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05 - The Iron Council Strategy Guide

saedo — Sat, 04/04/2009 - 17:55

Health:

  • Normal:  3.3M each
  • Heroic:  10M each

 

Abilities:

  • Supercharge:  Unleashes one last burst of energy as the caster dies, increasing all allies damage by 25% and granting them an additional ability

Steelbreaker (the Giant):

  • High Voltage:  Inflicts 3000 Nature damage every 3 sec. Instant
  • Fusion Punch:  An attack infused with energy that inflicts 18850 to 21150 Nature damage and an additional 15000 Nature damage per second. 3 sec cast (dispellable)
  • Static Disruption (1st Bonus):  Deals 7000 Nature damage to enemies in an area and increases Nature damage taken by 75% for 20 sec. 50000 yd range, Instant
  • Overwhelming Power (2nd Bonus):  The target becomes overwhelmed with power increasing damage done by 200% and causes a Meltdown after 1 min - The target melts down killing themself and dealing 29250 to 30750 Nature damage to friendly units within 15 yards.
  • Electrical Charge (2nd Bonus):  Every time a player dies, Steelbreaker's damage increases by 25% permanently.

Stormcaller Brundir (the Dwarf):

  • Can be taunted / stunned, becomes immune to stun when he is the last boss alive.
  • Chain Lightning:  Strikes an enemy with a blast of lightning that inflicts 7400 to 8600 Nature damage. The bolt will arc to additional nearby enemies, inflicting 20% more Nature damage to each successive target. 1 sec cast (5 targets, interruptable + cast slowable)
  • Overload:  Focuses all the caster's energy into a single ball of lightning. This ball grows for 6 sec until it finally explodes, dealing 25000 Nature damage to all enemies within 30 yards and knocking them down. (not interruptable!)  (not cloak of shadows resistable!)
  • Lightning Whirl (1st Bonus):  Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals 7069 to 7931 Nature damage. Lasts 5 sec. Channeled
  • Lightning Tendrils (2nd Bonus):  Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 5000 Nature damage to all enemies around the caster every second. (He will follow a player as he flies over the raid, aggro resets)
  • Stormshield (2nd Bonus): deals 250 damage to attackers and makes him immune to stuns.

Runemaster Molgeim (the Vykrul):

  • Runic Barrier:  A shield of runic power surrounds the caster, reducing all damage taken by 50% and inflicting 2000 Arcane damage to attackers. Instant
  • Rune of Power:  Summons a Rune of Power under a random friendly target. This rune increases damage by 50% of all friendly and enemy targets within 5 yards. Lasts 1 min.
  • Rune of Death (1st Bonus):  Summons a Rune of Death at a random enemy target's location. This rune deals 5000 Shadow damage every half-second to anyone within 13 yards of that location. 50000 yd range, Instant
  • Rune of Summoning (2nd Bonus):  Creates a Rune of Summoning near a random enemy. This rune will periodically summon Lightning Elementals, which will rush towards random enemies and explode.   (Lightning Blast:  Unleashes a large blast of lightning, dealing 14138 to 15862 Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. Instant)

 

Hard Mode:

Hard mode here is just leaving Steelbreaker for last.

 

The Fight:

This will likely be the first real challenge in Ulduar.   A 3 in 1 boss, each with their own HP and abilities, and similar to Karathress fight, they gain abilties as each one dies.    Unlike Karathress, it's a brand new abiltity rather than taking one from the dead ones.    The above ability list indicates the 1st bonus as the 1st ability they get after any of the others die.   The 2nd bonus would be their 2nd ability when the 2nd dies, or in other words, when we save him for last.

I will list probably the 3 orders to kill this boss, based on achievements and hard modes.  Yes, technically more are possible, but only the last boss alive counts, so easiest route for each.

Note:  We've found that using a Pally tank to tank Steelbreaker is quite nice.   Ability to self cleanse takes the whole healer must help cleanse at the right moment or the tank dies to Fusion Punch ticks out of the equation.

