I will update this to keep it up to date with changes from both the PTR and live servers. The strategy that I post is what my guild/group used to kill the boss on PTR or live. If you have a more efficient suggestion please post to let me know.
Though once vast in number, only a few donzen twilight dragons now remain. Astride these hardened survivors are the last vestiges of the Twilight's Hammer's army: the elite drake raiders of Deathwing's personal escort. Led by the insidious Warmaster Blackhorn, they move with hunholy purpose, driven to protect their dark master.
Flying alongside the Skyfire and surveying the scene while his massive twilight drake lobs balls of destruction at the gunship, Warmaster Blackhorn gives the order for his elite dragonriders to swoop into battle.
Sky Captain Swayze helms this massive gunship equipped with numerous cannons and a pair of harpoon guns for its defense. The gunship is sturdy but not indestructible, and if it sustains too much damage the pursuit of Deathwing will come to an untimely end
Alliance engineers equipped the Skyfire with two repurposed harpoon guns, seized during its prior service in Northrend. Harpoon gunners spear the enemy's Assault Drakes and reel them in to bring them within reach of ranged attackers on the deck. The drakes strain against the line, eventually breaking free and returning to a safe distance. After a pause to reload, the harpoon gunners then spear their target anew.
Warmaster Blackhorn takes to the skies with this massive twilight drake.
Goriona unleashes a massive blast of dark energy at a random location on the deck of the Skyfire. Twilight Onslaught inflicts 800,000/2,000,000 (10/25) Shadow damage, divided evenly among all players within its 10 yard radius and the Skyfire. If the attack strikes the deck of the Skyfire without hitting a player, the gunship suffers the full damage.
Twilight Assault Drake
These drakes strafe across the deck of the ship, deposit their fierce riders onto the deck, and then retreat to a safe distance to bombard the gunship.
he twilight drakes launch bursts of dark energy at a random location on the deck of the Skyfire. Twilight Barrage inflicts 200,000/200,000 (10/25) Shadow damage, divided evenly among all players within its 5 yard radius and the Skyfire. If the attack strikes the deck of the Skyfire without hitting a player, the gunship suffers the full damage instead.
Twilight Elite Dreadblade
The Dreadblade charges at the location of a random distant player. Inflicting 100,000 Physical damage to all players in its path.
The Dreadblade carves a swath of destruction with its dark sword. The sword inflicts 400,00/800,000 Shadow damage to enemies in a frontal cone, and 3000 shadow damage every 2 seconds for 1 minutes. This effect stacks
Twilight Elite Slayer
The Slayer charges at the location of a random distant player. Inflicting 100,000 Physical damage to all players in its path.
The Slayer strikes a vicious blow with his sword. The strike inflics 150 physical damage, and 3000 physical damage every 2 seconds for 1 minute. This effect stacks.
Sleek infiltrator drakes airdrop goblins strapped with powerfule xplosives onto the deck of the ship. These sapper rush to the breach the gunship bridge and detonate their destructive payload.
Upon reaching the Skyfire's bridge, the sapper explodes. Doing 250,000/250,000 damage to all players in 8 yards, damages the skyfire for 20% of its total durability, and kills the sapper.
Once the skyfire's defenders defeat three waves of dragonriders, Warmaster Blackhorn leaps down onto the deck of the gunship.
Sunders his current target ruducing players armor by 20% for 30 seconds, stacks.
Screams fiercely inflicting 65,000 Physcial damage to all enemies within 10 yards and interrupting spell casting for 8 seconds.
Unleashes a wave of force that inflics 100,000 Physical damage to enemies in a 80 yard frontal cone, and stuns them for 4 seconds.
As Warmaster Blackhorn takes damage during the course of the fight he inflicts 1% more damage for each 1% of health he is missing.
After depositing her master on the deck of the skyfire, Goriona hovers alongside and rains destruction down on the players. Once she has suffered sufficient damage, she will break off.
