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Thread: Serpent Shrine Cavern

  1. #1
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    Serpent Shrine Cavern

    This is going to be a work in progress until im finished, let me know if you want specific information on something if i havn't gotten to it yet i will jump ahead.

    ***Important***If I missed something, and I very well could have tell me and I will add it. I want this to be a comprehensive guide for anyone who has a question about the fight. The more info we cram into this guide the better it will be.***Important***

    Images used will come from multiple sites that I will list here, these sites also have comprehensive strategy guids for you to look at as well.

    MMO-Champion - World of Warcraft Guides and Raid Strategies
    Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills


    Hydross the Unstable

    This is one of the hardest fights in SSC, it is a very random fight and tons of things can go wrong so this is going to be a very long post. I am going to go over almost every scenario that can happen during a fight and how to avoid it. This is a very control intensive fight, if people are smart and do there job this should be very easy.

    Health : Approx. 3,700,000

    Hydross had two phases, when you pull him, Hydross will be blue, he will deal frost damage and start increasing the frost damage you take. If you move him out of the "circle" he's on, he will switch to nature damage, resets his debuffs and aggro, and spawns 4 adds. Get him back to the center to change it to frost again.

    This is a layout of where the frost phase will trigger and general placement of your raid.



    This is the layout for the poison phase and the trigger.


    These images are from Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills

    Abilities

    Mark of Hydross/Mark of Corruption
    In each phase he will give you a debuff that increases the damage you take from that specific school of magic. It stacks from 10% to 500% in specific increments. Idealy you want to switch him from one phase to the next right after you hit the 100% dmg increase, but before the 250% damage increase.

    Everytime you change Hydross vulnerability, he will summon 4 adds around him with around 60 000 HP each. You can banish them so they're not really hard to handle but you should consider them as a 250 000 HP bonus for Hydross, as you will have to DPS them instead of him. There are multiple ways to deal with these adds and I will go over the different options later on.

    Water Tomb (Scales with Mark of Hydross)
    Casts on a single target every 7 seconds (frost phase only). Stuns you for 4 seconds and deals 4500 frost damage over 5 seconds (which means that anyone getting this with a 100% debuff needs to be healed before the DOT ends).
    It will also applies to all people within 8 yards of the original target, but it won't chain from secondary targets.

    Vile Sludge (Scales with Mark of Hydross)
    Casts every 15 seconds (poison phase only). Deals 500 damage each 3 seconds and reduce healing and damage done by 50%. Lasts 24 seconds.

    Enrage
    After 10 minutes, Hydross will kill your raid under 15 seconds.

    General Fight Strategy

    The different approaches, first things first. When you start this encounter you have two options the first is this. When you engage he is in the frost phase, if you are fast enough you can have your FRR tank intercpet into hydross before he switches to nature and completely ignore the first set of adds. Now a side note is that for this to work your tank has to be fast, as well as your healers. If you accidentally pull him into nature phase and get 4 adds that you are not ready for its a wipe.

    The second option is to start with him in nature form, the downside to this is you have deal with a second set of adds. This would have been an issue in the past but since the nerf, dps shouldn't be an issue. Then you just have to set up your tanking on the adds, which I will go over next.

    From here on out the fight is a matter of control 4 adds will spawn every time you switch him and he will also drop aggro so remember to stop attacking or you may pull agro. You can do a few different things here with the adds:

    The first thing being OT all of them. If you do this you need 3 tanks with 150-180 FRR and NR, 4 if you dont want to alternate your main tanks into the adds. If you choose this method the best thing to do is have your tanks pull the mobs on top of hydross and go to town aoe'ing.

    The second and this is much more common is, tank 2 and banish 2, when the banish wears off the tanks should be free to pick up the next two mobs.

    You can really do any combination you want here as long as you can kill the adds before the mark debuff gets to high. Use what works best for your raid and go with it.

    The switching should be right after you hit the 100% marker before the 250% marker if you didnt catch that before. When switching make sure to stop all dps so that you don't pull agro, if you do you could very easily wipe the raid. For ranged dps and healers its a good idea to be on the side you are going to switch to so that IF you pull agro you wont spawn a second set of adds. When switching if you have 2 misdirects available to you have 1 hunter do the nature -> frost transistion and 1 hunter do frost <- nature transistion. Do this a 5 or so times depending on dps and you win!
    Last edited by Paruhdox; 09-04-2007 at 01:40 PM.

