Showing posts with label raid. Show all posts
Showing posts with label raid. Show all posts

Friday, November 11, 2011

LOSTies Raid Teams

The Sorting Hat has been summoned from his dusty bookshelf!  Our guild has reached the point where we are having to ask a couple guild mates to sit out on raids.  No worries; we should have enough to get two ten-man raiding teams going.  Please refer below to find out which raiding team you have been placed in.  Both teams have been created with your main character (highest geared) enlisted because these teams are aimed at Firelands and Dragon Soul raid progression.  Your geared off spec 85s are more than welcome to join the other raid team for their raid nights if they have slots open. However, do not join another raid team with your main 85 if it will cause your main 85 to be locked from joining your actual raid team if you raid on a later raid night in the week.   Also, we want to give the guild mates on the Reserve List the opportunity to join a raid night if they are geared and available.  

  • Just because your name does not appear doesn't mean we won't be taking you on raids.  It is not guaranteed that every raid member will show up for both of their team's raid nights, so this is where we can take geared people from the Reserve roster.  If you would like to be bumped up from the reserve list onto one of the two teams, consult the officers and let them know which raid nights are more preferable for you.  You must be geared and able to generally make at least one raid night a week to be placed onto a raid team.

  • These teams are effective immediately.  Team #1 will raid on Fridays and Sundays and Team #2 will raid on Thursdays and Saturdays.  Both teams will raid from 6:30 to 9:30 pm server time.  Your alt level 85s will be added to the reserve list as well and you are free to join the other raid team on their raid days with your alt 85s.
  • If you would like to raid with our guild, please refer to the "getting geared" link on the right-hand side of the guild page and meet with any of the officers for a raid checkup.  Cheers! 
  • If you don't see your name on any of the lists, it is because you haven't expressed an interest in raiding with us yet. Please consult any of the officers and we will add you to the list.
  • ImportantYou must meet with whichever officer will be leading any given raid night for a raid checkup first before you are invited to the raid.  Please do not wait last minute to do a raid checkup. Ideally you should meet with them as soon as you can, but you meet with them before Wednesday because Thursday through Sunday are the raid days for both teams.
  • If you have any questions about getting geared for raids, on the right-hand side of our guild blog there is a link labeled "getting geared." Be sure to read that and feel free to consult any of the officers or Tides.
  • If you would like Tides to add any information to your note on the Raid Team rosters, please consult him in-game.

LOSTies Raid Team #1

LOSTies Raid Team #2

LOSTies Reserve List
(Names with an asterisk symbol are alt 85 characters of players already assigned to a raid team on their main 85.  If geared, these alt 85s are welcome to join the other raid team that their main 85 is not assigned to. If your name does not appear on this list or any of the Raid Teams and you would like it to, please consult Tides.)










Sunday, August 7, 2011

Tanking Halfus Wyrmbreaker

I realize just how much we hate Halfus Wyrmbreaker. But bloody hell we've got to kill the bastard. Tanking the encounter with two tanks is doable, but we can actually increase our success with three tanks. I found a really nice guide that's meant for pally tanks, but it definitely has some nice pointers for all tanks and even a few for the healers. Credit for this guide goes to Matt Walsh from WoW Insider.

Here is a direct link to his guide: The Light and How to Swing It: Tanking the Bastion of Twilight, part 1

Here is a link to a nifty website that shows the drake combination that spawns with Halfus for the week: Halfus' Drakes Spawn of the Week

Below I will copy and paste the gist of the guide along with some helpful comments from other WoW players.


Halfus and his merry band of drakes

This is one of the first fights in a long time that gets easier the more tanks you add. Likewise, the onus for the success of your raid against Halfus will be left pretty squarely on the shoulders of your tanking corps.

When the fight starts, there will be three of five possible drakes available to be unleashed. Each gives a buff to the boss just by being conscious, while each will also debuff the boss when unlocked from their chains/cages. As each drake dies, moreover, Halfus will take a stacking debuff that increases damage received. These debuffs are the key to beating the enrage timer, especially for a raid group stepping into Bastion for the first few times.

