Healing Crusader’s Coliseum: Northrend Beasts Encounter

Image, abilities courtesy of MMO Champion

The Beasts encounter consists of three separate fights within 1 encounter. Consider the strategies here in beta. The information is pulled from watching various videos and reading further into datamined abilities. Feel free to make any adjustments or corrections in the comments below. Once I knock out the fight myself, I’ll update this with further information.

Watch this video here. I’ll be referencing it.

Phase 1: Gormok the Impaler

25 man health: 8.92 million

Abilities

Staggering Stomp

Deals a staggering stomp that inflicts 9263 to 9737 Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds.

Impale

Inflicts 150% of weapon damage to an enemy and causes it to bleed for 3500 to 4500 damage per application every 2 sec. for 30 sec. (10 second cooldown)

Your tank is going to position Gormok in the middle of the room.

The raid is going to be assaulted by Snobold Vassal. They come from the boss. Various raid members are going to be attacked by them. Seems like they jump onto players individually and prevent them from using abilities or spells. The only way for them to be removed is for your raid members to target them and kill them.

/target Snobold Vassal

I’d suggest adding that to your macro list and having it bound.

Watch out for patches of fire on the ground. Just stay out of them. No idea how much damage players take. No reason to stand in them.

You will need two tanks to handle this. The cooldown on impale is every 10 seconds. Your tanks have to switch and taunt every 30 seconds before the stacking debuff overwhelms them.

Healing Gormok

Start off with 6 healers.

Assign 2 to the tanks who are switching back and forth.

You may need 1-2 healers on the melee as they will be affected by the Staggering Stomp.

Put the last healers on raid to take care of any Vassal or fire damage. They should also help support the tanks if they’re idle.

Once he dies, you have about 15-20 seconds before the twin worms appear.

Phase 2: Acidmaw and Dreadscale

25 man health: ~6.97 million each

Abilities

Acidmaw Dreadscale
Paralytic Bite

Inflicts 12950 to 15050 Nature damage on an enemy and injects them with a paralytic toxin.

Burning Bite

Inflicts 11100 to 12900 Fire damage to an enemy and coats them with burning bile.

5 yd range, Instant

Paralytic Spray

Sprays acid at an enemy and nearby targets, dealing 8325 to 9675 Nature damage and applying a debilitating paralytic toxin.

Burning Spray

Sprays fluid at an enemy and nearby targets, dealing 8325 to 9675 Fire damage and coating them with burning bile.

100 yd range, 1.1 sec cast

Acidic Spew

Deals 2775 to 3225 Nature damage per 0.25 sec. to enemies in front of the caster.

100 yd range, Instant

Fire Spit

Deals 9250 to 10750 Fire damage to an enemy.

100 yd range, 1.1 sec cast

Slime Pool

Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud.

Molten Spew

Deals 3700 to 4300 Fire damage per 0.25 sec. to enemies in front of the caster.

100 yd range, Instant

You can see the similarities between the 2 snakes. One snake will be grounded at a time while the other will be above ground. They alternative every so often.

First thing you’ll notice is that the tanks immediately face them away from the group. This helps offset Molten Spew and Acidic Spew. Make sure the tanks aren’t near each other either. You want to avoid overlapping spews.

Take note that all DPS is focused on the snake currently above ground. The snake that’s grounded probably has some sort of damage reduction modifier.

Snake above ground

Kite him in a clockwise fashion. He has to be kept moving. Around the 3:25 mark, you can see poison clouds being left. Think of Grobbulus. Have a traditional tank kite whichever snake is up. What we’re seeing is a caster tank (presumable a Warlock) on Acidmaw and holding aggro (or whoever snake is grounded). You can probably keep one healer on it.

When the snakes switch, keep an eye on the ground. Look for dust particles. Get clear of them as that’s your cue as to the snake positions.

IMPORTANT!

When Acidmaw is grounded, he’s going to be able to hit any player with Paralytic Spray. Targets nearby will be hit with that as well.

Applies a paralytic toxin that inflicts increasing Nature damage every 1 sec. and reduces movement speed over time until the victim is entirely paralyzed.

