Archive for the ‘Tactics’ Category
Discussion thread:
http://ravencouncil.com/forum/viewtopic.php?f=25&t=3377
NB this is the 25-man version. See below for possible 10-man tactics.
Another one of the easier bosses which we may start with.
Abilities:
http://www.wowhead.com/npc=53691#encounter
Transcript:
http://www.tankspot.com/showthread.php?76447-Shannox
10-man tactics:
Strat #1 - Adapting the Tankspot 25 man strat to 10 man
Have both tanks stack on top of eachother with one tank tanking Shannox while the other tries to stay as close to pulling threat as is safe. When the tank currently tanking gets to 5 stacks he stops attacking all together and lets the other tank pull threat, then keeps up as closely as possible. Rinse and repeat. Depending on raid make-up you could use several abilities to aid this transition. As for Riplimb have a plate dps kite him around.
The only potential problem I see here is the dps kiter dying since he’s not a tank or potentially losing threat since he’s kiting but shouldn’t be too big of an issue with a skilled kiter and good heals.
Strat #2 - A single tank tanking both Shannox and Riplimb then swapping both
Same as the above strat only one tank is tanking Shannox AND Riplimb while the other tries to stay as close to pulling threat as is safe. When the tank currently tanking gets to 5 stacks he stops attacking all together and lets the other tank pull threat, then keeps up as closely as possible. Rinse and repeat. Depending on raid make-up you could use several abilities to aid this transition.
The potential problem I see here is accidentally pulling threat so both tanks end up with Jagged Tear, especially at transitions, however, if managed carefully this shouldn’t be an issue.
Strat #3 - Tank Shannox and Riplimb very far apart
Have one tank on Shannox and the other on Riplimb. The tanks tank their target 50-60 yards apart from the other (world raid markers are AWESOME for this) so that the stacks fall off by the time both Shannox and Riplimb are able to reapply the debuff. Careful not to bring them much further apart however or they will both get a buff and proceed to murder the tanks. Once both dogs are dead use everything you can to get the OT up to 2nd place in threat just incase the MT dies. If tank and healer CDs are communicated and cycled this should not be an issue.
Strat #4 - 3 tanks, 2 on Shannox 1 on Riplimb
With this strat you could go one of two ways. Either do it exactly as the Tankspot video did or have the third tank tank Riplimb really far away so as to reset the stacks of the debuff. With either of these you have two tanks at the top of the threat meter when the dogs are dead for swapping or in case a tank dies.
The potential problem I see here is with three tanks you’re severely hurting on dps, especially since you’ll probably want three healers too.
With any of these strats what would be the best way to split dps? Based on what Darksend’s group did it sounds like the best way to go would be to kill Rageface, burn the boss down to 35%, kill Riplimb, finish the boss. Or once Rageface is dead splitting dps between the boss and Riplimb so that Riplimb dies when the boss gets to 30%. With only 4-5 dpsers it doesn’t seem viable to split the dps more than two ways, though I could be wrong. Which of these strats do you guys think would work best, or if none of them what would you propose? What’s the consensus on how to split the dps, or should you? Has anyone done this fight on 10 man successfully yet that would be willing to share how you did it?
EDIT - Post Fight Feedback
We dropped Shannox last night and found Strat #3 to be the best strat for 10 man. We put down world markers roughly 50 yards apart and tried to keep both Shannox and Riplimb close to these while the raid stacked inbetween. I tanked Riplimb and found that if I ran just past the marker and turned Riplimb around so my back was facing the raid and Shannox the spear marker would always be placed a little further away still. As soon as the marker was placed I would kite Riplimb toward the raid either as far as I could or optimally into a Crystal Prison Trap. With this method we never had an issue with Riplimb and Shannox being too far apart or with stacks not falling off either tank. I should note we also had a hunter using Concussive Shot on Riplimb as he brought the spear back to Shannox if I couldn’t get him into a trap. Also of note, the debuff no longer stacks on the Shannox tank once the dogs die so even if he has stacks on him still they will fall off.
As for DPS we focused all DPS on Rageface, then Shannox to 35-37%, then Riplimb, then back to Shannox. The Shannox tank should have Shannox at 30% about the same time Riplimb dies. Our biggest problem was people either not getting out of or running into traps. Even with several mess ups and people needing burst out of Crystal Prison Traps (and me dying right as Riplimb died, hehe) we still got the boss down. With some practice this fight turned out to be not bad at all and rather fun. Good luck to you all!
25-man version.
Transcript at:
http://www.tankspot.com/showthread.php?76456-Beth-tilac
Boss abilities:
http://www.wowhead.com/npc=52498#encounter
For 10m guilds:
Our guild found this fight ridiculously easy. Our biggest problem was the stupid tank (me) kept falling down the hole in the middle of the web. Most of us had 361-363 ilvl, and the guild had done 5/13 in 10m. But we also had two backups, one healer and one DPS.
We sent up a bear tank and enh shaman with a disc priest atonement healing. Got the boss to 78% by the time the burn phase started. She came down and ate one spiderling, but we still got the burn. All in all, it was the shortest learning curve for us. That was, at least, until we came on here and read the Shannox guide and all the comments.
Discussion thread:
http://ravencouncil.com/forum/viewtopic.php?f=25&t=3376
The 2nd one is 25-man.
Abilities:
http://www.wowhead.com/npc=53772
Transcript first vid:
http://www.learntoraid.com/2011/06/26/lord-rhyolith-video-strategy-guide-10-normal/
Transcript tankspot:
http://www.tankspot.com/showthread.php?76448-Lord-Rhyolith
For 10-man we might use one tank as suggested in one of the posts on tankspot.
Raevin’s notes:
———————————-
During feud melee is still on tank (so he requires a load of healing/tank CDs).
