![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Ako Guide :::::::::::: Will add more as I can.
Key Point(s) : As with all TBC raid encounters, survivability is key. Lose a little DPS, + heal or anything else to ensure you have a good HP pool, aim for something like 9K - 10K. The Violet Stam / Arc res trinket is quite nice, whilst you don't NEED AR a little helps as ever.
Secondly, stop DPS early, focus on important abilities of boss/adds, correct timing of AOE, again surviving is way more important than that last cast.
Boss details :
Lots of HP
Constantly casting spells
Strategy Overview :
This fight is basically 2 phases, people like to call it 3, but for ease I am calling it 2 in this guide. Phase 1 last until 20%, Phase 2 is 20% -> death.
Phase 1 I will call 1A and 1B, the boss rotates between the two on a timer, so 1A -> 1B -> 1A -> 1B etc until we hit phase 2 or we wipe.
Pull : Any tank can run in and engage
For now the raid should nuke as hard as possible, any extra skill to boost DPS should be used now to remove as much HP as possible during this "safe" phase.
Phase 1B : Three light well lookalike portals will form, at this point our designated "main hug" will move a little, they will try to locate the raid to be fairly equidistant between the three portals. ALL the raid should be awake at this point, the "main hug" will call out a bit like at the prince, "all raid move back 5 yards, move left 5 yards, move right 5 yards" etc. The WHOLE raid should move to this point immediately.
Then 12 agents will spawn, 4 from each portal. The key point is to get them to the main hugger asap, hence moving the raid a little and EVERYONE going to that point.
At this point we will have a pally tank going threat mad to ensure that he sucks in all the adds. For a few seconds we remain hugged, Locks and Mages need to get ready to AOE, again they will get a call, realistically its only a couple of seconds, these adds need to die asap, basically every Lock and Mage will be expected to AOE at this point.
Melee DPS will after a couple of seconds head for the 3 portals, Sol and 2 priest adds will appear, this marks phase 1A. Melee DPS should not risk agro issues here, we need to head off for the portals with no adds in trail, so if it means no dps for a couple of secs thats better than stray mobs, we are relying on the AOE to kill all 12, that wont happen if they escape, and it just diverts DPS later to have to kill single adds.
Phase 1A : the 12 adds should be dying about now, or hopefully already dead. This is melee's key time. Melee needs to spread amongst the three portals, 2 priest will respawn along with the boss. The job of melee is to kill the priests asap, support will come from ranged DPS as soon as possible, but key task for melee is to interrupt the 2 sec cast heal. One tank will stay on Sol and do as much dmg as possible. Burn the priests down asap and then kill boss. We can try to mark one priest to be killed first, but if there is no apparent priest marked try to focus on the one that seems to be taking most dmg (easy to see via MT display).
When everything is down focus back on boss.
Easy huh?
Well not quite
Whilst Sol is up, she will put a debuff on anyone in raid, this is called Wrath, and is the main reason we keep all raid hugged where possible. This is one mofo of a debuff, it will require healing and skill, this ABSOLUTE priority of anyone getting this is to get at minimum 15 yards away from everyone else.
After 5 secs you go flying, if anyone else is within 15 yards they fly as well. The main target of wrath takes 7-8K dmg when they "explode", but will take ZERO fall dmg. Anyone within 15 yards will take 7-8 PLUS fall dmg, fall dmg will but just under your full health, ie virtually impossible to survive this.
The debuffed person needs to help the raid by performing a sensible run, so to aid this we will aim to use the following strat, 90 degrees. Those in the main hug will move directly right or left, those in melee will follow a similar approach. The point to try to do is that if your in the main hug and you think the person before you went right, try to go left, and vice versa, but overall it should make no diff if people follow instructions. When you have been the subject of wrath upon landing you immediately run for the main hug, if your melee and you have a good HP pool left yo can go for the boss, if your a little low head for the raid to ensure no range issues.
You DO NOT stop to bandage, if you have a HS/heal pot use them, but don't stop to bandage. You can end up bandaging where the next wrath victim aims for and can cause them to think oh shit. Healers please try to toss a smallish heal to any wrath victims asap, you dont have to aim for full health, but they are quite at risk after a fall if they do not have a very large HP pool. Bandage when its safe, ie back near the raid, don't rely on the healers for 100% HP, but relyon them to keep you safe initially after the fall whilst you get to the safe zone.
This fight whilst it doesn't look like it is a race against the clock, getting Sol to 20% in as few waves as possible is the key, so again survivabilty is the key as people DPSing 50% of the time do more DPS than dead people.
Mages MUST use mana pots when they run dry of gems, act like a healer and use the CD as soon as it is up. You are one of the key classes here, so no slacking on the pots!
Phase 2.. tank n spank
All tanks fight for agro. Mass AOE fear, but not too hard to handle. Just nuke her as fast as possible and keep everyone alive for a nice bag of purpalz!