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Raids 101 = Trial of the Crusader

#1 by phalanx13 » Tue Jun 28, 2011 10:34 am

<Trial of the Crusader>

This is a general and very effective guide to raiding Trial of the Crusader (ToC) with any group, be it pug or guild raid. I'll frequently update it as updates are done to Redemption. The purpose of this guide is -

1) Enlighten PUG raiders - Those that don't generally have guild raids
2) Enlighten new raid leaders and raiders in general
3) Give insight into how other people effectively kill bosses

Because this server isn't completely retail scripted, we can't completely base all our encounters off retail descriptions so this guide gives tips, tricks, and general info for all raiders, new and old that want to conquer content.



Code: Select all
Northrend Beasts - 001
Lord Jaraxxus - 002
Faction Champions - 003
Twin Val'kyr - 004
Anub'arak - 005



001 Northrend Beasts

General Info:
-The fight has three phases:
Gormok the Impaler = The first boss is a general tank and spank.
Acidmaw and Dreadscale = The second is a fight between two hulking serpents.
Icehowl = The third is a tank and spank with some movement and awareness involved.

Ideal Setup:
10man/hc = 2 tanks; 3 healers; rest dps.
25man/hc = 2 tanks; 5-6 healers; rest dps.

Skills:
-Jormungar Duo (spray/poison) - both jormungars spray the direction they face with damaging attacks; Acidmaw also leaves a trail of poison on the ground behind him

-Icehowl (arctic breath/massive crash) - a frost frontal cone attack; and a raid-wide stun followed by a massive aoe-killing charge

Strategy:

(1) The MT (and the additional OT for the jormungar duo fight) should always face the bosses AWAY from the raid (to avoid sprays/breaths).

(2) Gormok the Impaler is a generic tank and spank; some adds spawn and are easily killed.

(3) The MT/OT each pick up a jormungar upon spawning. Dreadscale is normally killed first. This enrages its twin, Acidmaw. Note that Acidmaw leaves a poison trail so melee dps must attack from its side.
The Acidmaw tank may get paralized from time to time and may require intensive healing; paladins may bubble.

(4) When Icehowl stuns the group (pushes them to the walls), he will "emit a howl on <Name>" - this is the player he will charge.
This player (and everyone else in the direction Icehowl is facing), should MOVE SIDEWAYS, to avoid massive damage.
- If Icehowl hits his target (or other people who did not move), he soft-enrages and requires a tranquilizing shot to remove it.
- If all players manage to avoid his massive crash, Icehowl is stunned for a short time.


002 Lord Jaraxxus

General Info
- This is a challenging fight with emphasis on movement, debuff interruption and heal-through, and adds control

- Ideal Setup:
10m/hc = 1 MT; 1 OT for adds (or a good-geared plate dps may fill this role); 2-3 healers; rest dps
25m/hc = 1 MT; 1-2 OT for adds; 5-7 healers; rest dps

Skills
Fel Fireball - a high damage spell cast on the MT, must be interrupted
Fel Lightning - a fire damage spell similar to chain lightning
Nether Power - a buff on the boss; may be spell stolen or dispelled

Nether Portal - spawns shivari (female demons); must be immediately killed by all
Volcano - spawns infernals which do aoe damage; must be killed by RDPS

Legion Fire - the player who takes this must run away from other people; he will "drop" flames where he moves so it must be in areas far from others; similar to Blood Queen's Swarming Shadows

Incinerate Flesh - the player who takes this must receive a large amount of overhealing, or else the group takes a massive damage over time
--- Overheal amounts:
10m = 30,000
10hc = 40,000
25n = 60,000
25hc = 85,000

Strategy
(1) Dispel/interrupt Fireball; Dispel/Spellsteal Nether Power.

(2) Players which take Legion Flame need to run away from others and around the walls. Those near them (especially if in melee area) need to be aware to move away if flames drop near their location.

(3) The player taking Incinerate Flesh should be focus healed until the "Incinerate Flesh" bar is filled.

(4) DPS should focus on portals when they spawn; rdps-only on volcanoes. The OT or a good-geared plate dps should take the adds away from healers/squishy classes.

(5) An alternate strategy, if you have a good group, is to completely ignore the adds (which works except for 25 heroic).
Simply focus fire on the boss. The adds that spawn are gripped to/taunted by the tank. Infernals are snared/kited away to prevent aoe in the melee area.



003 FACTION CHAMPIONS

General Info
- A fight which will test your limit with regards to individual alertness, group coordination, and, obviously, your pvp skills.
- You need to balance a mix between pve gear (more damage burst) and pvp gear (since you will take a lot of hits).
- In 10m you will face six champions; in 25m you face ten champions.
- It's important to mark your targets and establish a kill order (healers first).

