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Undertanker

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Everything posted by Undertanker

  1. Undertanker

    Quest for Qnique Items in Vanilla

    Anathema is the same as benediction, just click the weapon to swap it back and forth. Talisman of the Binding Shard will be implemented as a drop ONCE per server. Already dropped on Nost-PVP and was given to a priest .... .SMH. Atiesh is a Naxx legendary and will be here when the time comes.
  2. Undertanker

    Holy Paladin BIS Darrowshire (BWL Patch)

    That robe is very good for pally cause mana refund from crits. HOWEVER, since he is clearly referencing this for 1.4 itemization, it will be going to warlocks and mages over pally until ZG drops and they get bloodvine.
  3. Undertanker

    Basic Holy Priest guide - "What the light will tell you."

    My Fav fight with druid is Rag. Just give me all the melee. Magmadar is another.
  4. Undertanker

    Shadow Priest Theorycraft by Killerduki

    Lost my sh it when I saw that. Funny.
  5. Undertanker

    hit rating

    They (admin/devs) do need to revisit weapon-skill if that is true, which I am sure what you are saying is, as I had rogues testing it and said they didn't see any gains. The dodge parry thing, you shouldn't generate rage if YOU dodge or parry an attack. Though parry does increase your rage generation rate, and more benifitial to a slower weapon. (assuming rage starvations): a 2.9 delay Deathbringer will benefit from parry much more than a 1.3 Dagger of choice. After a successful parry, the defender's "swing timer" is reduced by 40% of your weapon speed, unless this would result in a reduction to less than 20% of your swing time remaining. This results in an average of .24 extra swings per parry; thus parry favors slower, higher damage weapons. Note that with a slow weapon and fast incoming attacks, it is possible to gain multiple speed reductions. Meaning if you just auto attacked and you parry two attacks at the same time (fighting multiple mobs) you get 80% swing timer reduction. Parrying 3 attacks at the same time would do nothing in terms of swing timer since you can not benefit beyond the 20% remaining. This is the extra rage you will get. The reduction of swing timer holds true for mobs as well, and bosses, however some bosses this increase was purposefully disabled due to their mechanics - Patchwerk being a prime example. Now if a mob parries your auto-attack, you will gain rage based off of your average weapon damage (tool tip menu after AP calculations) divided by 30 (level 60 rage gain formula). If it was a special attack that consumes rage, the rage is not lost, but is lost if it was a miss or dodge. @yellow 5.6%, I can't find old data from that, maybe Storefan or Walgrave or another can post on this portion.
  6. Undertanker

    hit rating

    ....... Because you are new: http://vanilla-wow.wikia.com/wiki/Hit confirms your statement earlier as well about reduce base chance to miss with 305 skill.
  7. Undertanker

    hit rating

    So we didn't speed run. Which we informed on our recruitment post we wouldn't do. Were one of the more laid back raid atmospheres offered US time. And before realmplayers wiped, we <Thundercats> were top 20 as our fastest clears were late January, mid Feb. Other guilds did faster after us, again wasn't our goal. So that 62 minute ZG that isn't there, currently would put us at 6th on serve comparing to what is there. 82 min BWL would put us at 18th. our 53 minute MC would put us at 13th. ^ Like I said these are nil because the data wipe and there isn't a lot of competition showing. We have fun, I stayed drunk (Shout-out to OG Thundercats), and cleared things at a steady pace. Not everybody wanted a speed run, and you should know that takes all peoples effort, so it didn't happen. No, 8.6% is cap on your slam, revenge, sunder, and heroic strike. Tanks commonly go for 8% hit on this patch, getting that last 0.6% is negligible for the gear availability for tanks. Once AQ is out and people are running T2.5 shoulders/Legs as well and pure tank items have higher base +DEF, you'll see some tanks finally take the last 1% hit and run 9%. Edit: removed 6% vs 8%
  8. Undertanker

    Swing Timer & Casting Spells

    If your swing timer reached its time to swing but the animation hasn't happened yet, you can start a cast and if still in melee range after, the swing will happen. Which isn't a bug and is probably more in line with what you experienced.. Same mechanics were used with slam and solo grinding with pally back in 2005, this ensures that 0% of your swing timer is reset when you need to perform a cast. Easier to pull off with a slower weapon, IMO.
  9. Undertanker

    Holy Paladin BIS Darrowshire (BWL Patch)

    Should probably have included with what patch in your title.
  10. Undertanker

    Paladin professions?

