| Guild Info |
| Server | Khadgar |
| Members | 189 |
| Founded | 22/04/2007 |
| |
|
|
| Auchins Eleven - a WoW Alliance Guild on the European server Khadgar |
| Auchins Eleven is a WoW Alliance guild situated on the Khadgar European server. We are a friendly, mature guild who are currently undertaking instance runs and raids a few times a week. If you're interested in joining us, then complete the signup sheet found here. |
| |
|
|
Latest Guild News
|
|
Ruby Sanctum - heads up!
|
|
|
|
|
|
Sindragosa - tactics.
|
Another smooth run sees Dreamwalker 'up' for a second comfortable time (thanks Kron for the correction on 'up' and 'down'!). Just a quick 'heads up' about our next fight, Sindragosa.
Tactics from wowwiki.com:
Phase 1
In regular intervals, she pulls the whole raid on top of herself (Icy Grip) and then starts a 5 sec cast of Blistering Cold, which deals 35k Frost damage to everyone within 25 yards of her (a tank can survive this). In effect, the raid has 5 seconds to get 25 yards away from the boss. It's possible to turn while getting pulled through the air, so players can easily run back to their places. Ranged classes should not stand too far away from her (there's also no need to do so), else they may spend too much time airborne and be unable to get away from her fast enough.
The other special ability during Phase 1 is the Unchained Magic debuff, which she randomly deals to a mana user. While a player is affected by this debuff, every spell cast stacks another debuff (Instability). Instability expires after 5 sec (unless refreshed by casting another spell). Expiration is unavoidable after Unchained Magic fades. Upon expiration, Instability deals 2k damage per stack.
Casters affected by Unchained Magic should be careful not to gain a too high stack of Instability - about 5 stacks is safe, more need special care from healers. Usage of immunity abilities may allow survival of a high stack.
Phase 2
At 85% and every 1:50 minutes thereafter, Sindragosa takes off, freezes 2/5 (10/25 player) raid members with Ice Tomb and drops four Frost Bombs (one after the other, on random spots). Players who are in line of sight of one of the bomb explosions take ~24k damage, therefore the raid should hide behind the Ice Tombs. After the fourth Bomb she lands and continues with another Phase 1.
Sindragosa puts a Frost Beacon on the Ice Tomb targets about 5 seconds before they get entombed. Since Ice Tomb not only affects its target, but also everyone else in a 10 yard radius, it's important for the targets to move away from all non-targets. After 20 seconds, she's dropped all her bombs, lands and resumes Phase 1. At this point, the entombed players start to take damage from asphyxiation. Players are freed from the Ice Tombs by destroying them (~450k HP). They should be damaged to about 10% during she drops the bombs, and quickly destroyed after the fourth bomb has exploded.
One tactic for this phase is to initially group up the raid on her hind legs. The players with Frost Beacon run to where her front legs were. After they are entombed, the rest of the raid hides behind the Ice Tombs, and starts to damage them. When she Frost Beacons the next set of players, they again run to the other side (where her hind legs were), after the Tombs have materialized the raid follows.
Phase 3
At 35% health, Phase 3 starts. Phases 1 and 2 don't take place anymore. She retains all her Phase 1 abilities, and also continues to cast Frost Beacons and Ice Tombs, but no Frost Bombs. Instead the Ice Tombs must be used to control her new ability, Mystic Buffet. One stack of this debuff is gained by all players in her line of sight every 6 seconds. Each stack increases magical damage taken by 10%/15% (10/25 player).
Control of Mystic buffet is crucial, Phase 3 is not a DPS race. Mystic Buffet expires after 8 seconds, she refeshes it after 6 (that is with 2 seconds left on the debuff). In effect it's enough to hide behind the Ice Block for just the crucial few seconds when she refeshes the debuff.
The above Ice Block routine (from Phase 2) can contine in this phase - Frost Beaconed players run to the other side, raid follows, hides and destroys the Ice Blocks after they have materialized. With two tanks, it's a good idea to switch tanks at this moment too.
Vir.
|
|
|
|
Valithria - DOWN!
|
It was an epic fight and quite easy in the end. Our 2nd attempt at her on the night and Leymar's epic heals won through in the end.
Good job by all who came. Lets go take down those blood princes next.
The tactics for this fight are still listed below.
Vir.
|
|
|
|
Valithria tactics - for information
|
More information about our next boss fights:
Valithria starts at 50% health and the objective is for players to heal her to full. This is accomplished through the raid healers healing the boss, in addition to the remainder of the raid. While this is being done, waves of adds will spawn and rush your position, to try and stop you from healing Valithria. These waves spawn progressively faster as the fight goes on, so it's important to have a good mix of DPS to keep the adds down, as well as healers to heal Valithria. Tanks are also useful to protect the healers and divert the adds.
A basic strategy is to split the raid into 3 groups. 2 of these should comprise of a healthy DPS component, and will be concerned with shielding the final group, by keeping the waves at bay. The final group will be concerned with healing Valithria at all times.
