Archive for April, 2009



05
Apr
09

Naxx cleared

I guess its about time, and this is old hat for a lot of guilds, but its still very exciting for us.  We’ve finally defeated 25-man Kel’thuzad and finished heroic Naxxramas.

naxx-done

It was very important to us that we get this done before Ulduar.  For the past two weeks raid attendance has been outstanding, and we have been more focused and faster than ever before.

KT was a great fight – lots of fun.  There is so much going on and everyone needs to use their “oh crap” buttons several times.  Yes, I was dead through the last third of the fight (dang ice blocks!) but I was cheerleading and calling out void zones and watching with excitement as KT’s health ticked down.  One of our off-tanks got ice-blocked when Kel’thuzad was at about 10% and the adds started running around hitting everyone.  It was a race to see if the dps could take him out before the adds wiped us.  KT died with about 1/2 of the raid left standing.

Thanks, Blizzard, for a very well-designed final boss encounter.  I can see why this raid was recycled from pre-BC to get more people into it.

Unfortunately, no rogue loot dropped.  But our mage and resto druid completed their full T7.5 sets, and our tank and shadow priest got great upgrades.

If the patch doesn’t come this week, then we plan to spend a night at Malygos next weekend to try and finish off all of the 25-man content before the new raid is released.

kelthuzaddown

05
Apr
09

Naxxramas Guide for Rogues – Complete

Now that I have finished writing all of the rogue guides for Naxx bosses (finally!) this is a repost of the main dissemination page that I had at the start of the series.  I’ve gone through and edited the guides to clean them up and incorporate suggestions made in the comments.  Thanks to everyone who contributed.

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This is a series of posts covering the role of a rogue (or any melee dps) in the Naxxramas boss fights.

Hopefully rogues are getting their shot at raiding Naxx. I haven’t seen as many rogues as I’d expect in raids. We are not the kings of single-target dps the way we used to be pre-Wrath, but we are definitely serviceable. There are no fights in Naxx that require our interrupts (like Shade did, back in Karazhan). With the new AoE tanking style of raiding, we are not being asked to stun or sap at all during this instance. Our AoE with Blade Flurry (if you are combat spec) and Fan of Knives is just enough to keep us effective on trash pulls.

What we do bring is Tricks of the Trade. This is the new Misdirect. Its not done from range, like the hunter MD, so we don’t use it to do pulls. However, it does give the tank a huge amount of frontloaded threat so there is no need to pause at the start of a fight to wait for aggro.

Also, don’t forget that TotT gives a 15% damage buff to its target. During dps checks like Patchwerk and Thaddius, it is vital to use it whenever it is off cooldown. Our own personal dps is amazing on those bosses, too, since they are stand-and-kill fights.

Naxxramas has five wings, listed below with links to the boss fight posts.

Arachnid Quarter (Spider Wing)

Plague Quarter

Construct Quarter

Military Quarter

Frostwyrm Lair

02
Apr
09

A Rogue in Naxxramas – Kel’thuzad

This is part of a series describing rogue tactics for the bosses in Naxxramas. The focus is on the 10-man version of the fights, since that’s what most people will be running. If you have suggestions for alternate strategies, or if I say something that you disagree with, please put it in the comments.

These are not meant to be full raid strategy guides. They are written to describe the role of rogues (or other melee dps) during the encounters. For full strategy guides refer to Bosskillers or WoWWiki.

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Finally, to Kel’thuzad.  This is a pretty complex fight.  It helps to have a well-organized UI.  You will need to keep an eye on your character, your cooldowns, and Kel’s cast bar all at once.  If you can use a UI mod to get all of those in your field of view, it will be helpful

Phase one of the fight is easy.  The raid will run into the center of the room and fight off trash mobs that come from the perimeter.  The skeletons are easy – often a Fan of Knives or a single melee atack will kill them.  THe abominations get tanked and melee’d down.  The banshees need to get burned down at range.  A rogue’s job is to kill the abominations.  You can go dps on the banshees also, but if you get too close to the walls you can pull more trash.  Its best to stay near the center.  Make sure the skeletons and banshees are dead before they get into the raid.  They blow up.

