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The Paladin Tanking Guide for WOTLK Heroics
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Post by
hatman555
Hey guys, just a little about me and then you can jump right into the table of contents!
I started playing WoW about a two months before Wrath came out. I played a rogue and leveled him to 61 I switched to being a Paladin. I hit level 70 on my Paladin 1 hour before the midnight release of WOTLK, then got in my car and went to GameStop :-P. My first 5 man was Hellfire ramparts being a low level with hundreds of 70's getting ready for wrath, I really didn't get the whole deal. Run in, "rickroll" the place, run out....seemed too easy. Well pretty soon I was getting hit for my full health in WOTLK five mans, and I started to fall in love with tanking. Since then I have tanked over
700 WOTLK heroic parties
. I love wowhead and have really enjoyed to be part of the wowhead forums. So I want to give back with this Paladin designed tanking guide. I hope you enjoy it!
Cheers,
Hat!
TABLE OF CONTENTS
Referenced Spells and Abilities
Tips on how to be a better Paladin tank
Icecrown Citadel: Halls of Reflection
Icecrown Citadel: Pit of Saron
Icecrown Citadel: The Forge of Souls
Crusaders' Coliseum: Trial of the Champion
Ulduar: Halls of Lightning
Ulduar: Halls of Stone
Caverns of Time: The Culling of Stratholme
The Nexus: The Oculus
Azjol-Nerub: Ahn'kahet: The Old Kingdom
Utgarde Keep: Utgarde Pinnacle
Gundrak
Azjol-Nerub: Azjol-Nerub
Drak'Tharon Keep
The Violet Hold
The Nexus: The Nexus
Utgarde Keep: Utgarde Keep
Credits to the Editors
Post by
hatman555
Referenced Spells and Abilities:
There will be many spells referenced in this guild. The rule that I will follow is that, If reference a spell i will link on the FIRST reference and then for the rest of the post just use the abbreviation. Learn them here:
AS
---- Avenger's Shield
Wings
---- Avenging Wrath
Cleanse
---- Cleanse
Cons
---- Consecration
DP
----Divine Plea
DProt
---- Divine Protection
DSac
---- Divine Sacrifice
DS
---- Divine Shield
FRA
---- Fire Resistance Aura
HoJ
---- Hammer of Justice
HotR
---- Hammer of the Righteous
HoF
---- Hand of Freedom
HoJ
---- Hammer of Justice
HoP
---- Hand of Protection
HoR
---- Hand of Reckoning
HoSac
---- Hand of Sacrifice
HoSalv
---- Hand of Salvation
HS
---- Holy Shield
HW
---- Holy Wrath
JoL
---- Judgement of Light
LoH
---- Lay on Hands
RD
---- Righteous Defense
Other Terminology
AOE ---- Area Of Effect
FF ---- Focus Fire
LOS ---- Line of Sight
Dedications:
There is a small dedication to different Paladin poster at the end of each write up. Thanks for posting on the paladin forums!
(WORK IN PROGRESS UPDATING INFORMATION AS NEEDED)
Post by
hatman555
Tips on how to be a better Paladin tank
(WORK IN PROGRESS UPDATING INFORMATION AS NEEDED)
Well 3.3 is out and heroics are back to being the coolest thing on 4 wheels. Pug-able and love-able, the loot possibilities are out the window now that everything drops Triumph badges and you need to do at least 1 a day for your emblems of frost.
SO! To help out the paladins on this forums I will be writing a very complete and very through guild on "how to properly tank WOTLK heroics"
How to improve you Tanking
As a Paladin tank you have many many tools at your disposal to make raids more or less easier on your DPS and healers, especially your healers.
If you have not already I really suggest that you go out and download a Unit frames mod and a click customizing mod. My personal favorites are "
Grid
" and "
Clique
" I'm not going to tell you that this is your only option, I'm just going to say that for a minimalist like me, Grid and Clique do a great job at getting stuff done which out hogging a huge amount of memory or screen space.
Spells and abilities that you should have at the tip of your fingers.
Righteous Defense
and
Hand of Reckoning
. What more needs to be said? You are a tank and these are your taunts. These are your bread and butter! Because these are your main tanking tools you are going to want to have quick access to them. Hand of Reckoning can been turned into a mouse over macro for quick clicking on mobs that are running away.
I want to go a bit more into Righteous Defense because it happens to be one of the coolest taunts ever. Its cool for 2 reasons. First is the more obvious reason that it doesn't need to be cast on a mob, it can be cast on a friendly target to have up to 3 mobs that are attacking that target be taunted to you.
Two is the less obvious reason, because RD can be cast on your party and does not need to be cast on the mob you want to taunt, you can set up "L" line of sight pulls. If you can't see your mob, then you can't taunt your mob, BUT if you can see your ally and your mob can see your ally then you can taunt your mob from behind a Line of sight obstruction. This is great for casters that won't move even after a taunt because they will just attack you from range. With a LOS obstruction the caster will have no choice but to run around the LOS object to get a shot off at you. Trust bringing it into your melee range.
Long story short. Set up grid to give a full frame warning for threat and then set up clique so that a "right-click" on a unit frame will cast Righteous Defense on that target.
Here are some other spells that you SHOULD be using in heroics to help your party out, and that can be easily bound to Grid can Clique.
Cleanse
- SHIFT Right Click
-Great for taking off single poisons from healers or DPS that relay can't afford to take the damage.
Hand of Protection
- ALT Right Click
There are 2 groups of people that this is going to be a life saver for. If you are pulling very large groups of mobs, AOE castes can take a BOP and then AOE with out fear of taking threat on a mob you might not have that good a hold on. Ofcourse the other option is to save your healer from melee damage. Remember BOP's do not prevent anything except Physical damage.
Hand of Sacrifice
- SHIFT Left Click
- A great to to push some predictable AOE damage to you instead of the target. Use on the target with the lowest total health to save him from AOE explosions or from future burst damage
Hand of Freedom
ALT Left Click
-Mostly for personal uses, it still can be used on party members to free them from ice or other potential snares.
Divine Intervention
- Click ability
-Divine Intervention is the Paladin "I'm sorry" button. If %^&* hits the fan and you know your going to die. Save some time and some repairs and DI your healer or someone who can Resurrect after combat is over.
-One additional ability that DI can provide is the STOP function. If one of your DPS is getting out of line, or is about to pull a pat, or walk off a cliff he doesn't see, you can DI him for a quick STOP to all of his movement.
