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12/03/07, 6:06 PM
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#1326
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Von Kaiser
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We usually run with 7 healers on Anetheron. We 1shot the first 3 bosses each week now, just got our first Azgalor and Gorefiend last week, and we are hoping to start Archimonde this week after a quick Fathomlord / Al'ar to get some stragglers into BT.
5 Healers are spread out in a full circle around Anetheron, with the most critical healers standing behind or adjacent to him, thus they are alone and less likely to get CS'd. Futhermore, identical healers are spread out. Such as the 2 Tree Druids are on opposite sides of him so it's very unlikely both will get CS'd at the same time. I, as a Disc Priest, stand inbetween Anetheron and Jaina. Cause I can take a hit or two and not die, since the DPS is behind me I'm more likely to get hit with CS.
2 Healers are at Jaina healing the OT. One is a Paladin, the other is either a Resto Shaman or a CoH priest. The non-Paladin stands out of CS range and heals the DPS and the OT. The Pally focuses on the OT. 20 seconds after the Infernal is controlled, the ranged DPS turns and kills the Infernal and then returns to Anetheron. We do not clump up because clumps + Infernal = death.
Really the only problem in this fight is bad Infernal placement and someone drawing threat on it before it can be controlled. Just treat them like Kael Phoenixes, stop what you are doing and get the heck away from it.
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12/03/07, 6:20 PM
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#1327
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Bald Bull
Tauren Warrior
Kil'Jaeden
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We set our KTM to the infernals since they are the most important threat sensitive mob on Anatheron.
Further, I believe carrion swarm has a 60 yard range. You can place OT healers OOR of the carrion swarm if you really want to get fancy.
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12/03/07, 6:35 PM
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#1328
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Piston Honda
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Yes, there is a 60yrd range on Carrior Swarm. Therefore there really is no excuse for any ranged dpser to ever die when all you have to do is run back a bit and wait out the debuff for a heal/bandage/pot. The only troubles we ever seem to have is when the Infernal tank gets slept (rarely) when running towards the Infernal or when a melee person is targetted for the infernal yet doesn't move and the whole melee group just gets flattened (damn rogues).
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12/03/07, 10:21 PM
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#1329
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Von Kaiser
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Originally Posted by Quigon
We set our KTM to the infernals since they are the most important threat sensitive mob on Anatheron.
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Time to upgrade. Omen
'A lightweight, flexible, multi-target threat meter '
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12/04/07, 1:40 AM
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#1330
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Don Flamenco
No account
Human Mage
No WoW Account
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Not sure if this is allowed, but to attune people, guilds can try to cooperate with other guilds that are like 5/6SSC,3/4TK to combine runs(bring 1 or 2 of the other guild) so that you can
1) impart knowledge to them
2) get them some gear
3) Attune your new recruits
which is a win win situation for both guilds. This could be a way that guilds progressing in BT/MH could have more quality time to work on new content, rather than worry on attuning new recruits which can take up to 2 nights of SSC/TK. This will speed up progression much faster.
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12/05/07, 5:53 PM
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#1331
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Glass Joe
Tauren Druid
Spinebreaker
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Originally Posted by Quigon
Further, I believe carrion swarm has a 60 yard range. You can place OT healers OOR of the carrion swarm if you really want to get fancy.
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That's how we do it. Anetheron is held near the hillock by the building on the left side of the road, and I typically tank the infernals way back by Jaina. I am still in range to be CS'd (but also MD'd when new Infernals land), but my healers (who are behind me, on the hill immediately left of zone-in) are not.
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12/05/07, 6:14 PM
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#1332
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Piston Honda
Blood Elf Paladin
Frostmourne
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Originally Posted by Egel
Since the mana drain is what makes the fight hard, maybe using shadow resist gear is the way to go. With only 165 I guess you got lucky but with capped mother gear you should resist a lot? Has anyone tested? I'm going to try it next time.
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Yip. It is very effective, means that no one ever has to pot.
