MC Boss ,3 – Gehennas

What does Gehennas do?

  • Gehennas Melee – Melee attack to the MT.
  • Gehennas’s Curse (Curse) – AE cureable curse from Gehennas. Fires off every 30 seconds. This curse reduces heals by 75%. Obviously, we don’t want to heal anyone with the curse so it needs to be cured.
  • Shadow Bolt – Gehennas’s shadow bolt can do 2000+ damage, and he does it often. It is a huge source of his dps. He uses a random targetting system to determine who to shadow bolt. Players can be shadow bolted consecutive times, so healers need to be alert.
  • Rain of Fire – Gehennas casts a targetted AE rain (looks like the warlock
    version). Anyone getting rained on should immediatly run and get out of the
    rain.
  • Add Cleave – the Adds cleave those around them, which also stuns players in the vicinity.

Group Setup

  • Group 1: Warrior (MT), Priest (2), Warlock, Paladin.
  • Group 2: Warrior (BMT), Druid (2), Paladin, Mage.
  • Group 3: Priest (2), Mage, Paladin, Mage/Druid.
  • Group 4: Warrior (OT1), Priest, Paladin, Hunter. This warrior tanks the add with the Hunters Mark.
  • Group 5: Warrior (OT2), Priest, Paladin, Hunter. This warrior tanks the add without the Hunters Mark.
  • Group 6-8: Remaining players, with mages and druids spread out.

Positioning & Pull

  • Group 1, 2 & 3 are positioned up near the pylons (see picture above). Group 1, 2 & 3 act as their own separate unit tanking Gehennas until the adds are killed, and the rest of the raid join them.
  • Groups 4-8 are to the left, with one of the adds marked with a Hunters Mark.
  • A Paladin runs forward and engages Gehennas. The Paladin pulls Gehennas to the MT and then bubbles.
  • Group 4 & 5 Hunters pull the adds with distracting shots to the relevant warriors in the group.
  • Group 4-8 remain at the raid position until the Adds are killed.

The Fight

  • The MT tanks Gehennas out of LOS of the rest of the raid, in the middle of the room as indicated. The rest of the raid remain behind the pylon while killing the Adds. This protects the rest of the raid against the magic and rain of fire while they kill the two adds.
  • The MA will select an add (OT2’s add first), and the group will take down that add.
  • When complete, move immediately onto the second add.
  • Mages should be decursing as required. The Curse should be kept off the MT at all times. A druid or mage is assigned the sole task of cleansing the MT and their group.
  • Once both of the adds are killed, the raid will then move up and attack Gehennas. Healers must heal the group, as random players will be shadow bolted.
  • Mages/druids decurse constantly during this phase. Decursive will help, but learn to go without it. They must first decurse/demagic their own group and then anyone else they see who is cursed.
  • If your health is low, step back out of the fight and bandage.
  • If you are caught in Gehennas’ Rain of Fire you must move out of the area as quickly as possible. Moving left or right is the quickest way to get out of the fire.

From a class point of view

Druids

Group 2:

  • You are healing the MT.
  • There are 2 druids in this group. You are on healing rotation. Druid 1 heals until they are on 50% mana, and then calls to Druid 2 to take over. Druid 1 steps back to regen mana. Druid 2 then heals until 50% mana and then calls for Druid 1 to take over.
  • When you are not healing the MT and are regenning mana, ensure the mage and the other Druid are kept alive.
  • If for any reason the MT goes down, you must be quick to react and heal the BMT.

Group 3:

  • Your main job is to ensure the MT (or the BMT if the MT goes down) is free of the Gehennas Curse.

Group 4 & 5:

  • Heal the warrior in your group while killing the adds.
  • Once the adds are killed, heal your group.
  • Decurse your group (and any others that may need decursing) if you don’t have a mage in your group.

Group 6-8

  • Heal your party.
  • Decurse your party if you do not have a mage in your group.
Hunters
  • Hunters are part of the DPS group. Follow the MA.