Steelbreaker (Big) -> Runemaster (Medium) -> Stormcaller (Small):

This is likely the easiest route to kill.    Each one will basically just tanked away from each other while dividing the raid a bit to handle each boss.

Steelbreaker:   Due to the nature aura, everyone should be clumped up to benefit from group healing.  He can hit very hard on the tank, and CDs are recommended, thus DKs are recommended as a result.   For us, it's likely have to be Nuitbear, probably.  This guy does do a lot of nature damage, so maybe nature resist set time!  Well when hard mode arrives.   Everyone else burn him.

Stormcaller:  Probable tank should be Orky, this boss is stunnable, interruptable, cast slowable.   So with him, and maybe 1 or 2 others to help out, this guy should be locked down most of the fight.   A DK has an advantage with a "short" CD, ranged interrupt incase of rune placements.

Runemaster:  Last one left to tank is Pudo.   No real tricks at this point, except maybe the ranged can watch to see if a convenient Rune of Power spawns to sit in for extra dps.   Definitely don't take risks or go out of your way for it.

STEELBREAKER DIES!

Now the 2 other bosses gain new abilities.

Stormcaller:  Does a whirlwind lightning too now, but still stunnable / interruptable, so the guys in his corner should still keep it under lockdown.

Runemaster:  Everyone else move on to this guy.  The new trick he has is a Rune of Death, basically new variation on the Void Zone.   The problem is, it's friggin huge area, it ticks every 0.5 sec, very fast, so you're likely gonna take 6-12K damage before moving out of it.   And with lack of Unholy Aura in 3.1 for the raid, run speed enchants might be in style again.

RUNEMASTER DIES!

Stormcaller left, but no longer stunnable, so spread out to avoid chaining the lightning, and the melee run out of the whirlwinds.  The new ability he has is floating in the air, chasing some random guy down while firing off lighting aoe all around under him.    Think of it as a fancy new whirlwind to run from.   It's like Sartura in AQ40, run away!      Aggro resets so wait for a tank.

Steelbreaker (Big) -> Stormcaller (Small) -> Runemaster (Medium):

Everything's the same up to Steelbreaker dying, so take that part of the above and throw it down here, then kill Stormcaller while avoiding the Rune of Deaths and don't stop the interrupt/stuns on him.

STORMCALLER DIES!

Runemaster left, and his new trick is summoning a rune, that summons 10ish kamikaze lightning elemental adds.   They come out, chase someone down, and blow up for 15K damage (10K in normal) to everyone 30 yards around.

The adds can be slowed and should be killed before they reach anyone.   They have 12K hp in normal.    Frost Novas, earthbinds, frost traps should all be used to help with that.   They kind of have and aggro table but seems to be a bit random, perhaps global threat sometimes.

That's the new trick, bunch of bomb bots to kill/survive from.

What we did is use a Frost Mage to blizzard em down.   Definitely far easier and just one shot the thing with one.

 

Stormcaller (Small) -> Runemaster (Medium) -> Steelbreaker (Hard Mode):

This is the hard mode order we went with   The nature aura will be with us the whole fight, so likely keep clumped up for group healing the entire time.    If you have a Pally tanking Steelbreaker, he can self cleanse taking the Fusion Punch cleasning for the healers out of the equation for most of the fight.   If you have a DK tank, the Anti-Magic Shield can prevent a magic effect, which means the dot, from applying, so that is able to take every 3rd (?) cleanse out of the equation.

Stormcaller should go down easy, should be locked down the entire fight (since he won't go interrupt/stun immune this version).    Then kill Runemaster watch for Runes of Death.

Anyways, first ability to watch for after Stormcaller dies would be a Static Disruption, he targets a person to hit with it and the debuff spread around who he hits.   So try to stay spread out a bit if possible to avoid chaining it.

