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In need of a little raiding guidanceFollow

#1 Jan 03 2011 at 4:14 PM Rating: Good
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I recently joined a server to catch up with some friends.

Back in the day, I helped a guild go from not raiding too much in TBC to being 3rd or 4th horde-side in a bad horde-side server during WOTLK. We cleared most WOTLK, including most HMs pre-nerfs, but eventually guild imploded and a diaspora followed.

My friends want to raid and I feel I could perhaps help "replicate" the "success" I enjoyed in such process in my previous guild.

Now, I've been looking around for information but doubtlessly due to me being a little off the game due to the festivities I haven't been able to really pin down a "raid itinerary" in terms of which raid and raid-bosses are easier to tackle and how to progress from those early bosses.

Could any of you raiding souls help me with a viable "itinerary". As for the boss strategies themselves, yeah, tankspot is my friend, just asking about in which order to take them on.

Thanks!!!
#2 Jan 03 2011 at 4:45 PM Rating: Decent
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527 posts
As far as I know, the easiest has to be the Tol Barad boss. It's an extremly easy fight with simple mechanics. After that I think it is the Throne of the Four Winds, but don't quote me on that one.
#3 Jan 03 2011 at 5:32 PM Rating: Good
The second (and last) boss of the Throne is allegedly one of the hardest. I've only personally been in BRDescent but the first two bosses seem to be a gearcheck (Magmaw) and a skillcheck (Tron Council).

Magmaw puts out a lot of raid damage and focused tank damage, and spawns adds that need to be range AoE'd. If the tanks get a timer that shows when Mangle hits (~50K hit, then chewing for 20K/tick) and make sure to have a solid cooldown up for it the fight becomes a lot easier because he can hit with Mangle, a melee swing and a fireball at the same time for 110K+ damage. Other than that the dps kills larva adds, doesn't stand in pillars of fire, and two guys jump on his head when he falls (happens just after Mangle) to spike it for a high damage phase (in addition to stopping the tank-chewing). High damage but a straightforward fight.

The Tron council is four dwarf golems each with a different ability. Two will be up at a time staggered (so it starts with one, halfway through his energy bar a second activates, when it runs out it deactivates and a third activates and so on). Each one has three different abilities, usually a single attack, an area attack and a shield. Every ability is on a set rotation, but it can get chaotic to watch those. Important to note is that shields only go up below 50 energy, so there will always be a boss that can be hit.

--Arcanotron: Arcane Blast at a random target, can be interrupted. Drops pools of power that boost the damage of anyone in them (pull the boss out, ranged stand in). His shield boosts his damage and haste every time he's hit (buff can be spellstolen, Arcane Blst still interruptable through the shield).
--Toxitron: Spawn slimes that pick a random target and go for them, exploding if they reach (Focused guys run away, everyone else kills the adds). Create clouds that boost damage taken (players get out, if you can get the boss in there it's a bonus but make sure the tank doesn't get hit). Shield stacks a dot to people who hit it but also boosts their damage (don't hit it).
--Magmatron: Targets one player and then nukes their location (target stands still, everyone else gets away, healers heal the guy). Floods the room with fire (mild damage unless boosted by Arcanotron's ability, AoE heal). Shield explodes for massive damage if he's hit too much (won't break on one hit, but don't hit the guy).
--Electron: Targets one guy and gives him a damaging AoE (get away from other players). Chain lightning (spread out). Shield does AoE when hit (don't hit it. Notice a pattern?).

It's random the order bosses cycle in, so you may have Arcanotron spawn right after Magmatron, or you may never have to deal with both of them up at once. The next golem to spawn is clearly marked, so tank-swapping shouldn't be an issue. The biggest ones to deal with are Arcanotron's interrupts/buffing pools and Toxitron's adds, those can easily cause wipes if not taken care of.
#4 Jan 04 2011 at 4:58 AM Rating: Good
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Bosses are mostly irrelevant, none of them should be terribly complicated on normal and there's not much choice but to start at the first and thus easiest bosses in the raids.

