift, it will reset your target as your focus and cast the spell.
Wednesday, May 20, 2009
Tuesday, May 19, 2009
Saturday, May 9, 2009
Freya Notes
Freya Fight in a Nutshell:
Macroes:
MT needs a macro to target Eonar's Gift and Mark it, he will call it out.
/target Eonar's Gift
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end
MT needs a macro to target Storm Lasher and taunt it.
OT1 needs a macro to to target Ancient Water Spirit and taunt it.
OT2 needs a macro to target Snaplasher and taunt it.
The raid needs a targeting macro during the 3 amigoes phase to quickly start dpsing their targets.
Group 1 make a macro to target Storm Lasher.
Group 2 make a macro to target Ancient Water Spirit.
----------------------
Freya consists of 6 repeating add killing phases. There are 3 types of phases - as long as you get through 6 of those phases, Freya will lose her healing buff, and enter the final tank and spank phase. It is absolutely pointless to dps Freya while her healing buff is up, so don't bother.
All throughout the phases, a stationary tree add named Eonar's Gift will spawn randomly in the vicinity of Freya. These must be quickly dps'd down because they heal Freya and all of her adds for 6k a second. EVERYONE near the Eonar's Gift must dps it down immediately, it has 65k health, so use short cast hits and down it fast.
Phase type 1: Detonating Lashers
These adds are not tankable, however, they also don't hit for very much. The danger in this phase is that everytime a Lasher dies, it blows up for around 8k. Everyone needs to collapse onto the MT underneath Freya. AoE all the lashers down to 20% health, then stop!
The tanks will take turns AoE Taunting when the lashers reach 20% and run out of raid. MT needs to taunt the boss back onto him when a tank AoE taunts. The AoE tank uses all of his cooldowns, laststand/shieldwall and tanks all the adds while the raid continues to AoE them down.
Melee, stay out! Only ranged AoE continues to dps, mages help with frost nova to staple down the detonating lashers.
Holy Pally, use a Sacrifice when we are killing the Lashers one at a time to mitigate the damage on raid. Use only 1, as it is likely we will get these Detonating Lashers again.
Phase type 2: Ancient Conservator
This add looks like a large Treant - easy to take down - however, he silences the entire raid - tanks and melee also won't be able to use abilities while he is up. However, large mush rooms will spawn, and standing under them will allow you to use your abilities.
Every once in a while he will put a bomb on a random raid member, if you get the bomb, run away from the raid and stand under an empty mushroom, or if none is available just don't do anything. If an MT healer gets this, call it out so other healers can compensate.
Lukelee will tank this add.
Phase type 3: 3 Amigoes
During this phase 3 adds will spawn, these adds need to be killed within 10 seconds of one another, otherwise, they will respawn and heal up to 50% and need to be dps'd down again.
Storm Lasher - tanked by Butterz, interrupt casts as it chain lightnings.
Ancient Water Spirit - tanked by Ungulator, tank facing away from raid as it charges.
Snaplasher - tanked by Lukelee, everytime it is attacked its damaged is increased 10%, stun it once the stacks get higher than 50.
All Melee assist dps Butterz's target - Storm Lasher, interrupt its chain lightning cast at all times!
All Ranged assist dps Ungulator's target - Ancient Water Spirit, we will have DKs on the spirit, as it charges through the raid, we need DKs to Death Grip the Spirit back into the raid.
Once both the Storm Lasher and Ancient Water Spirit are at 15%, stop dps on them, and put all DPS on the Snap Lasher. Once, the Snap Lasher is down to 15%, everyone AOE and bring them all down together.
Final Phase, Freya:
When all 6 phases are done, we get Freya by herself without her healing debuff. She will no longer spawn adds, and she is now a tank and spank.
During this phase, Freya will start launching green root like bombs, GTFO from the bombs, they blow up. Stay alive, keep dps on Freya - whenever the Eonar's Gift spawns, kill it right away.
Macroes:
MT needs a macro to target Eonar's Gift and Mark it, he will call it out.
/target Eonar's Gift
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end
MT needs a macro to target Storm Lasher and taunt it.
OT1 needs a macro to to target Ancient Water Spirit and taunt it.
OT2 needs a macro to target Snaplasher and taunt it.
The raid needs a targeting macro during the 3 amigoes phase to quickly start dpsing their targets.
Group 1 make a macro to target Storm Lasher.
Group 2 make a macro to target Ancient Water Spirit.
----------------------
Freya consists of 6 repeating add killing phases. There are 3 types of phases - as long as you get through 6 of those phases, Freya will lose her healing buff, and enter the final tank and spank phase. It is absolutely pointless to dps Freya while her healing buff is up, so don't bother.
