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trial of champion (5 man)
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  #1  
Old 08-05-2009, 09:33 AM
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trial of champion (5 man)

The whole instance has three parts:
1.Faction mount fight
2.Eadric the Pure or Argent Confessor Paletress
3.The Black knight

After the very long introduction, in which I would suggest you start the event first and slowly shield up on mount.

Faction mount fight:
3 factions of 3 mobs and 1 champion from each faction will appear on the ground. Which opposite factions come out is random. Each wave of 3 mobs that’s comparable to the Lieutenant you fight in the daily quest will come out sequentially. You can change to a new mount if you are low on health since you do not have the “heal yourself skill” in this fight. After clearing all 3 waves, you will start fighting the champions on mount. Be aware that when the champion’s mount is dropped to zerio, they will try to find another mount, hence you need to run over them to stun for 15 seconds. After all the three champions are dismounted and stunned on ground, you will automatically dismount and fight the three champions on the ground. Each champion is different class and has specially abilities.

Gnomes/Blood elf are mages: Fireball, Blastwave, blinks, sheep
Dranei/ Tauren are shamans: Healing wave, chain lightning, Hex of mending ( renamed curse of mending)
Dwarf/ Undead are rogues: Deadly Poison, Vials of Poison (puts damaging green goo on the floor)
Human/Orc are warriors: Mortal strike, whirlwind
Night elf/ Troll are hunters: Multi-shots, disengage.

Remember to kill Dranei first if he is one of the three champions.

Eadric the Pure or Argent Confessor Paletress Fight
One of the bosss along with his/her 9 mobs scattered in pack of 3 around the place will spawn. You can clear left and right pack individually without aggroing the middle pack.
The first add to kill is Argent Priestess who can heal other mobs. She also summons a “light well” which has little health and should be destroyed first as well.
The Argent Lightwielder who does cleave is the next to focus fire.
The argent monk should be the last to kill as at death, he casts debuff aura which decreases attack speed and damage by 70%. After doing the 3 packs, the boss will be triggered

For Argent Confessor Paletress, there are two phases of the fight.

First phase is tank and spank. She does holy smite, holy fire and healing so the group should try interrupting any healing spell she casts. After dropping to 25% of her health, phase 2 starts.
She will bubble which makes her immune to attack and return 25% of the damage. She will also summon a monster of darkest memory (There are many different modules of this monster but they do same thing). All the dps should switch to this monster. One key thing about this monster is that it does A LOT OF fear. The fear seems to be on 30 seconds cool down. Healer needs to watch out Tank’s health immediately after breaking out of fear. Tremor totem helps in this fight. After the monster is killed, the fight is resumed to phase 1 but with boss at max health and continue the tank and spank.

For Eadric the Pure, this is an interesting fight. He does three spells, Radiance, Hammer of Justice and Hammer of Righteous.
When he casts Radiance, everyone including tank should turn your view and face away from the boss or you will get holy damage and stunned.
Once in a while he will cast Hammer of Justice on random group member and stuns for 6 seconds.
His third ability, Hammer of Righteous: Hurls a hammer that strikes an enemy for 14000 Holy damage. If the target is not affected by Hammer of Justice, this Hammer may be caught and thrown back at him to deal 15000 holy damage. The hammer must be thrown within 6 seconds or it will be lost.

One of the achievements in heroic mode is killing Eadric with his hammer

The Black knight fight
This fight is another tank and spank with three phases.

Phase 1: Black Knight will summon one ghoul and it should be tanked and killed.

Phase 2: This phase starts once Black knight is dropped to zero health in phase 1. He will return to full health and casts army of death which summons 5~6 non-elite ghouls with 30k health. Kill them and move away from the corpse as corpse explosion will be cast and does aoe damage. One achievement is obtained when no one is hit by the corpse explosion.

Phase3: After killing all the ghouls and Black knight’s health to zero. He will return again as ghost form. He will once in a while cast debuff “Mark for death” on someone to increase magic damage taken by 200% for 10 seconds.

