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Hecklar Guild Leader
Posts : 218 Join date : 2010-08-13
| Subject: OUR PROGRESSION SCHEDULE Wed Oct 03, 2012 4:34 pm | |
| Below is a list of content that we will be hitting very soon i will be listing fight information pretty soon in the mean time check out Icy Veins for fight info. Our 1st 10 group will be announce tonight and when everyone else is caught up will break out into our core groups. Mogu-shan Vaults Stone Guard Feng the Accursed Gara'jal the Spiritbinder Four Kings Elegon Will of the Emperor STATISTICSThe Below post are from tank spot and are the most current strat being used.
Last edited by Hecklar on Mon Oct 15, 2012 12:29 pm; edited 4 times in total | |
| | | Hecklar Guild Leader
Posts : 218 Join date : 2010-08-13
| Subject: Mogu'Shan Vaults - Stone Guard Thu Oct 11, 2012 10:55 am | |
| - Hecklar wrote:
- Below is a list of content that we will be hitting very soon i will be listing fight information pretty soon in the mean time check out Icy Veins for fight info.
Our 1st 10 group will be announce tonight and when everyone else is caught up will break out into our core groups.
Mogu-shan Vaults Stone Guard Feng the Accursed Gara'jal the Spiritbinder Four Kings Elegon Will of the Emperor Mogu'Shan Vaults - Stone Guard Originally Posted by Lore What's up guys, and welcome to the Mogu'shan Vaults raid guide. My name is Lore, and today I'll be walking you through the 10-man normal version of the Stone Guard encounter. A lot of this information will still be relevant to the 25-man version, however there are some key differences between the two that will result in some strategy changes. Stone Guard is a council-style fight consisting of 4 possible Quilien guardians - Jade, Cobalt, Jasper, and Amethyst. On 10-man, only three of these will be active. Which three you get will be randomly chosen when you first enter the instance and remain that way for the rest of the week. In this kill, we had the Jade, Jasper, and Amethyst guardians. Each guardian has one unique ability, most of which are pretty simple to deal with. The Amethyst guardian will create small purple puddles on the ground beneath random raid members. They deal a significant amount of damage, but are pretty small and easy enough to just move away from. We didn't have the Cobalt guardian in this pull, but his ability ends up being somewhat similar. He'll create cobalt mines on random players, which have a 3-second arming time. Once they're armed, anyone standing near one will detonate it, which causes a fairly substantial amount of damage and roots them in place. Again, you'll just want to stay away from these. If you find yourselves running out of space, however, you can have a designated player use a survivability cooldown, such as Divine Shield, and trigger them manually. The Jade guardian's ability is pretty straightforward -- every 10 seconds, he casts an AOE damage pulse. It's not a ton of damage, at least not on normal mode, so you'll just need to heal through it. The Jasper guardian's ability is a little more complicated. He'll link two players together with a Jasper Chain. If those players are more than 10 yards away from each other, they'll take increasing Fire damage the longer they're apart. Now, the chains can be broken by spending a total of 15 seconds apart from each other -- it doesn't have to be all at once, just a total of 15 seconds. However, as long as those players are together, the chains deal no damage at all. We found it easiest to just have the chained players stick together and not worry so much about breaking the chains. The main mechanics of the Stone Guard encounter are Petrification and Overload. Right after the fight begins, a random guardian will start to petrify. You'll see a warning in the middle of the screen, and that guardian will also start to glow a bit. You'll see an extra meter, either as its own bar near the middle of your screen, or possibly as part