Friday, September 20, 2013
Sha of Pride LFR Guide - The Siege of Orgrimmar Vale of Eternal Sorrows
Sha of Pride Flex
The main mechanic here is pride. You start at zero. Mechanics of the fight can increase this, so the better you play the easier the fight will be.
Lets talk strategy.
Tanks must swap on Wounded Pride. The main group will stack opposite the tanks on at the back of the boss
A buff will be thrown around by norushen called Gift of the titans. It does a damage done, damage taken reduction and healing done buff when two players with gift of the titans stack. Also you are immune to pride gains when you have it. There will always be put on atleast one healer.
He will do a dot called Mark of Arrogance. When you dispell if you get 5 pride, so the person with gifdt of the titans should do the dispelling.
There are two kinds of adds, small and big. Small adds spawn under players and do heavy damage after a few seconds, so you should run of their way when they spawn. The group will be stacked, so you must all spread. These are MD'd/ picked up by the off tank and are killed. The next is the big add. It does a nuke that also gives 5 pride, and gives pride to players near it when it does (2 in 10 man). Simply interrupt etc its nuke and kill it.
There are 4 big circle things on the room. Periodically norushen will port players into the prisons. When in prison players gain pride and take damage. You need to stand on the 3 arcs surrounding the prison to free the player.
He does an ability called swelling pride every min. Depending on your pride it does a different thing.
0-24 - it does nothing
25-49 - a void zone appears at your feet that does heavy damage in a few secs
50-74 - A "projection" of you appears a few feet away. Stand in the projection to avoid heavy raid damge.
75-99 - you do an aoe to everyone around you. Stand out of the group.
100 - you are perminantly mind controlled and must be killed.
In generall you will get the 25 to 49. Simply spread until it explodes and then stack again.
Once he hits 35% norushen makes everyones pride 0 and dies. The boss will start doing heavy raid damage and giving 5 pride to everyone every 10 secs. You will need to burn the boss down quickjly while obeying the mechanics above.
Galakras 10 Man Normal Guide Siege of Orgrimmar
Galakras
Two phase fight. There is a road in the middle and two towers to the sides. The goal of these phase is to capture both towers while keeping the friendly npcs alive. You will face numerous adds in the middle and some on the towers. The point of getting the towers is the cannons - these are eventually used to bring galakras down to the ground where you will fight him.
Once on the ground he will do a few limited abilities. Once you nail these its a clean kill.
Phase 1 In Detail.
First you need to split the raid in two, having a tower team and a ground team. Each team has a healer a tank and 3 dps. Once you start the fight you will face waves of adds. As you fight you will see at the top of your screen a percentage denoting how close the tower is to being opened up. In this phase you must protect the friendly adds. One of them will do an AoE, for example jania does a blizzard. This does 200k dps to any add inside it so they should be tanked inside the friendly aoe. First I will go over the adds that you will face, then Ill talke about the tactics for this phhase.
Bonecrushers. Bonecrushers will periodically cast Fracture on the friendly npcs which will deal 10% of their hp per second. This must be interrupted or stunned.
Next you will face Tidal Shamans. These cast Tidal Wave which is an interruptable nuke. They also chain heal which must be interrupted. Finally they will drop a healing tide totem that must be killed.
You will also face flag bearers. They put a banner on the groud that buffs the other adds. The banners must be killed quickly
There are Demolishers that attack the towers, dealing damage and stunnign everyone inside them. The demos must be killed before the tower group leaves.
There are also protodrakes that do a frontal cone on ememies.
Also there are flame slingers with which put fire at your feet.
In addition to these there are 4 minibosses. Two are killed by the groud group and 2 by the tower group.
KORGA the rogue is the first you will meet. He will do stacking damage to the tank, put posion clouds on the floor and will enrage when at low health. She also summons two adds called ebon stalkers. They put a purple cone in front of them which you must not stand on.
The next miniboss will be faced by the tower group and is called Krugruk. He does thunder clap which slows players and Arcing smash which is a conal knockback. It will hit you off the tower and must be avoided.
Right before the tower group returns to the middle the gound group will face Thranrock. He will do Shattering strike, a cleave that does 250% damage to his primary target and additional nearby targets. He also does crushers call which will hook players and pull them into his hitbox. A few seconds later he will do massive damage to anyone in a 10 yard radius. You need to run out of this.
Finally the last miniboss, Dagryn, will be dealt with by the tower group on the second tower. She spams Shoot which does damage to random targets and muzzle spray, a knockback identical to what krugurk does.
Lets talk about the flow of the first phase. First the group fights a group of adds including bonecrushers. These must be interrupted and stunned when attakcing the friendly npcs. The next group has a tidal shaman and a flag beared. The shaman must be killed and his chain heal should be interrutped. After this you will face Korgra, and soon after a demolisher. At around this time the tower will open up. I reccommend killing off any bonecrushers or shamans, then killing the demo and sending the tower group off while the group group deal with korgra. The tower group must fight the adds and mini boss on the tower. Once everything is dead the cannon on the tower is used to kill the protodrake adds that are flying around. The main tower group can leave the tower after the adds are killed, leaving the person in the cannon behind to rejoin later. While the tower group is dealing with this the ground group will get more adds to deal with. By the time the tower group returns the third miniboss, Thranok , will either be there or about to spawn in. Shortly after a demolisher will appear. You should kill any tidal shamans and bonecrushers and then the demolisher so that that the tower group can leave and clear the tower while the ground group kill thranok and the adds that spawn. The tower group will face nearly exactly the same as with the first tower. Shortly before the tower group kills every add on the tower, allowing the cannon to be used, someone needs to go up to the other towers cannon, since galakras needs to be hit twce. You should only down galakras at the right time - ie where there are not many adds left. This is quite hard to time as allowing an additional wave to spawn may cause a wipe. Id recoommend downing galakras as soon as it is safe to do so.
Now for phase 2. This is when you fight galakras himself. He has 2 abilities called flames of galakrond and pulsing flames. The footage here is from LFR on the public test realm as our guild footage from this phase is very bad. The information here is still 100% correct. Galakras is tanked facing away from the raid.