Last edited by kawarux; 08-05-2009 at 11:29 AM..
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  #2  
Old 08-05-2009, 10:01 AM
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um, let me explain...
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On the Black Knight, we experienced Three Phases.

Phase one, he has flesh and brings in one ghoul add (after he dies, phase 2 begins)
Phase two, he is bones and brings in an army of ghouls (after he dies, phase 3 begins)
Phase three, he is a ghost and there are no adds, but he does tremendous aoe damage to everyone.

Notes: the ghouls explode when they are killed. You have a little time to move away as they grow bigger and stand still before exploding, but if a party member is near one or more, there is aoe damage, and depending upon how many explode, can kill instantly. Also, try to limit your aoe damage during phase two, as you don't want to deal with the explosions while killing the BK. You can also try kiting him around the room so you leave dying/exploding ghouls behind away from your party members, thus not stacking on your tank and exploding during this part of the battle.

One last thought, bring some ranged dps to the fight.

Hope this helps someone! :-)
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Old 08-05-2009, 10:18 AM
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Ended up doing it a couple times last night and this morning, both with good groups and...less than excellent groups, so we a picture of where things can go wrong.

As Kawarux said, the first phase is standard jousting, how hard that is depends on how fail your group is at jousting. People who keep their shields up go pretty quickly, people who forget get rocked fairly quickly. We found it somewhat helpful to mark the three champions for a kill order when they came out. Once champions are down they will try to remount after 15s or so, you can run over them to stun them again for another 15s. The phase ends when all three champions are stunned on the ground.

There are five possible champions of which you fight three. I don't know if they mirror exactly for alliance, but for horde they are:

Human Warrior - Mortal Strikes and whirlwinds
Night Elf Hunter - Multi-shots, disengages
Dwarf Rogue - Deadly Poison, Vials of Poison (puts damaging green goo on the floor)
Gnome Mage - Fireballs, Blastwaves, Blinks
Draenei Shaman - Healing Wave, Chain Lightning, Hex of Mending (renamed curse of mending)

They're all stunable/interruptable.

Eadric the Pure
Paladin mob, basic tank'n'spank. Has a Hammer of the something or other, targets a random raid member for a heavy nuke (they need to be topped off), has a cast timer and a voice emote. Also casts Radiance (again, cast timer and voice emote), anyone facing him takes some damage and gets stunned, if the tank eats it, he drops aggro for the duration of the stun.

Confessor Paletress
Holy Fires and uses a very strong renew (20k/s), both are interruptable and dispellable. At 20% she shields and summons an add that should be tanked and killed (all dps off the Confessor). The add fears, does AoE attacks and does a casting time debuff, the healing can be a bit rough here.

Black Knight
Three phase fight.

Phase 1 - Black Knight + 1 Ghoul. He's summon a ghoul a few seconds into the fight, it will occasionally drop aggro pounce someone. When it gets low it will start casting explode, if it finishes casting before it dies it explodes for AoE damage, ghouls don't move during the cast time. The Black Knight himself is tank and spank with disease dots on the tank. You can kill the ghoul first or the Black Knight first, whichever your group feels more comfortable with.

Phase 2 - Black Knight + Many Ghouls. At the beginning of the phase he does a Army of the Dead style cast to summon many ghouls. They behave roughly the same as the ghoul in phase 1, except no pounces. When they are low they start casting explode as in phase 1, also the Black Knight seems to occasionally command one to start casting explode regardless of health. The Black Knight behaves as in phase 1, except he now casts Desecration. Desecration has the same animation and slowing effect as player dk desecration, however the Black Knight's desecration additionally has a damage tick and is cast centered on a random party member regardless of range (not sure of exact damage, as a well geared resto sham, healing 2-3 people through it on normal was rough, and I suspect it's unhealable for people to stand in it on heroic, but we didn't find it was too bad if people are good about moving out of it). Again, there's no mechanic that forces you to kill ghouls first, or kill the Black Knight first, the only danger is bringing multiple ghouls into explode range without having the dps to kill them before the explode finishes, otherwise kill order can be whatever your group is comfortable with.

