Posted 04 October 2006 - 10:59 PM
Posted 04 October 2006 - 11:04 PM
Posted 04 October 2006 - 11:07 PM
Have a hunter pet pull them in to the room directly after anub's door(the door that opens when you kill him). We have found that if your quick you can pull all of them in to the room with out getting re spawns and it makes them really easy to separate them out if you pull them in this room. Make sure you have a hunter assigned to each Naxxramas Acolyte to pull them away from each other the rest is just cake.
Can anyone who's been doing these packs for a while clue me in to a good way to handle them? Our guild got to them for the first time last night. While we were managing to get through them most of the time, we were losing far too many people, and going much too slow to beat the spider pack respawns. We tried tanking everything with warriors/druids, pulling the pack by nuking a single cultist, spreading out and LOSing, etc, etc. It seems like there's far too much damage incoming for us to be doing anything right here.
Strong people make as many mistakes as weak people. Difference is that strong people admit their mistakes, laugh at them, learn from them. That is how they become strong.
Posted 04 October 2006 - 11:08 PM
but yeah, we have a hunter pull and run out of LOS so they all run up while we sort of haphazardly nuke them down.
Posted 04 October 2006 - 11:11 PM
We used to die a bunch, but since adding hunter pets to the above, we will only ever lose 2 people max per pull. At first hunter pets would die a lot, but our healers since adjusted to healing the pets too and now they don't die either.
Edited to note: Make sure the ones casting shadow bolts aren't that close together, or your melee dps will eat arc explosions ontop of the bolt spam.
Posted 04 October 2006 - 11:20 PM
1 Tank/Mage per Acolyte to counter, and each of them can just about duo any Acolyte by the time everyone else kills the Cultists. When I DPS, I use the stairs and ledges to kite and not get knocked back.
Using that first room requires a bit of speed on the pulls, so you can't slack on killing, rezzing and probably at most 1 wipe.
We take the very last group in GWF's room, but that's chaotic as there's no real "cover" to hide behind.
Posted 04 October 2006 - 11:23 PM
Posted 04 October 2006 - 11:29 PM
Posted 04 October 2006 - 11:44 PM
Posted 05 October 2006 - 12:01 AM
Said by a shaman, hint hint! Oh well, you're a pally ... *taunt*
You can interrupt the Shadow Storm and the arcane explosions from the cultists. Key tip right there.
That's horde's way of dealing with them, really trivializes it.
Posted 05 October 2006 - 03:53 AM
We pull them back to the big square room after the door. The Acolytes are pre-Lucky Charmed, picked up by tanks before entering the room, and tanked behind the corners of the door, out of LOS of the raid waiting in big room. The Cultists are allowed to run freely into the room, where we make short work of them. Once they are down, the tanks drag their Acolytes one-by-one into the door, where each is dispatched with easily and alone. Also, the tanks are all stuffed in groups with Priests and healed with PoH (LoS), making it very simple to keep the Acolytes under control.
Essentially never any deaths.
Posted 05 October 2006 - 04:00 AM
Priest + Warlock = Moon
Mages = Square
Hunters + Druid = Triangle.
Those 3 are usually dead or around <25% hp after the initial volley, so the rogues and DPS warrs can finish them off. The others are (hopefully) tanked and DPS'd as per normal. I'm not 100% sure as i usually run far away and cast PoH (dangerous but i haven't had too many issues with getting interrupted (stand far away!) before).
We don't move from the entrance of Faerlina's cave.
Shadow prot your raid.
Posted 05 October 2006 - 06:45 AM
Ramp Entrance CaveWe have all the healers/mages/warlocks at the ramp. 2 tanks at the Entrance who pull and tank 2 Acolytes each. Hunters pull all the Cultists to the Cave (we clear out the 2 itty bitty packs) where all remaining warriors and all the rogues go. Ranged DPSes the Acolytes one at a time (and if there's 5 Acolytes, one goes untanked and is just counterspell-smacked by the mages/shaman) while melee DPSes the Cultists one at a time. The 2 Aco tanks are easy to keep up, and the Ramp group should never take any damage from the Acos as long as they stand far enough back. I mark the next group before we are full mana, then I pull the next set.
Posted 05 October 2006 - 09:23 AM
Posted 05 October 2006 - 09:48 AM
Posted 05 October 2006 - 10:02 AM
Posted 05 October 2006 - 11:12 AM
Posted 05 October 2006 - 12:01 PM
Posted 05 October 2006 - 12:22 PM
Spread out, keep the shadowballers away from the raid and just zerg down the rest. "Controlled anarchy", I like that term, it's very appropriate.
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