    I believe it turns red if you try to do that, as if it were broken (but has full durability still).
  11. Undertanker

    Basic Holy Priest guide - "What the light will tell you."

    You mean heal-meter wh.o.res who heal snipe and disregard other's already expended mana?
  12. Roll the dice, TP or BS..... dead and dead. Yes and yes. Silithus farming after raid, use my Gnomish Transporter...... Flight master is dead cause of this guy, now I am stuck and gotta run forever to Un'goro.
  13. Undertanker

    All want to play on fresh

    I never understand this "argument". What does "balanced" mean? Valuable items are cheap? Doesn't make sense. Higher prices on the auction-house on all items is caused from inflation due to the gold inserted from killing mobs. This only makes things EASIER for somebody just starting out. Reason it is EASIER is because inflation only affects the AH, not the in-game vendors whom are your primary gold sinks on your way to level 60. ie: Training, repairs, mount, epic mount. Which differs from real world where vendors adjust to inflation. Rather than focusing on what you can not buy in the AH while starting off, focus on the fact that every item that would sell for a few silver on a fresh server would sell for up to 1 gold on an established server. You invest the same amount of time getting that stack of ore in the world, except it sells for 10x as much, making your in-game gold sinks 10x less of a burden.
  14. To add to this, this is why I loved Vanilla vs the "5 man tokens for gear" in other expansions. Reasons MC will be relevant for a long time (besides T1 and T2 (which some really good T1 for rogues/hunter and warrior gloves.): Ring of spell power, Talisman of Ephemeral Power, Quick Strike Ring, Striker's Mark, Azuresong Mageblade, Wristguards of True Flight, Cauterizing Band, Wild Growth Spaulders, Band of Accuria, Bonereaver's Edge, Perdition's Blade, Brutality Blade, Choker of the Fire Lord, Aged Core Leather Gloves, Benediction, Cloak of the Shrouded Mist, Rhok'delar, Longbow of the Ancient Keepers, Heavy Dark Iron Ring, Sulfuras, Hand of Ragnaros, Thunderfury, Blessed Blade of the Windseeker 20 items, and that is just MC. Like Mealticket said, many items in ZG hold long term value as well. Even after getting all your ZG items (and helping your guild do the same), you still want to collect tokens to use: Spirit of Zanza for raids. (drink 1 before leaving ZG island and buy another to keep in your bag)
  15. Undertanker

    Nost/Elysium Weekly Reset Time

    07:30 GM+1 Wednesday morning seems good. Last scheduled end raid time for US is 07:00 GM+1 Wednesday morning. (gives some time in-case a raid runs over a small amount of time). This is morning time for EU, those waking up can get their farm on, the PVP update will happen and they can start getting honor capped for the week in their no-lifer pre-mades on those last few ranks. The earliest Oceanic guild starts at 19:00 AEDT. The reset will be 30 minutes before they start raiding. TR;DL: 07:30 GM+1 Wednesday morning is 30 minutes after latest US guild end time, 30 minutes before earliest Oceanic Raid time.
  16. Undertanker

    Addons not allowed

    I used add-ons back in the day. So #Blizzlike. Just to name a few: CTRaidAssist, Snowfall, Damage Meter, we didn't use KTM, and we killed Val on our second attempt (we always used the three Sunder rule) rogues vanish on first BA - Razorgore was the pain in the попа until we said screw it and went 4 corners kill all style and found that was much easier. For mechanics on a timer, we simply had two people use an out of game timer (one for each main mechanic) and they would announce when it was coming up with macros.
  17. Undertanker