We need to manage break stacks to minimize breaks on tank during fued (tank should have none at start of feud).
Feud tank stands to the side and does not stack up so he doesnt take the other damage.
Tank will take 4 hits during feud, 5s appart and 1 double attack (he will take 1 break if he starts with none).
Tank needs to manage CD so the double attack doesnt kill him when he has one break.
Use DPS as break tank during non-feud phases.
Allows “normal” tanks to soak double stikes and start feuds with no breaks.
“Normal” tanks alternate who tanks during feud so they have no breaks.
Warriors with shield block (+shield wall) can max out their block.
After 1st feud, feud timer is random in heroic.
Discussion in the forum
Changes:
- every golem can have his abilities modified by nefarian (see overview below)
- everything is 50% faster (energy drops 50% faster, abilities are used just as often as in normal, but due to shorter phases, they follow eachother faster)
- damage is increased, especially on e.g. the one being targeted by acquiring target from magmatron (has to be spamhealed to survive)
Per golem:
Electron:
lightning conductor if modified by nef, turns into a shadow conductor after 5 seconds. Instead of avoiding this person, people have to hug on his position to minimize the damage he takes. You can see shadow pulses going out of him. If people are on top of him, he takes about 15k damage per 2 seconds or so, 5 times. If people are not on top, he dies. Careful of the arcanotron puddles that boost damage.
Toxitron:
Now and then, when a poison cloud is up, nef can warp into it and draw everyone into it. People have to run out and back to their positions fast.
Arcanotron:
The puddles he spawns that boost damage will, if modified by nef, grow larger and larger and then explode. People must go out of its range and a bit out of its graphic effect even to avoid damage. You can see when it happens when nef fires a shadow bolt at the puddle.
Magmatron:
When someone gets the acquiring target and it’s modified by nef, that person will be rooted to the ground so in that case, the raid will have to move away from him instead of vice versa.
Tactics:
Positioning is important in order to handle the adds swiftly, which is perhaps the main part of the difficulty. To handle this, all the ranged should stack up (but spread about 8 yds among themselves) on the left front side of the room. The toxitron tank moves him to the backside of the room near the statue. He should be there alone except when melee is predominant. Melee has to be extra careful though ofcourse.
Whenever a poison cloud spawns, it’s mostly on the ranged, so they then move to the right front of the room and continue killing adds that should come towards them. The other tank will also be close to there.
It should be me tanking toxitron, as I can slow them quite often, one by one as they spawn. Other slowing abilities should also be used, like boomkin shrooms, hunter traps, earthbind totems, etc.
For the rest, healers will have to be on the ball for acquiring target and the shadow conductors, as those people will be needing dedicated healing.
All in all, it doesn’t sound too hard once you get the positioning right and people are their usual sharp selves.
Discussion in the forum
Changes compared to normal:
Rohash:
When he reaches about 30 energy he casts a Storm Shield, which is 150k to burn through. He does 30k nature damage per second while this shield lasts. So we’ll need good burst dps on this platform. Healers have to use instants mostly. Barkskin and e.g. the TB epic trinket (http://www.wowhead.com/item=62471) will help a lot to survive this, especially when combined. An enhancement shaman combined with a druid healer and boomkin make a great team, due to nature resistance totem and ofcourse barkskin.
He still does slicing gale (http://www.wowhead.com/spell=93058), which has to be reset now and then as otherwise the storm shield will do too much damage with a few stacks. This can be done by sometimes waiting on the nezir platform until your stacks have dropped off.
To keep at least one on that platform, the boomkin stays during the 2nd phase and heals himself. Alternatively, you could use a subtlety rogue with cloak of shadows to get his stack off.
So, to recap: resto druid, enhancement shaman, boomkin start on the platform. They burst down the storm shield. Resto druid and shammy go to nezir, boomkin heals himself. Once they jump back, the boomkin can go and reset his stacks after the next storm shield. He comes back before the resto druid and shammy have to jump to nezir again, repeating this all the time.
Anshal:
Difference here is that the toxic spores that the adds do, do too much damage to actually survive. So they must be kited or CCed. Best is to have a frost DK kiting them. Perhaps a frost mage can also do it, but this seems to force me to go as the frost DK (like on magmaw) as we’re missing Jolith. That means though that we’ll need either Xan or Quik tanking along with Gadrin. If the adds aren’t dead before people have to move to nezir, it’s probably best for the DK to continue kiting them.
In general, as the damage won’t be as high on e.g. rohash due to the resetting of stacks all the time, nezir will be down a lot more before we actually have to kill him. So, as long as we can hold it out, it should not be any problem to kill nezir once the other two are down.
To summarize the vox vid:
Changes:
- constructs spawn which must be nuked down and have an armageddon ability at the end for a cast time of 8 secs, very similar to the way the gargoyles had to be handled in naxx (if you didn’t nuke them down before their cast ended, they got full hp. In this case they essentially wipe the raid)
- we can probably no longer stack up on melee range, as about 3-4 have to be ranged at all times. Ranged people will take the most damage, along with tanks. Melee get low damage.
- a swirly fire spawns where constructs spawn which randomly moves around the room. It does heavy damage, around 50k per tick, so must be avoided. It is also not very large and easily avoided as it has a snake-like shape
Tactic for us:
I should probably go frost and kite/kill the little adds. If Jolith were here, he could’ve done that. I should be alone on those and they’ll just die eventually. That leaves the rest of the raid only on constructs and the boss. Xanthin could perhaps either tank the boss or the construct adds if he specs for it. Alternatively Quik could bring his warrior for that.
The constructs should be dragged to melee range, so that melee can help killing them. Healers have to focus on tanks and the ranged people mostly.
Sounds like an easy boss.
Discussion in the forum