Hand of Salvation
- Click Ability
There are not many heroics where your going to be using this. If one of your DPS is pulling threat off of you on a heroics boss fight then there is something wrong with your spec or your rotation. If your tanking for a DPS that is unbelievably geared you could use this in the first 10 seconds of the boss fight to lose threat on that DPS, but changes are that using the GCD for it is could to be about as much threat lost as you save him. We will talk about boss threat later.
Threat --- From Mobs to Bosses
||||
4 mobs
Your strategy should be using
Avenger's Shield
for the pull and at the same time using
Hand of Reckoning
on the forth mob the shield doesn't hit. This will be hard. It will take you practice to think like your shield and know which mobs are going to be hit by the shield and what mob is going to be left out. It takes some memory, but you'll also learn to predict its movements. Follow up with a Hammer of the Righteous on the same 3 mobs that your shield hit. Then
Shield of Righteousness
the mob you taunted. There is nothing that your DPS can do that is going to pull these mobs off of you as they group around you. Once you are in your tanking spot drop your consecrate and start rotating your attacks on the targets as needed.
I want to digress here for a second and mention something about "tab targeting" Yes, tab targeting does rotate your attacks pretty well, but if you want to be truly successful you will enable your floating health bars, disable the new feature were health bars merge so you can see them all, and then click through those bars keeping your eye on your target frame. The goal is to apply as many stacks of your Seal of Vengeance. This will dramatically increase the amount of threat you have on targets, and you will defiantly see it in your overall DPS.
||| |||
6 mobs
This is more commonly a double pull. Run in and Hammer of Righteous your first 3 targets and then Avenger shield the next 3 mobs. Run past the first three you hit and stand in between the two groups. Drop your consecrate and then do a side step so that none of the mobs are attacking you from behind. rotate your attacks and stack those SOV stacks. You should have a pretty strong hold on most of these mobs.
||| ||| |
7 mobs
Put together the best of 4 and 6 mobs together. either use your taunt on the first pull or on the second but combine the strats and you should have no problem.
||| ||| |||
9 mobs
Now your getting to the fun part. shock and awe baby shock and awe! pull your first 6 mobs and drop your consecrate just like in the 6 mob pull. instead of side stepping and grouping them in the middle of the 2 groups, run past them leaving them behind on your consecrate and pull another 3. Try and get as many single attacks on these new 3 mobs before turning back around and applying a new round of Hammer of the Righteous on the very first 3 mobs you pulled. With 9 mobs its a pretty good change that one of your DPS is going to get crazy and drop his AOE sooner than you had planned. BOP casters and get your taunt ready for melee. If they pull threat hit them with a Righteous Defense and then keep dropping your consecrate.
The Boss
There are many different types of bosses in WOTLK heroics. 90% of these bosses are "Tank and spank" with a unique ability that makes them 1% different from each other.
The key to a tank and spank boss is the
96969 rotation
. The "Pull" for a tank and spank boss for maximum threat is start at 30 yards away. Prep yourself by casting
Divine Plea
then
Holy Shield
, and then pull popping your
wings
and using
Hand of Reckoning
and
Avenger's Shield
and the
same time
. As the boss moves to you, or you move to the boss, cast your
Judgement
, and weave right into the 96969 rotation.
This combination of prep and high aggro pull with make sure that you keep a tight hold on the boss during the pull.
Other Tips and Tricks
Let people know who is boss. Don't be a &*!@, but don't let the DK start the pulls for you. You and you alone deiced how quickly or slowly you want to run a heroic.
If you have a special type of pull, that required a bit of movement and set up, Use your party chat, its there for a reason. "Hold DPS for 3 seconds guys" can really work wonders when your trying to group up a bunch of casting dwarfs.
--------------------------------
--------------------------------
--------------------------------
--------------------------------
--------------------------------
--------------------------------
Cheers,
Hat
Post by
hatman555
Welcome to the Halls of Reflection.
(Main Page)
While Halls of Reflection is a relatively short Heroic, failure to tank or heal this heroic properly can result in much time spent redoing event and trash fights. There will be fights in the "Atrium of Reflection" Where Frostmourne is stored, the "Hall of reflections" where you fight copies of your party, and the "Cliffs of Sorrow", where you will "
advance in a different direction
" from the Lich King. While most of the difficulty will stem from the first boss fight, a lack of DPS or smart tanking ethics will lead to trouble in the final run.
Tanking systems for Halls of Reflection
There are 2 ways that I have learned to tank the first boss event in HOR. I'm not going to dance around the issue. There is an advance way, and newbie way. I believe that knowing the advanced way is key to improving your skill as a tank, but because of the new Blizzard PUG system the newbie way will also be needed to succeed in some groups. This post will be longer than most because I feel I should explain both ways fully.
Newbie tanking:
First I just want you all to realize that if you use this system,
you are NOT a noob.
The term noob, or newbie, just used to show newness or inexperience with the encounter. Most of the time this will be applied to your healer or DPS. If you are using the PUG system and do not trust your healer, because of gear check, or because his first comments in party chat; "oh I hate this place" "oh I think we're going to wipe" - Use the newbie tanking system.
Bring your party into one of the small rooms that flank each side of the atrium. Tell them to get into one corner. These corners act in the same fashion as the center table, they provide a LOS issue between you and your attackers. Hiding in the corners of these rooms will force your ranged attackers to come to your party. Once your party is hidden away, walk out to the middle of the room to start the event if needed. A good tanking position is right behind the resting places of the inactive bosses. This will allow all the newly activated mobs to instantly aggro on you because you will be the only one in LOS. Once you have aggro retreat to the corner of the room thus LOS pulling the mobs to you. It is good to lay an early Cons trap to start some threat as the mobs enter the room. Once your mobs are all in the room, attacks like
AS
,
HW
,
HotR
, and
Cons
, will be fully effective.
The biggest benefits of this tanking system is that all your mobs are instantly within your reach. They can be stunned and AOE down.
The biggest disadvantages to this system are bad camera angles. You will have moments of far off perspectives when looking thru the doorways, and then be rushed to first person view when you need to turn and have a wall behind you. This makes it hard for you, your healer, and your DPS to select mobs. It is hard to know what you have attacking you. Having your party cramped into one location means that if you are stunned or incapacitated and lose threat your members are going to be taking the next attacks. Hunters will hate you because it will be hard for them to get the range they need for high damaging attacks. There is little space to maneuver and it gets really depressing when your fighting in a small room that has the skeletons of your past failures crunching under your feet (LOL)
-
Advanced tanking:
The Advance tanking system, takes what you have learned from the first system and spreads everything out for you.