All throughout the phases, a stationary tree add named Eonar's Gift will spawn randomly in the vicinity of Freya. These must be quickly dps'd down because they heal Freya and all of her adds for 6k a second. EVERYONE near the Eonar's Gift must dps it down immediately, it has 65k health, so use short cast hits and down it fast.
Phase type 1: Detonating Lashers
These adds are not tankable, however, they also don't hit for very much. The danger in this phase is that everytime a Lasher dies, it blows up for around 8k. Everyone needs to collapse onto the MT underneath Freya. AoE all the lashers down to 20% health, then stop!
The tanks will take turns AoE Taunting when the lashers reach 20% and run out of raid. MT needs to taunt the boss back onto him when a tank AoE taunts. The AoE tank uses all of his cooldowns, laststand/shieldwall and tanks all the adds while the raid continues to AoE them down.
Melee, stay out! Only ranged AoE continues to dps, mages help with frost nova to staple down the detonating lashers.
Holy Pally, use a Sacrifice when we are killing the Lashers one at a time to mitigate the damage on raid. Use only 1, as it is likely we will get these Detonating Lashers again.
Phase type 2: Ancient Conservator
This add looks like a large Treant - easy to take down - however, he silences the entire raid - tanks and melee also won't be able to use abilities while he is up. However, large mush rooms will spawn, and standing under them will allow you to use your abilities.
Every once in a while he will put a bomb on a random raid member, if you get the bomb, run away from the raid and stand under an empty mushroom, or if none is available just don't do anything. If an MT healer gets this, call it out so other healers can compensate.
Lukelee will tank this add.
Phase type 3: 3 Amigoes
During this phase 3 adds will spawn, these adds need to be killed within 10 seconds of one another, otherwise, they will respawn and heal up to 50% and need to be dps'd down again.
Storm Lasher - tanked by Butterz, interrupt casts as it chain lightnings.
Ancient Water Spirit - tanked by Ungulator, tank facing away from raid as it charges.
Snaplasher - tanked by Lukelee, everytime it is attacked its damaged is increased 10%, stun it once the stacks get higher than 50.
All Melee assist dps Butterz's target - Storm Lasher, interrupt its chain lightning cast at all times!
All Ranged assist dps Ungulator's target - Ancient Water Spirit, we will have DKs on the spirit, as it charges through the raid, we need DKs to Death Grip the Spirit back into the raid.
Once both the Storm Lasher and Ancient Water Spirit are at 15%, stop dps on them, and put all DPS on the Snap Lasher. Once, the Snap Lasher is down to 15%, everyone AOE and bring them all down together.
Final Phase, Freya:
When all 6 phases are done, we get Freya by herself without her healing debuff. She will no longer spawn adds, and she is now a tank and spank.
During this phase, Freya will start launching green root like bombs, GTFO from the bombs, they blow up. Stay alive, keep dps on Freya - whenever the Eonar's Gift spawns, kill it right away.
Thorim Notes
Arena Notes:
Burn Priority Macro; ALL DPS in the Arena need to have this macro so that you can all switch dps targets without delay. The burn order is: 1st Champion, 2nd Evoker, 3rd Warbringer:
/target Dark Rune Warbringer
/target Dark Rune Evoker
/target Dark Rune Champion
1 Rogue respec into Throwing Specialization, this Rogue needs to interrupt the Evoker at all times, DO NOT let that Evoker get any heals off. ALL ROGUES, need to take turns with the Champion Warrior Tank and dismantle it. Call it out, communication is key, the Champions need to be disarmed 4 to 5 seconds after they spawn so that their whirlwinds do not own the raid.
2 Warrior Tanks - tank Champions and Evoker
1 Paladin Tank - tank Warbringer
1 Holy Paladin stands in center with Righteous Fury
----------!!!!EXPERIMENT!!!!!!!------------
1 Shadow Priest Mind Control the Warbringer and make sure that the haste buff is up on the raid. Put yourself in a safe spot to avoid the lightning bolts from the orbs, in the brown portion of the middle circle in the raid.
Warbringer tank, keep the mind controlled Warbringer on focus, if the shadow priest ever loses mind control and the Warbringer is running around loose, you need to taunt it off of the shadow priest ASAP!
----------!!!!EXPERIMENT!!!!!!!------------
Tanks in the arena need to make one of these macros - use the appropriate macro for the add that you are tanking:
/target Dark Rune Warbringer
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",2) end
/cast taunt
/target Dark Rune Evoker
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",8) end
/cast taunt
/target Dark Rune Champion
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end
/cast taunt
________________________________________________________________
Gauntlet Notes:
1 Warrior Tank - tanks the healer
1 Druid Tank - tanks one of the adds
Mages - sheep one of the adds
On the way to the 1st Mini Boss
Tanks leap frog over one another, when you are engaging the last pack of adds, the Druid tank moves up ahead and pulls the pack with mages and healer, use shield wall if necessary if you are tanking 2 or 3 adds all at once. Warrior tank move up quickly with a healer and engage the boss so that he stops breathing on the raid.