After Stormcaller dies, the 2nd ability would be Overwhelming Power, it actually buffs your tank's damage by 100% for 1 min, before you explode.   Think Vael, your tank will blow up and you have to change it.   The death will heal him for 15% so got to just have enough dps to burn though all that before all your tanks die.     Brez tanks to rotate back in if necessary.

Runemaster (Medium) -> Stormcaller (Small) -> Steelbreaker (Hard Mode):

This might be easier for some raids.   Similar to above, but kill the Runemaster to eliminate the need to run around the Death Runes.   The second guy then has to be locked down with kicks and stuns so the Lightning doesn't kill you.   Do the rest like above.

 

Achievements:

I Choose You, Runemaster Molgeim:  Defeat the Assembly of Iron with Runemaster Molgeim as the last member alive on Normal/Heroic Difficulty.

The medium difficulty kill

I Choose You, Stormcaller Brundir:  Defeat the Assembly of Iron with Stormcaller Brundir as the last member alive on Normal/Heroic Difficulty.

The easy mode kill

 I Choose You, Stormbreaker:  Defeat the Assembly of Iron with Steelbreaker as the last member alive on Normal/Heroic Difficulty.

The hard mode kill

But I'm on Your Side:  Defeat the Assembly of Iron while under the effect of an Iron Boot Flask on Normal/Heroic Difficulty

Personal achivement, get your boot flask from Frosthold.  Use it, don't die, kill boss.   Don't be a druid either.   Well, can use it at the last seconds of the fight to get this.

You Can't Do That While Stunned:  Defeat the Assembly of Iron without allowing Stormcaller Brundir to damage anyone with Chain Lightning or Lightning Whirl on Normal/Heroic Difficulty.

We did this while doing our Hard Mode order.   The problem is that on pull he starts shooting lightning, so you have to have ranged interrupts quickly and on the ball.    Or a rogue stealthed up near by and get that first kick off before he finishes casting.    The hard part is the pull interrupt, after that you should be able to lock it down.

 

Trash Info:

See /Kologarn trash info.

 

Videos:

10 Man Hard Mode:

 

25 Man Runemaster Last:

 

Sources:

  • http://www.mmo-champion.com/index.php?page=842
  • http://www.stratfu.com/strats/IronCouncil
  • http://www.wowwiki.com/The_Iron_Council
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saedo's picture

04 - XT-002 Deconstructor Strategy Guide

saedo — Sat, 04/04/2009 - 13:26

Health:

  • Normal:  5,250,000
  • Heroic:  25,000,000
  • 10 Minute Enrage

 

Abilities:

  • Tympanic Tantrum:  Deals 10% damage every 1 sec for 12 sec. Nearby enemies are also dazed for the duration. 2 sec cast / Channeled
  • Light Bomb:  Charges the target with divine energy, causing them to sear nearby allies for 9 sec.
  • Gravity Bomb:  Charges the target with dark energy, causing them to explode and pull in nearby allies after 9 sec.  (Pulls enemies within 10 yards into a gravity well, dealing 19000 to 21000 damage. Instant)

Adds:

  • XM-024 Pummellers: melee fighter adds and use Arcing Smash, Uppercut, and Trample
  • The XS-013 Scrapbots:  runs to XT-002 Deconstructor to repair it. If they manage to reach it XT-002 will consume them and regain health.
  • XE-321 Boombots:  explode and deal damage to anyone within 20 yards, including NPCs.

 

Hard Mode:

To activate hard mode, destroy the exposed heart during a phase change and he restores to max health and gains the following abilities:

  • Heartbreak:  The heart of the XT-002 Deconstructor has been severed, removing the combat limitations of the XT-002 Deconstructor. Damage increased by 30%. Health increased by 40%.
  • Void Zone:  Summon a Void Zone that deals 7500 Shadow damage to enemies that stand within it. This is spawned by Gravity Bomb.
  • Life Spark:  Light Bomb also spawns an add called Life Spark. This add will repeatedly cast Static Charge - Deals Nature damage to all enemies within 500 yards every 3 sec.

