Same goes for Shade of Akama: Let's just make sure that we all use some sort of consistemt strategy may be? Or possibly there is another Vigi-guide posted somewhere?
If we struggle (which we shouldnt) we will look to tweak it, but for now think a combo of Razorgore and Neffy fights.
Dps will need to be high, and melee in particular will need to think how to maximise their DPS in this fight. Remember rogues can use their armour reducing effects etc.
We should really consider heavy DPS and control for PH1 even if it means we entre Ph2 nerfed without CDs etc. Once we get a feel for the fight we can ensure we entre Ph2 with maximum kill potential (via CDs)
Debilitating Strike
Melee strike that does 100% weapon damage and applies a debuff that lasts 5 seconds, reducing any melee damage done by the target by 75%.
Debilitating Poison
A poison that increases the time between the target's attacks by 50%, increases it's casting time by 50% and deals 1665 to 1935 nature damage every 2 seconds. It must be dispelled as soon as possible.
Spirit Mend
Heals an Ashtongue ally, healing 2500 every 2 seconds for 10 seconds. Purge-able.
Chain Heal
A healing spell that heals up to 5 allies for 6938-8062 health.
How to deal with each add Ashtongue Spiritbinders, Ashtongue Elementalists and Ashtongue Rogues
A group of 1 Ashtongue Rogue, 1 Ashtongue Elementalist and 1 Ashtongue Spiritbinder will spawn approximately every 35 seconds from both doors. These mobs need to be picked up by their respecitve tank and tanked on their spawning location. The mobs are sheepable and fearable, so try and sheep one (or more depending on the number of Mages available) and tank the ones that are left. One healer will be assigned per tank, this should be more than sufficient to heal the tanks. Killorder for these groups are:
Ashtongue Spiritbinder - They heal so we want them dead A.S.A.P.
Ashtongue Rogue - This guy will be sheeped at first, and then killed second.
Ashtongue Elementalist - These will be sheeped as well, and kill as last.
Ashtongue Defenders
Ashtongue Defender will spawn from a random door, either left or right, every 15 seconds, and go straight for Akama. They can be aggrod once they have reached Akama. We will have one tank picking these Ashtongue Defenders up and tanking them outside of the raid, we won't be killing these Ashtongue Defenders so healers will have to give heavy healing on the tank, as he will be tanking up to 5 Ashtongue Defenders at some point.
Ashtongue Channelers and Sorcerers
The Ashtongue Channelers will be killed by the melee DPS (with some help of casters, to shorten the fight, depening on raid setup). Every once in a while an Ashtongue Sorcerer will spawn and take the place of an Ashtongue Channeler, melee DPS need to kill these as well. Both type of mobs are not aggro-able so melee DPS can go all out on them.
Positioning
Group setup is pretty simple and so is positioning. Basically we have a melee DPS group (filled up with casters if needed) that will be DPS-ing the Ashtongue Channelers and Ashtongue Sorcerers. 3 or more melee DPS and a Shadow Priest should be plenty of DPS to do this at a good speed, any Warlocks can help DoT up the mobs.
We will have one tank on the Ashtongue Defenders, they randomly spawn left and right and will run towards Akama before being able to aggro them, this is also the spot where the Defender-tank will pick them up and tank them.
The rest of the raid, which is 2 tanks and ranged DPS will be devided in two groups. On group will be on the left side, the other group will be on the right side. The tank grabs the targets, starting of with the Ashtongue Spiritbinder, then to move on to the Ashtongue Rogue and finish of with the Ashtongue Elementalist. Mages need to sheep the last two mobs if possible, also a Frost Nova when the mobs spawn is very wanted since it stops them from running away for a second. Hunter Freezing Trap's can help here as well.
Healers will be devided accordingly, Stellvia will always do this before the fight.
Key points
I can't stress this enough so here it goes again! Please try and stick to these key points as it is critical to succeed.
Make sure to use your Freezing Traps / Frost Novas, it makes it so much easier to pick them up for the tanks (and also Mages for sheeping).
Once the Shade breaks free switch to DPS A.S.A.P. leave Defenders and other mobs to the tanks and go kill the Shade of Akama before it kills Akama.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
Comments
@ Sun, 02/03/2008 - 04:25
I just love the taktik you get from wowwiki from the link you posted beat^^
A man is but the product of his thoughts.
What he thinks, he becomes.
@ Sun, 02/03/2008 - 14:07
Same goes for Shade of Akama: Let's just make sure that we all use some sort of consistemt strategy may be? Or possibly there is another Vigi-guide posted somewhere?
If not bosskillers recommended strategy is this: http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&g...
and the video: http://www.warcraftmovies.com/movieview.php?id=40930
Always look at the bright side of WoW... didam, dida, didadidadidam...