Let's talk about the drakes and what each means to you:

Nether Scion If awake, it gives Halfus the Frenzied Assault buff; when unlocked, it debuffs the boss with Nether Blindness. Nominally, this drake increases the damage the boss will do to you, but that is heavily mitigated by its debuff.

Orphaned Emerald Whelps If awake, these give Halfus' Proto-Behemoth flying overhead the Scorching Breath ability; if unlocked, they debuff the Proto-Behemoth's raid damage with Atrophic Poison. These really are more of a concern for the healers, though you should use the breaths as an opportunity to weave glyphed Divine Protection and an equipped Mirror of Broken Images to mitigate the incoming magical damage.

Slate Dragon This is the most tank-centric of the five drakes. When awake, he gives Halfus the ability to use Malevolent Strikes, which is basically a mortal strike debuff. This necessitates a tank swap. Though, do note that using Divine Shield will purge these off you. Nonetheless, when unlocked, Halfus will be afflicted with Stone Touch and will periodically be stunned for 12 seconds.

Storm Rider When awake, this drake grants the Shadow Nova ability to the boss. If you're tanking Halfus, keep in mind you and some other lucky interrupt will need to alternate preventing that ability from going off. Also, don't tank Halfus by the edge, as hilarious as casting all the melee into an abyss would be. Anyway, when unlocked, it'll debuff Halfus with Cyclone Winds which basically makes Shadow Nova actually interruptable.

Time Warden When awake, this drake grants the Proto-Behemoth the ability to unleash a Fireball Barrage on the raid. When unlocked, it'll debuff the Proto-Behemoth with Time Dilation, making the fireballs much less infrequent. To frame this in tanking terms, you know what's a great way to be gibbed while tanking multiple drakes? Standing in one of the circles and getting hit by a fireball. Watch out!

Round 'em up and burn 'em down

The best way to handle the drakes, honestly, is just to release them all. The setup my raid usually uses is this: I'll tank two adjacent drakes, a second tank is on Halfus, and a third tank is on the third drake. Each tank unlocks a drake at pull or pulls Halfus, and the remaining one is unlocked by a hunter and immediately misdirected to its assignment.

Pile them all up in the middle, facing the drakes towards the door you came in from, while the raid is behind the mess and safely away from any breaths. Then, let the splash damage do a chunk of the work for you. Burn each drake down one by one, until only Halfus remains. The whelps (if up) can be generally ignored, since splash damage will slowly knock them off.

When you've got the pile engaged, I find it helps to generate initial -- and insurmountable -- threat on your assignment, and then target one of the whelps and start banging away with Hammer of the Righteous, spending Holy Power on Inquisition. Follow up with more HotRs, Consecration, Avenger's Shield -- any AOE you can throw at the group.

The reason you want to take the whelps is that because they are so low-level that your attacks' chances to miss or be dodged/parried are much lower. Once the whelps are dead (or if they weren't up that week), target a drake. Avoid targetting Halfus till last, since his raid boss, skull level will inflict painful miss rates on you.

If you find the damage intake is too much for the healers off the bat but you're well ahead of the enrage timer, you could always bring in a fourth tank (likely an off-spec DPSer) to tank a drake, thus reducing the amount of damage one of the tanks will be tanking. On the flip side of the coin, if you want to make things interesting, you can two-tank it (because Danger is your middle name, and so forth).

However, damage intake shouldn't be too rough with proper use of cooldowns. When the fight first starts, you might as well pop Guardian of Ancient Kings to remove the terror of those first few, deadly seconds. Follow up with Ardent Defender if things look especially hairy, while saving Divine Protection and Mirror of Broken Images for any magic damage spike moments (specifically if whelps are up and the Proto-Behemoth has those enhanced breaths). Also, not standing in the fireballs does wonders!

"Rawr."

At 50%, Halfus will enter phase 2, so make sure all the drakes you intend to release are dead before then. From this point on, he'll periodically unleash a Furious Roar that will knock down the entire raid three times.