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12/05/07, 7:47 PM
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#1333
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Piston Honda
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Yeah, our Anetheron strat employs tanking Anetheron up near where the soldiers are, with three healers there to heal melee and the main tank. Then, we have all of our ranged grouped up by the hill with the tree where the priests, etc. stand. If they get hit with carrion swarm, they back out to get healed. Then on the hill out of range of carrion swarm are healers for the ranged (normally shamans and/or CoH priests) and the infernal tank. Infernals are tanked between the ranged and the healers on the hill. It probably increases the number of people that will get hit by carrion swarm, but it localizes the people who will get hit and isolates those who we don't want to get hit. We've always been a fan of controlling fights as opposed to dealing with chance, and this strat plays into that.
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12/06/07, 5:12 AM
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#1334
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Von Kaiser
Blood Elf Paladin
Kil'Jaeden
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Originally Posted by Joy
Yip. It is very effective, means that no one ever has to pot.
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Same here, worn the full SR set every week for the last month and been hit with a total of maybe 5 drains. Resist all around :P After all its not like this guy is exactly hard to heal.
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12/07/07, 1:58 PM
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#1335
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Glass Joe
Tauren Shaman
Tortheldrin
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4/5 Hyjal and 4/9 BT now. Naj'entus owns our guild, Supremus is a mess, and we haven't seen real Akama yet (his channelers were up last night but someone talked to Akama before we cleared the room and they reset in bugged version).
Anyway, I'm not sure about where to look to for progression next. Normally, we would be going for Gurtogg or Archimonde. Unfortunately, due to the upcoming holidays we have several members, most notably 3 healers, that will be away on vacation. This would mean that on a night with all our remaining healers on, we'd have 7. I've heard that both Gurtogg and Archimonde are fairly healer intensive and would need in the range of 8-9 healers at a minimum to make it bearable. Would shifting focus on learning RoS be a good idea, or should we be working on strong-arming one of the other 2 bosses?
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12/07/07, 2:09 PM
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#1336
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Don Flamenco
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Gurtogg would be pretty hard to learn with only 7 healers. If your mages are decursing (and even your feral druids if necessary), Archimonde would be a much better choice, in my opinion. It's also worth noting that a lot of people (including my guild) seem to spend upwards of 50 attempts or more on Archi before getting a single kill, whereas with the proper amount of healers, Gurtogg took 4 for us.
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12/07/07, 2:43 PM
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#1337
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Von Kaiser
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Originally Posted by Solomir
4/5 Hyjal and 4/9 BT now. Naj'entus owns our guild, Supremus is a mess, and we haven't seen real Akama yet (his channelers were up last night but someone talked to Akama before we cleared the room and they reset in bugged version).
Anyway, I'm not sure about where to look to for progression next. Normally, we would be going for Gurtogg or Archimonde. Unfortunately, due to the upcoming holidays we have several members, most notably 3 healers, that will be away on vacation. This would mean that on a night with all our remaining healers on, we'd have 7. I've heard that both Gurtogg and Archimonde are fairly healer intensive and would need in the range of 8-9 healers at a minimum to make it bearable. Would shifting focus on learning RoS be a good idea, or should we be working on strong-arming one of the other 2 bosses?
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The problem really is that the eight healer inflection point for either of your other two prospects can change each encounter significantly. Honesty, though most people don't do this, I don't think learning RoS is a bad idea here. Seven seems to be the magic number for healers for that fight as long as you're not heavy on paladins, and you might be able to do it with six as long as your healers are pro. What's important is that your interrupters for phase two and your most reliable tank(s) be available throughout the process.
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12/07/07, 3:43 PM
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#1338
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Let's Paint, Exercise, and Lifebloom
Night Elf Druid
Proudmoore
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Originally Posted by Solomir
4/5 Hyjal and 4/9 BT now. Naj'entus owns our guild, Supremus is a mess, and we haven't seen real Akama yet (his channelers were up last night but someone talked to Akama before we cleared the room and they reset in bugged version).