Group 4:

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

Group 5:

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

Group 1 ,2 & 3:

  • Mages should ensure they decurse their party. The MT is the priority, followed by the healers.

Group 4-8:

  • 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 & 3:

  • Heal the members of your group. Keep the alive.

Group 4-8:

  • Keep your party healed.

Buffs:

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

Group 1 & 3:

  • Ensure your group is buffed with Shadow Protection (and any other groups that don’t have a priest).
  • You are healing the MT.
  • There are 2 priests in your group. You are on healing rotation. Priest 1 heals until they are on 50% mana, and then calls to Priest 2 to take over. Priest 1 steps back to regen mana. Priest 2 then heals until 50% mana and then calls for Priest 1 to take over.

Group 4 & 5:

  • Ensure your group is buffed with Shadow Protection (and any other groups that don’t have a priest).
  • Heal the warrior in your group while killing the adds.
  • Once the adds are killed, heal your group.
  • Heal the MT if needed.

Group 5-8:

  • Heal your party.
  • Heal the MT if 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 MT (BMT). If for any reason the MT goes down, the BMT must immediately move in.

Group 4:

  • You are OT1 tanking the add with the Hunters Mark.
  • Once the add has been pulled to you, pull back to the rest of the raid.
  • This add will be killed second.

Group 5:

  • You are OT2 tanking the add without the Hunters Mark.
  • Once the add has been pulled to you, pull back to the rest of the raid.
  • This add will be killed first.

Group 6-8:

  • You are on DPS. Follow the MA.

Tuesday Night Games Update

Well, Tuesday night has come around again so quickly. Due to the increased raid running, running the Tuesday night games every week is becoming a bit difficult.

So we’re trialing the Tuesday night games every fortnight. This Tuesday night will be the presentation to the Scavenger Hunt winners, and thanks to those who participated.

[color=maroon”>Next Tuesday Night Games[/color”>

Date: 04/10/2005
Time: 8pm AUST EST / 3am Server Time
Prize: Raid winnings of both runs to the wining group

[color=green”>Event: Raid Race[/color”>

It’s a race to the end of the raid!

At least 2 raid teams are formed to run the same instance, starting at the same time. The raid to reach the end first is the winner.

The winning raid will receive all of the raid items that were collected on the raid that night.

The groups will be formed by the players available online, and the number of teams and which instance will be decided on the night.

We hope that every player L56+ will attend ๐Ÿ™‚

Wednesday Fun

First up, we have some fun with a demon in the Blasted Lands:

[align=center”>

and secondly, this being an M rated game, should Blizzard really be making its players drunk? Ha!

[align=center”>

World Boss – Lord Kazzak

What does Kazzak do?

  • Melee – Hits for about 800-900 on the average defensive warrior.
  • Strong Cleve – Hits up to 5 targets around him. Damage done is around 2,000 to melee.
  • Twisted Reflection (Magic) – Every time Lord Kazzak hits a target who has this debuff, he gets healed for 25,000. He casts twisted reflection as an AE, every 20-30 seconds. This must be dispelled by Paladins or Priests asap from all melee.
  • Mark of Kazzak (Curse) – Drains 400 mana per second. The target with this debuff is a living bomb, as if there is no mana left on the target, they will explode and do 4,000 damage to everyone in a 15 yard radius. This must be cured by Druids or Mages asap.
  • Capture Soul – Every time Lord Kazzak kills someone, he gets healed for 70,000.
  • Void bolt and shadowbolt – His vold bolt is most of the time targeting the main tank (2,000 damage with 4,000 damage if it crits), Shadowbolt volleys do much less damage to the party.
  • Killed in less than 3 minutes – Lord Kazzak must be killed under 3 minutes, otherwise he yells “Kazzak is Supreme” and mass shadowbolts the whole raid. Everyone will be dead in the next 10 seconds.

