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Strangely Ironic: Raids and Instances


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Raids and Instances Class Preference Loot Table - Onyxia
Posted by Tweetie on Sunday, September 04, 2005 (12:56:00) (1010 reads)

If at any stage the Officers believe your bid is selfish/greedy or adversely affects the raid, you may be asked to pass. You are entitled to request the reasoning behind this request.

Item Recommendation
Ancient Cornerstone Grimoire (Offhand item) Druid, Mage, Priest, Warlock
Deathbringer (1H Axe) Warrior
Eskhandar's Collar (Neck) Hunter, Rogue, Warrior
Mature Black Dragon Sinew (Quest) Hunter (with Ancient Petrified Leaf)
Ring of Binding (Ring) Warrior
Sapphiron Drape (Back) Mage, Warlock
Shard of the Scale (Trinket) Priest
Vis'kag the Bloodletter (1H Sword) Rogue


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Raids and Instances MC Boss # 1 - Lucifron
Posted by tweetie on Sunday, August 28, 2005 (13:00:26) (677 reads)


What does Lucifron do?

  • Melee attack - Lucifron does a melee attack.
  • Mind Control (Magic) - Lucifron can select a raid member and mind control them to attack other raid members.
  • Impending Doom (Magic) - 2000 health damage spell. Cleansable by Paladins and Priests.
  • Lucifron's Curse (Curse) - 100% mana expend increased. Decurseable by Mages and Druids.

Positioning & Pull

  • Group 1 & 2 are positioned up near the pylons. Group 1 & 2 act as their own separate unit tanking Lucifron until the adds are killed, and the rest of the raid join them.
  • Group 3 & 4 are to the left, with one of the adds marked with a Hunters Mark.
  • The MT2 engages Lucifron, and is usually mind controlled. The Priests / Paladins must be fast in dispelling the mind control. The MT then steps in and tanks Lucifron.
  • Group 3 & 4 Hunters pull the adds with distracting shots to the relevant warriors in the group. The adds are then moved south towards the rest of the raid.
  • Group 3-8 remain at the back of the cave to take down the Adds.

The Fight

  • The MT tanks Lucifron out of LOS of the rest of the raid, to the right near the wall. This protects the rest of the raid against the magic and curses while the rest of the raid kill the two adds.
  • The MA will select an add, and the group will take down that add.
  • When complete, move immediately onto the second add.
  • Mages and Paladins should decurse/cleanse when required, although the range should minimise Lucifron's issues.
  • Mind Control is an issue during this phase. Priests pay extra attention to those who are in red and cleanse them immediately.
  • When both adds are down, G3-8 join G1 & 2 and take Lucifron down. As a rule of thumb, if you crit - do not attack for 3 seconds (especially rogues). Do not steal the aggro from the MT!
  • Mages/Paladins cleanse/decurse constantly during this phase. Decursive will help, but learn to go without it.
  • All raid members must stay away from the imp cave on the left.
  • Mages, Priests and Paladins must first decurse/demagic their own group. They must then continue this for the rest of the groups that do not have the classes need to cleanse them. It's best to determine a group you are going to cleanse before the raid begins.

From a class point of view

Druids

Group 1 & 2:

  • Druids should be healing the MT and then their group.
  • Provide innervates to the priests as assigned.
  • If for any reason the MT goes down, the druids must be quick to react and heal the MT2.

Group 3-8:

  • Heal your party.
  • Once the adds are down, move up and help heal the MT.
  • If needed, help the mages decurse when necessary.
Hunters
  • Hunters are part of the DPS group. Follow the MA.

Group 3:

  • Mark one of the adds with the Hunters Mark.
  • Peel this add with distracting shot to your warrior, once the MT2 has pulled.

Group 4:

  • You are on the add without the Hunters Mark.
  • Peel this add with distracting shot to your warrior, once the MT2 has pulled.
Mages

Group 1 & 2:

  • Mages should ensure they decurse their party. Healers are a priority here.

Group 3-8:

  • DPS on the adds.
  • Once the adds are killed, and you move up to the main group, you must take on a decursing role. Decurse the healers first, then other members of your group, then other groups if needed.
Paladins

Group 1 & 2:

  • You should be solely cleansing your group.
  • If the MT looks like he is in trouble, and there is no cleansing needed, please heal the MT or other members in your party.

Group 3-8:

  • Keep your party healed.
  • Cleanse your party where necessary.

Buffs:

  • Devotion auro should be on.
  • Ensure your group is buffed with Shadow Protection from a priest.
Priests

Group 1 & 2:

  • Ensure your group is buffed with Shadow Protection (and any other groups that don't have a priest).
  • Heal the MT.
  • Cleanse Mind Control if needed (especially on the pull).

