Excellent Cho’Gall Strategy Guide

May 12th, 2011 by Setta

Cho'Gall Strategy Guide

You can find an excellent layout to the Cho’Gall fight here, check it out!  I’m honestly thinking this will be easier than Nefarian for us after we kill Capt’n Planet.

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Raid Min/Max

May 10th, 2011 by Setta

Hello everyone,

I thought I’d spend some time looking at everyone’s gear and putting together a list of what items people need from the new heroics to be fully in epics.  I favored easier items to get, such as reputations and professions when applicable.  So, let’s get right to it!

Note:  If anyone wants to find the lists I got these from, you can find the armor here and the weapons here.  Simply replace the stat weighting system with your class / spec to have it generate the list for you.

Edit — Donavaan has been added!

Hunters

Ainimas

Wrists: Wristguards of the Predator (Akil’zon)

Weapon: Jin’do’s Verdict (Jin’do the Godbreaker)

Mythka

Head: Headdress of Sharpened Vision (Daakara)

Neck: Amulet of the Watcher (Bloodlord Mandokir)

Wrists: Wristguards of the Predator (Akil’zon)

Legs: Lightning-Charged Legguards (Valor Points, Tier 11)

Ring: Arlokk’s Signet (High Priestess Kilnara)

Weapon: Jin’do’s Verdict (Jin’do the Godbreaker)

Jaqulyn

Shoulder: Headdress of Sharpened Vision (Daakara)

Chest: Lightning-Charged Tunic (Valor Points, Tier 11)

Belt: Corded Viper Belt (Leatherworking)

Boots: Moccasins of Verdurous Glooms (Valor Points)

Wrists: Wristguards of the Predator (Akil’zon)

Trinket: Fluid Death (Valor Points)

Weapon: Jin’do’s Verdict (Jin’do the Godbreaker)

Ranged: Mandokir’s Tribute (Jin’do the Godbreaker)

Rogues

Santile

Neck: Amulet of the Watcher (Bloodlord Mandokir)

Shoulder: Tusked Shoulderpads (Daakara)

Wrists: Amani’shi Bracers (Jan’alai)

Cloak: Viewless Wings (Valor Points)

Weapon: Twinblade of the Hakkari (Jin’do the Godbreaker)

Off-Hand: Twinblade of the Hakkari (Jin’do the Godbreaker)

Death Knights

Ravik

Head: Roaring Mask of Bethekk (High Priestess Kilnara)

Shoulder: Skullpiercer Pauldrons (Daakara)

Boots: Woe Breeder’s Boots (Valor Points)

Ring: Band of Bees (Valor Points)

Trinket: License to Slay (Valor Points)

Relic: Relic of Aggramar (Valor Points)

Donavaan

Head: Spiritshield Mask (Nalorakk)

Neck: Amulet of Protection (Gri’lek)

Gloves: Magma Plated Handguards (Valor Points)

Ring: Ring of the Battle Anthem (Valor Points)

Relic: Relic of Khaz’goroth (Valor Points)

Mages

Raveion

Head: Collar of Bones (Daakara)

Neck: Lightning Flash Pendant (Wildhammer Clan)

Shoulder: Jan’alai’s Spaulders (Jan’alai)

Chest: Firelord’s Robes (Valor Points)

Boots: Desert Walker Sandals (Ramkahen)

Bracers: Wristwraps of Departed Spirits (Halazzi)

Ring 1: Shimmerclaw Band (Halazzi) or Ring of the Boy Emperor (Archeology)

Ring 2: Band of Secret Names (Valor Points)

Trinket 1: Tyrande’s Favorite Doll (Archeology)

Trinket 2: Core of Ripeness (Valor Points)

Cloak: Haunt of Flies (Valor Points)

Weapon: Legacy of Arlokk (Jin’do the Godbreaker), 2 Alternatives Via Archeology

Ranged: Touch of Discord (Bloodlord Mandokir)

Paladins

Setta

Neck: Amulet of Protection (Gri’lek)

Ring: Ring of the Battle Anthem (Valor Points)

Trinket: Impatience of Youth (Tol Barad)

Relic: Relic of Khaz’goroth (Valor Points)

Sekikaze

Helm: Plumed Medicine Helm (Zanzil)

Cloak: Heavenly Breeze (Valor Points)

Druids

Keary

Head: Amani Headdress (Daakara)

Shoulder: Feathers of Akil’zon (Akil’zon)

Chest: Stormrider’s Robes (Valor Points)

Boots: Fading Violet Sandals (Valor Points)

Bracers: Armbands of the Bear Spirit (Nalorakk)

Ring: Twined Band of Flowers (Valor Points)

Trinket: Core of Ripeness (Valor Points)