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    The Lurker Below

    This fight is probably the easiest fight in the instance. The boss is spawned by fishing at the "Strange Pool" in the instance. It can take anywhere from 10 seconds to 20 minutes for him to spawn. It all depends on how many people you have fishing.

    The raid set up is quite flexible, you need 2 tanks, 6-7 healers, and dps.

    Lurkers abilities are as follows:

    Geyser
    He will target a random player and shoot a bolt of water towards him, hitting him for 3238-3762 Frost damage and knocking back him and everyone in a 10 yards radius for about 10-15 yards and into the water.

    Spout
    About every 45-50 seconds after he has spawned, or after an emerging Spout(after Phase 2) he will start spouting out a jet of water in a clockwise or counterclockwise direction, starting from his current target. He will do it for a full rotation of 360 degrees and will then stop. It will instantly kill anyone who gets in its way, except maybe the tanks. It also knocks you back VERY far away, sometimes over 100-300 yards. Mages can Blink and Iceblock through it and paladins can use Divine Shield.

    Whirl
    He will use this ability every 5-8 seconds after a Geyser, after every Spout and very often when he re-emerges (explained later). It will hit anyone in melee range for 4375-5625 physical damage and knock them back a short distance of 5-10 yards. If you stand on the innermost part of the platform you'll land back on the platform instead of in the water.

    The Fish
    Not so much as a boss ability as an enviromental detail. If you spend a few seconds in any part of the water in Coilfang Reservoir you'll get a swarm of fish called Coilfang Frenzies on you. They hit for about 150-200 each on plate and the longer you're in the water the more of them come. Killing them is futile as more and more keep comming, so just stay in the water as little as you can and get back on the platform as fast as possible.

    Some guilds prefer to kill Lurker with the fish god only knows why. If you clear all the platforms around lurker I believe there are 7 all the fish will die and there will be "Scalding water" which ticks for like 400dmg. I think its much easier with the hot water.

    The Lurker Below always spawns within the circular platform, as shown on the diagram, and throughout the fight will either be in that position, or submerged. He never emerges into the main area of water.


    Image from Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills

    The groups are spread around the platform, with the tank being alone and in front of the pillar so that he may get back quickly when knocked back. It doesn't really matter where the OT is as long as he doesn't eat the whirl with the MT. The tank switching is kinda like Ragnaros here. When one tank gets knocked back the other one moves in, taunts, and takes over.

    The platform can get kind of crowded so if you can CC fast you can put your ranged dps groups onto their respective platforms for the add's and they can dps lurker from there as well.

    Phase 1

    About 45 seconds after he spawns he will use his Spout ability, everyone but the tanks should jump into the water a few seconds before he casts it. Tanks need to be fast and get out during the cast timer, if both tanks leave too early he will start casting Geyser and hit the raid. When you get back onto the platform make sure you are not in melee range of lurker, wait a second before running in to make sure the tank has agro. Alot of times he will one hit a rogue for standing to close before he retargets the tank.

    About 15 seconds after the first spout he will submerge and phase 2 will begin spawning.

    Phase 2

    In phase 2, 9 adds will spawn 6 Coilfang Ambushers (2 on each platform) and 3 coilfang guardians. What we do for this is assign one CC to each platform, they cc one add and kill the other. The 3 guardians are picked up by our tanks and clumped up for rogues to aoe.

    The Dps groups on the platform should consist of 1 healer, preferably a pally because they can tank the mobs no problem, and 3-4 dps. The melee dps should stay on the center platform and kill the guardians that are being tanked. By the time lurker emerges all the adds should be dead.

    Lurker is submerged for a total of 60 seconds.

    He will spout as soon as re-emerges out of the water. A few seconds before comes back everyone should get in the water and wait for this spout to end. Once it does everyone back onto the platform.

    After he's done with the Spout he'll Whirl again, and the fight continues like in Phase 1.

    That in its self is the entire fight it is not very complicated it is the VR of SSC.
    Last edited by Paruhdox; 09-04-2007 at 01:41 PM.

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    Morogrim Tidewalker

    This fight is a control fight, it requires good execution pretty much all around until you learn the fight and are very comfortable with it.

    Abilities
    Earthquake: Every 40 seconds, Morogrim will use this AoE ability that hits players for about 4000 damage and knock them down. Each Earthquake will also spawn 2 groups murlocs. These will be dealt with by AoE and will be gone over later.