This is what Burning Bile does:

Coats enemies with burning bile, inflicting periodic Fire damage to them and their nearby allies. The burning bile of a jormungar is known to neutralize paralytic toxins.

So one of these toxins is going to cause your raiders to slowly become paralyzed and take increasing nature damage. The burning bile can clean that crap off. The raiders affected by burning bile have to run towards the toxin affected players. Make it easy and have both players run towards each other to speed it up even more.

If you wish to make it even easier for yourself, just have affected raid members run towards the main tank. It won’t matter who has what buffs as they’ll be able to cancel each other out.

Be sure that you kill Acidmaw first. If you kill Dreadscale first, you won’t have a way of removing the Paralysis.

Acidmaw above ground

The situation is going to be reversed. The main tank is going to be hit with the paralytic poison. Designate a player to run in periodically and stand near the tank to wipe off the poison.

Healing Acidmaw and Dreadscale

2 healers on the main tanks, 1 on the caster tank, and 3 on the rest of the raid. Remember that raiders will take damage from Burning Bile so they have to take care where they stand.

I’m not quite sure when they switch. I don’t know if its time based or percentage based.

Phase 3: Icehowl

25 man health: 13.3 million

Abilities

Ferocious Butt

Delivers a ferocious headbutt to an enemy, inflicting 69375 to 80625 Physical damage and stunning for 3 sec.

8 yd range, Instant

Arctic Breath

An icy breath that freezes targets in a cone in front of the caster, inflicting 20000 Frost damage over 5 sec.

100 yd range, Channeled

Massive Crash

Leaps into the air and crashes down with massive force, dealing 11000 Physical damage to all enemies, stunning them, and knocking them back.

1 sec cast

Whirl

Whirls around, dealing 9250 to 10750 Physical damage to all nearby enemies and knocking them back.

15 yd range, Instant

Frothing Rage

Increases Physical damage and attack speed by 50%.

Instant

No downtime between snakes and Icemaw. He’s tanked near the middle of the room.

Artic Breath doesn’t seem to be controllable. He’ll just turn and spray. Think to those big Sons of Hodir trash mobs in front of Hodir. Have an off tank ready to pick  him up just in case. The Breath is a channelled. As long as hes channeling the spell, players caught in the breath can’t do anything.

Dealing with Ferocious Butt

Okay, fast forward to 7:36. Icehowl leaps in the air and knocks everyone towards the wall (Massive Crash). The boss mod will announce that Icehowl is glaring at a player and lets out a bellowing roar. A quicker way is to see if the boss is facing your direction. If he is, RUN TO THE SIDE AND GET OUT OF THE DAMN WAY. At this point, Icehowl gets stunned for several seconds allowing the raid to get back into position. It seems like he takes extra damage during this stage. Looks like the stun lasts 15 seconds.

After his stun wears off, his Whirl kicks in (spins around and knocks back everyone). Your tank needs to haul ass back in range fast.

Icehowl gains an enrage and it must be dispelled. It’s called Frothing Rage. A Hunter’s Tranquilizing Shot should negate that quite nicely. Look at 8:29 for a better idea. I think this happens if Icehowl manages to connect on a player with Ferocious Butt and kills a guy or manages to hit someone. Note that the Enrage appears to wear off after 10 – 15 seconds if you’re not able to Tranq Shot it.

Healing Icehowl

Same thing as before. 2-3 healers on the main tank (I recommend a Disc Priest). Everyone else is on raid healing.

Keep tanking him centralized. When he nukes the ground, get the heck out of the way. Resume DPS. Rinse, repeat, link loot.

I hope this helps you guys out! Again, any other observations or corrections, please post in the comments. Strategies here were pulled from watching the video and from reading the datamined stuff. I’ll probably end up modifying this later depending on how off I am or if there’s a better idea.

How to Earn Those Seemingly Impossible Alterac Valley Achievements

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Before attempting to shoot for several of these achievements, it is strongly advised that you have the following:

  • AV Preform Enabler installed and ready to go
  • A group of 10-15 friends
  • Several hours to kill

I won’t go into much detail about the AV Enabler. Veteran BG players understand why it’s useful and nearly a requirement in most preforms. There is no exception especially when it comes to AV.