Goriona launches a blast of dark energy at the location of a random player, inflicting 50,000 Shadow damage on impact to all players within an 8 yard radius. Twilight flames linger on the deck inflicting 40,000 shadow damage to players who stand in it.
This fight takes place on the deck of the skyfire, the alliance warship. This fight consists of 2 very distinct phase.
Phase 1 is about surviving. The majority of the adds do little, but their affects will damage their ship. If the ship dies you die.
Your kill priority is:
Twilight Sappers > Twilight Assault Drakes > Twilight Elite Dreadblade/Slayers
The ship will look like this:
NOTE:The fight does not take place in Black Wing Decent. I am using this until boss blue prints updates. But its a rectangle, and I need a rectangle.
1 & 2) These are the drake harpoon launchers. Every several seconds they will at the same time pull in the drakes. Drakes are one of the
3 & 4) This is where Twilight Sappers will spawn. They will run in a straight line to 5. Which is where he will explode.
6 & 7) Is where the Twilight Elite Dreadblade/Slayer will spawn.
Cross: Is the general location of where you want your tanks to tank the Slayer and Dreadblade.
Square, Diamond, Triangle, Star:
You will want to assign 2 players per marker. These player's job is to stand in void zones, literally. Twilight Assault Drakes will bombard the deck with fire. If players stand in these void zones they will take the damage instead of the ship. So the 2 players per marker will roughly try to cover the green circles (actually larger then) around each marker.
Twilight Onslaught: is like the tiny void zones, but it requires at least 8 players to stand in it (on 10man). Everyone needs to shift to get in this void zones.
Pay attention follow the dps assignment and kill off the waves until p2 starts.
Turn the boss so it does not face the group. Dps and Healers should form a lose spread. The ship no longer takes damage, so now it is just a tank and spank.
Goriona: Will throw fire on to the deck. Your DPS should focus on Goriona until she retreats. You do this so she no longer spawns fire on the deck, making killing Warmaster Blackhorn easier.
Warmaster: Turn him away from the raid, tanks should swap at two stack stacks of devastate. After Goriona flys away just focus on Blackhorn. Make sure healers and caster dps stand 10 yards from him to avoid getting interrupted from Disrupting Roar.
I haven't done the Heroic mode, so I will not comment on it.
This fight at least on 10-man seems ridiculously tilted toward ranged dps :/
You can't really do it without some ranged, but I dunno if I'd say "ridiculously tilted" (well, I definitely WOULD say that, just not about this). There's plenty for melee to do.
Originally Posted by Migol
Sure, melee can dps the other adds, but more ranged just makes everything easier. Not making healers move to cover the small explosions, easier target switching, not running after mobs and delaying dps, and not getting charged through en masse when there's that really hard to see ground effect (on top of all the player/other enemy ground effects). Tried it with 3 melee and it was bonkers.
Quick question. I noticed there are 4 additional guns (2 on each side) that are not harpoon guns. Can you activate or /use those to deal more damage to the dragons? Are they there just for show? I wonder because after looking at some logs from guild kills, I notice some have the cannon as a major source of DPS.
The cannons are attacking on their own, I don't believe you can do anything to speed up their attack.
"Technically" when the drakes are harpooned and dragged to the ship the melee can hit them if they get close enough to the edge. Not advocating is as a suggestion, just mentioning it in case you kill the the Vrykul adds early and you're bored.
You might have too on Heroic as it sounds like p1 will have a check
Originally Posted by outbackjack
As with the other fights - here is our strat video -
With the Holidays we're raiding with whoever is on and we got stuck on this last night. We only had one range, a warlock who went destruction and it was virtually impossible to get to phase 2. The drakes were just overwhelming the ship. We then had our Holy Priest go Shadow and that would got us to phase 2, but the healers were oom'ing themselves. That said if we had our normal comp with our hunter, 'lock and the Shadow priest I can see this fight as being much, much easier.
