Quick Fight Notes
NO tanks needed
When getting dpsed or followed by any of the melee npcs, stop what your doing and run/kite
Dispel as much as possible, both defensive and offensive.
Interrupt as much as possible as often as possible!
Crowd Control! use all your CC ability's as much and as often as possible!
Make sure you have an active MS effect on your current kill target(Mortal strike, Aimed shot, Wound poison)
Use all CD's/heroism directly at start to burn first kill target down asap.
Brief Tactic
This fight is all about control and survival. Controlling them and more importantly their most dangerous npcs, to stay alive. Next to CC comes dispelling and interrupt, if not done right their healers will just heal thru all your damage. Make sure to have assigned CC and/or interrupts for all npc healers.
In matter of priority for this fight:
1. Crowd control
2. Dispel offensive(hots, shields on the npcs)
3. Dispel Defensive, any CC that the raid is affected with(sheep, fear, ect)
4. Staying alive, at all costs
5. Dpsing
There are a number of ways to take Champs down, in matter on witch npc you take down first. that can varie from week to week depending on the setup you got. Sometimes you might find it easier to take out a healer first other times you might want to get rid of the warrior first. That is something you have to evaluate and judge from time to time. Depending on your raid setup and the Champ setup. If you got good interrupt capability's you could control the healers and take out a dps, if you are high on burst dps and low on interrupt maybe you want to take out a healer first.
One tip i can give that will prob make things easier is split up your dps over 2-3 targets. Doing so will reduce the overall healing the npc healers can put out and it will lower their burst healing. Even more so if you have two MS ability effects. A good tactic could be to set all the melee dps on the healers, having all ranged dps bursting down one of the melee dps npcs. In that you split the dps and put massive control on their healers.
Here is a list of all the Npcs you can get and some notes on them, in every fight you will get face 10 npcs(6 in 10man) random picked from this list, there will always be 3 healers though(2 in 10man) and there can only be one npc of each kind. Meaning there can never be two Warriors for example.
Healers
- Restoration Druid
Ability's he can use: Rejuvenation(dispel), Lifebloom(dispel), Nourish(interrupt), and Regrowth(interrupt/dispel). Two can be interrupted, three must be dispelled.
Note: The healer that will heal the most, cause of his hots. We need to counter this by having very high dispel rate on the target we are currently nuking. That means, Shamans, Priests needs to have this as one of their top priority. maybe even assign one to 'just' do that.
- Holy Paladin
Ability's he can use: Flash of Light(interrupt), Holy Light(interrupt), Hand of Freedom(dispel), Divine Shield(dispel), and Hand of Protection(dispel)
Note: One of the easiest once to lock down due to no hots, We ALWAYS need to have a melee dps with interrupt capability assigned to lock him down.
- Holy Priest
Ability's he can use: Greater Heal(interrupt), Flash Heal(interrupt), Renew(dispel), and Power Word: Shield(dispel). Two can be interrupted, two must be dispelled.
Note: Not as easy to lock down as the paladin but easier then the druid, by lock down i mean prevent to heal.
Unless we go for priest first a Rogue should be assigned to lock him down.
- Restoration Shaman
Ability's he can use: Healing Wave(interrupt), Lesser Healing Wave(interrupt), Earth Shield(dispel), and Chain Heal(interrupt). Three can be interrupted, one must be dispelled.
Note: Same as with Priest.
All in All Regarding the healers Hots and shields. There are 6 different Hot's Shields that NEEDS to be removed ASAP as they get on the target we are currently killing! The dps/healing you loose by using a global cool down to remove a shield or hot is MORE then worth it. An example to put into perspective the druids rejuvenation ticks for over !50,000! every 3sec in NORMAL mode. Besides CC dispelling is THE MOST important thing in this fight. Please do not neglect that!