Loyal Defender

This Achievement involves you killing 50 players while defending your general. It’s either going to be Drek or Vann depending on your faction. If you happen to join an AV in progress where you are losing, then it’s the perfect time for you and your crew to make their stand. Ideally, your defense will involve a couple of Death Knights. Have them Scorpion any unsuspecting Horde (or Alliance) players in.

As DPS, strafe in and out of sight as much as possible. Sneak out and try to bait players in, but take care not to get yourself caught outside. Death Grip from Death Knights work both ways.

Line of sight everything as much as possible. There are two columns in the back of Vann’s room which I’ve found perfect for the job. I’d be able to partially conceal myself behind it and still heal players around me. There’s probably something similar in Drek’s room as well.

The most important thing here is to don’t ever release. If you’re lucky, opposing faction members won’t loot your corpse allowing the healers behind you to pick you up manually.

I was able to get this achievement in about 3 minutes after dying and doing the run of shame back into Vann’s room.

Now make like Braveheart and hold!

The Alterac Blitz

Ready for the fastest AV ever? Here’s the roles you’ll need:

  • 2 tanks
  • ~4 healers
  • Miscellaneous DPS

You’ve got six minutes to win Alterac Valley. Once those gates open, your team is on the clock.

This is straight forward, PvP brute force tactics at its finest. With your team assembled and buffed at the gate, mount up and make straight for Drek’s room. Evade, sidestep, and ignore as many Horde as possible. Alliance players will be riding through the Fields of Strife along the west side while the Horde are going the opposite direction along the east.

If you’re lucky, you won’t get stalled heading down. Most of the time you won’t. If you do get held up, there’s nothing more you can do.

Assuming everything goes well, you’ll be staring down Drek and his four tower cronies. When Conquest got this achievement, we did it with 2 Paladin tanks. One of them picked up Drek and dragged him to the back of the room while the other picked up the other 4 tower marshals and peeled them away from Drek’s tank. The goal here is to minimize whirlwind damage as much as possible. Pop a Heroism and pray that your DPS is sufficient to take him down with the allotted time. You might have a few stragglers coming in from behind trying to put a dent in your plans. Dropping fear bombs and other forms of CC should delay them long enough for your strike force to take out Drek.

The other faction won’t even realize what happened. I’ll never forget the disbelief in Battleground chat when Drek died. It felt like Conquest went to Drek while the rest of the other players were working on Galv. Lot’s of “WTFs” and “Whoas” ensued.

Stormpike Perfection

Win Alterac Valley without losing a tower or a Captain. You must also control all of the Horde’s towers.

It is imperative that you do not attack Galv at all. I’ll explain why later.

You’ll be playing a tight checking defense at first. When your team comes screaming out of the gate, set up shop inside Belinda’s room and stave off the initial rush. Stonehearth is going to be assaulted at this point. Once Belinda is clear, head straight to Stonehearth and take it back. Use overwhelming force.

At this point, your team will need to split. The bulk of the forces will be advancing south and slowly capping towers.

Strong communication here is key. Definitely keep a player back on Belinda duty. You can watch from far away and see how many Horde players are going in. If it’s a substantial amount, alert the defense. The defense will be alternating between securing Stonehearth and Belinda. If Horde players manage to reach back, send 2 or 3 players to recap. It’s important to maintain possession of bunkers. If one is in the process of being turned by the Horde, and you manage to reduce their tickets to 0, you won’t get this achievement because you lost control of a tower. Even though they haven’t capture it yet, it won’t matter.

The strategy for the offense is to slowly and systematically capture towers. Note that the Horde have to have enough tickets left for this to happen. For example, if they have 40 tickets left and you still have two towers to cap, you won’t get the achievement. One tower will reduce the tickets to 0 while the other is still in progress. This is why you can’t kill Galv as it would drop their ticket count by 100 and reduce the time you have to capture towers.

We came close once to gaining this achievement but we lost a bunker at the last possible minute. This weekend. That’s my goal for this weekend.

Archetypes of a Guild: The Guild Egoist

veruca-salt

Some of you may remember my article about the 5 Archetypes of Healers back when I was still a guest poster here.