 

The Fight:

A mostly tank and spank with adds coming out type of fight.   He does Tympanic Tantrum which is like a thunderclap or Void Reaver's pound.   He makes people into bombs, so the ranged would be best be stacked together so the bomb guy can run out before killing the raid.

Every 25% (75%, 50%, 25% of total hp), he stops and adds come out.   Scrapbots will heal him if they reach him, so kill those asap.   Boombots blow up at 50% health damaging everything around them including other adds, so they can be used to help.   Pummellers must be offtanked, and taken care of after all the Scrapbots are dealt with.

Repeat.

Ok more details.  The boss is tanked in the back near the stairs.  The raid should spread out.  AoE healing is less effective, but AoE damage is also reduced.  

During add phase, the Heart is exposed for 30 seconds.   Every damage done to it will transfer to XT-002, and it is also vulnerable taking double damage.    This is significant in helping with the enrage timer.   The adds have a little lag time before they appear from the scrap piles from the 4 corners of the room.   Just make sure not to kill the heart, stop at 10-20% or so.  

After the heart phase, be sure to kill the remaining Scrapbots, utilizing the Bomb bots when you can.   Also for the Pummelers, we just let splash damage finish them off.   Though be careful they do cleave around melee, not lethal one-shot cleaves, but still hits hard.

For hard mode, during the add phase, destroy his heart.  This will reset his health, well actually increasing it too, along with damage.   You can do it in any of the add phase, but since it's the same hard mode loot in any of them too, it's best to do it early.

Added lethal abilties are Void Zones and a Life Spark add from the bombs for more aoe damage all around.

After destroying the heart, clean up the adds, there will be no more heart phases so no more bots coming, just straight dps.   Work out a system for the Gravity Bomb and Light Bombs.   We had Gravity Bombs go left, dropping off Void Zones there.     Light Bombs go right, and towards the tank, so the Life Spark can be closer to him to be pulled off.   Ranged will switch to dps it down.   Rinse and Repeat.

 

Achievements:

Nerf Engineering:  Defeat XT-002 Deconstructor without him recovering any health from XS-013 Scrapbots on Normal/Heroic Difficulty.

Simple task to do.   Just need to make sure of it.

Nerf Scrapbots:  Defeat 20 XS-013 Scrapbots within 12 seconds using XE-321 Boombots on Normal/Heroic Difficulty.

This may need a bit of a trick since these bots aren't tankable and only move towards the boss I believe.   So I'd imagine we'd have to tank in the middle, furthest from all 4 piles.   And simultaneously work on 4 boombots on each pile and get em to blow up the scrapbots within those 12 seconds.

Nerf Gravity Bombs:  Defeat XT-002 Deconstructor without any raid member dying from a Gravity Bomb on Normal/Heroic Difficulty.

Raid check, another simple one.

Must Deconstruct Faster:  Defeat XT-002 Deconstructor in 205 seconds on Normal/Heroic Difficulty.

Simple again in theory.  Probably just more gear, less healers, etc, etc.

Heartbreaker:  Defeat XT-002 Deconstructor after destroying his heart on Normal/Heroic Difficulty.

Hard Mode.  Well the fight resets with more damage more health, but not the timer though.   Most part the fight is the same, cept Gravity Bombs leave Void Zones to not stand in.   Light Bombs leaves a Spark add that does more damage.

 

Trash Info:

The 2 packs on either side have been brought back.   They were gone for a week due to a bug making them both linked.    Anyways, you'll find 3 tech gnomes, and a bunch of bots.    They bots themselves cleave and stuff, can hit hard, also one of them throws Sawblades up which are killable (14K hp) or they can rape the raid.

The tech gnomes are what to focus on first.   They can cast a shield that will heal them while in it, and reduces damage done to them by 90%.   So gotta interrupt those casts.   Or if they get it off, drag them out of the shields, they're big and yellow, can't miss them.

