Showing posts with label Trial of the Crusader. Show all posts
Showing posts with label Trial of the Crusader. Show all posts

Monday, September 21, 2009

Toc 10 - Anub'Arak

What is this with WotLK and big creepy bugs??

Seriously, I get the wierd factor with evil insects and the Undead Lich king. Bravo. We make the connection. Now we face yet another arch-opponent bug boss. After defeating the 10 man Faction Champions, the twins and this guy are just cake. Follow the strat, stand on the snowdrifts, DPS the adds, and you have a dead boss. No healing blocks or any wierd gimmicks. Just pew pew the frost orbs down and keep moving.

Phase 0

Enjoy the cutscene. The Lich King shows up and Lord Tiron Fordring asks him to lay down his Uber-Magic-MindControlling sword of Awesomeness... and walk away. No hard feelings. That line just had me in stiches. Arthas was not amused. He shatters the floor and sends the players into the caverns below the Argent tournament to face an ancient horror in the cold and dark below. Woooot! Thanks buddy.

Phase 1

DPS the boss. Ranged DPS, Nuke the floating frost orbs and make a couple dozen snow drifts. Try not to fall asleep. Don't linger on the snow drifts as it slows your movement / attack.

Phase 2

DPS the boss. DPS the small bug adds that appear. The boss will "Target" someone to impale from below. Just keep on the snow and you'll be fine.

Phase 3

At 30% health, Anub-Arak casts degenerative swarm and leeches 5% of your health per second from everyone in the area. Don't quote me on the numbers. Basically, it's a DPS/Healer challenge. Your raid will be reduced to 50% health or lower. Boss gets minimal regen from a weakened party. Your DPS goes all out to finish him. MT is the only one kept at 100% health. No one dies and everyone blows their cooldowns. Rest of you at 25% health rush to kill the boss who's leeching you all slowly. Tricky, the first time you do it. The third time you do it, it can be phoned in. Hunters, keep your pet alive but barely. The health leech is so slow, your renew can easily keep up. Even if your pet dies, the boss isn't far behind.

Down he goes, come collect your candy.

High Lord Tirion Fordring also appears after the fight with a friendly handshake and a free portal back out of the pit to Dalarn for your raid. WooT! How about that?!

Friday, September 18, 2009

Toc 10 - Twin Valkyrs

Everyone likes a pair of twins. Arroogah. oh wait.... They're undead winged twins of pure evil destruction? Okay. What do they sound like? Ohh. Well okay. What's the gimmick with the doublemint twins?

Two valkyr that share the same health pool. Deadly AoE and big Heal abilities. Avoid one and Interrupt the other... you're home free.

Light Valkyr. Made of light energy.
Dark valkyr. Made of dark energy.

Four Aura-Portals in the room. Two of each color on each side.

Split your team into two groups.
5 Light team on Dark Valkyr.
5 Dark Team on Dark Valkyr.

Two colors of spheres will flood the arena and fly around in random directions. Light spheres buff Light Aura'ed players. Dark Spheres buff Dark Auras. Hit the wrong sphere and it blows up doing short range AoE damage. Collect a chain of "buffing" spehres and you go into an overdrive mode doing extra damage to the opposite color. Collect a chain of "bad" spheres and you die. Healers and Tanks. Watch your back.

Have a tank for each Valkyr and a dedicated healer. Dps these bitches down.

Fast, easy fight once you execute the transitions and interrupts. The big problem is when someone screws up a "special".

Light shield / Dark Sield. One of the sisters will put a major heal on herself if you don't interrupt her by nuking down the shield with melee/spells and Stunning the caster.. You must adpot the opposite color and everyone - EVERY DPS CLASS nukes down the shield. You have like 12 seconds. Slow transitions = Raid wipe. If that interrupt doesn't happen, you're hosed. The twins will slowly die without those heals. Otherwise they heal to full.

Light Nova / Dark Nova is the other ability. Massive AOE nuke that destroys the whole arena. If you're wearing black and it's a white nova. You'll die. Find the color. DPS the opposite Valkyr for Extra damage. Then resume your normal color to dps your Normally assigned Valkyr. Again, slow transitions = wipe.

* For Nova - Even the OffTank and Off Healer have to switch. Everyone in the room will get hit. So everyone in the room must quickly adopt the right color to be "immune" to the effects.

Rinse and repeat this process. They nova twice. They Shield twice. Then they fell down and died of.... natural causes. Expect a 25% health drop per phase if they don't get off a heal. Your mileage may vary. Easy peasy.

After the Faction Champions, these girls are a "Loot Piniata". I got the 2H Defiance sword off them last run. Placed a +20 AGI gem inside and enchanted it with +85 Attack. Boo Yea! I'm rocking 5K Attack self buffed with 43% crit while hit capped. Now I'm upping Armor Pen Ratings and Haste next.