Positioning & Pull

  • It’s recommended a minimum of 10 healers are in the group.
  • No hunter or warlock pets in this fight – as any deaths in the area will cause Kazzak to heal himself.
  • Once everyone is summoned, it’s just a matter of engaging Kazzak with the MT running out first.
  • Melee should stand at the back of him once the MT has built up enough aggro.

The Fight

  • This is a standard setup fight, with the MT tanking Kazzak.
  • Don’t let anyone die.
  • Remove Twisted Reflection and Mark of Kazzak as fast as possible.
  • Have high DPS on Kazzak at all times.
  • All casters should leave about 1,500 mana in their mana pool in case he casts the curse on you. This will give mages about 4 seconds to dispel.

From a class point of view

Druids
  • Must dispell Mark of Kazzak from mana users asap.
  • Heal the party, and then the raid. Ensure that nobody dies.
  • Do not let your mana go under 1,500 as if you are cursed, this gives the mages and druids enough time to remove it before you explode.
Hunters
  • No pets allowed for this fight.
  • Ranged damage is best.
  • Do not let your mana go under 1,500 as if you are cursed, this gives the mages and druids enough time to remove it before you explode.
Mages
  • Must dispell Mark of Kazzak from mana users asap.
  • Do damage if nobody has the curse.
  • Do not let your mana go under 1,500 as if you are cursed, this gives the mages and druids enough time to remove it before you explode.
  • Don’t die!
Paladins
  • Must dispell Twisted Reflection from melee asap.
  • Heal the party, and then the raid. Ensure that nobody dies.
  • Do not let your mana go under 1,500 as if you are cursed, this gives the mages and druids enough time to remove it before you explode.
Priests
  • Must dispell Twisted Reflection from melee asap.
  • Heal the party, and then the raid. Ensure that nobody dies.
  • Do not let your mana go under 1,500 as if you are cursed, this gives the mages and druids enough time to remove it before you explode.
Rogues
  • Melee on the target.
  • Watch your health, do not die.
Warlocks
  • No pets.
  • Full DPS.
  • Watch your health, do not die.
  • Cast Soulstone on selected priests.
Warriors
  • One MT, all the rest doing damage on Kazzak.

Scavenger Hunt!

Welcome to the SI Scavenger Hunt! This will run for 24 hrs from 8pm AEST Tuesday to 8pm AEST Wednesday!

Each item you return is allocated points. The winner at the end of the hunt is the team with the most points.

Your list is:
Thorium Ore/Bar – 3 points
Rugged Leather – 2 points
Elemental Fire – 10 points
Dreamfoil – 5 points
Sungrass – 5 points
Mountain Silversage – 5 points
Golden Sansam – 5 points
Fish – 5 points
Essence of Water – 150 Points
Larval Acid – 80 points
Twill Armor – 10 points per item, 20 point bonus for the complete set
Firework – 2 points
Item from a Kobold – 5 points
Wolf Meat/Bear Meat – 2 points
Dark Iron Residue – 25 points per stack of 100
Nightfin Salmon – 50 points

Bonuses:
Essence of Air – 300 points
Big Iron Fishing Pole – 500 points
Stonescale Eel – 25 points

Items in bold will assist the guild in many ways.

500 bonus points if you get the whole list!

Prizes will be given for creativity in:
Best Item
Worst Item

Happy hunting!

Patch Night!

Tonight, with the extended maintenance is purportedly patch night. This allows all of us to troll forums and chew bubblegum. Tuesday Night Games for tonight was also postponed due to the early downtime for this new patch. The scavenger hunt will occur next Tuesday AEST.

That aside, Hallie has rejigged the forums over the weekend to allow better management on our end. This may mean that some people who are SI Members can’t see anything, or may have had their accounts deleted. We assure you this wasn’t intentional! Simply message Corgi or Hallie in game and we’ll get this sorted out.