    Tidal Wave:
    A ranged cone AoE attack hitting players in front of him for 4k-5k frost damage, and reducing attack speed by 400%. Nobody should be in front of him, except the main tank.

    Watery Globules: When Morogrim hit points reachs 25%, he wont use Watery Graves anymore, and will instead summon Watery Globules from the Watery Graves spots. Watery Globules move slowly, and explode for 4k, so stay away if one is pathing near you.

    Watery Graves: Every 30 seconds, Morogrim will randomly teleport 4 players to the Watery Graves points (see positioning diagram) and encase each of them in a bubble for 6 seconds. After 6 seconds the bubble explodes, dealing 3.2k frost damage to the target (also throwing them up in the air, therefore the target will take an additionnal 1k falling damage) and people close to him. Morogrim will never use it on the main tank.


    Image from Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills

    Strategy

    There are multiple ways to do this fight... I chose this diagram because my guild has done it 3 different ways and this was the easiest by far.

    The most important parts of this fight are this keep your tank topped off, morogrim has some incredible burst damage and hits quite hard. The second is don't let your pally tanks or AoE die.

    Just so you have a rough idea of how the fight works for us I am going to explain how we do this fight. We follow positioning of that diagram pretty much flawlessly. When he spawns murlocs some of the MT healers stop healing the tank and the paladins through righteous fury on and start spamming healing him. This will get them a good amount of aggro very fast. Once they have agro, AoE the adds down. The trick here is balancing your healing, your going to need to keep your pallies and tank alive, once the pallies starting getting pounded by murlocs the heals on the main tank are not going to be 100% effective so be ready to hit him with a Nature's Swiftness or have back up heals ready.

    That is the hardest part of the fight, if you can control the adds you should have no problem with this fight. A few things you may want to consider when doing the fight. For adds have a tank or druid ready to challenging shout incase something happens, like a pally getting watery graved. <--- That does happen and when it does if you are not ready you will prolly lose some AoE you dont want that. Another is if you use warlocks for seed of corruption pre-assign healers to the warlock that seed's first, he will get aggro first and you can heal him if he has a few murlocs on him, they do not hit extremely hard on cloth.

    Once you hit 25% the fight is pretty much free loot if you have your raid alive no more watery graves to deal with. Just handle the murlocs and avoid the grobbules and you get your epix.

    A side note for you tanks spam shield block like a pro, he attacks very fast and if you don't dodge/parry his attacks he will often eat up your shield block charges before your cooldown is up.

    Did I miss anything important here? let me know.
    Last edited by Paruhdox; 09-04-2007 at 03:21 PM.

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    Fathom-Lord Karathress

    This fight is alot like High King Maulgar only its on steroids.

    Raid Setup
    4 Tanks minimum, 5 Max
    6-8 Healers
    Mixed dps for the rest.

    Abilities
    by aBuG

    Fathom-Lord Karathress
    1,700,000 HP

    Shadow Bolt
    Every 10 seconds he casts a Shadow Bolt that will damage one single target for 50% of its total HP. This ability looks like five Shadow Bolts spinning in the air, but always coming down on a single target. It will cause damage equal to exactly 50% of the target's HP. It can be completely resisted, but not partially.

    Enrage
    After 10 minutes Fathom-Lord Karathress will enrage and one-hit everyone.

    Melee Strength
    At the beginning of the fight one healer is sufficient to heal the boss' tank, but once Karathress gains the buff "The Beast Within" his damage will increase enormously. He then hits the Main Tank for about 6,000 damage.


    Fathom-Guard Sharkkis (Hunter)
    855,000 HP

    Multishot
    Causes approximately 2000-3000 damage on three players.

    Viper Sting
    This works much like the hunter ability. It drains about 3000 mana and can not be dispelled. Do not underestimate it.

    Summon Pet
    Sharkkis summons a pet that is either an elemental or a beast. Can no longer banish the Elemental they both must be tanked.

    The Beast Within
    Turns red and increases damage by 30%. His pet also goes into a rage, causing 50% additional damage for 18 sec.

    Melee Strength
    Sharkkis deals moderate damage to the tank. It should be no problem for 1-2 healers. If his add is tanked the healers might have more problems. The pet deals at least as much damage as he does, so pay attention to your tank's HP!


    Fathom-Guard Tidalvess (Shaman)
    840,000 HP

    Shaman Abilities
    Tidalvess has nearly all the damage spells that a player shaman has, including Windfury, which is very nasty for the tank, and a Frost Shock that hits for about 6,000.

