Trash Mobs

Started by Bastet, March 02, 2006, 05:15:44 PM

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Bastet

Molten Giant:

Attacks:
Has a single target knockback that he likes to use on tanks. This attack seems to lower the agro of the tank also. He will attack for 600-800 on tanks.  He also has a stomp attack which will hit many targets.  We have recorded up to eight people being hit on the same attack.

Strategy:
The strategy is fairly straight forward.  The real danger of these mobs happens when they get in camp and start hitting the casters.  So pull them just outside of camp.  We assign two healers to an offtank and that tank moves his mob further away from camp where he tanks it.  The raid focuses on the other one.  Once dead we switch to the other.  

The main focus of the giants in the zone seems to be to slow players down, and pace the speed at which the zone is cleared. They are the high hp meat-and-potatoes of the initial clear.

Fire Lord

Attacks:
This mob has a variety of attacks.  He attacks the tank with a rather weak attack and will hit most people for 500 fire elemental damage.  However, he can debuff people such that each fire attack is increased by XXX amount.  We have had people debuffed up to 1200 more damage on each attack.  He will also cast a single target dot for 4000 damage.  It does 250 fire damage every 2 seconds and also silences that person.

His last special ability is a raid wiper.  He will periodically summon a Lava Spawn.  This mob does ranged single target damage for about 600.  If this mob is left up for too long he will split into two Lava Spawns.  Then two will split into four and so on.

Strategy:
We have gotten quite comfortable fighting Fire Lords.  The key to these mobs is to simply kill the Lava Spawns as they are summoned.  Our dispellers are also on their toes and make sure to dispell anyone that gets dotted as soon as possible.  We use Blizzard during the fights since it does damage both to the spawns and the Lord at the same time, not to mention it is particularly devastating against the Lava Spawns and does double damage.  

One of the hardest fights in the zone for us is taking on two of these monsters at the same time.  If we get two at once we make sure they are right next to each other and just let loose with all the AEs.  Done right, both lava spawns are killed before they can split.  Done poorly and you are looking at a wipe.

Lava Annihilator

Attacks:

Simply a regular attack that does about 600-800 damage to tanks.  

Strategy:
We make sure that our warriors are constantly taunting this mob.  In this way the mob will usually hit them.  Though it isn't uncommon for it to run over and hit one of our casters every now and then.  Though if he does this he quickly loses interest and attacks someone else.  

Lava Surger

Attacks:
This mob has a basic single target attack that hits for about 600-800 on tanks.  He will also choose a secondary target to periodically 'surge' to. Everyone near him at the time plus the person he charges will get hit with a ~800-1000 damage ability and get knocked back a few yards.  The affect is much like bowling pins.  Unfortunately, this ability makes this one of the more irritating fights, though we sure enjoyed it at first.

Strategy:
We make sure to time these mobs if they are going to be anywhere near us when they respawn.  However, they aren't all that bad of an add since they can be banished by warlocks.  We tried to put everyone right on top of him so that he woudln't surge, but this did not work and he just surged everyone at once.  Since then we spread out some and just take him down.  It is very rare to lose anyone on this mob, but he can be rather mana intensive.

Ancient Core Hound

Attacks:
Attacks come in several flavors.  You never know what type of Ancient Core Hound you will get until you fight him.  They have a frontal bite attack that will attack most people in the front 180 degrees..  It is a good idea to keep these beasts facing away from the raid.   Every Ancient Core Hound also has a long range fire AE that does about 800 damage.

They can also have one of the following AEs:

Short duration stun
200 fire resist debuff
50% spell and melee slow
Short duration confuse
30% less health
50% less int/spirit

Strategy:
Basic strategy is to simply have one tank at the front of the beast and everyone else behind.  About the only AE worth dispelling is the 200FR debuff as that can greatly increase the damage taken from his fire AE.  This mob goes down very fast and we don't bother with them too much anymore since they don't respawn once Magmadar is dead.

When we get an Ancient Core Hound add, we move quickly to reach it before it gets to the camp.  You do not want a Core Hound in camp casting an AE stun or confusion when already engaged with another mob.  Two healers is sufficient to keep a tank up on one of these.

Imps

Attacks:
Hits most tanks for under 200, but have small AE fire attacks that can stack up quite quickly.  

Strategy:
We typically have a warrior pull these and then have all the paladins and warriors fight for agro.  We try to keep these mobs out of camp as long as possible.  Mages usually start with blizzard and if they start to get agro, follow up with frost nova and more AEs.  If these imps gang up on any cloth caster expect them to go down, but our death rates are quite low fighting these and we typically lose 2-3 people each pull.

Core Hound Packs

Attacks:
Hits most tanks for about 300-400.  They also have a special frontal attack.  It puts a dot on the target that does 50 damage every second for 30 seconds.  However, this can stack.  We have had people taking over 400 damage every second from the dot.  Typically the dot only gets up to 150-200 damage a second though.  

Strategy:

We assign warriors a number from one to five.  One hound is then marked.   Warrior one then takes that as his target and each warrior after that takes a target in sequence going clockwise.  This way we can get pretargets very quickly and without much hassle. We then pull and have the warriors all bunch them up.  Then they try to turn so that the dog's head is facing outwards.  This way, as few tanks as possible will likely be hit by the melee dot.  

At this point we call in the AE attacks.  This will help get all the dogs dead at the same time.  Any person that does single target damage is also constantly looking for the dog with the highest HP to target.  This is very important.  If a single hound dies too soon then it will be reignited by the living hounds and in turn will reignite the others when they die.  We have had this happen once and we were able to recover, so the packs are quite weak.

Molten Destroyer

Attacks:
He has a single target attack and attacks quickly.  He also has a stomp which is an AE knockdown and stun.  This makes getting initial agro fairly difficult and causes a lot of damage to rogues and other people in range.  

Strategy:
As you get further into the zone you will come across Molten Giant and Molten Destroyer pairs.  We will pull the Giant close to the raid and put the Destroyer farther away.  It typically takes three healers to keep a tank up for the duration.  However, to be safe, we split up the healers so that the off tank doesn't go down.  Once the Giant dies we use ranged attacks to kill the Destroyer.

Farther in you will get Molten Destroyer pairs.  In this case we specifically split up the healers between the tanks and execute much like a Molten Destroyer and Molten Giant pull.  Kill one, then kill the next.  The fight just tends to be much longer.  Luckily, the agro seems to be less squirrelly than on a Molten Giant.
Aszune (Alliance):
Sokhar lv 80 (H/M) Warrior, Sokhár lv 80 (H/M) Death Knight, Beset lv 70 (NE/F) Druid, Bastet lv 70 (NE/F) Rogue, Mentu lv 70 (Dr/M) Shaman
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