Friday Night Runs

Angus_Og

New Member
As most of you know the Friday night runs are on hold for now. Outland is right around the corner and we are all waiting for it. This brings us new instances to conquerer. We have a lot of L60's and we are on a level playing field.

If you have heard or read, almost all of the gear the 60's are wearing will be replaced by the time they hit L60. It does not matter if you have played for the 2+ years that WoW has been out or only a month. All 60s are starting fresh, it is only a matter of when you will replace your gear, not if.

I suggest everyone work together to level and get the proper gear. There will be one major issue that all of us will have to face and learn to deal with it. Aggro. You might say, "I already know how to deal with it". Well you are wrong. With the new gear comes greater dps. Greater dps creates greater aggro. You will have to learn how to manage it better. I do not know if it will be the same from 61 to 70, but I do know that tanks take longer to get aggro and to hold it from 50 to 60.

We had major issues with tanks maintaining aggro in ZG. Is it their fault for not holding it, some. But it is also the fault of the dps corps for doing to much damage. Learn how to handle aggro better. Everyone needs to do this.

I foresee us doing the 25man instance by the end of June. I doubt we will conquerer it by then, but I see us starting it. Gear up and get ready. We will take this by storm.

Friday night runs will be held soon to hit instances and get the gear and to practice our tactics. I will talk to our other raid leaders to start working on learning the new instances and once we work out the details I will post the plan here and start the fun.
 
Some thoughts

My personal Aggro issues as an OT in the last ZG were due to using CT-Raid bars.., which for some reason highlighted every action in bright red, regardless of my stance, but not highlighting the stance I was in..(Taunt in battle stance?) It doesn't work..That's been fixed with Trinity. Another thing I am currently using is a macro. One button: /cast Taunt (Second line) /startattack. (You can also pre-target, but I like this better) One button taunts and..starts the attack, very good for catching.

Tanking/Maximizing resources

Using prot for both MT and OT, all things being = is more efficient then using a dps warrior, if you have enough prot warriors, which I'm not sure we actively do at the moment..: It maximizes both specs, it maximizes healing. I say this as someone who has been tanking with a fury warrior 95% of my time and likes to tank over dpsing, but likes the option of being able to do both. Also, prot warriors are specced for one thing..lets let them have that one thing..What other fun do they have in battle? (There are exceptions in certain situations.., gear, skill..experience..A poorly geared inexperienced prot vs an experienced, better geared dps tank, I'd go with the dps tank..or equivalent bear, if I could spare them from healing duties.. until the prot War catches up.) For all warriors, especially dps warriors who do not have defiance and are tanking 20+ man trash mobs or any bosses in the game, let them get their sunders in..and it really is important to listen to the raid leaders commands on aggro management. "Light Dps" "Stop dps" "Start dps"."Nuke".

Hybrid Classes

Try, if you can and have the time, to get more then one set of armor. Be ready to fulfill multiple support roles. You will be called on to play multiple roles: Tanking, Dpsing, Healing..( Example: Dps Wars, try to obtain 2 sets, tanking and dps gear.)

Hellfire!

Our first tour of Hellfire citadel was fun. We didn't have any major Aggro issues that I recall even with me MTin'g. Resto Druid, Pally, Rogue, Hunter and Warrior. The first boss was quite easy.. (That's as far as we went as I lost connection) The mobs in there DO have knock back so don't fight on bridges or near any edges.. (It's actually a good rule of thumb) It's also wise for the tank to put his back to a wall if he can, if the knock back is going to break his threat.., so he can grab the mob back faster. The first few pulls, I noticed we really didn't need any CC..It was that easy...and makes the run faster. Later on though, effective pulling/ CC became more important to us and not using it wisely got us into trouble..I also noticed..once you clear a bit.. you can pull mobs way back..for effective, safe uses of fear..(If need be)

First Boss

He has 2 adds. I'm not sure, but I think they heal..I didn't look up the fight before hand. Anyways, my strategy given our group makeup was: Hunter pet on one add. Me on Boss. Everyone else on the other add. They killed his adds, then the boss. The only thing I noticed about the first Boss, he will rush someone, but not sure how this is determined (Farthest away?) during the fight, but comes right back to the MT. The tank doesn't have to chase him. Just stay still unless he isn't returning back :) If that happens use intercept to cover ground faster. We were not sure if the CC we had,Sap or Ice trap, would work on His adds.., So we didn't try it. And yes, the dogs in there hate rogues..I'm guessing Mike and/or Randy have more detailed info.