After that, most of the threat is gone, and the rest can be burned down.

 

Sources:

  • http://www.mmo-champion.com/index.php?page=841
  • http://www.stratfu.com/strats/XT002
  • http://www.wowwiki.com/XT-002_Deconstructor
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saedo's picture

02 - Razorscale Strategy Guide

saedo — Sat, 04/04/2009 - 12:29

Health:

  • Normal:  3,900,000
  • Heroic:  12,000,000

 

Abilities:

Both Phases:

  • Devouring Flame:  Spits a Lava Bomb at an enemy, inflicting 8788 to 10212 Fire damage and deals 8788 to 10212 fire damage every 1 second to anyone staying within 6 yards of the impact, lasts 25 seconds. 1.5 sec cast

Air Phase Only:

  • Fireball:  Inflicts 12025 to 13975 Fire damage to an enemy.

Ground Phase Only:

  • Flame Buffet:  Increases the Fire damage an enemy takes by 1500 for 1 min. Stacks up to 99 times.
  • Wing Buffet:  Knocks back enemies in a radius around the caster. 1.5 sec cast
  • Flame Breath:  Inflicts 17500 to 22500 Fire damage to enemies in a cone in front of the caster. 50 yd range, 2.5 sec cast

 

The Fight:

This is a fairly straightfoward fight.   Razorscale starts in the air, merely bombarding us with fire we avoid.  Don't stand in BLUE FIRE.

On the ground, there will be NPCs we have to defend from adds, as they will be repairing harpoon turrets.   DPS should take care of the adds as priority.   Adds will spawn from randomly appearing mole drills.

Sentinels are the vyrkuls and should be killed asap, whirlwinds are most lethal.   Watchers are the slightly smaller dwarves that shoot out chain lightning, another significnt source of damage, and should be handled next.    Guardians are the weaklings to be taken care of.

After a turret is repaired, we can click on em and fire at Razorscale, dragging her to the ground a bit.  After 4 harpoons are hit (2 in normal), she is stunned on the ground for a minute.  This is where dps goes all out on her.   The raid should be ready before the last harpoon is fired, i.e. adds mostly cleared.  After the stun wears off, she'll take off again, and we'd have to repeat this.

It should only take 2-3 ground phases before we force her to the ground.  Heroism would be best used the 2nd time she's on the ground to avoid the 3rd phase.   If she does take off, do not push her over in the air, she retains aggro, so if a tank is handling adds and not prepared to taunt, you may be fucked.

When we get her to 50% health, she'll stay on the ground, and it becomes a standard tank and spank fight.   Stay away from the front, avoid the fires, collect loot.    The Flame Buffet serves as a soft enrage so go all out.

 

Achievements:

A Quick Shave:  Defeat Razorscale without allowing her to fly into the air more than once on Normal/Heroic Difficulty.

This is easy with the dps.  Heroism on 2nd ground phase to better ensure it.

Iron Dwarf, Medium Rare:  Defeat 25/50 Dark Rune Guardian Dwarves with Razorscale's Flame Breath on Normal/Heroic Difficulty.

This is a progressive achievement.  Meaning we don't have to do it in one sitting.  Can slowly accumulate it over 4 years if you want.

Anyways, the goal is to get the Guardians into the Ground Phase, and have Razorscale's Flame Breath finish them off.

Because of all the damage, you might not want to bring all that spawned into Ground Phase, just what you can.   Basically means don't aoe those, drag em in front of her, ???, profit.

Anyways, repeat as many weeks as it takes til you get this.

