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Ciderhelm
09-09-2009, 06:03 PM
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25-man Raid Preparation (Author: Splug)
Before even initiating combat with Anub’arak, there is a moderate amount of preparation work which must be done. First, nature resistance enchants should be acquired for the cloak and helmet slots on both offtanks as well as the main tank. The offtanks will benefit drastically from using specialized block-heavy equipment in this encounter. Due to the way increased-damage multiplier debuffs interact with blocked attacks, the effectiveness of block value is drastically increased for the offtanks in this encounter. Offtanks should strive to reach 101.6 percent combined avoidance and block chance on their character sheet, to ensure the level eighty-two crypt fiends will not inflict unblocked hits. This ensures damage is consistently reduced, rather than risking sudden surges of drastically increased damage.

Once the block-avoidance threshold is reached, increasing block value into the 3000-point range is ideal. Stamina is a surprisingly poor stat for the offtanks in this encounter. While the encounter is hypothetically possible and has been completed using deathknights or druids as offtanks, it significantly increases the damage the offtanks will be receiving, and thus the difficulty of the final phase.

Secondly, as groups cannot be altered during combat, you will need to be sure your raid healing assignments are established prior to engaging the boss. As Leader of the Pack and Judgment of Light will be sufficient healing to sustain melee classes, these should all be compacted into the same groups, with tanks to optionally round out remaining slots in these groups.

Ranged damage and healer groups will need to be kept alive by consistent and calculated heal sources such as a restoration shaman’s healing stream totem or holy nova. Be aware that Holy Nova has a tight range, and that groups kept alive by it must be planning on stacking at the same point in the final phase. Vampiric Embrace and non-restoration shamans’ healing stream totems may be used as well, but will not be sufficient independently; use two of them for these groups. Additionally, mind if a shadow priest is responsible for keeping a group alive via using Vampiric Embrace, they may not be able to mind sear in Phase III.

Custom consumables will prove beneficial as well. All three tanks should be using 50 resistance flasks, and all non-tank players can alleviate the load on healers – particularly while learning the encounter – by bringing frost protection potions. As always, everyone should be sure to have a healthstone ready as well.

Be sure your raid checks their boss mods. If multiple players are promoted, be sure only one of them has a mod attempting to set raid icons, or icons may be lost to conflicting allocation. Old versions of DBM contain a bug where icons are not set on targets when a Penetrating Cold effect is refreshed. Double check your healers’ raid frames allow display of raid icons; Grid does not by default.

Finally, there are several classes which are essential to this strategy. Four Hand of Protection effects are used over the course of Phase II’s, Body and Soul is greatly beneficial for providing a runspeed boost, one deathknight will be needed for death grip on the initial Phase I permafrost positioning, and two hunters with misdirect will greatly facilitate crypt fiend pickups. Nature resistance via either aspect of the pack or nature resistance totem will be absolutely critical in Phase III, and beneficial during and shortly after each Phase II. If you use aspect, be wary of the hunter’s distance from other players in the raid, particularly the boss tank.


Introduction
Welcome back to the Crusader’s Coliseum raid guide! I am Splug, and in this video I'll be going over our strategy for the 25-player heroic difficulty of the Anub’arak encounter.

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This video will show the two-offtank method of defeating Anub’arak. For this strategy, Phase I and III are best handled by tanking the boss between a pair of permafrost patches. To arrange this position, either two deathknights will need to death grip down a pair of frozen orbs to pre-defined locations, or one will need to be shot down so a second can be death gripped to a location relative to where the first orb fell. We are using the two northern orbs to accomplish this.

Phase I
Splug clip: This video clip was pulled from a different raid than the main video, but it will serve to illustrate the crypt fiend pickup. Each Phase I will involve two waves of crypt fiend spawns. At this difficulty, all four spawn locations will spawn one fiend per wave, meaning each offtank will get two. We used hunters to misdirect each of the two that spawn in the far south, while the offtanks are themselves responsible for picking up the spawn on their side. Tanks should be wary that the spawns will be slowed by the permafrost as well, and that tanking them deep into the ice patch will leave them out of melee range for a long enough time to risk threat issues.

The adds need to be tanked as close to the boss as possible without being in range of providing Spider Frenzy to the crypt fiends on the opposite side of Anub’arak. Each tank will interrupt the Shadowstrike casts on one of their targets, while a damage player interrupts the other. We coordinated this using an icon on the tank’s target only, as the boss mod will claim five icons for Penetrating Cold. As the cast is several seconds long, there is ample time to compensate for a potentially missed interrupt by using multiple interrupt, silence, or stun attacks.

The Shadowstrike is always synchronously initiated by all living spiders. Most boss mods now track the expected start time of the next cast; if you wish to prevent the cast entirely by using an area-stunnedon the crypt fiends, this is an effective method as well. We felt using the single target interrupts compensated for mistimed attacks, delayed casts, or stun resists, making for a consistent strategy.

Llego clip: The first wave of spiders needs to be dead before the second wave arrives at the boss. Between the increased tank damage, difficulty in making fresh target pickups during AE, and casting-speed haste from spider frenzy, trying to handle eight crypt fiends at once for more than an instant or two is best avoided. All damage capable of multi-target attacks should make use of it during this first wave. Once the first wave is dead, damage should turn to a focused full-burn on Anub’arak. The second wave of crypt fiends can be offtanked through the remainder of Phase I without any negative effects, and the kite scheme showed here for Phase II only allows two submerge phases. The encounter’s berserk timer is likely to be a significant concern as well at first.

Phase II
As Phase I draws to a close, Anub’arak will need to be moved away from the permafrost. The south-west pullout shown here will give everyone ample time to run clear of the raid when pursued. Damage stays with the boss as long as possible, but be wary of shadowstrike interrupts; you may need to leave a rogue or retribution paladin near the spiders to kick or stun. Once Anub’arak submerges, damage will turn to the lingering crypt fiends from Phase I. Melee should be aware that they will be legal pursue targets, and should not move into the permafrost until the first target is selected. Once the crypt fiends are dead, AE can turn to the burrowers to burn them down. Any that lock to the Anub’arak pursue victim should be death gripped into the raid, or shackled until the pursue target is clear.

The first two pursue victims in any given phase will run due south as soon as they are being followed. Once they reach the south-central area shown here, they will wait for a paladin to cast Hand of Protection on them. Once invulnerable, the player will run to the edge of the fresh permafrost, wait until Hand of Protection has three to four seconds remaining, and run across it. This ensures no immune time is wasted.

The third pursuit victim will need to kite through the remaining time in the submerge phase. This will generally be no more than 10 seconds, but may be longer if a chase was handled incorrectly. Ideally, the boss will be kited to the side of the double permafrost that is used in Phase I. Be careful not to break either of those permafrosts – it’s better to die to impale than run through them. Melee players should be in a position to attack Anub’arak as soon as he emerges; boss threat will not be reset. The absence of a threat reset also makes the second Phase II an ideal time to move vigilance to the main tank to provide free taunts in Phase III.

Phase III
At 30%, Anub’arak will go into the third phase of the encounter. On or just before the transition mark, all players except the main tank should remove Commanding Shout and Power Word: Fortitude to reduce the amount of health Anub’arak regenerates initially, as well as from players who have Penetrating Cold later in the phase. This phase will put a heavy strain on all members of the raid, and is the major road block in the encounter’s learning curve. As Leeching Swarm will drain 30% of current health on this difficulty, healers will need to let the whole raid drift under 2000 health - ideally, under 1000. Failing to do this will prevent the damage from meeting the berserk timer. The minor healing needed to outpace the swarm should be designated by group before the encounter begins. Offtank healing needs to be limited as well. The intent is to hold them at roughly the 50% mark as often as possible, but err on the side of survival. The Anub’arak tank will need constant healing throughout the phase.

We move our holy paladins to just behind the warrior tank for this phase. As all other healers have their threat governed by the encounter demanding the raid be low health, the paladins are almost guaranteed to be targeted by incoming adds. Healing threat may outweigh misdirection, and adds passing the holy paladins before the tank will be problematic. The tank needs to be aware of the paladins’ location, as it will change the trajectory the crypt fiends arrive from, and as such may present interesting facing issues to prevent unblocked rear-attacks.