The part where this can introduce problems is if a barrage of fireballs is descending upon the raid in the middle of a Roar. However, anyone can successfully strafe out of a flaming circle before the payload is delivered, even when punctuated by three tumbles. Just hold down your strafe key until you're safely out of danger.

Also, if there's a Shadow Nova to interrupt, Furious Roar can faciliate one of those getting off. Make sure you have contingency plans for those moments, like a mage blinking through the last tick of the Roar and then counterspelling. You can also put Hand of Protection on someone so they can get an interrupt off, or even use Divine Shield to retain your footing.

Very shortly, the big guy will be reduced to 0%. All in all, the fight isn't terribly difficult. The hardest part of the whole thing is keeping all the abilities straight the first time you go in there.

Lastly, don't forget: There's an achievement for knocking all your melee DPSers into the chasm behind Halfus' veranda with a Shadow Nova.


Here are some tips from other WoW players:


In normal mode, 3 drakes are "awake" regardless of 10 or 25 raid size. In Heroic mode, all 5 drakes are active on both sizes.

There are a lot of different options for how you can release drakes in 10-man. You can bring a 3rd tank if you have a plate dps with an off-spec and acceptable gear, but you can 2-tank it just fine. Overall, I suggest letting out two drakes right at the start on 10-man. We have one tank hold both drakes while the other takes Halfus. Or one tank can have Halfus + drake while the other has just a drake. Feel free to try both to see what works, but I personally recommend 2 drakes on one tank, Halfus on the other.

Either way, letting two drakes out at the start means very heavy damage on the tank that has two mobs, especially if that tank has Halfus and stacks of MS. (I really recommend just Halfus on one tank if there is the MS debuff.) You want to use your cooldowns early. Plan with your healers what order you will use cooldowns in so you don't overlap too much. If you can survive long enough to kill one drake, the fight will get much easier.

As for which 2 of the 3 drakes to let out, I suggest this priority order:

1. Storm Rider
2. Time Warden
3. Nether Whelps
4. Nether Scion
5. Slate Dragon

You always want to release Storm Rider right away. You NEED to be able to interrupt that Nova or the extra shadow damage every 10 or less seconds plus the knockback making it harder to heal will destroy your raid. (I've seen a few rare raids leave Storm chained for a while, but this is a crazy idea and NOT recommended!)

The only time you need to release Nether Scion is if the Slate Dragon is active. If both are active, the MS buff will stack up very fast. Releasing Nether is the best way to mitigate this. You MUST release Nether at the start if Slate is present. It might seem weird that Nether is so far down the list because of this. Yet if Slate and Nether are present, then only one other drake is. Thus if you follow the list, you'll find that Nether is always one of the two drakes you release if Slate is present.

Time is very useful to release since he allows the raid to dodge the fireballs. This vastly reduces raid damage. In fact, if your drake combo is Time/Slate/Nether then there will be NO raid damage if your raiders dodge the fireballs! (Until 50%.) Releasing Whelps also reduces raid damage taken, but does not eliminate it. Both are great to release. The only combo that complicates this is Time/Whelps/Storm. Since you need to release Storm, you can only release one of the "raid damage" drakes. In this case, Whelps is possibly the better release choice. Though you can't dodge the Fireballs, releasing the Whelps still reduces their damage plus the damage of the Breath. On the other hand, releasing the Time essentially eliminates one source of damage. With just the full power Breath, damage is much spikier, but also more predictable. Try both to see which works better for you.

Finally, releasing Slate is not important. The other four drakes are much better at mitigating the buff effects than Slate is. The stun is nifty, but won't necessarily let you drop MS stacks. Look at it this way: Slate's debuff is only present 12 seconds of every 42 seconds. (Stunned 12 seconds, active 30 seconds.) It's effects are felt for less than half of the fight. The other four drakes debuffs are active 100% of the time. Do you want something that's active 30% of the time or 100%?

Should you release the 3rd drake after the other 2 die? For the Storm/Time/Whelps combo, I say YES. Things can get out of hand during the sub 50% Shouts for a group that is new to Halfus if Whelps or Time is not killed. The reduced raid damage is very nice. For all the other combos, it's not necessary at all. Releasing and killing that third drake makes tanking and healing this fight easier and also lets the DPS get higher numbers on Halfus, but if you can kill 2 drakes you've all but got the fight won anyway so it's just a luxury.

