RE: 4hm - Let's get started!
in Tactics Sat Jul 14, 2012 5:35 pmby ysabell •

Exactly. Correct me, but if i recall right, back in those days, a taunt resist meant a 95% whipe, thats why all tanks went for 4/9, at least the 4 top tanks.
Didnt tanks even use some spell hit, to get taunt chance increased?
ysabell = eleana
Sic transit gloria mundi.
BIS druid heal gear pre raid
http://www.wow-one.com/forum/topic/33849...id-healing-gear-–-bis-pre-bwl

RE: 4hm - Let's get started!
in Tactics Sat Jul 14, 2012 10:39 pmby barrney •

Each boss has now 2M, which is imo still too much, since according to wiki they had a bit over 500k each on retail.
Checked today, screenshot below
Screen shot

RE: 4hm - Let's get started!
in Tactics Sun Jul 15, 2012 12:10 amby Kacmopka •

time to farm for tank on 4HM:
http://db.valkyrie-wow.com/?item=19947
it will be help avoid stupid deaths from taunt resist.
Anyway: taunt / morking blow / mass taunt + cd trinket = no problem with changes tanks on horses

RE: 4hm - Let's get started!
in Tactics Sun Jul 15, 2012 9:25 amby Holylady •

Quote
Makes Four Horsemen a joke. 4 piece Dreadnaught takes spell resist chance down to 11%, so with this you have a 1% chance to resist taunt.
The cooldown is only 1.25 minutes, so by the time the tank has to get to the next station, its cooldown is up. The fight is certainly possible to do without it, just makes learning/executing the transitions a whole hell of a lot easier.
WoWHead 1.12.1
"everybody lies " House M.D

RE: 4hm - Let's get started!
in Tactics Mon Jul 16, 2012 5:28 pmby Ebonheart •

You are indeed correct when you say that some tanks did indeed use spell hit to reduce the chance of a taunt failure. While the 4-set bonus of t3 is obv the best choice here, it is hard to gear 8 tanks with that. Back in retail we had our top 4 tanks to tank Mograine and Thane due to the fact that they did the worst damage in case a taunt would fail, while lady and zeliek are not as rough.
I don't think the taunts will do too much problems for us. Most of our tanks seem to have fast reactions and I am sure they will get a mocking blow or C-shout in if taunt fails. The focus should be on the healing and rotation between marks, cause that was for us the normal reason for a wipe. Minding the extreme health amounts they have here on feenix, our healers must play more carefully and conserve their mana while throwing in the big heals right before Rune+MP CD is ready. But I guess we will all see what we need to work on when we get there!

Alright, so this strategy is designed for the working version of the encounter. What I mean by that is basically working threat/taunts and correct damage on marks. I'll skip the boss abilities since we're all informed on that, and just move on to what we do.
Tanks: 4 Main tanks, 4 Off tanks.
Each OT is assigned to a MT, and that's who you'll always be relieving. The MT will always be relieving the opposite OT.
At the start of the fight, all four MTs will have each boss in the corner. You'll keep them for 4 marks. This means that the MT will be tanking the boss for 48 seconds each, and ~60 seconds at the start of the fight, plus the time in-transit for your OT to get there.
Every OT rotation will go up to 3 marks/36 seconds, plus the time in-transit for the other MT to relieve you.
Any time you are not tanking a boss you are at the SAFE ZONE and nowhere else.
Why use this tank rotation? It gives us room for error and a steady healing requirement.
RETARD VERSION: You move in a V shape for the entire encounter. Pretty difficult, right?
Healing: 15-16, any composition
First off, I just want to say that it's going to be necessary for healers to be in another channel to co-ordinate their movements. Either that, or you'll have to use vent bindings. If you decide to use bindings, let me know and I'll show you how.
The healers need to be separated into 6 teams. This means 3 teams of 3 and 3 teams of 2. If we have a 16th healer, he will sit in the safe zone and go to whatever area needs help.
Movement will be the same as our tanking rotation was before, but without the clusterfuck.
The three teams of 3 will be rotating around the FRONT side of the room with Mograine and Thane K't. The three teams of 2 will be rotating in the back with Zeliek and Blaumeux. Since you are going to 3 marks and tanks are going to 4, this means that you'll be moving at different times the tanks, so don't try to follow one.
Using this rotation means that there will usually be 5 healers at the safe zone, so you may go onto the other side's bosses to help heal as long as you are ready to transition to your boss when others start moving.
For the FIRST rotation, we're going to have all the healers at the safe zone start the rotation when the first mark is applied. This is so that nobody has to go higher than 3 marks as a healer.
We need to designate one healer in each of the 3 man teams with a mark for other healers and DPS to follow.
DPS: Derp mode, god it's really easy to not mess up.
The DPS needs to be split into 3 teams for Mograine/Thane K't. Have each team follow one of the marked healers. Remember to move together and stack on the boss.
At 50/20%, when they cast Shield Wall, do NOT break the rotation. Continue as normal, wand for mana or drink a Dreamless Sleep potion if you want. But do not break the rotation. As soon as someone separates from the group, Thane starts killing people.
If Thane and Mograine don't die at the same time, be sure to not go near whichever is dead, as they will still cast all their abilities while rooted in place.
For DPS waiting in the safe zone, don't go near the bosses in the back, you'll just cause problems.
When Thane and Mograine are dead, start rotating on the rear two bosses. Blaumeaux and Zeliek MUST die at the same time, or one will enrage and wipe the raid. Melee DPS doesn't go near Zeliek, ever.
When they are at 10%, all DPS will go to the safe zone and be split into odds and evens, depending on who is still alive. When the DPS is sufficiently separated, we'll go in and do the final burn. After the 4th mark you'll take a Shadow Protection potion. If they are sufficiently nerfed, 10% should be 160,000 HP or so and the burn phase should only last about 30 seconds.
Properly executed should mean a relatively easy Four Horsemen kill. Let's get some chest pieces.


RE: 4hm - Let's get started!
in Tactics Fri Jan 25, 2013 10:20 amby Tammany •

Greetings,
Pathfinding on Warsong will be enabled after the core merge, possibly not immediately with it though. The core merge will bring all of our 1.12 servers on the same code base and makes it possible to keep them synced and update all servers with our fixes. This will bring lots of changes, including possible pathfinding support, hundreds of spell and script fixes, remade AV, possible multi-queue, remade Anti cheat and a lot more.
We expect the merge to happen next month. We are currently looking for guilds from Warsong to help us get all content re-tested, if you are interested to help you can send me a PM.
Kind regards,
Sideways

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