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Thread: Coliseum Faction Champions

  1. #1
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    Coliseum Faction Champions







    The UI seen in this video is Aliena's UI

    Quote Originally Posted by Aliena (25-man)
    Welcome back to the TankSpot Crusader's Coliseum raid guide! My name is Aliena and in this video I'll explain the strategy we used for the Faction Champions, the third encounter in the Trial of the Crusader raid instance.

    If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.

    In this fight you face 10 NPCs of the opposing faction with approximately 2 million hitpoints each. The setup presumably changes from raid ID to raid ID, but it seems consistent in that there are always three healers. There are 14 different NPCs in total that you may end up fighting in any constellation - a DPS version of each class and a healer version of each class that has a healing talent tree.

    The general idea of this fight is very reminiscent of a larger scale arena fight, or the third boss in Magister's Terrace. The NPCs work together like an PVP team and should be handled in a similar fashion.

    While you're facing up to 12 mobs altogether including pets, they cannot be AoE'd down as they gain a buff that reduces damage done by AoE abilities by 75%.

    No normal threat mechanics are in effect. Melee NPCs seem to pick a target at random for a certain amount of time and then move on to to the next one while the caster NPCs just pick random targets to dot up or damage, but abilities such as taunt and fade will make them drop their target temporarily.

    It's hard to present an incredibly detailed strategy for this fight but I will give tips of all the things I've noticed that should prove useful:

    -You should be aware that the NPCs will use most if not all of their class respective spells, especially crowd control ones. Examples are Blind, Entangling Roots, Cyclone, Wyvern Sting, Sheep and Fears (including AoE fears).

    - The paladins will use Hand of Sacrifice and Divine Shield. Have a priest keep mass dispel ready.

    - The moonkin will use Treants on cooldown.

    - The Warrior will use Bladestorm. If at all possible, stay away from him as best as you can, especially as a cloth wearer. He also breaks fears and uses Intimidating Shout.

    - The rogue will randomly focus on a target and burst it down while keeping wounding poison on. Its target will need extra healing.

    - The death knight uses chains of ice, Army of the Dead and Death Grip.

    - Killing the shaman's totems is incredibly helpful.

    - The warlock favors casting Unstable Affliction which should be interrupted whenever possible. He also casts Curse of Agony and Corruption and Fear. Lots of fear.

    - The shadow Priest favors casting Vampiric Touch, Shadow Word: Pain and even uses Dispersion when targetted.

    - Any NPC that can dispel will dispel.

    You want to mark the healers up before pulling and single target them down first. We put an interrupter on every healer and their only task was to make sure no heal gets off. To back this up and catch some other random interrupts, we had our rogue spam Fan of Knives with Throwing Specialization.

    Alternatively, you can choose to lock them out by CCing them, but PVP duration and diminishing returns are in effect. The restoration druid can and should be banished or otherwise controlled, as he'll mainly cast instants and is hard to lock down. Since a couple heals will probably go off no matter how hard you try, you should have someone keep mortal strike or wound poison on the current kill target.

    The warrior and death knight should be kited with movement speed reducing effects on them. Chains of Ice, Frost Nova and Entangling Roots are most useful on those two. As mentioned, taunts work temporarily, so should any melee NPC pick a clothie as target, they should be taunted so the clothie gets at least a breather and can start kiting. Be aware that taunt diminishing returns are in full effect though, so tanks need to space them out appropriately.

    The warlock and hunter pets have very low health, but don't deal a lot of damage either. Whether you choose to kill them first or leave them up for last is up to you. We chose to ignore them as they weren't much of a nuisance for us.

    Dispels and cleanses of all kinds are extremely important. On our kill attempt, we had a good 300 cleanses combined. Aim to keep druid and priest HoTs dispelled as well as NPC cooldowns such as Hand of Protection, Barkskin, etc.

    Tanks are of very little use in this encounter, although the various interrupts Protection Warriors have make them an ideal choice for locking down a healer.

    While it is possible to use resilience gear for this encounter, it seems that burst DPS is much more important. With 10 targets alive, it's close to impossible to keep a 100% lock on every mob, so you want to aim to kill them faster than they heal. We did not have anyone use resilience gear.