That's as far as we got before myself and Renee lost connection.
Good luck,

Danny
 
I didn't notice any issues with holding aggro in our Ramparts run last night. Lost it to the rogue a couple times, but that is normal. The mobs were more resistant to taunt/mocking blow, but that is to be expected due to them being higher level than us atm.

We noticed the same things you mentioned on the first boss Danny:) Adds heal, luckily we took them out first; boss charges farthest one randomly.

http://www.wowwiki.com/Watchkeeper_Gargolmar

First Boss--Watchkeeper Gargolmar

This is an easy fight. First priority is to take down the two Healers while Watchkeeper Gargolmar is being tanked. While you are killing the healers they will try and heal themselves and or Watchkeeper Gargolmar, stop them if at all possible because they heal for a lot. Alternatively if you have 2 mages, you can sheep the healers, kill Watchkeeper and then finish them off. Or you can keep them feared with a warlock.

Watchkeeper Gargolmar will charge the furthest person from him randomly during the fight. It will hit cloth pretty hard. Keep someone in Mail or Plate armor out there to take the charge, just like the Bloodlord Mandokir fight in Zul'Gurub, other than that just DPS him down.
 
The mobs were more resistant to taunt/mocking blow, but that is to be expected due to them being higher level than us atm.

Good point..My taunt was resisted as well as some other skills..more frequently then with lower lvls.
 
Grrr my taunt was resisted too often.

Yeah, first boss: when he hits 25% life he will call for healing. If any of his adds are alive at that point, he will quickly hit 100% life and stay there. Just kill the adds first.

Second boss (Omar the Unscarred): He's pretty easy, just two points:
1) Spread out! He curses you with a curse that does nothing to you, but deals shadow damage to anyone near you.
2) He summons a felhound intermittantly. Kill it, it is pretty weak, but it has a habit of making a beeline for your caster and spelllocking it.

Final boss: Rend Sr. and Nazan: Rend Sr. is a pansy. He goes down really fast. However, as soon as he goes down, his pet comes down to play. Three things are important here:
1) When Nazan drops down, he will immediately breath a stream of high-damage fire at the healer. Usually in my experience (one run and listening to people complain,) this one-shots the healer. Solution: shield the healer somehow... FR pots, Pally shields, PW:S and luckiness.
2) Nazan breaths fire Corehound-style, so try to keep behind him at all times/tank him away from the group. This is made harder when
3) Nazan belches flames onto the ground as he attacks. These flames only last about 5 seconds but you don't want to stand in them, so you will have to keep spinning him. This means that the group is gonna have to make sure to move so that they are behind him.
 
In both of my runs through since the release Wend hasn't been targeted by the boss, neither by the fire breath. I have stayed up the ramp a bit yet just in heal range of the tank. While the fight was on I mentioned to any of the players I was with if they were out of my range to heal. I must admit to have taken a mini fire pot but didn't get hit with the breath at all.

My hints...watch how many overheals you're casting before he gets off his mount...you want to keep your threat lower than the tanks for sure and hopefully lower than some of your dps'ers.

Perhaps try a couple of fades...timing them so the cool down is okay. So start healing in a flurry..a renew, flash heal a couple of times maybe a greater if the tank needs it and then fade...then keep healing and when he gets off his mount fade then shield if you need too.

I suppose the other thing is how long your dps takes to take the guy down. The first time round I was healing Rengeof who did a good job tanking but prolly isn't as "tank" geared as some of the tanks I've worked with. I think he died but there were other circumstances (a distracted priest who didn't realize we were starting amongst other things) that led to that. I believe I also lost the shadow priest in the group. However, we had uber dps (Deedlyt, Esua and Mithrindir as a shadow priest) and took him down fairly easily. The second time wasn't even a question, but again we had great dps (Deedlyt, Esua and Mithrindir) as well as a fairly well geared tank (Faustblade). I think this may be a fight where gear is almost more important than skill.
 