Tanks will have to switch as a result of a stacking dot.
Flames of galakron is a large red ball that spawns on the boss. It focuses a player and when it hits them it will do 600k damage to all players. If it passes through a player on its way to the destination the player will take 30k damage per second, but the final damage the ball does will be reduced. This needs to be soaked by most of the raid in order to make it managable. There are two popular methods. The first is too stack at max melee range and have the person with the ball run behind the group. The second is to form a line of players and have the person with the ball run to the back of the line.
Finally he constantly does Pulsing Flames. This ticks throughout the fight doing 30k fire damage and casues galakras to do 3% more damage per stack.
Once you deal with this the fight will be won.
Norushen LFR Guide - The Siege of Orgrimmar Vale of Eternal Sorrows
Norushen LFR
This boss should be quite managable on LFR mode. First theere is a mechanic called corruption. You start with 75. When you clear it you gain a buff called purifed which increases damage done to the boss, healing done etc. Its cleared by going into a "test phase". This is done seemingly at random - ie you will be ported into it. More on that later.
Main Fight
Tanks should swap on Self Doubt as it increases damage taken by the bosses main nuke by 40%. He also does Blind Hatred which will spin around the room durumu style. Dont stand in it as it does 60k dps. He will constantly do raid damage via Icy Fear during the fight. This damage increases over time as his hp decreases and is something for the healers to heal up.
There are 2 kinds of adds. These spawn when their equivlient in the dps test phase are killed.
There are big adds and small ones. The big ones must be nuked. Once killed they drop a void zone that does 30k dps to the whole raid. You can avoid this by having a player stand in it and soak it. This will gain them 25% corruption.
The small adds will use a spell that buffs the boss so you need to kill them and stand inbetween their buff spell and the boss.
Now lets talk test phases. There is one for each role. Completing it will zero your corruption. In the dps one you face small adds and a large one. Simply kill them all, avoiding the cone from the large add. Healers have firendly npcs and a hostile. Heal and dispell the friendlies and do damage to the hostile. Tanks will have to survive against an add for 1 min. It does an aoe cone and some unavoidable nukes. It does Hurl Corruption which does 110k damage unless its interrupted.
Once he hits 50% hp he will summon a large add every 10%. you want to nuke all adds you see, have tank/healers soack the void zones and kill the boss.
Fallen Protectors LFR Guide - The Siege of Orgrimmar Vale of Eternal Sor...
Fallen Protectors.
You face 3 bosses in this fight. Each has a few different abilities which are easily managed on LFR. The big part of the fight is that when each boss hits 66 and 33 percent health they do a special ability. You dont want multiple of these happening at the same time so you need to take the bosses down to 66% one at a time, and then do the same for 33%. After that they can be aoed down together.
Now lets talk about the bosses themselves.
Rook is the first guy.
He does a frontal cone, meaning he is tanked facing away from the raid. He also throws corrupted brew around the place which will do light damage and a 50% slow if it hits you. Finally he will charge a player and do a spinning kick that does moderate damage and applies a debuff.
At 66 and 33 he will summon 3 adds which must be killed. The first add is called a Embodied Misery. It hits its targets for 300k and puts a void zone on the floor. The next is embodied sorrow. It will cast inferno strike which does 1.2 million damage spread amongst everyone within a 8 yard radius of the target. Stack up for this one. Finally embodied gloom will throw nature damage spells around the room doing 80k damage to players in 4 yards.
Sun is the next boss. She does an ability that makes the target player do damage to anyone with 5 yards of them called Sha Sear. She also does Shadow word bane which 55k damage every 3 seconds. When it does damage it jumps to 3 additional targets. Honestly the damage from this is so low its not a massive issue. He also does calamity which does 30% of players max hp as damage and removed shadow word bane.
At 66 and 33 she will 2 big adds and some small ones. The room turns black apart from the area in the middle. Stand in the bubble in the middle and nuke down the adds quickly.
Finally we have He. He will apply a dot called Garrote to players that does light damage, gouge which will stun for 4 seconds if you face him or knock you back if you face away. The tank will want to face away. Finally he does Two kinds of poison. Instant poison makes his attacks to an additional 100k nature damage and noxius poison will drop goo on the floor which does damage to those in it.
At 66 and 33 he summons an add and casts mark of anguish. The marked player is fixated by the add. The mark does damage per second and roots the player. If the add hits you you will take increasingly high damage. The good news is you can pass the mark to another player. You get an 50% armor debuff.
This one sounds hard bit the mechanics are very lineant bar the 66 and 33% ones. Simply take each boss down to 66% individually, then down ot 33% individually and then kill them together. If they die too far apart they regain 10% hp which isnt a big deal.
Immerseus LFR Guide - The Siege of Orgrimmar Vale of Eternal Sorrows
Immerseus LFR
This boss is really easy. This boss is a 2 phase fight that moves from phase 1 to phase 2 and back again until his corrupotion (energy bar) hits 0. Corruption is removed in phase 2.
First the group needs to spread out around the room. This will allow you to have full coverage for phase 2 of the fight which is very important.
Now for phase 1 you will need to have the tanks swap. Dont stand in front of the boss as he does a cone attack. Void zones will appear on the floor, simply done stand on them. He will do a large water splash attack that moves around the room. It can be avoided but its no big deal if it hits you.
For phase 2 a lot of adds spawn at the edge of the room. There are friendly and hostile ones. Simple kill the hostile ones and heal the friendly ones. The hostile ones can be slowed and stunned. Its important that the raid has full coverage of the room. When you kill / heal the adds the bosses corruption will decrease. As the fight goes on you will face preportionatly more healing adds and less dps ones.
The fight bounces between these phases until the kill.
Wednesday, September 18, 2013
Sha of Pride Flex guide - Siege of Orgrimmar Patch 5.4
Sha of Pride Flex
The main mechanic here is pride. You start at zero. Mechanics of the fight can increase this, so the better you play the easier the fight will be.
Lets talk strategy.
Tanks must swap on Wounded Pride. The main group will stack opposite the tanks on at the back of the boss
A buff will be thrown around by norushen called Gift of the titans. It does a damage done, damage taken reduction and healing done buff when two players with gift of the titans stack. Also you are immune to pride gains when you have it. There will always be put on atleast one healer.