    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 -- click the second link in the movie information box to learn more!
    Quote Originally Posted by Aliena (10-man)
    Hello and welcome to the TankSpot Crusader's Coliseum raid guide! My name is Aliena and in this video I'll explain the strategy we used for the Faction Champions, the third encounter in the Trial of the Crusader raid instance.

    If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.

    In its 10-man version, you fight a group of 6 out of 14 possible NPCs of your opposing faction with at least one healer. Each NPC has approximately 400k health. They have most if not all of the same abilities as a player of the same class would, and they will attempt to snare and lock down your raid members. All NPCs have an Aura that reduces their damage taken from AoE spells by 75%, so single target them down.
    When you first engage the fight, the champions will jump down from a corner of the arena depending on your faction. Be aware they don't enter through the gates.

    Our raid composition consisted of a Prot Warrior, 2 healers and 7 DPS.

    The NPCs behave like a coordinated arena team and they'll attempt to focus one person at a time. If your opponent configuration is melee heavy, they'll prefer to focus down cloth wearers. Fortunately, each cloth class has an ability to temporarily drop their threat - Fade, Soulshatter and Ice Block. They'll be your best friends.

    Your opponents are suspectible to Crowd Control, but PVP duration and diminishing returns are in effect. Be aware that the same goes for taunt, so it should only be used to save a clothie from getting murdered. We only used CC right at the start and when healers were in trouble.

    For us, it was easiest to focus down the healer while having our clothies kite the melee NPCs around as best as they could. When the melee started focus firing a target, we concentrated our healing on that person.

    Interrupts and dispels as well as concentrated focused fire are of utmost importance. Analyze your opposing team ahead of the pull and set up a fitting kill order with healers either dying first or having a set interruptor on them the whole fight. We found it more effective to burst down the first two targets as quickly as possible instead of wasting much time with CC, but it's really up to your raid synergy which route you prefer to go.

    While this is a PVP-style encounter, resilience gear isn't as useful as it may seem. Losing the ability to focus down your targets quickly results in dragging out the fight, and your healers won't have the same mana efficiency they have in PVE gear.

    As you can see, this was a very quick encounter for us that barely lasted two minutes. Make sure to check out the 25-man version guide for additional tips about the various NPC abilities.


    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, justclick the second link in the movie information box!
    Last edited by Aliena; 01-25-2010 at 09:43 AM.

  2. #2
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    Who left their PVP in my PVE???

    I'm looking forward to any advice I can get for this fight. We went into 10 man last night and spent most of the evening swearing at this encounter. (One of our raiders is going to Blizzcon this weekend with specific instructions to find who designed it and punch him.)

    I have to admit, though, that it's pretty amusing to see how some folks think this is the best encounter ever and others think it's Satan incarnate.

  3. #3
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    I suggest leaving your prot warrior as prot and just taunt the warrior/rogue and you alone can pretty much lock him down between stun's and taunts (Yes taunt sometimes goes immune but we have a shit ton of stuns that cover the duration) also just randomly taunting anything else give a 1 or 2 attack break on someone else who cant take the dmg, vigilance is your friend. I did this in DPS gear and tank spec.
    The answer is user error

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    Got our butts kicked last night in 25man. We employed basically the same strategy as above(marked healers/shammies/pally first) and tried to burn the caster down but as mentioned above they used every ability in the book. The rogue is a major pain and seems to like clothies alot. As well as the pally using his bubble on the priest.

    I do very little PvP, as does alot of my guildies but I could certainly see where some arena experience would help. I'm off the opposite mind, I like this challenge wise as I thought the first two encounters were....well a bit weak. Suffice to say we will be taking some more shots at this throughout the week. More than likely in some 10man teams first.

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    We also took our guild into 25man last night, and likewise got schooled in regular PvP fashion. We were trying to use mage/druid combos to CC two healers while we tried to kill the resto shammy, but never actually succeeded in killing anything even once. It seems like at every attempt we were changing up some tactic or the kill order trying to find the best strat for us. These guys are just damn tough, but it seems like if you can get over the hump of killing the first few (any combination of healers, the DK, Warrior, and rogue) you should have some success. The challenge is nice and forces PvEers to think, but man I could use a good ol' classic 25-on-one boss fight after a night of wiping.