    Legacy Returns: Official Release Date

    Good level to be at. You'll miss the newbie zone mob tagging craze, but the speed levelers will catch up with you quick and you'll have TONS of people to 5 man with.
  18. Undertanker

    Nostalrius PVP, Raiding Guild Repository

    You have the wrong raid times for <Molten Core Swimteam>. EU GMT+1, not EST. <Thundercats> start time is 22:00 EST end 01:00 EST, you looked at their PST (west coast time by mistake).
  19. again posting from lgw forums http://www.mediafire.com/view/zc2ah2svr5i9ozy/Dragons_of_Nightmare.pdf In order of best loot -> worst: Taerar= Ysondre>Lethon > Emeriss. Each Dragon also drops a Nightmare Engulfed object which is turned in for a Malfurion's Signet Ring (17 Stam, 20 NR) -------------------------------------------------------------------------------------------------------------------------------------------------- All 4 dragons have a common core of spells they use. Each Dragon has a special spell they use during the entire fight and each dragon also has a big spell they use at 75%, 50%, 25%. Only 2 Tanks are needed per dragon, except for Emeriss which is recommended as 3. Common core spells: Seeping Fog - Summons two clouds of Dream Fog that will chase random players around the dragon and put them to sleep for 4 seconds. These little clouds float around following two people. Everyone should just be on the lookout for them and avoid them. Apparently turning up Spell Detail Level in video settings makes them brighter and easier to see. They spawn underneath the dragon and move out. Max of 2 fogs are roaming around. Noxious Breath - Deals 3000 Nature damage and applies a 30 second DoT that increases cooldowns on all abilities by 10 seconds and inflicting 350 to 450 Nature damage every 3 seconds. The DoT can stack up to 6 times. The main tank should be the only one affected by this. It is resistible Nature damage but the big problem is that it increases all of the tank's ability cooldowns by 10 seconds per stack. Last year we rotated between tanks once they reached 3-4 stacks of this debuff. Tail Sweep - Inflicts 925 to 1075 damage on enemies in a 30 yards cone behind the dragon, knocking them back. Melee people MUST be to the side of the hind leg. You can be knocked into sleeping fog. Mark of Nature - If players are killed by a nightmare dragon, they will be afflicted by a 15 minute debuff called Mark of Nature. If engaging the dragon during this time, they will be slept for 2 minutes rather than 4 seconds as with the Dream Fog. RUN BACK WHEN YOU DIE. This isn't like Azuregos debuff where you're completely useless, you can play normally but be EXTRA CAREFUL about the sleeping fogs. Aura of Nature - A invisible pulsing aura that interrupts actions like eating, drinking and bandaging when close to the dragon. Will trigger the 2 minute sleep when combined with Mark of Nature. This is just within 100 yards. Healers can leave the fight and drink and then return if the fight lasts for a long time. It lists as interrupting bandaging however I'm not sure about that. Will update in the future. All the Dragons of Nightmare are also immune to nature damage. Common Strategy: Pull Dragon to the raid, then turn her around so she is facing up the ramp. Healing should be on the MT, and everyone should be away from the tail. Ranged should be at a good distance and not clustered so they can avoid the sleep clouds more easily. Have the second tank run in to cover for the MT should he be put to sleep. Neither of them will be able to taunt. After a while, call for the raid to assist. Melee should hit her hind legs (rather than her butt) to avoid getting tailwhipped. Ranged should be spread out at max range. Steady dps, have the majority of the healers on the MT; make sure the secondary tank knows what to do if he takes aggro because the MT got sleeped. Greater Nature Protection Pots make dragons incredibly easier to kill. Everyone reading this should just carry a stack of 5 on your main. Common Core Notable loots: hammer of Bestial Fury Staff of Rampant Growth Acid Inscribed Greaves --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here are all the dragon's unique skills, strategy guide I found on each one, and their notable pieces of loot. Ysondre: Lightning Wave - Lightning bolt that strikes a random target for 463 to 537 Nature damage, then arcs to other nearby players. The spell affects up to 10 targets, inflicting greater Nature damage to each successive target. 25% ability: Summon Demented Druid Spirits - Summons several druids with low health (2,442 HP) that attacks the raid. The spirits look like translucent green-shining night elves and tauren clad in druid-like armor. Aside from melee, each spirit has three abilities: Curse of Thorns - Gives the target a 50% chance to take 38 to 82 damage on each attack when attacking something. Lasts for 3 minutes. Moonfire - Burns the target for 219 to 281 arcane damage and then applies a DoT which deals 88 to 112 arcane damage every 3 seconds for 12 seconds. Silence - Prevents the target from casting spells for 5 seconds. Curse of thorns needs to be decursed after all spirits are down. Moonfire shouldn't be dispelled as the ticks do very little damage. All DPS just focus on the spirits. Jade Inlaid Vestments Acid Inscribed Pauldrons ____________________________________________________________________________________________________ Emeriss: Volatile Infection - A dispellable disease that affects a random target within 100 yards for 2 minutes. This deals 875 to 1125 Nature damage to the player and all players surrounding him/her every 5 seconds. Dispell this ASAP. 25% ability: Corruption of the Earth - Affects all players in range. 