Group 3-8:

  • Cleanse Mind Control if needed.
  • Heal your party.
  • Once the adds are down, move up and help heal the MT and then your party.
  • If needed, help the paladins cleanse magic when needed.

Buffs:

  • Shadow Protection is needed for the entire raid.
Rogues
  • Rogues are part of the DPS group. Follow the MA.
Warlocks
  • Warlocks are part of the DPS group. Follow the MA.
Warriors

Group 1 & 2:

  • Group 1 warrior is the MT. Group 2 warrior is the backup MT2. If for any reason the MT goes down, the MT2 must immediately move in.
  • The MT2 pulls Lucifron to the MT.

Group 3:

  • You are tanking the add with the Hunters Mark.
  • Once the add has been pulled to you, take the add down the back of the cave.
  • This add will be killed second.

Group 4:

  • You are tanking the add without the Hunters Mark.
  • Once the add has been pulled to you, take the add down the back of the cave.
  • This add will be killed first.

Group 5-8:

  • You are on DPS. Follow the MA.


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Raids and Instances MC Boss # 8 - Sulfuron Harbringer
Posted by tweetie on Sunday, August 28, 2005 (12:36:21) (668 reads)


What does Sulfuron do?

  • Melee Effect - Sulfuron does melee damage to the MT.
  • Fire AOE Effect - Sulfuron has an AOE effect, that casts damage to those around him.
  • Adds - Sulfuron comes with four priest adds. These adds must be separated one by one from the group, and killed, otherwise they heal one another. Once all adds are killed Sulfuron will hit with more force.
  • Add Debuffs - Sulfuron's Adds hit raid members with 1-2 debuffs (at the same time) that cause a lot of damage. Priests must dispell these debuffs, first off their OT warriors, then themselves, then the pallies who are healing the warriors.

Positioning & Pull

  • A pally pulls Sulfuron to the MT.
  • Hunters peal off the adds to 4 OTs.
  • The rest of the raid stays up the hill. One by one, the adds are pulled up the hill and killed by the raid.
  • A pally, priest and MT/OT from each group remains at the bottom of the hill near the platform until their add is killed. Once 3 adds are killed, the raid moves down to the bottom of the ramp to kill the final add and then Sulfuron.

The Fight

  • The MT will tank Sulfuron until all the adds are killed one by one.
  • The adds are moved up the hill to be killed by the rest of the raid. The next add is not moved into position until the targeted add is down, otherwise the adds heal each other.
  • Priests will be dispelling their warriors, during this fight, with druids and pallies healing. The reason for this is because priests can remove two debuffs at once, while pallies can only remove one. This is important as Sulfuron's Adds have nasty debuffs that can be applied 2 at a time to all party members.
  • Once all adds are down, all raid members move onto kill Sulfuron.

From a class point of view

Druids
  • Druids should be healing the MT or the OT's depending on which warrior is in their group.
  • Heal the raid if you are not in a group with an MT or OT.
  • Provide innervates to the priests who are in the group with the OTs. Innervates will be assigned.
Hunters
  • Hunters are part of the DPS group.
Mages
  • Mages are part of the DPS group.
Paladins
  • Should have Devotion Aura up.
  • You are on main healing duty to heal the OT in your group.
  • There will be approximately 1 out of combat rezzer assigned. Healers and then casters get priority on rezzing when needed.
Priests
  • Priests are the main dispellers for this fight. Keep dispelling your warrior, yourself and your pally.
  • If you are in a group where the add has been killed, you are dispelling the rest of the raid.
Rogues
  • Rogues are part of the DPS group.
  • Rogues should use their poisons - specifically mind-numbing poison and wound poison to increase add casting time and reduce the effect of their healing.
  • Once the adds drop below 50% health, the rogues should chain kick the adds to interrupt their self-heals.
Warlocks
  • Warlocks are part of the DPS group.
Warriors
  • If you are not MT or OT assigned, you will be on DPS.
  • If you are an OT, ensure your add is brought to the rest of the raid when needed. Do not allow your add to move otherwise.


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Raids and Instances MC Boss #7 - Golemagg
Posted by tweetie on Sunday, August 28, 2005 (12:12:37) (554 reads)


What does Golemagg do?

  • Stomp Effect - Golemagg has a stomp effect that damages those within melee distance of him.
  • Adds - Golemagg has two dog adds that need to be tanked. If you kill the adds, they will respawn, so they are just off tanked until Golemagg is killed. They then die as well.
  • Increased damage at 10% - At 10% Golemagg will increase his stomp damage. At this point, the MT holds him until ranged take him out.