Phase 3 - Ghost. No more adds no more diseases. Black Knight beats on the tank, and does shadow damage to random raid members every couple seconds. Occasionally puts Marked for Death on a random party member which increases magic damage taken by 200%, and requires extra healing. The entire party is debuffed by a stacking debuff that increases magic damage taken which functions as a soft enrage for phase 3. Mostly tank'n'spank and nuke him before the healer gets overwhelmed.

Last edited by Fathom; 08-05-2009 at 10:23 AM..
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Old 08-05-2009, 11:03 AM
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Couple things to add to this. I ran it last night with my guild, once on heroic and twice on normal before we started getting instance errors.

We got the confessor twice, and Eadric once. Both times she bubbled herself at 50% and summoned an add. Both times the adds were different. The first one was a boss from AQ40(don't remember his name.) The second time she summoned Hakkar from ZG. Hakkar MCed someone and feared and did some other things. So it looks like she has a pool of different adds she can summon. Kind of cool to see old school bosses make a return.

Since it was a guild run and we are all overgeared we kind of just burned our way through the instance. Our group was less than optimal with 2x ret pally, DK, holy priest and me(prot warrior) tanking. No ranged, but since we overgeared the instance we just dpsed our way through everything. Wiped once learning the first part, we let one of the guys make it back to his mount, and we were like wtf where did he come from? And wiped once on the BK, didnt realize he had massive aoe damage on p3 and I died before I could hit some CDs.

Other than that a very straightforward instance. The heroic loot is ilevel 219, and the normal is 200. All epics, and most of the stuff that dropped someone could use. Overall a fun, and very short, instance.
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Old 08-05-2009, 11:24 AM
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Finally a warrior tank friendly fight yah blizz.

Warrior tanks will love this fight shows off there great mobilty ... charges, intercepts, spell reflect all very useful in this.

We did 4 times in normal then knowing what to expect did heroic.

Pretty much as fathom has explained few additions I have

The jousting fight it is 3 x 3 faction packs with a boss for each faction.

Ok tricks mark the bosses with kill order as they come in skull, x , 3rd to die, thats is so after you finish off the 3 packs everyone focuses on the same boss you get little time to mark when they come.

When you kill them they dont die as such but get de-horsed they will after a while stand up and walk towards a new horse if they make it they mount and have a set HP and you have to de-horse them again. To stop this you run them over as they walk and they stay down for another set time. It is therefore a key to try and joust them in middle of room and it helps with next phase pickup.

Once all 3 have been de-horsed you fight each. They proximity agro and clothies can easily be one shot by alot of them, remembering to change your joust pole for weapon :-). Having them all die near middle makes pickup easier for tank if you have 3 around room near walls someone is prob going to die. They are all pretty obvious to kill stay out of posion etc.

Eadric the Pure is as said mostly a tank and spank .. when he announces radiance everyone including tank needs to turn away from him else you take damage and get a debuff. He from time to time casts repentance which will almost 1 shot a clothie.

Now not sure if was purely luck or this is true but it appears to me he is like prince in kara the top agro is going to get hit with repentance meaning if you are a caster and above the tank in threat even though not at 130% to pull it he will whack you in face ... this needs confirmation.

Edit: We also noted later that there is an achievement for killing him with his own hammer so guessing that repentance is spell reflectable can someone confirm.


Confessor Paletress seemed alot easier when we dpsed the lightwells when they appeared. I have no idea what they did sparks seemed to jump to a nearby add grp but it all died faster by killing the lightwells. In heroic there is one of the mobs who when they die bubble and do a final mediatation its a very local massive aoe by looks dont be there walk away. The add does appear to be diff we got one that MC'ed, one that feared and another that put dots on everyone.


