To find a full guide you only have to google and it comes up with many, many results. But a quick guide to have on the other screen when you have to quickly go over the fight before you begin...yah, not so much.
So often I make my own guides and then share them with whomever comes accros them on my blog.
This time Gara'Jal the Spiritbinder.
Raid Composition:
- 2 tanks
- 2 or 3 heals
- 5 or 6 dps
Phase 1 until 20% health - Phase 2 - at 20% he frenzies.
Tanks need to swap when a tank phases out, the tank who phases out needs to make sure that he kills his very own special enemy in the spirit world. (Banishment)
When the boss summons a totem some dps and heals need to go kill the totem and enter the spirit world by doing so.
2 dps + 1 heals in 10man
4 dps + 1 heals in 25man
The healer needs to heal the people inside to full which will give them an extra action button. This button allows you out again. You need to leave before the debuf runs out or you'll die.
Inside the Spirit World the dps needs to kill the adds that float around, since they damage everybody outside.
The healers need to heal, a lot. The more heals they land the higher the dps gets from the people that are inside with them because they will receive a stacking buff. So cast a lot of small heals. (but make sure to heal to full on time).
Outside it is tank and spank, stand and shoot, and do as much damage as you can. Just make sure to NOT stand in the totem circles when it's not your turn.
The boss casts voodoo dolls regularly on people. This prevents you from going into the spirit world.
To prevent confusion about who goes in, and who doesn't we use the addon Gara'JalAnnounce. This addon will set up everything as long as you have done a role check. You can however adjust priority of people who go in and out.
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The next post I'm working on will be about this: (Copied from MMO-Champion)
"Regarding the alt unfriendliness of MoP. You created a huge requirement sink and refuse to address the elephant in the room"
"If an alt gets every accomplishment your main has then you have few reasons to play that alt. There has to be a better design."
"I disagree Greg. I play dif chars because I want to play a dif class, not to get some achieves. Make them all .net bound."
"But what are you going to do on that character if it has everything the main does. Just raid?"
PS: My raid managed to get 2nd boss Heart of Fear down this weekend. Well done guys!
WoW Mood:
Showing posts with label raid guide. Show all posts
Showing posts with label raid guide. Show all posts
Monday, December 3, 2012
Monday, November 26, 2012
25 vs 10man
We love 25 player raiding. We also love 10 player raiding. We have people on the team that do both, depending on who they are. We aren't really satisfied with the state of 25 player raiding right now. Our goal when we made the raid changes at the start of Cataclysm that unified the 10 and 25 player lockouts was to let players choose the raid size that they preferred and make it a fair choice.
At the time, we were responding to feedback from many players who preferred 10 player raiding and felt pressured to do 25s because they offered such better loot. The reality, something we failed to properly account for, is the logistical burdens of maintaining a 25 player roster. Those burdens are borne almost exclusively by the officers, raid leaders, and guild leaders of those groups. Those pressures are such that it tends to cause those groups to splinter into 10s. Before there was the carrot of 25s give you the best loot in the game, which was enough to get guilds to push through those stresses by recruiting more or making it work.
Now it is easy to say, well, we only have 21 people on at raid time, let's just do 10 mans instead of cancelling the raid. Then you go down the road to transitioning to a 10 player guild. It isn't a reflection of what our players want, but what is simplest for the guild leadership. We are looking at trying to better incentivize 25s, recognizing that for it to be a fair choice, there needs to be something to compensate for that additional logistical burden.
Overall this statement tells me that there will be a higher loot level again at some point for 25s. Especially with tests going on already with 10s and 25s being separate lockouts again.
If the burden is completely on the raidleader/officers/guildleaders, and those people are done with the catherding, what is the problem of them turning to do 10s instead of 25s?
If the general raider is not willing to step up to do the extra work, why should they be the ones rewarded? Attendance bonus?
"There needs to be something to compensate for logistical burden."
I disagree. Obviously people would prefer not to do this.
Obviously people prefer to do 10s. Because there is currently nothing holding them from 25s.
Yet, they don't.
Why do they need to be pushed into doing the 25s anyways? Why is it so important that the 25s are more popular than they are now? It feels like these people need to be bribed into doing something they would prefer not to do.
If I would not get paid for my job, I would not work either. So does this mean that I prefer working over doing something else? No. If given a choice and having everything even I would much prefer to do only the things I want to do, and not go to work. And I like my job, but there are still quite a few things I would like doing better.
So are the 25s supposed to be like work? Are players supposed to be pushed into 25s? But if they are obviously not fun enough without the extra incentive of 'salary' why would Blizzard want to push people in that direction?
