Ahem.
Moving on:
Galakras:
Really the only major thing I have to say about Galakras is that you only need about five or six dps to go up with a tank and maybe one healer for the tower team. The rest of you should stick to the road.
Tower teams should also wait for the demolishers to be destroyed before you try to take the towers.
On the ground, you'll want to prioritize killing healing totems, war banners, and any Bonecrackers that fixate on an NPC (though they still did not seem to be doing that much damage.)
When Galakras comes down, be sure to stack up to share the love on the fireballs, and if you're low on health (or you're targeted) back up a little to let your allies take the brunt of it. If you're at full health though, step up and take the heat for your teammates.
Iron Juggernaut:
Really the only thing I'll tell dps to do here is to make sure you aren't in front of the boss and also don't run the laser through the oil. If you're at full health, feel free to take the crawler mines for the team, but on LFR the damage is not as terrible if you don't manage to detonate them ahead of time.
Trash Before Dark Shaman:
This is where you actually get to truly raid Orgrimmar itself. First, for Alliance, Tyrande will show up with her elite huntresses and clear out the Kor'kron Grunts immediately at the gate. After defeating a Blind Blademaster, you'll emerge into the Valley of Strength. This place you're going to have to clear out, which will take a good long while. You actually wind up killing some of the innocuous shopkeepers and such, as well as a hell of a lot of Kor'kron folk. In the Bank, there is a named NPC who will Bribe people, effectively mind-controlling them, so you'll want to focus him down to break the MC. He'll drop a key that will allow you to release some Theramore prisoners (I assume this is different on Horde,) which includes a shaman who will put up a resistance totem.
Once you've cleared out the area, you can fight the Dark Shaman.
Kor'kron Dark Shaman:
The two shaman are in Grommash Hold, but after the first pull, they will subsequently spawn in front of the hold, Earthbreaker Haromm and Wavebinder Kardris. Fun Fact: these guys used to be friendly Shaman trainer NPCs, located in Stonard and Orgrimmar respectively.
The two shaman share a health pool, so you can focus down one of them, though of course multi-dotting and cleave effects will work to speed up their demise, though given the stuff they spawn, you may want to keep them separated.
When the fight begins, the two will be riding their war wolves. These guys have very little health and should just be killed immediately.
When we did this, I switched to tank-spec to make things easier, because Haromm has a tank-swap debuff. Normally, you would need the tanks to swap bosses, but this way, you take a little hit to your dps and can simply have on tank handle Kardris while the other two juggle Haromm.
Every 25%, these guys will gain new abilities. Much of the fight involves them putting nasty things on the ground, so you should try to slowly move them around in a circle around the valley, depositing poison clouds and dark cyclones and all that bad stuff methodically.
Adds will spawn from one of Kardris' abilities (I believe it's her Water-based ability) that should be AoE'd down quickly, as they deal damage to anyone nearby.
Likewise, Ashen Walls will need to be navigated around as they do a ton of damage.
At 25%, the two cast Bloodlust, increasing their haste and damage by 25%, so this is probably a good time to do likewise.
Trash before General Nazgrim:
With the Valley of Strength cleared out, you can make your way down the Drag, fighting a couple of Blind Blademasters again. As you round the corner, though, High Overlord Runthak (Saurfang's successor) will launch a bombardment from demolishers at you. You'll want to rush him and kill the demolishers before dealing with the High Overlord. After doing so, you'll be able to free Gamon, who will help you with the next set of trash as well as General Nazgrim, though if he dies, he does not come back.
The rest of the trash is a series of groups of the types of adds that spawn during the boss fight. Be especially careful to separate out the Shamans, as they will heal each other. Also, be wary of the Ironblades, as their collective AoE is a really quite dangerous.
General Nazgrim:
We actually figured out what I'm sure will be the typical strategy for this fight, and it works wonderfully.
Ranged DPS should focus on adds. At all times. Seriously, always on adds. If, somehow, you get them all down, you can toss a DoT or two on the boss, but your top priority is always adds.
Melee should be on the boss whenever he is not in Defensive Stance. You can think of Nazgrim as sliding back and forth along a scale. In the middle is Battle Stance, and on either side is Berserker and Defensive. So, he'll go Battle, Berserker, Battle, Defensive, Battle, Berserker, Battle, Defensive, etc. Melee should stop attacking him during Defensive Stance and instead go and help the ranged dps with the adds.
Otherwise, add priority is, I believe, Healing Totems, War Banners (which melee can get, as he tends to put them down next to himself,) Shamans, and then whatever else is up. Melee should try to avoid Ironblades, as their AoE is dangerous, and if an Assassin fixates on you, turn to face them so they can't stab you in the back.
You should also be absolutely sure to keep the shamans as far away from Nazgrim as you can, because their totems will heal him anyone for 10% a tick.
To the Underhold!
With Nazgrim dead, you are done with the Gates of Retribution. Right now it's a holy hell of a pain in the ass to get through, because people who are used to running Throne of Thunder for the twentieth time get upset when they don't down a boss on the first try, but just like the first wing, this is all just about execution.
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