Also, with this change our good friends can register an account and not have to type their details in every signup. We encourage you to use this facility. ๐Ÿ™‚

Guild record of Majordomo on the weekend – final add down to 67% – well done guys!

Tuesday Night Games – POSTPONED THIS WEEK

[color=red”>CONGRATULATIONS to the team Sorrison, Spunkie, Telamar, Razkal & Aitan[/color”> Winner of the group [color=green”>SI Deathmatch![/color”>

And another round of [color=red”>CONGRATULATIONS to Telamar[/color”> Winner of the individual fight of [color=green”>SI Deathmatch![/color”>

[align=center”>

For those of you who missed it, it was a great night. The first round being a free for all, with the last 3 men standing: Knightswift, Tateus and Telamar.

Then we all grouped together, for Group v Group deathmatch, and had a bit of fun with Scions from the Horde side.

This week’s Tuesday Night Games have been postponed due to visiting parents, and the flu, however next week, the Tuesday Night Games will continue.

[color=maroon”>Next Tuesday Night Games[/color”>

Date: 13/09/2005
Time: 8pm AUST EST / 3am Server Time
Prize: 5g & a Lucky Door Prize

[color=green”>Event: Scavenger Hunt[/color”>
Every level is welcome to attend our SI Scavenger Hunt. You can enter as a team or individually for this Scavenger Hunt.

You will be given a list of items to procure throughout the realm. The first person/group to give this list of items to the Game Leader in Darnassus will win.

Everyone who procures the list of items will get a Lucky Door Prize. (Disclaimer: This event will also help the guild obtain some much needed items.)

——
If you have a suggestion for the Tuesday Night Games, please mail Hallie in game.

Class Preference Loot Table – Molten Core

Orange items are Officer Assigned.

At any stage, if the Officers believe your bid is greedy/selfish or adversely impacts balance on the raid, they will request you to pass on that item. You are entitled to request what the reason is.

Item Recommendation
Aged Core Leather Gloves (Hands) Rogue
Ancient Petrified Leaf (Quest) Hunter (with Black & Blue sinew, with Black sinew)
Aurastone Hammer (1H Mace) Druid, Priest, Paladin
Azuresong Mageblade (1H Sword) Mage, Warlock
Band of Accuria (Finger) Hunter, Rogue, Warrior
Band of Sulfuras (Finger) Druid, Mage, Paladin, Priest, Warlock
Bindings of the Windseeker (Quest) Guild Assigned
Blastershot Launcher (Gun) Hunter
Bonereaver’s Edge (2H Sword) Warrior
Brutality Blade (1H Sword) Rogue, Warrior
Cauterizing Band (Finger) Druid, Priest
Choker of Enlightenment (Neck) Druid, Mage, Priest, Warlock
Choker of the Fire Lord (Neck) Mage, Warlock
Cloak of the Shrouded Mists (Back) Hunter, Rogue
Core Forged Greaves (Feet) Warrior
Core Hound Tooth (Dagger) Rogue
Crimson Shocker (Wand) Mage, Priest, Warlock
Crown of Destruction (Head) Hunter
Dragon’s Blood Cape (Back) Warrior
Drillborer Disk (Shield) Warrior
Earthshaker (2H Mace) Paladin
Eskhandar’s Right Claw (Fist) Hunter, Rogue, Warrior
Essence of the Pure Flame (Trinket) Warrior
Eye of Sulfuras (Quest) Guild Assigned
Finkle’s Lava Dredger (2H Mace) Druid, Paladin
Fireproof Cloak (Back) Druid, Mage, Paladin, Priest, Warlock
Fire Runed Grimoire (Offhand) Mage, Warlock
Fireguard Shoulders (Shoulders) Druid, Rogue
Flameguard Gauntlets (Hands) Paladin, Warrior
Flamewaker Legplates (Leggings) Warrior
Gloves of the Hypnotic Flame (Hands) Mage, Warlock
Gutgore Ripper (Dagger) Rogue
Heavy Dark Iron Ring (Ring) Warrior
Magma Tempered Boots (Feet) Paladin
Malistar’s Defender (Shield) Paladin
Mana Igniting Cord (Waist) Mage, Warlock
Manastorm Leggings (Leggings) Priest
Medallion of Steadfast Might (Neck) Warrior
Obsidian Edged Blade (2H Sword) Paladin, Warrior
Onslaught Girdle (Waist) Warrior
Perdition’s Blade (Dagger) Rogue, Warrior
Quick Strike Ring (Finger) Hunter, Rogue, Warrior
Ring of Spell Power (Ring) Mage, Warlock
Robe of Volatile Power (Chest) Mage, Warlock
Salamander Scale Pants (Leggings) Druid
Sash of Whispered Secrets (Waist) Warlock
Seal of the Archmagus (Finger) Druid, Paladin, Priest
Shadowstrike (2H Polearm) Paladin
Shard of the Flame (Trinket) Warlock
Sorcerous Dagger (Dagger) Druid, Mage, Priest, Warlock
Spinal Reaper (2H Axe) Paladin, Warrior
Staff of Dominance (Staff) Druid, Mage, Priest, Warlock
Striker’s Mark (Bow) Hunter
Sulfuron Ingot (Quest for 2H Mace) Guild Bank
Talisman of Ephemeral Power (Trinket) Mage, Warlock
The Eye of Divinity (Quest) Priest (with Eye of Shadow)
Wild Growth Spaulders (Shoulder) Druid
Wristguards of True Flight (Wrist) Hunter
Wristguards of Stability (Wrist) Druid