Melee
- Warrior
Note:THE most dangerous npc we can face(along with the rouge) must be controlled at all costs as far away from the raid as possible. This npc can kill any player within ~3 if he get's the opportunity. Any ranged dps/healer stay WELL AWAY from this npc. If he get's close stop what your doing and RUN!
- Rogue
Note:Same as with warrior.
- Retribution Paladin
Note: Slightly under in deadliness from the rogue and warrior comes the paladin, this guy does not do as much damage/burst as the warrior and rogue but should not be underestimated. Since he won't be controlled as the Rouge/warrior he should be one of the first dps npc to kill.
- Death Knight
Note: Does less burst then the above 3 but again, do not underestimate him!
- Enhancement Shaman
Note: Same as Death Knight
Ranged
- Moonkin Druid
Note: Focus on doing roots (that needs to be dispelled asap) and cyclones besides his normal damage witch makes him a dangerous CCer. Control by banish(?) Sleep(?)
Together with hunter the highest damage and burst npc of the ranged!
- Hunter
Note: The most dangerous ranged target, does a lot of dps and applies the mortal strike effect (50% healing reduced) from ranged. Also the constant slowing trap complicates things.
- Mage
Note: Will sheep random targets from time to time that needs to be dispelled asap! same goes for his frost nova. Other then that moderate burst damage compared to the rest of the dpsers however high overall damage on the whole raid.(who would have thought the mage to be on the lower scale of burst damage?:) )
- Shadow Priest
Note: Will fear on occasion that needs to be dispelled asap, tremor totem should also be up 24/7 other then that, very moderate Burst damage however high overall damage on the whole raid.
- Warlock
Note: Will cast fears on random players that should and needs to be dispelled asap! He will also run and start to cast hellfire quite often this needs to be interrupted/silenced ASAP! His hellfire does a massive amount of damage. Other then that very moderate burst damage but high overall damage.
Again, regarding witch npc you want to take down first and the kill order you want all depends on your raid setup vs the faction champs setup. It's advisable to do Faction champs with PvP spec in PvE gear.
Known Wipe Reasons
Not keeping an eye out for the melee dps Npcs, resulting in getting taken by surprise and killed.
To low CC, resulting in the raid getting 'overrun'
To few Interrupts, resulting in the npc's getting out to much healing, healing more then the raid do damage.
Randomness, the big crap part about this fight. There will be times when you wipe just cause it's this fight. Nothing you can do or change to prevent it other then to run back in and try again.
Heroic Ability's
Besides the increase in health and damage the faction champions get one new ability in heroic, witch is:
Pvp Trinket
-All npcs will now have a Pvp trinket effect, once every 5 min they can free them self from any cc or immobilize effect.
Comments
@ Thu, 13/08/2009 - 14:57
Moved
Go to http://www.vigilantes-guild.com/forum/video%2526%2523039%3Bs-some-new-bo... posted by Zeús for the different movies
What we know so far is that we will encounter members of the opposite faction in PvP Arena-styled combat.
Different classes:
CLASSES----------------- ALLIANCE-------------------- HORDE
Death knight---------- Tyrius Duskblade---------- Gorgrim Shadowcleave
Druid (Caster)-------- Kavina Grovesong--------- Birana Stormhoof
Druid (Heal)---------- Melador Valestrider--------- Erin Misthoof
Hunter---------------- Alyssia Moonstalker--------- Ruj'kah
Pet-------------------- and her lioness-------------- and her lioness
Mage------------------ Noozle Whizzlestick--------- Ginselle Blightslinger
Paladin (Heal)-------- Baelnor Lightbearer--------- Liandra Suncaller
Paladin (Retribution)- Velanaa--------------------- Malithas Brightblade
Priest (Heal)---------- Anthar Forgemender------- Caiphus the Stern
Priest (Shadow)------ Brienna Nightfell------------ Vivienne Blackwhisper
Rogue----------------- Irieth Shadowstep---------- Maz'dinah
Shaman (Caster)----- Shaamul-------------------- Thrakgar
Shaman (Melee)------ Shaabad-------------------- Broln Stouthorn
Warlock--------------- Serissa Grimdabbler-------- Harkzog
Pet--------------------- and her felhunter----------- and his felhunter Zhaagrym
Warrior---------------- Shocuul--------------------- Narrhok Steelbreaker
@ Fri, 14/08/2009 - 00:24
@ Wed, 19/08/2009 - 22:58
Just when I hoped Arena would never be a PvE issue... *sigh*
"The goal of war is not to die for your country, it's to make the other bastard die for his"
@ Thu, 20/08/2009 - 17:39
Aha, this is what I always felt what a 'boss' fight should be. 25 man on 1 poor dragon is not fair. Should be fun. ;P
If I understand it correctly, we don't need pvp gear for this, do we?