I would worry far more about the raiding environment.
Are you going to be raid leader? Is whoever is raidleading good at explaining things (a.k.a. does not suffer from the talkative raidleader syndrome)
What sort of environment is there in the guild? Can you say so when people are failing or do you have casual people that really only want to play the way they like and can't take criticism.
How skilled are people/is there a big difference in skill? And are the people people you can count on to do most things for themselves or will you have to spell out a lot?

If you can get people who:
A: are well prepared (cookie cutter spec, fully enchanted, geared & gemmed, enough consumables and knowledge of the fights)
B: do not give up easily and understand that wiping (a lot) is to be expected.
C: are capable of learning from their mistakes and don't blame their standing in and consequently dying to AoE to lag, bugs or any other reason that isn't "sorry I ****** up bigtime"
Then after that, killing bosses won't be much of a problem anymore (the main difference is how long ti takes to kill them depending on the skill of your raiders)

And personally, I find a competitive environment to be a major plus for raiding as it gets me just that bit of extra motivation to push myself and perform better.
#5 Jan 04 2011 at 8:13 AM Rating: Excellent
24 posts
My guild made the mistake of figuring that raids were linear, as they were in WotLK - you tackle raid A, then you go on to raid B, etc.

So, first thing first we tried Baradin Hold. Very easy boss as others have said and we easily one shot.

Next, our raid leader read that Throne was the next easiest raid, so off we went. Conclave, the first boss, took a little bit of tweaking with the coordination, but wasn't too much of a problem. We then proceeded to beat our heads against Al'Akir for 3 hours before I looked up the suggested raid orders during a quick break and found that he's largely considered one of the HARDEST bosses.

There's been discussion on Tankspot on the boss rankings, and here's one that we're trying this week:

"Easy"
Omnotron
Magmaw
conclave of wind
Halfus depending on drake and buff combinations
Valiona and Theralion (require halfus dead)

"Harder"
Bad drake combination halfus
Maloriak
Chimaeron
Atramedes
Ascendant council

"hardest"
Cho'gall
Nefarian & zombie onyxia
Al'akir

Most of us are still vastly undergeared for Al'Akir and we've already had the second raid group this week change it up and go BWD.
#6 Jan 10 2011 at 5:10 AM Rating: Good
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Thanks a ton Breelyssa. Will go Magmaw and Omintron today. Guild is a wee short of raiding members, so will probably have to pug one healer and one ranged, itself not a bad thing it they can listen and act since we could potentially enroll those two.

Magmaw looks dead easy, not much harder than 1st boss in Stonecore to be honest. Omintron will doubtlessly prove a wee trickier to some members, but we should be able to pull it off.
#7 Jan 10 2011 at 5:47 AM Rating: Good
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Well tonight I got a gauge at some of the members on Omnitron we had half our normal raid + half guildie pugs. We got it to 10% 4 times and just couldnt seem to push it everything was going fine then on new activation if a tank is to close to where they spawn hes gonna get hit a few times by 2 bots at the same time and its killer(specially late in the fight) on the healers we couldnt keep him up even with me in tree form spamming him.

The worst part is that is he did it 3 $*&^ing times causing wipes. Worst part is i was at 75k+} mana at the time spamming him and he still went down. We were running Druid druid Priest (Holy) Heals, Each tank had 1 dedicated druid.

Some times it seemed like mana was an issue others i was completely fine the entire fight pulling Highest HPS and medium Overhealing (Which druids are known for).

Im just happy that tank was one of the none normal raiders, as our normal tank was gone tonight. Hopefully our healer is back next week so i can be on rogue pew pewing. I just hope this guild turns out to be halfway decent when we startt official raiding and not this spelunking into Raids to try out.

Also Magmaw is a joke. We wiped 2 times and downed him.
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#8 Jan 12 2011 at 9:58 AM Rating: Good
24 posts
We beat Halfus last week with the Storm Rider and whelps inactive (I believe this is considered a "good combination"). If you can't do Conclave, you don't want to try Halfus. It requires coordination and some good heals - speaking as a healer, the fight is absolutely insane and the healing dynamics change every time you release a drake. What I really liked about it is that it's different every single time, depending on drake combo. If your guild can't think on their feet and try out different strategies when something's not working, again, not the fight for you unless you're over geared.

Also, for us at least, everyone needs to stay alive. With even one person dead we couldn't beat the enrage timer. Everyone alive, we did.
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