He will do a dot called Mark of Arrogance. When you dispell if you get 5 pride, so the person with gifdt of the titans should do the dispelling.
There are two kinds of adds, small and big. Small adds spawn under players and do heavy damage after a few seconds, so you should run of their way when they spawn. The group will be stacked, so you must all spread. These are MD'd/ picked up by the off tank and are killed. The next is the big add. It does a nuke that also gives 5 pride, and gives pride to players near it when it does (2 in 10 man). Simply interrupt etc its nuke and kill it.
There are 4 big circle things on the room. Periodically norushen will port players into the prisons. When in prison players gain pride and take damage. You need to stand on the 3 arcs surrounding the prison to free the player.
He does an ability called swelling pride every min. Depending on your pride it does a different thing.
0-24 - it does nothing
25-49 - a void zone appears at your feet that does heavy damage in a few secs
50-74 - A "projection" of you appears a few feet away. Stand in the projection to avoid heavy raid damge.
75-99 - you do an aoe to everyone around you. Stand out of the group.
100 - you are perminantly mind controlled and must be killed.
In generall you will get the 25 to 49. Simply spread until it explodes and then stack again.
Once he hits 35% norushen makes everyones pride 0 and dies. The boss will start doing heavy raid damage and giving 5 pride to everyone every 10 secs. You will need to burn the boss down quickjly while obeying the mechanics above.
Norushen Flex guide - Siege of Orgrimmar Patch 5.4
Norushen Flex Guide
First if you want ultra in depth stuff then check out my Normal mode guide. This guide is for flex which is quite a bit easier, so while this guide will definatly get you clean kills you maay want to see a more detailed version if you are a raid leader.
With that said, lets get into the fight.
First - Corruption. Basically you start at 75%. Dps do 50% damage with it like this, so clearing the corruption "purifing" is what you want to do. Its cleared by doing a "test" phase which is entered by clicking on the yellow orb.. Ill cover this later.
Now tanks. He does an ability called self doubt. Swap after that - the usual affair here.
He will do a big beam drumumu style called Blind Hatred. Simply dont stand in it.
There are also adds. These spawn in when the players in the dps test kill an add inside there. There are big adds and small adds. For the big ones nuke them and then have the next player who is going into the test phase to stand inside the void zone they drop. Standing in the void zone gives 25 corruption,, so thats why you want to do it on the player who will be going into the next test phase.
Next we have small adds. They spawn when a small add is killed inside the dps test phase. These should be nuked. They cast a spell on the boss that buffs him. The spell travels really slowly so players should stand between it and the boss.
He does raid damage that increases as the fight goes on. Stack for better healing.
Now test phases. Essentially you must prioritise clearing corruption from the dps. In our attempt we would send in a dps and utility person (tank or healer) through the two yellow orbs to do their tests. This is best discussed with your group. Now lets talk about the tests
- Tank test - You need to survive its abilities for 1 min. Stand out of the AOE Cone. It will cast "hurl corruption" which needs to be interrupted. Prepare to take high damage and use CDs
-Healer Test - There are friendly and hostile adds. Keep the firendlys allive so they kill the hostile. Dispell lingering corruption.
-Dps Test - Nuke the big add, stay out of the cone. Kill small adds. Avoid the things if possible.
At 50% health and each subsequent 10% he will summon a big add. You need to kill the big adds and get someone to stand on the void zone they drop to soak it. These cant be ignored. Other than that just burn the boss down and you will get the kill. Some people are experiencing hard enrage bugs where he enrages 3 mins to early.
Friday, September 13, 2013
Sha of Pride 10 Man Normal Guide - The Siege of Orgrimmar Patch 5.4
The sha of pride is the fourth boss in the Siege of Orgrimmar. Its main mechanic is called pride. Pride is tracked on the additional actionbar. You gain pride with you are hit by certain abilities, and one of the bosses abilities has a different effect based on your pride. It is pretty much a single phase fight with a burn section at the end.
Part 1 - Main Fight
Abilities
First I will go over abilities, then positioning and finally strategy.
Norushen is a friendly NPC and will periodically give 2 players a buff called "mark of the Titans". This gives immunity to pride gain. When these two stack they both get a 15% buff to to haste, damage and healing done.
Lets cover tanks. The boss has an ability called Wounded Pride. This causes any melee hits from the sha to give the target 5 pride. You want to tank swap so that you do not gain more pride.
Corrupted Prison is quite simple. 2 players will be teleported to two of the big circular things on the ground, one each. There are 3 big buttons on the sides of the circle. To free the player inside the prison, a player much stand on 2 of the 3 buttons. When a player is improsoned anyone within 12 yards of the prison takes heavy damage. Simply dont stand near the prison until you have to hit the button. Players in the prison take shadow damage per second and get 5 pride per second.
Mark of Arrogance is a DoT with an unlimited duration that can stack. Dispelling it gives 5 pride. The healer with "Mark of the Titans" should dispell as they will be immunne to pride gain.
Self Reflection is cast 20 seconds into the fight and about every 60 seconds after that. It summons small adds at the location of players. When they fully spawn they do high damage to anyone within 2 yards. When this is used the group will be stacked, so as soon as self reflection is cast the group spreads then stacks again once the mobs are spawned. After that they are simply AOE'd. The other tank should pick them up - any MD's etc help here.
The next add is called a Manifestation of Pride. They come every 60 seconds. They do mocking blast, an interruptible nuke that give 5 pride to the target and last word that which gives 5 pride to the 2 nearest player to it when it dies. It can be stunned, silences interrupted etc. On 10 man it took 2 hunters to deal with it. While many gudes reccommend tanking these adds we found that we did not have to.
The next ability is called Swelling Pride. This is cast every 60 seconds. It does high raid wide damage, gives 5 pride and the following depending on the players pride
0-24 - Nothing
25- 49 - Bursting Pride. A pool forms at your feet which explodes after 5 secs doing very high damage to those in it and giving 5 pride to those in it.