Class Preference Loot Table – Onyxia

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

MC Boss , 1 – Lucifron

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.

MC Boss , 8 – Sulfuron Harbringer

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.

MC Boss ,7 – Golemagg

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.

MC Boss , 5 – Baron Geddon

What does Baron Geddon do?

  • Flame Melee – the flame based melee attack is fairly weak.
  • Point blank area affect (PBAOE) – this is a pulsing effect that increases the damage to you the longer you are in it. The first pulse hits for about 200, the last for over 2000. It looks like a warlock doing hellfire.
  • Ignite Mana (Magic) – a debuff that is cast on players that will remove 400 mana and 400 life per tick so long as the person with the debuff has mana. This effect is useless on rogues and warriors but must be dispelled on everyone else immediately. It can be dispelled by Paladins or Priests.
  • Living Bomb – Any player in the raid can become a living bomb. After 10 seconds, the player will explode taking 3000+ damage, and sending them airborn which will also cause a lot of damage to the player. Anyone in a radius of the explosion will also take 3000+ damage. If you have the bomb you must run towards the outer walls. This allows you to get away from the rest of the raid so you don’t kill them, and puts a ceiling over your head to minimise the fall damage. If you do not move out of the way, this has the ability to cause a wipe, as you blow up your raid party. You will know you are the bomb by the swirling affect around your body. Alerts will also pop up on your screen in raid and tells.

Positioning & Pull

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

The Fight

  • After a hunter pulls Baron Geddon into the room, the MT engages immediately. The MT will keep Baron Geddon in the middle of the room, with the rest of the raid around him.
  • Full DPS is called after the MT has established aggro.
  • Melee can go in to damage Baron Geddon, however they must immediately move out of the way when he begins to pulsate.
  • Baron Geddon’s aggro table is reset immediately after he pulsates, so it’s important for the MT to use a ranged shot to keep Baron Geddon’s attention.
  • Pallies and (priests without pallies in their group) must dispell the Ignite Mana debuff straight away from their groups.
  • When a player has the bomb, they must run away from the group, towards the outer walls. See damage minimising techniques below.
  • When Baron Geddon hits about 5%, he will try to do a “Final server for Ragnaros” and do a high damage blast wave. The idea is to burn him down incredibly fast before he does this.
  • If/when the MT becomes the bomb, he remains in place. All melee must move away from him. Priests needs to shield the MT and cast renew. Druids must cast rejuvenate. All healers must constantly heal the MT during this period to keep him alive.