Cloak: Heavenly Breeze (Valor Points)

Shamans

Brewnah

Head: Mask of Restless Spirits (Daakara)

Shoulder: Spiritbinder Spaulders (Zanzil)

Chest: Tunic of the Raging Elements (Valor Points) or Twilight Scale Chestguard (Leatherworking)

Belt: Sash of Anguish (High Priestess Kilnara) or Stormleather Sash (Leatherworking)

Boots: Earthmender’s Boots (Earthen Ring)

Bracers: Shadowmender Wristguards (Halazzi)

Gloves: Handwraps of the Raging Elements (Valor Points)

Ring: Band of Secret Names (Valor Points)

Trinket: Core of Ripeness (Valor Points)

Weapon: Amani Scepter of Rites (Daakara)

Offhand: Elementium Stormshield (Blacksmithing)

Relic: Relic of Eonar (Valor Points)

Priests

Zenatari

Head: The Hexxer’s Mask (Jin’do the Godbreaker)

Shoulder: Claw-Fringe Mantle (High Priestess Kilnara)

Pants: Breeches of Mended Nightmares (Tailoring)

Boots: Slippers of Moving Waters (Valor Points)

Ring: Band of Secret Names (Valor Points)

Cloak: Heavenly Breeze (Valor Points)

Ranged: Touch of Discord (Bloodlord Mandokir)

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Patch 4.1, Rise of the Zanalari

April 28th, 2011 by Setta

Patch 4.1

Patch 4.1, Rise of the Zandalari

Third day of patch 4.1 and FTC has taken down both of the new heroics!  Good times, and we can definitely see that these instances are going to clear up a lot of the loose blues we’ve got in our character slots.

Wowhead has a great, concise table of strategies / abilities of the bosses in each of the new heroics.  Definitely worth a look, it can be found here.

I thought I’d put together a list of quick “remember this” parts of each fight if you haven’t seen one instance or the other.

Zul’Aman

Zul’Aman hasn’t changed a great deal from what it was when originally released.  The only boss with a significantly new ability is Akil’zon, who instead of rocketing people into the air will now call birds to carry off party members.  Here is the quick laydown of the fights.

Akil’zon (Eagle)

Special Notes:  Being kidnapped does not prevent you from doing damage or healing.  Electrical Storm is the killer in this fight – if you are not under the lifted party member, you die.

DPS (in order of importance):

  1. If the boss is casting Electrical Storm, stand under the player up in the air.
  2. Kill the Amani Kidnapper (Giant white bird) who has one of the party members.
  3. Kill the boss while spread out.

Healers:

  1. If the boss is casting Electrical Storm, stand under the player up in the air.
  2. Dispel Static Disruption, this is mana intensive and happens a lot.
  3. Keep an eye on the health of any party member being kidnapped.
  4. Heal as normal while spread out.

Tanks:

  1. If the boss is casting Electrical Storm, stand under the player up in the air.
  2. Keep the boss in a generally central area of the platform to allow people to spread out.
  3. Tank as normal, adds cannot be controlled.

Nalorakk (Bear)

Special Notes: This boss requires movement to make sure no one get’s Surged twice in a row.  If you do not have at least three ranged (including healer), then  melee may be required to move out to ensure no one else dies.  Set up a rotation ahead of time to make sure 3 people rotate who is farthest away from the boss, any less than three and one person will get surged twice.  During bear phase, this does not apply but party members should be ready.

DPS:

  1. Move out to farthest away from the boss if you are up on the rotation – this is more important than DPS.
  2. DPS the boss while ensuring you’re not farthest out.

Healers:

  1. Move out to farthest away from the boss if you are up on the rotation.
  2. If boss is in bear form be prepared for heavy healing on the tank and occasional silences.
  3. Heal as normal (tank heavy healing fight).

Tanks:

  1. Keep boss steady so DPS and healer can move as per the rotation.
  2. Use cooldowns when boss is in bear form and applies both bleed effects.

Jan’alai (Dragonhawk)

Special Notes:  At 35% he frees all remaining unhatched eggs – this can lead to a wipe if DPS goes too fast on the boss and not enough eggs are released earlier.  Once the eggs are at a low level, let the boss hit 35%, kill all the adds then burn down boss.  DPS should kill one Hatcher, let one hatcher open several eggs (7-12) then kill that hatcher.  Do not die to the fire bombs.  Hatchers open eggs VERY quickly.

DPS:

  1. Do not stand near fire bombs, move to a safe place.
  2. Spread apart and when targeted by the boss with Flame Breath, move out of the line of fire until it fades.
  3. Kill hatcher you are assigned to.
  4. Kill dragonhawk adds.
  5. DPS the boss down to 40%
  6. If most eggs have been hatched, bring boss below 35% and kill adds.
  7. Kill boss.

