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Old 09/27/06, 2:20 PM   #1
Zellias
Von Kaiser
 
Murloc Warrior
 
Aegwynn
Hey guys,

Just got back into AQ40, and we are on Fankriss, and we're having problems, our best attempt was 23%, but we're trying to find the strategy that works well for us.

Here's how it breaks down.

Strategy 1: We had druids tank the bugs, then we had two warriors (me and a OT) tank fankriss, reason being, the opposite tank would taunt fankriss once I hit 3 debuffs, and vise-versa. We had 6 warriors on the raid, two were on fankriss, the other 4 were on the worms when they spawn.

Problems: One of the druids would have a massive amount of bugs on him, while the other two had hardly any, once he got too many, he wouldnt usually end up dying, due to the massive amount of DPS incoming on him.

Strategy 2: We had warriors tank the bugs (myself, and two other warriors) for certain reasons: 1: We can parry and block, the DPS was cut almost in half when a warrior was tanking them instead of a druid, we had 3 warriors on the bugs, and druid and last warrior on fankirss.

Problems: Healing was fine, we had worm problems, and they would either 1: enrage, or 2: get on a caster and 2 shot them.

Strategy 3: Fearing. We all group up in the middle and chain fear the bugs, untill we get enough, pull everyone to the center and AOE.

Problems: Our first attempt we got him to 41% (only attempt fearing), not everyone was clumped up together like they should have been, and we had one time where worms spawned, while we were AOEing, and we left about 8-9 bugs at 20% health, which were beating on the mages/warlock, and we wiped.

Strategy 4: I was thinking, we can do Fankriss, like we do Nef, we put 3 warriors in the same party with the same battleshout, and a shaman and warlock, and they chain battleshout, and get all agro on them, at a certain point, we can AOE them down, and rinse and repeat, we tried this our first attempt, and the battleshout didn't seem to be sticking

Problems: Only did one attempt with this, and battleshout didn't seem to be effective.

Those are the 4 strategys we tried using, and I think we'll stick to the fear trick next time we get there (since we only had one REAL attempt, to 41% and we had 34 people)

I was just looking for any suggestions, or is there anything we can do better to get this boss down.

I'm sure we could bring 8 warriors, and the fight would be easier (worms, bugs, and fankirss in control) but I would like to learn the encounter without stacking the raid.

Our gear is really lacking, but people want to keep progressing, so we're doing this fight preety undergeared (best tank has 6/8 wrath, the rest have 3 or 4 pieces, not to mention we get caster gear all the time :o)

From a healing standpoint, we have 1 priest healing the 2 tanks on fankriss, and the other 13-15 are on the druids, which puzzles me how they are dying.

Thanks :)

http://ctprofiles.net/1279682 - Reach - 60 UD Warrior.
 
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Old 09/27/06, 2:24 PM   #2
jubelio
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Mal'Ganis
I think in your case gear = progressing.
 
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Old 09/27/06, 2:25 PM   #3
 Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Strat #2.

6 warriors + 1 druid as tanks.

Warrior+Druid on Fankriss.
3 Warriors on hatchlings.
2 DPS Warriors who tank Spawns when they arrive, and otherwise beat on Fankriss.

Assign one dedicated healer to each Hatchling tank -- some backup might be needed if the fight drags on, or if one tank ends up with a disproportionate number of Hatchlings.

Have all the rest of your raid stand right near Fankriss, and have healers on the hatchling tanks stand as close to Fankriss as possible. The goal is to make sure that loose Spawns naturally gravitate towards the middle where your DPS is as they come in. Pick them up, burn them down, and go back to DPSing Fankriss. There's no reason for people to spread out on this fight or DPS Fankriss from 40yd away. It's not like he cleaves or something. Just clump up so you can focus-fire things quickly and efficiently.
 
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Old 09/27/06, 2:26 PM   #4
Ghostz
Don Flamenco
 
Dwarf Priest
 
Mal'Ganis
Strategy 2 is the one that most people use I believe. If the warriors on the outside can take the beating you shouldn't have too many problems with the strategy, just execution.