Each time Penetrating Cold is cast, DBM will place a unique icon on each target. Each icon will have a healer assigned to it, who will need to administer roughly 6000 healing to that player within 3 seconds, or the combined leeching swarm and Penetrating Cold damage will kill the victim. We found it was helpful particularly while learning the encounter to have holy paladins assigned to support a symbol by using holy shock on the first Penetrating Cold tick with Beacon of Light on the main tank. Throughout this, each healer needs to continue whatever other assignment they have, such as holy nova’ing their group or tank healing.

Raid members should try to assist the healers where they are able as well. Anti-Magic Shell, Divine Shield, Iceblock, Cloak of Shadows, and other immunity or damage reduction effects can alleviate the first-tick frontload, or remove it entirely. If the raid is using frost protection potions, damage reduction abilities should be saved for the second time they receive Penetrating Cold. Healthstones can be used as another fallback to protect yourself.

The crypt fiends in Phase III must be killed in the same way as the first Phase I wave. Gather them near the boss, and splash down the whole pile. Be sure to call out quickly if either the fiends are too close and granting haste, or too far and not in AE range. If a wave is not completed before the next spawns, it is going to be devastating.

As the end of the phase draws near, some boss damage can be gained by abandoning the adds in favor of burning Anub’arak directly. When either there is not enough time remaining for another wave of adds to spawn before the berserk timer, or Anub’arak’s health is low enough to ensure he will die before another add spawn, the offtanks may wish to take the crypt fiends out of the permafrost and allow them to burrow. The adds may or may not actually do so in a timely fashion, but the primary goal is just to kill the boss.

At the end of the berserk timer, leeching swarm will kill everyone in the room. There is no hope for gradually whittling down the last bit of health while the boss runs from player to player, as anyone not completely immune to leeching swarm will die instantly.


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Hello and welcome to the TankSpot Crusader's Coliseum raid guide! My name is Aliena and in this video I'll go over the strategy we use for the heroic 10-man version of Anub'arak, the last encounter in the Trial of the Grand Crusade raid instance.

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In his heroic version, Anub and his adds gain a couple new abilities that I'll go over in a minute. Let's start with the basics though. Like all other heroic Crusader encounters, Anub gains a damage and health bonus of approximately 30%, which means you can't burn him down before a Burrow phase anymore.

Since it's not really feasible to take three tanks to this encounter, your off-tank will be tanking two Nerubian Burrowers at the same time pretty often and will be stacking up Expose Weakness quickly - a debuff that increases physical damage taken by 30% for 10 seconds and stacks up to 10 times. As long as burrowers are up, they'll keep stacking it. On top of Spider Frenzy which doubles attack, movement and casting speed for every Burrower close to another, this is going to hurt.

Lastly, they gain a new ability called Shadow Strike, which teleports the Burrower to a random raid member and deals 40000 damage. This has a base 8 second cast time but is often 4 seconds thanks to spider frenzy. It is however interrupt- and stunable so it should never go through. Have a designated interruptor if your tank has trouble catching them. Either way, Nerubian Burrowers have absolute kill priority. Of course you still want to tank them on top of permafrost puddles to avoid them actually burrowing and restoring their health.

Speaking of permafrost, this has also received a couple changes. For one, standing in one now reduces movement speed by 80% instead of 30%, so unless you really can't avoid running over one, you should try to skirt them. Also, you only get six Frost Spheres to last you the entire fight. Assuming you'll need two submerge phases, this means you'll have to make-do with three permafrosts per submerge. Submerge phases happen approximately every 90 seconds and last a minute, so you should aim to use a permafrost every 15 seconds, give or take.

Alternatively you can aim to never have more than one submerge phase, but that requires high DPS and only designating a couple people to kill the very first set of burrowers and leaving the second set up until phase 2. Should you be more comfortable with that tactic, aim to get Anub's health to less than 60% before he submerges. Choosing that strategy gives you greater freedom to utilize permafrosts.

As soon as Anub'arak submerges, his spikes will pick a random target to follow and won't stop following it until they either hit a permafrost patch or their target dies or their target uses an immunity effect. While they start out slow, they gain an increasing speed buff the longer they go without hitting a permafrost and it'll be impossible to outrun them after a while.

What you want to do is to take Anub'arak to either far side of the room at the start of the fight and have a designated raid member kill three frost spheres (or all of them if you're planning on only one submerge phase) - far apart from each other; this gives you the longest possible kiting paths. When Anub submerges, everyone but the off-tank and a healer if there are still burrowers up starts moving towards the furthest away permafrost. Once Anub picks a target, that person keeps moving to the very far side, attempting to drag out the spikes hitting the frost as much as possible.

In the meantime, everyone else turns back around and and kills any remaining burrowers until the first target finishes kiting. When Anub hits the first frost and picks a new target, everyone should already be behind the permafrost furthest from the one that just disappeared. As mentioned, with this strategy you get three permafrosts to last you the whole minute, so make good use of long kiting paths and abilities such as Divine Shield, Blessing of Protection and Feign Death.

However, do note that the spikes will still follow a target with blessing of protection active but the raid member will be temporarily immune to the damage, which gives him or her more time to kite onto a permafrost patch. Also, temporary immunity effects such as ice block will only make the spikes pick a new target until the ice block effect wears off and then return to the very unfortunate mage - unless they hit a permafrost before it wears off, in which case they pick a fresh target.

While successful kiting has utmost priority, don't forget to kill swarm scarabs either, else they'll team up on healers and stack their dot on them to unhealable amounts.

With using immunity effects it is possible to finish submerge phases with permafrosts leftover. You may want to try to have one up after two submerge phases so you can kill a pair of adds on the permafrost right before phase 3, since burrowers will continuously spawn in the heroic version.

Once you reach 30%, phase 3 starts. Threat from phase 1 will be retained. Anub'arak will release a leeching swarm which drains 20% of every raid members current health every second and heals Anub for half the amount. Leeching swarm will always drain a minimum of 250 health. Also, penetrating Cold had its damage doubled from 3000 to 6000 every 3 seconds.

In short, this means your healers are most likely going to panic. That's a bad thing. To make this phase as quick and painless as possible, healers need to aim to keep their raid members LOW on health. Only tanks and people afflicted by Penetrating Cold will need constant heals, everyone else should be kept at less than 50% health to minimize Anub's healing. If you're a healer that uses Grid on this fight, I greatly recommend downloading an updated version of Grid Status Raid Debuff so you always know who's afflicted by Penetrating Cold at once.

Your off-tank should easily be able to hold two burrowers for the remainder of the fight and if DPS is on target, Anub should die right before the second set of adds spawns. If you're running a little late like we are in this video, you may be in some trouble. It's absolutely not feasible for a tank to hold 4 adds at the same time and people will die very quickly, so this definitely serves as a soft enrage timer. Alternatively it may be do-able to kill the burrowers as they spawn and to still out-dps Anub's leeching swarm, but we chose not to test that method.

Thanks for watching this movie! As always, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. Also, TankSpot Donors can download all of these movies in High Definition directly from our servers -- so if you'd like to learn more about that, just click the second link in the movie information box!

klor
09-09-2009, 06:37 PM
Did they end up not adding that extra add, the darter, to the fight? Maybe she spoke about it in the video, or maybe they didn't add it.. I dunno. I haven't seen hardmode anub yet. I fell asleep during twins and we never finished it last week because no one logged in Monday lol.

Magnuss
09-09-2009, 06:39 PM
No there is no darter add in the fight.

klor
09-09-2009, 06:44 PM
Good to know. Thanks for the clarification.

Edinek
09-09-2009, 10:40 PM
this fight is certainly difficult, right now my guild is trying to progress in 10 man, we have some geared players, and the people know what they are doing, it's just that this fight has such a ramp up in difficulty, having to adapt to the kiting of the spikes is like kiting FL in a demolisher with no pyrite, it's almost impossible if your no where near permafrost to get the kiting off, the speed ramps up too quickly, not only that, the enraging of the swarm scarabs is enough dmg to quickly drop a caster class, and on top of that, say you finally get him to phase 3, and then you run the risk of your dmg not being enough before you get overrun.

any comments on what you could do to help prevent all of this?