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    Just a few quick questions along with a thought, as this video is for 25 man you're facing 10 different npcs, how does this look in 10 man? do you still fight the 10 npcs?
    Also, as i heard dispells being mentioned as "anything that can dispell will dispell" how would Unstable Affliction work here, will the npcs just dispell it and get blasted or will it work as a dispell-protection for others?

  7. #7
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    Great strat. We spun our wheels a bit tonight until we discovered this. Win! <3

    The key for us seemed to be getting dedicated interrupts on the 3 healers and having a rogue in with the FoK spam. Once the healers were dead it got a lot easier.
    Last edited by Polar; 08-19-2009 at 06:55 AM.

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    Quote Originally Posted by Waffle View Post
    Just a few quick questions along with a thought, as this video is for 25 man you're facing 10 different npcs, how does this look in 10 man? do you still fight the 10 npcs?
    Also, as i heard dispells being mentioned as "anything that can dispell will dispell" how would Unstable Affliction work here, will the npcs just dispell it and get blasted or will it work as a dispell-protection for others?
    There are 6 NPCs in the 10-man version.

    And you know, I do wonder about the UA. We didn't run any affliction lock. But considering that the one time you really want dispel protection is when you CC something and UA would break that CC fairly quickly, it's not quite as useful as it might seem at first glance.

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    Nice Guide. What's that music playing in the background?

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    Quote Originally Posted by Verangor View Post
    Nice Guide. What's that music playing in the background?
    This is the same licensed music we've used for all of our Ulduar movies:

    Under The Sea
    Endless Oceans

    They are 60 minute long tracks, so we get a big variety in the music over the course of our movies. They are not (as far as I'm aware) available for cheap individual purpose, but if you really want them, you can purchase a license at Royalty Free Music, Stock Music, Production Music Library.

  11. #11
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    This was a very entertaining fight. We found that prot warriors on non focused target healers was extremely useful and that prot warriors could also tank/kite/stun/silence the dk, paladin, and warrior with a fair amount of efficiency. I started off on the holy priest, interrupting, stunning, and silencing while the rest of my raid dps focused the Druid. Once the druid target had been downed, the raid then prioritized the holy priest at which point I moved to the paladin, employing every trick in my tool bag. For the paladin, I would acquire as much of his focus as I could pulling him to the complete opposite side of the arena with taunt. I would then hamstring/bash the paladin and eventually lose focus. The paladin would slowly make his way back to the raid at which point I would use charge/intercept/intervene/conc/sw to attempt to slow him down until the taunt dr was cleared. After the taunt immunity was cleared, I would start the cycle up again. Some observations relating to controlling the paladin:
    • Spell reflect is amazing. This should always be on cool down. If it is not, you are wrong.
    • The farther away from the group the paladin got, the more attention he paid to me and less to other targets. At one point, he seemed to stick to me until a fellow raider was feared back to me.
    • PvP trinket. Have it.
    Hope this helps!
    Execute for show, tank for dough.

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    We had War, DK, Rogue, hunter, lock, mage, Shadow priest, priest, shaman, paladin (priest sham pala healers). Thats 4 dispells that had to be kept locked initially until they where killed.

    We put all our effective CC into non diminishing return tandems and each tandem rotated between the priest, the spriest, and paladin. We lead in with CC and deathgripped the shaman into our melee and burned the shaman with lust while all CC focus was on ANYTHING that could heal or dispell (we banished the lock pet also). Totem killing plays a huge role and must happened immediately as well especially grounding and tremor.

    We had 1 DK tank constantly taunting/gripping/Chainsing the rogue. Our hunters constantly laid frost traps to help our soft targets kite out when focused etc. At times several NPCs will start hitting a single target randomly and that person needs lots of attention.

    We killed shaman, paladin, priest, spriest, mage, warlock, hunter, rogue, war DK. Once you get by the healing and dispells it becomes much less hectic and much more systematic, and your CC tandems can just CC whatever is loose but must NEVER stop communicating. Since we did not put constant CC cycles on most of the dps we ran 6 healers and spread our raid out in a large area covering the middle 3rd of the arena and kited as needed past traps etc. Less clumping also helped our DK assigned to the rogue a much easier time finding him and pealing him off soft targets. The mage warlock and hunter can pump out serious damage and require lots of dispelling and raid healing on thier CC and damage types.

