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Strategist: Trial of the Grand Crusader
25/09/2009 à 18:31
So this is the last one of the Trial of the Crusader Strategists. Really. This time.
I am going to use this introductory paragraph to explain why the Grand Crusader is different - in general - and then dive into the specific details of each fight.
First, you start Trial of the Grand Crusader with 50 "unsuccessful attempts". Every time you wipe - or every time a boss resets, you lose 1 attempt. When you lose all 50, all bosses despawn and you can't do anything until the next reset. There are two reward systems, to promote better performance. The items that drop off bosses of higher level than the normal version of the raid - they are essentially the same items, with buffed stats. And then there is the Tribute Chest. As I understand it, the Tribute Chest will always contain 2 Trophies/Regalias (for 10/25 respectively) and a number of items. If you reach it with 25-44 attempts left, you get an extra Trophy/Regalia and an extra item. For 45-49 attempts left, you gain another one. And for a perfect run (50 attempts left), you get one unique mount and a very high level cloak.
Now that you are all familiar with the basic idea behind the Heroic raid mode, let's look into each fight and see how it's different than the its normal counterpart.
: Bosses spawn every ~3 minutes. This means you have 3 minutes to kill Gormok - if you don't, the Jormungars will enter the arena. At the 6:00 mark Icehowl will enter. You have another 9 minutes to kill him, otherwise he will enrage.
Gormok the Impaler
: Impale lasts longer.
Gormok the Impaler
: The Fire Bombs thrown by the Snobold Vassals apply a DoT on everyone who spends more than 1 second inside them. The DoT does 1,000/2,000 (10/25-Player respectively) Fire damage every 2 seconds, stacks, and lasts 20 seconds, refreshed by fire.
: The Slime Pools do more damage, last longer, and expand more.
: You no longer gain Surge of Adrenaline before Trample.
: Frothing Rage is not removable now.
This fight on Heroic is actually more a gear-check than skill-check. Naturally they have more health and more damage - this is not even worth mentioning.
You will need 3 tanks for this. When Gormok is active, tanks will need to switch every 2 stacks of Impale - it is advised that you use damage reduction cooldowns and/or trinkets after the first full rotation. You will deal with Snobolds depending on how much DPS you have, but generally you want to ignore Snobolds on melee or hunters, and have any caster with Snobold on their back run to melee, where both ranged and melee turn and kill it quickly. People at range, keep an eye for those fire bombs and move before they land. Being tagged by one of those is at least 10k/20k damage you don't want to take.
The two Jormungars are more or less the same fight. Have 2 tanks on the mobile jormungar and one on the stationary, spread out and be quick reacting when you get either Toxin or Bile. If you are just starting Grand Crusader, your DPS might not be enough to burn both worms equally - if that's the case, kill Acidmaw first and then heal through Dreadscale's enrage. Maximize the use of Bloodlust/Heroism here.
Icehowl shouldn't be a problem, unless you are having trouble stay off his Trample. Then he'll be hard. But you really don't need to do anything different than what you did in the Normal raid - even without Surge of Adrenaline, you should be able to get away from the place where he is about to crash.
will now spawn adds until killed.
Mistress of Pain
: Will now cast
on random players. The spell does damage and interrupts the next spell cast within 8 seconds, causing school lockout as well.
: Can no longer be CCed or interrupted.
This fight will be a little more complicated. Your DPS will need to switch to the newly spawned Portals/Volcanos as soon as they spawn. If you do well, you will only get 1 Mistress or 3-4 Infernals - no different than the Normal version. Of course, both kinds of adds will need to be killed very quickly, as they are even deadlier now.
For casters, make sure you have a spell from school you don't usually use (sorry, paladins, sucks to be you here), dragged somewhere handy. Hit it as soon as you see Mistress' Kiss on you - this way your least used school will be locked, and you will be able to keep on DPSing/healing.
Run away from Infernals that do their AoE. It will hurt more, and this time you can't stop them.
: The Champions are now immune to taunt.