I was watching a conversation on twitter between a few of my friends and it got me thinking. Like every social clique a Guild has certain roles or social archetypes that people can be categorized as. This post series will explore some of the more common ones you may encounter in your travels through MMOs, as well as offer suggestions on how to deal with some of the less savory. These posts come from a request made by Valkrierisen and Firewillow. I’ll add a disclaimer here, this is based on my observations over many years of multiple MMOs and pen and paper tabletop groups.

Today I’d like to talk about one of the bad personalities that people sometimes adopt, the Guild Princess. A Guild Princess is for all intents and purposes a  Prima Donna. This role is not gender specific in the sense of the player(both men and women can and do fit this role), but it’s almost always a in game female toon being played. The princess can be a destructive force in a guild, they can undermine authority and leadership, hold raids from starting on time, and can cause guild drama that can become something akin to Jerry Springer.Keep in mind this is an extreme, but it is something I’ve seen many times.

Now there are a few different varieties of a Guild Princess, lets take a look at them shall we?

The Prima Donna

This guild Egoist will usually attach themselves to the vulnerable player base of the guild, usually honing in on the more socially awkward ones first. They can often be found grinding or questing with this person and talking to them late night either in chat messages or even ventrillo/teamspeak. Prime targets are officers or people with power within the structure.  Once the person is enthralled enough, they move onto the next person. Sometimes they will find the other females in the guild and begin to cultivate friendships. They will often hide behind “solidarity” and try to build a  bond between the players, often times using a sob story or tear jerker to cement it. As with the first point, females in power or who are married to/dating someone in power in the structure is primary target.

This leads to two paths. First the person can and will usually try to use these relationships to get themselves elevated to a position of power, maybe a class lead or lower officer. If they can’t obtain the rank, they will settle for using the friendships they’ve had to get what they want, be it a raid spot, loot or the shunning of a guildie. If someone disagrees with them or doesn’t give up a raid spot or loot the princess wants, they will often times complain or cry to friends about how unfair they were and thus begin a social shunning of the “offender”. This same person will flirt with multiple males in the guild and sometimes throw them at each other when one has outlived their usefulness. They also have a tendency to think of their raid performance as above reproach and when presented with numbers indicating the level of improvement needed or that they are causing wipes, will often have a million excuses that are not their fault. They will often have long periods of being absent, especially during new encounters, but will still expect full loot rights.  Watch for canned responses, vague answers or sometimes even re use of an excuse.

How to Deal With the Prima Donna

This brand of Egoist is in the game for power. They want it, they want to be the center of it. There are a few ways to deal with it. If you notice the behavior above, tell your GM or a trustworthy officer right away your concern. The biggest thing for this one is to be proactive. Point out their behavior early so it gets noticed is key, this puts people on guard and allows officers to intervene if needed. This also helps to guard the rest of the guild from this behavior. Warn your close friends too, point out their interactions with other people as examples. Don’t get sucked into the sob stories that they lay out.  The worst thing you can do with this one is to do nothing at all.

The Vapid Vixen

This one is used to getting their way because they are a “female” in game. They use their sexuality to get what they want, be it loot, raid spots or whatever. When they don’t get what they want they are prone to pouting or tantrums. They are pretty much the spoiled brat of the guild. During raids they will often talk over encounter instructions, they often die to void zones, possibly even wipe raids all the while chatting away. They are used to being the center of attention and do everything they can to keep it, be it causing drama, holding up raids, talking with anyone that listens or even spouting random snippets or comments in chat or on vent. Anytime the lime light shifts away from them they try to do something to get it back, negative or positive it doesn’t matter as long as all eyes are on them. They are a disruptive force but often times it’s not intentional, they are just used to everyone dropping everything for them and expect it to continue on no matter where they are.

How to Deal With the Vapid Virago

If this behavior is proving disruptive quite simply, ignore them. They make an offhand comment not pertaining to the conversation? ignore it and continue on. They make a comment in vent or talk over instructions? stop talking. When they ask what’s wrong say nothing and continue on with the instructions. They throw a tantrum? After a short while they tend to learn that acting out gets them no where and they settle down. If they don’t settle down they tend to leave to find another stage to perform on.

