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Welcome to the ForumA good forum is the heart of any online community and LanCraft is no exception. In the forum you will find informative discussions relating to every aspect of World of Warcraft. Please remember to be courteous to other members and refrain from posting anything that breaches the law or Blizzards terms and conditions. Any posts that include URL's advertising other sites without permission will be edited accordingly.
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21
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Off Topic / Off Topic Chat / Re: Need some graphics?
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on: October 24, 2007, 05:47:50 AM
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Oi awesome.
If you got some time, I'd like a signature aswell.
A nature-ish background, a druid with long green hair and the Tier 3 Druid set without helm shown, any details or minor stuff you can toy with to your liking :P
Thanks a lot :)
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24
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World of Warcraft / PvE / Re: Gruul's Lair - Boss Tactics.
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on: October 21, 2007, 12:34:43 AM
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Gruul the Dragonkiller
Gruul the Dragonkiller abilities:
Growth: A self-buff which starts 30 seconds after you engage him in combat. Growth increases Gruul's size, damage done by 15% per stack and 15% damage done per tick from "Cave In" and Hurtful Strikes. Stacks up to 30 times. It's advisable that you kill him before his 18th Growth because then it will be impossible to heal anything that's going on.
Cave In: Gruul's hits makes the entire cave tremble for the whole fight making rocks from the cave ceiling fall down on random positions dealing heavy damage. You will get a debuff if you stand in the Cave In and will have approximately 2 seconds to get away from it. It's relatively easy to see since you can see boulders shatter on the ground.
Ground Slam / Gronn Lord's Grasp / Stoned / Shatter:
Every now and then (approximately 45 seconds cooldown) Gruul will smash the ground making everyone fly in the air to random positions. Upon landing or when the Ground Slam debuff expires you will get a debuff called Gronn Lord's Grasp which stacks every second up to 10 times and reduces movement speed by 10% every second. When it's fully stacked you will become a stone figurine, which is unable to act (some abilities are still possible, more to that later) for a short duraction then Gruul will Shatter you dealing damage to everyone in your range, the closer they are the more damage they will take from your Shatter and vice versa. If you stand right onto another player you will both suffer 9000 damage, if you are at 15 yard range you will suffer 70-100 damage. If there is no one in 15 yard range of you, you will not take any damage.
Reverberation: Area of Effect Silence that silences for 4 seconds. Resistable and it's affected by talents like Focused Mind, Unbreakable Will and affected by items that reduce silence effects by x%. This can be outranged and have around a 45 yard radius.
Hurtful Strike: Hits the person second on the Threat Meter for a fixed amount of damage which is increased by the Growth Buff. It hits normally for 10000-13000 on people with 0 Armor.
Positioning:
This fight is basically a major DPS race with one exeption. Due to the randomness of the Ground Slam mechanic it's important to spread out accordingly. My suggestion would be like this:
Party 1 consisting of 1 Paladin, 1 Warlock and 3 Tanks. - Tanks in middle with Gruul. Warlock and Paladin Far Right corner.
Party 2 consisting on pure melee DPS. - In the Middle together with tanks.
Party 3 Far Left corner.
Party 4 Near Right Corner.
Party 5 Near Left Corner.
Countering Gruuls abilities:
Growth: Self Buff so cannot be countered.
Cave In: Boulders will shatter at the place where Cave In is happening so move out of it fast. As soon as you get the Cave In debuff you have 2 seconds to get out of it before you will start taking damage.
Ground Slam / Gronn Lord's Grasp / Stoned / Shatter: The only thing you can do is to move away from everyone as fast as possible and eat the damage. Priests can put a Shield up on themselves aswell as Renew to minimize the damage. Druids can Lifebloom themselves a sec before you get stoned, while Stoned use Barkskin to reduce the damage, when he shatters you the lifebloom tick will put you back to full HP. The rest can only hope to be far away from each other. IMPORTANT: NEVER EVER STAY CLOSE TO A TANK, MOVE AWAY FROM HIM EVEN IF IT WILL GET YOU OR YOUR TEAMMATE KILLED!!