Originally Posted by Ion
On 25 how is melee supposed to avoid the charges? How can you possibly see the line with all the other graphic BS going on? This fight, even in 25, seems geared to range-only dps. Pisses me off.
fyi, don't charge the drakes! it's a long ways down...
Originally Posted by outbackjack
as far as ranged vs. melee, we found the easiest way to down this was 2 tanks, 2 healers, 3 dps on big adds + 3 dps on drakes. which means the fight would kind of suck with less than 3 ranged dps in a 10 man - not exactly flexible group comp.
Yeeeeeaaaaa, I can verify this >.>
Originally Posted by marklar
WHAT I AM TYPING HERE HAS TO DEAL WITH HEROIC MODE NOT NORMAL.
Originally Posted by Ion
On Heroic with its current tuning is next to impossible with melee dps. We put in a solid 30 attempts with our rogue how was stuck dead last on our dps chart despite being able to constantly dps both the melee 'adds' at once.
Good DoT classes really shine for there ability to dps 4 or 5 targets at once and with that large of a lead melee just falls behind. Not to mention that they cannot soak the twilight bombs without stopping there dps.
We finally got past this last night with 2 range, Warlock and Hunter, and three heals. It was bit unorhtodox in that we had one tank tanking the two big adds and me (the off tank) running around absorbing the little pink swirls, dps'ing the big adds when I got a chance, and helping stun the sappers.
Once it's hits phase 2, it's just a "don't die to stupid stuff" fight.
While the cone area of effect from Blackhorn's Shockwave has an 80 yard range the spell itself, according to both wowhead and checked via GetSpellInfo(108046), supposedly has a range of 45 yards. IF Blackhorn will only target people within 45 yards for Shockwave, then I wonder if with the right positioning the Goriona group could be ensured of never having a Shockwave hit the area they're operating in. That would mean they would spend less time moving, have fewer deaths and should have higher dps on Goriona.
The idea would be to split the raid into two groups with the with the Blackhorn group operating in the opposite corner of the ship from the Goriona group, with the tanks keeping Blackhorn more than 45 yards away from anyone in the Goriona group. The members of the Blackhorn group would have to be careful with their positioning to be sure that Shockwaves directed at them fire off towards the cabin or off the port side or any direction other than one that would catch the Goriona group in the aoe effect.
The strat hinges on that speculation that Blackhorn won't target a person more than 45 yards away but I don't know for sure if that's the case. Has anyone tried this strategy? I'm thinking the only way to answer the shockwave range targeting question would be to actually run the strat multiple attempts - that's probably the only way you could generate confidence about whether the distance gap was always large enough and to feel that it wasn't just RNG not selecting the Goriona group.
One possible complication would be if flame patches dropped onto the Blackhorn group and the in the resulting scramble and reposition a Shockwave was directed towards Goriona. Twilight Flames has 50k yard range, but then it needs to be able to hit anywhere on the ship or you could just try to ignore the dragon completely. That said, its always *felt* like they tend to be targed at people closer to Goriona. Having the Goriona group not get Shockwaves and the Blackhorn group never get hit by Twilight Flames would be excellent. Another possible problem, especially if you're two healing, is that if a healer makes a mistake the other healer isn't in range to cover or help. Hopefully, eliminating one of three big damage sources from each group means you don't have those situations in the first place.
Seeing as our group has too many melee would there be any reason for us not to go 3 tanks using one tank to absorb pink swirls and help with sappers.
Is P2 much of a dps check that we would struggle with one less DPS?
If you are running with 2 healers, no problem at all. With 3 you might be in trouble. However, as far as I remember in normal mode anyone can soak alone, so better just have one melee DPS run around doing that.
PS is not so much of a DPS check as it is a "dont' stand in stupid stuff; and casters and healers don't stand too close and get silenced." I mean you need good range dps to drive off Garonia, the faster she leaves the less bad stuff on the ground, but it's really just a burn phase, not so much a dps check like Ultra.
If people pay attention it is very 2 healable and one tank can really take both adds, with the other tank absorbing whatever swirls he/she can.