The Wolf in Sheep’s Clothing

First of all I’d like to say that I respect any man capable of role playing a female accurately. I myself play a female toon, but I’m not certain I could ever accurately portray that in an RP environment.

With that said, this category is for the guys who play females toons and pretend to be female to get what they want. Their main motivation is usually one of the two aforementioned items (see Prima Donna and Virago above). Either they want power, or they want attention and they are using the pretext of a female toon and supposed female player to get them. Pretending to be female lets them prey on the socially awkward of the guild and fill the role of a Devious Diva or Vapid Vixen. They tend to be very open about sex and sexual conversations and will launch into graphic detail if prompted. They tend to be a bit more flirty, refuse to talk on vent (usually with an excuse of shyness or no mic), and tend to be promiscuous in the guild.

Dealing With the Wolf

The same rules for the Virago and the Prima Donna apply here with an added items. If they are being disruptive and causing issues and you want to get rid of them, catch them in the lie. Get them to talk on vent or make a comment that outs them. Usually they disappear shortly after they are found out to start over again somewhere else. It’s not easy but once it’s done they are 99.99999% likely to leave and be gone for good.

The guild princess can be a very disruptive force in your guild. Identifying them early can save your guild a ton of drama and keep things together. Letting them run rampant can splinter the guild and potentially the friendships that you’ve built up. I’ve seen it happen, and it’s not pretty. Find your guilds “Bad egg shute” and help direct them towards it.

Have you had to deal with a Prima Donna in guild? Have any interesting stories or experiences to share about a Guild Egoist?

Until next time,

Sig

Image of Veruca Salt from Willy Wonka courtesy of Paramount Pictures

Is Applying to Multiple Guilds a Sin?

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Found this intriguing question on Twitter today that was directed to me. I’ll try to paraphrase it as best as I can.

”Is there anything wrong with players applying to multiple guilds?”

From my perspective, no. The way I see it, if I’m a guildless player who is looking to get involved with a raiding guild somewhere, I’d take the shotgun approach. I won’t get into why such a player should or shouldn’t apply to this type of guild. Let’s assume that I’ve done my homework and have answered the self-help questionnaire on the type or guild I want to be a part of. For example, I want to be in a raiding guild that’s just started Ulduar and is utilizing a DKP system that happens to only raid on Tuesdays, Wednesdays and Thursdays from a period between 6 PM – 12 AM.

Let’s say I hit the jackpot and there happens to be four guilds that fit the criteria.

From the applicant perspective

Why not? I want to raid. It doesn’t matter to me which guild I get into as they’re all pretty much the same. I’m flexible with my hours. I can raid from 7 – 11 PM for example. The time frame I listed above is the window that I am willing to commit myself to raiding. By applying to 4 different guilds, I get to maximize my chances. The odds are higher that at least one of them could use the role that I play.

From the guild perspective

It’s nice and flattering to hear from a player that they’ve looked only at your guild and want to be a part of it. They didn’t even consider any other option. What if the applicant doesn’t fit or if you don’t have room? It’s nice to know that the player has some other plans to fallback on. It kills me whenever I turn down a player sometimes. Some of them genuinely deserve good guilds to be a part of and wish to contribute to raids. Sometimes there’s just no space.

I’ve seen guilds who adopt this attitude that their guild is awesome. In fact, it is so damn awesome they can’t fathom why anyone who has applied to their guild also applied to other guilds. Clearly it’s an insult to such guilds. When a guild gets wind that an applicant also applied elsewhere, they just shoot them down. On one hand, it makes the process a little easier for the app as it does weed down the number of remaining guilds.

Cover your ass

When I applied to post secondary schools, I applied to no less than 3 institutions. Why? because I knew there was a very real chance that I would get rejected. It’s the same mentality when applying for jobs. Apply to many as you can and see who wants you. Then from there, you take the best possible offer.

There’s nothing wrong with the business sense. Don’t try and pull the loyalty card here either. The guild hasn’t accepted the applicant yet. There’s no incentive for them to be that loyal so early. When a player of outstanding calibre happens to apply (let’s say a player with Immortal or Champion of Ulduar or something), it’s up to the guild to change gears and sell themselves. The guild has to essentially put up a neon sign that says “JOIN US!” Ultimately, the decision is always going to belong to the applicant whether they accept or otherwise. If a guild truly wants that player, they’ll start talking and eventually extend an invite. If not, the guild will pass and one of the other guilds might consider the player.