Kel’thuzad will become active before the trash is dead.  Let the main tank pick him up while ranged and AoE finish off the trash, and move onto KT.

Here’s where it is interesting.  Ideally, everyone in the raid will keep 10 yards away from anyone else.  That’s not possible if you have a bunch of melee dps, though.

Why do you need to separate?  Kel’thuzad will throw out a Frost Blast.  It hits a player and Ice Blocks him.  Worse – it will chain to any other player within 10 yards.  So you could conceivably get a whole lot of the raid ice blocked if you are bunched up, and that’s a wipe.

If you are near a few other melee, its not the end of the world.  Stay ten yards away from the main tank at all times.  If the tank gets ice blocked, its probably a wipe.

Players in an ice block will take 4 ticks of damage, each for 26% of their maximum health.  That is 104% of your total health total.  Your healers need to be fast and hit you with something quickly just to keep you alive.  Instant casts or Flash heals preferred.  It just has to be enough to keep you up through the fourth tick.

The best way to arrange melee is in a triangle or a square around Kel’thuzad.  The main tank is at one point, and melee is at the other points.  Each group is several yards away from each other group.  That way, at worst one melee group gets ice blocked.

So you’re in your geometric arrangement dpsing away.  Watch for void zones.  You will see the red swirlies form, and you have a couple of seconds to get out before it blows up doing a ton of shadow damage and one-shotting you.  Run or strafe quickly away from the tank and out of the zone.  Don’t jump… run.  If you jump you will still get blown up if you are in the air when the void zone detonates.

While you are maintaining your 10 yard distance AND avoiding void zones, you also want to interrupt KT’s frostbolts.  They do a lot of single-target damage, so interrupting them will really help your healers keep the tank up.

On the 25-man version, Kel’thuzad will periodically mind control players in the raid.  They need to be CC’ed until the mind control wears off, or else they will attack people, heal KT, and use their spells to cause havoc.  It easiest to let your mage sheep them or your shaman hex them or your druid root them.  You can possibly use Blind, or Vanish and Cheap Shot, but its better to leave it to someone who can do it from range.  The MC is an aggro wipe as well, so use your TotT to help your tank re-establish aggro.

If watching void zones, maintaining distance, and interrupting frostbolts wasn’t enough… at 45% he will summon adds (2 adds on 10-man, 4 adds on heroic).  They need to be picked up by off-tanks.  At this point it becomes a dps race.  Eventually the adds will kill the off-tanks and start running around taking out healers.  So you need to down KT before that happens.  Go all-out, pop your cooldowns, and burn him.  Be prepared to use evasion if one of the untanked adds comes at you.

As I said at the top of the post, its useful to have your UI arranged for this fight.  You need to see your cooldown timers to do your attack rotation properly.  But you also need to look at your character on the screen to see the void zones.  Finally, you need to see Kel’thuzad’s cast bar to interrupt his frostbolts.

When you get him down, you have access to some of the top gear in the game.  The 10-man KT drops the T7 helm, the slow dagger Anarchy, and the Gem of Imprisoned Vassals (neck).  There is Kel’thuzad’s Reach for fist spec rogues and the Nerubian Conqueror if there are no hunters grabbing it.

The heroic KT has the T7.5 helm, the Drape of the Deadly Foe, Calamity’s Grasp (fist), and Sinster Revenge (another slow dagger).

Back to main Rogue in Naxxramas page —–>

01
Apr
09

A Rogue in Naxxramas – Sapphiron

This is part of a series describing rogue tactics for the bosses in Naxxramas. The focus is on the 10-man version of the fights, since that’s what most people will be running. If you have suggestions for alternate strategies, or if I say something that you disagree with, please put it in the comments.

These are not meant to be full raid strategy guides. They are written to describe the role of rogues (or other melee dps) during the encounters. For full strategy guides refer to Bosskillers or WoWWiki.