Black Knight is basically as described we ignored dpsing the adds in phase 2 as they explode anyhow. They are easy to avoid if you are not movement impared which his AOE does. If you have a yellow circle under your feet you need to move immediately not because the aoe will likely kill you but not being able to move will kill you to the ghouls. The final phase is a straight dps race he keeps stacking magic damage debuff multipliers on the raid and if you lost dps to any of first 2 phases or have low dps you are going to fail.
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Last edited by uglybbtoo; 08-05-2009 at 11:37 AM..
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Old 08-05-2009, 11:56 AM
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Ok, I ran this thing 6ish times last night and I'll give my account of things. There are three encounters, the first two are random (to a point).

Encounter 1:
Phase 1 - In p1 you have 3 groups of 3 mounted combatants each. If you have done the normal Colliseum dailies this will seem like child's play. I suggest still marking the kill order on the targets, as it will drop them quicker.

Phase 2 - Champions from each of the original group will engage (again mounted). They have more health, and use thier shields better. Again, the same rules apply. The difference in this and p1 is the fact that the champions get dismounted, not put out completely. They each will stand up and start walking towards the sides of the room to attempt to remount. You have to "trample" them (run them over on the horse, no button pushing is required) to prevent them from acquiring a new mount.

Phase 3 - Immediately after the third champion is dismounted, all three will attack. As was stated earlier, being able to pick up all 3 (or knowing which to pick up first) is important. I have seen a Troll Hunter, a Tauren Druid, an Undead Rogue, a BElf mage, and an Orc Warrior. The melee mobs are paramount to pick up first, as they are deadly when they go after your clothies. The druid is resto, so after all are picked up, he should die first. The mage and hunter were mostly a joke. The issue with the hunter is he will disengage when you try to pick him up. You'll just have to move with them.
When all 3 submit (they end with 1 health and take a knee), you have completed the encounter. A black chest will appear in the center of the room with your loot.

Encounter 2:
Encounter 2 can be one of two bosses. Either Eadric the Pure or Confessor Paletress. Each will spawn with 3 groups of 3 adds. The adds can be pulled seperately, and will not aggro the boss. As a DK, I death gripped the middle mob and all 3 flew towards me. I tried a side mob, and only it flew towards me while the others ran. (probably a bug). Once all 9 mobs are dead, the boss starts moving towards the center of the room (and will proximity aggro).

Eadric the Pure: This fight is a very easy tank and spank. The noticable abilities are the hammer of (justice/light?) that will do a decent amount of damage to whoever it hits. It does have a cast time, so you can use that for your healer to top up whoever needs it. The second ability is the radiance ability, which can be countered by turning away from him. The tank should turn too, as it's a castable ability, and he doesn't swing while doing it.

Confessor Paletress: This fight is relatively easy as well. The boss starts with ~100k (I think) health. When she reaches 50% she will summon an add. The adds we got were VanCleef and Cyanigosa. These two adds did nothing special except melee and a fear (it was on a timer, not sure of the duration of said timer). Once the add is down, it's back to Paletress. She is a pushover at this point. The only difficulty in her fight is grabbing the add.

After either boss is defeated (takes a knee at 1 health), the same black chest appears to be looted.

Encounter 3:
The Black Knight. This fight was a challenge for me as I was tanking as a relatively undergeared blood DK.

Phase 1: (Ghoul phase for The Black Knight) Once the BK becomes targettable, he summons a ghoul. I highly recommend a quick couple of strikes from the tank on the BK, and then straight to taunting/engaging the ghoul. The ghoul does the same leap that most ghouls do, and I'm not 100% sure if it is a random aggro dump, but it appeared that way to me. He does do an explosion, that if you don't DPS him down before will do an AoE. Once he's down, it's back to the BK. He's relatively easy to down in this phase at this time.