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.
  • If you see a party member with the bomb, cast Rejuvenate on them.

Surviving the bomb:

  • Run to the outer wall. Stay away from the OOC rezzers.
  • Cast Rejuvenate on yourself.
  • Change into cat form, as this will minimise the fall damage.
Hunters
  • Hunters are part of the DPS group.

Surviving the bomb:

  • Run to the outer wall. Stay away from the OOC rezzers.
  • Hope a priest casts shield on you.
Mages
  • Mages are part of the DPS group.

Surviving the bomb:

  • Run to the outer wall. Stay away from the OOC rezzers.
  • Cast Fire Ward and Slow fall.
  • If you are a frost specced mage, you can Ice Block. This will remove the living bomb effect from you.
  • Use Cold Snap and then Ice Block if you get the bomb a second time.
Paladins
  • Should have Fire Resist Aura up.
  • Immediately dispell all mana users in your group. This is your main job.
  • You will also need to heal the MT when you are not dispelling.
  • There will be approximately 2 out of combat rezzers assigned. Healers and then casters get priority on rezzing when needed. Watch for any living bombs.

Surviving the bomb:

  • Divine shield will remove the bomb effect from you.
  • If you get it a second time, run to the outer wall, and cast Blessing of Protection on yourself. Stay away from the OOC rezzers.
Priests
  • Healing the MT is a priority for all Priests, as healers may get the bomb and be taken out of commission. If you have time, you can heal your party members.
  • Dispel Ignite mana the second you get it.
  • If you see someone with the living bomb in your party, hit them with PW:Shield and Renew.

Surviving the bomb:

  • Run to the outer wall. Stay away from the OOC rezzers.
  • Shield yourself.
  • Also cast renew onto yourself.
  • Cast levitate to avoid the fall damage.
Rogues
  • Rogues are part of the DPS group.
  • Avoid the PBAOE.

Surviving the bomb:

  • Run to the outer wall. Avoid the MT at all costs.
  • Safe fall will minize your fall damage.
Warlocks
  • Warlocks are part of the DPS group.

Surviving the bomb:

  • Run to the outer wall. Stay away from the OOC rezzers.
  • Hope a priest casts Shield on you.
Warriors
  • If you are not MT, you will be DPS.
  • Avoid the PBAOE.

Surviving the bomb:

  • Run to the outer wall. Avoid the MT at all costs.
  • Your HP alone is enough to help you survive.

MC Boss , 6 – Shazzrah

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.

Guild Update

After weeks of hard effort by all attendees, SI has ploughed through MC this weekend with fireworks, deaths and lots of loot. This weekend heralds our first clear through to Golemagg! Every attendee this weekend should be proud of the progress we have made, and everyone from raids past should feel proud of their contribution to this boss killing machine.

Shazzrah:

Sulfuron:

Golemagg:

Our thanks officially goes out to all the guilds (BWM, PM, FD) and friends who have helped us out along the way with tactics and/or other helps. Your happiness to see us progress has been a blessing in disguise – thank you.

To the officers and members of SI as well as our friends who sat through the wipes at the start with aplomb and never once questioned the seemingly bizarre tactics we were telling you to follow, we thank you.

Above all else we’re in this as a challenge and to have fun. Here’s to many weeks of that continuing!

The Tuesday Night Games

[color=red”>CONGRATULATIONS AYLWIN[/color”> Winner of the [color=green”>Gnome Race Around the World![/color”>

The night was a great night, with Aylwinny’s route through Menthil Harbour being the quickest way to Rachet. Those of us who got stuck in STV still had a great time though! ๐Ÿ™‚

[color=maroon”>Next Tuesday Night Games[/color”>

Date: 30/08/2005
Time: 8pm AUST EST / 3am Server Time
Prize: 5g & a Lucky Door Prize

[color=green”>Event: SI Deathmatch Arena[/color”>
Every level is welcome to attend our SI Deathmatch Arena. A free for all in the STV Arena. Just because you’re not L60 doesn’t mean you can’t win!