On the way to the 2nd Mini Boss
Both tanks get aggro on everything, once everything is aggroed, warrior tank aoe taunts and picks up all adds and blows shield wall. Mages, this is your queue to sheep whatever you can.
Bear tank, once mobs are off of you, you and your healer quickly run up the stairs and engage the boss. Bear tank healer, don't lag behind, hug your bear and move quickly.
All DPS, stay behind with the warrior tank and kill the adds asap - 2 at a time. Once the adds are down, get on the mini boss asap.
REMEMBER, SPREAD OUT! The second mini boss puts a bomb on random raid members, do not blow up the raid, spread out!
_______________________________________________________________
FINAL PHASE NOTES! Pay attention, this phase is hard, it's a DPS race!
Warrior Tank from the Gauntlet will be the first one to pick up Thorim once he is down in the arena. Immediately bring him to the door and tank him there.
EVERYONE ELSE! SPREAD OUT! Everyone needs to /distance and make sure that you are all spread apart! Don't bother with DPS on Thorim when he spawns, finish off the adds, but keep spread out! All Melee pull out of the add cluster fuck, DO NOT get yourself chain lightninged during the phase transition, it's very dangerous.
2 Tanks at the door, stacked on top of one another, other tanks just stay out of the fight, run around and bandage people as need be.
2 Melee groups, 3 or 4 melee in each group in a triangle KT position around Thorim.
Healers position yourself closer to Thorim, inside of the circle around Thorim, stack in 2s.
Ranged DPS position yourself further from Thorim, at the perimeter of the circle around Thorim, stack in 2s. Leave room on the flanks of the room so that melee can pull out.
Every 15 seconds, Thorim will charge one of the orbs in the room. There will be a stream of electricity traveling from that corner of the room to Thorim. It's very easy to see. This Lightning Charge, will buff him and do damage to this quarter of the room.
While his nature buff is low, it's safe to simply eat the damage. However, once his stack get beyond 3 or 4, it will start hitting the raid for over 20k. At this portion of the fight, we will call soft-enrage.
When we call soft-enrage, whenever you see that stream of electricity, MOVE away from that quarter of the room. He will breath in a 60 degree cone to that orb. WATCH WHERE YOU ARE MOVING TO WHEN YOU ARE AVOIDING THE BREATH, REMEMBER TO KEEP DISTANCE AWAY FROM OTHER MEMBERS OF THE RAID SO YOU DO NOT GET THEM CHAIN LIGHTNING'D!
Once Thorim's stacks get beyond 5 (he should be around 50% at this point), blow lust to help with raid healing.
After lust runs out, blow Sacrifice.
After first Sacrifice runs out, blow second Sacrifice.
After second Sacrifice, start using Guardian Spirit on the MT. MTs start rotating Last Stand and Shield Wall after Guardian Spirit runs out.
Burn Priority Macro; ALL DPS in the Arena need to have this macro so that you can all switch dps targets without delay. The burn order is: 1st Champion, 2nd Evoker, 3rd Warbringer:
/target Dark Rune Warbringer
/target Dark Rune Evoker
/target Dark Rune Champion
1 Rogue respec into Throwing Specialization, this Rogue needs to interrupt the Evoker at all times, DO NOT let that Evoker get any heals off. ALL ROGUES, need to take turns with the Champion Warrior Tank and dismantle it. Call it out, communication is key, the Champions need to be disarmed 4 to 5 seconds after they spawn so that their whirlwinds do not own the raid.
2 Warrior Tanks - tank Champions and Evoker
1 Paladin Tank - tank Warbringer
1 Holy Paladin stands in center with Righteous Fury
----------!!!!EXPERIMENT!!!!!!!------------
1 Shadow Priest Mind Control the Warbringer and make sure that the haste buff is up on the raid. Put yourself in a safe spot to avoid the lightning bolts from the orbs, in the brown portion of the middle circle in the raid.
Warbringer tank, keep the mind controlled Warbringer on focus, if the shadow priest ever loses mind control and the Warbringer is running around loose, you need to taunt it off of the shadow priest ASAP!
----------!!!!EXPERIMENT!!!!!!!------------
Tanks in the arena need to make one of these macros - use the appropriate macro for the add that you are tanking:
/target Dark Rune Warbringer
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",2) end
/cast taunt
/target Dark Rune Evoker
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",8) end
/cast taunt
/target Dark Rune Champion
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end
/cast taunt
________________________________________________________________
Gauntlet Notes:
1 Warrior Tank - tanks the healer
1 Druid Tank - tanks one of the adds
Mages - sheep one of the adds
On the way to the 1st Mini Boss
Tanks leap frog over one another, when you are engaging the last pack of adds, the Druid tank moves up ahead and pulls the pack with mages and healer, use shield wall if necessary if you are tanking 2 or 3 adds all at once. Warrior tank move up quickly with a healer and engage the boss so that he stops breathing on the raid.