    Shaman Totems
    He summons several totems:

    # Spitfire Totem - Deals 2250-3500 damage to multiple targets in the raid. It should be destroyed as soon as it spawns.
    # Cleansing Totem - Can safely be ignored.
    # Earthbind Totem - Can safely be ignored.


    Fathom-Guard Caribdis (Priest)
    885,000 HP

    Water Bolt Volley
    This is a 45 yard area of effect spell which deals 2700-3250 damage.

    Heal
    A single target heal that does not depend on line of sight or range. It can be cast on any of the mobs, inluding Karathress and Caribdis himself. It heals for approximately 20-30% of the target's total HP. It can and should be interrupted by the tank, and also any melee DPS on Caribdis at the time. Ranged classes with interrupts should save them for Heals cast after Tidal Surge (see below).

    Tidal Surge
    Caribdis stuns all players within a 10 yard range every 15-20 seconds. They will be frozen in an ice block for 3 seconds but they still receive damage and don't lose aggro during that time. This ice block is problematic, because melee are unable to interrupt Caribdis' Heal spell during this time. To counter this, a shaman needs to stand outside the 10 yard range of this ability, and be ready to cast Earth Shock on Carabdis should he attempt to cast Heal after a Tidal Surge.

    The Whirlwind
    A whirlwind is generated which moves around the fight area. It has considerable range and can easily interfere with groups on the other mobs. It pushes the players up in the air for about 3-6 seconds and gives a debuff that reduces casting time. It looks like the arena whirlwind but does not deal any damage.

    Positioning


    Image from Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills

    The second image is more how my guild does this fight.

    Strategy

    The trick to this fight is balancing your healers. Once you can safely keep all your tanks alive this fight is relativly easy.

    Make sure the tank tanking Tidalvess (Shaman) can hold his aggro well as you will need to burn him down fast. Every dps in your raid should have a macro to target the "spitfire totem" as they must die as soon as they spawn or people will start to die. Also sometime during the fight with the shaman the hunter will spawn a pet, you can either have it misdirected to the hunter tank or have an extra tank pick him up.

    You want 2-4 healers on the shaman tank, he may get hit quite hard depending on your tanks gear.

    When the first mob is at about 60-70% health Caribdis will attempt to heal, make sure you have a Curse of tongues on her and your tank is saving his global cooldown for a shield bash. Also you may want to have a Shaman or mage near by to earth shock / silence her if the warrior is stunned when she starts to heal. With curse of tongues it is still about a 1.5 sec cast so you should save your global cooldown and be quick on the bash.

    When the shaman dies the MT healer needs to be ready to move. The main tank will now kite Karathress back and fourth on the upper platform as shown in the second platform. The shaman tank healers should then split up where healing is needed, generally one more on the mt and the rest on the raid / remaining tanks.

    After Tidalvess (Shaman) is killed kill Sharkkis (Hunter) next. He does not hit as hard and should be easy to kill with no distractions from totems. Once he is dead you should kill the pet and split your healers again sending some the the MT and some to heal the raid since caribdis has an aoe.

    Caribdis (Priest) does a significant amount of DPS because of her aoe, make sure the melee is topped off before going into engage her. She will continue to stun and it is important to have mages/shamans ready to interrupt her heals if the melee get stunned. Once she is dead the raid should move to Karathress.

    Once the raid is all together you can stop kiting karathress, start dpsing him and switching back and forth between him and the spitfire totem when ever it is spawned. Dont worry about the enrage timer unless you are under 3 minutes. He does not take very long to kill and with only a few dead he is easy to kill in 4 minutes.

    There are a few different ways to do this encounter, I have found that this is by far the easiest way.
    Last edited by Paruhdox; 09-07-2007 at 08:11 AM.

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    Leotheras the Blind

    I'd like to start by saying healers, mainly priests and druids farm your +dmg gear for this fight so you can kill your inner demons.

    Raid Setup
    The raid setup in this encounter is quite flexible so you can switch it out to whatever fulfils your needs.

    Tanks: 2 (1 main tank warrior and 1 Soul Link warlock in the same group who will act as offtank, preferably with a paladin in the group. If no paladin is available, with a shaman.)
    Healers: 6-7 (1 healer for each group, with 2-3 focusing on the main tank and the warlock offtank + his pet.)
    DPS: 16


    Buffs and Pots

    All standard buffs, potions and flasks.