Your party will still spend most of their time in on of the smaller side rooms. You however will stand at the base of one of those side rooms and pick up adds and group them as they move to attack your healer, intercepting them half way
Paladins do their best damage and hold threat the best when everything that they are tanking is in one group to best maximize the damage from
HotR
and
Cons
. Normally, there will be 2 melee in and 2 ranged per group. The key is to take all these units and stack them in one group at the base of the stairs.
AS
will be your best tool, use it every wave only to group units at the beginning. Melee will come to you with taunts. So find a ranged and run to it, taunt the melee to you and HotR the 3 targets to stick your threat. AS the only target that is not in the group and then try and half the distance between your group of 3 and the silenced unit. This should bring all 4 mobs into one group, where you can now drop your Cons and proceed to kill your units in order.
If you are having trouble grouping the last ranged, or RNG spawns give you 3 ranged and 2 melee, its ok. Damage of any time will stop the last ranged unit and make him attack from the middle or the room, or whatever position he is at. Focus your efforts on the group first and key an eye on the straggler. If he changes targets,
HoR
to have him focus you for a couple more seconds. Its ok to let a melee DPS tank a straggler.
The biggest benefit of the advance tanking system is the amount of room there is to play with. There are no obstructed camera views and there is plenty of room to move around. Your healer can use the same LOS table technique that you used to pull the hunter, to escaped from any other ranged attacks during the fight, because he will still be in the tiny room. AOE attacks will either hit your ranged DPS or your melee DPS, but not both.
The disadvantage to this system, Its harder to group everyone together. Turning your back can result in increase damage. Getting stunned by the mercenary units before you have established aggro on the majority of the mobs can lead to heavy party damage or casualties.
This system is more fulfilling and will teach you how to be a better add tank. Try the challenge, improve yourself!
-
BOSS #1
Falric
and the first 5 waves.
Pick your tanking method (Read above) and set up for the first wave. Waves spawn in groups of 3-4 of the following list. (I have made their links directly show their abilities pages, so you can see everything they might do)
Your DPS priorities should be in this order:
Shadowy Mercenary
Ghostly Priest
Tortured Rifleman
Phantom Mage
Phantom Hallucination
(if spawned by the mage)
Spectral Footman
It is key to get the Mercenary's killed ASAP because of their extremely nasty Kidney shot's and Shadow steps which while attacking at random can easier take out a DPS or a healer. When the aggro is on you and the Mercenary is close,
HoJ
him to prevent his attacks and FF down. Killing the priest next is useful because of her Heals and possible stun. The Cower in Fear can be dispelled so cleanse your healer if he gets it. DPS down the ranged attackers and then finish off the footman who like a cute puppy has been doing nothing but follow you around for the whole time. Reset your positions and proceed to do the same on the next wave.
The Pull:
Falric will activate once the 5th wave of adds has been downed. His activation will be warned by a text emote and then he will attack. Make sure you are ready to pick him up ASAP like you would any boss. There is about 5 seconds to prep for this boss as you would prep before any other pull.
DP
,
HS
,
Wings
,
HoR
,
AS
, Judgment, 96969 rotation. While Falric only has 633,607 HP, compared to his counterpart Marwyn at 903,227 HP, Falric's effective health is really 806,265HP because of the
Hopelessness
that stacks throughout the fight.
The fight:
You
must
know about
Impending Despair
. If Impending Despair is cast on you, YOU must dispel it from yourself by using
cleanse
. It is a magic effect and while your healer might be able to dispel it, as a tank if you are stunned for 6 seconds you will be taking 6 seconds of unavoidable damage and losing 6 seconds to your threat rotation. If you have a good handle on your threat, dispel others in the party. If the party is losing health by the end of the fight make sure that the healer does not get stunned either.
Defiling Horror
will be the party killer. By the end of the fight, heals on party members will be significantly reduced by hopelessness. Help your healer manage some of this damage by anticipating Defiling Horror and casting
DSac
or
HoSac
on low health party members. Falrics last ability is
Quivering Strike
, which applies a 5 second 20% dodge reduction. While it can be dispelled, if you are having threat issues, don't worry about it. If you are close to death, dispel immediately! Loot the boss by right clicking on the body :-)
-
BOSS #2
Marwyn
and the last 5 waves
You have some time to res, rebuff, or drink before the next wave. Just like in Violet Hold it will sometimes be over a full minute between the death of the boss and the next wave. Once you are ready, get back into the
tanking positions
you have chosen. Complete the next 5 waves and prep for the next fight.
The pull:
Marwyn is another tank and spank boss with limited abilities. Prep and pull ASAP to prevent instant gibs. It's good to tank Marwyn in an open space so that people can see their feet and be ready to move out of
Well's of Corruption
that will spawn under their feet randomly. Party members need to move out with in 2 seconds of the void zones appearance to avoid getting debuffed. As the tank, set a good example and move out as well.
The fight:
Corrupted Flesh
can put you into a danger zone health wise, having any stacks of
Corrupted Touch
on you will not help your situation. Thankfully Paladin tanks are amazing and
Ardent Defender
will save us from anything unexpected in this fight. Remember to avoid stacks of Corrupted touch, you should immediately move out of Well's of Corruption that spawn randomly under your feet.
Shared Suffering
is a magic DOT that can be dispelled by cleanse. If it is dispelled it will split its remaining damage to the entire party. The damage is so little when it is slip between the party that your judgment of light will most often heal in in one to two attacks. Loot the boss by right clicking on the body :-)
-
There is one trash fight between you and the next boss fight. A Frostsworn General stands in the middle of the room of mirrors. at 80-75% HP A copy of each party member will drop. The are simple melee attackers with 100K HP. To most effectively pick up these mobs,
HotR
first and then AS or
RD
the rest. Tab, or click change targets to split your threat among the targets. Use
HoP
if your ranged DPS is AOE happy. Once you have threat on them keep your eyes on their health. As each copy dies, it will explode for a small amount (4-6K) of AOE damage. While the healer should have the party topped off. If anyone is low make sure you have DSac or HoSac at the ready.
-
BOSS #3
Wrath of the Lich King
If you run up the stairs fast enough it is possible to taunt and tank the
Lich King
. I recommend you do not try this. With 67% damage mitigation from armor I was still taking hit in excess of 40K damage per swing. He will be put into a stun after a small text event, leaving your Faction Lady open for conversation. The fight will not start until you want it to start, so take as much time as you want to ready yourself.