Mr.Winkle
09-10-2009, 01:52 AM
this fight is certainly difficult, right now my guild is trying to progress in 10 man, we have some geared players, and the people know what they are doing, it's just that this fight has such a ramp up in difficulty, having to adapt to the kiting of the spikes is like kiting FL in a demolisher with no pyrite, it's almost impossible if your no where near permafrost to get the kiting off, the speed ramps up too quickly, not only that, the enraging of the swarm scarabs is enough dmg to quickly drop a caster class, and on top of that, say you finally get him to phase 3, and then you run the risk of your dmg not being enough before you get overrun.

any comments on what you could do to help prevent all of this?

Kiting: Do as Aliena suggests, have the raid congregate behind the furthest permafrost, there's clearly little else you can do.

Swarm Scarabs: Be mindful of them, clearly the healers will generate aggro on them so if you have a holy pala perhaps make him use Righteous Fury, at least you'll now know who they'll target and a plated healer is certianly tougher than a clothy.

Phase 3 DPS: Well tbh its clearly a DPS check, there's little you can do if your DPS isn't high enough other than gear up.

TBH the fight sounds like it's overtuned for 10man. If 25man guilds like Aliena's are struggling to kill Anub in phase 3 how on earth is a guild in purely 10man gear going to do it?

Trondhjem
09-10-2009, 01:52 AM
holy fuk



Great work, thanks for the amazingly fast release of all of these strategy videos. It's good to get an insight of this fight though we are still working on heroic northrend beasts.
Surprisingly, kiting appears to be the main concept and challenge in this heroic version of Anub (besides p3), in opposite to the non-heroic boss.

Dothlogar
09-10-2009, 05:17 AM
Aliena, As an alternative to the way you deal with adds, we did this:

Tank Anub on the permafrost, and have the offtank pull the adds under him. We had a rogue with imp FoK interupting the adds, and for the first set we dps'd down Anub and let incidental AoE kill the adds. As a hunter all I did was swap out Aimed shot for Multishot to do my part.

After the first set is down, the next set comes in, and since the adds are on top of where anub will burrow, we switch targets with 10 sec left in the first phase 1 and dps down the adds. Anub burrows and the adds are down.

We have exceptional dps, and so we shoot for one burrow phase, as you suggested as an alternative. We kite Anub, but make sure one permafrost survives. The tank stands on it so when Anub resurfaces he will run right to the ice.

We dps down Anub, again relying on incidental aoe for the adds. When we get to phase 3, we dps down the adds, so the offtank doesnt take the big damage in addition to the 20% leech. After they are down, we return to Anub. When the next set of adds spawn we let the offtank get aggro and then once again focus them. After they die we go straight to Anub, and the Main tank pulls Anub off the ice, because at this point we are at about 15-20% remaining. The next adds are again tanked under Anub, but since they are not on permafrost they burrow after the incidental AoE damages them enough. This gives us time to burn Anub down before more adds or the burrowed adds return.

Just thought I'd offer an alternative strategy for people who want to use a heavier burn rather than being surgical and precise with their permafrost.

Murdog
09-10-2009, 07:35 AM
We dps down Anub, again relying on incidental aoe for the adds. When we get to phase 3, we dps down the adds, so the offtank doesn't take the big damage in addition to the 20% leech. After they are down, we return to Anub. When the next set of adds spawn we let the offtank get aggro and then once again focus them. After they die we go straight to Anub, and the Main tank pulls Anub off the ice, because at this point we are at about 15-20% remaining. The next adds are again tanked under Anub, but since they are not on permafrost they burrow after the incidental AoE damages them enough. This gives us time to burn Anub down before more adds or the burrowed adds return.


I recommend this P3 strat for dealing with adds as well,After the first persuit phase we had one set spawn which we killed and when the second set spawned it was just about P3 burn time so i just tanked the 2 adds under Anub not on top of the permafrost making sure to interrupt shadowy strikes and allowing them to burrow removing the dmg on myself and just had to make sure Anub is dead b4 the adds resurface.

Migol
09-10-2009, 08:51 AM
We also tanked anub on the ice at first, but moved him slightly so that his back was just barely on the ice, with our OT picking the adds up and tanking them directly on the melee. We did have one dpser on full time add duty along with the "incidental" aoe, and since I was MTing I also curved anub around a bit to hit them with shockwave whenever the cooldown was up.

I'd also highly recommend going for a heavy dps group with 2 healers so you only have one burrow phase. It seemed pretty easy to accomplish and made killing the smaller adds much easier in phase 2 since we could splurge on the permafrost.

One thing that seemed to help us down him was Nature resist for phase 3; at first we just used a totem, but when I looked at how much damage I was being hit for in terms of physical vs. nature in phase 3 it was pretty lopsided toward nature. Taking a lesser resistance flask and putting on some lvl 80 nature protection green pants seemed to make a fairly big difference. Since so far both 25-man kills have been done with feral tanks, I'm very curious on whether they used NR heavy gear; not only would that be a huge buff against the swarm damage but a lower tank HP pool might actually be better (assuming you can heal through the physical damage); less hp=less healing for anub. I'd also think that unholy DKs using imp AMS+AMZ, disc priest bubbles, and other ways of preventing the magic damage would be very beneficial.

Khue
09-10-2009, 11:04 AM
We've been at this fight for some time in 10 man and we are dealing with lower DPS numbers then needed. It is definitely doable as we've come within 3% of a kill but group composition is clutch when your DPS figures aren't there. We max out at about 30k RDPS according to recount. Druid healer for p3 is clutch. Rolling HOTS raid wide is crucial. A Holy Priest would also be an option. We've been attempting this with a Disc Priest and a Shaman and we feel that may be our down fall.

Also because of the Leaching Swarm mechanic, does this essentially gimp the Warrior 2nd pseudo CD set of LS + ER? Should the survival rotation be SW and then external healer CDs?

joandarc
09-12-2009, 10:32 AM
Hello Aliena, may I ask you which addonn you use for seeing the trash hp (as you can see at the 41th second of the video)? Using key V also shows players hp, but you use an addonn for seeing only trash hp, may I ask which addonn is it? Thanks.

Vrachara
09-12-2009, 03:10 PM
Hello Aliena, may I ask you which addonn you use for seeing the trash hp (as you can see at the 41th second of the video)? Using key V also shows players hp, but you use an addonn for seeing only trash hp, may I ask which addonn is it? Thanks.

Shift-V or Ctrl-V should do the trick (by default), check your keybindings, there's a "Show Enemy Nameplates" there.

Question, is a Paladin healer totally out of the question for this fight? We're trying a Pala/Holy priest combo for the healers and P3 is just hell on us - everywhere else we're more than fine but P3 people just take way too much damage, I'm thinking that big paladin heals coupled with a lack of AoE heals might be what's getting us :(

Holybubi
09-12-2009, 04:38 PM
Aliena, As an alternative to the way you deal with adds, we did this:

Tank Anub on the permafrost, and have the offtank pull the adds under him. We had a rogue with imp FoK interupting the adds, and for the first set we dps'd down Anub and let incidental AoE kill the adds. As a hunter all I did was swap out Aimed shot for Multishot to do my part.

After the first set is down, the next set comes in, and since the adds are on top of where anub will burrow, we switch targets with 10 sec left in the first phase 1 and dps down the adds. Anub burrows and the adds are down.

We have exceptional dps, and so we shoot for one burrow phase, as you suggested as an alternative. We kite Anub, but make sure one permafrost survives. The tank stands on it so when Anub resurfaces he will run right to the ice.

We dps down Anub, again relying on incidental aoe for the adds. When we get to phase 3, we dps down the adds, so the offtank doesnt take the big damage in addition to the 20% leech. After they are down, we return to Anub. When the next set of adds spawn we let the offtank get aggro and then once again focus them. After they die we go straight to Anub, and the Main tank pulls Anub off the ice, because at this point we are at about 15-20% remaining. The next adds are again tanked under Anub, but since they are not on permafrost they burrow after the incidental AoE damages them enough. This gives us time to burn Anub down before more adds or the burrowed adds return.

