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Posted: Tue Sep 23, 2008 1:46 pm Post subject: CALL TO ARMS - DK1
Greetings Raiders,
On October 10th at 8 pst we will be winning Deathknell event 1. I do not say that we will be attempting it or that we will be learning the event. We will beat it and make it cry for mercy. Because we can. Because we must. Because losing to it totally ticks me off!!!
With that said, I will be on about thirty minutes early and forming an early raid to start clearing a path. If you are online and available then help would be appreciated since the mobs in ToB kick my gimpy butt.
The turnout we will be looking for is at least eight tanks (should be no problem on that with our great knight presence), four clerics, four to five backup healers of some type (druids and shaman welcome), and dps. Lots of dps is good.
Guests are encouraged on this raid as long as they are of reasonable level!
I'm going to post the strat below. Please read it and be familiar with it as much as possible. Our success will be much easier if we all are working towards the same goal.
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DK Phase 1 (15 minutes)
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As you zone into Deathknell you will see that the initial room is shaped like a cross. In the center of the cross is a bell surrounded by a railing. At the end of each "arm" of the cross are two gargolyes, an enforcer and a watcher. Phase one involves stopping each of the four watchers from reaching and ringing the bell in the center, while controlling random adds. Sounds easy? Not so much!
The watchers work like this. Each of them has five positions that they walk to during the event. Every 20 seconds they will change position. They will either move forward, move backward, or stay in place depending on how much dps has been done to them. When they move they also memblur!
So we will be splitting the raid up into five teams. One group will control adds that spawn during the event. The other four groups will consist of Tank/Tank/Healer/Backup Healer/DPS/DPS. Anyone can backup heal on this, be it shaman or druid. The remaining members of the raid will be balanced to assist in dps.
Once the event is triggered we have 15 minutes until phase two begins. Please potty before we start!
Please load remove greater curse for phase 2!
Once the event begins the gargoyles will begin to move. We willl let them advance to position three before dps begins. Remember they move every 20 seconds. Once they get there hit them hard. Tanks you need to HUG the mobs so that after the blur they go for you. DPS you need to be at max melee as much as possible so that when they blur they do not beat you down. They aren't that hard of a hitter for a tank but healers need to conserve mana as much as possible, so if you're a hybrid you better load your heal and heal yourself if you get hit.
If they get up at the rail you will need to get them down 6-10% to move them back. It's vital you get there. Disc if you need to and call for help. We can try to rebalance dps on the fly because sometimes its hard to do up-front.
Once we get to about 2 minutes remaining I will call for the second tank to go ahead and pre-target the Enforcers. Be ready. As soon as they become active I need you to pick them up, which will start phase 2.
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DK Phase 2 (unlimited)
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At this point the Deathknell Enforcers are active and being tanked by our second tanks from Phase 1. They MUST be tanked with your butt planted in a corner. This does two things. It makes it so you are the only one taking a directional AE they put off, and it makes it so they can't bounce you out of aggro range. They have a knockback.
Second tanks your role is extremely vital here because if this mob gets loose it can wipe out half our raid. Do not let this happen.
Healers and backup healers, you will need to be doubly aware during this phase as they hit harder and have an AE for you to worry about and initially will not be slowed. Make SURE YOU ARE IN THE CORNER OPPOSITE YOUR TANK. Stand where the watcher was at and you shouldn't get knocked around so much. Also, you may want to put a heal over time on the tank who will be on the enforcer just before they come to life.
The main tank from each of the four groups should then engage the enforcers and start to pull aggro from the second tank. In the meantime, DPS will be called to each gargoyle to burn it down. DISC HARD on the first gargoyle and the second if you have the discs for it. Once they are down it will be easier as we can put extra healers on our tanks.
At this point adds stop spawning so the add group will be also dpsing as called.
Also once we get a garg or two down that will make a place where healers can get out of range of ae and we can battle rezz.
This part of the fight is just a burn while keeping alive through the AE. The gargoyles can cast both...
Wings of the Gargoyle
Decrease Hitpoints by 5500
Chromatic -450
Wings of the Enforcer
Decrease Hitpoints by 5500
Chromatic -450
80 range
So keep alive, dps hard, cure the deathtouch, and burn them down. And that is it.
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And before anyone asks...HECK YES WE ARE GONNA WIN!!! We do need participation though so please come and have fun with us. And kill stuff. Killing stuff is fun, yes?
Joined: Apr 01, 2005 Posts: 1202 Location: West Virginia
Posted: Fri Oct 10, 2008 5:22 am Post subject:
I love a challenge, plus after going over this on the Alla page it seems that the individual, not the bell ringing, AE may not be as bad as I thought it would be. Plus we should have at least 3 rangers their for sacrafices and druids and shamans can now battle rezz, YAY.
Bell AE, nasty Cacaphony of Pain
1: Decrease HP when cast by 15000
2: Decrease Hitpoints by 1000 per tick
3: Decrease Mana by 200 per tick
4: Decrease Endurance by 100 per tick
Target Type: PB AE
AE Radius: 1000
Duration: 1 min
Resist: Magic (-10000)
Deathknell Enforcer Spells Spreading Stone
1: Increase Curse Counter by 16
2: Illusion: Gargoyle
3: Improved Spell Effect(Spreading Stone Trigger)
Duration: 5 ticks (if you go for 5 ticks it is a Death Touch when illusion drops)
Resist: Magic (-1000)
Target Type: Single
Wings of the Enforcer
1: Decrease Hitpoints by 5500
Target Type: PB AE
AE Radius: 80
Resist: Chromatic (-450)
Wings of the Gargoyle wont be getting out of the way of this one
1: Decrease Hitpoints by 5500
Resist: Chromatic (-450)
Target Type: PB AE
AE Radius: 1000 _________________ 85 Ranger|85 Shaman
Plus 85 Cleric
Joined: Nov 26, 2005 Posts: 470 Location: Planet of the Apes
Posted: Fri Oct 10, 2008 10:02 am Post subject:
Actually, shaman can't battle rez as we have to be out of combat, and in a raid situation that basically means we have to wait 5 minutes after losing aggro in order to rez.
Joined: Apr 01, 2005 Posts: 1202 Location: West Virginia
Posted: Fri Oct 10, 2008 12:51 pm Post subject:
Tetrafluor wrote:
Actually, shaman can't battle rez as we have to be out of combat, and in a raid situation that basically means we have to wait 5 minutes after losing aggro in order to rez.
Well that kind of sucks... _________________ 85 Ranger|85 Shaman
Plus 85 Cleric
the 200 mana drain is when the bell rings which we won't be letting happen tonight!
Also, while druids and shamen can't battlerez, the cleric 100% rez is now extra fantabulous as the rezzed person returns with all their items and therefore full of mana/end/hp. For example if the MT dies, then we can 100% him, slap a few buffs on, and he'll be back at it in under a minute. as another example, a cleric is running low on mana, so we have them commit suicide. We then 100% them and bam, we have a cleric at 100% mana again.
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