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Home › The Downfall Handbook › Downfall Raid Guides › Crusader's Coliseum Strategy Page

Faction Champions Strategy Guide

saedo's picture

saedo — Fri, 07/03/2009 - 13:50

This is an arena style pvp fight.    Every CC is on pvp durations and will suffer from diminishing returns.  They are susceptible to all forms of CC that is applicable to them, except for Mind Control.   Also, they have an aura which reduced aoe damage by 75%, not not feasible to simply try to aoe them down like trash.

Here are all the possible npcs you'd face: 

Class Alliance NPC Horde NPC
Death Knight Tyrius Duskblade Gorgrim Shadowcleave
Druid (boomkin)
Kavina Grovesong Birna Stormhoof
Druid (resto)
Melador Valestrider Erin misthoof
Hunter (surv)
Alyssia Moonstalker Ruh'kah
Mage (arcane/frost)
Noozle Whizzlestick Ginselle Blightslinger
Paladin (holy)
Baelnor Lightbearer Liandra Suncaller
Paladin (ret)
Velanaa Malithas Brightblade
Priest (disc)
Anthar Forgemender Caiphus the Stern
Priest (shadow)
Brienna Nightfell Vivienne Blackwhisper
Rogue (shadowstep)
Irieth Shadowstep Maz'dinah
Shaman (enh)
Shaamul Thrakgar
Shaman (resto)
Shaabad Broln Stouthorn
Warlock (afflic)
Serissa Grimdabbler Harkzog
Warrior (arms)
Shocuul Narrhok Steelbreaker

In 25 man you'll face 10 of them.   In 10 man you'll face 6 of them.    Typically it seems you'd get 3 healers in the 25 man, 2 healers in the 10 man.

The strat is very wide and varied depending on exactly what combination of npcs you get, and what your raid make up is.    What CDs, CC, interrupts, cleasnes, pvp ability, etc you can muster up.

The only constant is probably, interrupt heals, cleanse CC and stuff on your raid, purge/dispel their Heroism/Bloodlust, bubbles, bops, etc.      And watch your own raid to see what to protect and heal.   And Totem stomp, well no macro works anymore I think, have people manually do them.

Anyways, I'm gonna give a possible strat now.   Remember, this can be totally ineffective depending on what exactly your raid make up is and what NPCs you get.    CC whatever isn't the focus target if you can, possibly trading types of CC when DR is reached.   i.e.   When sheep is on DR, start fearing.    While the old fear gets sheeped.     Coordinate.

Note:  This post has the AI Threat mechanics of the fight:  /FactionChampions#comment-48124

 

First Priorities:

Disc Priest and Resto Druids.   

In either mode, I'd say take out 1-2 healers first.    The Disc Priest can also dispel your CC and also as a clothie have lower hp than any of the other healers.  Burn Disc priest first if he exists.    Burn Resto Druid next if he exists.   

The druid mostly hots everyone up, and thorns.    And as an elemental, he's susceptable to less of your CCs.  But he should be easy to take down as long as 2 healers isn't laying into him.

Second Priorities:

Resto Shaman, Enh Shaman, Warlock, Warriors.

If the resto shaman is your third healer, and you killed Priest and Druid, he can probably just be CC'd the rest of the way through.    You should be able to out dps 1 healer up esp if CC'd.    Otherwise, this is a decent 2nd healer to take down.

Once you have 2 healers down, picking off a dps should be on your mind.

Enh Shaman's biggest annoyance is that he Earth Shocks a lot, messing with your healers, and has those Grounding totems that mess up a lot of your casters/CC.

Warlock's Hellfire can cause havoc on the raid, plus he fears and dots.   Being a clothie he's also one with lower hp.    I'd recommend him after you got through the shamans.

Warrior Bladestorm can cause havoc too.   But he is kitable if you got someone capable of it.   Rotating disarms on him would help too.

Third Priorities:

Rogues and Hunters.

These two are mostly annoyances via pure dps.   Though they can rape you early, if they can be CC'd and get people their bops or something, you can heal through their burst.