To me it seems that currently people can decide to do 25s if they prefer that size. It seems to me that the fact that so many 25s have fallen apart is proof that the leadership prefers 10s over 25s. And to be honest, it's also proof that the players prefer 10s. Because if they would be so hung up on doing 25s, why do they not put in the extra time and energy to get that done?
Frankly, if you're a player who wants this or that, but is not willing to put the energy in to get that going or at the very least help the leadership to get that going. Then you have not much to want. You have to be happy with what the people who are willing to step up get done, and be happy that you can tag along.
If anything at all does happen, the leadership should be appreciated, not the whole raid. If you want the leaders in World of Warcraft to step up and do more, reward them. Not the whole 25 man, just because it is a 25man.
How about just giving the raid 1 item per boss kill? 10s and 25s. An item that the raid can reward to the players they feel have deserved it most. That the raid can give back to their leadership or whomever stepped up.
An item that does not effect the effectiveness of raiding mind you. Or maybe only after a long time of saving up. So having to save up say 20 of this or that item will get you the extra special reward.
Or maybe Blizz should introduce 20mans? 2 times 10 after all. If guilds have to transfer back from 10 to 25 that means 3 groups of 10, with 5 people left by the wayside.
In the end I don't know how Blizzard will get what they want, I know even less why on earth they want it. I do know that in the end the players won't be happy with it anyways.
Current WoW Mood:
Tuesday, October 30, 2012
Feng the Accursed - Tactics
We beat this boss last weekend, and below is what we learned throughout the fight.
Composition:
- 2 tanks
- 3 healers
- 2 melee
- 3 ranged
We used the strategy guide from Icy Veins. Their guides are generally pretty damn good, but I can totally imagine that people would like a visual indication of where to stand that is not moving and flashing all about like the videos.
If you do like a video I can advise the video guides from Fatboss. I generally find those fairly clear :)
Phase 1.
Tips:
- Create a weakaura for the Wildfire Spark
- If you do not want to use weakauras, turn on your chatbubbles. DBM will make you say that you're affected and a chatbubble can function as a weakaura
- If you have really high dps you may be able to get the boss to the next phase before he gets to his 4th draw flame, you then want to use the nullification barrier on the 1st and 3rd draw flame.
- Use heroism in this phase, especially when starting on this fight. This phase is the hardest and you will wipe on it a couple of times. We used heroism here, and the first time we got out of this phase into the 3rd phase we wiped, but the second time we got into the 3rd phase we also killed him. Phase 2 is definitely the hardest.
Tips:
- Use any movement speedups to get to the boss faster when he does arcane velocity
- Do NOT overshoot the boss (roll did exactly that for me >_<)
- If you can save at least 1 big raid cooldown for this phase
If any of the more experienced raiders have tips to add please feel free to do so :)
Composition:
- 2 tanks
- 3 healers
- 2 melee
- 3 ranged
We used the strategy guide from Icy Veins. Their guides are generally pretty damn good, but I can totally imagine that people would like a visual indication of where to stand that is not moving and flashing all about like the videos.
If you do like a video I can advise the video guides from Fatboss. I generally find those fairly clear :)
Phase 1.
Tips:
- Stack up properly in the center to make it easier on the healers, epicenter does a load of damage and heals have a hard enough job as it is.
- Do not attempt to cast the nullification barrier on the ranged. This may work for some teams, it caused us only a lot of trouble because the boss would move along with the tank.
- Make sure that melee can be under the barrier
- This is a tank fight, if your tanks are not good enough....good luck.
- Create a weakaura for the Wildfire Spark
- If you do not want to use weakauras, turn on your chatbubbles. DBM will make you say that you're affected and a chatbubble can function as a weakaura
- If you have really high dps you may be able to get the boss to the next phase before he gets to his 4th draw flame, you then want to use the nullification barrier on the 1st and 3rd draw flame.
- Use heroism in this phase, especially when starting on this fight. This phase is the hardest and you will wipe on it a couple of times. We used heroism here, and the first time we got out of this phase into the 3rd phase we wiped, but the second time we got into the 3rd phase we also killed him. Phase 2 is definitely the hardest.
Tips:
- Use any movement speedups to get to the boss faster when he does arcane velocity
- Do NOT overshoot the boss (roll did exactly that for me >_<)
- If you can save at least 1 big raid cooldown for this phase
If any of the more experienced raiders have tips to add please feel free to do so :)
Tuesday, October 16, 2012
The Stone Guard - Tactics
I wanted to post this on my guild forum for my raid crew, but I couldn't get the pictures there. So I figured I'd post it here. Maybe it'll help someone else as well.
If anybody has helpful comments please let me know, my raid group has not done this fight yet, and this is just meant as preparation for coming weekend.
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