Talk to Lady Sylvanas (or Lady Jaina if you like flowers and ponies) to start the event. Follow her outside and down the path to the first wall of ice. There will be 4 walls of ice that must be broken down before you can reach the exit. Sylvanas/Jaina will break the ice for you as you defend her. You will defend her against waves of
Raging Ghouls
,
Risen Witch Doctors
, and
Lumbering Abominations
. At every wall the number of these adds will increase.
Wall#1 - 1 Pack of Ghouls | 1 Witch Doctor
Wall#2 - 1 Pack of Ghouls | 2 Witch Doctor | 1 Lumbering Abomination
Wall#3 - 1 Pack of Ghouls | 3 Witch Doctor | 2 Lumbering Abomination
Wall#4 - 2 Pack of Ghouls | 4 Witch Doctor | 3 Lumbering Abomination
The Ghouls will die relatively easy. Just use RD to keep them off your healer to help them cast their spells in a timely manner. Risen Witch Doctors will cast ranged
Shadow Bolt Volley
so its best to save your AS for them, in order to silence them and bring them in close. Lumbering Abominations are the only mobs you should be worried about. They hit for high amounts of damage and MAY have a cleave effect. I'm still trying to discover if this is true or not. The abominations like to
Vomit Spray
, so its best to tank them from a side so they will quickly turn away from the group. Keeping your back to the clifts will keep mobs backs to the safty of the walls. You want your DPS to be encourage to DPS from behind and from a safe place in the group. DPS falling off the cliffs is not uncommon in pugs. Help them by giving them large safe targets. Watch your step...fall off and it's a long way down. ** HAZARD! Some of the cliff edges are hard to see BE CAREFUL!**
Keeping threat on your mobs is important. This fight is DPS race. If you lose DPS then it's going to be hard to make it to the exit before the Lich King and his adds overwhelm you. HW is best used on helping you control the abominations, it's tempting to use it on the ghouls, but you shouldn't need to unless they are all on the healer and you need to pull them off quick. Predict if you will need your 30 second cool down to handle the larger mobs coming to the party. If you can spare using HW on the ghouls and be ready for the bigger mobs yourself, then use it. If overall DPS is low keep your backs on the wall and allow the most time to pass before moving forward to pick up newly spawned adds.
Each wave will be summoned at the Lick King's feet and instantly aggro party members based on LOS and healing threat. The first adds to spawn are always the Raging Ghouls. 6 will spawn per pack and use a
Leep
and then run to close any distance on the party. The distance of their jump will be as follows: Point A of their jump will be their summon location, and point B for their landing will be the last location of a party member with threat on them, or as close to that as they can get. This means that if you stay where you are, they will jump on you, but if you move 20 yards while they are in the air, they will need to close this gap later. Either way, once summoned these mobs move very fast. Sometimes it is better to stand your ground and intercept the next group of adds. The ideal system though is to always have your healer 30 yards behind the tank. While the first group of adds may be aggro'ed on you because of LOS, the next adds that spawn will have healing aggro on the healer. Intercept these adds as they run their way to the back. A healer at 20-30 yards away will mean witchdoctors perfectly in melee range.
Once the 4 walls are down, you can go DPS the Lich King for as long as you would like and pad those DPS meters. The falling rock event at the end will not trap you or hurt you. So get those practice swings in while you can! Right click the chest on the ship to get your loots. :-)
-
As a side note: The dailies on the boat are the same dailies you can get from the flying air ship in ice crown. they are nothing special.
-
Hot Fix January 5th 2010
The ghost waves at the beginning of both normal and heroic Halls of Reflection have undergone several changes that should make them easier to defeat such as preventing 2 mages or 2 mercenaries from spawning in the 5 mob pulls, a shorter duration of the spectral footman’s shield bash, and the spectral mage’s flamestrike having a longer cast time, shorter duration, and (in heroic) doing less damage.
-
Dedication: To
Squishalot
"Thanks for having my back!"
Post by
hatman555
Icecrown Citadel: Pit of Saron
http://www.wowhead.com/?forums&topic=135178#p1669216
Post by
hatman555
Icecrown Citadel: The Forge of Souls
http://www.wowhead.com/?forums&topic=135178#p1669217
Post by
hatman555
Crusaders' Coliseum: Trial of the Champion
http://www.wowhead.com/?forums&topic=135178#p1669219
Post by
hatman555
Ulduar: Halls of Lightning
http://www.wowhead.com/?forums&topic=135178#p1669220
Post by
hatman555
Ulduar: Halls of Stone
http://www.wowhead.com/?forums&topic=135178#p1669222
Post by
hatman555
Caverns of Time: The Culling of Stratholme
http://www.wowhead.com/?forums&topic=135178#p1669229
Post by
hatman555
Welcome to The Nexus: The Oculus
(Main Page)
The Oculus holds a special place in the hearts of many WoTLK players. While this instance has been nerfed many, many times, It has always been a easy instance for people who know what they are doing. My hope is that I can give you the knowledge you need to help your party blow thru the Oculus in under 20 minutes every time!
The instance zone itself if unique in the sense that there are 4 different levels that are access by using one of the 3 available drake mounts. While the availability of free flight is a powerful option, one should not stray too far from the main objectives. Time wasting, and group separation are what make this instances one of the most hated by random PUG groups and players in general.
-
Level 1 Band of Variance
– This is the first level of the Oculus. There are a couple of trash packs that involved a active tanking style. This trash is alternating packs of smaller
dragon whelps
and larger
dragon
kin
. While the trash does little damage on its own, if all or most of the whelps focus a healer, it can mean a quick demise. When dealing with this trash it is best to split your damage to as many whelps as possible. Keep your
Cons
under larger groups, and use your
HotR
and
AS
at places where the attacks will hit more than just one target. Movement is key to keep threat on all the spread out targets. The larger dragon kin will often cast
Immobilizing Field
. This spell will lock the entire party in place. While its not a priority to free your party members, if you get locked down and need to move quickly, you can either
Cleanse
the effect off or use your
HoF
. Using
RD
as often as possible will keep any stray adds focus on your while they are DPS’ed down. RD will be your strongest tool to keep the whelps attacking you and not other DPS or the healer. One you reach the other end of the ring, click on the teleportation orb to move to the first boss platform.
-
BOSS #1
Drakos the Interrogator
Despite the chaotic nature of this boss fight, it really just boils down to a simple Tank and Spank. Drakos stands in the middle of the platform in front of you and will pull if you come with in 20 yards of his position.
