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Add duty in SlabsFollow

#1 Nov 27 2007 at 9:36 AM Rating: Good
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Have a question. On the last boss in slabs I was assigned the adds duty. My job basically was to kill the void dudes before they could heal the boss.

Had a really hard time with this. First since the boss pulls you to him, you get off track. Then I ran out of mana and couldn't dot anymore. My health was pretty low due to damage taken and the healer was focusing on the tank. We wiped.

Second time, I pulled out fel pup to eat their magic. That didn't work either.
We wipe.

Third time we all dps the main boss and one of our dps d/c'd...we wipe. Party departs for Gruul's.

My question is, how do you guys handle the adds as a lock, or do you just ignore them and dps down the boss.

Thanks in advance.
#2 Nov 27 2007 at 9:38 AM Rating: Decent
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1,571 posts
Killing the adds is pointless.

What you need is tank that know how to kite the boss away from adds until you all burn him down.
You are much better off dpsing the boss than wasting yourself on adds.

Edited to say.... its not the last boss btw, its the 3rd one, last is Murmur and imo the easiest one in that instance.



Edited, Nov 27th 2007 12:40pm by Sethy
#3 Nov 27 2007 at 9:54 AM Rating: Decent
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1,729 posts
Yeah, what we do is have the tank kite him south, and all DPS on him. When he teleports you to the middle, tank kites him north, all DPS on him. He'll teleport again, and tank kites him south, he should die before the next teleport, if not your in for some trouble.
#4 Nov 27 2007 at 9:55 AM Rating: Decent
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357 posts
I've done this boss 2 ways.

1. ***** the adds. The tank drags him deep and quick away from the VWs. The problem with this can be communication, nothing worse than your healer running one way and the tank running the other.

2.Put 1 dps on Vorpil and 2 on the adds. Drag him to the side and all dps him down, should be less than 50% before the first teleport. After the teleport 2 dps take out all the voids that are getting close and when not doing that hitting Vorpil. The third guy is on Vorpil full time. Problem with this is you need a decent amount of dps for the 1 person to take out vorpil on his own in a decent amount of time. If you guys are in Gruul's it shouldn't be a problem.
#5 Nov 27 2007 at 9:57 AM Rating: Decent
I've done add duty for that boss. As long as your tank is kiting south each time, it's pretty easy. DoT with Corr, then SB. They only have just over 2k HP, so that should do it. Easy.

Or, as the others say, ignore em. Either works (though I prefer taking the adds out myself).
#6 Nov 27 2007 at 10:05 AM Rating: Decent
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1,571 posts
Lathais wrote:
Yeah, what we do is have the tank kite him south, and all DPS on him. When he teleports you to the middle, tank kites him north, all DPS on him. He'll teleport again, and tank kites him south, he should die before the next teleport, if not your in for some trouble.


Exactly how we do it too.
Well its been some time that he didnt go down at North kitting, so basically some decent dps is all what you need on that boss.



#7 Nov 27 2007 at 10:23 AM Rating: Decent
27 posts
When in teams I call bosses like this 'easy when you know how to, a big pain when you dont'. So its important to make 100% sure your team knows what to do. Ive had bad PUGs where people failed to understand South-North-South-North kiting. If you have dps jumping off on the wrong direction you lose a lot of dps on the boss and you might not kill him in time.

As this boss does a lot of AoE damage dont bother with pets as they will die. Use a phase shift imp or if you have demonic sacrifice sac a succy/imp for extra damage.
The AoE shadowbolt combined with the AoE at the stage (people take a tick of it no matter how fast they are) and the odd exploding voidwalker are nightmares for your healer. Help out the poor fella by keeping shadow ward up. Especially paladin healers love it when you reduce AoE on you.

If you happen to pull aggro make sure not to drag the boss into the adds. You can choose to keep kiting with a chance of dying if the tank doesnt pick the boss up or dragging the boss into 10 voids and die guaranteed.

At last but not least DPS DPS DPS, the team has to go all out.

Edit: sp3ll1ng

Edited, Nov 27th 2007 7:26pm by Desperadoo
#8 Nov 27 2007 at 10:32 AM Rating: Decent
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1,571 posts
Desperadoo wrote:
Ive had bad PUGs where people failed to understand South-North-South-North kiting.


Ya know yelling at people doesnt help either :p

<3

#9 Nov 27 2007 at 10:36 AM Rating: Decent
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2,754 posts
just have to say it... that's not the last boss :P
#10 Nov 27 2007 at 11:40 AM Rating: Good
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513 posts
I've only been there once before, I'm not even Kara attuned yet, so crap after 3 1/2 hours not to be at the last boss.../cry.

It was a PUG group, never played with any of them before.

Thanks for all the responses. Next time I'll just DPS the crap outta the boss.
#11 Nov 27 2007 at 12:04 PM Rating: Good
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1,571 posts
I remember our first few times there, wiping on first boss several times, taking hours and hours to get to Murmur and wipe again, stuff like that.

I ran that instance since then ad nauseatum, for that sword on lock and will be probably running it again for 50+ times to get Sonic Spear on my hunter.

It gets easier, trust me :)

#12 Nov 27 2007 at 12:52 PM Rating: Decent
I've clearly fluked it on groups then, because no PuG I've ever been in has failed. And Murmur is EASY. Really, REALLY EASY. :o)
#13 Nov 27 2007 at 6:33 PM Rating: Decent
most successful way i have ever tanked or dpsed this boss was to stay on the stairs to the right of the teleport zone. have 1 group member stand in the aoe zone and nuke the adds until the aoe where you focus on the boss until the adds begin to get close again. it helps to keep melee dps at maximum efficiency and less strain with healing
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