of an addon. In this video, it's the grey bar at the bottom of my unit frame, underneath my mana. As that bar fills, you'll take less and less damage from that Guardian's abilities -- so for example, when Jasper is petrifying, that'd be a good time to break Jasper Chains. However, if that meter fills, everyone in the raid will be completely paralyzed, which means a wipe. To avoid this, you need to abuse the Overload mechanic. Each Guardian has an energy bar of their own. That energy bar will fill as long as they're within 10 yards of another guardian -- so as you can see here, the one guardian off by himself is currently not gaining energy, while the two that are together are. Once that meter fills, the guardian will overload, which interrupts their petrification, but also deals a massive amount of damage to the raid. So, you need to get the guardian that's currently petrifying to overload. Due to the petrification, the AOE damage will be much more manageable, and it'll cancel the petrification process. The trick is to get ONLY the petrifying guardian to overload. To do this, you'll need your tanks to do some fancy juggling. On the pull, one tank will take two of the guardians will the other holds one by himself. Make sure one of the two guardians being tanked together is the one petrifying -- you may need to swap targets around a bit on the pull to achieve this. Also, make sure both tanks are far enough apart that the guardian by itself isn't gaining any energy. Once the petrifying guardian is at 50 energy, the tank who's currently holding 1 guardian should taunt him over. He'll now be holding two guardians -- the one who's petrifying, which should be at around 50 energy, and another guardian who should have close to none. Meanwhile, the guardian left on the other tank should also stop gaining energy. Eventually, the petrifying guardian will reach full energy, overload, and his energy will be reset, leaving you with two guardians at about half energy and one at 0. From here it's just a matter of juggling them around to make sure that you always have the Petrifying guardian being tanked alongside the guardian with the lowest energy, which would obviously be the one that just reset. If that happens to be the two that are already being tanked together, great! Nothing to worry about. If the guardian by himself starts to petrify, that tank should just taunt the low-energy guardian over to him. Remember, that's the one that just reset. Just keep that in mind, and it's really not too difficult once you get the hang of it. Now, obviously that's going to get quite a bit more complicated in 25-man, but the basic principle is the same -- you want the Petrifying guardian and the low-energy guardian being tanked together, and the other two guardians off by themselves. The easiest way to manage that is to just use three tanks. It'll take a good deal more coordination, and communication will be extremely important, but it's still very much doable. Healers and DPS have a much more straightforward job -- just stay out of things, deal damage, and keep people alive. Remember, the guardians have a shared health pool, so make use of cleaves and multi-dotting as much as possible. Otherwise, that pretty much sums it up! It's basically the same encounter from start to finish. There's no phase changes or new abilities to worry about -- if you can get through one overload, you can kill em. It's just a matter of getting the motions down, learning to juggle, and staying out of things. | |
| | | Hecklar Guild Leader
Posts : 218 Join date : 2010-08-13
| Subject: Mogu'Shan Vaults - Feng The Accursed Guide by Mysticknight Thu Oct 11, 2012 11:03 am | |
| - Hecklar wrote:
- Below is a list of content that we will be hitting very soon i will be listing fight information pretty soon in the mean time check out Icy Veins for fight info.
Our 1st 10 group will be announce tonight and when everyone else is caught up will break out into our core groups.
