Say you have just gotten into a Trial of the Crusader PuG and realize you have no idea what you are supposed to do. Now imagine it is your Guild's first run at the instance and you keep wiping, but you are not sure why. Lastly, picture you are a raid leader putting together a group for Trial of the Crusader and you need a quick easy way to explain the fights to that one new dps you just invited. In any of those situations, the Trial of the Crusader quick tips below are for you!
These tips do not lay out all the nuances of each encounter, but they should be sufficient to keep you alive and productive in both the 10 and 25 man version of Trial of the Crusader.
Beasts of Northrend Tips:
Gormok the Impaler
Tanks: Taunt off the other tank whenever the stacking debuff reaches three. Taunt the target back when your debuffs have gone away.
DPS: Do not stand in the fire. Immediately shift your dps to any Snobolds which are attacking you or your party members.
Healers: Do not stand in the fire. Call out for help if a Snobold is on you. Increase heals on the tanks when their debuff is at three.
Acidmaw and Dreadscale
Tanks: Point your worm away from the raid. Move the mobile worm out of poison clouds. If you get a Paralytic Toxin debuff, call out for a raid member with a Burning Bile debuff to come to you or, if necessary, go to them.
DPS: Burn down Acidmaw. Stay spread out. If you get a Paralytic Toxin debuff, immediately run to a raid member with the Burning Bile debuff. Do not stand in the poison clouds.
Healers: Stay spread out. If you get a Paralytic Toxin debuff, immediately run to a raid member with the Burning Bile debuff. When one worm dies, the other increases its damage, so step up the heals. Do not stand in the poison clouds.
Icehowl
Tanks: Only one tank is required. Tank him near the center of the room. After he knocks everyone to the wall, run out of his way if he is aimed to charge towards you.
DPS: Stay spread out. After he knocks everyone to the wall, run out of his way if he is aimed to charge towards you. Blow your cooldowns and hit him hard after he crashes into a wall.
Healers: Stay spread out. After he knocks everyone to the wall, run out of his way if he is aimed to charge towards you. Land big heals to keep the tank alive after Ferocious Butt.
Lord Jaraxxus
Tanks: Main needs to hold Lord Jaraxxus in the center of the room and interrupt Fel Fireball casts whenever possible. Off tank needs to pick up the Mistress of Pain who spawns from each Nether Portal and tank her away from the raid. Off tank needs to pick up the three Felflame Infernals who spawn from each Fel Volcano and tank them away from the raid as much as possible despite their aggro dumps.
DPS: Stay spread out. Interrupt Fel Fireball whenever possible. Spellsteal or dispell the Jaraxxus' Nether Power buff. When you are standing in green flame, run out of it towards the wall. Ranged dps should immediately switch to burning Felflame Infernals or Mistresses of Pain whenever they spawn.
Healers: Stay spread out. When you are standing in green flame, run out of it towards the wall. When a player gets the Incinerate Flesh debuff, immediately heal them until the debuff is removed. This fight is healing intensive.
Faction Champions:
Tanks: Go to more PvP viable offspecs if you can. Keep melee dps classes off of other players using Taunts, snares, and crowd control (subject to diminishing returns). Contribute damage to focus fire targets as much as possible.
DPS: Focus fire. Kill healers first. Use all crowd control and snares at your disposal. Heal yourself if you can. Kite mobs if necessary to survive.
Healers: Use all crowd control and snares at your disposal. Land heavy heals on the mobs focus fire target. Keep yourself alive and kite as needed.
Twin Val'kyr:
Tanks: Click the portal of the opposite color of the Val'kyr you plan to tank. Tank the Val'kyr close together. Touch orbs that match your color when possible.
DPS: Click the portal of the opposite color of the Val'kyr you are dpsing. If a Val'kyr begins casting Twin's Pact, switch dps to it (switching your color if needed) to break its shield and then interrupt the spell. If a Val'kyr begins casting Vortex, immediately switch to that Val'kyr's color to avoid being killed by the resulting AoE. Touch same color orbs whenever you can. Avoid opposite color orbs. The Twins share a health pool so dps whichever is convenient at any given time.
Healers: If a Val'kyr begins casting Vortex, immediately switch to that Val'kyr's color to avoid being killed by the resulting AoE. Touch same color orbs whenever you can. Avoid opposite color orbs. Try to stay the opposite color of the dps so as to increase orb absorption.
Anub'arak:
Tanks: Main tank holds Anub'arak where he starts, facing him away from the raid. Off tank picks up adds and tanks them on top of blue permafrost. When Anub'arak is underground, tanks help dps kite small adds and run from spikes if chased. Draw spikes into permafrost to destroy them if they you can no longer outrun them.
DPS: One ranged dps shoots floating orbs so as to scatter permafrost around area. Switch target to big adds and burn them down whenever they appear. Kite and kill small adds when Anub'arak is underground. Run from spikes if chased. Draw spikes into permafrost to destroy them if they you can no longer outrun them.
Healers: Run from small adds when Anub'arak is underground. Run from spikes if chased. Draw spikes into permafrost to destroy them if they you can no longer outrun them. When Anub'arak begins casing Leeching Swarm, let everyone but the tanks' health hover as low as you can.
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