Ahn'Qiraj Temple: Anubisath Defenders阿努比薩斯防禦者
- 2007/06/16(Sat) -
aqt_defender_c.jpg



(trash after huhuran)

These look the same as the sentinel packs at the start of the temple.

Their abilities have all been seen before on the mentioned sentinels and the defenders in Ossirians room.

However this variety of them is the strongest yet. They have 450k hitpoints and spawn adds with 8k and 35k hp.

The really tricky part about them is their everchanging selection of abilities. Similar to chromaggus.

Abilities

There are 5 sets each containing 2 different abilities. These abilities require more or less opposite behaviour to be countered. See for yourself:

Set 1: Meteor or Plague
- Meteor is a targeted AoE that will deal 15,000 fire damage players within the AoE. The damage is split between the players; 15 players will take 1000 damage each and 30 players will take 500 damage each. 8 yards radius
- Plague is a random targeted nature based DoT. When a player is afflicted with plague he will damage nearby raid members in addition to himself. Plague cannot be cleansed. Plague has a radius of 5 yds.
COUNTER: Spread out (Plague) or bunch up (Meteor)

Set 2: Shadow Storm or Thunderclap
- Shadow Storm is spam of AoE shadow bolts that do ~1000 damage. Shadow resist can reduce the amount of damage taken from this spell. This spell also has a dead zone; meaning the Shadow Bolts can be avoided if you stand close. 25-45 yds range.
- Thunderclap is a short ranged nature based AoE that emanates around the Anubisath Defender. There is no attack speed debuff from this spell. Nature resist can reduce the amount of damage taken from this spell. 10 yds range.
COUNTER: Get range (Thunderclap) or come close (Shadow Storm)

Set 3: Reflect Arcane & Fire or Reflect Shadow & Frost
- Reflect Arcane & Fire will reflect arcane and fire spells back to the user, doing arcane or fire damage.
- Reflect Shadow & Frost will reflect shadow and frost spells back to the user, doing shadow or frost damage.
COUNTER: Pick your spells.

Set 4: Enrage or Explode
- Enrage at 10% health, increasing attack-speed and -power.
- Explode at 10% health, causing the Defender to explode, inflicting roughly 5000 damage within about 10 yds. (The explode is "announced" by an emote a few seconds before it goes off.
COUNTER: Run away (explode) or Nuke down quickly (enrage)

Each defender will randomly pick one ability from each set, each time he is aggroed, that he will continue to use throughout the fight.

Set 5: Spawn Warrior or Spawn Swarmguard
Defenders will spawn up to 4 adds, either Warriors(can be tanked) or Swarmguards (cannot be tanked).
COUNTER: Fear or tank them.

IMPORTANT: An aborted pull (Feign Death) will reset the abilities. We're not sure if a wipe does likewise.

Process

The basic setup consists of two camps, one melee and one ranged, 20 yds apart from each other. The melee camp contains at least 10 players to provide enough damage mitigation in case of Meteor and with NR buffs so they may sustain repeated Thunderclaps. Initially both camps stay very close together (in a circle with no more than 5 yds diameter).

USE THE WATERLINES AS REFERENCE. THE ILLUSTRATION IS ACCURATE ABOUT DISTANCES.

A hunter pulls the Defenders one by one with his pet and keeps track of their abilities (See pathing illustration).

For all ability combinations, except plague, everyone keeps up the basic setup.

If a Plague is detected, everyone immediately spreads out so that all players are 5yds or more away from their neighbour. If a Shadow Storm is detected together with Plague the spreading has to be done extra carefull as to avoid the shadow bolts.

If an add spawns/attacks: Fear. Priest, Warrior and Warlock fears work here. Tanking the conjured warriors is an option too.

EVERYONE HAS TO MEMORIZE THE FOLLOWING

If Thunderclap: Stay in your camp.

If Shadow Storm: Stay in your camp.

If Plague: everyone spread out immediately. 5yds!

If Meteor: Stay in your camp.

If Add: Fear or tank.

Mind the damage reflection!
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Ahn'Qiraj Temple: Princess Huhuran
- 2007/06/16(Sat) -
aqt_huhuran_c.jpg



ABILITIES

PHYSICAL: Huhuran does a standard Physical attack on the current aggro holder.

FRENZY: When in frenzy she casts a poison-bolt that hits for 1000 nature and ticks 4 times for 750 dmg on the 15 people standing closest to her. (We believe Pets count towards that number too). This can be dispelled with Tranquilizing Shots from hunters who, if they are on their toes, can avoid all poison bolts during phase I.

WYVERN STING: She also casts a Wyvern Sting every 30(?) seconds on the 15 closest people and pets. When dispelled the character takes 4000 nature damage (resistable).