@ Thu, 06/03/2008 - 08:15
http://www.youtube.com/watch?v=mK5N7OAzPfQ
another nice vid for another point of view
@ Mon, 03/03/2008 - 13:26
Strat for this as per bosskillers seems fine.
If we struggle (which we shouldnt) we will look to tweak it, but for now think a combo of Razorgore and Neffy fights.
Dps will need to be high, and melee in particular will need to think how to maximise their DPS in this fight. Remember rogues can use their armour reducing effects etc.
We should really consider heavy DPS and control for PH1 even if it means we entre Ph2 nerfed without CDs etc. Once we get a feel for the fight we can ensure we entre Ph2 with maximum kill potential (via CDs)
--------------------------------------------------------
Fattest meatshield in WOW
"It's usually really easy to heal ako as he can take more hammer than a bag of nails"
@ Tue, 11/03/2008 - 17:50
Requirements
7 Healers - normal raid setup
15 DPS - normal raid setup
Shade of Akama
Hitpoints - 1,000,000
Adds
Ashtongue Sorcerer
Hitpoints - 100,000
Ashtongue Sorcerers run in, ignoring all speed effects and all aggro and take the place of a fallen Ashtongue Channeler around the Shade of Akama.
Ashtongue Defender
Hitpoints - 79,000
Melee Strenght - 2,000-4,000 on plate
Debilitating Strike
Melee strike that does 100% weapon damage and applies a debuff that lasts 5 seconds, reducing any melee damage done by the target by 75%.
Ashtongue Elementalist
Hitpoints - 23,000
Melee Strenght - 2,000 on plate
Rain of Fire
An AoE ability, just like the Warlock's Rain of Fire in size and appearance, doing 2,500 - 3,800 damage per tick to anyone in it.
Ashtongue Rogue
Hitpoints - 28,000
Melee Strenght - 2,000-4,000 on plate
Debilitating Poison
A poison that increases the time between the target's attacks by 50%, increases it's casting time by 50% and deals 1665 to 1935 nature damage every 2 seconds. It must be dispelled as soon as possible.
Ashtongue Spiritbinder
Hitpoints - 23,000
Melee Strenght - 2,000 on plate
Spirit Mend
Heals an Ashtongue ally, healing 2500 every 2 seconds for 10 seconds. Purge-able.
Chain Heal
A healing spell that heals up to 5 allies for 6938-8062 health.
How to deal with each add
Ashtongue Spiritbinders, Ashtongue Elementalists and Ashtongue Rogues
A group of 1 Ashtongue Rogue, 1 Ashtongue Elementalist and 1 Ashtongue Spiritbinder will spawn approximately every 35 seconds from both doors. These mobs need to be picked up by their respecitve tank and tanked on their spawning location. The mobs are sheepable and fearable, so try and sheep one (or more depending on the number of Mages available) and tank the ones that are left. One healer will be assigned per tank, this should be more than sufficient to heal the tanks. Killorder for these groups are:
Ashtongue Defenders
Ashtongue Defender will spawn from a random door, either left or right, every 15 seconds, and go straight for Akama. They can be aggrod once they have reached Akama. We will have one tank picking these Ashtongue Defenders up and tanking them outside of the raid, we won't be killing these Ashtongue Defenders so healers will have to give heavy healing on the tank, as he will be tanking up to 5 Ashtongue Defenders at some point.
Ashtongue Channelers and Sorcerers
The Ashtongue Channelers will be killed by the melee DPS (with some help of casters, to shorten the fight, depening on raid setup). Every once in a while an Ashtongue Sorcerer will spawn and take the place of an Ashtongue Channeler, melee DPS need to kill these as well. Both type of mobs are not aggro-able so melee DPS can go all out on them.
Positioning
Group setup is pretty simple and so is positioning. Basically we have a melee DPS group (filled up with casters if needed) that will be DPS-ing the Ashtongue Channelers and Ashtongue Sorcerers. 3 or more melee DPS and a Shadow Priest should be plenty of DPS to do this at a good speed, any Warlocks can help DoT up the mobs.
We will have one tank on the Ashtongue Defenders, they randomly spawn left and right and will run towards Akama before being able to aggro them, this is also the spot where the Defender-tank will pick them up and tank them.
The rest of the raid, which is 2 tanks and ranged DPS will be devided in two groups. On group will be on the left side, the other group will be on the right side. The tank grabs the targets, starting of with the Ashtongue Spiritbinder, then to move on to the Ashtongue Rogue and finish of with the Ashtongue Elementalist. Mages need to sheep the last two mobs if possible, also a Frost Nova when the mobs spawn is very wanted since it stops them from running away for a second. Hunter Freezing Trap's can help here as well.
Healers will be devided accordingly, Stellvia will always do this before the fight.
Key points
I can't stress this enough so here it goes again! Please try and stick to these key points as it is critical to succeed.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”