Healers:

  1. Do not stand near fire bombs, move to a safe place.
  2. Spread apart and when targeted by the boss with Flame Breath, move out of the line of fire until it fades.
  3. Be prepared for dragonhawk adds.
  4. Dragonhawk adds will debuff their target with additional fire damage taken, can be dispelled.
  5. Heavy tank healing and a frenzy sub 20%.

Tanks:

  1. Do not stand near fire bombs, move to a safe place.
  2. Spread apart and when targeted by the boss with Flame Breath, move out of the line of fire until it fades.
  3. Pick up adds so DPS can kill them.
  4. Tank the boss in a generally central location to allow DPS / Healer to spread out.
  5. Save cooldowns for mass hatch sub 35% and frenzy at 20%.

Halazzi (Lynx)

Special Notes: Water Totem can either be killed or just outright avoided.  Corrupted Lightning Totem can be killed by the tank.  Phase changes at 66% and 33%.

DPS:

  1. Kill Water Totems if necessary.
  2. Kill Spirit of the Lynx (during second phase).
  3. Kill Boss (during phase 1 & 3).

Healers:

  1. Fairly descent damage to tank during phase 1 & 3.
  2. Large amounts of random damage during phase 2, spirit of lynx has no aggro table.

Tanks:

  1. Keep boss out of Water Totem area of effect.
  2. Spirit of Lynx has no aggro table, kill Corrupted Lightning Totems during phase 2.

Hex Lord Malacrass

Special Notes:  Adds can either be crowd controlled the whole fight, or killed.  Special abilities are drawn from party members present.

DPS:

  1. Kill adds if they are not being Crowd Controlled.
  2. Avoid standing in fire or other harmful area of effects.
  3. Dispel harmful effects if possible.
  4. Kill boss.

Healers:

  1. Large amounts of AoE damage.
  2. Dispel harmful effects if possible.
  3. Tank damage can vary depending on boss’ current abilities.

Tanks:

  1. If adds are not being CCed, tank adds until dead.
  2. Tank boss generally in a central location.  Move him away from harmful ground effects.

Daakara

Special Notes:  There are only three phase changes during this fight, at 66% and 33%.  Phase 2 and 3 are random amongst four animal spirits.

DPS:

  1. Phase 1, DPS boss and avoid whirlwind if possible.
  2. Eagle Phase: Avoid Cyclones, kill Lightning Totems, kill boss.  Watch self damage if you are a spellcaster.
  3. Bear Phase: Move out if your are up on rotation for the Surge ability, DPS boss.
  4. Dragonhawk Phase: Avoid Flame Columns, DPS boss.  Flame WW is unavoidable.
  5. Lynx Phase: If you are targeted by Claw Rage, use vanish / ice block / bubble / feign death / etc to avoid damage, DPS adds, DPS boss.

Healers:

  1. Phase 1, heal those affected by Grievous Throw to full health, heal as normal.
  2. Eagle Phase: Avoid Cyclones, watch self damage.
  3. Bear Phase: Move out if your are up on rotation for the Surge ability, dispel Creeping Paralysis off tank.
  4. Dragonhawk Phase: Avoid Flame Columns, flame WW is unavoidable.
  5. Lynx Phase: If you are targeted by Claw Rage, use vanish / ice block / bubble / feign death / etc to avoid damage.

Tanks:

  1. Phase 1: Tank generally centrally.
  2. Eagle Phase: Avoid Cyclones, kill Lightning Totem, boss may be immobile.
  3. Bear Phase: Use cooldowns after creeping paralysis.
  4. Dragonhawk Phase: Avoid Flame Columns, flame WW is unavoidable.
  5. Lynx Phase: Taunt boss after he starts attacking someone Claw Rage, use cooldowns as this will destroy you if you take the full duration of the attack (ideally split damage between you and the original target).

I’ll put up an explanation of Zul’Gurub soon!

~Setta

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Halfus is hard!

February 17th, 2011 by Setta

Halfus Wyrmbreaker

(This ogre stomped us good)

I know that sounds obvious, but it would appear that we have not got Halfus on farm yet.  Last night was a combination of needing more gear and a strategy that wasn’t terribly effective.  At this point, I’m fairly sure we’ll need to free two drakes to get him down when there is that much AoE going on.

Beyond that, our attempt on Bastion of Twilight is done this week, next up is the Conclave of Wind!  We’ll be hitting that Monday and I have a strong feeling that they won’t hold against our assault.  The Conclave is all about execution and I know we have the gear to destroy them.  I’ll post a quick strategy with links a little later today.

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