It sure as heck saves a lot of time, too. Lots of guilds have response rates varying from hours to days to even weeks. If I were planning to raid, I’d apply to all the guilds at once. However, if there was one organization that I’d want to join, I’d make it known to them that they were my first pick. Would other guilds feel slighted? Well, probably. But if they needed the extra set of hands, they’d overlook that. If they didn’t, then the applicant would get turned down anyway regardless. It’s certainly faster than applying to one guild, waiting for a response, getting rejected, and then repeating it with a different guild over and over.

Applying to multiple guilds allows players to gauge the level of interest a guild has in their services. There’s nothing ethically wrong with that.

Image courtesy of woodsy

Of Heroes and Villains Part 3

daredevil109

In Part 1 we took a look at hero classes and made some speculation as to the next expansion. In Part 2 we took a look at how the Death Knight hero class was introduced into the game. In part 3 here I’d like to talk a little bit about the hardest part of the hero class, balance.

When designing classes for any game, balance is always an issue. Even years after classes have been established sometimes things need to be tweaked. The goal is to make sure no one class is so powerful that it becomes the only one anyone plays. Essentially trying to keep the class from becoming a “Mary Sue” of the game. We’ve seen this over the years with balancing and re-balancing of all the classes, as well as in burning crusade giving the faction specific classes to both factions (Shaman and Paladins playing for both teams). When you add a hero class to a game it’s really hard not to make it into the favored child. At the same time a hero class should add a new mechanic or do something in such a way that people stop and go “oh, that’s just cool” . With Death Knights this was the addition of Runes and Runic Power.

When Wrath of the Lich King beta went out, I could not get my grubby hands on a key fast enough, I was dying to try out the new Death Knight class. I rolled my toon and found myself climbing the levels. Each build of the beta Death Knights got what some of us refer to as “Flavor of the Month” builds. In these builds one tree was emphasized over the others to test that tree out. The idea is if you make the first two sub-par, everyone will play the third. This is an old technique in beta testing to gather data. For example, in one of the Wrath builds Scourge Strike was hitting for close to 6k damage at level 65. This happened several times and each time players dutifully left their feedback and devs took it all in.

When wrath went live, Death Knights were good. Scary good. They had superior mitigation, better cooldowns and better DPS it was hard not to love them. As a healer I loved healing them, it took a lot less effort then the other three tanking classes. But therein lay the problem. When listening to all the feedback and launching it’s first hero class, Blizzard arguably made them too good. Look at all the patch notes from Wrath’s launch to now. Death Knights have been revised several times in an effort to bring them closer to the other classes, including recently where the cooldown on Icebound Fortitude is being increased to match other tanks.

It’s hard to find that sweet-spot. You want the class to feel epic and new and shinny, but you don’t want people to stop using the ones you’ve already made. It’s a very fine line to walk and it’s very difficult to do it right. With Death Knights even after they’ve been normalized I still love playing them. I love the way the Runes and Runic power system works. It’s incredibly intricate and allows for a free flowing rotation that let’s you be reactive rather then just spam a key sequence or a one button macro. It’s fun so I’ll always like to play it.

If Blizzard introduces another hero class, they are going to have to be careful to make sure it’s properly balanced. Let’s say they introduce a new healing class, it would have to be balanced so that it did not over power the other four healing classes. At the same time the mechanics of it would have to be something innovative or new to keep it fresh and exciting. Same goes for another ranged physics DPS class. If one was added it would have to be balanced as to not overshadow hunters, and at the same time provide a new way to deal that damage that is fun. (for the record I really like the idea of another ranged physical DPS class!)

It’s a tough to add new classes without overlapping or overshadowing the ones you’ve created before, but I have faith Blizzard will be able to do it again and will do it better then they did Death Knights. Death Knights just had the bad luck of being first out the gate =D

So what do you think? Do you think they can balance another class in? What would you like to see as a new mechanic?

That’s it for today, Until next time,

Sig

Image courtesy of Marvel.com