Post by morthed on Jun 1, 2007 16:30:22 GMT
Ok guys, if its youre new toa boss fight its really worth reading up on all applicable tactics and to understand the boss better. SO i grabbed a few guides andd strats to helpe nsure a smooth takedown of the first few Kara bosses
Attumen the Huntsman
Phase 1
The fight will begin as Attumen the Huntsman dismounts and both Midnight and Huntsmen attack our party. The main tank will then pick up Attumen while the off tank picks up Midnight.
The raids DPS will be focused on Midnight while the main tank holds Attumen securely near the wall. Both Midnight and Attumen only have basic melee attack with the exception of Attumen’s debuff which will require a dispel on the main tank.
When Midnight reaches 25% phase 2 will begin.
Phase 2
All aggro is wiped and our main tank will need to immediately reestablish aggro from Attumen. All DPS will then focus on Attumen while the melee DPS beat away at Attumen’s back. Anyone within melee range will get poisoned and will require decursing. Attumen will also randomly charge ranged party members and return directly back to the main tank.
If the dot is removed quickly and healing is not neglected, it will not be long before he is defeated.
Roles:
Main Tank / Off Tank
Phase 1: Maintain agro Attumen / Maintains agro Midnight
Phase 2: Maintain agro Attumen
Melee DPS
Phase 1: DPS Midnight
Phase 2: DPS Attumen
Ranged DPS
Phase 1: DPS Midnight
Phase 2: DPS Attumen
Healing Classes
Phase 1: Share the healing focus between MT and OT (keep debuff off MT)
Phase 2: Heal on MT/Remove dot off melee/Watch for charged raid members
Maiden of Virtue
Abilities
Holy Fire: 1 sec. cast, 2 sec. cooldown, consumes an enemy in flames for 3000-3500 fire damage, burning it and inflicting additional 1750 fire damage every 2 seconds over 12 sec. (DoT, dispellable). Blockable with Grounding Totem. Spell Reflection also works on it. Targets a random person not in melee range.
Holy Ground: Waves of virtue emanate from the caster, infusing nearby ground with holy power, for 240-360 holy damage every 3 sec. 12 yards. Silences for 0.5 seconds every 1 second, preventing non-instant spellcasting. Breaks the Repentance stun
Holy Wrath: AoE chained holy damage, inflicting more damage for every target it hits. Similar to the ability High Priest Venoxis uses.
Repentance: Puts all players in a state of meditation, incapacitating them for up to 10 sec. Any damage caused will awaken the target. Also deals about 2000 holy damage.
Strategies:
Holy Fire: Dots must be dispelled asap and a grounding totem makes a big difference.
Holy Ground: This will eat away at a rogues hp - using cloak of shadows and potting every time they are off cd will help the healers keep their attention elsewhere. If u need to, run out of the holy fire and bandage, but time it right so u don't run out when a repentance is due. Putting Dampen Magic on the melee dps will half the dmg received from the aoe.
Holy Wrath: Stay 15-20 yards away from the nearest person to you, so a chain dmg can not be made. Use the Deadly Boss Mods Addon - when the boss fight starts, a warning box will appear, warning you that u r too close to someone, and who it is.
Repentance: being stunned for 10 secs is not good. I found the Deadly Boss Mods addon accurate in predicting when repentance will hit (although Wowwiki states that the timing is a bit random, but no less than 30secs between each). Tree druids should get into the holy ground, b4 they get repented, so they will not stay stunned. I'm not sure if everybody should go into the holy ground aoe, in order to be dmg'd out of stun, because of the silence effect.
Ill get a guide to Moroes soon. Hes pretty tricky, and needs the right classes to beat, so knowing the fight well is helpful.
Morthed
Attumen the Huntsman
Phase 1
The fight will begin as Attumen the Huntsman dismounts and both Midnight and Huntsmen attack our party. The main tank will then pick up Attumen while the off tank picks up Midnight.
The raids DPS will be focused on Midnight while the main tank holds Attumen securely near the wall. Both Midnight and Attumen only have basic melee attack with the exception of Attumen’s debuff which will require a dispel on the main tank.
When Midnight reaches 25% phase 2 will begin.
Phase 2
All aggro is wiped and our main tank will need to immediately reestablish aggro from Attumen. All DPS will then focus on Attumen while the melee DPS beat away at Attumen’s back. Anyone within melee range will get poisoned and will require decursing. Attumen will also randomly charge ranged party members and return directly back to the main tank.
If the dot is removed quickly and healing is not neglected, it will not be long before he is defeated.
Roles:
Main Tank / Off Tank
Phase 1: Maintain agro Attumen / Maintains agro Midnight
Phase 2: Maintain agro Attumen
Melee DPS
Phase 1: DPS Midnight
Phase 2: DPS Attumen
Ranged DPS
Phase 1: DPS Midnight
Phase 2: DPS Attumen
Healing Classes
Phase 1: Share the healing focus between MT and OT (keep debuff off MT)
Phase 2: Heal on MT/Remove dot off melee/Watch for charged raid members
Maiden of Virtue
Abilities
Holy Fire: 1 sec. cast, 2 sec. cooldown, consumes an enemy in flames for 3000-3500 fire damage, burning it and inflicting additional 1750 fire damage every 2 seconds over 12 sec. (DoT, dispellable). Blockable with Grounding Totem. Spell Reflection also works on it. Targets a random person not in melee range.
Holy Ground: Waves of virtue emanate from the caster, infusing nearby ground with holy power, for 240-360 holy damage every 3 sec. 12 yards. Silences for 0.5 seconds every 1 second, preventing non-instant spellcasting. Breaks the Repentance stun
Holy Wrath: AoE chained holy damage, inflicting more damage for every target it hits. Similar to the ability High Priest Venoxis uses.
Repentance: Puts all players in a state of meditation, incapacitating them for up to 10 sec. Any damage caused will awaken the target. Also deals about 2000 holy damage.
Strategies:
Holy Fire: Dots must be dispelled asap and a grounding totem makes a big difference.
Holy Ground: This will eat away at a rogues hp - using cloak of shadows and potting every time they are off cd will help the healers keep their attention elsewhere. If u need to, run out of the holy fire and bandage, but time it right so u don't run out when a repentance is due. Putting Dampen Magic on the melee dps will half the dmg received from the aoe.
Holy Wrath: Stay 15-20 yards away from the nearest person to you, so a chain dmg can not be made. Use the Deadly Boss Mods Addon - when the boss fight starts, a warning box will appear, warning you that u r too close to someone, and who it is.
Repentance: being stunned for 10 secs is not good. I found the Deadly Boss Mods addon accurate in predicting when repentance will hit (although Wowwiki states that the timing is a bit random, but no less than 30secs between each). Tree druids should get into the holy ground, b4 they get repented, so they will not stay stunned. I'm not sure if everybody should go into the holy ground aoe, in order to be dmg'd out of stun, because of the silence effect.
Ill get a guide to Moroes soon. Hes pretty tricky, and needs the right classes to beat, so knowing the fight well is helpful.
Morthed