Just thought I'd offer an alternative strategy for people who want to use a heavier burn rather than being surgical and precise with their permafrost.
Pretty much how we did it. On P1 we had a healer bringing down 5 permafrost so that the DPS can focus on Anub, Had 2 Rogues (1 with imp FoK interruption, and Both with FoK Glyph). As shadow priest i also helped with some dots on the adds. We went to P2 with about 55% left on Anub, and 5 patches of permafrost on the floor. Kiting was pretty easy, just needed to play smart and not waste all the permafrost too fast. If we got into P1 again with 0 Patches left we would bring down the last one and continue same as before. In terms of DPS nothing changed in P3. We used Bloodlust at about 40% to be safe and not get another P2, (wasted a lot of DPS time on positioning him after P2).

Pruke
09-13-2009, 05:08 AM
Question, is a Paladin healer totally out of the question for this fight? We're trying a Pala/Holy priest combo for the healers and P3 is just hell on us - everywhere else we're more than fine but P3 people just take way too much damage, I'm thinking that big paladin heals coupled with a lack of AoE heals might be what's getting us :(

It's no where near out of the question. The solo healed 10-heroic anub kills have been done with using a paladin. Though if you are doing priest/paladin combo the priest should be holy (like you said yours was) at 30% your spamming the mt or ot with beacon on the other (incase adds are up) priest is group healing the raid.

Signoro
09-13-2009, 07:12 AM
Could you plz write a list of the addons you use?

Raider
09-13-2009, 03:38 PM
Regarding healers we were trying resto druid and pala, however druid had aggro problems on incoming adds, we did the kill with priest and pala. In phase 2 feral druids and rogues can kite the spikes with dash/sprint abit around the room to some point to save frost patches. Our rotation was as follows (melee heavy setup):
1. OT grabs first set of adds, all DPS goes on boss with some usage of AOE abilities (FoK, WW). When next pack of adds is about to spawn, finish 1st set of adds to have only 2 at time.
2. Boss goes down to 50% (approximately) and going underground, finish off 2nd pack of adds, deal with scarabs and survive:) Communications is required to call who has 4-5 stacks of debuff so he won't get anymore, it helps.
3. Boss emerges, get him to around 35% and let 3rd set of adds die in AOE during it (we were tanking adds always behind boss so anything AOE worked on all). Wait for 4th set of adds, nuke them and start P3. This buys few seconds free for OT.

We were not even trying to have 2 submerge phases, if boss did 2nd submerge we called wipe.

P3 is healing phase even if it seems to be pure DPS check. If you are doing healing wrong, boss heals too much and you can't kill him. At this point healer can advise at what % raid will be kept to avoid panic health pots usage, as cat druid I was poping barksin on every penetrating cold so any survival abilities are welcome. As I was told by RL healer 3% haste aura from retri pala we had was a real help on healing in P3.

Sach
09-15-2009, 12:12 PM
Hello, I have one simple question and it goes like this:

During the underground parts, and especially during third phase, is there any particulary reason to not let the adds burrow? I mean they restore health and then come back right? besides that, any troublesome thing happens? considering you will end up having 4 adds anyway because you are not dpsing them on third phase, the OT will certainly die in like 5 seconds in the best case. I'm saying this because if not, to avoid the absurd damage with 2 adds in phase 3 on the OT while having to deal with raid damage, you could just let em burrow and pick em up when they come again, kite, rinse and repeat till anub is dead. Experienced tanks should not have any trouble picking up adds over and over in a 10 - 20 seconds between them.

Sorry if there's anything special that prevents this but i don't know and was really wondering. Thank you for your time and i appreciate any constructive answers.

Sach

iamwengy
09-15-2009, 04:37 PM
Hey there, as it goes for 10 man, we figured out it is easier to let 2 burrowers finish casting submerge in phase 3, at least that takes them out of the fight for a good amount of time, and you shouldn't get 4 adds up together.

Elyvern
09-20-2009, 08:56 AM
We went for the 2 submerge strat assuming that we needed permafrost up for p3 so the boss could be position there and the adds tanked on top of patches with aoe whittling them down. Then we realise adds aren't our priority in p3, the boss is. And we'll output far more dps if we totally ignore the adds (apart from the healer needing to heal the OT of cos). Let them submerge, it means less healing requirement on the OT.

Using 2 orbs per submerge phase IS viable however. But it requires a careful use of BoP. Position 1 orb at the back of the room, and 1 in front. Boss is engaged at the back, and 1st kiter brings it to the front. Kiter stops short of the frost patch and gets BoPed just as spikes are about to reach him. He stands there for 10s, absorbing all the damage, and then before BoP runs out, steps onto the frost patch. A new kite target is chosen, and kiting continues onwards to the back of the room normally, by the time the third target is chosen and runs back to the entrance, the boss should surface before the spikes reaches him.

Lunnette
09-24-2009, 04:52 PM
Our guild is currently making attempts on Anub Heroic. Out of curiosity, do healing reductions from aimed shot or MS work during this encounter, or am i just showing how little i know? Our strat is very similar to yours, dropping one frost orb at the start and tanking anub beside it, with his back close enough for splash dmg from DnD and other dmg from melee hitting him. Ranged DPS are focusing on adds as they pop, and melee on boss. Just before P2, we have the mage down two ice orbs near the back of the room, and everyone in the raid except the add tank run towards the rear. As Anub picks a target, only the target continues to the rear, while everyone else focuses on killing swarms (and big adds if theyre still up). Still working on cleaning up the kiting here, but we feel confident that saving Blust for P3 we will have the dps to burn it fairly quickly.
Group composition:
Feral Druid MT
Warrior OT
Pally/Shaman heals
2 arcane mages, 2 dk (1 blood 1 unholy), 1 rogue, 1 ret pally

Brummer
09-25-2009, 11:54 AM
Yes, healing debuffs do work on anub. And are very very important, honestly basically required for hard mode.

Your rogue should be ensuring that wound poison is up on anub before leeching swarm starts ticking, otherwise those first couple of ticks of leeching swarm will put anub to back around 35% hp. And it never comes off, make sure your ms warrior continues to use ms in his rotation sub 20%. etc.

Rough fight, seems that it will get easier and easier as your dps goes higher and higher.

Lunnette
09-25-2009, 02:00 PM
Yes, healing debuffs do work on anub. And are very very important, honestly basically required for hard mode.

Your rogue should be ensuring that wound poison is up on anub before leeching swarm starts ticking, otherwise those first couple of ticks of leeching swarm will put anub to back around 35% hp. And it never comes off, make sure your ms warrior continues to use ms in his rotation sub 20%. etc.

Rough fight, seems that it will get easier and easier as your dps goes higher and higher.


thanks for the heads up

leeroyjenkins
09-27-2009, 11:28 PM
Wait you guys do all these raid videos not in guild? are you guys just all friends?

Edinek
09-30-2009, 09:14 PM
my question is, with the need for a healing debuff on anub'arak, this question comes in i believe now, do one of your tanks(assuming both are warriors, like our tanks) go into the UA build, we have downed heroic anub'arak twice now, but after 3.2.2 we couldn't and decided to try this UA build out to see if mortal strike will make or break the game for us.

so cider, if your reading this, could you please give me your insight to the UA tank build on this particular fight? if you think the tank would get hit too hard, etc. etc.

were trying this for ourselves right now, if i see a significant improvement on the fight i'll report back here.


edit: ok ok, we jsut downed him after goign the UA build, no difficulty really, to all guilds using a warrior maintank, i STRONGLY reccomend using the UA tank build if you have an extremely geared tank for this fight. the mortal strike debuff is absoleutly amazing

Joacimcans
09-30-2009, 09:28 PM
my question is, with the need for a healing debuff on anub'arak, this question comes in i believe now, do one of your tanks(assuming both are warriors, like our tanks) go into the UA build, we have downed heroic anub'arak twice now, but after 3.2.2 we couldn't and decided to try this UA build out to see if mortal strike will make or break the game for us.

so cider, if your reading this, could you please give me your insight to the UA tank build on this particular fight? if you think the tank would get hit too hard, etc. etc.

were trying this for ourselves right now, if i see a significant improvement on the fight i'll report back here.


ok ok, we jsut downed him after goign the UA build, no difficulty really, to all guilds using a warrior maintank, i STRONGLY reccomend using the UA tank build if you have an extremely geared tank for this fight. the mortal strike debuff is absoleutly amazing

Unless you are running a 10man full of casters idk how you would be doing a raid without atleast one person either having MS or being able to spec into MS.