50-74 -Projection. Creates a projection of the player 15 yards away from them. After 6 secs it explodes doing high raid damage and giving 5 pride to everyone unless the player who gets the projection stands inside it.
75- 99 - You get Aura of Pride. Its a debuff that makes you do high damage to anyone within 5 yards giving 5 pride to whoever it hits.
100 - Mind Controled.
We found that we never really got above 50 pride, so this was very easy to deal with. Simply spread on Bursting Pride and stack afterwards. Getting projection is still possible so you should be weary.
Phase 2
While it is a one phase fight, its a good idea to treat the burn phase as another phase. At 30% he gets Unleashed. This does 250k shadow damage every 10 seconds for the rest of the fight and resets your pride to zero. Each tick will give you 5 pride. You will need to stack, aoe heal and burn the boss down. Be weary that the other mechanics still apply, so you need to kill adds also.
Part 3 - Positioning and Overview
The raid stacks behind the boss, with the MT on the other. This means that gift of the ittans will be stacked quickly, you are away from the titan prisons and you are close to where the Manifestation of pride spawns. Since you are stacked you need to be sure to spread on things like Self Refelction, Aura of priude and bursting pride.
So essentially DPS should kill adds when they see them, tanks should swap, Healers should dispel mark of arrogence when they ahve Gift of the titans. People should spread when the small adds spawn, when bursting pride etc and should be ready to move to free people from the prisons.
Norushen 10 man Normal Guide The Siege of Orgrimmar
Part 1 - Overview
The fights main mechanic is called corruption. You will start at 75 corruption, as shown on the extra powerbar that will appear on your UI. The starting level of 75 causes you to deal less damage to the Amalgim of corruption, who is the main boss. Corruption is removed by completing a series of tests. Ill go over these in specific later. Basically you click on an yellow orb and it takes you to a phased area where you deal with some mobs.
Removing corruption makes you more effective. DPS do full damage, healers get a healing done buff and tanks will take less damage.
There are also 2 kinds of adds who must be killed and have their mechanics dealt with.
Part 2 - Normal Phase
In this section I will talk about the normal phase in full. I will mention the test phase here, but will go into specifics in the next section.
First of all lets talk about tanks. There are 2 boss abilities that are relevant, Unleashed Anger regularly does 280k damage to the tank. The tank spwap ability is called Self Doubt which increases the damage taken from Unleashed Anger by 50% and requires a tank switch.
The nex ability is a raid wide one called Icy Fear. It will do increasingly high damage to the whole raid (in the normal phase) based on how low the Shas health is. In our group we stacked up and stayed as a group in order to more effectivly heal.
The bosses final ability is called Blind Hatred. He uses it every 60 seconds and it lasts 30 seconds. It is a large, instant kill, beam the origionaes from him and moves around the radius of the room. Think Drumus beam but without that horrific maze.
Once he hits 50% health he will gain "Frayed". At 50%, and each subsequent 10%, he will summon a large add called an Unleashed Manifestation of Corruption.
Adds
Now lets talk abot the normal phase adds. Due to a mechanic of the fith any damage done to adds will be mirrored onto the boss. No excuse for scumbag dps here.
Unleashed Manifestations of Corruption are spawned whenever a player in a test kills a Manifestation of Corruption, and when the boss hits 50, 40, 30, 20 and 10% health. They cast Burst of Anger which does raid wide damage. When they die they drop a void zone called Residual Corruption that does high raid wide damage until soaked by a player. When a player stands on it it dissappears and the player gets 25 corruption. This will put them at 100 corruption, meaning that they must do their "test" phase next to again be of use to the raid. Note that the mirroing of the damage to the boss only happens at the ones that spawn above 50%.
Finally there are small adds called Unleashed Essences of Corruption which spawn when a Essences of Corruption is killed in the test phase. They case "Expel Corruption" on the boss. This fires a kind of slow moving bolt at the boss. If it reaches the boss he will get buffed with fusion which increases his damage done by 5% for 15 seconds per stack.
Tying Together Phase 1
This fight is all about getting the purifying mechanic correctly. I will talk about the order that worked for us. The Unleashed Manifestations of Corruption drop the void zone as I said earlier. These give 25 corruption. Since everyone starts at 75 corruption and this will bring them to 100, the person who soaks it must be one of the next to go into the test phase.
We started by sending in 1 tank and 1 dps. Once the tank comes out they will have 0% corruption and can soak the void zone. Keep rotating in and out of the test like this, sending in a dps at a time and keeping the tanks able to soak the void zone.
Part 2 - Test Phases
These happen when a player clicks on one of the orbs.
DPS - There are 2 adds, Big ones and Small ones. Adds leave a globe on the floor when killed that reduces corruption - walk over them. The big add has a cone with is easy to avoid and the small ones shoot things at you which can be avoided. The small ones do a reflect shield.
Tank - You need to survive against a Titanic Corruption for 1 min. It does a Frontal Cone called Titanic Smash which must be avoided, a stacking DoT, an interruptible damage spell called "Hurl Corruption", a highly damaging ground attack that must be avoided called Burst of Corruption and finally piercing Corruption which does high damage and has to be tanked through.
Healer - The healer trial has 1 hostile mob and 3 friendlies. You need to heal the friendlies while they kill the hostile. Abilities are Dishearting Laugh which does 50k every 2 secs and must be healed through. Pit of Dispair which is a void zone and Lingering Corruption which must be dispelled of the player or one of the friendly adds.
Part 3 - Under 50%
When under you need to stack up the main group of players and burn the boss. At 50,40,30,20 and 10% hp he will spawn a Unleashed Manifestations of Corruption. Since this does raid damage it must be killed immediatly, and its void zone must be picked up. Icy Fear damage will be high so healers should have cooldowns ready when needed.