Within each shielding group, one person should be assigned to kite Blistering Zombies well away from the main groups, in order to mitigate the effects of Acid Burst. This should ideally be assigned to members who are skilled in ranged kiting, not only to aid in kiting, but also to minimize additional healing required, after being hit by the Corrosion debuff.
Healers should also be aware of the Emerald Vigor buff, and aim to have as many of these active as possible, not only to reduce the amount of casts required, but also for mana management. If your healers are able to manage this helpful debuff, then mana should not be an issue at all. DPS players should also be on the look out for this, as the increase in damage dealt will provide a small amount of breathing space as the waves spawn faster.
The key to this encounter is for your shielding groups to be able to produce the DPS required to eliminate each wave before the next spawns, and also to minimise the healing that is directed away from Valithria. Healers should be suitably geared in order to not only produce the massive healing requirement on the boss, but also to be able to heal through any unavoidable damage.
In 10 man, mobs spawn from the two ares sealed off by gates in the front of the room as the players come in.
Mob Priorities:
Several members (no more then 2 on 10 man) should be tasked with attacking nothing but the Supressors (Cat druids are quite effective).
Blazing Skeletons are a priority for all members and should be brought down quickly, lest they waste the raid with Lay Waste. The exception here are the DPS handling the Supressors; they should stay on the supressors at all times.
Zombies should be kited by ranged DPS.
Archmages should be tanked and taken out by Melee DPS.
Abominations should be tanked and taken out by the Ranged DPS
Information from wowwiki.com
Vir.
|
|
|
|
Rotface - DOWNED! - Blood Princes tactics
|
Rotface - DOWN!
Blood Princes next:
Information taken from www.crusaderscoliseum.com
The Blood Prince Council is a three-boss fight, where the 3 princes share a single health bar, similarly to the Twin Val'kyr and the Twin Emperors. A Darkfallen Orb will randomly empower a prince every so often, the prince will become empowered (one of his spells will become much stronger), and he will be the only one the raid can DPS - the other two will have 1 health, but will not die.
You will need at least two tanks, and one ranged DPS to play the third tank. The ranged tank will need to take care of Keleseth, while the two normal ones - of Valanir and Teldaram. There will be no tank switching, so you can position the three princes where you want them in the beginning of the fight.
All three princes utilize different abilities, so the raid must adjust each time the Darkfallen Orb switches targets. Keleseth, tanked by the caster tank, will attack with Shadow Lance - a Shadow Bolt-like spell. He will also spawn Dark Nuclei around himself. The Nuclei follow normal threat rules, so it's important that your ranged tank grabs aggro on all of them, and keeps them nearby. They will cause the tank to suffer some damage every second, but will also reduce all shadow damage taken by 35%, possibly stacking. The second effect will significantly reduce the damage the caster takes from the Shadow Lances and Empowered Shadow Lances, while Keleseth is under the effect of Invocation of Blood. The Dark Nuclei will die on their own after some time, so it's also important that the caster tank doesn't damage them too much.
Prince Taldaram will require a normal tank. You can think of him as the fire-based prince of the encounter. He will use Glittering Sparks to everyone in a frontal cone, applying a DoT to everyone hit by the spell. The spell will probably target a random player, so spread out. The other spell he will use is Conjure Flame. Taldaram will summon a flame sphere, that will fly to a random raid member. The longer the sphere flies, the less damage it will do on impact, so kite as much as you can. Note that any players near its path will also suffer some fire damage, so be careful where you can. When Empowered, this spell will only lower its damage when it hits other players, so you will need to kite in such a manner that other raiders can "tap" the sphere for a second or two, take some damage, and get away.
The last of the blood princes, Valanar, seems to be using mostly physical damage. His main attack is the Kinetic Bomb he summons in the air. DPS needs to keep attacking the bomb until it dies, so it stays in the air, because every time it falls to the ground, it explodes for ~10k damage before bouncing back up. His other spell, Shock Vortex, spawns a vortex near a random player. Everybody needs to move away from it or suffer damage and knockback. When Empowered, Shock Vortexes will spawn near all players, so everybody will need to move to a safe area, 13 yards away from where a vortex has spawned.
Again, will take some getting used to. A few thing to note:
Valanar: DPS needs to keep attacking the bomb until it dies, so it stays in the air
Taldaram: The longer the sphere flies, the less damage it will do on impact, so kite as much as you can. When Empowered, this spell will only lower its damage when it hits other players, so you will need to kite in such a manner that other raiders can "tap" the sphere for a second or two, take some damage, and get away.
Keleseth: The Nuclei follow normal threat rules, so it's important that your ranged tank grabs aggro on all of them, and keeps them nearby. The Dark Nuclei will die on their own after some time, so it's also important that the caster tank doesn't damage them too much.
If we all know what we're doing then we will be fine.
Vir.
|
|
|
|
|
|
|
|
0 comments