Edinek
09-30-2009, 09:32 PM
Unless you are running a 10man full of casters idk how you would be doing a raid without atleast one person either having MS or being able to spec into MS.

our raid comp is:

2 warrior tanks
1 ret paladin
1 holy paladin
1 resto(elemental for anub'arak) shaman
1 feral druid
1 holy priest
2 mages
1 death knight


the only classes we had available to us for MS were really the tanks.

Sinister Knight
10-01-2009, 10:52 AM
our raid comp is:

2 warrior tanks
1 ret paladin
1 holy paladin
1 resto(elemental for anub'arak) shaman
1 feral druid
1 holy priest
2 mages
1 death knight


the only classes we had available to us for MS were really the tanks.

Well Frost mages have a 20% MS effect, but really just swap 1 mage out for a Hunter with Aimed Shot, that also gives you an MD and Nature resist Aspect up.

Edinek
10-01-2009, 11:21 AM
Well Frost mages have a 20% MS effect, but really just swap 1 mage out for a Hunter with Aimed Shot, that also gives you an MD and Nature resist Aspect up.

being a mage myself, i wouldn't be caught dead going frost for this fight, the DPS loss between the two specs is too great to compensate for the 20% MS effect and we have hunters, we just didn't bring one, and thats besides the point, the point being that the UA spec for warrior tanks is a spec that i personally think fits naturally in this fight for a maintank, becuase you gain a lot more single target threat and such, since the maintank is on anub'arak only really

khanthal
10-01-2009, 01:13 PM
We tried this boss hard mode for the first time last night and I have to thank you. This video was amazingly helpful. That said, we didn't win which was unfortunate since we got there with 46 attempts left :). Reading the thread I have a few clarification questions if that's ok?

Only two healers is the norm? We used three and DPS was slow. From posts in this thread it seems people are running two. We had a priest (either healing spec), pal (val'ynir), resto sham. If we have the same folks tonight I suspect I should keep the priest as holy, the pal, and have the restosham go ele?

Everything seemed to be easily managable...tank damage was fine, adds were dying...kiting was great...except the little guys in P2, they were destroying us. What is the best way to deal with these? We seem to be missing something I guess...but every attempt, P1 was great, boss damage was decent, adds going down, healing was good....P2...kiting great, used 3 ices, sometimes only 2...but we would end up with piles of the nature dot from the little ones and everyone would die.

Kazeyonoma
10-01-2009, 01:33 PM
we went with 3 as well khanthal last night and we had to use 2 phase 2s and had no ice for phase 3, which I'll tell ya, gets frustrating as the add tank.

in p2, it's very important that once the new target is picked by anub's spikes, everyone else must burn down adds, the only exceptions to this are probably the tanks because they can't go into phase 1 again or phase 3 with the poison stacks. not so much the OT but the MT definitely can't help much. Help by controlling them with stuns, slows, etc. we have a hunter and although it causes some confusion (zomg that's not a permafrost!?) having him use a frost trap on the grown helps the range kill the adds a lot.

Try to designate the range to killing the adds moreso than the melee unless the melee ONLY kill the adds that aren't chasing them. In fact, do that, everyone kills adds that aren't chasing them, and hope that the ones that are chasing them are killed by someone else.

khanthal
10-01-2009, 01:45 PM
You have even the healers helping out killing adds then? Or don't go that far? :)

Edinek
10-01-2009, 02:19 PM
Everything seemed to be easily managable...tank damage was fine, adds were dying...kiting was great...except the little guys in P2, they were destroying us. What is the best way to deal with these? We seem to be missing something I guess...but every attempt, P1 was great, boss damage was decent, adds going down, healing was good....P2...kiting great, used 3 ices, sometimes only 2...but we would end up with piles of the nature dot from the little ones and everyone would die.

the little adds during phase 2, how i would explain it is like this:

non-enraged add(normal size, not big and red): they need to die after the burrowers, but one thing takes priority over them

enraged adds(big and red): they need to die ASAP, there is no point in running from it, it will out run you, and is immune to most slows and such, so the enraged ones need to die extremely fast. within 2-3 seconds of them enraging. if there is enraged one, you need to call it out on vent, and all dps needs to move to it if they can

with that being said, healers should probably just heal and call when they have some adds on them, and let DPS handle it.

in terms of DPS on this fight, we tried running with 3 healers and had about 32K raid DPS, the thing is our resto shaman has a very decent ele set, decent enough to pull about 5K, so with him we were brought up to 38K raid DPS, and even then, we still kill him with 4-5 people dead

Malaclypse
10-02-2009, 08:36 AM
After spending a decent amount of time on the fight we found a one burrow strat alot easier for us. We were able to get one burrow with 3 healers or 2 but decided that the 3rd healer in phase 3 wasn't really that great of a benefit since the coordination to not cross eachothers heals and all that would just result in unessecary healing done.

We didn't have a tank on the adds that could stun the burrowers so we tanked Anub so he was right next to a frost patch so a ret pally could stay on the boss and holy wrath to stun the adds.

You've probably fine tuned your strat, but it seems like a waste to make that melee in your group run to the adds when they could be tanked right on the boss. It is easy enough to start moving away a little bit before Anub burrows when the second set is up so you don't waste a close frost patch.

The way our dps was lining up we were getting Anub to about 35% just after killing the first set of adds when he came back up. We continue to burn down Anub and have the OT let the 2nd set submerge. They will probably cast shadow strike before submerge so they need to be tanked where they can be stunned/interrupted. This allowed for less healing on the OT and let him DPS the boss as well.

Edit: The biggest thing for us and I assume everyone is fine tuning phase 3. Healers really need to be on the ball with penetrating cold and the dps need to pay close attention as well if there is anything they can do to help with it to give healers that breathing for the first 3 seconds where the 6k tick would kill you. Health stones need to be saved if available, frost ward and ice block for mages, divine shield (should be available on the 2nd time if Wings was used at start of 30%).

drae
10-02-2009, 08:46 AM
Aliena, As an alternative to the way you deal with adds, we did this:

Tank Anub on the permafrost, and have the offtank pull the adds under him. We had a rogue with imp FoK interupting the adds, and for the first set we dps'd down Anub and let incidental AoE kill the adds. As a hunter all I did was swap out Aimed shot for Multishot to do my part.

After the first set is down, the next set comes in, and since the adds are on top of where anub will burrow, we switch targets with 10 sec left in the first phase 1 and dps down the adds. Anub burrows and the adds are down.

We have exceptional dps, and so we shoot for one burrow phase, as you suggested as an alternative. We kite Anub, but make sure one permafrost survives. The tank stands on it so when Anub resurfaces he will run right to the ice.

We dps down Anub, again relying on incidental aoe for the adds. When we get to phase 3, we dps down the adds, so the offtank doesnt take the big damage in addition to the 20% leech. After they are down, we return to Anub. When the next set of adds spawn we let the offtank get aggro and then once again focus them. After they die we go straight to Anub, and the Main tank pulls Anub off the ice, because at this point we are at about 15-20% remaining. The next adds are again tanked under Anub, but since they are not on permafrost they burrow after the incidental AoE damages them enough. This gives us time to burn Anub down before more adds or the burrowed adds return.

Just thought I'd offer an alternative strategy for people who want to use a heavier burn rather than being surgical and precise with their permafrost.

This is exactly what we do, it works very well, if you have the raid DPS requirement, we use 2 healers to reach the required DPS. Bloodlust and roll raid Shieldwalls in Ph. 3. (we have 2 pally's :D)

Whîsper
10-13-2009, 12:38 AM
Can we get a solid strat/video with details on (how to) Anub 25 HM? Anyone have links to decent info would much appreciated!

So far I can only find videos of guilds first kills and there is only so much info that can be gathered from watching a video with horrible music lol.