10 second Shadow DoT that deals 20% of the player's max health every 2 seconds. It cannot be dispelled and has a 100 yard range. On ED, the strategy we did last year was just have everyone take it and keep DPSing. Everyone needs to be topped off before the 25% ability happens (100% HP). The DOT only does 100% max health in damage so if all DPS just take a healing pot or Bandage themselves for 1 tick then they will survive. Max HOTs on tanks before each 25% marker. Also 3 tanks is recommended for Emeriss as they can rotate shieldwalls at each 25%. Priests Prayer of healing (Same as Vael as 1 priest per group). Putrid Mushroom - When a player dies, a Putrid Mushroom spawns at their corpse. This deals 600 Nature damage per second to any surrounding player. Run the вау away from mushrooms. Polished Ironwood Crossbow Boos of Endless Moor ____________________________________________________________________________________________________________________ Taerar: Bellowing Roar - A massive roar frightens all enemies within 35 yards of Taerar, fearing them for 4 sec. Is capable of fearing players into the Dream Fog. Dwarf Priests fearward the tanks. He cannot stance dance more than once because of Noxious Breath. Arcane Blast - Blasts an enemy with Arcane magic, inflicting normal damage plus 1050 to 1350 and knocking the enemy back. Can knock sleeping players out of the Dream Fog. 25% ability: Summon Shades of Taerar - Three smaller dragons of equal melee strength are summoned. Taerar banishes himself and cannot be attacked at this time. Once all the shades are dead, Taerar's banish ends. Taerar will also un-banish himself and continue the fight along with any remaining shades if they are not killed fast enough. Notice that since Taerar will not refresh it when banished, Noxious Breath will eventually fade when fighting the shades. The shades have 66,620 HP each and two abilities: Poison Cloud - Periodically spawns a stationary poison cloud at the shade's feet. Inflicts 350 Nature damage to nearby enemies every second for 10 seconds. Acid Breath - Inflicts 875 to 1125 Nature damage and an additional 150 damage every 3 seconds for 45 seconds to enemies in a cone in front of the caster. Can stack up to as much as 99 times. Off tanks need to pickup the shades. Druids need to stop healing until they are picked up because they will 1-2 shot healers because of healing aggro. Priests+Pallies can continue healing because they can fade while Pallies can Shield. Unnatural Leather Spaulders Mindtear Band _________________________________________________________________________________________________________________ Lethon: Shadow Bolt Whirl - Fires four sets of shadow bolts at everyone on one side of him, then alternates to the other side, dealing 800-1200 damage. On each volley his feet will glow. 25% ability: Draw Spirit - Everyone within 100 yards of Lethon will be stunned for 5 seconds and a Spirit Shade will walk out of their body. While stunned, each player will take 657 to 843 shadow damage every 2 seconds. The shades will walk toward Lethon and will heal him if they reach him. Each shade will heal Lethon for 15000 HP. The shades have 500 health each and are immune to AoE spells. Clump the raid on one side. Pull Lethon. The Tank should be tanking Lethon next to one of the two pillars of the temple. Lethon only shoots shadow bolts on one side of him, so it is important that the tank recognizes the side that Lethon is shooting the bolts in and moves Lethon's head to the correct pillar. Running through him to the next pillar is the most efficient way of turning Lethon. A good way to know when the MT has to turn Lethon over is to have one raid member count the number of times his claws glow. After four glows, the Shadow Bolt Volleys change the side they shoot to. At 75%, the raid healers should be ready to top the main tank off. Overhealing the tank, although bad on the healing meters, can make the difference between a tank surviving through the banish, or not surviving through it. Keep 3 heal over times on the main tank at all times. Make sure DPS kills as many shades as possible to prevent Lethon from getting healed. However, killing the shades is not that necessary, as healers can run out and drink if needed, and the only real challenging parts to this fight is when everyone is banished. Belt of Dark Bog Deviate Growth Cap Credit: Negotiator (Emerald Dream - lets get weird) Sheepstick (Nost PvP - Momentum + Kronos II - Ravage)
  20. Undertanker