The Pull:
Prep (
DP
/
HS
/
Wings
) and Pull (
HoR
/
AS
/
JoL
) running through the boss and facing him away from the group.
The fight:
As soon as the fight starts, Drakos will start to summon floating, explosive bombs all around the platform. These explosives are on a timed detonation, and will not explode if touched or approached by party members. When they explode, they will deal around 2000 damage to all targets within a 5-7 yard range. While it is possible to concentrate and avoid all of these floating explosives, the chaotic nature of the fight and little damage they deal, makes basically ignorable. Keep the boss in the middle of the room and just concentrate on dealing as much damage as possible so that he will die in a timely fashion. Drakos will often cast
Thundering Stomp
causing minimal party damage. Adding to the chaos of the fight Drakos will reposition himself and everyone in the party when he casts
Magic Pull
. Keep the boss positioned in the middle and let the melee DPS mover around to continue their DPS. The damage during this fight is incredibly low and constant. If the over all health of the party seems to drop below 50% you can always pop your
DSac
to help out the healer until the end of the fight. Loot the boss by right clicking on the body :-)
-
Level 2 Band of Acceleration
– To access the Band of Acceleration you will require the aid of the Drake mounts. There are 3 different mounts to choose from. To obtain a mount you need to speak with one of the NPCs who are release from the cages behind the first boss, Drakos. The three NPCs correspond to the three types of Drakes --->
Emerald Drake
(Healing Drake) Abilities:
Button #1.)
Leeching Poison
(
60 yds - Instant
) More than a DPS ability, this is a self healing ability for the drake. It will be the only healing ability until the final boss. Multiple targets can have up to 3 stacks of the leeching poison at the same time. Targets affected by the leeching poison will change to a bright green color.
Button #2.)
Touch of Nightmare
(
60 yds - Instant
) While this ability hurts the caster, it produces a significant amount of damage as well as adding a damage reducing debuff to the target. This debuff will be especially useful for the final boss. Casting Touch of Nightmare with low health will result in death.
Button #3.)
Dream Funnel
(
60 yds - channel
) This ability will allow the green drake to heal other Drakes in the party, by effectively giving its health to them. It is important to make sure the green drake does not give away too much health and also that leeching poison remains active in order to replenish lost health. Movement or casting will break this channel. Damage will not break the channel. You can kill your drake by channeling all your life away.
(This ability is not available until the 3rd boss,
Mage-Lord Urom
, has been killed.)
Ruby Drake
(Tanking Drake) Abilities:
Passive
Evasive Aura
This passive ability will give the Ruby drake a store of
Evasive Charges
to use with his next ability.
No Casting is required for this ability.
Button #1.)
Searing Wrath
(
60 yds - Instant
) This is the primary damage attack of the Ruby Drake. Because each target jump increase the damage is it best to select targets with lower health to attack, in hopes that the beam will jump to a target with high health and do more damage. Attacking the summoned whelps first in the boss fight is the most effective use of this attack.
Button #2.)
Evasive Maneuvers
(
Instant
) A defensive CD that will absorb an entire damaging attack or spell for the cost of 1 Evasive Charge for each absorb.
Button #3.)
Martyr
(
Instant
) A defensive CD that will redirect all damaging attacks or spells from other party members to the Ruby Drake.
(This ability is not available until the 3rd boss,
Mage-Lord Urom
, has been killed.)
Amber Drake
(DPS Drake) Abilities:
Button #1.)
Shock Lance
(
60 yds - Instant
) This is the main damaging ability of the Amber drake. Because of the stacking damage bonus this attack gets from
Shock Charge
It is best not to spam this attack but to alternate it with the Drakes 3rd ability, Temporal Rift.
Button #2.)
Stop Time
(
Instant
) This ability effectively freeze’s all flying dragons for 10 seconds as a secondary effect, the user of the time stop applies 5 Shock charges on all targets affected. Ability has a 1 minute CD for each drake.
(
**Important**:
Time stop has
diminishing returns
. If a second time stop is cast immediately following a prior time stop, its effect will be reduced by 50%, thus lasting only 5 seconds. If a third time stop is cast, its effect will be reduced and additional 50% and only last 2.5 seconds. A forth time stop in a row will produce no effect. To avoid these harsh diminishing returns, casters should wait at least 30 seconds between casts.)
Button #3.)
Temporal Rift
(
60 yds - channel
) This ability is a preparatory DPS ability for the Amber Drake. During the 10 second channel, all damage will applied Shock Charges to the target. As a additional bonus all damage dealt to a target being channeled by another drake is increase by 100% to a maximum of 100% increased damage, this means that 2 channels will not increase damage done by 200%. The channel may be canceled at any time with movement or a casting of another ability.
(This ability is not available until the 3rd boss,
Mage-Lord Urom
, has been killed.)
-
The Band of Acceleration is comprised of a central ring and 3 floating platforms, all at the same altitude. The goal is to kill the boss and proceed to the next level. The boss that resides on the northern platform is protected by a shield. To deactivate the shield the party must kill 10
Constructs
, who’s power keep the shield in place. There are 3 constructs on each of the other platforms, and 4 constructs on the central ring.
While it is important to select a good and effective combination of Drakes, party members can switch at any point in the instance, and any drake will be effective in clearing trash. Don’t worry about who is flying what until the final boss fight.
-
As the tank, you set the pace of the heroic.
As a paladin tank, you control a lot of the damage that the party receives. The Emerald drake is the “paladin class” of the Oculus. A good Emerald drake can help a party much more than a good DPS or Tanking drake can. Being good on an Emerald drake requires coordination in stacking the primary attack, Leeching Poison. Mount your Emerald drake and fly off to the first floating platform to the east. As you fly you can mark what
Azure Ring Guardians
the party will attack by attacking them with your leeching poison. The poison will turn the Guardians bright green and PUGs love to attack things that stand out. Don’t worry about threat or damage, if you are stacking enough leeching poison on enough targets, nothing will be able to kill you.
Also remember that Emerald Drakes do not need to be facing their target to cast their abilities!
While the air is thick with Guardians, you do not need to clear the entire instance. Only clear the Guardians that are in you path to the 2 floating platforms to the east and west, and to one of the landing zones on the center ring. Make sure that there are no Guardians attacking your party members before you actually dismount your drake. If you party is dismounted and a guardian does attack, you bring them into melee range by taunting and line if sighting it to you. If there is nothing to create a line of sight obstruction, simple run away from it, and it will fly down towards your melee. Once it is attack-able run back and tank it as if it were any other mob.