On the way to the 2nd Mini Boss
Both tanks get aggro on everything, once everything is aggroed, warrior tank aoe taunts and picks up all adds and blows shield wall. Mages, this is your queue to sheep whatever you can.
Bear tank, once mobs are off of you, you and your healer quickly run up the stairs and engage the boss. Bear tank healer, don't lag behind, hug your bear and move quickly.
All DPS, stay behind with the warrior tank and kill the adds asap - 2 at a time. Once the adds are down, get on the mini boss asap.
REMEMBER, SPREAD OUT! The second mini boss puts a bomb on random raid members, do not blow up the raid, spread out!
_______________________________________________________________
FINAL PHASE NOTES! Pay attention, this phase is hard, it's a DPS race!
Warrior Tank from the Gauntlet will be the first one to pick up Thorim once he is down in the arena. Immediately bring him to the door and tank him there.
EVERYONE ELSE! SPREAD OUT! Everyone needs to /distance and make sure that you are all spread apart! Don't bother with DPS on Thorim when he spawns, finish off the adds, but keep spread out! All Melee pull out of the add cluster fuck, DO NOT get yourself chain lightninged during the phase transition, it's very dangerous.
2 Tanks at the door, stacked on top of one another, other tanks just stay out of the fight, run around and bandage people as need be.
2 Melee groups, 3 or 4 melee in each group in a triangle KT position around Thorim.
Healers position yourself closer to Thorim, inside of the circle around Thorim, stack in 2s.
Ranged DPS position yourself further from Thorim, at the perimeter of the circle around Thorim, stack in 2s. Leave room on the flanks of the room so that melee can pull out.
Every 15 seconds, Thorim will charge one of the orbs in the room. There will be a stream of electricity traveling from that corner of the room to Thorim. It's very easy to see. This Lightning Charge, will buff him and do damage to this quarter of the room.
While his nature buff is low, it's safe to simply eat the damage. However, once his stack get beyond 3 or 4, it will start hitting the raid for over 20k. At this portion of the fight, we will call soft-enrage.
When we call soft-enrage, whenever you see that stream of electricity, MOVE away from that quarter of the room. He will breath in a 60 degree cone to that orb. WATCH WHERE YOU ARE MOVING TO WHEN YOU ARE AVOIDING THE BREATH, REMEMBER TO KEEP DISTANCE AWAY FROM OTHER MEMBERS OF THE RAID SO YOU DO NOT GET THEM CHAIN LIGHTNING'D!
Once Thorim's stacks get beyond 5 (he should be around 50% at this point), blow lust to help with raid healing.
After lust runs out, blow Sacrifice.
After first Sacrifice runs out, blow second Sacrifice.
After second Sacrifice, start using Guardian Spirit on the MT. MTs start rotating Last Stand and Shield Wall after Guardian Spirit runs out.
Friday, May 8, 2009
HAT PPM
Spec,Class,Crit/Sec
Survival,Hunter, 0.53
Elemental,Shaman, 0.42
Arcane,Mage, 0.41
Fury,Warrior, 0.35
Moonkin,Druid, 0.34
Holy,Paladin, 0.34
Enhancement,Shaman, 0.32
Bear,Druid, 0.31
Restoration,Shaman,0.29
Protection,Warrior,0.28
Blood,Death Knight,0.27
Fire,Mage,0.26
Mutilate,Rogue,0.26
Unholy,Death Knight,0.25
Combat,Rogue,0.23
HaT,Rogue,0.22
Retribution,Paladin,0.17
Affliction,Warlock,0.14
Holy,Priest,0.14
Shadow,Priest,0.08
Thursday, January 15, 2009
Sartharion + 2 Drakes
Sartharion
kill shadron for 2 drakes
ignore Tenebron's portal tank the adds, pally tank get in position around the center of the platform that's where the portal is, that's where the whelps will spawn
Pally OT position center of the platform by the portal
Drake OT position southern edge of the platform to benefit from beacon with MT
pally tank picks up blazes and adds, pick up fire spawns and move to the middle and position by the portal
paladins put on righteous fury to get healing aggro and stand by the pally tank
we have 1.5 minutes to kill Tenebron before vesperon lands, so blow bloodlust as soon as shadron lands and burn him down before vesperon comes down
all dps on Tenebron, after Tenebron dies kill remaining adds and fire spawns
if you are a healer and you get a spawn on you try your best to tank it if you are too far away from the paladin for you to run to him and for him to taunt them off of you, but you have to be careful not to get hit by the lava wall or the spawns will enrage and kick your ass
If you Vesperon comes down while Tenebron is still up, all dps pull back and Vesperon's portals and kill the servant, only then come out and resume dpsing. AoE pally tank, watch your dps during Vesperon's portal, putting out too much aoe will tax your healer and will spike damage on you.