Mogu-shan Vaults Stone Guard Feng the Accursed Gara'jal the Spiritbinder Four Kings Elegon Will of the Emperor Mogu'Shan Vaults - Feng The Accursed Guide by Mysticknight Raid Compassion:
For this encounter you will need: Tanks [2] Healers [3] DPS [5]TanksWe will first start off with spells that the tank must handle in this encounter first. In phase one each of the tank will be picking up a new spell by clicking on a rune that will be placed on the ground at the start of the encounter. Nullification Barrier - This spell will allow the tank to place a protective barrier around him and anyone that is under it. Shroud of Reversal - This spell will allow the tank to steal a spell that is being cast by the boss.These two spell will be used in all phases in different ways. Tanks will receive different stacking debuff in each phase, so tanks should be doing a swap every 2 stacks. Phase One [100% to 66%] - Lightning LashPhase Two [65% to 33%] - Flaming SpearPhase Three [33% to 1%] - Arcane ShockThese are stacking debuff on the boss's target, hitting for 30,000 damage per 2 sec and will stack up to 5 times Phase One [100% to 66%]Boss = X, Tank =Square and Diamond, Triangle = Melee DPS, Star = Range DPS/HealersTanks - One tank on Square, One tank on Diamond, Tanks will need to avoid Lightning Fists, All you need to do is wait for the cast and just strafe right or left. Lightning Fist - Stuns and inflects 100,000 damage and case a cone of damage that will cause 250,000 damage to who ever it hitsOnce he starts to cast Epicenter he will be rooted as he cast the spell, at this point everyone should be stacking up on star for easy healing and also the tank with Nullification Barrier should be stacked with the group and pop this cool down. You will be able to use this spell every 60 sec. Epicenter will be cast every 30sec, so you should have raid cool down ready for when Nullification Barrier is on cool down. (the tank with Shroud of Reversal should try to spell steal this and cast it back on the boss.) Epicenter - Inflict damage to all raid members depending on distance from bossSo rinse and repeat till you burn the boss down to 66% Phase Two [65% to 33%]Boss = X, Tank =Square,Star = Off-Tank/Melee DPS/Range DPS/HealersIn this part of the encounter you will have to deal with mechanics: Wildfire Spark - this will pick a random person and then drop fire underneath their feet, dealing 117,000 damage Draw Flame - Feng will try to absorb any fire in the area and will cause 80,00 damage per explosionThe way we handle these two spells in this encounter was if the main tank has Nullification Barrier Cool down available, you will want anyone with the Wildfire Spark debuff to drop the fire about 10 yards away from the left of star, this will allow the boss to Draw Flames to absorb all the fire that is dropped right before the fire gets to him. The tank needs to pop Nullification Barrier, all the flames will be absorb but he will not gain any stacks. When Nullification Barrier is down, you will need to use raid cool downs after he is finish casting Draw flames, you will also want to have anyone who has Wildfire Spark to move far away from the boss and drop the fire, so that you can keep the stacks low when he Draw Flame. Each time he explodes the stack of debuff will go down by 1. If you have Nullification Barrier up drop fire close to him so he can absorb all the flames since he wont gain stacks If Nullification Barrier is down then use raid cool downs and drop the fire far away from the boss. Your goal is to enter Phase 3 with Zero Wildfire Sparks on the boss, since what ever amount of stacks of flames will be the amount of raid damage going out with out stop. Phase 3 (33% to Win)Light Blue Dots - Tanks, Lime Dots - Melee, Blue Dots - Healers/Range DPS, Everyone should be spread out.In this phase you will have to deal with: Arcane Velocity - This will pick a random person in raid and will start a pulsing aoe damage around the target. Arcane Resonance - This will be a channel spell that cause aoe damage to all raid members. Further away you are from the boss the more damage you will take.In this phase you want to have everyone spread out and the boss tanked in the center, the boss will cast Arcane Velocity on a random member of the raid, they will need to stay 10 yards away from everyone while this is in effect (the aoe will be with in the pink/purple ring around the player. Normally it will be cast right before the boss uses Arcane Resonance, You will want everyone but the person with Arcane Velocity to stack on the top of the boss as he channel Arcane Resonance, If Nullification Barrier is up use it, if not you will want to use a raid cool down. Rinse and Repeat Then Win. You want to Have the person with Arcane Velocity to be as close as they can to the boss with out them doing damage to the raid, The Pink/Purple ring will indicate the aoe of the spell.I will be doing a video guide of this encounter soon! This guide was written as of patch 5.0.5 Written by Mysticknight of US-Thrall | |
| | | Hecklar Guild Leader
Posts : 218 Join date : 2010-08-13
| Subject: Gara'Jal the Spritbinder Guide By Mysticknight Thu Oct 11, 2012 12:02 pm | |
| - Hecklar wrote:
- Below is a list of content that we will be hitting very soon i will be listing fight information pretty soon in the mean time check out Icy Veins for fight info.