3 rounds of Deathmatch…last man standing wins the round.
Then the 3 winners will thrash it out to find the winner!

——
If you have a suggestion for the Tuesday Night Games, please mail Hallie in game.

Guild Update

Congratulations everyone from another successful week!

Onyxia has been killed.
And we have progressed in MC – Baron Geddon is down!!

Let the celebrations begin!

Congratulations to everyone who received an epic this week. Too numerous to name, however if you check the DKP pages, you will find the answers there ๐Ÿ™‚

[align=center”>

Guild Bank Items – Given to Players

Items given to members by the Guild Bank

10/06/05 Bottom Half of Advanced Armorsmithing: Volume II to Cactusjack
23/06/05 Wildheart Belt given to Hasanchop
23/06/05 Tome of Arcane Brilliance given to Marolynn
25/06/05 Book: Gift of the Wild to Faldorn
04/07/05 Formula: Smoking Heart of the Mountain given to Balditok
04/07/05 Codex: Prayer of Fortitude II given to Aprilice
04/07/05 Bottom Half of Advanced Armorsmithing: Volume III given to Cactusjack
05/07/05 Codex: Prayer of Fortitude given to Lindal
05/07/05 Magister Belt given to Corgi
14/07/05 Pattern: Red Mageweave Gloves given to Corgi
14/07/05 Devout Belt given to Lindal
15/07/05 Pattern: Cindercloth Pants given to Aprilice
15/07/05 Pattern: Felcloth Robe given to Aprilice
15/07/05 Recipe: Greater Fire Protection Potion to Aylwin
15/07/05 Plans: Radiant Leggings given to Cheribum
15/07/05 Plans: Radiant Leggings given to Melmarth
15/07/05 Recipe: Greater Fire Protection Potion to Idreal
15/07/05 Schematic: Major Recombobulator given to Phalius
15/07/05 Pattern: Frostweave Gloves given to Aprilice
15/07/05 Pattern: Ghostweave Vest given to Aprilice
15/07/05 Schematic: Gnomish Alarm-O-Bot given to Phalius
31/07/05 Codex: Prayer of Fortitude given to Eiliah
31/07/05 Pattern: Frostweave Pants given to Razkalian
31/07/05 Beaststalker’s Bindings given to Aitan
31/07/05 Shadowcraft Bracers given to Loup
02/08/05 Dwarven Hand Canon given to Sorrison (donated by Hasanchop)
20/08/05 Devout Belt given to Oshaskas
15/08/05 Shards given to Voltage for +22 Intellect Enchant
20/08/05 Shadowcraft Belt given to Aylwin
20/08/05 Magister’s Bindings given to Nekhrimah
20/08/05 Book: Gift of the Wild given to Thanubra
20/08/05 Bracers of Valor given to Heryn
20/08/05 Top Half of Advanced Armorsmithing Volume I given to Lindal
20/08/05 Bottom Half of Advanced Armorsmithing Volume II given to Lindal
20/08/05 Top Half of Advanced Armorsmithing Volume II given to Lindal
20/08/05 Tome of Arcane Brilliance given to Samber
20/08/05 The Light and How To Swing It given to Kalmillo
20/08/05 The Light and How to Swing It given to Hayden
20/08/05 Medallion of Grand Marshal Morris given to Elco
20/08/05 Black Dragonscale Leggings given to Kirasa
25/08/05 Sword of Zeal given to Alron
25/08/05 Recipe: Flask of Chromatic Resistance given to Kaila
01/10/05 Medallion of Faith given to Psychotic
01/10/05 Beaststalker Bindings given to Aitan
05/10/05 Wildheart Gloves given to Kopl
05/10/05 Wildheart Belt given to Kopl
05/10/05 Wildheart Bracers given to Kopl
05/10/05 Book: Gift of the Wild given to Kopl
05/10/05 Book: Gift of the Wild II given to Kopl
10/10/05 Lightforge Bracers given to Erdrick
10/10/05 Book: Gift of the Wild II given to Taray
10/10/05 The Arcanists Cookbook given to Nekhrimah
10/10/05 Harnessing Shadows given to Tomminz

Please send your item donations to Olanie.
Please send your materials donations to Aprilice.