The Constructs are simple melee with no abilities. The constructs are paired with two types of adds:
Ring-Lord Conjurers
and
Ring-Lord Sorceress’
. On the rings, it will be a balance of 1 Ring-Lord, and 3 constructs, there should be no problems in clearing this trash. The central ring has a different balance of constructs and lords. After some of the OC nerfs, each constructs on the ring will be group with 3 lords. Only, one danger exists from these mobs, and that is their
Flamestrike
. A party that is heavy on melee, or ranged that is not too carful and gets too close to the fighting area, will receive heavy damage if the mobs beggin to cast multiple flamstrikes. If you are pulling more than one group at the same time, it is recommend that you keep up
FRA
and use
HoSac
or Dsac after any blizzards are interrupted. The mobs seem to like to spam their flamestrikes if their blizzard spell is stopped. Once all the trash is cleared the shield that protects Varos Cloudstrider will drop.
-
BOSS #2
Varos Cloudstrider
Before pulling the boss, make sure that there are no Guardians too close to the bosses platform. This will insure that you are not joined by any of them during the fight. Varos does have one ability where he will call a Guardian to aid him. This is just a temporary summon and the drake will leave the battle after he is done casting his breath spell.
The Pull:
Prep (DP / HS / Wings) and Pull (HoR / AS / JoL) running through the boss and facing him away from the group.
The fight:
As soon as the fight starts, Varos activate 4 of the 8 lighting orbs around his platform. 4 tendrils of lighting will link from the boss to these orbs. After 3 seconds, the tendrils will burst will magic energy and anyone caught under them will receive a 4-8K hit of magical damage. Varos, will continue to do this during the fight ever 5 seconds or so. To avoid taking damage, rotate around the boss so that you are not standing under the tendrils. Varos will cast his own version of
amplify magic
. There is nothing positive about this amp magic, it will only increase damage taken, not damage done. cleanse the debuff as soon as he casts it to minimize damage to the people affected. DSac and HoSac can be used on party members that you don’t see moving or trying to avoid damage. Varos last ability is to
Call Azure Ring Captain
. This captain looks exactly like the Guardians. It will join the fight and cast a steady stream of energy at a random player. The attack is easily avoidable, and even if hit cause little burst damage. Don’t worry about DPSing down this Guardian look a like, it has no health and will leave when the battle is over or when his spell casting is done. Loot the boss by right clicking on the body :-)
-
Level 3 Band of Transmutation
– To access the Band of Transmutation simply remount your Drakes and fly up to the next level. Varos was the summoner and controller of the Drake Guardians, now that he has died, all remaining guardians have left the Oculus. This is why clearing the entire instance was not necessary.
The band of transmutation consist of three crescent shaped platforms and a central ring. Mage-Lord Urom is the only add on this level and once bested in combat will allow passage to the final boss, Ley-Guardian Eregos. Urom is waiting on one of the small platforms on the outside of the Band of transmutation. He will not agro from range, only from aggressive actions. Instead of fighting your party, as soon as he is attacked he will summon a group of beasts, elementals or humanoids, to fight you. Since he will not agro from position, it is best to stand directly on him and cast your
Cons
. The consecration will activate him and perfectly hit all mobs that he summons. Some of the mobs summoned are casters, if a mob does not immediately fall into your melee range, use your AS to silence it and force it to melee range.
-
BOSS #3
Mage-Lord Urom
Once you have killed all 3 summoned packs, Urom will now wait for your party on the central ring. He will now act like boss and agro on ability or distance. Do not approach him until you are ready to fight.
The Pull:
Prep (DP / HS / Wings) and Pull (HoR / AS / JoL) running through the boss and facing him away from the group.
The fight:
As soon as the fight starts, Urom will cast
Frostbomb
This spell covers the 15 yard area around the boss with a frozen surface, slowing movement speed and dealing periodic frost damage. Everyone on the group will receive a stacking debuff called
Frost Buffet
. As the fight continues this ability will stack higher and higher, thus making the frozen ground under the boss hurt for more damage. The best strategy is to just fight thru the frost damage at the beginning when it is low and kite the boss later if Frost Buffet stacks to where the healer is having trouble keeping up. Every 30-45 seconds Urom will teleport to the center of the ring away from the group and will beging to cast and
explosion spell
. In order to not take the heavy damage that the explosion deals, you must hide from the boss behind one of 3 pillars on the ring. If you are not kiting the boss it is important to be ready to move to a pillar as soon as you see the boss begin to cast teleport. You will be slowed and unfortunately for you and your party members,
HoF
does not help against this spell. After the boss explodes he will teleport behind the pillar with the rest of the party and the fight continues. Loot the boss by right clicking on the body :-)
-
Level 4 Band of Alignment
– The Band of Alignment is made up of a large central ring and 3 small platforms that surround it. One of these smaller platforms has the final loot chest. The chest will activate once the Eregos falls.
As you remount your Drakes and flight up to the Band of Alignment it is important to kill any tiny Drake Whelps that agro you. They will put the party in combat and sometimes will get bugged if left alive too long after being aggroed. Fly up and land on one of the smaller platforms and wait for your group to land with you.
-
BOSS #4
Ley-Guardian Eregos
This fight will take place entirely on the party’s Drake mounts. There are many different strategies that involve a combination of different mount types. Each, combination can be used to get the different achievements. I will just talk about the tradition drake combination which is the safest to use for PUG groups. If you feel comfortable on the Healing drake, you should stay on it. As said before, a good healing drake helps a party much more than a good tank or DPS drake. If you do not feel comfortable on the healer, or other person in your group insists on using the healing drake because they say they are only good on it, the Ruby tanking drake should be your next choice.
The Party should consist of 3 Amber Drakes to DPS, 1 Ruby Drake to tank and control whelp spawns, and 1 Emerald drake to heal.
The Pull:
Prep: If anyone has any damage to their Drakes before the fight, they can dismount and remount to gain lost health back. If your group is all mounted and waiting for you or the tank to pull, then you can dismount, target one of the Drakes and buff them with kings. If you have a
Runescroll of Fortitude
you can use this as well. Kings will increase the health of the Drakes slightly while Fortitude will effect them significantly. If a player dismounts the effects will be lost, therefore, as you are not on your drake, your drake will not gain these buffs. Remember that the drake’s damage and health now scale with gear item level. Make sure you have your best items on. DO NOT dismount your drake if you are in a bad PUG. Bad pugs will pull the boss by mistake or intentionally. If you are dismounted when the boss is pulled, you can not remount. It is better to be on your drake with no buffs to yourself or to your party, than to be on the ground helpless to do anything.