ToC 10 - Horde/Alliance Champions

The faction Champions are badass. They deserve to be the best representatives that the Horde can muster against your 10 or 25 man squad. If they played smartly, they would win every time. They are just UBER. These are PvP demigods set in a PvE setting. For the 10 man event, they are six NPCs at 430k health each of different classes and specialized abilities. They have a random aggro table and will focus on a specific player for a few seconds before wandering away to beat on someone else. They can be taunted, but don't have a specific aggro table.

Good News - They don't have an aggro table. They could leave you alone for a majority of the fight, and horribly mangle your other raid members.

Bad News - They don't have an aggro table. They could all randomly decide that it's Dwarf Hunter day, and you could wind up with a Mortal Strike Warrior, Rogue backstab, Deathknight, and an Enhance Shaman violating you at once. Yea. Sometimes, it's just unfair. That's PvP.


Divide and Conquer? - You'll die. Plain and simple. You can't face these guys 1 on 1. In the small encounter, the fight is stacked 6 on 10 but they have 430k health and the melee guys hit like trucks. The priest's Renew does 30k health. Nobody is that powerful. Ridiculous things like LoH by the paladin make this fight just insane if you try to whittle them eac down by yourself. CC / Fear what you can, Gang up on the healers, and whittle them individually down.


Say your prayers and die like a man? Not on my watch. I've had some seriously uphill battle that have come out with our side winning in PvP. The Raid leaders called a wipe and we kept digging until we got the enemy healers. Then the event all comes together. Then we beat this awful hard hard event. For this fight, there are no real tactics. You take out what you can, and CC / Distract / Snake trap / Frost trap / Ice Trap / Fire Trap whatever you can. Hardest mob to kill? The first one.


Fear is your friend. Banish Boomkins / Trees. Gouge, Sheep what you can. Ice trap big threats. Frost trap the rest so you can kite them. AOE is reduced by 75% here so you just can't shred them en masse. You'll have to grind these Heroes one by one. Interrupt / Lock down whatever you can.

Special props to my Boomkin friend for using cyclone to stop the Shaman >> Druid >>> Rogue and single handedly being a huge pain in their ass. No single player wins this fight. It requires every player looking out for themselves and using all of their skills to monkeywrench the opposing team.

Know your class and pray they don't gang up on you. Fear bomb. Use all of those Protection tank interrupts and sheild reflection skills. Rogue kick and improved Fan of Knives are UBER here for neutralizing casters. These mobs are immune to Mind Control. Don't try it. They take a while to kill, and the aggro table will help then hurt you as random times as the fight wears on.

Battle rezz. Blow your cooldowns. Get an early lead and maximize your focused damage. Look out for your buddies. There are 100 zen philosophies for trying to build a flexible team that can take out a vastly superior flexible team. Their weakness is the "computer AI" controlling their abilities. I've seen Undead mage spend her time nuking snakes from snake trap. Polymorphing my cat pet. And then the little witch will Ice Block just before we finish her off. They're smart, then dumb. You just have to know the other classes and what each one is weak against.


Gang up on their casters. Spread out yours. Guard your team-mates. Look out for your buddy and talk on Vent when you need help. Cheer your friends on. Dont' release if you die. There is no re-entry on this event. Army of the dead, Raise Ghoul, Fear pet, Feign Death, Misdirect, Mortal Strike / Aimed Shot use them whenever you can. Once the first healer goes down, you're 1/4 of the way there. Take out two of them, and the rest come alot easier. This is not a mana fight because the Shaman can 3 shot clothies at 6k per hit with his Windfury Totem and Dual wield. Burst damage. Evasion, and Focused Fire whatever you can bring down. There is no MT here. Everyone will have to run around and fend for themselves a little.

Every single time you face these six, respect them. They are the BIG Dogs of this event and will rip your team apart if you don't use everything in your bag of tricks. This means consumables, potions, flasks, and cooldowns whenever possible. Resilience is a joke here. Don't bother. Bring as much spikey aggro creating damage as possible. Stack up on Stamina if you think that'll help. Ice block, Vanish, Deterrence, shield wall, Feign, and Fade all you want. Whatever gets you thru it while bringing down their healers.

Survival is goal #1. Sure they say Killing is goal #1 but it isn't. I'll tell you why. If you don't look out for yourself before that first healer is dead, they will take you apart before you kill them. So, Focus fire and stay mobile. Watch out for yourself. Track your buddy and keep him alive as well. Interrupt / trap / and snare whatever you can reach without getting yourself killed. This event is complex and random. We're not geared enough to even think of this event on heroic difficulty. I've beaten the Regular 10 and Regular 25 man versions. Regular was tough enough.

After beating this, you've done something special in 10 man raiding.