WoW Patch 5.4 Gearing Guide - Fast Way to Gear your Character at 90 MoP
Hello, and welcome to my gearing guide. When you hit 90 quite a lot opens up to you. I know that after returning from a break I found it a bit confusing, so I decided to make this guide to help people out. There will be a summary of each section at the bottom incase walls of text scare you. They often scare me too =p Video Version http://www.youtube.com/watch?v=BgiaZs5_RSE As always there is a video to accompany this writeup. Honestly I think im better at videos than writing but doing both gives something for everyone. Bonuses of the video: - Map of panderia with all vendors - Numerous visual aids - You can easily drink tea at the same time Part 1 - Gearing Alts First Lets Talk about alt characters. If you are a new player I will talk about where to start later on in the video. So first of all you will want to go to the timeless isle. There you can get 496 items which are bind on account. These drop from elite mobs, chests and can be pushesed for 7500 timeless coins. See my full Timeless isle guide for details. This gear can be posted to your new alt. After getting the timeless isle stuff you can buy some gear. There are 522 legs and boots that can be purchased off the AH. This isnt a very money efficent way to do things so it is only reccommended if you buy if the price is right. After this you should start thinking about Heroic Scenarios and the "old seer" questline. The old seer quest rewards 516 boots and your first heroic scenario will reward a definite 516. Subscquent heroic scenarios have a chance of giving you a 516. There have also been alterations to currencies in patch 5.4. And 5.0 and 5.1 rep vendors now sell their epics (which range in item level from 476 to 496) for Justice Points. Justice points can be quickly obtained by doing LFD. This is a quick way to pad out your item level. Valor points will be best spent on the Shadowpan offensive. The shadowpan offensive rewards are 522 epics. Their VP cost has been reduced by 34% and the rep requirement is now friendly. A combination of the above steps will get you lots of gear without even having to step into LFR. Your gear level will be high enough to enter ToT LFR which rewards 502 epics and some Valor points. Depending on how things go it might even be enough to enter the Seige of Orgrimmar LFR, especially if you have been purchasing the 522 shadowpan assault gear. The SoO LFR rewards ilvl 528 gear. You can get further ilvl535s on the timeless isle by using a "burden of eterneity" This will turn one of the item level 496 tokens into a ilvl535. Burdens of eternity are quite hard to come by though. They cost either 50k timeless coins or you may get one from Kutmurus Grotto, though the chance is slim. After you have a full set of shadowpan assualt / better gear you will be using valor points to upgrade your best pieces. After all this (or perhaps even just towards the end of this) you will be able to start flex raiding at the very least. Perhaps even normal! Part 2 - New Characters As for new characters there are a few extra steps at the start. You will probably have rather poor gear from questing. Initially you will want to do the "Arena of Anhalliation" scenario. This will give you a ilvl450 weapon which is a very nice start. After running a few scenarios you will have enough justice points to buy either an epic or multiple ilvl458 blues, which have recently been discounted by 75%. These are purchasable from the various factions across panderia. I would reccommend searching for them on WoW Head, wowpedia or installing the Atlas Loot addon. After this you will be able to enter heroic dungeons via the looking for dungeon tool. You should visit the proving grounds in Kun Lai summit to make sure you know a bit about your class and read up on some guides. Once you can do looking for dungeon, simply follow the previous steps to gearing. Part 3 - TLDR Version Gearing an alt Gearing a Fresh 90 A mix of the previous steps will have you at about the same level as I assumed in part 1. You will be able to go to the isle on this character and have at least some success. Follow the above paragraph and you are good to go! |
Thursday, September 12, 2013
Immerseus Guide Flex Mode - Siege of Orgrimmar Patch 5.4
Immerseus Flex Guide
This is a rather easy fight. Since its flex you dont need to have an exact comp, though something similar in ratio to 2 tanks, 3 healers and 5 dps should suffice.
Overview
Immersues has 2 phases. In the first he is there in the flesh and must be killed. The seconds phase starts when you kill the first phase. He will split into a bunch of adds that need to be healed/killed. I will now go into specifics. The bosses main mechanic is called corruption. This is tracked on his poiwerbar on your UI. The fight ends when his corruption hits 0. Corruption is removed in phase 2.
Phase 1
This is pretty much tank and spank, though you do have to be careful. DPS and healers will notice a lot of void zones. The raid must be seperate from the tank as the boss does a damaging frontal cone. Players can spread out in this phase if they want, however its only really important to spread fully around the room in the next phase.
First lets talk about tanking. His tank swap ability is called Corrosive Blast. This does about 600k damage and casuses damage taken by corrosive blast to be increased by 300% for 45 seconds. This ability is a frontal cone, so other players (and the off tank) must not stand in front of it. Once the first tank is hit simply swap.
They are caused by sha bolt with does 15k damage and then puts a void zone on the floor that does 50k damage per second.
He also does an ability called Swirl which makes some moving void zones and a large wave of water that moves around the room. The wave can be avoided with personal speed cooldowns, but as you can see in the video I fail this and the reprocussions are next to nothing. The tank needs to be in melee range at the end of swirl.
Seeping Sha isnt a problem. If you run inside the boss you will get knocked back and have 100k damage dealt to you.
Phase 2
This is the add phase that will lead to reducing the bosses corruption level. The adds will spawn at the outside of the room and will move towards the middle. Once they hit the middle the raid will take damage, so be sure to kill/heal as many as possible. The raid needs to be spread throuought the full 360 degrees of the room to get coverage.There are 2 kinds of adds:
Friendly - These must be healed up by healers. Its likely you wont be able to get all in your area, thats fine just do what you can to heal up as many as possible. As an add gets healed its movement speed decreases. Standing near one when its fully healed gives a healing done and mana regen bonus
Hostile: These are very easy in flex. Simply kill them. Standing near one when it does does a bit of damage and increases your damage done. These adds can be snared etc so be sure to do that as you will get more dps time on them. Not much is gained from explaning the numbers, but as the fight goes on there will be relitivly more healing adds spawned in comparison to dps adds. In our group this was a little problematic as the healers were not that great at dealing with them.
After the adds reach the centre of the room immerseus will reform, taking the fight back to phase 1. Subsequent phase 1s will have less health.
Wednesday, September 11, 2013
WoW Patch 5.4 Survival Hunter Guide PvE 90 || World of Warcraft Guides
Hello! Post 1 is BM, Post 2 will be SV. You can both video guides on post 1.