Phase 2: (Skeleton phase for The Black Knight) This is the one that gave me the most issue. As soon as he revives this time, the BK casts Army of the Dead (or his version), and summons several ghoul adds. They don't leap or have as much health as the first group, BUT some spawn outside of range of a few abilities (Pestilence, Death and Decay, and Blood Boil for instance). My strategy for this phase was to put everyone besides me up against a wall, drop D&D between me and them, and cast my own army of the dead. Once those are set up, AoEing the adds worked for us. The adds have a timed explosion just like the first phase.

Phase 3: (Ghost phase for The Black Knight) This phase is a tank and spank for the most part. The only issue with this phase is the ability he has that hits all (or most) party members constantly. It is not an interruptable ability at all, you just have to heal through it.

Once he falls, he leaves behind his glowing orb (like most ghosts do) and you loot that for your last epics!


I am 100% sure there is something that I didn't mention or didn't happen to us, but this is what I've encountered so far in the (6 or so) times I ran it last night.
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Old 08-05-2009, 03:28 PM
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Ran the regular version and we blew through it without even realising what was really happening. Black heart dropped which was nice. Inital feelings is that it was rather underwhelming.

Then reformed and tried the heroic version...

First fight, we must've had the warrior as his whirlwind was roughing me up quite a lot.

Second fight, we got the confessor. She summoned Hakkar and i'll agree with the above posts, the summoned boss fears a LOT. We had no way of negating fears and this caused issues with people dying due to lack of heals. I resorted to kiting the boss to stay alive and we barely scraped through this after the healer died.

The hardest part of the black knight fight is dealing with the Ghoul Explosions. They hurt a lot so i think it will just take a bit of strategy and coordination with the group to make it cleaner.

The most unusal aspect of this instance is the ability for people to run back and join back in the fight when they die.

Overall, heroic seemed much tougher and with the wrong group make up I think is potentially challenging.
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Old 08-05-2009, 04:57 PM
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The only problems i have with the new instance on heroic and normal is people not grasping they need to kill the champions close to each other.
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Old 08-05-2009, 09:18 PM
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Did this again 7 more times on my ali pally tank and baby warrior and settled a few things

The first fight bosses goes from ridiculuously easy to quite hard depending on whether group GETS it.

There is a really nasty bug if you allow one of the de-horsed bosses to get back up on his horse and then de-horse the other 2. You get taken off your mount as usual but he doesn't and rides around and kills you all. When you zone in however they are on the ground ready to do ground combat.

Repentance from Eadric the Pure is random finally saw healer and a low dps hit so was just RNG stuff that it tended to be tank and highest dps.
I have no idea what we did to stop it but for those 7 runs we did not get a summoned add perhaps it is to do with dpsing the lightwells??? anyone shed some light.

I have got black night phase 2 with the exploding corpses to a technique. When he summons the adds grab them all with aoe/thunderclap wait till you see him start to cast corpse explosion shockwave on warrior, holy wrath on pally and straffe. Boss will follow you kite him in a circle around room the healer went to middle you can taunt any strays off the healer as needed. The melee dps basically learnt very quickly to move with me and the boss with only occassional damage from them moving late and casters stood with healer in middle of room.
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Old 08-05-2009, 09:31 PM
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World of Warcraft - English (NA) Forums -> Recent In-Game Fixes - August 2009

The weapon damage and armor of items dropped in the 5-man Coliseum Heroic version have been updated to match their item level.


Not certain if that is a buff or nerf to the items yet... I read it as a buff since the items display ilevel 219 but have the stats of ilevel 213 items.
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Old 08-06-2009, 02:15 AM
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Blew through this a couple times on regular last night, then tried it on Heroic. I didn't really notice much difference on the jousting part, if most of the players in your group know how to joust, it'll be fine. Don't forget to trample the allies when they're down.

Equip your PVP trinkets if there isn't anything better to do about Fear for Confessor. I took a lot of damage between getting feared and the healer coming back. Didn't see Eadric on heroic, but he was tank n spank on regular.