Anyway, I'm not sure about where to look to for progression next. Normally, we would be going for Gurtogg or Archimonde. Unfortunately, due to the upcoming holidays we have several members, most notably 3 healers, that will be away on vacation. This would mean that on a night with all our remaining healers on, we'd have 7. I've heard that both Gurtogg and Archimonde are fairly healer intensive and would need in the range of 8-9 healers at a minimum to make it bearable. Would shifting focus on learning RoS be a good idea, or should we be working on strong-arming one of the other 2 bosses?
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You could try Bloodboil. Our guild is not pro by any means (haven't killed Illidan yet) but our first kill was done a couple of weeks ago with 7 healers. We had fel rages on two shadow priests, a hunter, and two paladins. These are pretty good fel rages, but on our attempts that night, we had a bunch on warlocks and holy priests that survived and even mages would survive sometimes (but usually ended up dying). The main thing we did was have shadow priests and even feral druids help heal during the fel rage. WWS is available here: WWS, if you would like to look at it. We had a holy priest on the bloodboils and a restoration druid on the three tanks, in order to take advantage of CoH and lifebloom.
You could also ask someone to respec for Archimonde. The healing requirements in terms of individual output are not very intense, the main reason for wanting 8+ healers is just that people are really spread out, and sometimes half of the healers are cut off from the tank or whoever in the raid is currently taking damage. The actual gear requirement in terms of +healing and mana regeneration is fairly low. If you go this route the best choice is probably a shadow priest, since nobody really needs the mana regen anyway (due to constantly running from Doomfires and getting Air Burst) and the fact that their short nuking range can be a liability.
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12/08/07, 8:53 PM
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#1339
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Glass Joe
Orc Warrior
Blackrock (EU)
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Originally Posted by Dustwhisper
We went Rage -> Naj'entus -> Supremus -> Akama -> Anatheron -> Teron Gorefiend -> Reliquary of Souls -> Kaz'rogal.
two hardest fights there were probably kaz'rogal and ROS. Yes I think Kaz'rogal is harder than Teron by far :P Maybe cause we went with only medallion of karabor, priest shadow res buffs and nothing else.
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We killed Kael'Thas 4 weeks ago and we managed to attune all our guild members(BTpre & MHpre)
We killed Rage Winterchill on our first day after Kael'Thas. It wasn't that hard.
One day later we killed Anetheron. Our problem was to spread out to avoid the carrion swarms.
Then we made a 1-2week MH break cause of "intern guild problems".
Two days ago, we one-shot'd Kaz'Rogal on our first attempt ever with just the BT necklace and the priests SR buff.
Then we made few attempts on Azgalor, but our strategy didn't work really well.
So my question is :
When we have downed Azgalor, should we go BT or should we work on Archimonde ?
(MH(3/5) BT(0/9))
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12/08/07, 9:15 PM
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#1340
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Von Kaiser
Human Warlock
Ravencrest (EU)
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Both, IMO. You're probably gonna wipe a LOT on Archimonde, so you might as well not spend all your raiding days on him, since wipe after wipe for essentially little to no reason can get to your raiders' nerves. So keep a day or two for BT, first 3 or 4 bosses are absolutely doable if you can kill Azgalor.
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12/08/07, 11:18 PM
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#1341
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King Tyrian
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When we have downed Azgalor, should we go BT or should we work on Archimonde ?
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This depends on your players. However I would recommend at least trying Archimonde seriously first. Give him 1-2 nights with a solid strategy and see what progress you make. With a solid strat and good-performing players there is no reason you cant kill Archimonde within your first 1-2 nights of attempts. If, however, you notice that you have lots of special people who do stuff like 'oops, i forgot to use my tear LolzZ' it might pay to leave Archimonde for the time being.
It really depends on your players. The fight can be relatively hard or a walk-in-the-park - totally dependant on how fast your players can learn the 'JUST STAY ALIVE' philosophy of the fight.
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12/09/07, 1:35 AM
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#1342
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Pities the fool
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I'm not sure why you would skip the first 3 bosses of BT to work on Archimonde. Once you learn them, it's an easy 2.5-4.0 hour clear to get 3 good solid bosses worth of loot, with a *ton* of upgrades for your physical and magic dps. The only challenging fight of the 3 is Naj'entus, and he's easily beatable in under 3 hours by pretty much any guild who can kill Rage.