The fight:
As soon as the fight begins the Emerald drake should use Touch of Nightmare. This will do 3 beneficial things. It will debuff Eregos, it will cause high damage to him which helps to add shock charges to the DPS dragons, and it will cause Eregos to target and attack the Emerald drake. While the Drakes health will drop, the leaching poisons will bring the health back up to full very quickly. The Emerald Dake should always keep leaching poison at the full 3 stacks on Eregos. The Emerald Dake should either be topping off other Drakes in the party, or using Touch of Nightmare if his health is full. Leaching poison will take care of healing the Drake. The Ruby Drake will concentrate on targeting the whelps that Eregos will summon, while the Amber Drakes alternate their shock lances and channeling abilities. If the DPS is good, Eregos health will drop incredibly quickly and process to phase out.
During this first phase out he will become immune to all damage and summon 4-5 magic orbs that will follow members in the party. Proximity to these orb will cause HEAVY magical damage to the Drakes. At the end of the phasing ability the orbs will explode. The closer party members are to the orbs, the more damage they will take. As soon as Eregos phases, fly away from the orbs as fast as you can, and keep flying away until they have exploded.
When Eregos phases back in he will normally cast his
enrage ability
, this will increase his damage done and attack speed. Each drake has a counter to this ability. The most efficient counter is the Amber Drake’s time stop. If no time stop is cast, the Ruby drake should activate both of his defensive CD’s and absorb as much party damage as possible. If possible the Emerald drake should cast Touch of Nightmare to lower the damage output of Eregos. Any stacks of leaching poison will have fallen off Eregos as he phased, so they must be reapplied as quickly as possible.
These phases will repeat until Eregos is dead. If you find your drake low on health make sure that you are flying over the central ring or one of the platforms. When your drake dies in combat you will be dismounted and given a 4 second parachute. After the chute expires you will fall to your death if you are not over solid ground. As a paladin you can use your
DS
and HoR to taunt the boss and prevent party damage for at least 3 seconds. This might just be enough time for the rest of the party to kill the boss. Don’t doubt your abilities. From experience I can tell you that DS will help you kill Eregos on foot if needed. Loot the boss by right clicking on the newly activated chest :-) Don’t forget to loot your
Blue Sack of Gems
for your chance at the
Reins of the Blue Drake
and 2 extra
Emblem of Triumph
-
Dedication: To
Pezz
"Thanks for showing us all how to
post better
!"
Post by
hatman555
Azjol-Nerub: Ahn'kahet: The Old Kingdom
http://www.wowhead.com/?forums&topic=135178#p1669233
Post by
hatman555
Utgarde Keep: Utgarde Pinnacle
http://www.wowhead.com/?forums&topic=135178#p1669235
Post by
hatman555
Gundrak
http://www.wowhead.com/?forums&topic=135178#p1669241
Post by
hatman555
Azjol-Nerub: Azjol-Nerub
http://www.wowhead.com/?forums&topic=135178#p1669245
Post by
hatman555
Drak'Tharon Keep
http://www.wowhead.com/?forums&topic=135178#p1669248
Post by
hatman555
The Violet Hold
http://www.wowhead.com/?forums&topic=135178#p1669254
Post by
hatman555
The Nexus: The Nexus
http://www.wowhead.com/?forums&topic=135178#p1669274
Post by
hatman555
Welcome to the Utgarde Keep: Utgarde Keep.
(Main Page)
Utgarde Keep is one of the first WotLK dungeons. It is a strait forward run with a very strict path to follow. There are 3 bosses in the Keep, and because 2 of them are skip-able, it considered to be on of the fastest heroics to run. Utgarde keep has 3 different levels, that your party will climb, and then end up on the outside of the keep to fight the final boss.
-
Level 1 Norndir Preparation
– Like most heroics, Utgarde Keep, splits it trash in to sub groups of 3 or 4 mobs. If you are a geared tank, you might chain pull, or double pull smaller groups into a larger pile to AOE down. In the first 80 yards of Utgarde keep, there is a potential to pull 10 mobs at the same time.
Before chain pulling or group pulling it is important to know the trash you are dealing with.
Dragonflayer Weaponsmith
compose 50% of the mobs in the first pull, while
Dragonflayer Metalworker
compose the other 50%. With 3 on the left and right and 2 patrolling the hall, You will be dealing with at least 4 weapons smiths. If your DPS is not good then pulling 8 mobs may take longer than 15 seconds to AOE down. At around the 10 second mark, you are going to find yourself dealing with very very nasty abilities.
The weapon smiths will use
Concussion Blow
which will stun you, thus not allowing you to dodge, parry, or block any incoming attacks for the next 5 seconds. When you can't avoid any attacks the only thing you have left is your armor. However the Metalworker's, are applying 5 stacks of
Sunder Armor
. This is a significant reduction in your armor. If you plan on mass pulling these Vrykul adds, use
DProt
on bigger groups. It seems weird to be using such a big tanking cool down on trash, but if you have a pug healer, it may just saved your life.
The next room has more of the same trash mobs but is split into 3 sections by very large forge fires. These fires will stop once the mob who is fueling the bellows is aggro’ed. Once 2 sections are cleared you can move into the Dragonflayer Pens. The large room can be full clear or only cleared on one side. Again, depending on your group and the speed you want to run you can pull faster or slower. The trash in this room is comprised of melee and melee/ranged Vrykul, and Enslaved Proto-Drakes. The proto drakes have a frontal cone
fire breath
and
knock back
. Make sure you tank them facing away from the group, and away from other mobs that could be aggro’ed by having yourself knocked into them.
The last types of trash mobs you will encounter are Dragonflayer Strategist and Dragonflayer Runecaster. The Runecasters are a slight annoyance because they will cast
shields
which will absorb up to 100,000 damage for 8 seconds. The Strategists on the other hand can catch your group members by surprise and cause very spiky damage. With their 2 abilities
Ticking Time Bomb
and
Hurl Dagger
party members with low health may be instantly killed when pulling 2 or more of these adds at a time. Help prevent bomb damage during large pulls with
DSac
.
-
BOSS #1
Prince Keleseth
To skip this boss simple stick to the right side of the room.
The Pull:
Prep (
DP
/
HS
/
Wings
) and Pull (
HoR
/
AS
/
JoL
) running through the boss and facing him away from the group.