Final Priorities:

Basically anything else.   Death Knights, Boomkins, Holy Pallies, Ret Pallies, Mages, Shadow Priests.

If you reach these mobs, as long as most of your raid is still up, you should have a kill.    You're over the hump, and the major threats are gone.

Almost whatever order you want.   In our attempts we've so far been leaving Pallies up, CC'd til the end.

That's all I can think of, good luck!

 

Hard Mode:

Well, they obviously hit harder and have more HP.  But, they've also equipped their PvP trinkets, are better at focus firing, chain CC'ing, and reactions with BoPs and dispels.  

In 10 mans, the tweak we did is instead of knocking off the 2 healers at first, we killed a healer, then a dps.   If that doesn't work, kill off a dps first, cause they are more lethal in this mode.   Again it largely depends on comp, killing off 2 healers like the old way can still work.

In 25 man, we firstly decide to start the pull with a DK doing Hungering Cold on all of them.   This forces them to all (hopefully) pop their pvp trinkets allowing you to CC.

Next off, we decided to kill 3 healers first and always.   We have interrupters (rogue/warrior/etc), one on each to do the kicks and stuff.    Everyone that can, try to totem stomp also.    Finally, more one on one situations for others like our DKs, frost mages, etc kiting their Warrior, DK, Ret Pally around.    Maybe even putting someone on Warlock / Mage to keep kicks on them.   Otherwise, CC whatever else you can.

 

Achievements:

Resiliance Will Fix it! -  Kill the enemy heroes within 60 seconds of each other in 10/25-player mode.

Heh, this seems hard.   I can only think of doing this with minimal CC, and split your dps among them and heal through the entire thing.    Possibly using AoE, well maybe more splash damage aoe things.

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saedo's picture

This is the rumored Faction

saedo — Tue, 11/24/2009 - 11:56

This is the rumored Faction Champions AI Threat Mechanics.    Just ripping it and posting below for people to see.

Gist of it, Proximity, Armor, Resistance and High HP is what will keep them from attacking you.   Can use Resistance Flasks, Armor Pots to "reduce your threat".    If you want "tanks" in this fight to hold aggro, never heal them to full, keep everyone else full, let tanks be the lower HP target.   Also, their healers operate on pumping full heals into lowest hp target, so when our kill target gets low, that's the best time to start CC'ing healers.

 

http://maintankadin.failsafedesign.com/forum/index.php?rb_v=viewtopic&f=...

General Concepts

The first important point to understand about
faction champions is that nothing is random, as much as it may seem so
upon first learning the fight. Every action the mobs take is governed
by very specific rules, all of which may be controlled to your favor by
understanding the priority system behind their AI.

The most
important principle to understand is that all the Faction Champions are
governed by threat. It is often said that they have no threat table,
but this is a myth. You can even see their threat table on omen when
you target one of the mobs.

How is this testable?
Look
at omen while targeting a Faction Champion. Observe the fact that
threat drop abilities such as Feign Death or Fade work as normal on
Faction Champions, even on Heroic Difficulty. Observe the fact that
taunt effects function as normal on Normal Difficulty, indicating that
threat rules exist and can be manipulated using the normal tools, even
if they function according to unusual rules.


The cause of
the misunderstanding that Faction Champions have no threat is the fact
that their threat is not the result of damage taken or healing sensed.
It is calculated by different rules than any other encounter in the
game.

