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Thread: Coliseum Anub'arak (Hard Mode)

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    Coliseum Anub'arak (Hard Mode)








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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Thanks for watching this movie! As always, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. Also, TankSpot Donors can download all of these movies in High Definition directly from our servers -- so if you'd like to learn more about that, just click the second link in the movie information box!
    Last edited by Aliena; 01-25-2010 at 09:36 AM.

  2. #2
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    Did they end up not adding that extra add, the darter, to the fight? Maybe she spoke about it in the video, or maybe they didn't add it.. I dunno. I haven't seen hardmode anub yet. I fell asleep during twins and we never finished it last week because no one logged in Monday lol.
    [2-07-08 08:57 AM] Enelrad: hahaha, that and you're ugly! Ugly tanks tank better
    [3-19-08 02:23 PM] Enelrad: Im really a 12 yr old boy from GA
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    No there is no darter add in the fight.

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    Good to know. Thanks for the clarification.
    [2-07-08 08:57 AM] Enelrad: hahaha, that and you're ugly! Ugly tanks tank better
    [3-19-08 02:23 PM] Enelrad: Im really a 12 yr old boy from GA
    Notice: You are currently banned from the shoutbox.

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    anub heroic

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

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

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

    any comments on what you could do to help prevent all of this?
    Kiting: Do as Aliena suggests, have the raid congregate behind the furthest permafrost, there's clearly little else you can do.

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

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

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

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    holy fuk



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

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    Aliena, As an alternative to the way you deal with adds, we did this:

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

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

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

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

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

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

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

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

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

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

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

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

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

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    Quote Originally Posted by joandarc View Post
    Hello Aliena, may I ask you which addonn you use for seeing the trash hp (as you can see at the 41th second of the video)? Using key V also shows players hp, but you use an addonn for seeing only trash hp, may I ask which addonn is it? Thanks.
    Shift-V or Ctrl-V should do the trick (by default), check your keybindings, there's a "Show Enemy Nameplates" there.

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

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    Quote Originally Posted by Dothlogar View Post
    Aliena, As an alternative to the way you deal with adds, we did this:

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

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

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

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

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

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    256
    Quote Originally Posted by Vrachara View Post
    Question, is a Paladin healer totally out of the question for this fight? We're trying a Pala/Holy priest combo for the healers and P3 is just hell on us - everywhere else we're more than fine but P3 people just take way too much damage, I'm thinking that big paladin heals coupled with a lack of AoE heals might be what's getting us
    It's no where near out of the question. The solo healed 10-heroic anub kills have been done with using a paladin. Though if you are doing priest/paladin combo the priest should be holy (like you said yours was) at 30% your spamming the mt or ot with beacon on the other (incase adds are up) priest is group healing the raid.

  16. #16
    Join Date
    Sep 2009
    Posts
    1
    Could you plz write a list of the addons you use?

  17. #17
    Join Date
    Sep 2009
    Posts
    1
    Regarding healers we were trying resto druid and pala, however druid had aggro problems on incoming adds, we did the kill with priest and pala. In phase 2 feral druids and rogues can kite the spikes with dash/sprint abit around the room to some point to save frost patches. Our rotation was as follows (melee heavy setup):
    1. OT grabs first set of adds, all DPS goes on boss with some usage of AOE abilities (FoK, WW). When next pack of adds is about to spawn, finish 1st set of adds to have only 2 at time.
    2. Boss goes down to 50% (approximately) and going underground, finish off 2nd pack of adds, deal with scarabs and survive Communications is required to call who has 4-5 stacks of debuff so he won't get anymore, it helps.
    3. Boss emerges, get him to around 35% and let 3rd set of adds die in AOE during it (we were tanking adds always behind boss so anything AOE worked on all). Wait for 4th set of adds, nuke them and start P3. This buys few seconds free for OT.

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

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

  18. #18
    Join Date
    Sep 2009
    Posts
    1
    Hello, I have one simple question and it goes like this:

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

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

    Sach

  19. #19
    Hey there, as it goes for 10 man, we figured out it is easier to let 2 burrowers finish casting submerge in phase 3, at least that takes them out of the fight for a good amount of time, and you shouldn't get 4 adds up together.

  20. #20
    Join Date
    Jun 2008
    Location
    Singapore
    Posts
    183
    We went for the 2 submerge strat assuming that we needed permafrost up for p3 so the boss could be position there and the adds tanked on top of patches with aoe whittling them down. Then we realise adds aren't our priority in p3, the boss is. And we'll output far more dps if we totally ignore the adds (apart from the healer needing to heal the OT of cos). Let them submerge, it means less healing requirement on the OT.

    Using 2 orbs per submerge phase IS viable however. But it requires a careful use of BoP. Position 1 orb at the back of the room, and 1 in front. Boss is engaged at the back, and 1st kiter brings it to the front. Kiter stops short of the frost patch and gets BoPed just as spikes are about to reach him. He stands there for 10s, absorbing all the damage, and then before BoP runs out, steps onto the frost patch. A new kite target is chosen, and kiting continues onwards to the back of the room normally, by the time the third target is chosen and runs back to the entrance, the boss should surface before the spikes reaches him.
    Last edited by Elyvern; 09-20-2009 at 09:03 AM.

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