Vesperon will come down 1.5 minutes after Tenebron, take Vesperon's portals.
Pally tank remains outside
A soft tank, a DK will tank the servant inside the portal
kill Vesperon asap, be careful on Vesperon, you take damage while you're dpsing him, so if you get low stop dps and bandage yourself. Don't die to the damage reflections
Then kill Sartharion
Lukelee - OT drakes
Ungulator - MT Sarth, need lots of health to deal with Vesperon's debuff
Pally Tank - OT whelp and flame adds
Holy Paladin for righteous fury stand by the pally tank
Holy Priest for aoe heals once Vesperon lands
Disc Priest for pain suppression
Mage aoe for adds
Mage aoe for adds
Rogue for fan of knives anesthetic
DK for servant tanking inside the portal
________
Modifying for 3 drake 25.
Surviving Sarth's breath
All healers need to have Sarth on focus frame (just right click on sarth's frame and focus him), make sure to turn on the focus target's cast bar so you can see when Sarth is starting to cast his breath.
This is important because to survive Sarth's breath, the MT needs to withstand up to 55k to 70k of spike damage. To do this, the Druid MT and the healers take turns with their cooldowns.
Druid tank - SI + Barkskin
Holy Priest - Guardian Spirit
Disc Priest - Pain Suppression
Holy Paladin - Divine Guardian
At this point, if DPS is good Shadron should be dead. Approximations state that the breaths come every 25 to 30 seconds, so this gives us about 2.5 or 3 minutes of survival. Raid has max 3 minutes to down Shadron. This means BL should be used when Shadron comes down. Have to blow through Shadron fast - Shadron should come down 45 seconds after Tenebron, he is the second drake.
(If possible One of the OTs taunts off Druid Tank and blows his Shield Wall)
kill shadron for 2 drakes
ignore Tenebron's portal tank the adds, pally tank get in position around the center of the platform that's where the portal is, that's where the whelps will spawn
Pally OT position center of the platform by the portal
Drake OT position southern edge of the platform to benefit from beacon with MT
pally tank picks up blazes and adds, pick up fire spawns and move to the middle and position by the portal
paladins put on righteous fury to get healing aggro and stand by the pally tank
we have 1.5 minutes to kill Tenebron before vesperon lands, so blow bloodlust as soon as shadron lands and burn him down before vesperon comes down
all dps on Tenebron, after Tenebron dies kill remaining adds and fire spawns
if you are a healer and you get a spawn on you try your best to tank it if you are too far away from the paladin for you to run to him and for him to taunt them off of you, but you have to be careful not to get hit by the lava wall or the spawns will enrage and kick your ass
If you Vesperon comes down while Tenebron is still up, all dps pull back and Vesperon's portals and kill the servant, only then come out and resume dpsing. AoE pally tank, watch your dps during Vesperon's portal, putting out too much aoe will tax your healer and will spike damage on you.
Vesperon will come down 1.5 minutes after Tenebron, take Vesperon's portals.
Pally tank remains outside
A soft tank, a DK will tank the servant inside the portal
kill Vesperon asap, be careful on Vesperon, you take damage while you're dpsing him, so if you get low stop dps and bandage yourself. Don't die to the damage reflections
Then kill Sartharion
Lukelee - OT drakes
Ungulator - MT Sarth, need lots of health to deal with Vesperon's debuff
Pally Tank - OT whelp and flame adds
Holy Paladin for righteous fury stand by the pally tank
Holy Priest for aoe heals once Vesperon lands
Disc Priest for pain suppression
Mage aoe for adds
Mage aoe for adds
Rogue for fan of knives anesthetic
DK for servant tanking inside the portal
________
Modifying for 3 drake 25.
Surviving Sarth's breath
All healers need to have Sarth on focus frame (just right click on sarth's frame and focus him), make sure to turn on the focus target's cast bar so you can see when Sarth is starting to cast his breath.
This is important because to survive Sarth's breath, the MT needs to withstand up to 55k to 70k of spike damage. To do this, the Druid MT and the healers take turns with their cooldowns.
Druid tank - SI + Barkskin
Holy Priest - Guardian Spirit
Disc Priest - Pain Suppression
Holy Paladin - Divine Guardian
At this point, if DPS is good Shadron should be dead. Approximations state that the breaths come every 25 to 30 seconds, so this gives us about 2.5 or 3 minutes of survival. Raid has max 3 minutes to down Shadron. This means BL should be used when Shadron comes down. Have to blow through Shadron fast - Shadron should come down 45 seconds after Tenebron, he is the second drake.
