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 Post subject: Silithus Royals Strategy Guide
PostPosted: Fri Jan 13, 2006 3:06 pm 
Organized by classes. Please scroll down to see the best wisdom we can come up with so far.

Druids
Baron Kazum (Earth) Serve in a healing rotation. Know the number of the fist/group you are in (check the raid tab). Switches from Odd-Even will be called. Heal the main tank when your rotation is called, and regenerate mana when it is not.
Prince Skalendrax (Fire) Heal, heal, heal. Bandage when necessary. Focus healing on your own party, but assist with healing on rogues and warriors. Stand at near the maximum range of your healing to minimize damage from the flame wave.
High Marshall Whirlaxis (Air) Again, healing. Much as with Skalendrax though focus entirely on your own party. Also, be ready to shift into kitty form for Feline Grace when whe get thrown up in the air.
Lord Skwol (Water) Heal everyone in your party. Plan to battle res the MT or OT when they drop. STAY NEAR YOUR SHAMAN for the beneifts of poison cleansing totem.

Hunters
Baron Kazum (Earth) Hold pets back to off-tank any respawns. Moderate to full-dps when engage is called, feigning after large crits.
Prince Skalendrax (Fire) Hold pets back to off-tank any respawns. Moderate to full-dps when engage is called, feigning after large crits. Stand at maximum range to avoid the flame wave.
High Marshall Whirlaxis (Air) Hold pets back to off-tank any respawns. Moderate to full-dps when engage is called, feigning after large crits. Bandage when/if you are damaged from the throw.
Lord Skwol (Water) Hold pets back to off-tank any respawns. Full-dps when engage is called, feigning IF you draw aggro. STAY NEAR YOUR SHAMAN for the beneifts of poison cleansing totem.

Mages
Baron Kazum (Earth) When engage is called activate moderate DPS. Be aware of your aggro and keep it low.
Prince Skalendrax (Fire) When engage is called activate moderate DPS. Be aware of your aggro and keep it low. Stay at maximum range to minimize your damage from the flame wave, bandage as needed.
High Marshall Whirlaxis (Air) When engage is called activate moderate DPS. Be aware of your aggro and keep it low. When thrown into the air use Blink or Slow Fall to minimize the damage you take.
Lord Skwol (Water) When engage is called activate FULL DPS. When you draw aggro, blink into the tanks. STAY NEAR YOUR SHAMAN for the beneifts of poison cleansing totem.

Priests
Baron Kazum (Earth) Serve in a healing rotation. Know the number of the fist/group you are in (check the raid tab). Switches from Odd-Even will be called. Heal the main tank when your rotation is called, and regenerate mana when it is not.
Prince Skalendrax (Fire) Heal, heal, heal. Bandage when necessary. Focus healing on your own party, but assist with healing on rogues and warriors. Stand at near the maximum range of your healing to minimize damage from the flame wave.
High Marshall Whirlaxis (Air) Be ready to dispell "Engulfing Winds" from the MT and the melee. Assist in healing your whole party while mana permits.
Lord Skwol (Water) Heal everyone in your party, emphasizing tanks and shaman. STAY NEAR YOUR SHAMAN for the beneifts of poison cleansing totem.

Rogues
Baron Kazum (Earth) When engage is called activate moderate DPS. Be aware of your aggro and keep it low.
Prince Skalendrax (Fire) When engage is called activate moderate DPS. Be aware of your aggro and keep it low.
High Marshall Whirlaxis (Air) When engage is called activate moderate DPS. Be aware of your aggro and keep it low. Bandage when/if you are damaged from the throw. If you are caught in "Engulfing Winds" relax and have a pleasant cup of tea.
Lord Skwol (Water) When engage is called activate FULL DPS. When you draw aggro, vanish or evade. STAY NEAR YOUR SHAMAN for the beneifts of poison cleansing totem.

Shamans
Baron Kazum (Earth) Serve in a healing rotation. Know the number of the fist/group you are in (check the raid tab). Switches from Odd-Even will be called. Heal the main tank when your rotation is called, and regenerate mana when it is not.
Prince Skalendrax (Fire) Drop fire resist totem/totems. Heal, heal, heal. Bandage when necessary. Focus healing on your own party, but assist with healing on rogues and warriors. Stand at near the maximum range of your healing to minimize damage from the flame wave.
High Marshall Whirlaxis (Air) If there is no hunter in your party, drop a nature resist totem. Your party healing will be more important in this fight, as priests will be concerned with dispelling. Bandage when/if you are damaged from the throw.
Lord Skwol (Water) This is important. 1) Stay near your party. 2) After each poison spit drop a poison cleansing totem. 3) Heal yourself.

Warriors
Baron Kazum (Earth) MT: Hit in face. OT: Thunderclap, then hit in face. Dance out to bandage.
Prince Skalendrax (Fire) MT: Hit in face. OT: Thunderclap, then hit in face. Dance out to bandage.
High Marshall Whirlaxis (Air) MT: Hit in face. Use intercept when thrown to avoid fall damage. OT: Stand about 20-30 yds away from the MT. When the MT gets caught in "Engulfing Winds", charge/intercept and try to pick up aggro until the MT is dispelled. Bandage as necessary. When thrown into the air take it like a man. If necessary, call out for healing while in mid-air.
Lord Skwol (Water) MT: Hit in face. Die. Get battle res, die again. OT: Alternate deaths with the MT.