Reverberation: Since the timers on this spell are rather unstable from bossmods you will have to eat it. The only thing you can do is to have full HoT's on the tank and always keep him at 100% health. Nature's Swiftness+Healing Wave/Nature's Swiftness+Healing Touch are good panic buttons if the tank gets low on HP when Reverberation expires.
Hurtful Strike: The awe of Hurtful Strike is that if your secondary tank dies he will start killing your melee DPS, and guess what happens when they are all dead? The Main tank will start to take normal hits aswell as Hurtful Strikes which can easily 2shot the tank. So to avoid this have a "Soaker" tank, best choice is a Druid because of high armor and health and don't let him die!
Healer Roles: Keep your 2 tanks alive, means heal them to full, heal them even more THEN you can heal the rest of the raid. The fight ends when you have 1 tank left.
Melee DPS Roles: Nuke as fast and as hard as you can without overaggroing the secondary tank. If you do, you will die from the next Hurtful Strike. This is a DPS race so push it to the limit.
Ranged DPS Roles: Consider yourself on your own. That means you're the last person who will ever get a heal. Bring Bandages for this fight since you're gonna need them. You get more or less free play here so you can nuke the living crap out of Gruul and even more, just watch out for overaggroing him since you will wipe the raid if you pull him away from the middle, due to Hurtful Strikes. Also your main problem here will be Cave Ins, try and not to get hit by it, cancel your spellcast even if there's a 0.5 sec left on it and get away from Cave In.
Tank Roles: Maintank Use all your rage on getting as much Threat Per Second as possible so you can keep Gruul glued to yourself because the raid will have to do massive DPS on him. If you get low on HP at 14 or higher Growth use Shield Wall and Last Stand asap to buy your healers some time! Offtanks: The Druid tank should focus in getting steady Threat Per Second, with the combo of Mangle and Lacecrate stackings, use Demo Roar on Gruul aswell. Your third tank should be a warrior, Thunderfury helps a great deal here because of the 20% attack speed reduction, and it stacks with Thunderclap!
Note that he is Immune to Taunt
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28
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World of Warcraft / PvE / Re: Karazhan - Boss Tactics.
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on: October 21, 2007, 12:33:07 AM
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Shade of Aran
Shade of Aran - Marked as ??(73) (Boss) Water Elementals - Marked as 70 (Minions)
Shade of Aran abilities:
Main Attacks:
Arcane Missiles: He will shoot Missiles at a random target which will deal from 1300-1600 Arcane Damage (partially resistable) for 4 seconds and with bolts hitting you each second.
Fireball: He will shoot Fireballs at random targets which deals 4000 fire damage (partially resistable).
Frostbolt: He will shoot Frostbolts at random targets which deals 3000 frost damage and slowing you (partially resistable, debuff can be resisted).
Special Attacks:
Blizzard: Aran will start channeling Blizzard at a random spot close to the wall and then start moving clockwise. The damage Blizzard does is around the same as Arcane Missiles AND will give you a 75% reduced movement speed. Note that Blizzard will move in closer to Aran as the channel is getting closer to its end.
Ice Chains: Aran will target a random raid member and cast "Ice Chains" on that target that will root them in place. This spell is only used in combination with Blizzard.
Arcane Explosion/Mass Slow: Aran will pull everyone to himself and cast a "Mass Slow" on everyone reducing their movement speed by 75%. He will then start casting an Arcane Explosion which will kill anyone if they should get hit by it.
Flame Wreath: Aran will occasionally cast "Flame Wreath" which will summon a circle beneath you. Flame Wreath triggers if a player move forward, backwards, left, right, turn around with WASD or <>^v arrow keys, the mouse, Ice Block, Divine Shield, Cloak of Shadow ect. The damage done by Flame Wreath is around 4000-5000 fire damage.