BERSERKER RAGE: At 30% Huhuran enters a berserker rage which makes her cast poison bolts every 2 seconds on the 15 players closest to her (pets count) doing 2000-3000 nature damage (resistable). Her melee damage is also much increased.

TIMEOUT: After 5(?) minutes Huhuran will go into berserker rage no matter how many HP she has left.

Plan is as this:

SETUP

We get 15 players with over 200 buffed NR (Rogues/Paladins/Hunters/Warriors) to stand in very close to Huhuran. Almost under her. In any case closer than 5 yards to her "middle point". This team of 15 also contains all Felhunters and NR-Pets from Hunters for additional safety. This team will tank the Poison Bolts and Wyvern Stings away from the physical tanks and the rest of the Raid. Both in Phase I and II. IMPORTANT: Hunters start at range so they can fire TQ-shots safely. They switch places with the Paladins just before Phase II.

We get 2 warriors to stand further away from Huhuran than any of the 15 poison-tanks but still in melee range. This way none of them will get sleeped and they can build aggro with maximum effectiveness. Also they will be able to keep aggro at the beginning of phase II. The two warriors will fight for aggro and ping-pong once their poison debuffs stack too high.

All others stand at 15-30yds from Huhuran. The Melee Healers closer in so they can land Prayer of Healing on the poison-tanks.

Mages, Healers and Warlocks keep a safe 30yds range to avoid any and all damage while wearing their best DPS gear.

PULL

The teams get into position following directly behind the main tank who will lock her down in the smal puddle in the middle.

Poison-Tank-Teams get in position ASAP. All Rogues, Warriors and Paladins!

Others set themselves up around the puddle on the small tongues of land. Note: The Puddle has roughly a diameter of 40 yards. So if one stand close to its bank towards the puddle one should be within 20yds of Huhuran.

PROCEDURE

After the pull all warriors immediately start building aggro. The MT and OT will eventually be well agead of the others because they are not affected by Wyvern Stings.

Ranged DPS goes SLOW and steady. We need to build a significant aggro overhead before Phase II begins so Huhuran will go after the DPS warriors and Rogues first before raping the ranged DPS. If she ever breaks the position in the middle of the puddle its a wipe. So the ranged dps must alyways have less aggro than the melee dps in the middle. NOTE that the melee will get sleeped often, so whenever that happens the ranged have to stop DPS.

Melee DPS goes all out to build as much aggro as possible (they get sleeped a lot so "all out" is relative).

DPS in general has to time the fight so we get to 30% at the latest possible moment before she times out and goes into berserk on her own in order to have the maximum aggro difference between poison-tanks and the others.

No BoS on the poison tanks!

Hunters have to be on their toes with their Tranquilizing Shots to dispell the Frenzy immediately when Huhuran emotes. Doing this well saves the healers (no poison bolts). Set up a rotation.

At 33% Hunters and Warlocks send their Pets in.
At 33% Hunters start swapping places (Hunters become poison tanks and paladins move out to heal the MT). This is done successively each time a Hunter uses his Tranquilizing Shot.

At 30% she enters berserker rage and phase II begins. The remaining Paladins and Hunters switch places.

In phase II all priests cast nothing but Prayer of Healing to keep the poison tanks alive while druids add HoTs and paladins keep the MT alive.

Warriors: All warriors be prepared to use shield wall in phase II. immediately when you get aggro, burn it and survive as long as possible.

In Phase II tanks will die, and the poison tanks will die too. The 15 people up close act as one big tank in order to keep her locked down during this phase. All of the poison tanks must have more aggro than anyone else in the raid. We explicitly want rogues to build aggro in phase I to be ready to tank in phase II!

YOU: If you see any of the melee dieing and you are not a priest. By all means run towards the poison tanks. And become one yourself to save the priest's live, cause if he dies, the group dies. If the priests die last. Everyone did what he should.

What is this fight all about?
The Key is to make the right people die at the right time. Imagine the 15 closest people as a big "sponge" that sucks up poison bolts. It is the most important thing in this fight to keep that "sponge" up and replace dead slots immediately with anything that walks but priests (who's PoH is much needed to keep it alive in the first place)

NOTES

Stoneform works.

Hunters + Warriors + Rogues + (Paladins) NEED 150 UNBUFFED NR 1000 dmg per 2 sec is healable. Anything more than than that is not. 200 (buffed) NR is the threshold where one resists on average 50% of the damage. The posion bolt hits for 1800-2000 with crits up to 3000.

The only ones who must not gimp themselves to get to these values is the tanking Warriors. See below for a list on how to get the required NR easily.

ALL ABOUT 140 NR THE EASY WAY

As Poison tanks (we call them "sponges"), your most important role at Huhuran is to absorb the post 30% volleys. For this you need at least 200 NR. Meaning 140 unbuffed + 60 from a Hunter's aura (Aspect of Nature).