Currently we are using a Druid MT and Warrior with insane defense stacking OT for the adds. We have solid dps but we aren't burning them down before they get a couple shadow strikes out and 1 shot some of our raid members. The adds come out so quickly it's difficult to get them all marked up and ensure each one has an interupt ready to go. If that's what needs to happen then we will do it until we get it down to perfection. That is the furthest we can get because after a couple shadow strikes go out the raid is hampered and ultimately wipes.


thanks in advance for any helpful information that can be provided

~whisper

Edinek
10-21-2009, 12:51 PM
Can we get a solid strat/video with details on (how to) Anub 25 HM? Anyone have links to decent info would much appreciated!

So far I can only find videos of guilds first kills and there is only so much info that can be gathered from watching a video with horrible music lol.

Currently we are using a Druid MT and Warrior with insane defense stacking OT for the adds. We have solid dps but we aren't burning them down before they get a couple shadow strikes out and 1 shot some of our raid members. The adds come out so quickly it's difficult to get them all marked up and ensure each one has an interupt ready to go. If that's what needs to happen then we will do it until we get it down to perfection. That is the furthest we can get because after a couple shadow strikes go out the raid is hampered and ultimately wipes.


thanks in advance for any helpful information that can be provided

~whisper

the strat for 25 man anub'arak is virtually the same i assume, either A) you aim to bring him down to 30% after only 1 burrow phase, B) you bring him to 30% after 2-3 phases.

obviously choice A is for guilds with superb DPS, if your DPS potential is much lower, then go for plan B.

as for handling the adds when they come out, i personally haven't tried 25 man heroic, my guild has yet to get northrend beasts down on heroic 25 due to some DPS dieing on worms becuase of bad luck / mistakes made. but i can speculate that on 25 man, 4 adds come out instead of the 2 on 10 man. in a 25 man group you should probably have 3 tanks, not for all fights, but for anub'arak in general, so each tank holds 2 adds each on the permafrost, as far as interrupting goes, this is why your warrior / paladin(if you have them) should tank the adds. they both have an ability they can use to interrupt both adds at once, Shockwave and holy wrath will stun both adds(yes they are stunnable, this is how we manage interrupts on 10 man, warrior tank saves shockwave) and should be used for a more reliable stun, another method is assign a few mages to focus specific adds and use counterspell whenever it's up, i myself play a mage and it is very easy to do that assuming you have good focus frames. please tell me if i'm wrong on the 4 adds thing, i don't want be to giving false information out, but i want to try and help.


edit: i forgot to state incase this wasn't obvious, the shadow strikes MUST be interrupted, there is no question, it MUST be.

Splug
10-21-2009, 01:19 PM
Can we get a solid strat/video with details on (how to) Anub 25 HM? Anyone have links to decent info would much appreciated!

So far I can only find videos of guilds first kills and there is only so much info that can be gathered from watching a video with horrible music lol.

Currently we are using a Druid MT and Warrior with insane defense stacking OT for the adds. We have solid dps but we aren't burning them down before they get a couple shadow strikes out and 1 shot some of our raid members. The adds come out so quickly it's difficult to get them all marked up and ensure each one has an interupt ready to go. If that's what needs to happen then we will do it until we get it down to perfection. That is the furthest we can get because after a couple shadow strikes go out the raid is hampered and ultimately wipes.


thanks in advance for any helpful information that can be provided

~whisperI should have this submitted to Ciderhelm fairly soon. The voice clips are already recorded, but we ran into some delays with passing video clips around between myself and our restoration druid. The video should have a combination of offtank and healer PoV's.

EDIT: Or the sound files all got corrupted and I have to re-do the recording... well, I should have it for next week.

-Splug

Yozda
10-25-2009, 10:06 AM
While my guild downed him on 10-man for the first time last week, it was not a pretty kill. It seemed like while everything was clicking on all cylinders, it seemed like every attempt the healers started getting overwhelmed when he has about 10% left in P3. Really, P3 was a total crapshoot and coordinating heals seemed to be the key to our difficulty there.

How have other people balanced their heals in a 3-healer situation (we do 1 burrow phase with 3 healers)? Our lineup is disc/holy priest, resto shaman and tree - unfortunately, we don't have a holy paladin available. Can we assign the priest and shaman to the tanks and just have the druid keeping the raid up by rolling HoTs and WG? How do you guys deal with PC, then?

In any case, I'm just curious how other people have been coordinating their heals for P3 in 10-man, similar to the discussion that has been going on in this thread about the 25-man version of the encounter. Any help would be greatly appreciated!

Ciderhelm
10-26-2009, 05:14 AM
Anub'arak 25-man is up! Expect a transcript and some preparation notes very soon. :)

Ciderhelm
10-26-2009, 05:02 PM
Added the full transcript for the 25-man guide and added an additional preparation section that Splug wrote up!

fr0d0b0ls0n
10-27-2009, 03:58 AM
I have a doubt about the 101.6% block+avoidance. I tougth the character screen shows values pre-DR, so if you sum your block + miss + dodge + parry is more than you really have.

I'm wrong?

Darksend
10-27-2009, 04:49 AM
Yes and no. The actual values of dodge and parry are after DR. Miss does not have its own slot like the others so the only way to get miss is with a macro. See below
http://img39.imageshack.us/img39/7234/defensewindow.jpg139x.04=5.56%. Where it says at the bottom "before diminish returns" simply means that you do not take 5.56% and add it to your dodge and parry straight up. Once it is added however the actual numbers displayed are indeed after DR. Likewise when you mouse over your dodge and parry, that amount of rating will always give that amount of dodge, that number is then subject to DR and added to your total to get the number you see when you are not mousing over.

Like I said however since this is the only place miss appears it is impossible to know your exact chance to be missed without a macro.

Block does not have DR.

Splug
10-27-2009, 09:34 AM
I have a doubt about the 101.6% block+avoidance. I tougth the character screen shows values pre-DR, so if you sum your block + miss + dodge + parry is more than you really have.

I'm wrong?As Darksend has already stated, the values shown on your character screen for block/dodge/parry % are post-DR. If you mouse over them, the tooltip will state how much avoidance % you would have gotten from rating alone without DR.

There's a macro I've been using to pull the numbers up, I believe I took it from the forums here at some point so it should be around here somewhere... I'll try to remember to copy/paste it from my macro window when I get home.

-Splug

Contrite
10-27-2009, 01:26 PM
Assuming the off-tank is a paladin tank, I'm not sure of the benefit of using an unhittable set, as opposed to a block value set. I have nearly every BV piece available, and I find that at 4700 or so BV, I'm taking virtually no damage, and holy shield rarely gets removed. (only if they pick up the haste from the opposite side's tank) There are attempts where I will take 10k-20k damage while the adds are up. I can gain passive unhittable, but I lose BV and take more damage overall.

Kazeyonoma
10-27-2009, 01:39 PM
the unhittable set is for a 1 add tank strategy, if you're using 2 add tanks, you're already not needing an unhittable set strategy.

Contrite
10-27-2009, 01:43 PM
The video is showing the 2 offtank method and recomending that the offtanks maintain passive unhittability.

"Offtanks should strive to reach 101.6 percent combined avoidance and block chance on their character sheet, to ensure the level eighty-two crypt fiends will not inflict unblocked hits. This ensures damage is consistently reduced, rather than risking sudden surges of drastically increased damage."

Splug
10-27-2009, 01:49 PM
Assuming the off-tank is a paladin tank, I'm not sure of the benefit of using an unhittable set, as opposed to a block value set. I have nearly every BV piece available, and I find that at 4700 or so BV, I'm taking virtually no damage, and holy shield rarely gets removed. (only if they pick up the haste from the opposite side's tank) There are attempts where I will take 10k-20k damage while the adds are up. I can gain passive unhittable, but I lose BV and take more damage overall.If you're only tanking two adds, you can safely include Holy Shield in your calculation as normal, meaning your block set is very likely well over 101.6% - the comment is still accurate, it's just stating a condition that's somewhat trivial. If you are tanking all four adds, they will attack quickly enough to chew through holy shield, and you should not count it as reliable mitigation. You may only have a small chance of taking 2-3 unblocked hits at a time, but four adds attacking more than once per second each can roll dice very, very quickly.