These are those rules.

~~~~~~~~~~~~~~~~~~~~~~~~~

Melee DPS Champions

Melee
DPS Faction Champions calculate their threat based on an additive
combination of 3 factors. Each of the three appear to share equal
priority for determining target, and the threat list constantly updates.
These factors are ARMOR, PROXIMITY, and HEALTH DEFICIT.

ARMOR
Armor
is the first factor of targeting priority and refers to the exact armor
value displayed on your character tab. The lower the absolute value of
armor on a potential target, the higher the threat.
LOWER ARMOR = HIGHER THREAT

How is this testable?
Have
two warlocks stand exactly on top of each other. Have them both
activate the spell Fel Armor. Warlocks are one of the highest priority
targets in general for Melee when all other factors are equal because
they have one of the lowest relative armor values. At some point, one
of the melee will be almost guaranteed to target and attempt to attack
one of the warlocks wearing Fel Armor. When that happens, have the
warlock who was targeted activate Demon Armor, which grants greatly
increased additional armor value. Unless outside factors interfere, the
melee DPS Faction Champion should always immediately switch targets to
the other lock standing in the same spot as the first one, due to the
lower armor value.


How does this knowledge help me?
Depending
on the class, the understanding of Armor Value's contribution to the
aggro calculation can be exploited in various ways. One of the most
universal is the ability to have your more vulnerable raid members
pre-pot an Indestructible Potion right before entering combat, granting
them an additional 2500 armor and thus a much lower threat signature.
Similarly, a player who finds themselves vulnerable and unable to
escape a melee DPS attacking them may re-actively use an Indestructible
Potion to help them drop threat.
Tanks attempting to pick up a
target or hold it may wish to put on DPS gear or remove their shield.
Players with access to some form of Armor increasing effect such as
Inner Fire should pay particular attention to keeping it active at full
strength unless they wish to deliberately cause Faction Champions to
attack them. Another example is a druid shape-shifting into a higher
armor form if focused, such as a feral druid shifting from cat to bear.
Warlocks are the class most frequently focus-fired by melee DPS Faction
Champions, and their primary threat-signature tool, Demon Armor, was
mentioned in the example above.


PROXIMITY
The
second piece to the melee DPS Faction Champion threat calculation is
proximity; the distance from the Faction Champion to the player. The
shorter the distance, the higher the threat.
CLOSER PROXIMITY = HIGHER THREAT

How is this testable?
Have
a deathknight Death Grip a melee DPS Faction Champion far away from
everyone else in the raid. Then Stun or otherwise CC that Faction
Champion. Have any player stand right next to the CC'd Faction
Champion, and have everyone else move far, far away. Unless significant
outside factors interfere, the Faction Champions will always attempt to
attack the player right next to them. For testing purposes, use a class
with fairly low relative armor to ensure that the armor and health
deficit threat signature of someone else does not override the testing
player's proximity threat signature.


How does this knowledge help me?
It
doesn't really, since the proper way of handling this knowledge is
intuitive already. Melee DPS Faction Champions can only attack you from
melee range, and thus it is natural to want to move away from them if
they are attacking you. This applies to melee DPS attacking the faction
champion too though. It is good practice for a melee DPS who is
targeted by a Faction Champion they are DPSing to run away from the
Faction Champion and cause it to target switch or to be ineffective at
causing any damage until someone else's proximity threat signature
overrides theirs and they begin attempting to attack someone else.
Reducing as much damage taken by the raid as possible is a primary
focus of the entire raid, as the less damage that goes out, the more
the healers can focus on dispelling, which results in a far more stable
control over the encounter. It is also advisable to keep various forms
of snares and movement inhibiting debuffs on melee DPS Faction
Champions as often as possible.


HEALTH DEFICIT
The
third and final component of a player's threat signature for a melee
DPS Faction Champion is their health deficit. This is defined in terms