The fight:
Prince Keleseth is a caster boss, he will alternate between melee strikes and
Shadow Bolts
. About 15 seconds into the fight Keleseth will summon 4
Vrykul Skeleton
to assist him in the fight. These skeletons will run out from the passageway to the next part of the instance. Due to their travel time, they will most commonly have a threat hold on the healer. The best way to deal with these adds is to intercept them and cast
HW
followed by a
Cons
. The Holy Wrath will help keep them together as the group AOE's them down.
The last annoyance that Keleseth with use is his
Frost Tomb
. The Frost Tombs will last 20 seconds and deal periodic damage to the target. Targets are allowed to be healed while in the tomb, and will leave the tomb after 20 seconds, or when the tomb is broken by damage. With the tomb being able to target anyone in the group, there are 3 situations which can present during the fight. The firs is the most common; A DPS gets tombed. The healer will be able to heal through the damage. You can try and move Kelesth closer to the tomb to encourage AOE damage to break the tomb, but as a caster boss, he will not move sometimes. DPS getting blocked is not a life threatening event. The second event that will happen is that the healer will be tombed. He will not be able to heal himself in the block, but you can. key an eye on the healers health, if the DPS have not shown any indication that they will break him out, then cast
LoH
when he is at 40% or lower health. This will keep him alive during the rest of the ice tomb's duration. The last possibility, is getting tombed yourself. This is another minor annoyance, and since you will be relatively close to the boss, melee and caster DPS will commonly switch and DPS you out. If during this time in the block the skeleton adds have risen again
HoP
your healer as soon as you're out to insure that he is safe. Loot the boss by right clicking on the body :-)
-
Level 2 Dragonflayer Ascent
– Continue to the right of the room, and into the Miner's halls. These halls have 3 types of mobs, 2 of which are undead. Actively tank the Vrykul as your HW spell will not stun these. Cons and HW will help control the other undead adds as they are quickly DPS'ed down. They have never low health. Once through the halls you will proceed to ascend the keep on a set of stairs. A new Vrykul mob is now present in this trash.
Dragonflayer Spiritualist
are support DPS/healers for the trash in this area. While they will initially attack with chain lighting spells, they will cast
heals
on their allies. Pulling these groups with
AS
will help interrupt their first
Lightning Bolt
cast. After 1 flight of stairs and another undead Miner's hall. You will reach the second boss of Utgarde Keep.
-
BOSS #2
Skarvald the Constructor
&
Dalronn the Controller
To skip these bosses simple stick to the left side of the room.
The Pull:
Prep (
DP
/
HS
/
Wings
) and Pull (
HoR
/
AS
/
HotR
) running through the bosses and facing them away from the group.
*note*
I'll just get this out of the way now, since its the biggest concern that people have in this fight.
Which should die first? It
does not
mater.
Dead or alive both targets do the same things, are target-able and taunt-able and will act normally. Why kill them at the same time tho? Because you'll just be wasting damage on the resurrected copies if you don't.
The fight:
Your primary target for this fight should be Skarvald (now referred to as, Mr. Melee). Mr. Melee has a reliable threat table and will change targets to
Charge
them, making him a excellent candidate for
HoR
when he is out of your range. Dalronnd (now referred to as, Mr. Caster) will just stay where he is casting
Shadow Bolts
and tossing you the occasional melee strike. With HotR, and Cons, you should be able to keep threat on him fine. Mr. Melee will have a minor
Enrage
randomly. When he does this, HoP your healer. This will insure that if the healer is targeted for a random charge, nothing will happen and your healers will think you are Pro. Mr. Caster will occasionally
Summon Skeletons
. These skeletons will raise next to him and then attack random people. They are taunt-able, but the best thing to do is cast HW as soon as they are on their feet and running. This will keep them in place for your HotR to whip round and kill them. Loot the boss by right clicking on the body :-) Bonus points if you reply to this guide and tell me which boss has the blue loot item on him!
-
Level 3 Tyr's Terrace
– After ascending a couple more flights of stairs, your party will reach the outside terrace of the keep. There are 2 small trash packs and an Enslaved Proto-Drake with rider that will descend as you round the corner of the terrace. While there are other animated Proto-Drakes in the air, don't worry about them, only 1 will descend and it is not unexpected. After the trash there is a long strait which leads to the final ring with the boss. You can mount up here and ride proudly on your sweet
wolf
, or if your alliance go ride a
sheep
or something....
-
BOSS #3
Ingvar the Plunderer
The Pull:
Prep (
DP
/
HS
/
Wings
) and Pull (
HoR
/
AS
/
JoL
) running through the boss and facing him away from the group.
The fight:
Ingvar has 2 phases. First phase will last while he is alive. Once dead, he will be risen up after some storyline and the group will need to kill him again. Phase one is a preview of what Ingvar will do. His trademark big hit will be the
Smash
. If you are geared, and have 37K HP+ don't worry about his attacks, he won't do that much to you. If you are a fresh tank, and are just learning these fights, its best to avoid this one when possible. To avoid the attack, wait until he starts to cast it, and then run through him and stack 2 yards behind him. Once he finishes the turn him away from the group again. While Smash is weak against people with plate, it can still one shot cloth, and leather DPS if they are not too careful. If you see someone in danger of taking a smash, protect them with either
DSac
or
HoSac
. Once Igvar dies, he will rise up as undead Igvar. During the transition phase, you can hide behind one of the many pillars and keep the boss out of LOS. This will help you avoid his first application of
Dreadful Roar
. Smashes are now
Dark Smashes
, but can still be avoided the same way. Use your CD's during his undead phase, as your healer will need to be healing himself and other party members more as well.
Shadow Axe
is the last ability that you will need to keep in mind. It targets a random party member and causes a whirlwind like effect on that area. If the axe targets you or another melee, pull the boss away from that area to prevent ALOT of damage. Loot the boss by right clicking on the body :-)
-
Dedication: To
Rouen
"Because you can never have too much INT....or
code boxes with random numbers
. Has anyone even checked that guy's math?"
=P
Post by
hatman555
Credits to the Editors
Anyone who has replied to this post and has had their idea worked into the guide in some shape or form will be mentioned as a Theory editor. Those people who take the time to pick apart my horrible spelling, or help me with formatting, gain the higher title of being Contributing editors.
Editor and Chief :
hatman555
Contributing editors :
svirve
pezz
Theory editors :
svirve
pezz
dezziedc
Kciroj
YJMark
More to come
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