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07/27/06, 9:22 AM
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#16
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Piston Honda
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I actually have yet to be impaled while meleeing him. Didn't even know it was possible. Only gotten it when running in or out. Weird.
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07/27/06, 1:56 PM
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#17
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Founder of the Chalonverse
Chalon
Night Elf Rogue
No WoW Account
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You can get impaled while meleeing him.
As for melee DPS, definitely use it. It makes a long fight a little shorter. Just have them all back out at 15s to swarm. And none of them should die to impale if they're topped off, all rogues/warriors should have > 5k HP with buffs. And rogues have safe fall, which mitigates another 500 or so damage from that.
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07/27/06, 2:08 PM
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#18
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Don Flamenco
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So the general consensus is that the mages/warlocks can burn down the adds while the rogues focus on anub (minus locust swarms and cursing corpse scarabs), or have the rogues run in after they kill an add for 10-25 seconds of dps.
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Farewell, remorse: all good to me is lost; Evil, be thou my good.
~Paradise Lost (bk. IX, l. 171)
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07/27/06, 2:10 PM
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#19
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Don Flamenco
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Originally Posted by issei
rogues should never get hit by the adds' cleave if the tanks position them correctly. rogues should also never die next to anub'rekhan for any reason whatsoever. tell them to bandage after impales, and get your healers to throw a hot or flash heal on them when possible. for our third anub'rekhan kill, i told the rogues to wait until after the first locust swarm to start dps on anub'rekhan. we usually had about 45 seconds when the spawned crypt guard died, which is 45 seconds' worth of 5-6 rogues' dps -- enough to cut down the transitions needed by a very noticeable amount.
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I wasnt saying the rogues were dyign to the cleaves, /etc, but it just seems more efficient for mages to burn them down.
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Farewell, remorse: all good to me is lost; Evil, be thou my good.
~Paradise Lost (bk. IX, l. 171)
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07/27/06, 2:13 PM
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#20
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Von Kaiser
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Originally Posted by Faytte
So the general consensus is that the mages/warlocks can burn down the adds while the rogues focus on anub (minus locust swarms and cursing corpse scarabs), or have the rogues run in after they kill an add for 10-25 seconds of dps.
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No. That would seem to be a backwards way of doing it.
Rogues can DPS Anub, but should only be doing it after the spawned add is dead. Run in, get your shots, run out before locust swarm.
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07/27/06, 2:22 PM
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#21
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Piston Honda
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We have every DPS on the guards when they spawn, and then all DPS on the boss when the guard dies. At 15s the melee DPS runs out.
I think if this was a harder fighter(time limit or something), we could just have the melee DPS run out when he starts casting, but with how long you can last in this fight, that's not necessary.
I'm sure we all have stories of our tank getting impaled and him evade bugging to 100%, I know this week a guild on Mal'Ganis(Cadre Quietus) evaded him at 1% ;D
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07/27/06, 2:26 PM
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#22
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Founder of the Chalonverse
Chalon
Night Elf Rogue
No WoW Account
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We have every DPS on the guards when they spawn, and then all DPS on the boss when the guard dies. At 15s the melee DPS runs out.
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We do this, as well.
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07/27/06, 2:26 PM
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#23
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Don Flamenco
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Well its not a hard fight at all. Just trying to figure out ways to speed it up!
The all dps on add/all on anub seems solid.
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Farewell, remorse: all good to me is lost; Evil, be thou my good.
~Paradise Lost (bk. IX, l. 171)
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07/27/06, 2:38 PM
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#24
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Piston Honda
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we have the rogues move out from the add after the first web, as long as the add is below 75%.. at that piont, the casters have more than enough time to kill it before the next transition, and we have enough warriors doing taunt rotation, that they're not taking much damage from the add anyways.
one really nice thing about having all the rogues on anub early on is, IF one of the scarab spawns pop up, and go on the MT, the rogues can burn it down almost instantly, where it may take longer for the ranged to even aquire the target.
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07/27/06, 8:09 PM
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#25
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Glass Joe
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thanks for the replies guys. Our original strat was to do all dps on guards then all on anub and melee back off at 15 secs till LS. However, on one of our best attempts we had two rogues get double implaed. They got impaled once while meleeing then LS 15 sec warning sounded so instead of bandaging they just decided to bail and got implaled again on their way out. The resulting corpse scarabs were all over the MT and MT healers and LS started and it was horrible from then on >.< We didn't see any way to prevent this "bad luck" issue so we decided to do something like the following:
1. For the first two spawns, all dps kills the first one, then burns down the 2nd one to 20-30%. Then ranged DPS moves on to Anub while rogues finish off the 20-30% left.
2. the hunters just stay on Anub from here on out and are responsible for keeping MT/MT healers scarab free.
3. on new guard spawns, mages/locks help the melee burn the guard till LS is over then immediately shift to Anub while rogues/warriors deal with the rest of it's hp.
This would give us lots of DPS on Anub and rogues wouldn't be twiddling their thumbs. Mainly because ranged dps can't get double implaled and even if they die an unfortunate death, the scarabs can be handled easily. We will try this out and I will post back with results Friday. Thanks for all the great input =)
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07/29/06, 3:56 AM
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#26
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Glass Joe
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Update:
we used the sheme of having the rogues and the warriors just handle the new spawns while mages/locks/hunters dps'd Anub himself tonight and we put the bug out of his misery. Thanks again for all the tips and info guys. I am definitely learning alot from reading these forums =)
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07/29/06, 3:09 PM
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#27
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Originally Posted by Dwargue
You are setting yourself up for a much longer fight than needed if the rogues aren't going in to melee anub. I'm not sure how long you've lasted into the fight, but the nature of the fight is that attrition will basically wipe you. The longer the fight lasts, the less mana healers have, the less they have, the more they try to conserve, the more they conserve, the more people die from unlucky hits.. And 1 unlucky death quickly leads to 5 which leads to 40.
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Its not a DPS fight if you're making the claim that it is not sustainable. People on our server have taken over an hour to defeat him due to evasions, and mana isn't a problem. You toss rogues and warriors in because generally people value their own time.
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07/29/06, 9:12 PM
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#28
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Piston Honda
Tauren Shaman
Aggramar (EU)
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Originally Posted by Copernicus
Impale has a max range of 35 yards. It's a tight conal attack. It can target people outside the Impale range, but they won't get hit by it.
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Isn't 45 yards ? I tryed to heal MT at max heal range and I still get impale
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07/29/06, 9:18 PM
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#29
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Soda Popinski
Gwaiihir
Orc Shaman
No WoW Account
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No, it is definitly 40 yards or less. Hunters can DPS quite safely withotu worry of ever getting impaled.
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<Gwaihir> mage time is like booterang
<Gwaihir> AUGH BOOTERANG
<Gwaihir> AUGH MAGE TIME
<Ama> AUGH MAGE TIME
<XI|> AUGH MAGE TIME
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07/29/06, 10:16 PM
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#30
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Bald Bull
Night Elf Druid
Tichondrius
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It's exactly 35 yards. With Frostbolt having a range of 36 yards, I often get to see the Impale stop just before me. Especially when it targets me.
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