of the absolute value of hp that player is below their maximum hp. This
is the factor which causes the seemingly random "insta-gibs" where
multiple Faction Champions all target the same player at once and
deliver a devastating combination of attacks. This generally occurs
when someone takes a DoT tick or a low armor value player is clipped by
an aoe effect like Bladestorm. It gives the illusion of intelligence by
causing them to attempt to target whoever is weakest in your raid.
HIGHER HEALTH DEFICIT (more damage taken) = HIGHER THREAT

How is this testable?
Have
a deathknight Death Grip a melee DPS Faction Champion far away from the
rest of the raid. Then Stun it or otherwise CC it. Have two warlocks or
roughly equal armor value stand directly on top of the CC'd Faction
Champion. Have one of them Life Tap to half health or lower to create a
great enough health deficit threat signature to override any minor
differences in armor value threat signature between the two warlocks.
When the Faction Champion comes out of CC, unless outside factors
interfere it will always attempt to attack the warlock at lower health
due to the health deficit from Life Tapping.


How does this knowledge help me?
The
biggest application of this aspect of the threat signature is focusing
a large amount of attention to defensively dispelling DoT and Debuff
effects from your raid. The better your raid's dispelling, the more
controllable the fight will be because there will be no random health
deficits all over the place causing unpredictable target switching to
occur. DoTs tick for hard enough to be a significant danger to raid
members by setting them up for an insta-gib situation where their
health deficit threat signature causes multiple Faction Champions to
all switch targets to them at once.
The other aspect of this
knowledge that can be exploited is that if you are a tank attempting to
control a mob, and you can get a melee DPS Faction Champion far enough
away from the rest of the raid that you have a proximity threat
signature advantage to compensate for your lower armor value threat
signature, if the Faction Champion starts attacking you it will tend to
remain attacking you because it will be constantly causing a health
deficit on you unless outside factors interfere.
Another
application of this applies to warlocks, who should be encouraged to
not Life Tap unless positioned a significant distance away from
dangerous Faction Champions or receiving immediate healing.


SUMMARY

ARMOR VALUE + PROXIMITY + HEALTH DEFICIT = THREAT SIGNATURE

Note:
The rules for melee DPS Faction Champions all also apply to the Hunter
and both the Hunter pet and the Warlock pet. Both pets are subject to
taunt even in Heroic Difficulty.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ranged DPS Faction Champions

Ranged
DPS Faction Champions function on very similar lines to melee DPS
Faction Champions, with one difference. Instead of Armor Value being
part of their threat calculation, they instead compare Resistance to
their school of magic.

RESISTANCE + PROXIMITY + HEALTH DEFICIT = THREAT

RESISTANCE
This
aspect of the threat calculation is much less noticeable than the armor
value part for melee DPS, since resistance levels tend to be the same
for everyone in the raid due to raid wide buffs like Mark of the Wild,
Auras, and Totems. Some classes have abilities which grant them higher
resistance to magic than normal, and will thus tend to not be targeted
by the caster Faction Champions, but in general casters will simply
deliver killing blow insta-gibs to raid members already being attacked
by melee Faction Champions as health deficit is the primary determining
factor in their targeting.

How is this testable?
Stun
or otherwise CC a caster Faction Champion. Quickly move the entire raid
to the complete opposite side of the room so that they will be out of
range of that Faction Champion's attacks. Have two players, one buffed
with Mark of the Wild, one without Mark of the Wild, stand directly on
top of the CC'ed Faction Champion. When the Faction Champion comes out
of CC, unless outside factors interfere, they should always attack the
player without Mark of the Wild.


How does this knowledge help me?
If
you have players which you find are vulnerable to being focused down by
casters, have them use a Flask of Lesser Resistance (+50 all resists),
which should help significantly to prevent caster Faction Champions
from targeting them unless they have a significant proximity and health