    The warlock offtank needs to be Soul Link specced and have about 250 unbuffed fire resistance and as much stamina as he can get. The warlock needs a shaman or a paladin in his group with Fire Reistance Totem/Fire Resistance Aura and a Flask of Fortification.

    Leotheras The Blind in humanoid form

    Boss Abilities

    Health - 2,300,000
    Enrage - 10 minutes.
    Main Hand Melee - 3,500
    Off Hand Melee - 1,500

    Whirlwind
    Humanoid Form Ability. Leotheras will start running around Whirlwinding, much like Warchief Kargath Bladefist from Shattered Halls or Sartura from Ahn'Qiraj 40. The Whirlwind does 3,000 physical damage to anyone it hits, and also applies a non-dispellable DoT (Damage over Time debuff) called Rend, that deals 2,500 physical damage every 3 seconds, which is removable by Divine Shield, Blessing Of Protection, Limited Invulnerability Potion and Ice Block. He will do another Whirlwind 20 seconds after the first one ends.

    He will reset his aggro after every Whirlwind. Leotheras should not be attacked by anyone except the MT when the Whirlwind is about to end. If your DPS is high, you can stop DPS completely during Whirlwinds to make it easier for the MT to grab aggro. If your DPS is not so high, you can keep hitting Leotheras throughout the earlier part of the Whirlwind, stopping DPS just before he finishes. If you do this, be very carefull not to leave a DoT on him, or to have your projectile hit him after he stops.

    Chaos Blast
    Demon Form Ability. A bolt that does about 100-200 Fire damage to the target and everyone in a 10 yard range of the target. This base damage is insignificant, however it also gives a debuff that increase fire damage taken by 1,675, and this debuff stacks without limit. This ability does not critically hit.

    Inner Demon silhouette
    Inner Demon
    Demon Form Ability. Summons an Inner Demon of a few random people. The demon has as much health as the person it has spawned from. Each Inner Demon can be attacked only by the person it spawned from. If you do not kill your Inner Demon before Leotheras gets back into humanoid form you will become Mind Controlled for 10 minutes and can't get out of it. The demons hit for roughly 1,000 on mail and shoot out Shadow Bolts dealing around 2,500. This ability will not be cast on the current tank, be it the MT or the warlock offtank.

    Note that your Inner Demon, if you have one, will be rendered normally, whereas the Inner Demons of other players will appear as black silhouettes. Also hunters your pet can not get the killing blow or you will still get MC'd (this may have been patched though not 100% sure) Also tanks (prot warriors) would do well to have windfury and heroism should they get inner demon'd more than once.

    Positioning

    Image from Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills

    Phase 1
    Humanoid Phase, lasts about 40 sseconds.
    The first Phase 1 begins by pulling the 3 adds banishing Leotheras. Each of them needs to be tanked and killed. They do 3k Mind Blasts with 10-15 yards AoE effect to random people in the raid every few seconds. Each of them will banish up to 1 player at a time, for a total of 3 players. They'll keep banishing random people until they're dead. They're nothing serious.

    After the adds are dead, Leotheras will become active in his humanoid form (this is the point from which the 1 minute phase duration is counted). He should be Misdirected to the main tank who's waiting at the tanking spot.

    About 15 seconds after the beginning of the fight he will reset his aggro and start to Whirlwind around for about 10 seconds. You need to be spread out and keep moving away from him to avoid getting hit. Be very careful when healing in this phase as you do not want to accumulate much aggro on Leotheras and have him kill you once he's done Whirlwinding. If you're a non-healer do not drink any healing potions so as not to risk getting any aggro on him. The tank needs to follow him around and grab him as soon as he's out of the Whirlwind and accumulate aggro. Nobody attacks him for at least 5-6 seconds after he's stopped so the tank can hold aggro. 15 seconds after he's stopped the first Whirlwind he'll do another Whirlwind. He will turn into his Demon Form while he's doing his second Whirlwind.

    Phase 2
    Demon Phase, lasts about 60 seconds.
    Leotharas turns into a demon and remains stationary while shooting out Chaos Blasts on his target. In this phase, the warlock offtank tanks Leotheras from range so that melee DPS can still attack him without being hit by Chaos Blast.