    Mining/Blacksmith or Herbalism/Alchemy ?

    Yeah I use that combo for, but it gets changed on 1.9 to no longer scale.
  21. Undertanker

    hit rating

    Guess you didn't read my last post.
  22. Undertanker

    Basic Holy Priest guide - "What the light will tell you."

    Ummmm no. HoTs rock. I pretty much use nothing but HoTs, and spot healing touch swift med, top meters and stay low on meters on my druid. Get Gud.
  23. (Sheepler) decided to make a AQ20 raid guide for anyone looking to start running it. Keep in mind some mechanics will be different and I will be updating this post with more accurate info after my first run on this server. This guide does not provide in-depth tactics/positioning since AQ20 is not that hard. Just a clear outline of the instance so that everyone may prepare themselves for what to expect. There are reference videos at the end of each boss so readers can see the layout/general idea of the fight. Trash do alot of poisons-druids and pallies must actually be cleansing фекал. Cleanse = any kind of de-poisoning. Most Bosses are Tauntable. Difficulty: Slightly above ZG/MC, below BWL. Main Reputation: Cenarian Circle. Secondary: Brood of Nozdormu Reputation Loot (Cenarian Circle): Ring-Honored, Cloak-Revered, Weapon-Exalted. Reset time: 3 days. ---------------------------------------------------------------------------------------------------------- TRASH: Most trash can be rooted (Entangling roots, frost nova, etc), or stunnable. Only a few can be feared: Wasps and other Silithids. Qiraji Gladiators: Melee-ranged AOE, Knockback (does not clear threat), Enrage (when it's pair dies). Root one and kill other. Qiraji Swarmguard: Cleaves. Wasps: Volleys a spit debuff that turns into (After a little time) a high dmg dot-poison. Stun these and Kill prio > Stingers. Cleanse the dot. Stingers: Randomly charges people (no knockback, returns to tank). Comes in a pack with 2x Wasps. Soldiers: Dot-Poison. Retaliation (~thorns, at 30% HP). Melee stop attacking when they get to 30% HP (save healer mana + runtime). Sand Stalkers: Burrow (come up after 5 seconds). Kill Soldiers>Sandstalkers. Flesh Hunters: Eats someone(at beginning of encounter, within melee range), hard single-target poison. Obsidian Destroyers: AOE mana drain, Arcane Explosion (at 100% mana). You need to mana drain these, 2-3 viper stings and spriest manaburning is fine. Anubisath Guardian: These guys are like AQ40 ones in mechanics, but slightly easier. They have one spell from 5 pairs of spells: -Meteor (AOE dmg reduced by # of targets it hits) or Plague (1 person gets plague (AOE Dot, like Hakkar's corruption), he runs away from raid and gets extra heals) -Shadowbolt Volley (Hits ranged-only for moderate dmg (1k), ranged come closer) or Thunderclap (2k dmg, melee beware of your HP) -Reflect Magic: Frost+Shadow or Arance+Fire. -Explode or Enrage: At 10% or so they start exloding - Burn them down in both cases. -Summons adds: Warrior (Thunderclap, Knockback (no threat loss)) or Swarmguard (Cleave). Throw grenades on summon. Can be feared/stunned. Kill adds after Guardian. **Note** Split raid into a Melee grp + Ranged grp and make sure both groups stack tightly (So a Meteor won't 1 shot someone). Detect Magic them. If shadowbolt -> ranged moves into melee. Thunderclap+Plague-> Melee out. Listen to your RL! Actually be ready to pot if you might die. Grenade the summons, fear them, kill them after Guardian is dead. ---------------------------------------------------------------------------------------------------------- Kurinaxx: -Mortal Wounds: Stackable