deficit threat signature.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Healers

Healers
heal based on a very easily recognizable principle. They place priority
on their healing targets based on the lowest absolute hp among friendly
targets. What this means is that out of all Faction Champions with a
health deficit, no matter how big, the one with the lowest numerical
amount of health will be selected as the target of their healing. This
is why it is relatively easy to burn down high health targets at first,
but when they reach lower health all enemy healers will pour massive
amounts of healing into the target and it will be much more difficult
to finish off.

How is this testable?
Have
one player spend the entire fight DPSing the hunter or warlock pet.
Since the pets have much lower absolute health than any of the actual
Faction Champions, as long as the one player is constantly doing damage
to the pet the healers will focus their primary attention on spamming
the pet with healing and HoTs. An enhancement shaman is ideal for this
as they can purge off the HoTs. Observe the healing received meters
following the engagement.


How does this knowledge help me?
Save
your CC diminishing returns on enemy healers for when your kill target
is reaching lower levels of health, and then chain them in sequence to
solidify a kill. As in the method of testing, assign one player, or
alternatively all your raid's pets, to constantly DPS the enemy pets.
Be sure not to kill them. All heals directed at these pets your
interrupters can simply let go through, and save their shocks and kicks
for any heals directed at non-pets. This allows you to do a much more
effective job at eliminating healing onto your kill target.

LOWER ABSOLUTE HEALTH = HIGHER HEALING PRIORITY

saedo's picture

Ha, been a while since I

saedo — Sat, 10/17/2009 - 14:57

Ha, been a while since I updated and this is clearly the most popular page on the site.    Added a few notes on our 25 man hard mode.   Anyone got stuff to add?

saedo's picture

Sweet, this has now becomes

saedo — Sat, 09/19/2009 - 15:07

Sweet, this has now becomes the Most All Timed viewed page on this site!   And the only page that's not completely outdated and still relavent!

saedo's picture

I would like to point out the

saedo — Fri, 09/11/2009 - 10:12

I would like to point out the cheeseball strategy for this.   You get your rogue to FoK them up!    Spec in to imp throwing spec, keep their healers and casters grouped together as best you can.   FoK away.

Example:  http://www.worldoflogs.com/reports/rt-H2cNAY77r0OOjOBF/dashboard/?s=5202...

Heh, under interrupts, you'll see 112 of them!    I kinda stopped following the focus targets and camped myself between casters.    Spammed FoK, mostly locked down the Holy Pally and some of the Shadow Priest, occasional Resto Druid but he was the first target and was not always close by.

BTW, I dual spec'd into aoe.   What I did with my 2nd spec was make the exact same combat spec except, I took 1 point out of Precision and put it in Throwing Spec to max it at 2/2 for 100% chance to interrupt.    And, I did a FoK Glyph in place of Killing Spree.

This was mostly made for Anub'arak hard modes, to lock down and burn the adds faster.    But of course I've been switching to this spec every aoe (or just multi target) fight to FoK them up!

Anyways, abuse this til 3.2.2.

Not sure if this is true or

Keisjaa — Sun, 09/06/2009 - 11:20

Not sure if this is true or not but I did notice when Lava Crab did 10man Hard mode on these guys i think they each gain another spell(or I just didin't notice it before)

Druid(resto): Nourish

Mage:Arcane Barrage

Warlock: Searing Pain

Priest(Disc): Renew (not realy sure about this one as it's instant cast)

Rogue & Shammy(Enhancement) I'm not sure of as i see no cast bars I'll have a look at parses & see

Looking over logs i saw searing pain in both, so maybe they just get smarter about being locked out(casting it cause i kicked fear & such) also i see wowhead has CoEx listed so the extra ability my still be true

Dragon's picture

Mage casts arcane barrage on

Dragon — Fri, 09/11/2009 - 11:39

Mage casts arcane barrage on regular mode as well.

garreth's picture

*Fourth

garreth — Thu, 08/27/2009 - 17:07

*Fourth

saedo's picture

So I kinda re-did this with a

saedo — Wed, 08/26/2009 - 23:28

So I kinda re-did this with a semi-strat.   Basically some sort of kill order priorities.    I think this is what we did based on the 10/25 mans I've been to.    Anyone got any suggestions?

Looks pretty good imho,