 

Sources:

  • http://www.mmo-champion.com/index.php?page=840
  • http://www.wowwiki.com/Razorscale

 

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saedo's picture

03 - Ignis the Furnace Master Strategy Guide

saedo — Fri, 04/03/2009 - 16:07

Health:

  • Heroic:  24M
  • Normal:  6.9M

 

Abilities:

  • Flame Jets:  Stomps the ground causing geysers of flame to errupt under all enemies. These geysers deal 8483 to 9517 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 2000 Fire damage per second for 8 sec. 2.7 sec cast
  • Scorch:  Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 3770 to 4230 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 7540 to 8460 Fire damage every second to all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.
  • Slag Pot:  Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 7500 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their haste by 150% for until cancelled.
  • Strength of the Creator:  Increases Ignis' damage by 15% each time an Iron Construct spawns. Stacks up to 99 times.

Iron Contructs:

  • Heat:  Blasts all nearby Iron Constructs with intense heat, increasing their movement speed by 5% and haste by 5%. This effect stacks up to 20 times. If this effect stacks to 20, the affected Iron Construct will become Molten
  • Molten:  The Iron Construct becomes Molten, increasing haste by 100%. In addition, Flames errupt out from the caster every second, dealing 4713 to 5287 Fire damage to enemies within 7 yards. Drag the Construct in the water and it will become Brittle.
  • Brittle:  The cold water causes molten Iron Constructs to rapidly solidify, rendering them unable to act. In addition, if they are dealt more than 5000 damage during this state, they will shatter, dealing 18850 to 21150 damage to all enemies in a 10 yard radius.
  • Shatter:  Deals 18850 to 21150 Physical damage to all enemies within 10 yards. Damage from this effect ignores armor.

 

The Fight:

This is mostly a tank and spank fight, but can hit the tank hard, upwards of 30K.   He will occasionally scorch the ground in front of him, so just move away.

Casters need to pay attention to Flame Jets timer, when it goes off it'll interrupt any spell casting for 8 seconds.   They are spells that are resistable or whatever spell avoidance immunity you got.   So use em to help mitigate damage.

Randomly charges and throws someone in the slag pot dealing 5000 damage per second, so heal him.  Should he live, he'll get a haste buff.    You can cast in it still, and use spells that make you immune, however if you do anything to remove the debuff, you will not get the buff afterwards (haste), and will not get the personal achievement.

There are constructs in the room he'll activate.   Each one active increases his damage by 15%, off tank em.

The way to kill those is to drag em into the scorched ground til they become Molten (stack to 20), then drag them to the pools of water.   They'll be rendered unable to act for 15 sec, so run away and ranged blow em up, a single 5K hit will kill it.   Not collective damage, a single hit.

We settled on more of a 3 point drop off locations for the scorch.   Left, Center, Right sides of the pool of water, both sides, and dropping it about 3 times between each pool on either side.   This keeps the scorches relatively close so the OTs can drag Constructs into them before they wear off.   The raid mostly stands in the middle, with only some healers and DPS to move in range for shattering Constructs.

 

The Trash:

There's a pair of fire giants, and a few pairs of golems, and pairs of elementals.    Here's the quick and dirty versions...

Fire Giants:  Tank em apart, they do a damaging fire aura to everyone in range.    Even after death so stay away from their corpses.

Golems:  Charged people and put a slowing attack speed debuff on tank.  Nothing huge.

Elementals:  These have a trick we remember.   They spawn out 2 fire cyclones that knock you around and do I believe 7K damage per tick.    Run away run away.   Melee could run away, but I kind of found when they spawn, they aren't really that lethal, they knock you way back.    So as long as the cyclones aren't chasing you down in particular to get hit again, just run back.

 

Achievements:

Shattered:  Defeat Ignis the Furnace Master after shattering 2 Iron Constructs within 5 seconds on Normal/Heroic Difficulty.

This does not require you to kill Ignis within that timeframe either.  It's only asking you to shatter 2 within 5 seconds.   Then don't wipe.     So easiest thing is to gather 2, drag em to fire, then blow em up.  Then continue the rest of the fight normally.

Hot Pocket:  Survive being thrown into Ignis the Furnace Master's Slag Pot on Normal/Heroic Difficulty

This would be a personal achievement.  Part luck to be chosen, part healers to heal you through it.   Do not use bubbles (or equivalent) to escape it if you want this achievement.