debuff. Lowers healing recieved by 10%. -Frontal cone attack: Hits for ~1k in a frontal cone attack. Only the tank should be infront of him. -Sandtrap: Sand ball grows at your feet and blows up after ~5 seconds. Does 2k dmg + silence + Reduce hit chance (very high). Stare at your feet and run away when you see this thing. -Summon: Randomly summons a player in front of him. Go through him fast so you won't be hit by the frontal cone attack. -Enrage: At 30% he enrages. Blow CDs. Strat You need 2 tanks, they switch off at ~5-6 stacks. Tank constantly pulls Kurinaxx backwards in a large circle so that him/melee never get hit by a sand trap. Everyone else should be scattered about to minimize sandtrap AOEing. If you aren't a melee Stare at your ваууing feet and run away fast if it spawns under you. Don't talk to Andarov after the fight! Talking to him starts off Rajaxx's fight. Reference Video: https://www.youtube.com/watch?v=idACansl4-0 ---------------------------------------------------------------------------------------------------------- Rajaxx Wave Event: This encounter starts off with waves of adds + minibosses. After 7 Waves, Rajaxx comes in solo. Each wave has a mix of Needlers (Cleave) and Qiraji Warriors (Thunderclap + Knockback(does not clear threat)). Talking to Andarov starts the encounter and Andarov walks over to the gate with his 4 adds. Mark them, Heal them. He should do a pretty cool raid buff +200 HoT per tick - must be Friendly with CC rep. (unknown if this will work). Andarov's men do a ton of DPS. Tanks must pickup the Miniboss (prio)+Warriors (Pick up all the ones that didn't latch onto Andarov's men) and tank them in corner (Far-Left corner when looking at the gate). All DPS onto the needlers - try to stun them and burn them down. Mages start at the gate and throw your frost novas when mobs are passing through, so everyone has more time to prepare. AOE/Single-target Fears when you can always helps. Druidroots. Prevent them from killing your clothies! Someone try to mark all the adds on each wave (Easier for Focusing). Kill Priority should usually be: Needlers->miniboss/Warriors. I prefer killing warriors last so you have the option for additonal regen before the next wave (Keep 1 alive so people can OOC mana regen). There is a timer between each wave so you cannot wait too long. Minibosses-Each wave has a miniboss with a unique ability. Depending on server scripting they should have: -Wave 1- Intimidating shout. -Wave 2- Focus target. -Wave 3- AOE Lightning Cloud. -Wave 4- AOE Knockback. -Wave 5- Cleave. -Wave 6- Sweeping Slam. -Wave 7- Enrage (dispellable). General Rajaxx: AOE Knockback (Aggro wipe, deals half your current HP). You must stay above 250 HP. Doesn't come with any adds. Tank keeps Rajaxx in his close corner, 2nd tank in middle of the raid ready to taunt+pull Rajaxx back over. DPS: Slow down after knockbacks. Healers only need to heal non-tanks if they are below 1k HP. Reference Video: https://www.youtube.com/watch?v=sDpNuNQ-4fo ---------------------------------------------------------------------------------------------------------- Moam: -Drain Mana: Drains Mana from 5 random people with mana every 6 seconds. Only from people with mana. Possibly LOSable. -Arcane Explosion: 3k dmg AOE at 100% mana. -Stone form: At 90 seconds, turns to stone and summons 3 mana fiends. Stops mana draining and returns after adds are dead or 90 seconds. -Mana Fiends: Arcane Explosion for 1k, Counterspell. Strat The highest Priority on this fight is mana-draining Moam; this is done with hunter viper stings, priest manaburns, warlock drain