    You have to look at this fight in a arena pvp mindset. Early CC chains + bursting down the other forces key assets are the only way to get an advantage. We altered our strat as the night went on after literally every attempt until the last 2 (our last attempt was 15 minutes before we end our raid when we killed it). With this pattern of all focus on systematically locking down all heals/dispells while burning the 3 healers in sequence quickly turned this fight around. Only 1 time all night did we get more than 2 NPCs down, in 3 hours of attempts, before our actual victory. Once everyone got on the same page and our CC tandems got thier targets locked this quickly turned into an easy victory with only 2 deaths.

    Focus targets, lots of raid heals, COMMUNICATION, and reliable raid awareness are all vital pieces to beating this.

    Goodluck everyone!

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    Quote Originally Posted by Aliena View Post
    There are 6 NPCs in the 10-man version.

    And you know, I do wonder about the UA. We didn't run any affliction lock. But considering that the one time you really want dispel protection is when you CC something and UA would break that CC fairly quickly, it's not quite as useful as it might seem at first glance.
    UA doesnt tend to break fear 'that' easy and if you're going with a lock then UA -> Fear is a way to control 1 target without having the fear insta-dispelled, but dispell protection isnt just for CCing, burning yourself oom on reapplying your dots / diseases isnt really viable and for 1 lock to keep UA on 6 targets or two to keep UA up on 10 targets isnt that hard, even if it gimps your dps it'll probably help all other classes who get set-back for having their stuff dispelled.
    This might depend abit on what classes you get to fight aswell, since a priest can roll abolish disease to cripple a dk and still avoid the locks UA.

    Question would really be, how smart are the npcs, if the ones who can dispell magic will insta-dispell anything that's magic UA will help with locking down healers even more if you have a MS effect up, not to mentioned the extra few thousands of damage it blows up for.
    Last edited by Waffle; 08-19-2009 at 06:35 AM.

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    Donor download is up!

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    Quote Originally Posted by Waffle View Post
    UA doesnt tend to break fear 'that' easy and if you're going with a lock then UA -> Fear is a way to control 1 target without having the fear insta-dispelled, but dispell protection isnt just for CCing, burning yourself oom on reapplying your dots / diseases isnt really viable and for 1 lock to keep UA on 6 targets or two to keep UA up on 10 targets isnt that hard, even if it gimps your dps it'll probably help all other classes who get set-back for having their stuff dispelled.
    We didn't really have much of a problem with this, but that's just one perspective. Would be nice to have some feedback on this.

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    Quote Originally Posted by Aliena View Post
    We didn't really have much of a problem with this, but that's just one perspective. Would be nice to have some feedback on this.
    Bet it might be a tad-bit overkill to run UA on all targets for maximum dispell-protection for every class that applies any form of magic / disease effect but if the NPCs dont dispell anything when UA is up it might speed up the dps.

    Depending on what we get to fight i'll try and see how affliction does the job, however I'm not doing this until sunday so if someone beats me to trying it feel free to update about this.
    Last edited by Waffle; 08-19-2009 at 07:17 AM.

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    Has anyone tested to see if Resilience is effective against these mobs?

    We had some fun getting our feet wet last night, but it was a bit chaotic to keep under wraps. The first couple times we engage, they fixate on whoever is there first, then as soon as they got healed, they turned on the healer who provided said heals and nuked them hard.

    They got us with our own strat, ha ha.

    I absolutely love this fight, but the less pvp-eager/pvp-averse raiders have a lot more trouble with it than the pvpers.
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    Quote Originally Posted by Horacio View Post
    Who f-ing divided by zero?!?

  18. #18
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    You need to look out for the PvP gear reducing potential burst damage on your side due to a lot of the stat points going into "survival" stats rather than damage ones.

  19. #19
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    Off topic, but what is the addon you use to show when you get surge of light as an aura around your character?

  20. #20
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    Pyrea, I was thinking more for the healers. When they catch heat if they get a few things on them, they can get crushed pretty hard, if we can reduce some of that with pvp gear, it may make life easier, if only while we're adapting to the fight.
    The (Old) Book on Death Knight Tanking
    The New Testament on Death Knight Tanking
    -----------------------------------------
    Quote Originally Posted by Horacio View Post
    Who f-ing divided by zero?!?

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