Your generosity is appreciated.

If you need an item in the guild bank – please apply for it in the Guild section of the Community Forums thread. Officers assign items based on a variety of factors, including level, need and contribution to the guild.

SI -v- Onyxia

[align=center”>

Week 1 – 8 July 2005

On the 8th of July 2005, Strangely Ironic ventured forth into Onyxia’s Lair to test their strength against the legendary dragon. For most, this would be their first journey into Onyxia. For a few, it would be their first real outing with SI as an end-game raid.

[align=center”>

After long winded typing of directions and a quick adoption of the guild to adhere to NO DPS calls, our best effort was 53%. By all accounts, it was an excellent start to our Onyxia campaign – Stage 1 where many guilds have failed before us, was a cakewalk.

Strangely, out of all else – we avoided multiple deep breaths.

Week 2 – 15 July 2005

Buoyed by our 53% attempt, we came back Week 2. The group overall felt (in terms of dps/healing) a bit weaker than the first, but nonetheless we had a few new people attend. In general, our attempt was as good as the first week – however the whelp cleanup crew stuggled a bit to keep them away from the healers. 59% or similar was our average for this week, with our first foray into the 20% Phase 3 mark with half the raid gone.

[align=center”>

Importantly, everyone remembered things from the week before and didn’t make any major mistakes.

Week 3 – 22 July 2005

We slipped a bit here. I’ve always put this one down to just one of those bad days at the office. We managed to get Onyxia into Stage 3 again, but it was literally a 38% wipe.

Week 4 – 29 July 2005

It was on this week that the majority of players felt Onyxia was achievable. Much banter was carried forth onto the forums about ways we could enhance our strategy. This was further enthused by our successes in the Molten Core.

[align=center”>

We managed to get Onyxia to 10%, despite all our efforts to try for single digits. Again, we had quite a few people dead and this effort was truly tremendous. We managed to maintain the Run ,2 Money Win, and didn’t quite recover after this.

Week 5 – 5 August 2005

In terms of success, it wasn’t there. But, the single most important thing that was taken out of this day was that we managed to get Onyxia to 40% on each run with a minimal amount of fuss. Still had some issues with the fear. Little did we know the week that was to approach.

[align=center”>

Week 6 – 12 August 2005

The weekend before we’d taken our watershed moment in beating Magmadar, Gehennas and Garr. We probably took a lot of encouragement from this into our battle with the angry dragon.

Not quite sure the percentages leading up to it, but we did have this one. Pretty heartbreaking, but boy did we know she was a sitting duck ready for the slaughter.

[align=center”>

With some afk, some reinforcements and a will to succeed, we did it!

[u”>VICTORY![/u”>

[align=center”>

[align=center”>

[align=center”>

Officially, we would like to congratulate our guildmates and associates who have achieved great things by defeating Onyxia. We pride ourselves on being a fun, casual guild with members of all types. This kill typifies that even casual guilds can have fun or die trying.

[align=center”>[size=18″>Congratulations Strangely Ironic!!![/size”>

Strategy wise, we would like to thank Pacifist/Goon Squad for providing such a well written guide to follow. Naturally, reading a webpage or watching a video doesn’t guarantee success – but we definitely based ours on the fine work by these guys. Our thanks also to guildmates and associates for refining tactics and calls for the SI Way of Lifeรขรข€žยข