Showing posts with label raidguidebrigade. Show all posts
Showing posts with label raidguidebrigade. Show all posts

Sunday, January 31, 2010

How to: Blood Princes 25

As my Professor Putricide strategy brought in great feedback, I've decided to continue with the picture strategy format for now.

I present to you all: The Emblem of Conquest Raid Guide Brigade strategy for the Blood Prince Council on 25 man! A guide to the Queen herself, Lana'thel, will be up shortly.

Happy raiding!

~P

Sunday, January 17, 2010

How to: Professor Putricide (25 man)

Professor Putricide, as I have previously stated, is a very easy boss, so writing a full-blown text guide to this boss is unnecessary and boring for the vast majority of players.

Instead, I have created a helpful flow chart for players attempting this encounter, which still manages to explain all of the specifics of the fight in detail so that players will understand where they are going wrong.


                                      (Click to enlarge)

~P

Monday, January 11, 2010

How to: Rotface (25 man)

Rotface is another boss in the Plagueworks and he represents a considerable step up in difficulty from Festergut. However, with this guide, you should have no problems.

First of all, as this guide is quite difficult to understand without visual aids, you can find them attached at the bottom of this post.

As always, let's discuss group setup:

Five tanks are required. It can also be done with six, but we think this is a little extreme.
Eight healers is a good number, two of each class. If you're running with six tanks then drop down to seven healers.
The remaining twelve spots will be fleshed out with DPS. Bring anything. Really. It doesn't matter.

The Fight:

Rotface should be tanked as centrally as possible. Have your entire raid stack up behind him on the melee, as he occasionally will deal AoE damage to the entire raid, and this makes healing the raid easier. This also counteracts the slime pools that he will drop during the fight - if your raid is in melee, they won't ever be hit by slime pools.

While your Main Tank tanks Rotface, your other 4 tanks should be waiting in the corners of the room as displayed below. Periodically, a member of your raid will be hit with a debuff called Mutating Injection and they must run out of the raid to one of their tanks to drop their slime pool...I mean add. The first person to receive this debuff runs to "Tank 1" in the image and waits for the second person to receive the debuff. They will then also drop an add at the tank. Once both people have dropped their adds, they will merge to form a Big Ooze which must be tanked by the tank at their position. This occurs 3 more times, with the only difference being that the raid members will now be running to different tanks. Once all 4 off-tanks are tanking a Big Ooze, the next two people to receive the Injection will run to the main tank to drop their add. The main tank must then pick up and tank the fifth Big Ooze^. Your main tank will take lots of damage at this point, so big heals and cooldowns are a must! At this point, your 4 off-tanks need to run their Big Oozes to the main tank. All 5 will then merge together and start to explode*, so your raid needs to move away from the Really Really Big Ooze. By this point he should be at like 5% anyway because of the HP nerf, so assuming your entire raid doesn't get exploded on, you will win.

^ Note: If you are using the six tank strategy, have your fifth off-tank pick up the fifth Big Ooze. You should still tank him on the main tank as you really have nowhere else to go.

* Note: You can not tank the Big Oozes once they have merged together, as they gain a stacking damage buff after they merge. Although it is fine to tank a normal Big Ooze (without any buffs), having your tanks try to tank a Bigger Ooze will have them be one-shot, so your tanks need to be careful.


Saturday, January 9, 2010

How To: Festergut (25 man)

Festergut is one of the bosses in the Plagueworks wing of Icecrown Citadel, and the easiest boss of this wing. As part of Emblem of Conquest's Raid Guide Brigade, you will be instructed on how to defeat this encounter as well as the other encounters in this wing. Guides to these encounters will be posted shortly.

First of all, let's talk about Festergut's group set-up:

One tank and 5 healers are required, the remaining spots are to be filled with DPS. Festergut has 40.4 million health and he enrages after two minutes and fifteen seconds into the fight, so this means your 19 DPSers have to put out an average of 15750 DPS each. This will be easily achievable if your raid is stacked with the top DPS classes and specs such as moonkins, elemental shamans and warlocks. You also NEED one non-tanking paladin (for reasons that will be discussed later).

Your 5 healers can be anything, but try to maintain a good balance. Both the tanks and the raid is hit very hard, so having 1 holy paladin, 1 resto shaman, 1 resto druid and a priest of each healing spec is ideal.

Every so often, 3 random players in the raid will receive a debuff called Gas Spore, identifiable by a giant spore floating over the players' heads. When this debuff runs out, the player and any targets near them will be afflicted by a very powerful DoT. For this reason, anyone targeted with Gas Spore must immediately run out of the raid, being mindful not to run out of range of healers as they must be healed up.

Meanwhile, your tank will be hit with a debuff that increases his damage by 10% per stack. Once it gets to 9 stacks, approximately 1 minute and 30 seconds into the fight, the tank needs to have Divine Intervention cast on him, or else he will explode. Some strategies use 2 tanks to deal with this, however this greatly increases the DPS requirement needed to down Festergut, so it's (obviously) an inferior method. Your tank must click off the DI straight away before Festergut murders anyone.

Keep in mind that through all this time Festergut himself will be gaining a buff that increases his damage and attack speed. If you have not killed him by 2:15 into the fight, he will go berserk and cast a spell called Pungent Blight that will instantly wipe the raid, so your DPS needs to be on top of their game! You are also very reliant on your tank clicking off DI in time. Pray that Festergut doesn't go for someone that the tank dislikes when the tank gets DI'ed.

Festergut is a very challenging fight that will require every raider to put in their A-game. Follow this strategy and it should fall over!

Saturday, December 5, 2009

Raid Guide Brigade: Preparing for Icecrown

With 3 days to go until Icecrown, it's perfectly understandable that you and the rest of your bad guild want to be as ready as possible when it launches, so you can spend less time discussing strategy and more time wiping to Deathbringer Saurfang.