Kwondre — Thu, 08/27/2009 - 11:02

Looks pretty good imho, though as you said should change based on raid comp and enemy comps.

One question...is "Resilience Will Fix it" mean that the last boss must die within 60 seconds of the first boss dying? Or does it mean each boss that dies must take no more than 60 seconds to die after the group kills one of them.

My guess is that it is the harder one (all must die in a 60 second time span), and if that is the case here is my best guess as to how to do it. - I have NO idea how viable these may or may not be...just trying to be creative. Using 10 Man structure for this example.

My Guess: CC Max DPS Targets, Outlast Healer Mana

This guess hinges on the assumption that enemy NPC mana pools are at least somewhat finite, and can be drained with viper sting, mana burned, etc etc. If that assumption is wrong, everything below is probably invalid

But if it is right, I would imagine CC rotations on Rogues, Warlocks, Enh Shamans, and Warriors. Maintain this rotation as long as you can - which shouldn't be hard to heal through if done properly since you're eliminating the bigger hitters from the fight.

While these dps threats are CC'ed, you proceed to burn down (but not kill) the healers - and hopefully drain out their respective mana pools. Try to get both healers down to about 5-10% each. If healer mana pools are somewhat spent, then you can break 1 or 2 CC's and start dps'ing those targets down. Once you have 2 healers + 1-2 dps down to about 5-10% health...pick a healer, kill it, then pop heroism (instead of on the pull) and kill the second healer...then the two low health dps...then zerg the remaining two dps.

 

saedo's picture

I believe it's the last one

saedo — Thu, 08/27/2009 - 11:12

I believe it's the last one has to die within 60 seconds of the first.   That's usually how things go.

About finite mana pool...    I have no idea, maybe as player npcs, they have replenishment, mana tides, etc too?   Anyone notice mana buffs?

Well anyways, my strat for this is...    Out gear the instance first!  lol

Since we probably have to complete normal mode each week before hard mode.   Get a crap ton of hard mode loot, and do it in normal!  ;p

 

sooo...in other words, I

Kwondre — Thu, 08/27/2009 - 11:15

sooo...in other words, I overcomplicated it?

garreth's picture

WoW... 11k views. You're

garreth — Wed, 08/26/2009 - 13:50

WoW... 11k views. You're doing something right, Saedo.

saedo's picture

It's more of a this is the

saedo — Wed, 08/26/2009 - 17:47

It's more of a this is the fight people are wondering wtf to do cause it's cockblocking them    I should fix it up better one day.

Dragon's picture

Warrior 10m

Dragon — Tue, 08/25/2009 - 11:41

First of all, as a warrior you should not be fury on this fight at all.

Second (Subject to group comp): What I noticed worked best in GRD was that having a warrior charge in and fearbomb after the initial trap pull gave our people enough time to get their CCs up.

Third: If you are getting focused don't be afraid to go defensive sword and board although I never did. Also if you are being focused by Melee pop retaliation if its more than 1 on you. The attack does not suffer from the 75% less AoE damage debuff.

Forth: Keep an eye on your squishies, especially the ones that provide you with lil green numbers on your screen. Intervening a healer and tossing a disarm on the warrior or ret paladin focusing does mitigate some damage.

Fifth: Unless you are extremely low on interupts, you should not be worried about interupting except in specific cases. You are better off just zerging something down unless you know, that silly warlock comes over to hellfire.

Sixth: Remember Demoralizing Shout does no damage, so feel free to use it whenever there are melee in shout range.

Seventh: You probably do NOT want to use recklessness during the initial burndown phases (at least in 10m) as if you get focused by 2 or more people you will quickly inspecting the floor again.

Some observations, having

Kwondre — Mon, 08/24/2009 - 11:13

Some observations, having done this fight 3 times this week in 10 man, and twice in 25 man.

10 man seems to be a much tighter fight than 25 man in terms of group comp, and CC's - so it seems like what works for 10 man should certainly work for 25 man.

In 10 man, what worked best was the following:

A) CC rotations - two people (for ex mage and a warlock) cover two CC targets (for ex priest and rogue). Mage starts out by polying priest and warlock starts out fearing rogue. After two applications, the two switch. This CC rotation can be repeated the duration of the fight - as long as no one dies.