- Ideal Setup:
10m/hc = 1-2 tanks; 3 healers; rest dps
25m/hc = 1-3 tanks; 6-7 healers; rest dps

Skills
-Warrior - Needs to be tanked; one-hit kill normal attack on cloth; critical-hp on leather; Bladestorm will kill any non-tank near him
-Death Knight - Needs to be tanked; will kill any non-tank it grips to him
-Rogue - Needs to be Crowd Controlled; will Shadowstep and Ambush, instantly killing his target
-Warlock - Needs to be Silence/Interrupted; Hellfire will do a large amount of aoe damage
-Shaman - Needs to be dispelled; Bloodlust/Heroism will be popped at start, either mass dispel is used to remove it, or a Frost DK slows everyone with Hungering Cold
- Druid - Needs to be killed, asap, as it is the most effective healer
- All other classes are negligible at best

Strategy
(1) Mark targets for the kill order + which ones to avoid.
Prioritize the most dangerous class first which, in most cases, is the Rogue.
Second would be the warrior (use Bloodlust/Heroism to burst him down immediately); and make sure to run away when he is using bladestorm.

(2) It is best for the raid to spread out to see if the warrior or DK are going for someone that is not tanking them. Healers and cloth dps should remain at max range.

(3) Use your interrupts, kites, stuns, fears, etc. as you normally would in a PVP setting. Champions may be incapacitated (cyclone, hex, poly) but subject to diminishing returns (don't spam it or eventually it stops working).


004
TWIN VAL'KYR


General Info
- A fight between two Val'kyr bosses - one Light-colored (Lightbane); one Dark-colored (Darkbane); they share the same health pool
- Light and Dark portals appear in the room
- The group needs to click on a specific color portal, and then dps the boss of its opposite color (ie. click Light Portal, dps Dark Boss).

-Ideal Setup:
10m/10hc = 2 tanks; 3 healers; rest dps; one soaker
25m/25hc = 2 tanks; 5-6 healers; rest dps; one soaker

Spells
Twin Vortex - Light or Dark; will damage players of the opposite color (ie. Light Vortex will heavily damage Dark Portal players)

Twin's Pact - cast by a twin which shields herself; shield must be removed by dpsing the twin that is casting; once removed, the cast must be interrupted
- if not removed, the twins heal for 20% max hp (or 50% in heroic, which you should never let happen)

Colored Essences - orbs of either Light or Dark color floating around the room
- your stats increase if an orb of the same color touches you
- you take damage if an orb of the opposite color touches you


Strategy
- Focus Fire: This strategy is several times easier than a normal strategy, owing to how the group behaves and it requires minimal coordination/movement

(1) One tank + one soaker = will click on the Dark Portal. This tank will hold aggro on the Light Twin.
- The soaker will run around the room getting all floating dark orbs to prevent them from damaging others.

(2) The other tank + EVERYONE else = will click on the Light Portal. They will then proceed to burst down the Dark Twin.
- The dps may also run around to get floating Light Orbs.

(3) When Twin Vortex is cast, note the color first.
Light Vortex = since majority in the group touched the Light Portal; they will not take much damage
Dark Vortex = the rest of the group clicks on the Dark Portal once to prevent taking a lot of damage; alternatively, the healers may just heal through it
- after the cast, the rest of the group re-clicks on the Light Portal

(4) When Twin's Pact is cast, note the color of the twin casting it.
Lightbane Pact = all dps will switch to Lightbane to break her shield and interrupt heal
Darkbane Pact = all dps stays on Darkbane to break her shield and interrupt heal


005 Anubarak
- The final boss of the raid.
- Requires good management of adds, location and movement awareness, and a massive burst + SMART healing near the end.

Ideal Setup:
10m/hc = 1 MT; 1 OT (or a good-geared plate dps); 2-3 healers; rest dps
25m/hc = 1 MT; 1 OT; 5-7 healers; rest dps

Spells
-Frost Orbs/Permafrost - rdps will shoot down the orbs to form permafrost (a patch of snow on the ground)
-Nerubian Adds - these must be killed immediately by the dps upon spawning; stunlock prevents them from burrowing
-Impale/"Pursued by Anubarak" - spikes will home in on a specific player until he dies or stands on permafrost
- Leeching Swarm - a raid-wide DoT which heals the boss based on player HP

Strategy
(1) Rdps shoots down orbs, permafrost will form. Raid takes note where they are.

(2) Kill adds immediately upon spawning.