Look into having one of the two tanks assigned to fankriss picking up incoming snakes while they're off. Make sure that *all* of your dps attacks snakes when they come, especially since you're undergeared.
 
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Old 09/27/06, 2:27 PM   #5
Kytrarewn
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Kil'Jaeden
Disrupted got their first kills of Fankriss by, essentially, leaving Ranged DPS on Fankriss while putting all melee DPS on the worms. As a rogue, with CP/Energy conservation concerns, this struck me as being suboptimal, but, you know what? It worked, and fankriss went down VERY fast.

Paying attention to worms, and killing them as they spawn, will win the fight for you.

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Old 09/27/06, 2:29 PM   #6
Darksaber
Von Kaiser
 
Draenei Shaman
 
Kel'Thuzad
Well, I have to say that I've never really heard of doing it the way that you did, but I'll share with you how my guild accomplished things.

First off, we have two warriors on Fankriss for obvious reasons. We tank the three bug corners with warriors as well, and then use only one warrior to pick up the worms. Yes, that's six warriors, but due to guild makeup we normally give up a Warlock spot to an extra tank. Everyone has their normal assigned healers, and then whenever a worm spawns all the ranged DPS assists the warrior on worms, and burns it down before returning to Fankriss. Rogues need their CP and chasing worms would be far too much of a DPS decrease for them really.
 
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Old 09/27/06, 2:30 PM   #7
arc
Von Kaiser
 
Human Warrior
 
Kael'thas
If you're having issues with worms, make sure you're having your rogues pull off Fankriss to help burn them down. Make sure your rogues (and protection warriors) know to stun them when they enrage.

As long as you can keep the AoE under control you shouldn't be having trouble with the fight otherwise. Just get everyone on the snakes. Macro it if you have to.

Edit: For people suggesting that rogues stay on Fankriss lest their DPS go down too much.. Does it matter? Fankriss has no time based enrage that I'm aware of. Control the fight, you don't have to make it a race. Your rogues can still do plenty of damage while pulling off to handle snakes.
 
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Old 09/27/06, 2:30 PM   #8
Zellias
Von Kaiser
 
Murloc Warrior
 
Aegwynn
We didn't have any problems with the worms, it was like, worms, and everyone switched to them, it was the fact that, we'd get fankriss down another 15-20% and 3 more worms would spawn.. Maybe we're lacking DPS, one attempt he got to 60% before any worms spawn, the attempt after 93%, so I don't know what his spawnrate/timer is.

I guess we just need to work on better execution.

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Old 09/27/06, 2:30 PM   #9
sp00n
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Night Elf Rogue
 
Wrathbringer (EU)
The reason you put rogues on the worms is that they can stun.
Therefore even when a worm enrages, they have a chance of survival due to stun and evasion.

***edit
Wow, 3 posts in the same minute.

The worm spawn seems to be quite random. It can get really really nasty and you get 3 worms in a row, where eventually one isn't burned down fast enough and will kill the tank and some healers.
And you can get attempts where there are max. 4 spawns overall, all with enough time in between to smoothly kill fankriss without one person even coming close to death.

 
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Old 09/27/06, 2:34 PM   #10
Crowbite
I'm sure I'll think of something clever
 
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Mal'Ganis
For us, this fight really only requires 4 tanks. Have your best equiped tank just battleshout spam to pick up all the bugs. Have 2 tanks switching on Fankriss. And then stress to your raid to switch fast as soon as a snake appears. If you've piled everyone right on Fankriss, the BS spam normally picks up the snakes. Now they try to eat the guy with the best armor and most healing. The one downside is, if you screw up and let your MT die, it's a gaurenteed wipe.

Originally Posted by Elendril View Post
Don't use "sp" in your posts nogger. It suggests that you actually think you spelled the other words right. Like "boarderline".
 
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Old 09/27/06, 2:34 PM   #11
Zellias
Von Kaiser
 
Murloc Warrior
 
Aegwynn
Yeah spoon, understandable, we have the rogues stunlock, but for us, a big part of our dps is mages, so im afraid if they dont swithc, and keep dpsing fankriss, they might get overrun.