(If possible One of the OTs taunts off Druid Tank and blows his Shield Wall)
Monday, January 12, 2009
Old School 4 point Thaddius
http://www.anikki.com/do/viewtopic.php?t=244

http://video.google.com/videoplay?docid=-6986617029377993641&q=thaddius
Good - even if someone switches late, they won't get gibbed.
Bad - if they screw up the switch they die...if they can't do it fast...can they at least do it right?

http://video.google.com/videoplay?docid=-6986617029377993641&q=thaddius
Good - even if someone switches late, they won't get gibbed.
Bad - if they screw up the switch they die...if they can't do it fast...can they at least do it right?
Monday, January 5, 2009
Notes For Naxx 25
BEFORE STARTING, SETUP GROUPS 1 + 2 + 1 OTHER DPS / 3 + 4 + 5 TO HAVE ROUGHLY EQUAL DPS. SETUP GROUP 1 2 TO BE MELEE + DK SOFT TANKS, SETUP GROUPS 3 4 5 TO BE RANGED WITH AOE HEALERS (the ghosts do alot of aoe damage). PUT ONE AOE HEALER IN EACH GROUPS 3 4 5.
THIS WILL SAVE TIME BEFORE GOING INTO GOTHRIK, AS GROUPS 1 2 ARE LIVE AND WILL ALREADY HAVE SOFT TANKS. AND GROUPS 3 4 5 NEED AOE HEALERS FOR FEUGEN'S AOE DAMAGE
SETUP PROPERLY YOU WON'T HAVE TO STOP FOR SETTING UP GROUPS
TRY NOT TO DO SWITCHOUTS DURING A WING, DO IT DURING THE LOOTING OF THE LAST BOSS OF A WING.
GOALS:
1 HOUR CONSTRUCT
10 min to get to patch
15 min to down grob
15 min to down gluth
25 min on thad, allowing for 1 wipe
1.2 HOUR MILITARY
10 min to get to razuv
15 min down razuv allowing for 1 wipe
10 min get to gothrik
5 min to down gothrik
10 min to get to 4h
20 min to down 4h allowing for 1 wipe
1/2 HOUR ARACH
we did it easy last time
1/2 HOUR PLAGUE
we did it easy last time
1/2 HOUR SAPPH
distribute mages and aoe healers evenly throughout the two sides
1/2 HOUR KEL'THAZUD
same groups used in saph can be used here
_____________________
4 HOURS TOTAL
Order easiest to hardest
1. arachnid
2. plague
3. military
4. construct
faerlina
Followers: off tank them away from casters
Worshipers: off tanked, 1 priest has to mindcontrol before widow frenzies and cast Widow's Embrace on her AFTER she has frenzied, will lock her out for 60 seconds, if cast before only locks her out for 30 seconds
Maexenna
Hot the MT before Web Spray
When she Frenzies, blow BL, the MT has to watch the Web Spray timer, right before it's about to hit the raid have him blow Shield Wall. He will shield wall through the Web Spray, when Shield Wall runs out, the OT taunts off MT and blows his shield wall.
Razuvious
Let the priests pull
Rogue evade tanks razuv for a few seconds - lol sorry Jai
priests put on hit gear if they can
setup tanking with the priests before getting to razuvias
remember priests don't get too far away from him, you have to be close
two off tanks taunt if the underlings break mc and keep the priests safe
one off tank tanks the other two underlings but don't kill them, don't go too far away from razuv or else they will run back to the second highest on their threat
Gothrik
Two hard tanks dead side (if two warriors vigilence one another so that taunt is always up)
1 druid + 2 soft tanks preferbly two DKs on Liveside, cent and carpathian
better to have squishies on the liveside since the dead side mobs hit much harder reduces the chance of people getting one shot on the trash.
If the soft tanks on the liveside have great dps, then one less on the live side, make it groups 1 2 + 1 good dpser on live, and groups 3 4 5 on dead
4 horsemen
Just down Korthazz fast before 4 marks so you don't need tank switches, you do this so that the druid OT doesn't need anymore than 1 healer (because if he tanks korthaz the meteor will kill the healer) Pop bloodlust right away.
zeliek and blaumeaux tanks: 3 or 4 healers only really need 2 healers for korthaz and rivendare tanks, one pally for beacon - put as many healers in the back possible for stability - the back is usually where the problem is. PUT ALL THE BEST HEALERS IN THE BACK
Note: Rivendare DOES have an aoe
Remember rear tanks, you have to be at an angle toward the platform, sometimes zeliek/blameaux bugs out and you will not aggro him unless you place yourself between the zeliek/blameux and the platform
Patchwerk
1 MT and 2 HT tanks
MT is the weakest tank/tank with best threat, makes things more stable - MT has to threat hard hard hard hard, the OTs are usually better geared and with HT they will generate alot of threat.