Video Versions
I think that I am far better at making videos than at writing articles, so here are my two video guides. Id reccommend watfching somewhere where you can use annotations since they are used for the buttons on the side :)
Beast Mastery - http://www.youtube.com/watch?v=MWCcK_n7Rc4
Survival - http://www.youtube.com/watch?v=MleM1pCFcTE
Survival
Part 1 - Talents
Tier 1 - Posthaste if you need mobility, for example in Siegecrafter Blackfuse, downdraft in Jikun. Crouching Tiger Hidden Chimera if you need more damage mitigation. Eg on Lei Shen and Jin'Rokh heroic.
Tier 2- No DPS here, whatever works best for you. Raid wise this isnt the most useful of tiers.
Tier 3- Iron Hawk is probably still the go too choice. After chatting with the guilds healers they said they would prefer this, even in spite of the nerf. They are pretty damn good at what they do so im going to follow their advice. Iron Hawk in most cases
Tier 4 - *[I]This is probably the most tentative part of the guide[/I]*Dire Beast and Thrill are close in terms of simulated results with DB having a slight edge. I would recommend DB as thrill has a tendency of messing up your focus, since it will make your next 3 AS's cost 10 focus instead of 30. Unlike previously AS will still cost 10 focus during thrill. It can also lead to GCD bloat where there are things that are more worthy of a cooldown such as ES or Black arrow. [B]This may chage to Thrill if you have the T16 4 piece[/B]
Tier 5 - Murder of Crows is marginally the best for single target. Blink strikes for AoE or target switching heavy fights.
Tier 6 - Glave Toss is the best single target, Barrage is the best AoE.
Part 3 - Glyphs
Glyphs are largely unaffected. There are only a few that are that helpful which I have mentioned here.
Major
Glyph of Animal Bond increases healing taken by 10%
Glyph of Deterrence increases the damage reduction by 20% up to 50%
After this Glyph of Liberation is probably your berst bet. Its a 5% heal when you disengage. Honestly our glpyhs are not that interesting damage wise.
Minor
Glyph of Revive Pet removes push back effects during the cast of Revive
Part 4 - Gems, Enchants and Reforging
The easiest way to do this is to just plug your character into askmrrobot.com. It will calculate the best reforge to do and display the optimal gems and enchants.
Gems
Once you are ready to raid you shouldnt have to gem into hit or expertise. In my experience reforging can take care of that quite easily which allows for easy gemming choices. If you badly need hit or expertise then you can go for the hit/exp version of a gem.
Meta - Either the Agile Primal Diamond OR, if you have access to it, the Capacitive Primal Diamond
Red - Go for the Delicate Primordial Ruby OR Perfect Delicate Pandarian Garnet. JC's should go for the epic JC agi red gem.
Yellow - Deadly Vermilion Onyx OR Perfect Deadly Tiger Opal
Blue - Glinting Imperial Amethyst OR Perfect Glinting Roguestone. If you are having issues reaching the hit cap you can use the "Rigid" version of the gem.
Enchants
Shoulder - Greater Tiger Claw OR Secret Tiger Claw if you are a scribe.
Chest - Glorious Stats
Wrist - Greater Agility OR Fur Lining Agility if you are LW. BS can socket a bracer.
Hands - Superior Expertise if you need exp OR Greater Haste. Synapse Strings if Engi OR Socket is BS
Waist - Living Steel Belt Buckle with a Delicite red gem.
Leg - Shadowleather Leg Armor OR Primal Leg Reinforcements if you are LW as its cheaper.
Feet - Blurred Speed
Weapon -Lord Blastington's Scope of Doom
Ring - Enchant Ring - Greater Agility (Ench only)
Cloak - Superior Critical Strike OR Accuracy if hit is needed.
Stats
1- As much agility as possible
2- Hit and Exp to atleast 7.5, use Askmrrobot to calculate exact reforging.
3- Crit Strike Rating
4- Haste
5- Mastery
Part 5 - Rotation
Opener
Pre Pot>Rapid Fire > Stampede>Explosive Shot>Serpent Sting>Black Arrow>AMOC>Glave Toss>Dire Beasts>Rabid
Normal Abilities
If you do this correctly you will have preformed the opening well and can settle into the regular rotation. Honestly it isnt really a rotation, more a priority system. Use your head and you will be fine.
Macros are very helpful. Here is what I use:
If I am not in combat this will use my pot and cast dive/dash on my pet, allowing my pet to get into combat quickly. In combat it will use rapid fire Stampede and Rabid. It definatly helps out having a smooth opener.
/use [nocombat] Virmen's Bite
/cast [nocombat] Dive
/cast [nocombat] Dash
/cast [combat] Rapid Fire
/cast [combat] Stampede
/cast [combat] Rabid
/petassist
This casts BW and Kill Command. This is quality of life and means you will have to use less buttons.
#showtooltip Bestial Wrath
/cast Bestial Wrath
/petattack
/cast Rabid
/cast Kill Command
As for addons I will do a full video eventually, but basically I use bartender, JSHB, Shadowed Unit Frames omni CC and Tell me When. There are a few old mod videos on the channel that you can check out.
Chi-Ji Guide - The Timeless Isle World Boss - Patch 5.4
A new patch, a new boss. Time for a quick guide to help you all along!
Ill have a full guide video up on my youtube channel (/bellulargaming) very soon.
Part 1 - Abilities
Inspiring Song will heal the boss 5% of his HP per second for 10 seconds
Firestorm creates a whirlwind of fire that slowly moves around the area doing 200k damage to players in it every 2 seconds.
Beacon of Hope targets a player and casuse players within 10 yards of the player to take 90% less damage. This is followed up by the next ability.
Blazing Song deals 500k damage to everyone every 2 seconds for 10 seconds. You need to stand within 10 yards of the player with beacon.
Crane Rush summons Children of Chi-Ji which run outwards from the boss dealing 300k damage to players within 4 yards of them
Part 2 - Role Specific Things
Tank
No tank swap ability this time.
Kite the boss away from firestorms.
Stack on Beacon of hope.
Interrupt Inspiring Song if possible
DPS
Melee especially must watch out for Crane Rush. I recommend running back from the boss about 10 yards before he does this ability. Remember you do 0 dps when dead.
Everyone should keep an eye out for Firestorm, though the tank should kite away from them if they are near the melee stack.