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Old 09/27/06, 2:35 PM   #12
Flubber
Piston Honda
 
Tauren Shaman
 
Mal'Ganis
Plan on stun locking the worms as they spawn. 1 warrior/bear taunting the worm to get a decent level of aggro for the stun-lockers. 3 warriors in the pits just getting pounded on. The damage is very predictable and 2 undergeared healers should have no trouble keeping each up with big slow cheap heals. 2 warriors on Fankriss just as you mentioned.

The thing about Fankriss is that it is the only fight in the zone that can be sustained till healer mana exhaustion. Your only issue is if the worms kill your healers, as each one that dies means you have to do the fight a certain % faster. Fankriss will die eventually, bugs stop spawning at some number, and the only non-predictable thing in the fight is the worms. IF everyone focus fires the worms down, that means more time for fankriss, which means less chance of healers going oom.

Step 1: stunlock worms
Step 2:?
Step 3: purples
 
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Old 09/27/06, 2:38 PM   #13
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Don't stunlock the worms per se, dimishing returns also affect in PvE, keep your stuns for when they are really needed, eg. when the worm is entering enrage and/or the tank is low hp. If 4 different rogues have used 4 times kidney shot on the worm, he will become immune the next time a rogue tries to stun him. If he is enraged, that's not good.

Of course, every DPS should switch to the worms. As someone said in some other thread, the encounter isn't about Fankriss, it's about the worms.

 
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Old 09/27/06, 2:39 PM   #14
Uziel
Piston Honda
 
Night Elf Warrior
 
Burning Blade
We decied to make the Force Reactive Disk and load up an engineering warrior with all of the items that add damage when he gets hit (retribution aura, essence of the pure flame, thorns, BoSanctuary, etc).

He tanks all of the bugs and does alot of damage this way and when he has too many he runs directly into Fankriss and asks for mage AOE so that the mages AOE both Fankriss on adds.

We have 2 warriors on Fankriss, 3-4 on worms.

I dont think gear is that big of a factor. We just got a 2nd warrior 8/8 wrath and all other warriors are under 4/8 wrath (the one tanking bugs with aoe dmg is 2/8 wrath, 5 might and blue BRD tanking legs).

We downed him 3rd try.
 
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Old 09/27/06, 2:40 PM   #15
Ahindwe
Gonna get you some
 
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Tauren Shaman
 
Eldre'Thalas
I didn't see this mentioned, and you may already be doing this, but you don't need your best geared warriors on Fankriss, he's the least of your worries as long as the taunt rotation is fine and everyone is communicating.
 
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Old 09/27/06, 2:40 PM   #16
subscience
Great Tiger
 
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Draenei Shaman
 
Mal'Ganis
Here's what worked for our guild and it made Fankriss a very, very easy fight:

Positioning: Everyone stands on top of Fankriss (Hunters at ~8 yards). This means everyone.

MT: Put your best geared Warrior on bug duty. All he needs to do is Battle Shout spam and Shield Block. However, he will be taking the majority of the damage.

Worm tanks 1 & 2: Have one Warrior assigned to the first spawn and the second one ready to pick up any subsequent spawns. Also, have them use Shield Block to time and call in stuns. By the time the Worms arrive to the Fankriss (and the raid), that's approximately 3-4 seconds of travel time. If the tanking Warrior has Shield Blocked 3 times (5s cd x 3 uses = 15s elapsed + 3-4s travel time for the worm spawns to get to your raid < 20s when worm enrage hits), an Enrage will be coming soon and he should call in stuns. Assigning 1 Rogue to each worm allows them to put 5 pt. KSes when necessary.

Fankriss tanks 1 & 2: Fankriss hits like a wuss, so you can safely put lesser geared or DPS-spec Warriors on him. Taunt rotations at 3 stacks (so there's some margin for error on resists).

The BSing MT will draw all bug spawns and worms to the Fankriss (where your raid is). The MT can hold the bugs forever and will never lose aggro if constantly BSing. The only thing you need to do is keep him alive.
 