OTs just autoattack until dps is called
MT and OTs stand together, wait until all the OTs have been HTd before the melee dps starts
If the MT is undergeared and can't threat fast enough have all the Hunters MD the MT.
OTs! DO NOT CROSS MT THREAT!
MELEE! DO NOT CROSS ANY TANK THREAT!
Grobbulus
do not cleanse mutating injection!!!!!!!!! no cleansing!!!!!!!
Melee DO NOT GET IN FRONT OF THE BOSS
DO NOT AOE TAUNT EVER - unless you're the MT and you're trying to save a wipe if grob breaths on the whole group and the OTs are off popping their gas clouds - pop shield wall right away.
MT remember to watch his left hand (the right side from your perspective), when it flashes green that's when he's spawned a gas cloud under his feet. save your thunderclap for breaths, thunderclap get the add on you and let the OTs taunt it off - prevents the add from running around willy nilly.
MT save your taunt for when Grobbulus turns away to Inject someone, he has a habit of turning and then breathing - when he turns taunt. Also save your thunderclap for the breath, it'll keep the add on u instead of running at a healer.
Gluth
Needs two tanks on adds
Keep rolling hots on the Decimate Tank - decimate tank, pop shield wall last stand when decimate hits, with good dps Gluth shouldn't decimate more than once
Two OTs on the zombie chows - preferably druid OT and a dps DK in tanking gear.
Sapphiron
split mages evenly through out the two groups
Kel'thuzad
*SPREAD OUT AT LEAST 10 YARDS FROM ONE ANOTHER
*two healers on MT
*mages need to polymorph MCs
*2 teams of interrupters
team 1: luke and jai
team 2: cent and xxx
we use two interrupters because the frost bolts hit much harder - 20k or 30k, so we can't afford a miss
*DON'T STAND IN THE VOID ZONES!
If void zone on the MT, melee pull out and let the tank readjust
*OTs - 4 guardians spawn, each tank 2 - be aware they spawn from left or right, sometimes all 4 can spawn from one side so grab whatever you can when you can, then once aggroed balance it out. they don't hit too hard from the get go
Healers save your pain suppression, guardian spirit, etc. for the OTs, they can get ice blocked, or dps may be slow and the guardians may start hitting too hard
All other ranged players must find a spot in the room and stay 10 yards apart. If a Shadow Fissure spawns on you, run to someone close by and stand on their spot with them until the Shadow Fissure despawns. Make sure that player doesn't have a Mana Detonation though, and, should that player suddenly get it, you are the one that will need to move away and hug another player close by. The Shadow Fissure zone will despawn very quickly though, so this situation is rare. As soon as your Shadow Fissure despawns, you have to run back to your old spot and continue what you were doing.
*ROGUES BLOW your cloak so that it doesn't get popped while you're MC'd
*Shamans blow your Bloodlust so that it doesn't get popped while you're MC'd
*everyone who can CC Immediately CC an MC, they hit hard and will three shot people or worse, will heal kel - this is your #1 priority
THIS WILL SAVE TIME BEFORE GOING INTO GOTHRIK, AS GROUPS 1 2 ARE LIVE AND WILL ALREADY HAVE SOFT TANKS. AND GROUPS 3 4 5 NEED AOE HEALERS FOR FEUGEN'S AOE DAMAGE
SETUP PROPERLY YOU WON'T HAVE TO STOP FOR SETTING UP GROUPS
TRY NOT TO DO SWITCHOUTS DURING A WING, DO IT DURING THE LOOTING OF THE LAST BOSS OF A WING.
GOALS:
1 HOUR CONSTRUCT
10 min to get to patch
15 min to down grob
15 min to down gluth
25 min on thad, allowing for 1 wipe
1.2 HOUR MILITARY
10 min to get to razuv
15 min down razuv allowing for 1 wipe
10 min get to gothrik
5 min to down gothrik
10 min to get to 4h
20 min to down 4h allowing for 1 wipe
1/2 HOUR ARACH
we did it easy last time
1/2 HOUR PLAGUE
we did it easy last time
1/2 HOUR SAPPH
distribute mages and aoe healers evenly throughout the two sides
1/2 HOUR KEL'THAZUD
same groups used in saph can be used here
_____________________
4 HOURS TOTAL
Order easiest to hardest
1. arachnid
2. plague
3. military
4. construct
faerlina
Followers: off tank them away from casters
Worshipers: off tanked, 1 priest has to mindcontrol before widow frenzies and cast Widow's Embrace on her AFTER she has frenzied, will lock her out for 60 seconds, if cast before only locks her out for 30 seconds
Maexenna
Hot the MT before Web Spray
When she Frenzies, blow BL, the MT has to watch the Web Spray timer, right before it's about to hit the raid have him blow Shield Wall. He will shield wall through the Web Spray, when Shield Wall runs out, the OT taunts off MT and blows his shield wall.