The result is what Kazeyonoma said: if you run one tank, you'll need a passively unhittable set. If you run two, it's not essential at all. You're still better off ensuring you never take full hits - though you should safely include Holy Shield at that point. Remember: you aren't playing with a full health bar in phase 3, as the lower the healers can let the offtanks slide safely, the better off the damage pace will be. They can only let the tanks sit at a point where the worst-case damage spike won't kill them, and if that's two unblocked attacks plus a leeching swarm tick, you need to sit at >30k health (almost full). If it's two blocked hits for 4k (~2250 BV) and a leeching swarm tick, 15k is relatively safe. Worst-case analysis will drive how you handle healing each offtank in that phase, and thus the boss' regeneration.

That said, I forgot to comment that you probably want to get the tanks to nearly full right as a new wave of adds comes in - it gives the tanks time to position them in case something bites them in the back while slogging through the permafrost.

-Splug

Mr.Winkle
10-28-2009, 05:37 PM
Just watched the 25-man video. Although the information is basically useless to me since i doubt i'll ever see that fight i'd just thought i'd say how good the video is in terms of content and production.

Very nice splug.

Fizčne
10-29-2009, 09:22 PM
Hello Aliena, may I ask you which addonn you use for seeing the trash hp (as you can see at the 41th second of the video)? Using key V also shows players hp, but you use an addonn for seeing only trash hp, may I ask which addonn is it? Thanks.

We just did our first attempts on Anub25 H yesterday and as an OT (1tank strategy) i have got some trouble about targeting adds. This is the second time i'm seeing that kind of nameplates and it's pretty nice. So if Aliena or someone could tell us the name of this addon, it would be really helpful :)


Thanks for the guide btw!

edit: seems to be Aloft

keebz
10-31-2009, 02:51 PM
We are using a Paladin on Anub'arak and Warrior on adds for ToGC10. It could be plausible for the end of phase 3 to have all DPS, including the previous interrupter, on Anub'arak for a burn (we're using the 6 dps, 2 tanks, 2 healers strategy). We'd let the Pally Holy Wrath-stun (and interrupt if necessary) the adds, then warrior tank uses shockwave, and pally again if possible. The designated interrupter will still interrupt at the beginning and throughout Phase 3. We'd get Anub to phase 3, then burn the two adds which are already low from incidental AoE. The warrior-pally rotation of relying on stuns starts at the end of Phase 3 when/if the warrior gets 4 adds, at which point the designated interrupter switches to Anub'arak full-time (that's about 15 seconds worth of stuns - 4 for shockwave, and 10 for holy wrath).

Question is if we should save hero for Phase 3 right after we kill the set of adds, or should we pop it around 40% in Phase 1 to ensure we do not get another Phase 2, based on your experience?

Also, from your experience, how low is the first set (how long has it taken you on average to kill) of adds usually when you switch to kill them? I'm thinking everyone switches to the first set of adds in Phase 1 about 5 seconds before 2nd set spawns. When Phase 3 starts, we kill off the set of adds from Phase 1 so the warrior can start fresh with 2 adds, and work his way up to 4 instead of a possible 5 or 6.

Edit: I made a mistake regarding the cooldown for Shockwave so nevermind that. Can still save Holy Wrath followed by Shockwave for an AoE stun if there are 4 adds on the OT, giving you ~14 seconds to uninterrupted DPS time on boss.

thefiddle
11-07-2009, 03:30 PM
The 25 man hard-mode video is extremely informative, thank you very much tank spot!

I noticed that in the video it was mentioned that the encounter has been completed with a DK off tank. With higher mitigation, avoidance, longer IBF and a decent cooldown (unbreakable armor) in addition to acclimation it seems reasonable to consider a DK as an add tank, at least in the 2-add tank situation.

Is this a viable option at all?

swelt
11-09-2009, 05:00 AM
I'm wondering the same thing. We have a lack of deathknights in our roster at the moment, with just 1 who is generally an offtank... meaning that if I want him free to deathgrip down a frost ball, he can't be the main tank, he either needs to be dps or an add tank.

Splug
11-09-2009, 10:15 AM
I noticed that in the video it was mentioned that the encounter has been completed with a DK off tank. With higher mitigation, avoidance, longer IBF and a decent cooldown (unbreakable armor) in addition to acclimation it seems reasonable to consider a DK as an add tank, at least in the 2-add tank situation.

Is this a viable option at all?It's not realistic. It's doable, but the parses we found on worldoflogs for Irae AoD's first completion of the encounter indicate the offtanks taking roughly 550% more autoattack damage than the Premonition offtank. The highest-point spike of damage intake in P3 was roughly 14k dps on the deathknight, compared to about half that on warriors. Individual hits jump from 2k-4k into the 11k-15k range; even if icebound fortitude was permanently active, you'd still be at a disadvantage.

It's also worth mentioning Irae AoD's later logs all occur using shield-based offtanks, and that the clip shown in the video is using my warrior alt, not my deathknight main (which still does not have credit for the encounter). Consolation prize: unholy deathknights are the highest source of AE damage on the encounter by a fairly high margin.

-Splug

Njordus
11-13-2009, 06:09 AM
I'm hoping to find a solution to my group's healing problem on p3.

We are attempting to 2 heal it because our DPS is pretty good, we easily get him to p3 before the 4th burrowers spawn.

However we keep dying in p3 with only 2 healers, and with 3 healers it jsut seems to take too long and be too messy with adds.

With 2 healers, how important is it for one to be a paladin? We have an awesome pally healer but were using a disc and druid this time.

Kazeyonoma
11-13-2009, 08:35 AM
so far I've had the pally in my lineup, the ability to big heal and beacon both tanks is pretty amazing. I don't want to say it's a necessity, but pallies make pretty amazing MT healers. if you have the right comp, what you can do is use healing stream totems and vampiric embrace and other small heal effects to make sure players never die to leeching swarm and essentially let everyone except the tanks go to the smallest hp possible, then making sure your healers are very fast at picking up whoever gets hit by penetrating cold.

Also when you say "we keep dying" who's dying. DPS? if so then it's lack of penetrating cold reaction most likely. Tanks? Then doing the above strategy (if viable) will allow your healers to focus on the tanks more. Healers? I dunno what to say about this one lol.

Splug
11-13-2009, 08:40 AM
I'm not sure I'd let the whole raid drift down to auto-heal range on 10-man, especially if you have two healers. Remember you've got a very short window to counter both penetrating colds, so unless your MT healer can drop off the tanks and save the second penetrating cold victim, you need to keep the raid at ~6k-7k health to buy that extra tick for the raid healer to attend to both PC's. It's a bit easier with a paladin, who can take a GCD to holy shock or holy light one of the PC's when a new set is cast (while still beacon healing the MT), allowing the raid healer to catch up later.

If you have three healers, then certainly drift down to the totem/VE autoheal range and split the PC's between the two raid healers.

-Splug

Njordus
11-14-2009, 06:55 AM
Yeah it's definately the penetrating cold that was killing us, and I think our healers just weren't reacting well enough.


while I have a few knowledgeable people's attention, I am also curious about the burrower strat for p3 when you 1 burrow / 2 heal it.

We are hitting p3 just when the 4th burrower pair of the fight spawns (getting to 55% or so before the 1st submerge, no bloodlust). Our current strat is to kill those then let the 5th spawn burrow, hoping to kill him before a 6th.

is this realistic or should we kill each wave of burrowers throughout p3.

Cowas
11-17-2009, 02:41 PM
is there really only 6 Frost sphere during the fight ? O.o

Darksend
11-17-2009, 02:54 PM
is there really only 6 Frost sphere during the fight ? O.o

yes

Splug
11-18-2009, 09:46 AM
We are hitting p3 just when the 4th burrower pair of the fight spawns (getting to 55% or so before the 1st submerge, no bloodlust). Our current strat is to kill those then let the 5th spawn burrow, hoping to kill him before a 6th.

is this realistic or should we kill each wave of burrowers throughout p3.We've found it's more reliable to burn one or two more groups. If Anub is at <10% when a wave spawns, swap to single-target and have your damage ignore the adds.

-Splug

Njordus
11-18-2009, 04:08 PM
Thanks splug.

