"Shazzrah Shazzrah is usually pulled to Garr's room for an easier fight. The
raid group is typically set up into 4 large groups that create a circle around
Shazzrah. There should be at least one tank in each group, excluding the main
tank. Because of Shazzrah's AOE the only person in melee range should be the MT.
All rogues, warriors, etc should thus be using their ranged weapons. any
attempts to melee Shazzrah will result in death. The curse and self buff need to
be dispelled as soon as possible. A Mage should cast Detect Magic on Shazzrah so
the self buff is visible. Typically one person is assigned the sole or primary
job of keeping Shazzrah's self buff dispelled, one person dedicated to keeping
the MT dispelled, and one per each of the four groups dedicated to keeping their
group dispelled. When Shazzrah blinks the warrior whose group she teleports to
should taunt her and run her back to the MT. This allows the main tank to stay
in the center, otherwise she will run through the group and the AOE can quickly
kill the entire group. It is also important that DPS stops and healing at a bare
minimum until the tank regains agro. Golemagg The main tank will need a lot of
Fire Resist to resist the magma splash other wise the DOTs will stack up
extremely quickly. Two offtanks should fight the core ragers far away from
Golemagg. The dogs can't die so there is no reason to DPS them, just keep them
occupied. When they are out of range of Golemagg's buff their horns will stop
glowing red. When golemagg gets to 10% life the melee should leave and he should
be killed by ranged. It is often a good idea to have two tanks on Golemagg. If
the main tank gets too many DOTs on him it will be simply impossible to keep him
up.
The second tank can either be ready to take over when the main tank dies, or
when the DOTs start getting too high on the main tank the second tank can take
over and let the main tank recover. Sulfuron the Guards need to be seperated.
The guards can have their spells interrupted so warriors and rogues should be
kicking and shield bashing. There will need to be 5 tanks, one for Sulfuron and
one for each guard. Mortal strike will also help ensure that if they get a heal
off it wil be reduced. The guards are all tanked in the same place and one at a
time they are led away to be destroyed by the DPS. This can be an easier
strategy because the tanks can share healers if one goes down or runs out of
mana. OR Have the four guards seperated into different corners of the room,
while the DPS goes from one guard to another until they are all down and then to
focus on Sulfuron. This strategy, however, requires five strong tanks and the
healers to keep them up. Majordomo Executus Majordomo is not the target of this
encounter, to win you must kill all his guards. You can sheep the healers,
however you can only keep them ""chain-sheeped"" for the beginning of the
battle, but sheeping is disabled after 4 of the adds die. Use Stun and
Counterspell when bringing down the healers.
wow gold This is important for
stopping spell casting and bringing them down fast. " "Good job with Hakkar,
guys. Now that we've tasted his blood, here's some more details that I'd like
everyone to read over so we can continue to one shot him. Hakkar is one of the
first fights we can encounter that's not simply ""tank and spank."" Hakkar is
unique in that he locks his aggro table when the fight starts.
wow
gold You need at least two tanks on him at all times, for reasons I will
explain in a moment. But it's easiest with three. Because Hakkar locks down his
aggro table, you need the warriors to be the first in. Hakkar can Mind Control
up to one player at a time, and he starts with the top of his aggro list.
wow He can Mind Control a second
person, the next in line. But doing this releases the Mind Control of the first
tank, and his aggro switches back. Hakkar's aggro table cannot be changed
without a written act of congress. It is imperative to keep at least two tanks
up at all times, so that when one is Mind Controlled, he does not aggro down
this list onto the healers and DPSers.. If you only have one warrior up, when
that warrior gets Mind Controlled, he will attack the next on his aggro list,
usually a rogue or hunter.
wow gold This spells wipe. This leads to a near requirement that all tanks stay above 20%
health. Once two sunders go up, full damage can be started. FULL damage.
mp3 player You're not going
to over aggro once you get locked in. It's imperative that you kill Hakkar in 10
minutes, or he's impossible. When the Blood Siphon hits, you can redo the
debuffs on him. You want to use Damage over Time debuffs rather than support
debuffs, because support debuffs get prioritized and won't knock off with the
Blood Siphon.
wow gold However, since 1.9.3 Blood Siphon doesn't hurt him as much if you're poisoned.
So worse comes to worst, if only 10-12 people get the Siphon, the remainder are
free to heal and DPS.
RELATED LINKS:
http://wowgoldmonster.blogstream.com/
http://ppcwow.busythumbs.com/
http://emily5656.mindsay.com/
http://wowhunter.canalblog.com/
http://sunny1213.createblog.com/blog/
http://hubpages.com/profile/ponyma
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