Mensagens : 6 Data de inscrição : 10/12/2010 Idade : 32
Assunto: ICC10 tacticas Seg Fev 28, 2011 1:57 pm
ora bem, obrigaram-me a traduzir esta porra toda das tácticas do council portanto vou resumir muito rápido.
Para o council é aconcelhavel 3 tanks (2 melee, 1 ranged). o ranged tank tem de ficar com o prince keleseth, pois precisam de ranged atack senão morrem logo com o ataque dele. O COUNCIL partilha um buff chamado "Invocation of Blood" que torna os 2 princes sem buff imunes a ataques, pelo que têm de dar dps no que tiver a conjurar o buff. É isto o combate todo. É bastante simples fazer isto, se forem coordenados, rapidos e móveis.
Para o PRINCE KELESETH (ranged boss) o tank precisa mesmo do buff shadow resonace que se apanha dos shadow nucleai (bolinhas que andam la a voar). Essas "bolinhas" dão a shadow resistance necessária para sobreviver ao SPAM DO SHADOW LANCE( unico ataque que ele usa) no entanto o tank não pode ter mais de 6 buffs desses, pois eles dao dano. É neste boss que devem usar os trinket e ataques com cd mais longo e é este que têm de tentar despachar primeiro.
Para o PRINCE VALANAR o tank faz o trabalho do costume. É o dps que tem o trabalho dificil. O boss spama KINETIC BOMBS, ha sempre 3 que voam pela sala e explodem em 1 minuto. Elas voam mas é necessário matar estas bombs, pois quando explodem dao cerca de 16k de dano. O truque é o hunter ou o lock mandar o pet agrar a bomba, para a fazer descer, podendo assim dar dps nela. o agro delas funciona de maneira diferente do costume, elas agram pela ultima pessoa a atacar e não pela que tem mais agro.
POR ULTIMO, o PRINCE TALDARAM. Ele spama bolas de fogo, que só desaparecem quando atingem o alvo. [b]O truque é que os jogadores que não estão a ser alvos da bola se ponham no caminho dela[/b], pois por cada jogador por que ela passa diminui o dano final que ela vai dar ao alvo. é mesmo importante que não usem fade, shadowmelt ou assim, pois a bola muda de alvo e volta a ter poder máximo.
SE SEGUIREM ESTAS INSTRUCÇOES E MEXEREM ESSAS PEIDAS BEM RÁPIDO CONSEGUEM FAZER ISTO SEM PROBLEMAS. ahh, ultima coisa. TÊM 10 MINUTOS PARA FAZER ISTO, SENÃO ELES GANHAM ENRAGE E WIIIIIIIPE espero ter ajudado. kisses a todos [b]
niclespura
Mensagens : 56 Data de inscrição : 10/12/2010 Idade : 31 Localização : Lisboa
Assunto: dsa Seg Fev 28, 2011 4:32 pm
Obrigado Carlos. Vamos lá tentar isto quinta feira
BloodShower
Mensagens : 17 Data de inscrição : 10/12/2010
Assunto: para quem prefere escrito e detalhado Sex Mar 04, 2011 8:03 am
Mensagens : 56 Data de inscrição : 10/12/2010 Idade : 31 Localização : Lisboa
Assunto: lo Qui Mar 24, 2011 6:18 pm
PESSOAL, VISTO TERMOS FEITO 7 BOSSES ESTÁ AQUI O QUE DEVEMOS FAZER NA QUEEN!
Edu_
Mensagens : 16 Data de inscrição : 07/02/2011
Assunto: Re: ICC10 tacticas Dom Mar 27, 2011 11:40 am
Preparation Edit Preparation sectionEdit
She should be tanked right at her starting position. She requires two tanks, because she links her primary tank to the player standing closest to the tank (Blood Mirror), which means the linked target takes the same amount of damage as the tank. Shamans should use Tremor Totem, and it's a good idea to have all healers in a group with a shaman. If no shamans are available, Priests should Fear Ward healers.
The raid needs to stay distributed throughout the encounter (6 yards away from everyone else). It's a good idea to keep a circle of about 10 yards free of players right in the center of the room, and also to have everyone stay away from the walls. Ranged DPS make a semicircle at maximum range. StrategyEdit Strategy sectionEdit
The fight has only one phase. Although every two minutes she performs a very short air phase, the mechanics of the fight remain basically the same at all times.