————————————————–

So you’ve made it to Frostwyrm Lair.  Time for the big guns – Sapphiron and Kel’thuzad.

sapphironSapphiron is a very straighforward fight.  It has two phases.  Its puts pressure on your healers because there is a lot of raid damage (frost).  If you find that the healers are having a hard time keeping up, you might get yourself some of the crafted Polar set.  Yes, your dps might take a little hit from wearing that.  But a dead rogue does no dps, so if it helps you stay alive then its worth it.

The fight has two phases.  Both are fairly simple for melee dps.

The first phase is tank-and-spank.  The tank will hold Sapphiron in place.  He has the typical dragon frontal cleave and tail swipe, so you will want to park yourself right around his rear leg.  You will take consistent ticks of frost damage throughout the fight, so hopefully you’ll get some heals.

Note: his frontal cleave is huge.  Make a wiiiide run around to his side when you are first starting the fight.  All the way around the edge of the room.

During the fight there is an ice storm that moves around the room.  It looks like a large mage Blizzard.  It does fairly heavy damage.  If you see it coming, run through Sapphiron to his other rear leg, or strafe to a safe spot.  Make sure you don’t get out of range of the healers.  If you get caught in it, you will get slowed so you’ll want to Cloak out of it and get away.

You might see a curse appear in your debuffs called Life Drain.  That will reduce your life and also heal Sapphiron.  It needs to be dispelled.  If your dispellers are slow, you can Cloak that, if you have to.

Phase two begins when Sapphiron takes off into the air.  Try to get a Rupture off just before he goes up to get those extra damage ticks while he is out of range.

When Sapphiron takes off, your raid wants to spread out, but not too much.  Sapphiron will fire Ice Bolts at three random players.  Those three players take some sizeable damage, but also anyone within ten yards gets hit with the damage, too.  That’s why you want to be spread out.  The three players who are hit will become Ice Blocked as well.  Stay spread out until all three have been hit… each ice bolt does AoE damage as well to those in its vicinity.

After all three players have been hit with the bolt and turned into ice blocks, then you have to run and hide behind one of the blocked players.  Sapphiron casts a frost breath that will hit everyone in his line of sight for over 100k damage.  Hiding behind an ice-blocked player is the only way to avoid this.  (I have never tried to hit Cloak of Shadows to avoid the damage.  I don’t think it will work)

Once the frost explosion goes off, the tank picks up Sapphiron and you are back to phase one.  Repeat.  Its a pretty simple fight.  If you can dispel the curse and avoid the blizzards, then you’re doing your job.  Then its up to the healers to keep up with the raid damage. Since much of the fight is standing still and dpsing, you can put up very good numbers here.  Its a rogue-friendly fight.

Sapphiron drops some great loot.  On the 10-man version, you can get the Helm of the Vast Legions (yay meta socket!).  Also available is the Cloak of Mastery – one of the best dps cloaks.

On 25-man you can be lucky and get Murder – an amazingly good  dagger.  You might get the Gloves of Fast Reactions or the Icy Blast Amulet or (what I keep hoping for) the Bandit’s Insignia trinket.

In addition, killing Sapphiron drops one Key to the Focusing Iris.  You need this to start the Malygos fight in Eye of Eternity.  Only one person can get it, so choose wisely.  We give it to our raid leaders since its important that they have the key.  The one who gets it receives a great quest reward after killing Malygos, so that’s a consideration as well.

Back to main Rogue in Naxxramas page —–>




Armory

Dinaer - 90 Assassination Rogue (US - Sen'Jin)
Derence - 85 Prot Paladin (US - Sen'Jin)
Metius - 87 Holy/Shadow Priest (US - Sen'Jin)
Liebnitz - 85 Arcane Mage (US - Sen'Jin)
Fastad - 85 Subtlety Rogue (US - Sen'Jin)
Darishin - 90 Resto/Balance Druid (US - Sen'Jin)
April 2009
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