Counterspell: Aran will do a counterspell every 10 seconds in melee range that will hit everyone close to him.
Mass Polymorph/Conjure Water/Pyroblast Volley: When Aran runs out of mana he will sheep everyone, conjure some water and start drinking. After a while he will cast a Pyroblast Volley that will hit everyone. Pyroblast does 6000 fire damage.
Enrage: After 15 minutes his room will turn into oblivion, where random spells are thorwn about from every directions; from himself, the ceiling, the walls, everything! Blizzard, Flame Wreath and Arcane Explosion specials will also be used so it is impossible to survive.
Conjure Water Elemental: See below.
Water Elemental abilities: At 40% there will be summoned 6 water elementals which only use Waterbolt and elemental melee damage. Their waterbolts hits 2000 each and melee for around 1000-2000 depending on resistance. They despawn after approximately 1 minute.
The Pull:
Aran has to be tanked in the middle where he normally stands. Note that he cannot be tanked and will start doing random damage to the raid as soon as anyone aggros him.
The 6 water elementals can be feared, tanked, banished, stunned, counterspelled and so on and are normally tanked where they spawn.
The Strategy: The key to this fight is to kill aran before he goes out of mana as you don't want your raid to get killed by his Pyroblast Volley. The raid might endure one only with odd deaths and can't survive the second.
You have to interrupt his Frostbolts and Fireballs as they dont drain his mana while you should let Arcane Missiles be cast fully cause this is a channeled spell and will take his mana no matter what.
All his special abilities Blizzard, Flame Wreath, Acane Explosion, Ice Chains and Water Elementals drain a tremendous amount of his mana and these cannot be interrupted so it is very important you have a good DPS on him. Melee DPS is favored to caster DPS in this fight.
Countering Blizzard: Watch where the Ice Spikes land and try to stay far in front of these, also be aware of that you will get the slow debuff while not even taking damage. This is because you are too close to the Blizzard. The best way is to run into melee range and use instants and/or switching schools of magic IE; Your primary spells are shadow, use fire until he counterspells you and then use shadow spells. Remeber counterspell is a melee range (about 5-8 yards) and locks down your school for 8 seconds.
Countering Ice Chains: Dispel.
Countering Flame Wreath: Stand still and dont move, jump, turn around. Your character must be completely stationary while you have Flame Wreath. This will only be cast on a few raid members so those that desen't have it can still move about.
Countering Arcane Explosion/Mass Slow: You can outrange Arcane Explosion by standing next to the walls. Mass Slow can be dispelled and druids can shapeshift to negate this effect.
Countering Mass Polymorph/Conjure Water/Pyroblast Volley: Kill him before he runs out of mana. Sometimes a person or 2 might not get polymorphed, it's important to let him finish his drinking, and then you can interrupt his Pyroblast but it's not advisable because the rest of the raid will be stuck in Polymorph. Let him finish his drinking or else he will fire of Pyroblast, polymorph again and fire off another pyroblast.
Countering Water Elementals: Banish, Fear, if you have 2 warlocks banish 2 and fear 2 and kill the last 2. Normally you should ignore them all and let a warlock Banish and Fear 2 while you swiftly kill another 2 and leave the last 2. At this moment the raid will take heavy raid damage for 1 minute but when 1 minute is passed they will despawn. Remember to not to kill too many or else Aran will go oom before you can kill him.
Tanks: 0 DPS: 7; 2 rogues, 2 warlocks, 1 enhancement shaman, 1 shadow priest, 1 random DPS. Healers: 3; Holy Paladins, Holy Priests and Restoration Shamans. Restoration Druids are not good here.