Our 1st 10 group will be announce tonight and when everyone else is caught up will break out into our core groups.
Mogu-shan Vaults Stone Guard Feng the Accursed Gara'jal the Spiritbinder Four Kings Elegon Will of the Emperor
The Below post are from tank spot and are the most current strat being used. Gara'Jal the Spritbinder Guide By Mysticknight Raid Compassion:
For this encounter you will need: Tanks [2] Healers [2] DPS [6]These are the spells your raid will need to deal with. Spirit Totem - The boss will drop this in a random location
- Cross Over - This will allow 3 players within 6 yards to travel to The Spirit World.
- Revitalized Spirit - This is a debuff on players that enter the Spirit World.
- Return Soul - A player in Spirit will receive this button, once they are healed to full.
- Soul Sever - This is a 30 sec debuff, if a player have not yet return to the real world they will die.
Shadowy Minion - Adds that are in The Spirit World.
- Spiritual Grasp - inflicting 55,000 Damage in the real world per add up
- Shadow Bolt - inflicting 24,000 Damage to players in The Spirit World
Voodoo Dolls - This is a debuff that is placed on Gara's current target, and 2 other random raid members those target will now share damage taken, and also wont be able to enter The Spirit World. Frenzy - This will buff the boss with 20% melee haste and increase his damage dealt by 25%Green Dot = Tanks, Red Dot = Boss, Blue Dot = Melee DPS/Range DPS/Healers This encounter can be broken down into 2 phases
- Phase 1, part 1 - Real World - This is where you will spend most of your time, We just tank the boss in the center, having all the DPS/Healers stacked for easy healing. Once Voodoo Dolls has been cast, The boss will be untauntable and will not switch targets. Taunts will however bring threat up to the top. Voodoo Dolls should be cast on a the Main Tank and on 2 other players. Those who have the Voodoo Dolls debuff will now share all damage taken by each player that is in effect of this debuff and will not be able to enter The Spirit World. Gara will then drop his Spirit Totem randomly on the map. At this point you need to send 1 healer and 2 dps into the purple area around the the totem. Once you have your 3 people with in 6 yards of the totem you will need to DPS it down to enter the Spirit World. Generally after the Spirit Totem is drop he will then Banishment his current Tank hes hitting and force him into the Spirit World. The tank will then need to find a red add named Severer of Souls and will have 30 sec to kill it, Once dead the tank will return to the Real World. (Generally you should have lots of time to kill this add, You are able to throw some extra dps on Shadowy Minions.) Once the Tank enter the Real World they will need to taunt Gara so they will have 2nd threat.
Another Spirit Totem will then be dropped, and another group will need to enter the Spirit World. Alternate your healers in as you can if they don't have the Voodoo Doll debuff, you can also resend the same team back into the Spirit World if non of the members have the debuff.
Spirit World - Tanks must kill Severer of Souls to return to the Real World. This must be done before Soul Sever debuff ends.
- Phase 1, Part 2 - Spirit World - Once a player enter the Spirit world they will gain Revitalized Spirit. The healer must heal them self to full first to gain a mana regen buff. Then must heal the other dps up to full. This will give each player Return Soul Button. The DPS that are in the spirit world need to start killing the Shadowy Minions once they enter, once all minions are cleared or before the debuff Soul Sever runs out, you will need to exit to the real World. If the healer is unable to heal everyone to full so they gain Return Soul or a DPS does not click on their Return Soul button by the end of the Soul Sever debuff they will die.
- Phase 2 - Frenzy [20% to Win] - Around 25% is when we send in our last group into the Spirit World. They will want them to clear out as many Shadowy Minion adds as they can because after that they will continue to spawn, This will cause overwhelming raid damage in the real world. Pop your cool downs and burn.
Note that this encounter has a very tight enrage timer (6 mins), and you will need to push dps hard. I will be doing a video guide of this encounter soon! This guide was written as of patch 5.0.5 Written by Mysticknight of US-Thrall | |
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