Runeknight95
11-19-2009, 09:17 AM
Are 3 healers used in the 10 man video?

doom1992
11-23-2009, 09:59 AM
Is it just me or did the 25 man video not mention the use of an arms warrior or a rogue to use a 50% healing reduction debuff? Or is this not important?

Splug
11-23-2009, 10:44 AM
Is it just me or did the 25 man video not mention the use of an arms warrior or a rogue to use a 50% healing reduction debuff? Or is this not important?According to the healing done (compared to damage from locust swarm) on WoL parses, Anub'arak is immune to the healing reduction in 25-heroic. I probably should have included a footnote to say that during the movie, but then again my first pass at recording the audio came up at 15-16 minutes of chatter... so I'm not sure how well I could have done that.

EDIT: Also, I'm not 100% certain that's correct - but I have seen several sources state that Anub'arak is not effected by healing reduction. More likely than not, if you have a hunter in the raid you'll get aimed shot up on him without having to worry about it anyway.

-Splug

Wichowe
11-25-2009, 02:22 PM
Is it possible to have the macro for the avoidance/Block ?
I can't find it on the Internet.

Aggathon
11-25-2009, 02:39 PM
Is it possible to have the macro for the avoidance/Block ?
I can't find it on the Internet.

Go to the search box and look for "Anub'Arak Add Tanking Guide" by Badga, it has it listed.

Kazeyonoma
11-25-2009, 02:40 PM
Is it possible to have the macro for the avoidance/Block ?
I can't find it on the Internet.

http://www.tankspot.com/forums/f120/44685-block-cap-pure-avoidance-macros.html

PuFFeRzzz
12-01-2009, 05:36 PM
Hi, i'll just like to point out a slight error, stated in the transcript that "for Nature resist suggest Aspect of the Pack and nature resist totems" think you mean Wild in this case.

Also i'd like to ask, is there a specific way you handle the scarabs in phase 2 or is it just random mayhem ffa killing. Becos I note that between downing the remaining burrowers and the whole lot of scarabs, we still have a ton left when Anub emerges.

Coldbear
12-02-2009, 04:11 PM
Made a somewhat funny flowchart to help my guild work on server first (low pop backwater server).

http://coldbear.files.wordpress.com/2009/12/heroic-anub-kiting-flowchart.png

Littlekitty
12-02-2009, 05:07 PM
I was wondering if you could list the addon's used? And if you can download them from curse gaming?

Aboshan
12-02-2009, 10:34 PM
In a 10 men settings with 2 healers (holy pal and holy priest) :

Major frost pots (whatever the name it is) are pretty good to mitigate the frost dmg in phase 3. I do PW:S as a shadow priest on PC targets when I can and enh shaman can maelstrom heal.
A Holy Paladin with the Holy Light glyph and divine storm/imp leader of the pack/judgement of light can pretty much keep melees up. Spriest and a Healing Stream keep casters up.
We kill the first set of ads that comes after the beginning of phase 3 and the boss is usually dead, letting the 2nd set of ads borrow.

Flowne!
12-23-2009, 08:14 AM
Hi,

I have a question about the first movie (Anub'arak 25 Hard)
Wich addons use that druid? I am a healer too and I love the UI and I realy need a new UI.

I hope u can help me :)

Kazeyonoma
12-23-2009, 08:29 AM
Hi,

I have a question about the first movie (Anub'arak 25 Hard)
Wich addons use that druid? I am a healer too and I love the UI and I realy need a new UI.

I hope u can help me :)

http://www.tankspot.com/forums/f211/57896-llegos-ui.html

Flowne!
12-23-2009, 08:32 AM
Realy thanks!

Absolute
01-02-2010, 07:53 PM
Was wondering if youd be able to tell me the name of the addon you used that made ur hots scroll down on the right side of the screen, id really appreciate it. thx

Zxian
10-26-2010, 07:32 PM
I know this is old-ish content, and Cata is coming up soon, but has anyone successfully attempted this since 4.0.1?

We went in tonight to try to get this down, and had our tanks near-unhittable, but we were having serious issues dealing with adds and the leech in P3. It seemed as though we didn't have enough overall cleave damage to kill the adds in time for the next wave, and if we switched to the other targets, the bosses health would start to rise up.

Our raid composition wasn't really ideal, but it's something we'd still like to get down before Cata hits.

Any tips?

Thortok2000
03-13-2011, 10:13 AM
Now that I'm 85, I've been going back and grabbing all the level 80 stuff that I don't have yet on this character. I've done Anub'arak on 10, 10H, 25, and now all that's left is 25H. We were able to do all the other bosses on 25H with 1 or 2 attempts but this boss is stumping us 30-someodd attempts in.

Watching the video definitely helped; we seem to be failing on add positioning during phase 1. Our phase 2 is good with some exceptional kiters in our group.

But what's getting us is phase three. We're not sure what to do about the adds; the add tanks keep dying in phase 3 and then the adds proceed to wipe us all. At level 85, vampiric embrace and small heals like that seem to be enough even for Penetrating cold, thanks to higher resistances, and bigger ticks of healing. So even that mechanic is not wiping us so much as the adds. We're putting heals on the tank and offtanks both but they keep dying.

What we haven't tried yet is switching dps to adds in phase 3 just like we do in phase 1; we're afraid the boss will heal for too much this way and we won't be able to keep up.

Any thoughts about how to handle phase 3 as level 85?

Dyvine
03-17-2011, 08:12 AM
Haven't been in there at 85 yet but I would think your best strat is to continue to off tank the adds and just burn. The biggest coordination you need to do with the raid is to rotate cooldowns for the OTs on the adds. With 25 people, you should have enough cooldowns to almost always have some sort of buff whether it be pain suppression, guardian spirit, trinket cooldowns, shield wall, last stand, etc. to keep you going for a good 60-90 sec. I would think that with the raid dps people have now that he should be dead in about 60 sec or less. Make sure people remain calm, call out pre assisnged cooldowns, and dps burn, pop everything.

Martie
03-17-2011, 08:17 AM
Any thoughts about how to handle phase 3 as level 85?
Kill them. You won't be able to offtank them for any appreciable amount of time.

Kazeyonoma
03-17-2011, 11:07 AM
especially now that you can't rely on reach unhittability and warriors no longer have static block value and damage shield.

Herbye
10-18-2011, 10:33 AM
Firstly I apologize for the necro and this a bit stupid question, I wouldn't ask but I simply cannot come up with a conclusion.

Would it be viable to have a fury warrior with 2h and shield + some resilence gear to become crit-immune tank Anub 25HC as level 80(pre-Cataclysm that is)?

I realize its probably sounding extremely stupid of me to ask that question, but thanks in advance if someone bothers replying to this :).

Kazeyonoma
10-18-2011, 11:20 AM
i guess technically it could work since you outgear it so much, but i dunno why you would want to instead of just being prot.

Theotherone
10-18-2011, 12:59 PM
How can you become crit immune with resilience gear? Thought the crit immune was purely talented these days and that resilience does nothing in PvE?

Kazeyonoma
10-18-2011, 02:38 PM
How can you become crit immune with resilience gear? Thought the crit immune was purely talented these days and that resilience does nothing in PvE?

Actually I think this is right, something in Cata I believe changed how resilience worked in PvE and no longer functions that way, so you have to just go prot, or eat crits like a baws =P

Destruyen
10-18-2011, 04:50 PM
resil hasn't worked for pve crit immunity since bc...

Kazeyonoma
10-18-2011, 06:18 PM
resil hasn't worked for pve crit immunity since bc...

That's not true, i used it to tank all of the entry level heroic 5 mans at wotlk. they didn't remove defense, and therefore the pve aspect of crit immunity along with it, until they introduced mastery, which was a late wotlk/pre-cata move no? there definitely wasn't mastery until then.

Fetzie
10-19-2011, 03:48 AM
Resilience reduced the chance to be critically hit by any unit in wrath. This changed when 4.0 went live, to only reducing damage taken from players (and I think also player controlled units like pets). You were crit-immune with 536 defense skill and 15 resilience in Wrath.

Destruyen
10-20-2011, 12:47 AM
hmm, i thought it went away in 3.0 to not work against pve mobs....my bad :(