mana. Moam doesn't hit too hard so paladins+druids should be able to easily heal without priests, and warlocks might consider DPSing instead of mana-draining. A geared raid should definitely be able to kill him before 90 seconds with warlocks DPSing. If you get fiends, warlocks can just banish them (An OT can pull the extra add away from the raid) and have everyone else finish off Moam -> Then turn attention to adds. Reference Video: https://www.youtube.com/watch?v=KSfjajOZy2w ---------------------------------------------------------------------------------------------------------- Buru: Not Tauntable. This fight is an unusual fight. Buru takes 90% reduced damage from players but full damage from his eggs blowing up when in melee range. So you Kite Buru around the room and have him run over eggs as they explode to do most of your damage to him. -Focus: He focus targets you and follows only his target. He slowly speeds up until he gets hit by an egg or his target dies. He changes targets when he gets hit by an egg. -Spawns Hatchlings: Periodically spawns 3x hatchlings that must be killed fast. They do heavy damage onto clothies so they must be tanked at least by a melee. -Eggs: There are 8 eggs around the room. Have a decent number of HP (~30k). When blown up under Buru they deal damage to him(~8%) and spawn a hatchling. It must be tanked and killed fast. Unknown respawn time. -Enrage: At 20% his head gets blown off and starts giving everyone a poison stacking DOT. This DOT adds up damage fast, so you need to save your CDs for it. While enraged he keeps spawning Hatchlings -> Kill these after Buru dies. Strat Before you start all eggs must be marked for easy calling. Everyone must know how to kite the boss around the room (in a circular pathway along the walls, over the eggs). At the start of the fight all eggs should be taken down to ~10% HP. The kiter should be running a loop over the eggs for an easy transition into blowing up the eggs as Buru is about to run over them (Raid Leader will tell casters to focus fire an egg down). When an egg is blown up Buru picks a new target to follow and that person must be ready to start running! There must be a tank following Buru to pickup any hatchlings that spawn either periodically or from an egg blowup. Melee should focus these down as casters have an easier time with eggs. Don't DoT the eggs (and watch your ignites firemages). You can delay blowing up eggs to kill existing hatchlings. For the enrage just do hard DPS and ignore the extra hatchlings. You can load up on dots before the 20% mark to make it go faster (Dooms welcome). Reference Video: https://www.youtube.com/watch?v=so0EcY61Ics ---------------------------------------------------------------------------------------------------------- Ayamiss: This boss fight is in 2 parts: Flying and a grounded portion. When flying should be immune to melee (we'll see) and lands at 70%. -Poisonbolt Volley: Shoots poison bolt(direct damage) to entire raid every 30 seconds. Lowish damage. -Poison Stinger: Stackable poison on highest-threat DPS. We should blow through to 70% before these become a problem (otherwise just stop attacking and let someone else get aggro). Should not be cleansable. -Summon Swarmers: Summons 20 swarmers (1k HP). These should be ~instantly by your mages. Every 30 seconds. -Sacrifice: Puts random person on Altar. 