    The offtank warlock needs to use Searing Pain to grab and hold aggro on Leotheras. It doesn't really matter where the warlock stands as long as there it is clear of Leotheras and there isn't anyone in a 10-15 yard range of him. Everyone needs to be well clear of the offtank warlock to avoid being hit by Chaos Blast, which Leotheras will start casting on the warlock. 15 seconds into the phase, he'll summmon Inner Demons for some random people, and they will have to kill their own Inner Demon. After the 60 seconds are over, he'll go back into his humanoid form.

    He will rotate between Phases 1 and 2 until he's at 15%. This is when Phase 3 starts.

    Leotheras the Blind kicks out
    Phase 3
    Humanoid and Demon Phase.
    At 15%, his demonoid form will split from his humanoid form, leaving you with 2 bosses to fight. His demon form needs to be tanked again by the offtank warlock, with nobody in a 15 yeard range of the warlock. His demon form will be the same as in Phase 2, except he won't do Inner Demon anymore. His humanoid form needs to be tanked by the main tank warrior again and it will act the same way as in Phase 1, opening with a Whirlwind and repeating it every 15 seconds just like in Phase 1. However, you won't really have enough time/survivability to see more than 2-3 Whirlwinds no matter what you do. You need to nuke down his humanoid form as fast as you can, as he will be near his enrage point now. As soon as his humanoid form dies, the fight is over and the demon form vanishes.
    Last edited by Paruhdox; 10-02-2007 at 12:14 PM.

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    Lady Vashj

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    Trash

    There is a lot of trash in SSC, so here is a link to WoWiki's page for SSC it has a lot of the abilities and good info, but no particular strats for the pulls.

    Serpentshrine Cavern - WoWWiki, the Warcraft wiki

    If there is something you are have problems with that isn't covered there let me know and I will fill it in here.
    Last edited by Paruhdox; 09-04-2007 at 03:24 PM.

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    nice stuff and looking forward to your later updates.

    on Hydross, we use 4 tanks - one in full NR, one in full FR, who tank him on their respective phase and pick up an add in the other.

    for the pull our frost tank goes in, after getting out of combat when the adds on the conveyor belt are taken out, using an invisibility pot and pops bloodrage...

    Use piercing howl on frost phase and frost traps on nature to ensure easy pickups on the adds and b4 DPS unloads.. each tank should be assigned an add that corresponds to the flags you can see - left back flag, right front flag etc.. the MT with aggro must keep Hydross 'straight' when moving him into the next phase to minimise mixups
    Last edited by Mozman; 09-01-2007 at 01:50 AM.

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    Quote Originally Posted by Mozman View Post
    nice stuff and looking forward to your later updates.

    on Hydross, we use 4 tanks - one in full NR, one in full FR, who tank him on their respective phase and pick up an add in the other.

    for the pull our frost tank goes in, after getting out of combat when the adds on the conveyor belt are taken out, using an invisibility pot and pops bloodrage...

    Use piercing howl on frost phase and frost traps on nature to ensure easy pickups on the adds and b4 DPS unloads.. each tank should be assigned an add that corresponds to the flags you can see - left back flag, right front flag etc.. the MT with aggro must keep Hydross 'straight' when moving him into the next phase to minimise mixups
    Adds are really something every guild needs to deal with in their own way. No guilds do this exactly the same.

  10. #10
    A half-second of lag when you are running in can give you 2 sets of adds if Hydross runs through you a bit. Use a 50s invisibility pot to make the pull safer. It allows you to run right up to Hydross and smack him safely on the far side.

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    I've heard that you can despawn some trash near tidewalker by aggroing him. Could someone explain this?

    We come at him from the center (not going through Leo or Karathress to get to him). There are some very annoying naga packs, then a murloc pack that runs just outside of his room, then 4 murloc packs inside his room, and then the naga pat in the hallway leading to Karathress.


    What will despawn by aggroing him? What do we have to kill? If you know, please be specific in your answer. I kept getting vague answers at elitist jerks.

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    I am not sure about despawning anything, but you don't have to kill the Pat in the hallway.

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    The pack that runs in the hall way the way you guys go will despawn if someone agro's morogrim... Have a rouge stealth up to him and vanish and it will despawn.

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    Murlocs in the hallway also, but the Murlocs in Moroes room seem to stay but not 100&#37; sure.

  15. #15
    Join Date
    Aug 2007
    Posts
    5,805
    My my first trip into SSC last night and I was suprised how easy the trash was from the front door to Lurker. We only wiped once on a bad body pull.....yeah, one of those "Who the F did that?!?!"