(3) The boss buries itself underground, and then casts spikes.
You will see "Anub'arak pursues <name>" - this player needs to run to a permafrost and stand on its center/behind it to avoid Impale (an aoe damage).

Dead:
[Path of Spikes] ------------------> [Targetted Player] [Snow]

Safe:
[Path of Spikes] ------------------> [Snow] [Targetted Player]

(4) Upon reaching 35%, the boss casts Leeching Swarm.
Use all cooldowns and burst him down fast.
SMART healing is required here; only the tank needs to be constantly topped off.
The spell heals the boss based on how much HP the raid has.

Fail:
- Spam healing everyone to full = means the boss heals himself even more.

Success:
- Keeping everyone at 40-50% (and healing only when critical) = means the boss heals himself less.




Thank you for reading this guide for Trial of the Crusader.
We hope this helps you out.
If there are further questions or clarifications, please post them here so I can answer/edit.
You may also contact Marphalanx, Atharas, Jijiberbecali, Lianas or any veteran Nexus raiders/officers for more info regarding this and other raids.
REDEMPTION

ll The Nexus ll <HORDE>

-- For Interested Applicants -- Please go to:
http://the-nexus.enjin.com

-- For more info about the guild-- Please go to:
http://wiki.eternal-wow.com/index.php/The_Nexus


~~,
phalanx13

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Re: Raids 101 = Trial of the Crusader

#2 by tyslaj » Tue Jun 28, 2011 11:49 am

In the Northrend Beast fight, Gormok the Impaler will use Impale on his target (hopefully a tank). This is a stacking dot which deals 2k damage per sec or 2-3 sec. Ot needs to taunt boss after 3-5 stacks depending on how geared the tank is. Otherwise will probably kill tank during that fight or worm fight.

On the Anub'arak encounter on heroic modes

quote from wowwiki.com

"- Two Nerubian Burrowers are summoned at a time instead of one.
- Permafrost orbs will not respawn. Limited to 6 orbs for the duration of the encounter.
- Nerubian Burrowers gain Shadow Strike.
- Anub'arak will continue summoning Nerubian Burrowers in phase three"

As for 25 hc, Four Nerubian Burrowers will be summoned at a time. So a 2nd OT might be needed

Tip, place permafrost carefully as it wont be respawning during the encounter.

Also the Burrowers gain an ability on Heroic

"Shadow Strike (hard mode only) - 8 second cast, attempts to step through the shadows and strike target for 40,000 shadow damage. Interruptable."
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Re: Raids 101 = Trial of the Crusader

#3 by phalanx13 » Wed Jun 29, 2011 2:37 am

This is one of my more "compressed" guides so I was bound to miss a few details.
(especially enemy attacks which I barely noticed while tanking hehe)

- Thanks for the reminder though.

Will edit a lot more later on..
REDEMPTION

ll The Nexus ll <HORDE>

-- For Interested Applicants -- Please go to:
http://the-nexus.enjin.com

-- For more info about the guild-- Please go to:
http://wiki.eternal-wow.com/index.php/The_Nexus


~~,
phalanx13

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Re: Raids 101 = Trial of the Crusader

#4 by amusedwicc » Thu Jun 30, 2011 8:59 am

I admit I didn't read your guide. I checked out of curiosity what your strategy for faction champions was. (After hearing about repeated wipes in a ToC25 you did with some members of my guild.)

- It's important to mark your targets and establish a kill order (healers first).


And I can see your problem, this is mistaken.

On faction champions, on our server at least, the healers don't do anything. The druid will stand there and occasionally cast a nourish, more than likely on a target with full HP. Anything he or any other healers do can easily be out-damaged by your DPS. And if he actually did work it would be possible to put people in charge of silencing, and CCing the healers while you burned down the stuff that's going to kill your raid.

The enemy hunter also does nothing besides lay traps and can be saved on par with the healers. Last.

The kill order my guild, and anyone rarely even dies on our runs, uses:

Warrior. (Even if he has a shield he'll go into a whirlwind and fuck you up.)
Death Knight.
Paladin.
Rogue. (This might, and the above all have a chance of one shotting people in your raid. Take out the threats first!)
Shadow-priest.
Mage.
Warlock.
Boomkin. (These casters are about even, just kill whichever is the most annoying to you.)
Shaman. (Have a priest with Mass Dispel ready once he pops Heroism.)
Hunter.
Healers. (Priest, Druid... etc)


The only other thing I'd say to know, is have your healers and priests keep their dispels going strong to break raid members out of fears/polymorth/roots... etc.
Redemption
I've retired from Redemption. Farewell, friends!
It was fun. <3


Genesis
I'm only telling you that I have a gnome warlock named Sensual.
Process that for awhile.
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