Stack on Beacon of Hope.
Interrupt Inspiring Song
Healers
Watch out for Crane Rush and Firestorm.
AOE heal during Blazing Song. Some players may not stack, if so they will be very, very had to heal and will probably die.
Ill have a full guide video up on my youtube channel (/bellulargaming) very soon.
Part 1 - Abilities
Inspiring Song will heal the boss 5% of his HP per second for 10 seconds
Firestorm creates a whirlwind of fire that slowly moves around the area doing 200k damage to players in it every 2 seconds.
Beacon of Hope targets a player and casuse players within 10 yards of the player to take 90% less damage. This is followed up by the next ability.
Blazing Song deals 500k damage to everyone every 2 seconds for 10 seconds. You need to stand within 10 yards of the player with beacon.
Crane Rush summons Children of Chi-Ji which run outwards from the boss dealing 300k damage to players within 4 yards of them
Part 2 - Role Specific Things
Tank
No tank swap ability this time.
Kite the boss away from firestorms.
Stack on Beacon of hope.
Interrupt Inspiring Song if possible
DPS
Melee especially must watch out for Crane Rush. I recommend running back from the boss about 10 yards before he does this ability. Remember you do 0 dps when dead.
Everyone should keep an eye out for Firestorm, though the tank should kite away from them if they are near the melee stack.
Stack on Beacon of Hope.
Interrupt Inspiring Song
Healers
Watch out for Crane Rush and Firestorm.
AOE heal during Blazing Song. Some players may not stack, if so they will be very, very had to heal and will probably die.
WoW Patch 5.4 BM Hunter Guide PvE - World of Warcraft
Part 1 - Major Class Changes
- Kill Command has had its damage increased by 34%
- Arcane Shot does 125% ranged weapon damage up from 100 and costs 50% more focus
- AMOC Has had 40% increased Damage
- Lynx Rush has 30% increased damage
- We have counter shot which is an interrupt that replaces SS
- The 5.3 stampede nerf has been reversed in PvE, damage is no longer reduced by 75%
- Deterrance has a 3 min cooldown and 2 charges
- Disengage has a cooldown of 20 seconds, down from 25
These changes will affect how we build our hunters. Overall we seem to be preforming quite well.
Part 2 - Talents
These are pretty interesting for 5.4. What I have here is based off my PTR experience as well as reading up on quite a bit of theroycrafting - places like the EJ forums etc.
Tier 1- Either Posthaste or Crouching Tiger Hidden Chimera based on the fight. Posthaste is nice when movement is needed, for example on Siegecrafter Blackfuse. Posthaste if movement fight, Crouching Tiger Hidden Chimera if damage mitigation is needed (HC Jin'Rokh is a good ToT example)
Tier 2- No DPS here, whatever works best for you. Raid wise this isnt the most useful of tiers.
Tier 3-Iron Hawk is probably still the go too choice. After chatting with the guilds healers they said they would prefer this, even in spite of the nerf. They are pretty damn good at what they do so im going to follow their advice. Iron Hawk in most cases
Tier 4- *This is probably the most tentative part of the guide* Dire Beast and Thrill are close in terms of simulated results with DB having a slight edge. I would recommend DB as thrill has a tenancy of messing up your focus, since it will make your next 3 AS's cost 10 focus instead of 30. It also leads to GCD bloat, where you have available thrill of the hunt arcane shots but are not able to use them as a more valuable skill, such as Kill Command, has came off cooldown.
Dire can be applied right before a Bestial Wrath to give more focus without any difference to your rotation.
Single target go for Dire Beast. Ill update for Thrill info.
Tier 5- Single target Murder or Crows is the best, assuming you get full use out of the cooldown. On fights with target switching Blink Strikes will be best as your pet will be able to move from target to target faster, this minimising travel time and increasing dps. Murder of Crows for single target,Blink Strikes (and fervor) for AoE.
Tier 6-Glave toss is still the best talent here for single target situations. For AoE you should chose Barrage. Quite a lot of hunter talents vary on the kind of fight.
Part 3 - Glyphs
Glyphs are largely unaffected. There are only a few that are that helpful which I have mentioned here.
Major
Glyph of Animal Bond increases healing taken by 10%
Glyph of Deterrence increases the damage reduction by 20% up to 50%
After this Glyph of Liberation is probably your berst bet. Its a 5% heal when you disengage. Honestly our glpyhs are not that interesting damage wise.
Minor
Glyph of Revive Pet removes push back effects during the cast of Revive
Part 4 - Gems, Enchants and Reforging
The easiest way to do this is to just plug your character into askmrrobot.com. It will calculate the best reforge to do and display the optimal gems and enchants.
Gems
Once you are ready to raid you shouldnt have to gem into hit or expertise. In my experience reforging can take care of that quite easily which allows for easy gemming choices. If you badly need hit or expertise then you can go for the hit/exp version of a gem.
Meta - Either the Agile Primal Diamond OR, if you have access to it, the Capacitive Primal Diamond
Red - Go for the Delicate Primordial Ruby OR Perfect Delicate Pandarian Garnet. JC's should go for the epic JC agi red gem.
Yellow - Deadly Vermilion Onyx OR Perfect Deadly Tiger Opal
Blue - Glinting Imperial Amethyst OR Perfect Glinting Roguestone. If you are having issues reaching the hit cap you can use the "Rigid" version of the gem.
Enchants
Shoulder - Greater Tiger Claw OR Secret Tiger Claw if you are a scribe.
Chest - Glorious Stats
Wrist - Greater Agility OR Fur Lining Agility if you are LW. BS can socket a bracer.
Hands - Superior Expertise if you need exp OR Greater Haste. Synapse Strings if Engi OR Socket is BS
Waist - Living Steel Belt Buckle with a Delicite red gem.
Leg - Shadowleather Leg Armor OR Primal Leg Reinforcements if you are LW as its cheaper.
Feet - Blurred Speed
Weapon -Lord Blastington's Scope of Doom
Ring - Enchant Ring - Greater Agility (Ench only)
Cloak - Superior Critical Strike OR Accuracy if hit is needed.