The following list shows the by all means easiest way to get that much NR. With a little teamwork you can gear up 15 people in one or two days.

NECK:
[Nature's Whisper] (Silithus/Twilight Hammer questline) = 8

BACK:
[Grovekeeper's Drape] + 15 enchant (Maraudon/Celebras the Cursed) = 25

TRINKETS:
[Heart of Noxxion] x2 (Maraudon/Noxxion) = 20

LEGS:
Any - Cenarion quest-legs (Silithus/The Calling questline) = 25

SHOULDER:
Leather - [Phytoskin Spaulders] (Maraudon/Razorlash) = 10 + 5 (Argent Dawn)

FEET:
Cloth - [Vinerot Sandals] (Mauradon/Razorlash) = 12

WRISTS:
Leather - Not much easy stuff here, hope for good Prophet drops
Mail - [Sandstalker Bracers] (crafted) = 15

HANDS:
Leather - [Arachnid Gloves] (Razofen Downs/Tuten'kash) = 10
Mail - [Sandstalker Gauntlets] (crafted) = 20

WAIST:
Cloth - [Chloromesh Girdle] (Maraudon/Razorlash) = 20

CHEST:
Leather - [Chimeric Vest] (crafted) = 17

Rogue total: 152
Hunter total: 171

Ofc, you can vary it. But bottom line: It isn't very hard to get the 140. Just requires a little patience.
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Ahn'Qiraj Temple: Fankriss the Unyielding頑強的範克瑞斯
- 2007/06/16(Sat) -
aqt_fankriss_c.jpg



ABILITIES

X-X Physical damage on the current aggro holder.

-Healing: stacking debuff that reduces healing effects by 10%

Spawn Snakes: Every 20-30 sec a hard hitting snake spawns. They are immune to crowd control (fear/sleep/stun(?)). About 2000 physical per hit.

Spawn Hatchlings: During the fight hatchlings will constantly spawn. Up to 30. Killing them will immediately spawn new ones. They can be controlled by frost nova, fear, slowing effects, stun etc.

POSITIONS

Everything fairly close together. Two warriors tag-teaming fankriss (switching every 3 stacks). Two warriors to keep the snakes under control. The best geared tank gets aggro on all Hatchlings. 1x Druid+Pala+Priest for each tank team. The rest keep the Hatchling tank alive.

PROCESS

Rogues zerg Fankriss, Two warriors tank the snakes. Ranged dps kills snakes, then fankriss. One warrior grabs all the hatchlings, which shouldn't be feared unless it's an emergency.

Shieldwall helps the snake tank in the end. Blessing of Sanctuary does its share. Retribution Aura, Thorns and Shield Spikes likewise.
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Ahn'Qiraj Temple: Vem, Princess Yauj and Lord Kri維姆,亞爾基公主,克裏勳爵
- 2007/06/16(Sat) -
aqt_vem_c.jpg



ABILITIES

Vem: Charge, upon death makes Yauj and Kri enraged.

Princess Yauj: AoE Fear (resets aggro even with fear ward), self-heal (can be interrupted, also seems to have a proximity trigger towards Vem), upon death spawns a bug-zerg that can be quickly eliminated by AoE (roughly 4000 hp each)

Lord Kri: 360° Poison Bolt that causes 400 nature damage very 2 sec for 15 seconds (dispellable), upon death spawns a poison cloud that does 2000 nature damage per 2 sec.

POSITIONING

All three have to be separated to avoid their AoE effects. Healers and DPS remains in the middle to reduce tarvel. All non-tanking warriors get busy to re-establish the spread out position immediatley if the precautions (fear ward/berserker rage/totems) fail.

PROCESS

The sequence in which the three are killed determines the difficulty of the encounter. The last to die will yield the loot. Rumor has it, the loot tables for each of the three are different.

While fighting Kri, Yauj has to be locked down as far away from kri as possible. Else Yauj will fear everyone and heal Kri. Aside from that the whole key to defeating Kri is dispelling his Poison bolt on everyone. So each group gets a dedicated cleanser (druid/paladin).

While fighting Yauj, Vem and Kri have to be as far away from Yauj as possible. Else the AoE fear and self-heal will be much more frequent (ranges from 20-50sec). To limit the effect of the self heal, two Warriors keep a Mortal Strike up on Yauj at all times. Rogues/Mages and Warriors use their common interrupt abilities/spells for additional safety whenever possible (--> the AoE can be outranged).

When fighting Vem no special precautions have to be made but keeping the raid close together so tanks dont have to run long distances to regain aggro after a charge.

The easiest sequence is: KRI -> YAUJ -> VEM
The hardest sequence is: VEM -> YAUJ -> KRI
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