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Tanking MT heroicFollow

#1 Mar 28 2008 at 6:58 AM Rating: Decent
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78 posts
Holy crap. I mean... just holy crap.

Had a really rough ride through that one yesterday. Multi-wipes all around. We even decided to call it off after wiping about 5 times on Kael.

Armory is down now, but I've got about 15,5k hp, 15,5k armor, 35% dodge/parry, shield block rating of about 28% I think.

Armory:

http://eu.wowarmory.com/character-sheet.xml?r=Kul+Tiras&n=Spiderpiggy

The group composition was hardly ideal. Fire mage with 550 spell damage, elemental shammy with 700 spell damage, SP with 1200 spell damage, pala healer with approx 1900+ healing. No wipes until the second boss... wiped about 7-8 times there, even with me using elixirs of major defense and stoneshield potions. Finally the pala healer got him down the last 3% after everyone had died. Had to take a lot of the adds myself to get us through. (about 4/10 I think).

The trash mobs after that was a pain too. Not so much the big robots, but the large pulls with loads of casters. Wall-pulled some of them, but holding aggro against caster mobs when they are spaced far between each other is no easy feat. And those blinking consortium-guys too...

On the third boss we wiped another 7-8 times. How do you handle those guys? We sheeped the arms warrior, nuked down the priestess, but the rogue kept stunning me and the mage kept on blizzarding and slowing me. Plus they don't seem to aggro anything, so I had absolutely no rage. Would you consider to go in dps gear for that one? I like to consider myself a good tank, but on that boss...well... I just felt like a waste of space.

Then Kael :/ No chance at all getting down the shield. Kept pyroblasting me for massive damage. Should I get some fire res gear or something? I don't know...

Do any of you have any advice? Most of my healer friends are palas, but the dps classes could be replaced easily enough. My guess would be that a mage, lock, feral druid or another mage would be the ideal choice for the group composition. Casters with +1000 spell damage or more to get a sniff. Cos this was way harder than I expected...

Do anyone have any tips for easier completion? Repair bills of 60g and pot bills of 150g doesn't sound to appealing to me in the long run :/ Took us about 4 hours also.
#2 Mar 28 2008 at 7:34 AM Rating: Good
Having a rogue for the second boss makes it real easy. Have the rogue take the first 4 to 6 pure energy's and then have them cloak of shadows to remove the debuff.

As for the 3rd boss....all i can say is break out the nerf bat.

None of the mobs in the 3rd boss fight have a normal aggro table. You basically need to think of it as a 5v5 arena match. All i can say is good luck.

With the last boss, You need to DPS down the pheonix and the egg that spawns b4 you get tossed into the air. After your in the air ranged DPS is important and once you hit the ground go at him with all that you have.

You didnt mention the first boss...prob cause he is a cake walk.

This instance is a nightmare without a lot of CC. Hunter's traps are kinda marginal. Sheep, Sap, MC, anything that you can do to take a mob out of the equation helps
#3 Mar 28 2008 at 7:46 AM Rating: Good
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286 posts
The 3rd boss is the best in the instance IMO. The melees are the ones you want to leave up, not the casters. If you get a mage, shammy, or priest, CC one of those. All of these mobs have extremely low HP. Even the Priestess only has like 25k HP. If you have a Shaman in your group them drop a tremor totem and don't CC the naga, since fear is the only trick he has up his sleeve. If you have 2 CCs (which really who is doing this instance with only 1 CC?) then the 3rd boss shouldn't be bad at all. CC two of the mobs then just burn the most dangerous one first, priestess second, then keep burning. They don't have a normal aggro table, but threat via damage does seem to apply. Bonus threat from abilities I'm not so sure about. Basically just assume your healer and casters are going to get aggro, and when they do be ready to intercept, intervene, and tell your rogues to be ready to gouge and stun.


For the trash pulls, wall pull them like you said, but do it around a sharp corner and then just camp right there at the end of the corner. That way all of the mobs gather on top of each other by default. I had a rogue and a druid with me when I did it, and I would mark one mob for them to burn down right off the bat (in addition to the imp). So rogue/druid would always burn the imp first, them the mob I marked, Priestesses are good for this because they heal. I had the rogue keep it stunlocked during this time. We'd CC 2, then I'd tank the other 3 or whatever using LoS pulls and they would all gather right on top of each other. Use spell reflect often. Tab target and Concussion Blow other mobs as well.


