Fankriss the Unyielding

Started by Bastet, March 04, 2006, 03:00:09 PM

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Bastet

Fankriss the Unyielding

Welcome to the Fankriss guide, this is one of the more interesting zerg fights in the game because you actually can control the fight. But first a bit about Fankriss’s abilities.

Mortal wounds: reducing the heal effect on the target by 10%, stacks 10 times and that reduces healing by 10% for each debuff. This is a cleave attack so it can hit multiple people in front of him.

During the fight the bugs, Vekniss Hatchlings, similar to those that you killed to get to the boss will spawn and swarm the group. With each spawn one player will be ported and rooted in one of the small acloves around the room. These bugs hit harder than than the Vekniss Drones you fought to get to him.
 
During the fight Level 63 elite worms will spawn from Fankriss approximately every 30 seconds

Not too fancy a list of abilities, as you might gather. But the problem isn’t really him, it’s his kazillion friends that tag along with him.

As far as the tanking goes, it’s not a big deal - the main tank and the off-tank need to play a bit of ping-pong with him in order not to stack the debuff too high, this shouldn't be too hard since he is tauntable.

There are 3 entry points for bugs to massively zerg the raid; place one tank at each exit, their main job is to keep every single bug that comes out of those holes to go straight on them, with a demo shout.  Where we don’t have enough tanks for this we can use a paladin or a druid.  The paladins can easily keep the spawn at them with the help of consecration and the druid can do the same with demo roar.  We will allocate 2 healers to each tank at these entry points, usually a pallie and druid, for obvious reasons.

There are two types of bugs emerging through those entry points, one of which is the Silithid Drones which are the ones that are supposed to be tanked by tanks at those entry points. The second is Spawns of Fankriss (Worms), these should not be tanked by the tanks at the entry points, these should be killed as fast as possible by the dps squad. All the dps should stop attacking Fankriss at that point and concentrate every shred of it on the Worm Spawns, these hit hard really hard and can bring down a cloth wearer in one or two hits; make sure they are immobilized at all times possible via stuns and frostnova or any other things you may think of. We should add they enrage if they aren't killed fast enough, which means they will hit people for 12000 damage each attack which in turn is an instant kill for anyone in the raid.

As long as the Spawns are maintained, the entry points covered the aggro switching between the tanks goes as planned, this should be a walk in the park.

The arrow in the picture shows where you will be coming from
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
-=[dMw]=-Bastet (CSS) / -=[dMw]=-Niwa (BF2) / -=dMw=- Sokhar (BF2142)
-=[dMw]=- MVP Award Holder (June 2006) Winning team -=[dMw]=- Christmas Crunch (2008)

TeaLeaf

Tactics Revision:

***Notes***
All players AVOID going anywhere near aggro of the Vekniss Hive Crawlers who are the first trash mob in the tunnel to the right of the Fankriss room as we enter.  They use extremely high damage instant poison, mind numbing poison, and crippling poisons and pulling them accidentally will wipe the raid.

No player may use fear in the boss fight - it pulls the respawned drones and Soldier and this wipes the raid.

***Tactics***
MT3 & MT4 are allocated to tank Fankriss, switching aggro between each other as debuffs stack (much like Kurinnaxx, the first boss in AQ20).  

After the pull by MT3/4, all others move to a position around and under Fankriss, along both sides but ALWAYS behind Fankriss.  Nobody other than MT3 & MT4 should be in front of Fankriss.

Once aggro gained by MT3 & MT4 the rest of the raid starts normal DPS on Fankriss.

MT1 and MT2 (best prot warriors) are assigned to deal with any worm spawns.  All rogues AND hunters must assist DPSing down the worms as fast as possible as if they enrage they will probably wipe the raid.  Once any worms are down then return to doing DPS to Fankriss.

The adds that spawn during the fight rush towards Fankriss initially and then look for targets.  We need to AOE them down.  When the adds are very close to Fankriss then MT5 & MT6 are responsible for tauting and keeping the adds in position next to Fankriss.  The reason that everyone stands close to Fankriss is so that when the adds spawn the Warlocks and Mages can AOE both Fankriss AND the adds at the same time.  If the adds are too far away from the boss then this tactic does not work.  Once adds are down MT5 & MT6 along with the locks and mages return to doing normal DPS on Fankriss.

Pallies do Blessing of Protection on casters where necessary during the AOE phases as they may occassionally pull some aggro from the adds being AOE'd.  Mages & Locks should also use pots as available to assist surviving the fight and improve the longevity of the raid DPS.

TL.
TL.
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