My best pug yet.

Pug swept through ramparts, 2 shotted last boss.
Then we took down furnace, 2 shotted last boss.
61 dps MT, 61 rogue, 61 dps war, 62 priest, 61 pally. (Not much traditional CC)

None of us knew the instances that well..I knew ramparts, but nothing about furnace and it was the fist time for everyone cept the pally..who didn't know much either.., but everyone had a great attitude and understood how to listen and play their toons.

Furnace

Second boss, our hardest fight. Lots of adds to kill..and then as soon as they die, he comes..(Used fear a lot..) Not sure if you can mana break before boss, our priest tried..no luck..We feared adds, tank kited..(piercing howl) Used every trick we could think of..When adds were all dead, we waited at the far end from boss for mana regen..(He is not hard..,but does do some nature dmg, run out of it) Pally need to judge wisdom when he can..It's a long fight.

Last boss

Cake, even though he wiped us first time around. He does not come until all his adds are dead. Fear his adds if you need to as you fight them..it's safe. Once he comes, as long as you stay clear of his "Come closer" nuke you will be ok. When he starts calling that out, run..He has an aoe smack down..you don't want any.

http://wow.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=537


Danny
 
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By the way..If you complete the ramparts quest, turn it in before you head to the Furnace. That quest giver will give you another one..for Furnace..(Blue rewards) Also the key to the raid instance seems to be obtained with Heroic mode:

"Keli'Dan the Breaker
This boss is strange. Its like a dance of the group. Basically, kill the channelers and he will come out. Just DPS him down. Once in a while he will say "Come closer and BURN!", and he will kneel down. When he does this, run away. He explodes for a ton of damage. I don't know exactly how much, I've never bee hit by it, but it 1 shot'd both of the rogues in my group. If you are in Heroic mode, he will drop the key to the Shattered halls, the raid instance part of HFC."
 
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as an addendum:

with the last boss in Ramparts -- AS SOON as the guy gets off the dragon, the tank should switch his/her attention to the dragon and leave the boss to be finished off by the others. Only once has a tank I've been in with not done that and it was the only time that I got breathed on.
 
That's very important.

The mount seems to come from behind, so we had our MT facing the direction he comes from while he was tanking the rider, ready and waiting..(Not sure if the mount comes from random positions, but he is not hard to grab if your MT is alert)
 
a fairly well geared tank (Faustblade). I think this may be a fight where gear is almost more important than skill.

Faustblade is a fury now, not even a tank. So yeah, I'd say that gear may indeed outweigh abilities.



Slave Pens

Hmm, done two runs here. First went well, second mehhhhhhhh.


Trash mobs: trash mobs are really simple and give CE rep up to honored. What sucks is that they have lots of CC's. Be prepared to be feared, terrorized (fear with 3x speed bonus), intimidating howled (AoE fear), MC'd, Entangling roots'd, and stunlocked.

First boss: Someoneorother the Betrayer. He drops totems, which you need to kill pronto. Other than that he is a spank-and-tank.

Second boss: Roknar the Crackler. He's a giant lobster. Hits decent (300-500) on feral fur and spits water and acid at people, so you will want to turn him. He doesn't seem to have much in the way of armor. However... he does a nasty debuff called "Grievous Wound" which does 1000-2000 damage every 2 seconds, and the only way to remove it is to heal the tank up to full life. For this reason I encourage you to bring two healers (or a healer and an filler healer like a shadow priest, oomkin, or feral druid that isn't your tank) to help out on this fight.
P.S. he drops nice feral loots

Final boss: big bog lord dude. First of all, DO NOT LET THE DRUID IN THE CAGE BEFORE THIS GUY DIE. A pat comes to try kill him. Don't let him die. We did. You neeeeed his buff.
Okay... this boss is a nature spewer. You want to turn him away from the group and cleanse his poisons asap. Periodically through the fight he will hunch down and start really spraying acid around. Heal the person in the geyser (it does much damage) while keeping away from him (it's AoE damage.) Also, whoever (probably the tank) gets in the geyser seems to loose threat on the boss, so you want to stop DPS while he's doing this... if he turns around, everyone gets poisoned.
 
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