Positioning & Pull

  • A pally pulls Golemagg to the MT, and the adds are then pealed off to the two off tank warriors.
  • The main raid stays in the middle of the room.

The Fight

  • After a pally pulls Golemagg to the MT, the adds are then pealed away from Golemagg and tanked by two off tahnks.
  • Full DPS is called after the MT has established aggro.
  • All DPS on Golemagg. The adds are just held in position.

From a class point of view

Druids
  • Druids should be healing the MT or the OT's depends which warrior is in their group.
  • Heal the raid if you are not in a group with an MT or OT.
  • Provide innervates to the priests who are in the group with the OTs. Innervates will be assigned.
Hunters
  • Hunters are part of the DPS group.
Mages
  • Mages are part of the DPS group.
Paladins
  • Should have Devotion Aura up.
  • You will also need to heal the MT or OT in your group and the rest of your party.
  • There will be approximately 1 out of combat rezzer assigned. Healers and then casters get priority on rezzing when needed.
Priests
  • Healer rotations will be assigned for the MT.
  • If you are in an OT's group, you are main healer for that OT. Please call for Innervates when you need them.
  • If you are not in a group with the MT / OT or assigned a healing rotation, please ensure you heal the MT and OTs depending whichever health is falling faster.
Rogues
  • Rogues are part of the DPS group.
  • Once 10% is called, please move out of stomp range.
Warlocks
  • Warlocks are part of the DPS group.
Warriors
  • If you are not MT, you will be on DPS on Golemagg.
  • Once 10% is called, please move out of stomp range.


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Raids and Instances MC Boss # 6 - Shazzrah
Posted by tweetie on Sunday, August 28, 2005 (11:46:41) (635 reads)


What does Shazzrah do?

  • Arcane AOE - Arcane area of effect that hits everyone in a 30 yard radius with damage.
  • Teleport - Sharrah will teleport to a random raid member and begin his AOE. The targetted member must run straight towards the center of the room, to allow the MT to regain aggro.
  • Self Buff Shield - Shazzrah has a self buff that decreases incoming damage. This can be dispelled (once detected). Mages need to cast detect magic on Shazzrah to see when he has it up, while a priest dispells for the fight. The buff looks like a Salvation icon on Shazzrah.
  • Curse - A curse is cast on players that needs to be removed by Mages or Druids. The MT needs to be dispelled immediately as it increases arcane damage.
  • Counterspell - A counterspell is cast on players at intervals that will prevent someone from casting the school of magic they were casting for 10 seconds.

Positioning & Pull

  • The raid forms a big circle around the centre of Garr's room, and Shazzrah gets pulled into here (just like Baron).
  • You will positioned according to group. Stay with your group.
  • The MT takes up position in the centre of the room. A campfire will be setup to indicate the point.
  • A hunter pulls Shazzrah into the room using their pet.

The Fight

  • After a hunter pulls Shazzrah into the room, the MT engages immediately. The MT will keep Shazzrah in the middle of the room, with the rest of the raid around him.
  • Full DPS is called after a period of time.
  • This is a ranged fight. Melee do not go into the center area at all.
  • Mages cast detect magic on Shazzrah and keep that on him at all times. Priests then dispell the Self Buff which reduces damage.
  • Mages and druids need to decurse their group, as well as provide damage where possible.
  • When Shazzrah teleports to a random person in the raid and begins the AOE, that targeted person needs to immediately run to the middle of the room towards the MT. CTRaid will show you who Shazzrah's target is. All raid members should have the latest version of CTRaid installed.
  • Greater Arcane Protection Potions are widely used during this fight.

From a class point of view

Druids
  • Druids should be healing the MT as main priority.
  • Heal your group if the MT's health is stable.
Hunters
  • Hunters are part of the DPS group.
Mages
  • Mages must decurse the MT and their party as a matter of priority.
  • Detect magic must be kept on Shazzrah at all times to allow priests to see the Shazzrah's shield.
  • Mages are part of the DPS group when there is no curse on the party.
Paladins
  • Should have Devotion Aura up.
  • You will also need to heal the MT and your party.
  • There will be approximately 2 out of combat rezzers assigned. Healers and then casters get priority on rezzing when needed. Watch out for Shazzrah teleporting to your area.
Priests
  • Healing the MT is a priority for all Priests. If you have time, you can heal your party members.
  • One assigned priest is on dispelling duty. You must keep out of range of Shazzrah's AOE however.
Rogues
  • Rogues are part of the ranged DPS group.
  • Avoid the AOE.
Warlocks
  • Warlocks are part of the DPS group.
  • Keep the curses on Shazzrah at all times (however watch the spots given to detect magic.
Warriors
  • If you are not MT, you will be ranged DPS.
  • Avoid the AOE.


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