General Strategies :

1) Fear shit whenever possible.

2) Frost Trap / Banish / Polymorph. Use everything you can that will disable a player. Remember diminishing returns. Cyclone one guy. Then cyclone another. My son did great on his boomkin and locked down a number of NPCs out of healing and Nuking others.

3) Heal your buddy. Every person is essentail to winnning. Tunnel vision kills.

4) Don't let one or two deaths lead to a wipe. Keep calm and don't give up.


We try to take out those annoying healers 1st (Priest > Shaman > Pally ). Then the Rogue / Warlock. Then whomever you feel like killing. Then Tanks, then the Boomkin / Mage. Pets and such are usually ignored as their damage is annoying but not lethal.

This was the 1st time I've used the PvP trinket to get out of a Polymorph in a long time. They Need to Nerf the Horde. Freaking 430k health on a priest? What the Eff were they thinking? Glad to know the Alliance Champions are equally impossible.

We've wiped multiple times to these guys. If you're 1 shotting this event, you're very good, or very lucky, or VERY well geared. Plan on a few wipes here. If you bring Pickup players or substitute players in, expect more deaths. The more cohesive your group is, the better you'll do. Experienced teams approach these PvP dudes with caution. Good luck. Enjoy the spoils.

ToC 10 - Lord Jaraxxus

Great comedic relief. A level 83 elite Gnome Warlock summons a super-sized demon from some hellish dimension to do his bidding and take on the player raid. The demon resents being summoned, 1 shots the foolish Gnome, and turns to give the players some trouble.

Lord Jaraxxus is a pushover. MT will tank him. Offtank picks up Demons he summons and Infernals when they appear. DPS them down, and resume dps on the boss. Collect phat lewts.

If there's any rule, you can learn from years of raiding in Warcraft its.... "Don't stand in the dammed fire!!" Seriously. If you're on fire, dont' stand next to me. Don't stand next to the MT, Melee, or the Healers. Just burn quietly off to the side and resume dps when you get healed. Fire burns you. Fire burns those around you. This kind of unholy green fire leaves piles of flames on the ground. Jaraxxus casts Infernal fire randomly. Run away and leave the piles away from the Raid.

Jaraxxus will also deal a red flame dot called Consume Flesh. Hurts you and heals him. Don't let your friendly Dwarf hunter die to that thing. I got that stupid dot like 3 times. Jaraxxus also casts a heal? Dunno. Whatever it is, keep a rogue / paladin / whatever to stun with that thing. NEED to.

He aslo summons friends. Nuke the 4 armed demon witch flayer when she appears. If she aggros you, she'll bounce you 40 feet into the air and smack you around like a rag-doll. Not big damage, but annoying and the Offtank should be able to pick her up most of the time. We just burn her down fast and resume dps.

Infernal spawn. Another pain. Infernals are annoying in 10 man. In 25 man you'll have a warlock to banish one and dps the others. Finish them and nuke the boss.

I have yet to see the team that can beat the Northrend Beasts and NOT kill Lord Jaraxxus on the first try. He's a vending machine for Epix and Badges. Just don't let adds get out of hand and keep up the interrupts.

The next Trial is the big stopper for the 10 man and 25 man Trial of Champions.

ToC 10 - Northrend Beasts

Northrend is the place WoW gamers go to test themselves. Ulduar is difficult. Hardmode is truly Hard for alot of players. Eventually, Icecrown is going to supercede that place with ToC and Arthas's Stronghold / Castle being the top of the level 80 difficulty chain.

This post deals with the 10 man event at the Argent Tournament. The Trial of the Crusader with four contests, consisting of seven fights. You may add/remove players from the party. Leave to repair/reload / re-buy reagents. Even spread the Trials out over a number of gaming sessions, if you want to progress slowly or you're still learning the fights. Our guild does them all in one evening. We'll substite about 1/2 way along because people need to come and go during the night. Probably 3 to 4 hours tops. If you one-shot all of the encounters, you can finish just over the 2 hour mark, but we aren't that pro. If you're that good, do the 10 man on Heroic.

The first "trial" consists of the Northrend Beasts. Jormok the Impaler, The Twin Terrors, and Icehowl. That's right. You have to beat 4 bosses here before you even see a loot chest or a Badge of Triumph. They really make you EARN those. Let's take apart things one by one.

Jormok seems like a tank n spank. Big melee boss with a nasty spear. The spear is a random stab with Mortal Strike. Usualy in Close melee range. On his back are Elite Snobolds. They ride along and launch large clusters of napalm. These random fire bombs suck. Stay out of the fire. Randomly, every 20 of seconds, one of his riders will jump off and land on a player. He will be stabbing the player with a low level damage ability. You can't target the mob on your back, so players will have to rely on others to get the annoying Snobold off. Roughly 40-60k health and then DPS can resume back no Jormok. Jormok will also do an AOE stun / spell lock via his thunderstomp. Healers, watch for this as a lockout + mortal strike can mean a dead tank. Kill the Snobolds. Stay out of the fires. Keep the casualties to zero.