Basically: *Keep Interrupting his spells apart Arcane Missiles. *Don't move at Flame Wreath. *Go melee range at Blizzard. *Run to the wall at Arcane Explosion. *Dont use mana draining spells on him like Drain Mana, Mana Burn, Viper Sting ect. *CC his Elemental Pets, let only 2 be killed (if you have 2 locks) *If you have 1 warlock, bring a tank for the water elementals. *Nuke him as much as you want. There is no Aggro Table in this fight.
This fight is a heavy DPS test for your raid and it will be beneficial for your raid to bring 2 rogues and an enhancement shaman!
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29
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World of Warcraft / PvE / Re: Karazhan - Boss Tactics.
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on: October 21, 2007, 12:32:47 AM
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Terestian Illhoof
Terestian Illhoof - Marked as ??(73) (Boss) Kil'rek - Marked as 70 (Normal elite)
Terestian Illhoof abilities:
Sacrifice: Terestian will Sacrifice random raid members, summoning them to the green circle in the middle and chaining the person in Demonic Chains. The Demonic Chains have 12000 HP and deal roughly 2000-1750 shadow damage per second, and heal Illhoof for the amount of damage taken by the player. The main tank will never get this debuff.
Mark of Flames: Increases Fire damage taken by up to 500 on a random raid member. Cannot be removed.
Demonic Portals: Afew seconds after you engage him he will create 2 Demonic Portals which will spawn imps rapidly, the imps have fairly low HP and deal next to nothing in damage. However they spawn insanely fast and do fire damage.
Kil'rek abilities: Melee for fairly low and a firebolt that hits for approximately 600 fire damage. When Kil'rek dies he will debuff Terestian for 30 seconds, increasing all damage Terestian takes by 25%.
Party setup.
Tanks: 2; Prot warriors or feral druids, doesen't matter.
Healers: 3-4; One of them should be a Holy Paladin, second a Restoration Shaman.
DPS: 4-5; One warlock with afflicion spec, a mage and a rogue with Wound Poison.
Specific Jobs:
Rogues: Put Wound Poison up on your weapons and stack them to minimize the health Terestian receives by Demonic Chains.
Warlock: Spam your Seed of Corruption on the small imp the entire fight to kill them fast and not get ovverun by them. Tell the healers when you have Mark of Flames!!!
Mage: If the warlock dies or gets sacrificed you must start AoE damaging the Imps so you won't get overrun.
DEMONIC CHAINS: IT IS _EXTREMELY_ IMPORTANT THAT YOU KILL THE DEMONIC CHAINS AS SOON AS POSSIBLE SO TERESTIAN DONESENT KEEP HIMSELF HEALING UP AND ULTIMATELY A DEATH OF A RAIDMEMBER. THE PLAYER SACRIFICED CAN BE HEALED, DIVINE SHIELD AND ICE BLOCK WORKS ASWELL, SO DOES DRUID BARKSKIN AND IS RECOMMENDED YOU USE IT WHENEVER POSSIBLE!!! TO EFFECTIVELY TARGET DEMONIC CHAINS USE THIS MACRO: /target Demonic Chains
The Fight: There are 2 ways to do this fight. One is simply to nuke Terestian down and offtank his pet, second is to kill his pet so Terestian gets the 25% damage taken debuff and spam cooldowns on him.
When you pull Terestian, it doesen't matter where you tank him or Kil'rek, just start building aggro. Healers should heal everyone who takes damage and especially watch out for the demonic chains. Whoever gets them needs nuke healing. DPS needs to kill the chains asap or else the raid member WILL die, your healer WILL go oom and Terestian WILL be healed to 100%. The warlock should only use Seed of Corruption on the small imps at all times. This fight is a DPS test aswell as a retardness check for your raid DPS, if you fail killing the chains over and over simply leave this boss until you have some other people or better gear.
Kill Kil'rek everytme he spawns, while the Feral druid tanks him, when Kil'rek dies, start DPS'ing Terestian. If at any time someone should get sacrificed everyone should stop doing what they are doing and switch to the Demonic Chains and rapidly kill them. Rinse and repeat until Terestian bites the dust.