Stokin' the Furnace:  Defeat Ignis the Furnace Master in 4 minutes on Normal/Heroic Difficulty

Just a straight dps it down in time thing.   Quite easy once this fight is on farm, don't really even need special stacking if you got decent dps.

 

Sources:

  • http://www.wowwiki.com/Ignis_the_Furnace_Master
  • http://www.stratfu.com/strats/Ignis
  • http://www.mmo-champion.com/index.php?page=839

 

 

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saedo's picture

Ulduar Strategy Guide

saedo — Fri, 04/03/2009 - 11:46

With 3.1 and Ulduar rapidly approaching, I thought I'd put up pages for each boss for us.    Abilities, maybe strats, maybe we'll just add to it ourselves as we chug along.   This will be the framework for it.

Maps:

Ulduar

 

The Siege:

 

The Antechamber:

 

The Keepers:

 

The Spark of Imagination:

 

The Decent into Madness:

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Raid: AFK Friday Night Naxx

I am posting this to test something and because I have an itchy sign up finger but Jayel is still leading this raid.  Signup if you will be there and give us a post if you won't.  See you all Friday Night!

Since many of the regular people that come can do multiple jobs its hard for me to write up a list of what we have and what we are going to need each week.

That being said; here is a general break done of who can do what.

Tanks:  Holynightmar, Jayel, Monster, Zifter, Pak

Healers: Heaven, Jayel, Eluda, Chalaina, Zifter

DPS: Chalaina, Eluda, Monster, Jayel, Heaven, Saja, Zifter, Pak, Rhoora,

First Alternates: Py, Ped, Carno, Torvo, Blue, Karli. 

Post here even if your on the list and let me know your status. 

**Disclaimer**

Signing up and even being on the list above does not mean your going to the raid until I tell you or invite you to raid.

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Raid : Get Aidin a Damn Trinket

Raid Zone: 
Naxx

That's right..momma needs a friggin trinket!!!! Sunday NOON SERVER!!

 

T1: Pulgaburrito
T2:

H1: Heavenleigh
H2: Jaibyrd
H3/D6: Jayel/Jekez?

D1: Zariyah
D2: Grasen
D3: Vepis
D4: Dierk
D5:

Dragonichangemydamnnametomuchsephlopitawhateverhisnameisnow will either Tank/Heal/DPS depending on other folks who sign up!

 

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Atakheal's picture

Raid: The Mejican's Fail

Atakheal — Sun, 03/15/2009 - 18:43

This was a run start by me, nothing cool the first time but funny lol with that sutpid lock, w/e we can done this better. Here the first list to the last raid(this doesnt mean everyone in this list ll be here to raid, its just the first list of the last raid):

Info RAID: Saturday and Sunday  6pm (The hour can be changed) Server-10 man raids(EoE, Sart, Naxx)

  1. Ezwar (Prot)
  2. Jaibyrd (Healer)
  3. Darisul (Dps)
  4. Shortlived (Dps)
  5. Ghli (Dps)
  6. Dctrjekyll (Healer)
  7. Nettibbeb (Dps)
  8. Lunchbox (Healer)
  9. Caronte (Dps)
  10. Unknow

Go go, those weekends are too bored to much time free to do something better, those ppl who want to do something in the weekend, i know much ppl dont need loot from 10 raids, but thanks if u want to come.

BTW  this can be done all the Weekends, saturday or Sunday and if there arent enough ppl, we will do this in monday.

<3<3<3

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  • Atakheal's blog
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Kaluu 1.05

Ghli — Sun, 03/15/2009 - 10:22

Kaluu 1.05
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  • 10 Man
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  • 25 Man
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A different Friday night Naxx 10

Raid Zone: 
Naxx

Looking for people interested in running Naxx 10 with me.  Raid starts at 6:30 ST, so if the time listed is wrong, sorry.  Just go by 6:30 ST.

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