Also, can someone give a short intro to diminishing returns on CC? As I understand it, each time an NPC is the target of a CC class, the duration of the CC will be reduced, and after a certain number of CCs, he becomes immune to that spell? How many times before that happens? And does the diminishing returns reset if the target is CCed by alternating schools, like polymorph and cyclone? If not, when does the CC reset? If pets are CCed, is there diminishing returns as well?
::42::
@ Thu, 20/08/2009 - 18:34
If druids use cyclone the mob gets cycloned for 6 seconds. The 2nd time you use it, it's only 3 secs, 3rd time 1 sec and 4th time immune for about 10 seconds (dno about the exact numbers). This happens to all spells / mobs on which a diminish return is applied to.
And I don't think you need full pvp gear, as long as you have about 20-25k HP or so which in many cases means "put on "" some"" extra stam gear".
"The goal of war is not to die for your country, it's to make the other bastard die for his"
@ Fri, 21/08/2009 - 10:53
We tried this on 10 man last night. The 6 mobs you encounter:
Mage
Warlock
Resto druid
Rogue
Melee Shammy
Holy Priest
1. Their damage and healing are very high. The melee 2 shot pretty much anyone even in full pvp gear.
2. The rogue and shammy run around as a pair splatting people.
3. Kill the Lock's pet first or he will send it around silencing people. Without killing the pet first its a case of get one spell off and get minced by the melee cos healers are silenced/counterspelled etc.
4. Anti-poison and tremor totem might help here because they poison (and curse a lot - but can be dispelled by a druid ofc).
5. The longer the fight goes on the less their cc works on the raid so it's easier to heal and attack if you survive the initial onslaught of their melee.
6. probably best to have cc rotations up for the mobs, e.g. banish -> cyclone -> counterspell -> fear Mob A, then move to Mob B and do the same, just so that the mob stays cc'd for as long as possible - and due to diminishing returns its not worth one person re-cc'ing the same mob as titans mentions above.
In general i spent a considerable amount of time depoisoning/decursing and using quick save spells - Wild Growth/Rejuv+SwM/NS+HT because if you cast anything longer you get spell locked by them very fast.
We had the tank charge in and use stun to start with. They are untankable, but it means a tank can stun/silence the healers from casting because they heal very big amounts.
Its a nice fight, but they do a lot of damage very fast. It'll be fun when we finally nail them
Nim
p.s./ its not quite like arena because there is no possibility of getting out of LoS of their caster damage
....although we havent tried using the doorways as LoS yet.
@ Fri, 21/08/2009 - 11:37
What Tits wrote, CC is reduced by 50% each time. So a sheep is for example 10sec, then 5, then 2,5, then immune the 4th time, for 20 seconds, then it resets. Some CCs share diminishing returns with others, for example using blind, then fearing after that, will result in the fear just lasting half duration. Sap and sheep also share diminishing returns, and all stuns.
The best way is to alternate. Starting with a sheep, then maybe blind or cyclone, then go back to sheep again.
Also, they fixed in 3,2 so that resillience has no effect whatsoever in PvE afaik. So PvP gear is only good for the extra armor and stamina.
Unless this encounter counts them as players, but I doubt it.
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