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30
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World of Warcraft / PvE / Re: Karazhan - Boss Tactics.
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on: October 21, 2007, 12:32:32 AM
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The Curator
The Curator - Marked as lvl ??(73) (Boss)
Abilities:
Hateful Bolt: Around 4000 Arcane damage to the second on the threat list.
Spawn Lightning Flare: Every 10 seconds The Curator spawns "Flares" that can be tanked (Immune to Taunt) that does a _melee_ chain lightning attack for 5-700 _physical_ damage.
Evocation: When Curator hits 0% mana he will evocate, regaining a fair amount every second. While Evocating he will take 250% damage and won't hit nor spawn Flares.
Enrage: At 15% he will Enrage, doubling his attack speed and Hateful Bolt frequency but will stop spawning adds.
Berserk: After 10 minutes he will go berserk and kill the raid.
Group setup:
Healers: 3; Holy Paladin, Restoration Druid/Shaman and a Holy Priest.
DPS: 5; 2 melee DPS (pref 2 rogues with Swords and Combat spec.) 1 Warlock 1 Shadowpriest 1 of choice; Fire Mage, Hunter, Enchancement Shaman, Fury warrior.
Tanks: 2; Protection Warrior, Feral Druid.
Positioning:
Curator is to be tanked in the middle of the room so people can spread out properly.
All healer should stand alone to avoid being hit by the flares chain lightning hit to minimize damage to the raid. DPS moves about so they are not close to the healers.
Objective for the specific classes:
Holy Paladin: Your job is to solely heal the tank so bring a Flask of Mighty Restoration and a lot of Super Mana Potions. Restoration Druid/Shaman: Your job is to solely heal the raid from the damage flares does. This is easily outhealed by chain heals and lifeblooms. It's recommended the Druid is Full Resto. Holy Priest: Your job will be to heal everyone that needs healing, with main focus on the person taking damage from Hurtful Bolt.
DPS: Rogues: Nuke the flares as fast as possible, you have around 10 seconds to do over 10000 damage. Warlock: Searing Pain spam to aggro the Flares to yourself and have a Curse of Doom timed so it will unleash when Curator Evocates. Shadow Priest: Stay on Curator all the time to make mana for your healers and also be the prime target of Hurtful Bolts. It's recommended you have over 6k HP. DPS Class of choice: Help out on Flares and when Curator enters Evocation NUKE as hard as you can and spam every cooldown you have. It's vital to get Curator down at 3rd Evocation or your healers will be oom.
Tanks: Protection Warrior: Tank Curator. Feral Druid: Help Rogues and the DPS of choice to kill flares with mangle spam, and be ready for taking Curator over if the Warrior should die. Also, use innervate on the Holy Paladin if he goes below 30% mana and use Rebirth on any fallen ally.
The Fight:
As soon as you engage Curator he will start spawning flares at a regular interval which drains the Curator for 5% mana each time. At best the adds should die 3-4 seconds before the new one spawns. Important not to touch Curator at all and only focus on the adds since they must not be alowed to live for longer than 10 seconds or else you will find your healers oom very fast. Repeat the Flare killing until he evocates. Upon evocation he will release a last Flare which can be either killed or tanked by a warlock. It's important it hits 1 target at that time since the healers should not heal at this point to get some cheap mana regeneration from the 5 second rule* and the shadow priest. It's very crucial that everyone pops _ALL_ their cooldowns at first evocation to get as much damage in as possible before he ends the Evocation. Note for DPS he is immune to Arcane damage! When Evocation ends he will start spawning flares again. Rinse and repeat until he dies.
5 second rule: All mana users will benefit from their full mana regenration if they dont cast spells after 5 seconds. For example I have 430 mana regenration every 5 seconds while _NOT_ casting and only 200 while _CASTING_ . If I wait 5 seconds after my first spell i will regenerate 430 mana every 5 seconds instead of just 200.
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