Razuvious
Let the priests pull
Rogue evade tanks razuv for a few seconds - lol sorry Jai
priests put on hit gear if they can
setup tanking with the priests before getting to razuvias
remember priests don't get too far away from him, you have to be close
two off tanks taunt if the underlings break mc and keep the priests safe
one off tank tanks the other two underlings but don't kill them, don't go too far away from razuv or else they will run back to the second highest on their threat
Gothrik
Two hard tanks dead side (if two warriors vigilence one another so that taunt is always up)
1 druid + 2 soft tanks preferbly two DKs on Liveside, cent and carpathian
better to have squishies on the liveside since the dead side mobs hit much harder reduces the chance of people getting one shot on the trash.
If the soft tanks on the liveside have great dps, then one less on the live side, make it groups 1 2 + 1 good dpser on live, and groups 3 4 5 on dead
4 horsemen
Just down Korthazz fast before 4 marks so you don't need tank switches, you do this so that the druid OT doesn't need anymore than 1 healer (because if he tanks korthaz the meteor will kill the healer) Pop bloodlust right away.
zeliek and blaumeaux tanks: 3 or 4 healers only really need 2 healers for korthaz and rivendare tanks, one pally for beacon - put as many healers in the back possible for stability - the back is usually where the problem is. PUT ALL THE BEST HEALERS IN THE BACK
Note: Rivendare DOES have an aoe
Remember rear tanks, you have to be at an angle toward the platform, sometimes zeliek/blameaux bugs out and you will not aggro him unless you place yourself between the zeliek/blameux and the platform
Patchwerk
1 MT and 2 HT tanks
MT is the weakest tank/tank with best threat, makes things more stable - MT has to threat hard hard hard hard, the OTs are usually better geared and with HT they will generate alot of threat.
OTs just autoattack until dps is called
MT and OTs stand together, wait until all the OTs have been HTd before the melee dps starts
If the MT is undergeared and can't threat fast enough have all the Hunters MD the MT.
OTs! DO NOT CROSS MT THREAT!
MELEE! DO NOT CROSS ANY TANK THREAT!
Grobbulus
do not cleanse mutating injection!!!!!!!!! no cleansing!!!!!!!
Melee DO NOT GET IN FRONT OF THE BOSS
DO NOT AOE TAUNT EVER - unless you're the MT and you're trying to save a wipe if grob breaths on the whole group and the OTs are off popping their gas clouds - pop shield wall right away.
MT remember to watch his left hand (the right side from your perspective), when it flashes green that's when he's spawned a gas cloud under his feet. save your thunderclap for breaths, thunderclap get the add on you and let the OTs taunt it off - prevents the add from running around willy nilly.
MT save your taunt for when Grobbulus turns away to Inject someone, he has a habit of turning and then breathing - when he turns taunt. Also save your thunderclap for the breath, it'll keep the add on u instead of running at a healer.
Gluth
Needs two tanks on adds
Keep rolling hots on the Decimate Tank - decimate tank, pop shield wall last stand when decimate hits, with good dps Gluth shouldn't decimate more than once
Two OTs on the zombie chows - preferably druid OT and a dps DK in tanking gear.
Sapphiron
split mages evenly through out the two groups
Kel'thuzad
*SPREAD OUT AT LEAST 10 YARDS FROM ONE ANOTHER
*two healers on MT
*mages need to polymorph MCs
*2 teams of interrupters
team 1: luke and jai
team 2: cent and xxx
we use two interrupters because the frost bolts hit much harder - 20k or 30k, so we can't afford a miss
*DON'T STAND IN THE VOID ZONES!
If void zone on the MT, melee pull out and let the tank readjust
*OTs - 4 guardians spawn, each tank 2 - be aware they spawn from left or right, sometimes all 4 can spawn from one side so grab whatever you can when you can, then once aggroed balance it out. they don't hit too hard from the get go
Healers save your pain suppression, guardian spirit, etc. for the OTs, they can get ice blocked, or dps may be slow and the guardians may start hitting too hard
All other ranged players must find a spot in the room and stay 10 yards apart. If a Shadow Fissure spawns on you, run to someone close by and stand on their spot with them until the Shadow Fissure despawns. Make sure that player doesn't have a Mana Detonation though, and, should that player suddenly get it, you are the one that will need to move away and hug another player close by. The Shadow Fissure zone will despawn very quickly though, so this situation is rare. As soon as your Shadow Fissure despawns, you have to run back to your old spot and continue what you were doing.
*ROGUES BLOW your cloak so that it doesn't get popped while you're MC'd
*Shamans blow your Bloodlust so that it doesn't get popped while you're MC'd
*everyone who can CC Immediately CC an MC, they hit hard and will three shot people or worse, will heal kel - this is your #1 priority
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