There ya go, some tips for 10-man! They work really well for my raid group, but you might need to tweak them for yours. Oh, one other note: Hand of Protection. If you (the paladin) is tanking the drakes, you can use HoP on the other tank to clear MS stacks off. The other tank needs to cancel the HoP aura right away so Halfus doesn't smoosh a healer. Using HoP or Divine Shield to wipe of MS stacks is highly recommended!


I would recommend using three tanks for Halfus if the MS debuff is present (two tanks on Halfus, swapping to drop stacks, and the other tank on the drakes and whelps). Between Vengeance and the stacking debuff Halfus gets as the fight goes on, it's not uncommon to see each tank averaging 25k DPS or more on Halfus, which is enough to down him comfortably without straining the healers.

Also, paladin tanks can make a macro to cast Hand of Protection followed by Hand of Freedom to drop the stacks, then instantly dispell the bubble before Halfus runs to a healer.


/cancelaura Divine Shield
/cast Divine Shield

In our guild as prot pally it makes it easier for me to take Halfus first when Nether is up, we usually only pick two drakes and two tank it, OT picks up one, hunter MD's to him and I bubble after my stacks reach about 11, but that number depends greatly on your gear and heals. By the time he has to taunt Halfus off of me the first drake is dead and we taunt off eachother at about 6 stacks through the fight. The bubble macro gives us some time to kill the drakes and makes switching much easier.

Friday, July 2, 2010

Our first try at Trial of the Crusader (10-man)

Hello, LOSTies. At 6pm server time, we will make our first attempt at ToC (10-man). I know most of us aren't nearly geared enough for it, but I've read some forums and a good number of the people are saying that for just the 10-man regular version, what's more important than gear score is knowing the fights. I can't promise that we're going to reach the final boss, but hey; we're all in this together. Our guild's aim is to learn to raid TOGETHER and as a TEAM. This is our first chance to evaluate where we all stand individually, and how we can each improve to bring our own strengths to the guild. Doesn't matter if we make mistakes, this is our first try. I want our raid tonight to be a stress-free and positive environment, so no pointing fingers and getting upset, this is just a game after all. We are all here for the fun and the team spirit, not to mention the awesome loot. I invite you to come join us on our very first practice run. Good luck, LOSTies!




Attached below are very helpful guides to ToC (10-man) that I found on Youtube. Watch them all! The more we all know collectively, the better our success rate.

Trial of the Crusader: NORTHREND BEASTS ENCOUNTER (10-man)

Tankspot's guide to overcoming the Northrend Beasts boss fight. Lions and tigers and..Jormungars?!



IMPORTANT:


Gormok:

1. Swap at 3 debuffs (In 10 man its tough to go beyond 3 debuffs)
2. Kill Snobolds ASAP, if there is 1 on healer he dies first
3. Move out of fire

** If you have rogue or warriors you can disarm the guy

Jormungars:-

1. Warrior tanks rooted, other tank kites mobile one.
2. Everyone who gets debuff (any debuff) runs to tank of mobile jormugar
3. When they go underground they drop aggro, everyone but tanks move away form them, let the tanks get aggro before you even touch them
4. Charge back as soon as you get knockback by rooted or you are dead.

Icehowl:

1. Stay focused and spread, move out of charge and burn all your cd's when he is stunned as he take double dmg
2. If he hits a player he enrages, tanks need CD's to live thru.





Trial of the Crusader: LORD JARRAXUS (10-MAN)

Tankspot's guide to defeating Lord Jarraxus. This isn't Jurrasic Park, yo. ^^




Trial of the Crusader: FACTION CHAMPIONS

Tankspot's guide to the Faction Champions. Enjoy!




Trial of the Crusader: TWIN VAL ' KYR (10-MAN)

Tankspot's guide to fighting the second to last boss fight.




Trial of the Crusader: ANUB ' ARAK (10-man)

Here is Tankspot's guide to defeating the final boss in ToC 10-man.