B) Kill targets - while a couple of the groups I was in tried killing both healers first...what  ended up going smoothest was killing one healer (pref druid), then killing off the biggest DPS threat (pref rogue), and then proceeding to kill remaining healers. That took a lot of defensive pressure off the team and allowed us to CC / Kill without looking behind our back as much.

C) Raid Killers - the following abilities were absolute raid killers: Warlock Hellfire, Shaman Totems not being stomped, Rogue going unchecked on people (usually clothies), Warrior Bladestorm, and people not taking their aoe/multi-target abilities like divine storm, pestillence, cleave etc off their bars. Everything else seemed relatively manageable.

Vitriola's picture

felhunter

Vitriola — Mon, 08/24/2009 - 12:51

" the following abilities were absolute raid killers: Warlock Hellfire, Shaman Totems not being stomped,"

If this is more like pvp then our destro warlocks might want to use a pet other than the imp.  In arenas, the felhunter is a commonly used one as it can spell lock.  There is also a macro specifically made to have the pet kill totems.   Something like this:

/petattack
/petattack [target=Searing Totem]
/petattack [target=Wrath of Air Totem]
/petattack [target=Grounding Totem]
/petattack [target=Windfury Totem]
/petattack [target=Mana Spring Totem]

It would have warlock pets constantly sweeping the area of totems. This would be pretty good for freeing up players from the task.

 At any rate, it is the kind of thing that I did back in the arenas and thought it might be helpful here.

saedo's picture

How does Blizzard's attempts

saedo — Mon, 08/24/2009 - 12:57

How does Blizzard's attempts to stop Totem Stomping macros affect this?     Doesn't work at all anymore?   Doesn't work in arenas?   Doesn't work on players?    But will work in a boss fight?

http://forums.worldofwarcraft.com/thread.html?topicId=17223043118&pageNo...

Vitriola's picture

hmmm...

Vitriola — Mon, 08/24/2009 - 13:03

It is an old macro.  I have only just started back into pvp at Garreth's suggestion and noticing that more than a few things do not work anymore.  The new zones have so much moving around that there have been no totems to test it out on.  Note the "At any rate, it is the kind of thing that I did back in the arenas" part.  Ah well...  So much for trying to be helpful.

Thanks for the heads up, saedo.

garreth's picture

My findings as a Holy Pally

garreth — Mon, 08/24/2009 - 09:23

My findings as a Holy Pally are, duh, you have to play this fight like an arena match. That means that you MUST use indicators and alerts to better assist you in this fight. After having a number of other guilds on our server ask me how we "heal through" this fight, I first asked them what their healers use to indicate aggro on their raid frames. Most responded "what's that?" and I kicked a puppy. Basically, as paladins, we've gotta blow all our "OMGBOP!" cooldowns early and often.

  • Grid shows you a red aggro indicator. If that red dot is not on the right brown, pink or red square then that square gets a Hand of Protection (immune to melee), Hand of Sacrifice (portion of damage transferred to pally) or Hand of Freedom (to help that raider get away faster). 
  • CLEANSE! Jesus Tapdancing Christ, people: Grid shows both generic debuffs and boss-specific debuffs (with the addon GridRaidStatusDebuff). Get your mouseover cleanse macros set up properly and cleanse your brains out. 
  • Help "Pain Train" the Main Assist. Ora2 gives us some pretty main tank frames that we can use to IMMEDIATELY see what our main tanks/assists are looking at. We generally make our focus-fire raider a smart and quick hunter. Whatever he looks at dies. As a Holy Pally, use those main tank windows to throw a solid stun, judgement, exo or shock on that target.
  • Beacon yoursel, protect your squishies. I tend to hang back with the clothies and squishier raiders. I keep Beacon on myself and heal spam casters while also stunning any mobs that get too close. Don't get "Grid Vision" and play some zone defense. With Beacon on ourselves and non-stop heals on the raid, I'm pretty much indestructible on this fight. 
  • PvP Trinket: Meh. I don't equip mine. If the healers in my raid can't cleanse a fear (IT SHOWS ON GRID), then I deserve to die for bringing such terrible healers. There are a few silences that are annoying as hell, but good vent communication ("Garreth stunned, heal Knoppix until I'm back.... Garreth back.") can cover the silence.