The Black Knight gave us more trouble than everyone else combined. Phase 1 is trivial, just take down the ghoul before it explodes. It doesn't have much health.

Phase 2 was nightmarish but I suspect our tactics were flawed. (ALSO: Army of the Dead really exposes warrior tank's AOE problems). I was catching the first few with TC, blew out a SW once some more showed up, and Challenging Shout once he finished, then did whatever I could to hold aggro while the rest of the group AOE'ed. (to explain: we were assuming the ghouls were on a timer to explode, so we wanted to kill them fast). Reading some of the comments above about random explodes, or corpse explosion, we probably would have been better off kiting them around in a circle with dps in the middle, and picking off the ghouls one at a time. We wiped about 5 times on phase 2, mostly due to the entire party getting hit with explodes (they were stacking to help me pick up the ghouls).

Phase 3 was straightforward but the group was taking an awful lot of damage. Facing the Black Knight away from the group didn't seem to help at all. We wiped about 3 times on phase 3, mostly because the healer (decently geared and skilled shammy) flat out couldn't keep up. Is there any trick to this phase? We tried easing up on the dps in case it worked as a function of how much damage he was taking, didn't notice any difference, and just blew cooldowns an nuked him as hard as we could. Like I said, we wiped a lot, had 3 dead when we finally brought him down, and couldn't figure out if we were doing anything wrong. Any suggestions would be welcome.

ALSO: King Wrynn makes fun of us during the intro, saying something like "Why am I wasting my time watching animals butcher each other??". Allies, is he as much of a douchenozzle when you're in the ring? Does Thrall make fun of you or does he stay classy?
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Old 08-06-2009, 03:17 AM
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Phase 2 was nightmarish but I suspect our tactics were flawed. (ALSO: Army of the Dead really exposes warrior tank's AOE problems). ...
...
...
ALSO: King Wrynn makes fun of us during the intro, saying something like "Why am I wasting my time watching animals butcher each other??". Allies, is he as much of a douchenozzle when you're in the ring? Does Thrall make fun of you or does he stay classy?
Phase 2 was tougher for us in heroic (didn't really notice any increase in difficulty from Phase1 to Phase2 in normal) as his DoTs really seemed to eat into folk. No-one died, so I guess they were avoiding the exploding ghouls sufficiently well.

I didn't see Thrall saying anything. The Warsong Gulch Warmaster standing next to Thrall (if I have the label correct) says a few snotty things similar to what you're saying Wrynn comes up with. Thrall, true to being the most decent NPC in the game tells him to shut up (can't recall the exact text, but it's similar to '<name>, enough!'.


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Old 08-06-2009, 06:18 AM
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True to my nerdliness, I'm starting a tanking blog and this was the subject of my first real post.

Check it out here, keeping in mind that I'm just not setting this thing up and therefore the layout and look of the blog is very crappy.
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Old 08-07-2009, 03:14 AM
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I didn't see Thrall saying anything. The Warsong Gulch Warmaster standing next to Thrall (if I have the label correct) says a few snotty things similar to what you're saying Wrynn comes up with. Thrall, true to being the most decent NPC in the game tells him to shut up (can't recall the exact text, but it's similar to '<name>, enough!'.

That'd be Garrosh. He's Grom's illegitimate son, grew up with the Mag'Har as a snivelling wuss. When you start questing (as Horde) in Nagrand he's the comically incompetent leader of Garadar. If you do a long, long, annoying, and long quest chain, Thrall shows up, takes him behind the woodshed and forces him to grow a pair. Afterwards, in WOTLK, Garrosh is the comically incompetent leader of Warsong Hold, and to overcompensate for his previous wussery he's become way too aggressive and belligerent.
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Old 08-07-2009, 09:11 AM
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Has anyone else had massive problems with the Black Knight's ghoul aggro? The Phase 1 ghoul isn't a big deal, because I can just re-taunt him and he doesn't hurt that much anyway, but the Phase 2 ghouls seem to have random aggro and there are a LOT of them...I thought it was just me having a tough time picking them up, but I ran it on my shaman w/a paladin tank and he was also saying that the ghouls seem to have random aggro.