Take a day, kill Naj'entus and Supremus, and then come back the next day (unless your raids are super-long) and hop the teleport and collect some free epics from the chess eve... sorry, Shade of Akama. It'll make your raid stronger to have those 6 epics + trash drops + gems every week than to spend those raid days learning Archimonde. Farm 7 bosses, work on one >>> farm 4 bosses, work on 1.
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12/09/07, 4:31 PM
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#1343
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Glass Joe
Night Elf Druid
Aerie Peak
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Naj'entus, Supremus, and Akama shouldn't be overlooked. Teron Gorefiend would be a good indication of who in the raid is going to be your weakest link when you go to Archimonde. From what I've seen, the people who suck at killing constructs are also the ones who end up in Doomfire.
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12/10/07, 1:51 AM
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#1344
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Don Flamenco
Blood Elf Warlock
Turalyon
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Another minor benefit of doing the first 3 BT bosses is that some of your raiders can come back and farm the trash.
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12/10/07, 1:22 PM
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#1345
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Don Flamenco
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Originally Posted by Solomir
4/5 Hyjal and 4/9 BT now. Naj'entus owns our guild, Supremus is a mess, and we haven't seen real Akama yet (his channelers were up last night but someone talked to Akama before we cleared the room and they reset in bugged version).
Anyway, I'm not sure about where to look to for progression next. Normally, we would be going for Gurtogg or Archimonde. Unfortunately, due to the upcoming holidays we have several members, most notably 3 healers, that will be away on vacation. This would mean that on a night with all our remaining healers on, we'd have 7. I've heard that both Gurtogg and Archimonde are fairly healer intensive and would need in the range of 8-9 healers at a minimum to make it bearable. Would shifting focus on learning RoS be a good idea, or should we be working on strong-arming one of the other 2 bosses?
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With 7 healers, I would do Archimonde. Depending on your guild, it takes some time for people to get positioning and staying alive correctly. My guild took 5 weeks on Archimonde due to lots of retardation on our part. You might have problems with healing but we just had our feral druids heal/decurse without respeccing. It's more of a positioning thing rather than mana regen/healing thoroughput on this fight.
Seven healers is also around the correct balance for RoS, so I would do that for a change of pace if you feel like running into a brick wall on Archimonde.
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12/10/07, 4:21 PM
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#1346
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Glass Joe
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7 healers is fine for RoS.
7 healers will be extremely painful for Gurtog. Maybe with 2-3 good shadow priests you could do it?
7 healers COULD work for Archimonde, a lot depends on how many people get doomfired. If your raid is good at avoiding doomfire, and has good decursing, 7 healers could work fine. If your guild is bad/slow at avoiding doomfires, Archimonde is going to be tough to learn anyways, and only having 7 healers will just make it worse.
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12/13/07, 4:49 AM
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#1347
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Polyguy
Moghed
Orc Death Knight
No WoW Account
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We're just starting into black temple and at the end of one of our raiding days we had supremus do this to our hateful tank. Is this normal?
Tank Death
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12/13/07, 5:03 AM
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#1348
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Glass Joe
Blood Elf Paladin
Runetotem (EU)
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I don't see anything unusual in your Log Moghed.
Compare to our Kill from yesterday.
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12/13/07, 5:19 AM
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#1349
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Polyguy
Moghed
Orc Death Knight
No WoW Account
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Thanks! I guess we'd just been lucky in previous attempts to not get the three hatefuls in three seconds thing. Have to deal with it then.
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12/13/07, 5:26 AM
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#1350
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Glass Joe
Blood Elf Paladin
Runetotem (EU)
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It were actually only 2 in 1 1/2 Seconds.
765 Supremus's Hateful Strike hits Bladeweaver for 9147
17:42'56.968 Supremus's Hateful Strike hits Bladeweaver for 8672 (589 blocked)
And your Hateful Strike Tank should have over 18k HP, actually to be sure even over 20k HP.
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