This is one of the most enjoyable fights in the whole game, partially because there is a definite "hump" that once you get over, you absolutely stomp the rest of the mobs. 

saedo's picture

So I got a chance to do this

saedo — Mon, 08/24/2009 - 10:13

So I got a chance to do this on my pally alt too.   To help that "hump" I'd be doing a Bubble+Divine Sacrifice.    However, this one time, the Warrior used Shattering Throw on me and I went splat.       Heh, so something to be aware of, the Warrior has to be "distracted" somehow if you're gonna do this.

Also my plan was to beacon/shield the squishiest healer, keeps them alive without me paying much attention to him while I work on the rest of the raid.

garreth's picture

 Fucker threw me as well

garreth — Mon, 08/24/2009 - 10:33

 Fucker threw me as well when I bubbled. What a dick.

Luminaire's picture

I believe the hunter would be

Luminaire — Fri, 08/21/2009 - 12:46

I believe the hunter would be classified as Survival if only because I was seeing Wyvern Sting being thrown around.  As for other abilities I was only seeing general hunter abilities such as steady shot and traps.

saedo's picture

I put what I think are the

saedo — Fri, 08/21/2009 - 12:26

I put what I think are the specs to the npcs.   Correct me if I'm wrong.  Though not sure of the hunter and DK, but they prob don't matter.  DPS spec they all are!  ;p

saedo's picture

Well last night KB got Death

saedo — Wed, 08/19/2009 - 10:08

Well last night KB got Death Knight, Resto Druid, Hunter, Holy Paladin, Disc Priest, Shadow Priest, Rogue, Enhancement Shaman, Warlock, and Warrior.

I believe the order we wound up killing was:

  1. Disc Priest
  2. Resto Druid
  3. Enhancement Shaman
  4. Shadow Priest
  5. Rogue
  6. Warlock Pet
  7. Hunter Pet
  8. Warlock
  9. Hunter
  10. Warrior
  11. Death Knight
  12. Holy Paladin

 CC thrown everywhere else we can I believe while we zerg'd them down one at a time.

Scaron's picture

Tankspot's vid

Scaron — Wed, 08/19/2009 - 07:19

is here. (anybody who can make this prettier...please help.)

PVP Happened

Kwondre — Thu, 08/13/2009 - 11:29

The EJ Page has some decent starter PVP guides for various classes which could help people (myself included) who don't make BG's or Arenas a priority: http://elitistjerks.com/f38/

Also, for some classes, the WOW class forums have some reasonably good guides to class macros and pvp specs...some class forums better than others (the mage and warrior ones are decent - at least to me): http://forums.worldofwarcraft.com/

 

saedo's picture

Here's another vid, it's at

saedo — Thu, 08/13/2009 - 10:13

Here's another vid, it's at the end.

 

 

Here's a comment from someone on the PTR:

"The encounter is very much like the "arena event boss" back in Magister's Terrace.

You face different enemies, each representing one class: a resto druid, a shadow priest, a holy priest, a hunter, a holy paladin, a rogue, a death-knight, a warrior, a warlock and an elemental shaman.

They play quite well actually, like using Dispersion when under fire or using Heroism and can't be tanked (as I said, like back in Magister's Terrace).
They can be crowd controlled but all spells only have their PVP durations and diminishing returns against them.

After focusing them down one by one they died easily and a chest spawned that did not contain loot.

Boss is very easy and looks unfinished."

 

So if it's still like that, seems the only real strat is CC what you can when you can.    Snare / kite others if you can.   Be aware of Diminishing Returns!   Pick a target and focus it down asap.   Probably have to heal bomb / use external CDs on healers / squishies that are being attacked by them.   Also dispel/purge stuff, it'll be like pvp, there'll be BoPs  and stuff.

by pvp mechanics does that

Kwondre — Thu, 08/13/2009 - 09:15

by pvp mechanics does that mean aggro rules are out the door? No taunting, etc?

Should we bring our gladiator sets?

saedo's picture

I believe you can't tank em. 

saedo — Thu, 08/13/2009 - 10:05

I believe you can't tank em.  Or at least not for long periods of time.   Seems to work like the Magister Terrace fight.    Was there taunting there?

yes saedo

h4mm32 — Tue, 08/18/2009 - 13:33

you could taunt but it'd only last the 6 seconds, or less i think it worked about 3

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