: The Champions now have a
: Now uses Tranquility.
Nothing is significantly different this time around. The Champions have more health, more damage, and more spells. Since you can't taunt-distract them anymore, you will need to utilize more CC and be more attentive.
: More Concentrated Light and Concentrated Darkness spawn.
: The Twins can now cast Touch of Light/Darkness. This is a debuff placed on a random player that does AoE damage to nearby players of color opposite of the debuff's (i.e. Touch of Light will cause the player to damage players with Dark Essence, and vice versa). The debuff disappears if the player changes essences.
Again, nothing too drastic to worry about. Due to the high number of Concentrated Light/Darkness in the room, you will want to assign a person on each side to be the same color as the boss - preferably a healer, and preferably a druid, as they will be doing a lot of moving. So since everybody has Dark Essence on the right side, your "ball collector" is going to be Light - the other way around on the other side. That person is pretty much going to run around and collect the concentrated essences that would normally harm that side.
The new thing this time is a new spell - Touch of Light/Darkness. Fjola will cast Touch of Light, and Eydis - Touch of Darkness. The player marked with that will damage everyone around them - similarly to XT's Searing Light. Simply change color to the opposite for a moment, and then go back to normal.
: Only 6 Frost Spheres will spawn.
: Twice as many of those will spawn in each set.
: Now will continue spawning in phase 3.
: Will now use
occasionally. The spell can be interrupted.
: Now immune to taunt.
This is probably the only fight that you will need to adjust a lot for. First, you need to determine how many Burrow phases you will give Anub'arak. One is ideal. Two still makes it doable. Three is close to impossible. Of course, all this is dependent on your DPS.
If you go with one burrow phase, go ahead and knock 5 out of the 6 Frost Orbs. Preferably very far away from each other, so you will have time to kite the Pursuing Spikes. If you go with two burrow phases... knock 3 down, but you'll have to be really careful dropping them at two opposite ends of the cavern.
Regardless of the number of burrow phases, you will need to figure out a way to deal with the Burrowers' Shadow Strike. One way is to have a few people able to interrupt focus each one of the Burrowers, and interrupt them when they start casting. Rogues spec'd into Fan of Knives interrupts can still make this easy - but this cheat will be gone in the next patch, so don't rely on it too much. You could also decide to burn the adds directly, instead of waiting on Cleaves to take care of them. This pretty much guarantees that somebody will interrupt, as long as you don't have everybody on the same target. This will cripple your boss DPS though, and you need that...
And here comes phase 2 - perhaps the most critical part of the Heroic fight. Since you have so few Permafrosts to work with, you will need to maximize the time Anub'arak spends pursuing each target. Which essentially means that you want to kite Anub'arak through the entire room from one batch of ice to the next one. And it also means that some ~10 seconds before he burrows, your MT will need to drag him away from any Permafrost, so he doesn't destroy one in the beginning of the phase. It's an almost guaranteed wipe if he does.
Now, here's the basic strategy about phase 2. You 2-3 batches of Permafrost in the northern end of the room, and the southern (or eastern/western, w/e). Tank the boss in one end, but away from ice as he gets close to the next phase. As soon as he submerges, have everyone run to the other end of the room, until he chooses a target. The target continues running to the other end, kiting around the ice if possible. Everybody else goes to where the boss was tanked originally. This way when he destroys the faraway ice and picks a new target, he will have to go through the entire room, which takes time - time you should spend running to where he just destroyed the first Permafrost.
Rinse and repeat. Every time the boss chooses a new target, that target runs to the far end of the room, compared to where Anub'arak is. Everybody else runs in the opposite direction. Divine Shield, Ice Block and Hand of Protection may win you a few seconds, but try not to use them, as they will force the boss to choose a new target without resetting speed. Oh, and kill adds quickly.
Continue OTing the adds in the last phase, killing them with AoE and interrupting them. Try to save one Frost Orb for this phase, so they don't burrow. Oh, and Leeching Swarm drains twice as much health, so beware.
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