If you're having people die to Jormok, your raid is doomed. He's the warmup act. The real issue is TIME. You cannot re-enter the 10 man ToC during a trial. Battle rezz and Jumper Cables are usable, but you're constantly in combat. Save those for phase 2. Finish phase 1 with as much mana, health, and cooldowns as you can. Also, in 10 man ToC, every casualty reduces your chance of finishing a tough event. Healers get a workout.

The Twin Terrors are Dreadmaw and Acidscale. These guys suck and will break an unprepared team. One is a fixed mob and the other one is a moving target that leaves clouds of poison gas behind him. Dont' stand in the poison. Rogues and Hunter pets die here. Don't stand in front of either snake unless you're MT or OT. This fight gets more complex, really fast. Dreadmaw will be tanked by the Offtank and spits paralytic poison randomly around the room. One ore more people will get the poison. Usually it's anyone in front of him. He also has a short range an earthquake effect for minimal damage. Hunter Pets die yet again. The paralytic poison will stun you then kill you if not cleansed. You have to run to the MT by the Other snake. ( Still following ?) The MT will be taking damage from Burning Bile. The only cure for the Paralytic poison is Burning bile from the other snake. That's right.... If you turn green, run on over to the MainTank who's glowing red from Burning Bile. Poison damage stops and your movement debuff clears. Don't cross the poison cloud behind the worm.

I was a dumbass my first try on 25 ToC and just died in the poison cloud. Run to the TANK to clear your debuff. Then resume pew pew pew. I believe pets are immune to Paralytic Poison. Snake traps may offer a distraction, but the pulse AOE on Dreadscale shreds them before they can be good substitute targets. Seriously, that paralytic poison has no cure. You can't dispell it and it ticks away horribly fast. Run to the MT (Red Tank) when you turn green. People will call your name out in vent. Then resume your job. If a primary healer gets hit, the Tanks and other healers will have to "improvise" until that healer gets cured.

So, MainTank takes damage from Burning Bile and kites around not leaving the raid in a poison cloud. OffTank taunts the immobile snake and everyone DPS'es him down. About 40 seconds into the fight, both worms burrow underground, then trade positions. Alot of groups just stay on the Poison worm and deal with the enrage when the the Burning Bile worm loses his buddy. I'd be okay with the MT taking a bit more damage. Honestly, DPS can then focus on 1 target and finish the battle without complication. The alternative, is to split dps and worry about 1 to 4 people getting poison then getting cured for the whole encounter. bleh.


Use two tanks. If one dies, I'd recommend a Battle Rezz. I've seen a single MainTank take over tanking for both worms, but the odds are stacked against surviving that fight. We won, but that was chaotic as both tanks wound up dying and I feigned to get in somre additional DPS before the worms came for me. We finished the worms on ToC 25 with just DPS and healers standing then battle rezzed the MT for Icehowl. For 10 man, you should be rather smooth with the kill, using vent and staying out of poison clouds. The second event is the big hurdle.

Burn your cooldowns on this fight. You don't want to worry about multiple poisonings, toxic gas clouds, worm bile, and random damage for too long. Get it over with. Aggro doesn't seem to be a real problem here, but use Omen to keep aggro on the tanks. If another player gets burning Bile instead of the MT / OT.... that shit hurts. You've messed up and may not get the steady stream of heals the MT was getting to stay alive. Alot of PuGs fall apart here. Coordination and Cooperation is key to winning against the Twin Terrors.

Count your dead. Bandage up. Clear the doorway for Icehowl.

There's a 5 second pause to announce the next foe, but no real break in this fight. This guy is a simple tank and spank with a couple tricks. Icehowl doesnt' cast. He is a brutal melee opponent. Every 30 seconds he will breathe frost and freeze opponents in place in front of him. Face him away. He will also thunderstomp the ground and send people to the walls. The raid is stunned and he will pick a random player to charge. You get a DBM warning. You hear bells. You even get an 8 second speed buff. As soon as you can move away, GTFO. He will 1 shot whomever he hits or any fool in his path. If you don't move, you will die and Icehowl gets an enrage buff to his damage. Icehowl is a dammed cookie at the end of the encounter. If you aren't horribly lagged, you can easily escape his charge and Icehowl will slam into a brick wall. He's stunned for 15 seconds and takes extra damage. Pound away at him and have the MT pick him up. Then Rinse and Repeat. Icehowl is easy peasy. Get your badges and epic loot. That challenge down, you can talk to the Arena master for the next Crusader's Challenge.