Is it just both of us being bad or is there really something tricky about their aggro?

And rolo's explanation is pretty accurate. That's Garrosh Hellscream...he's almost as big a douchebag as Varian Wrynn. But at least there's some hope for him actually doing something stupid enough to get killed...seems like we're stuck with Wrynn.
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Old 08-07-2009, 11:58 PM
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Has anyone else had massive problems with the Black Knight's ghoul aggro? The Phase 1 ghoul isn't a big deal, because I can just re-taunt him and he doesn't hurt that much anyway, but the Phase 2 ghouls seem to have random aggro and there are a LOT of them...I thought it was just me having a tough time picking them up, but I ran it on my shaman w/a paladin tank and he was also saying that the ghouls seem to have random aggro.

It drove me nuts, too, until I figured it out. The ghouls get bored and either dump aggro or they switch to having some fixed amount of aggro (I didn't catch the exact numbers) on a random target.

I was trying to keep them away from an all-ranged group and I would lose 2-3 every time, despite blowing multiple Shockwaves, Thunder Claps, and Challenging Shout (and I would lose them to an AoE DPS with Vigilance).

I did two rounds of the heroic version without incident, and then tonight for whatever reason we got destroyed in phase 2 repeatedly.

Eventually somebody pointed out that the ghouls only hit plate for like 300 and mail for 500, so I just tanked him in the middle of the star with the healer next to me and let the DPS stand in the points of the star. When the ghouls ran off the DPS would just solo them. That went surprisingly well.
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Old 08-08-2009, 04:12 AM
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I've been noticing some aggro dump issues on both the Champions encounter and the Black Knight encounter, as described above. On my lock, I saw the paladin with all three champions centered in a consecrate, and ALL of the party had aggro for some reason. Not sure if this is because the encounter is a semi-PvP thing or if there's some kind of weird aggro bug.
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  #18  
Old 08-09-2009, 09:05 PM
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Join Date: Sep 2008
Posts: 38
Source: Chalyss
I saw the paladin with all three champions centered in a consecrate, and ALL of the party had aggro for some reason. Not sure if this is because the encounter is a semi-PvP thing or if there's some kind of weird aggro bug.
It's worked fine for me every time once you reset the encounter and start it on foot. If you stay in the instance during the transition (and it doesn't wig out with extra unkillable champions), it's virtually impossible to get them to stick to you, even if you round them up and taunt them individually.
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  #19  
Old 08-09-2009, 09:34 PM
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Join Date: Jun 2008
Posts: 358
The ghouls drop agro at the end of the day you can only control them so far the dps and healer still have to do what they can to avoid them exploding. They dont really hit that hard even on cloth so losing them is not a encounter breaker eating there explosions is.

I don't ever get the dps to waste time dpsing them the faster the boss dies the faster you get into phase 3.
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  #20  
Old 08-10-2009, 11:15 AM
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Join Date: Aug 2009
Posts: 1
Tanking TOC 5 man - 3 bosse encounter.

Hello all.

From my perspective, I have found that the hardest part of the instance to tank is the first encounter, as the bosses will be mostly be spread around when the jousting phase is completed. To aggro all and keep them on you can be real a challenge, even if they all dismounted close to each other.

Therefore, one thing we did yesterday was (and you do that as soon as the jousting phase is done) for all to run out and come back in. This way the encounter resets and it can be started the normal way, i.e. pulling the bosses. (However, one member got stunned while heading the instance, but overall the whole group found this to be a good strategy.)

One final note: (as always) if you never have tanked this instance before, I would suggest that read all the strategies posted on this site, as it is not that obvious.

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