Warlocks
Baron Kazum (Earth) When engage is called activate moderate DPS. Be aware of your aggro and keep it low.
Prince Skalendrax (Fire) When engage is called activate moderate DPS. Be aware of your aggro and keep it low. Stay at maximum range to minimize your damage from the flame wave, bandage as needed.
High Marshall Whirlaxis (Air) When engage is called activate moderate DPS. Be aware of your aggro and keep it low. Bandage when/if you are damaged from the throw.
Lord Skwol (Water) When engage is called activate FULL DPS. When you draw aggro, run towards the tanks. STAY NEAR YOUR SHAMAN for the beneifts of poison cleansing totem.


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 Post subject:
PostPosted: Fri Jan 13, 2006 3:15 pm 
What to bring
1. Nature Resist gear
2. Fire Resist gear (more important for melee classes)
3. Healers: +heal/+mp5 gear
Mages, Warlocks: +mp5 gear, light feathers for mages. +dmg/+crit gear for Skwol, if you don't have Nature Resist gear
Warriors: sword & board + one high dmg 2H weapon
4. Space in one of your bags--preferrably at least 10 slots. We have lots of potions and tasty food to hand out.
5. Bandages

About points & loot
Please refer to the other thread in this forum for info about how points work, and thus how loot is given out. Remember, if you show up you have a chance to win goodies, even if it's your first time coming.


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 Post subject:
PostPosted: Fri Jan 13, 2006 6:39 pm 
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Joined: Tue Nov 08, 2005 1:34 pm
Posts: 21
Kazum:
Qozsauce.

Skalendrax:
Fire resist gear.

It's possible to back out of the range of the flame AoE from Skalendrax. If you are standing at your maximum range, it should only be a few steps back.. I don't know if we want to give people warnings 5 sec before the blasts (they are on a timer). On the other hand, the majority of the raid getting hit by it has not been a problem in the past. Didn't we do it without a single death last time?

AFAIK, hunters with full Hawk Eye standing between 40 yards and 41 yards, and possibly mages with their range-increasing talent are the only classes who can be entirely out of the blast radius and still hit Skalendrax (and the mage talent is only for fire spells, I think).

Whirlaxis:
Nature resist gear.

When all of the people close to Whirlaxis are throw in the air, he will go for the highest aggro person who is still on the ground. As soon as the main tank lands or intercepts to him, he'll go right back, but you can easily be one-shotted there even if you are low on the aggro list. Ranged DPS should be standing at maximum range to 1) avoid the throwing in the air, and 2) give him the farthest distance to travel before he can one-shot you. For hunters, waiting until he's almost to you and then feigning is good, because chances are he won't get to the next guy on the aggro list until after the MT is back and has his attention.

Skwol:
Nature resist gear.

Shamans need to have BOTH poison cleansing and nature resist totem down, unless a hunter has aspect of the wild up for their party. Poison cleansing totem only does its thing once every 5 seconds, so everyone will still be taking some damage (a tick or two of the poison) before it's cleansed.. however, I have confirmed that 60 nature resist makes a big difference in the amount of damage you take from each tick.

I would add for hunters, on Skwol, your pet WILL die, even if it has 120 nature resist. Don't waste time healing it or asking your healer to heal it.

I was thinking of a way to make strategy for Skwol easier. Until we are comfortable with people standing in totem range, we could designate one person, say me. Everyone notes where I'm standing before Geth summons. If we get Skwol, everyone runs over to stand on top of me. When Geth has pulled to his favorite spot and has aggro, we call engage, and the melee moves in ALONG WITH their shaman. Everyone else stays put. Once we are comfortable with people staying close to their shaman, we can relax it a bit.. but that would be an easy way to make it simple for people who haven't necessarily read this thread.

Also, Mike/Kozor has done Skwol many times with his main, and he claims that totems are NOT destroyed by the spit. We need to verify this.


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 Post subject:
PostPosted: Fri Jan 13, 2006 7:59 pm 
We lost no one to Skalendrax on our second attempt at him, and only 1-2 against Whirlaxis on our second attempt at him. Never lost anyone to Kazum, although our healers have gotten a little anxious/LOM and we've almost lost the MT when Kazum gets ~5% or less--hasn't happened yet, but I fear it's a matter of time until we get bored of it, the MT drops, and it becomes a very interesting race of DPS vs. a 1-shotting, rampagin Kazum.

The notes on range are good--I didn't remember Hawkeye being 40+ yds and assumed it was 35. But, again, shouldn't be much trouble as long as people bandage themselves after every 2 flame waves or so.

As far as a rally point for Skwol, that sounds like a good idea. We have a general idea of the best places to tank from each stone (though the North camp with the Prophet wandering right through us unnerves me a little). So, yeah, we'll make a point of pointing out the point where we should all stand for the fight on Skwol or Kazum, and let people run/fly about like crazy for Skalen/Whirl.


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