Stats
1- As much agility as possible
2- Hit and Exp to atleast 7.5, use Askmrrobot to calculate exact reforging.
3- Crit Strike Rating
4- Haste
5- Mastery
Part 5 - Rotation
Opener
After pre potting you want to use Rapid Fire, Stampede,Bestial Wrath, Kill Command, A Murder of Crows, Serpent Sting, Dire Beast, and kill command. Depending on your latency etc you should be able to fit an Arcane shot inbetween dire beast
and the final kill command.
Normal Abilities
If you do this correctly you will have preformed the opening well and can settle into the regular rotation. Honestly it isnt really a rotation, more a priority system. Use your head and you will be fine.
Kill Command should be used on cooldown and must not be delayed
Arcane shot is your filler. It costs 30 focus so you must be sure not to bring yourself under 40 focus before Kill Command comes off cooldown.
Serpent Sting will already be applied and is refreshed by Cobra Shot.
Your main focus regen ability is Cobra shot, simply use this to regen focus. You always want to have 40 focus ready for your next kill command. If something like AMOC is coming off cooldown you will want to build up a "bank" of focus a few seconds before so you can use it instantly.
Glave Toss should be used on cooldown. If possible try to line up some mobs between you and the target.
Cooldown Usage
Now that the main abilities are out of the way lets talk about cooldowns.
Our biggest one is Stampede. 5 min CD and can be used 1-2 times a fight in most cases. Use it on the pull along. It benefits from the haste that Rapid Fire gives.
Rapid fire is the next cooldown. This has a 3 min cooldown. This means that it can be combined with every third Bestial Wrath. This should be done for maximum effect - note that you should never delay either ability in order to stack.
Since Bestial Wrath is 1 mind and DB is 30 seconds, you want to be doing dire beasts every 30 secs so that you can use it just before Bestial Wrath.
Also you should time bestial wrath so that you can use 2 kill commands during it. Since Kill Command is a 6 sec CD you should really use it in the first 3 seconds of BW to ensure you can fit a second one in at the end.
Focus Fire will burn your pets frenzy to give you a haste buff. This should be used once you get 5 stacks of focus fire. It should not be used during BW as you dont want to waste a cooldown. Also it may not be 100% effective when stacked with rapid fire as it would push you under the GCD
Rabid is a pet ability that should be used on CD. If you can stack with BW its nice but dont delay it.
Part 6 - Macros and Addons
Macros are very helpful. Here is what I use:
If I am not in combat this will use my pot and cast dive/dash on my pet, allowing my pet to get into combat quickly. In combat it will use rapid fire Stampede and Rabid. It definatly helps out having a smooth opener.
/use [nocombat] Virmen's Bite
/cast [nocombat] Dive
/cast [nocombat] Dash
/cast [combat] Rapid Fire
/cast [combat] Stampede
/cast [combat] Rabid
/petassist
This casts BW and Kill Command. This is quality of life and means you will have to use less buttons.
#showtooltip Bestial Wrath
/cast Bestial Wrath
/petattack
/cast Rabid
/cast Kill Command
As for addons I will do a full video eventually, but basically I use bartender, JSHB, Shadowed Unit Frames omni CC and Tell me When. There are a few old mod videos on the channel that you can check out.
Part 7 - Full 5.4 BM Changes
Last here are the changes for those of you who want the exact details
GENERAL
The following Hunter pet abilities no longer cost Focus to use: Dash, Dive, and Charge.
Arcane Shot now deals 125% ranged weapon damage (up from 100%) and had its focus cost increased by 50%.
Counter Shot is now a baseline interrupt ability learned by all Hunters at level 22.
Deterrence now has a 3-minute cooldown (up from 2 minutes) but has 2 charges.
Disengage now has a cooldown of 20 seconds (down from 25 seconds).
Explosive Trap had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.
Readiness has been removed.
Revive Pet no longer requires the Hunter to have line-of-sight to their pet.
Stampede damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%
BM
Stampede damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%
Kill Command damage has been increased by 34%.
Talent
A Murder of Crows now deals 40% more damage.
Aspect of the Iron Hawk now reduces all damage taken by 10%, down from 15%.
Glaive Toss no longer initiates auto-attack.
Lynx Rush's damage has been increased by 30%.
Silencing Shot is no longer a talent and is now an ability that replaces Counter Shot for Marksman Hunters.
Spirit Bond now regenerates 3% of total health every 2 seconds while the Hunter's pet is active (up from 2%).
Wyvern Sting now has a range of 40 yards (up from 35 yards).
GLYPHS
Glyph of the Lean Pack: Reduces the range of Aspect of the Pack to 7 yards.
Glyph of Enduring Deceit: Camouflage also reduces spell damage taken by 10%
Glyph of Mend Pet now has a 100% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the Hunter's pet on each tick (up from 50% chance).
Glyph of Mending now speeds up the periodic effect of Mend Pet to restore health to the pet every 1 second doubling the total amount healed over 10 seconds.
Glyph of No Escape now increases the ranged critical strike chance against targets affected by the Hunter's Freezing Trap by 100% (up from 20% chance).
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First of all lets talk abilities.
Part 1 - Abilities
Jadeflame Buffet does 30k fire damage to everyone and increases fire damage taken by 1 min. The longer this goes on for the worse as you will take more raid damage. Its a stacking effect.
Jadefire Breath does 300k fire damage in a cone. The tank needs to face the boss away from the raid, pretty simple stuff.
Jadefire Bolt will launch bolts which create a void zone on the floor that does 100k damage per second to players inside it.
Jadefire Wall is a large wall spanning the whole room. There is a gap in the wall, so run through that else you will take 500k damage.
Part 2 - Role Specific Things
Tank
Tanks need to be sure that they face the boss away from the raid. Failing to do so will cause heavy raid wide damage due to Jadefire Breath.
Also you should kite the boss away from the void zones so that melee players have room.
DPS
Dont run in front of the boss as you will get Jadefire Breathed.
Keep an eye out for the void zones, they are a light green and you could easily stray into one.
Healers
Jadeflame Buffet will increase raid damage over time.
Other than that just deal with the regular mechanics, nothing healing specific.