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Old 09/27/06, 2:41 PM   #17
Kytrarewn
Captain N
 
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Undead Rogue
 
Kil'Jaeden
Originally Posted by Flubber
Plan on stun locking the worms as they spawn. 1 warrior/bear taunting the worm to get a decent level of aggro for the stun-lockers. 3 warriors in the pits just getting pounded on. The damage is very predictable and 2 undergeared healers should have no trouble keeping each up with big slow cheap heals. 2 warriors on Fankriss just as you mentioned.

The thing about Fankriss is that it is the only fight in the zone that can be sustained till healer mana exhaustion. Your only issue is if the worms kill your healers, as each one that dies means you have to do the fight a certain % faster. Fankriss will die eventually, bugs stop spawning at some number, and the only non-predictable thing in the fight is the worms. IF everyone focus fires the worms down, that means more time for fankriss, which means less chance of healers going oom.

Step 1: stunlock worms
Step 2:?
Step 3: purples
I actually disagree with this. If you blow your load too early, you won't have stunlocks available (because of DR) if the worms enrage. AF had some trouble with Warriors conc-blowing on Fankriss and Anub, and thus the adds wouldn't be stunnable when enraged. Use stuns wisely, not just for the sake of stunning.

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Sunbeams are always made on me
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Old 09/27/06, 2:44 PM   #18
Deathwing
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Tauren Druid
 
Black Dragonflight
Your problem might be too few warriors. This fight requires 5 tanks, IMO, 6 is usefull if your DPS is running too fast and you have 2 snake spawns up at the same time. 3 warriors for hatchling spawns. Let them know that BS is more agro than DS, but I've never had any problems holding agro with just DS and cleave spam. When hatchlings get up to 8 or 12, we ask the tanks if they need a collapse, they move the center, ranged dps AE's them down. Only call collapse if you're a good distance away from a snake spawn.

We only use 1 MT on this fight. He gets up to 9 debuffs, he tells the healers to top him off, they stop healing, and his lifebar lasts him through until the debuffs reset. Fankriss hits like a little girl, we've never lost a tank this way, even one that was learning the fight for the first time. The last warrior chases down snake spawn, and extra one helps. I've been on snake duty, most of the time 2 warriors on snake duty really isn't needed. The key to snake is adept and skillfull rogues. Paladins help too.
 
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Old 09/27/06, 2:45 PM   #19
Brando
Piston Honda
 
Tauren Druid
 
Uldum
We have one warrior on the bug spawns, two warriors on Fankriss and the rest of the warriors DPS/tank snakes as needed. The only thing I don't like about this is that we have the same warrior tank all the bugs every single time and therefore are highly dependant on him. Since he's a co-GM of the guild I don't worry about him leaving or missing the raids much but shit happens and if he were to take a brake I shudder just thinking about how messy this could be by having somebody else learn to do it.
 
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Old 09/27/06, 2:47 PM   #20
Fing
Glass Joe
 
Murloc Hunter
 
Stonemaul
Hi, Im a new poster to the forum but Ive been reading awhile. I thought Id post on this thread as my guild uses a strat unlike most others. **Edit** I originally said unlike most others, now im reading back above and see several other posters suggesting same thing. This strat may be more prevalent than Ive previously heard.

Our strat is 2 tanks for Fankriss, 1 tank for spiders, 3 tanks for worms.

We use are lesser geared tanks for Fankriss as he is a chump and hits like a girl. They use the typical rotation based on the debuff.

Our 1 tank for the bugs is our beefiest tank, our typical boss MT. I put him in a group with 1 paladin, 1 lock, and 2 hunters. The 2 hunters have pets out and the lock has his imp unphased so they all get battleshout. The tank spams battleshout for agro holding...it works like a charm. The key here is the majority of the healing is going to the spider tank as he definitely taking the most damage. Have smaller heal teams assigned to worm tanks and the fankriss tanks.