Kael was kind of easy once we figured it out. The only thing hard about this fight is the Phoenix. All the fireballs can be spell reflected and they do good damage to Kael. They can also be interrupted to buy yourself 6 free seconds of no casting, and you can alternate shield bashes and kicks with a rogue if you want to never get fireballed at all during the entire fight. When he spawns the Phoenix hunters, mages, and warlocks should burn it down ASAP. When it dies kill the egg asap.

Gravity lapse is the easiest part IMO, at least for a tank. All you do is swim to the back of the room and float around in the air, dodging balls. One time I did this we all wiped with kael at 20%, but at that point he never does phoenixes anymore, we actually had our warlock solo the entire boss from 20% to 0. He just kept using Drain Life while he was floating around in the air, and repeat until dead.

Edited, Mar 28th 2008 11:49am by duvar
#4 Mar 28 2008 at 9:48 AM Rating: Decent
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78 posts
Rate up for both of you. Think I'm gonna try and get a mage, lock, rogue group next time :)

Didn't realize our mage had 550 spelldamage when I went in. If I'd known that I defintely wouldn't have taken her :)
#5REDACTED, Posted: Mar 28 2008 at 12:20 PM, Rating: Sub-Default, (Expand Post) The mage was obviously there to tank. Ice barrier + Mana shield FTW! i bet he had like... 3k Defense, and 9k life..... no war can get those elite stats.
#6 Mar 28 2008 at 4:55 PM Rating: Decent
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842 posts
i wasn't looking forward to trying this on heroic, but thanks, you've offered a lot of encouragement =P
#7 Mar 28 2008 at 5:26 PM Rating: Good
The second boss only spawns adds every 15% of his HP. You can bring him down a bit, kill the adds, then wait for the debuff to expire; it's slow, but he barely does anything else so it's not exactly a huge deal. Pets (see: Ele Shaman) can also eat the debuffs, and they have almost no HP, so that's also viable.

Wall-pull everything in the rooms after the second boss. Yes, even the packs that are very far away - and make sure your healer is close enough to you that he won't be in their LoS and getting nailed.

The third boss is almost literally untankable... and isn't meant to be. Immune to taunt, randomly dropping aggro and with the CC, it's essentially a 5v5 Arena. Put on PvP or DPS Gear and you can probably hold one mob in Defensive Stance. All CC - Snares, Roots, whatever - will work on them, so have people use it. Piercing Howl is incredibly good here if you have it, although most people don't, but treating it like a normal boss is a recipe for failure.

Clearing the entire room with that group composition would let you blow fears to help CC the packs. Having everyone wear PvP gear (at least, PvP trinkets) will also make your life immeasurably easier. Pick a target (probably Priestess - the heals and dispels are nasty) and zerg them into the ground, then pick another. Put Hamstrings on anything you see going anywhere (or just period), have people ready to kite if they get aggro and you'll win.

On Kael, he only Pyroblasts if your DPS is awful - if it takes you too long between 60% and 50%, iirc. You shouldn't ever see it unless people are ******** around. Timing the Phoenixes to avoid this helps.
#8 Mar 28 2008 at 8:14 PM Rating: Decent
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78 posts
Thanks everyone.

Did it again today, with loads of more CC.

Lock with +1200 spell damage
Mage with +1050 spell damage
Rogue with 1800 AP
Pala with +1800 healing

Went a lot smoother. We still had some trouble at the second boss, because the dps couldnt take the adds without dying, and kael was a pain cos the pala had problems keeping everyone and himself up, but apart from that it went very smooth with no deaths.

The third boss was a walk in the park with sap, sheep, banish also :)

This is a very recommended group setup. Maybe pick a priest for healing in the ideal World.
#9 Mar 31 2008 at 12:34 PM Rating: Decent
did your rogue get agro when he sapped? the rogue I had with me last time could get the sap off but they would detect him every time. did that three or four times.
#10 Mar 31 2008 at 4:31 PM Rating: Decent
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78 posts
No...no aggro. I think one of the rogues pulled aggro once, but he vanished and that took care of that.

I've ran this 5 days in a row now, still no tank trinket :/

On the plus side, my dps set is starting to get pretty neat with all the drops. 1800 AP and 25% crit unbuffed in a prot build is fairly decent IMO.
#11 Mar 31 2008 at 7:19 PM Rating: Decent
From the sound of it the Kael encounter is similar to the one in TK. Not sure how many have been there and done that, but if you've been there I'm pretty sure that gives you an advantage. I haven't played lately and have only done MGT on normal. I just cbf playing anymore...guess I'm just burnt out...maybe if my guild wasn't stuck mid-way through BT and have sh*tty internet connections (malaysia and Singapore) on top of the 2.4 server borking...I dunno. w/e GL everyone
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