Every player constantly takes damage from her aura (initially 4.5k per tick, increasing with each vampire in the room).
At random intervals, a random raid member gets Swarming Shadows, which makes them drop Shadow Fire on the ground until the debuff expires. Affected players can avoid taking any damage by running. It's a good idea to keep the walls free of other players, so that players with Swarming Shadows can simply run along the walls.
Another ability which she randomly uses is Pact of the Darkfallen. This links 2/3 (10/25 man) players to each other, they take increasing amounts of damage until they stand on top of each other. Linked players should meet in the center of the room.
Every two minutes she takes off, fears the whole raid and launches three extra Blood Bolts at every player. When she takes off, ranged DPS should run to the walls of the room while melee spread out in the middle. Healers should be in a circle between melee and ranged. After the fear is over, players must spread out again very quickly, else the Blood Bolts can be lethal. Healers should move only minimally after the fear and instead start a massive spam of AoE heals right away. Vampire debuffEdit Vampire debuff sectionEdit
The Blood Queen has an extreme amount of hitpoints and a 5:30 minute enrage timer. An average of 9.8k/7.8k (25/10 player) DPS is required to beat it (assuming 2 tanks and 5/3 healers). Virtually all raids use the Vampire debuff to boost their DPS (although it's theoretically possible to beat her without using it).
15 seconds after the start of the encounter Blood-Queen Lana'thel bites the highest threat player which is not tanking, dealing the Vampire debuff. Becoming a Vampire has the following effects:
* Targets deal 100% more damage while also creating no more threat * Targets heal themselves for 10% of the damage they deal * After 75 seconds, targets must bite other non-Vampiric players or become mind controlled after 15 sec
The Blood Queen bites only one player throughout the whole fight. After 60 seconds, this person must bite another raid member. After 60 more seconds, both need to bite two more players, next four, and so on. It's extremely important that damage dealers get bitten first (starting with the highest DPS first), and healers last. DPS cooldowns should only be used after all damage dealers are bitten.
Some raids establish a fixed bite order. One damage dealer can use all cooldowns while the others hold back a little, making sure who gets bitten first. Assuming 8 melee and 8 ranged DPS, everyone biting within 3 seconds after the Vampire debuff expires, an example bite order can go as follows:
0'15"
* Bite 1 o Melee 1 gets bitten
1'18"
* Bite 2 o Melee 1 bites Ranged 1 who comes into melee to get bitten then moves back to range
2'21"
* Bite 3 melee o Melee 1 bites melee 2 * Bite 3 ranged o Ranged 1 bites ranged 2
3'24"
* Bite 4 melee o Melee 1 bites melee 3 o Melee 2 bites melee 4 * Bite 4 ranged o Ranged 1 bites ranged 3 o Ranged 2 bites ranged 4
4'27"
* Bite 5 melee o Melee 1 bites melee 5 o Melee 2 bites melee 6 o Melee 3 bites melee 7 o Melee 4 bites melee 8 * Bite 5 ranged o Ranged 1 bites ranged 5 o Ranged 2 bites ranged 6 o Ranged 3 bites ranged 7 o Ranged 4 bites ranged 8
16 vampires are out, Bloodlust or Heroism now. It may be advisable to delay the first two rounds of biting a little, in order to avoid conflicts during the air phase - else it's possible that some players must bite during or shortly after the fear, which may mess up the bite order.
After the 5th round of bites, there's no need to bite anyone anymore, because she enrages at 5:30. With this organization no one should ever get mind controlled as long as they memorize their targets before the encounter begins. Healers should keep in mind that when a bite round is occuring, especially the final bite round people absolutely have to bite their targets even if they have Pact of the Darkfallen or Swarming Shadows. Divine Sacrifice or Aura Mastery Shadow can mitigate this if used at the right time, assuming they're available since they're also highly useful in the air phase. TipsEdit Tips sectionEdit
* Hunters may use Deterrence during Lana'thel's air phase to mitigate damage done to the raid. * Use Fear Ward on ranged DPS or a priest before she fears the raid to put in some extra damage or to dispel fear. * For 10-man at least, it is possible to have a holy pally OT and heal by beaconing himself if your MT is over geared for the fight.