2 Larva (1 from each side of the stairs) runs upto him, if reached -> instakills person + spawns big wasp. Wasp must be killed fast. Stunnable(will update). Strat Part 1: Position raid between Ayamiss and the Altar. Melee just stay on both sides of Altar and kill Larvas (try to stun/frost nova?). Mages AOE swarmers on spawns. All ranged DPS onto Ayamiss (Blow cds to get to 70% faster). Part 2: Keep 2 melee on each side of Altar and rest onto Ayamiss. Casters should help out with larva with instants. Reference Video: https://www.youtube.com/watch?v=YmdZlyO9DyU ---------------------------------------------------------------------------------------------------------- Ossirian: Not Tauntable Another kiting fight. Fight revolves around kiting Ossirian to the next crystal, keeping him debuffed. -Supreme Mode: Starts off in supreme mode and ~1 shots tanks. This can be purged by using a crystal near Ossirian. -Enveloping Winds: Stuns you for 8 seconds. Usually the highest threat target. Temp aggro wipe. Not dispellable. (Throws you up in a tornado - Silithus air elemental style) -Warstomp: AOE - melee range + knockback. Does huge damage (2k). Random timer (?). -Vulnerability: Becomes weak to a school of magic after every crystal. 2x Damage. -Curse of Tongues: AoE. Decurse the casters. -Crystals: Clicking on these debuffs Ossirian out of supreme mode and gives him a spell vulnerability. This debuff only lasts 45 seconds so tanks must kite from crystal to crystal. Strat On the initial pull you should pet/mounted tank pull to the crystal located in the middle of the room. No one should be doing any DPS. We usually have our mounted rogues running around the zone finding crystals and spam pinging nearby ones on the minimap so tank can bring them there. Once kiting, he will be constantly tornadoing the MT(will regain threat after landing) so you can either have a 2nd tank (everyone needs to stay below on threat) or just have your DPS (mage/lock) who gets aggro start kiting him towards the next crystal. DPS should be careful to not pull threat because they might mess up the kiting. Melee tend to stay out because of warstomps but you should be able to handle atleast a few melee following him if you have good healers. (Melee can side step the stomp similar to Onxyia and BWL trash) Once the tank brings Ossirian to a crystal he needs to keep his back to it (stops the knockback) and ONLY the tank should click on the crystal once he has <10 seconds left on debuffed mode. If Ossirian gets to supreme mode you can keep normally kiting him, just make sure to trade aggro enough to not be hit. Run towards the next crystal! You're actually able to kite+kill him in supreme mode without crystals but that takes a long time. Detect magic him, Hold DPS until 2nd crystal, Decurse prio healers, Crystals might have a 5 second activation time, there are things about a damage-dealing tornado but I've never seen it (will update), and his head doen't give a raid buff. Reference Video: https://www.youtube.com/watch?v=ukBEguoRU2A ---------------------------------------------------------------------------------------------------------- Credit: Negotiator (Emerald Dream - lets get weird) Sheepstick (Nost PvP - Momentum + Kronos II - Ravage) Additonal References: https://www.youtube.com/watch?v=AdAG5gXJxPs http://wowwiki.wikia.com/wiki/Ruins_of_Ahn'Qiraj Credit: Personal experience of Sheepler, Wowwiki, LGW AQ20 raid guide.
  24. Undertanker

    AQ20 Raid Guide - by Sheepler

    Didn't plan on it. Thanks got pinning the mc one though.
  25. Undertanker

    Will Multi-boxing be allowed?

    If you are worried that you might get stuck at work and cut start time if raid close, I recommend getting your consumables and repair and logout outside the instance the night before.
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