Icecrown is a winged instance, and only one of its 4 wings will be accessible upon launch. This wing contains Lord Marrowgore, Kel'Thuzad's wife, some stupid vehicle battle and the aforementioned Saurfang.

Something that appears in Icecrown but you would not be familiar with as a result of your exciting adventures in the Trial of the Crusader is the trash mob. Trash has historically proved to be a fun, dynamic pacing mechanism (as seen in Naxxramas and Ulduar) and Icecrown's trash should prove to be no different.The best part of fighting trash mobs, however, is the loot. Loot from trash mobs is some of the best in the game and the fact that it is never guaranteed to drop helps to keep you engaged and interested when fighting trash. Trash will be difficult to get your head around for those players who are coming fresh out of Trial of the Crusader into Icecrown, but if you remain positive about it then you will have the most fun anyone could have in this game.

The trash up to Lord Marrowgore is quite difficult and will present a challenge to raids that have healers and tanks in greens. Once you finally beat this trash though, you will be able to fight a slightly larger trash mob that looks like a flying skull with an axe. Ignore what you've learnt about running out of whirlwinds from Trial of the Crusader, because it hits for about 200.

There are 3 more raid encounters that will be available, but you, the reader, won't be able to get past the Marrowgore trash anyway so it is pointless to discuss them at this stage. You will have to wait until the first round of major nerfs, I'm afraid.

Check back here for more updates on Icecrown soon, and never forget that the Emblem of Conquest Raid Guide Brigade™ is always at the forefront of releasing guides to new content.

Sunday, November 29, 2009

Introducing the Emblem of Conquest Raid Guide Brigade

The Anub'arak guide was but a small stepping stone in the greater scheme of things.

As was hinted at yesterday, the Emblem of Conquest Raid Guide Brigade™ will be out in full force for Icecrown.

We will be bringing you the best strategies for each and every single boss in Icecrown, all the while being committed to remaining at the forefront of releasing guides to new content.

~P~

Saturday, November 28, 2009

How To: 25 man Heroic Anub'Arak

Due to the unanimous positive feedback I received from my guide to playing a ret paladin, and the influx of new guilds that hit the brick wall of Anub’arak each day, I’ve decided to write my own guide to this fight (25 man heroic, of course, as 10 mans are a joke).

Group Setup:

It’s like Sunwell all over again. You want to stack warlocks and resto shamans, as warlocks are the best DPSers on this fight and Chain Heal is incredibly useful for keeping the raid topped up in Phase 3. You want to avoid bringing Death Knights and mages, as their usefulness is very limited. For best results, imagine it is Sunwell, as DKs weren’t out and nobody brought mages to raids anyway.

You need 5 tanks for this fight, one for the boss, and one for each add that spawns in a pack of 4. Druids are by far the best tanks for this fight, so try to have at least 3 of your 5 tanks be druids.

As for healers, 3 resto shamans should suffice, with 2 holy priests and a resto druid to round out your healer lineup.

Phase 1:

Phase 1 of this fight is marked by intermittent spawns of adds called Nerubian Burrowers that you have to kill before the next set spawns (on a 45 second timer) or else your 4 add tanks will die. Have your 14 DPS split up into 4 groups (2 groups of 4 and 2 groups of 3) to deal with the adds. Have your weaker DPS members (like feral druids and rogues) be in the groups of 4 to deal with the adds that spawn closest to Anub’arak. Have each add tanked in a separate corner of the room and have your DPS be ready to interrupt when they cast Submerge. On a timer, each add will jump around the room to a different corner, so your DPS and tanks need to be ready to deal with the new add that arrives.

In between these waves of adds, which will die very quickly using this strategy, you will have some time to DPS Anub’arak himself, and believe me when I say you need all the time you can get. Anub’arak needs to be at ideally 60% by his first submerge, although you should be able to scrape through if he is at 65%.

Phase 2:

Anub’arak will burrow into the ground after two minutes or so, and is now sending more adds at you while he himself is trying to rape you with his underground spikes.

His spikes will randomly target one person and follow them. If the target is a priest, paladin, hunter, or rogue then they should immediately fade/bubble/feign/vanish. If the target is not one of these classes (or a Night Elf, as Shadowmeld works too), then they should proceed to run into the spikes and die so that the next person can be targeted. Once one of the aforementioned classes is chosen and they use their special ability, you win. Prepare for Anub’arak to resurface and resume proceedings as per Phase 1. Continue until he reaches 30%. If you have a second burrow, it’s a wipe because you’ll hit enrage.

Phase 3:

This is where the real fight begins. Due to the large amount of damage that your raid is taking at this point, it is no longer feasible to be spread out in 4 corners of the room, so you must have your raid stack up near Anub’arak. Allow any adds that are up at this point to submerge by not interrupting them. You have until the new adds spawn to kill the boss. If new adds spawn, it’s a wipe unless your hunters are good, but I’ve never met a good hunter, so good luck with that.

This phase is all about how good your healers are. Pop heroism as soon as Anub’arak reaches 30%, then have your DPS zerg the boss while your healers scramble wildly to keep the raid alive and deal with Anub’arak’s immense damage output in this phase. Have your shamans, priests and druids spam their AoE heals wildly to keep everyone at full health. As for your holy paladins, oh wait, you didn’t bring any because they can’t AoE heal.

If your healers are good, you will win. Collect your plate spellpower belt, leather spellpower legs, cloth bracers that are worse than ones from Naxxramas, and a polearm. You can also find 4 vanquisher tokens in the tribute chest at the entrance to Anub’arak’s room, assuming you killed him in under 5 attempts, which to be honest, if you’re using this guide, you probably will.