The other 3 tanks are the worm tanks assisted by rogue stuns. All dps switches to worms like normal. Paladins also assist the worm tanks if one is alive too long.

The big factor is the tank can not hold all the bugs for the whole duration of the fight. They must be AEed. After every 3rd worm, they always come in 3's then a decent lull occurs. We call AEs on the spider tank. All spiders are dead and everyone is back to dpsing Fankriss before the next worm comes out.

Using this method we never get more than 2 worm cycles. If we are lacking in dps that night the 3rd worm cycle may start but we dont get all 3.

---To the above poster with druids tanking the spiders. If you have a druid ending up with the majority of the spiders the spiders will need to be killed. Our tank with 415+ def, 10k+ hp cant tank them all for a sustained period. I would hate to see a druid trying it.
 
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Old 09/27/06, 2:49 PM   #21
Crowbite
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Mal'Ganis
I'm curious. Is battleshout tanking a taboo item? Having 3 warriors just for the bug points seems like such a waste when you can have one warrior take care of all of them. 4 tanks should be more then enough for this fight.

Originally Posted by Elendril View Post
Don't use "sp" in your posts nogger. It suggests that you actually think you spelled the other words right. Like "boarderline".
 
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Old 09/27/06, 2:51 PM   #22
subscience
Great Tiger
 
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Mal'Ganis
Originally Posted by Fing
---To the above poster with druids tanking the spiders. If you have a druid ending up with the majority of the spiders the spiders will need to be killed. Our tank with 415+ def, 10k+ hp cant tank them all for a sustained period. I would hate to see a druid trying it.
I can tank them all for the entire duration of the fight and the healers appear to be able to keep me up. I have nowhere near 10k HP raid buffed (without a Flask).
 
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Old 09/27/06, 2:52 PM   #23
 blindworld
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Blindworld
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We had a warrior in 8/8 might (but he did have the chromag shield) tank all of the bugs right behind fankriss. When his life started spiking, our mages and stuff would AoE, but it was nice having fankriss taking AoE damage as well. The key thing with the worms is exactly what sp00n says, don't stun them until they enrage. We could always get 2 down before the enrage timer went off, and then the 3rd would die enraged, but stunned, and do no real harm. We had 2 other warriors on fankriss of course, and I think a 4th was assigned to the worms. We also used a rogue as an assist for the worms so the warrior was free to switch targets and pick up the others.
 
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Old 09/27/06, 2:57 PM   #24
 Acustar
Master Wizard
 
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Tauren Shaman
 
Mal'Ganis
(First time poster :x)

We generally put our two lowest geared tanks (warriors and the occassional drood) on Fankriss. Our best geared Warrior picks up all the bugs around Franks tail (Oil of Immolation ftw!) Ranged / DPSwarriors go on the spawns. Like Brando mentioned, after you get the hang of the fight, swap people around so other tanks get a feel for it, so you're not SOL if a MT can't show up. We're fairly well geared though, most tanks are 8/8 T2. So it's pretty much a zergfest now.

ps I hated trying to figure out a AOE strat for this fight, that many bugs pretty much instagibbs the aoe'ers, we vetoed that idea after a few tries. "Omg why are all the mages dead!"

Originally Posted by Sebudai View Post
Addons aren't a crutch, they're tools to be abused by skilled players to increase performance. Like a carpenter using a hammer, a fisherman using a lure, or Xi using curse words.
 
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Old 09/27/06, 2:58 PM   #25
Fing
Glass Joe
 
Murloc Hunter
 
Stonemaul
Originally Posted by subscience
Originally Posted by Fing
---To the above poster with druids tanking the spiders. If you have a druid ending up with the majority of the spiders the spiders will need to be killed. Our tank with 415+ def, 10k+ hp cant tank them all for a sustained period. I would hate to see a druid trying it.
I can tank them all for the entire duration of the fight and the healers appear to be able to keep me up. I have nowhere near 10k HP raid buffed (without a Flask).
My number is refering to buffed and w/ flask. Ours probably could do it but we learned it when he wasnt as geared as he is now by tossing in AE's so we have just stuck with it.
 
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