    Got 6 pulls in on Lurker and the main thing we were unable to do was control the adds. One thing I learned is that you can tank him in the water in his pool and avoid spout. While everyone is diving for cover, you can keep building threat and the scalding water debuff is of minimal concern with tankish hp pool.

    This is how we tried to do the adds:

    I picked up one Guardian, the OT got one and a mage sheeped the third. In theory, we kill the OT's, then mine while the OT breaks the sheep and drags the 3rd one over and I slip back over to pick up the boss.

    The ambushers are what gave us grief. I had a hunter on each platform for a trap. Had a ferals on 2 platforms and a fury warrior on the third. Casters focus fire (4 locks and a mage) one at a time. that didn't seem to work so well. I thought 5 casters nuking would melt the adds. That leaves 2 rogues, a loladin and an arms warrior on the Guardians. I guess my question of sorts is should I divide up and assign groups to each platform to take down the adds or focus fire around to each one?

    Yeah, we lost people to spout and that hurt us....lost the a feral who was supposed to tank a platform and the mobs he was supposed to be on mowed down healers from range. Stuff like that hurts. The mage is not so good at getting his sheep off and the Guardian that was supposed to be CC'd owned one of the rogues.

    All that being said, I feel pretty confident that we'll get him next week if we iron out the bugs.
    your hat may be nice, but I have the little white tank top that says Legendary right across my boobs. I win. (or more correctly, H wins)

  16. #16
    Join Date
    Aug 2007
    Posts
    125
    Some advice who could help, but remember, every raid group has there own tactic which works for them. If the ranged gives you problem, sheep them and reducing the random damage to the group. When you keep them in sheep all the time, they wont respawn next add phase (didn`t test since last mini patch) so you can effectivly knock a platform completly out. The other ranged add will just be shot and killed by ranged DPS and the Melee kills the three Melee Adds. It seems you have only 2 tanks, the feral shouldn`t have a problem tanking two melee adds, where one is pulled with missdirection from a Hunter. Maybe few of those idea are usuable for you group but this is all worthless if people keep dying to spout.

  17. #17
    Join Date
    Aug 2007
    Posts
    129
    We try to get a hunter and a warlock on each platform. Hunter traps one, pet + fear spam on the mob being dps'ed down, then pet + fear spam on the trapped mob. I think our warlocks literally go "fear, shadow bolt, fear, bolt, fear, bolt" until the mob is dead. We also generally have enough ranged to put four per platform, so the adds die quickly.

    When we were learning the fight, we didn't have the dps to get all nine adds down consistently, especially if we lost someone. What we did, and still do, is have an OT get two adds and the MT get a third. Melee kill the MTs add with ranged assisting when their islands are clear, while the OTs just build a ton of threat on their mob. Each OT has a designated mage, who sheeps the add once their island is clear. The two OTs try to be useful from there on out, but their primary role is to stay alive and away from everyone, so if the sheep breaks prematurely it will run to them instead of killing the mage or some healers. It's dull but it works well for us.

  18. #18
    Join Date
    Sep 2007
    Posts
    15
    quick question on tidewalker. i notice that his earthquake is listed as 35 yard effect but no boss strat i have read says for ranged and healers to stand out of range of it. just the opposite they all say to heal thru the earthquake.

    what am i missing here?

  19. #19
    Join Date
    Aug 2007
    Posts
    129
    We're found that the bigger danger is the murlocs rather than the earthquake. We'll heal through the earthquake and keep all the ranged + healers in one spot. Our prot pally drops a conc there and our off tanks help wrangle the murlocs as well. Then seeds, arcane explosion, dead murlocs.

    When we've tried spreading out more, it's lead to dead healers outside the conc or dead folks in the graves if we don't heal up after the earthquake. It's risky to hold off healing after the earthquake as most classes don't have the hp to survive earthquake + watery grave damage and your grave healer can only throw so many heals before they pop.

  20. #20
    Join Date
    Sep 2007
    Posts
    15
    aargrggggrgrgg

    see here is the thing, im an idiot. i know im stupid. but when i see something that seems obvious to me, and no one does it. i know im overlooking something. i know its not a flaw in what your doin but a flaw in what im thinking of doing.



    having said that once again, maddfez, how would placing one solid pack of healers and ranged dps 10 yards from tidewalker or 35 yards from tidewalker have any effect on the murlocs. you still have one tight group of people. you still have your pally agro the murlocs. you still have one small group.

    what am i missing?

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