View Full Version : Kael'thas Phase 3
04-17-2008, 09:39 PM
Ok so how do you all deal with Thaladred in Phase 3? He seems to be going down very slowly. The best our ranged seemed to do to him was about 20% before phase 4.
How we do it is we have the melee go onto Telonicus right at the beginning of phase 3 (Thaladred is dead on the complete opposite side of the room.) The ranged kites him around away from both Capernian and Telonicus so the melee doesn't get owned and our warlock tank doesn't get owned.
Should we have the melee with the sword and dagger go in and DPS Thaladred for 5 seconds and run away, then when gaze changes run in DPS him and run out?
04-18-2008, 02:33 AM
No you definatly shouldn't have melee in range of him, when he switches gaze he has a moment where he doesn't have a target and will attack anyone within range before his gaze is fixed. Can you post up your raid setup please
04-18-2008, 04:26 AM
We have all range switch to him from the moment he spawns (keeping a stuff debuff on the Telonicus tank). In addition one of our protection warriors runs behind him and pokes him with the legendary dagger.
As Aughban said - post your raid setup please.
04-18-2008, 09:04 AM
Our raid setup is this: (Along with the Roles they were accomplishing)
2 Prot Warriors
1 Feral Druid
1 Prot Paladin
3 Holy Priests
3 Holy Paladins
1 Resto Druid
1 Enhance Shaman
1 Ret Paladin
1 Fury Warrior
1 Arms Warrior
1 Combat Rogue
1 Feral Druid
1 Elemental Shaman
2 Mages (1 Fire, 1 Frost)
2 Warlocks (1 Afflic, 1 Dest)
1 Shadow Priest
On our first night of attempts sub out the ret pally for a shadow priest. Our general raid setup looks like:
5 Tanks (2 ferals so they have double roles)
7 Healers (For Kael anyway the first night we brought 6)
4 Melee (5 if you count one of the ferals)
9 Ranged DPS
04-18-2008, 11:12 AM
have one of the prot wars run behind thaladred debuffing him with whatever weapon increases magic damage taken.
04-18-2008, 11:24 AM
If your ranged is getting through P2 nicely, but having troubles getting Thaledred down, it's just a matter of practice (and a prot warrior applying the dagger debuff). The DPS demand isn't that high, they just have to get a better feel for positioning and movement so they can protect themselves from all the silliness in the phase and still put a solid DPS rotation into the mob. If he's not getting blown up, it's a positioning / execution problem for the ranged guys. They're just not spending enough time damaging the mob.
04-19-2008, 09:44 AM
Yeah I actually did the math for the phase and our DPS was half of what it was in phase 1 and we don't let anyone DPS Thaladred that won't be DPSing him in phase 3. I had a timer going and in phase 1 he was dying in about 1 minute 30 seconds if not a little less time. What we're going to do is kite him to the back of the room in phase 1 without any DPS on him while all of the tanks/healers for phase 3 move to their positions.
THerefore we can practice in phase 1 exactly what he'll be like in phase 3 even without the 25% magic debuff.
04-20-2008, 04:16 AM
Seems fine. I would keep it down to 6 healers (if they can cope) and a maximum of 4-5 melee.