Throne of the Four Winds: Conclave of Wind - Defeated Jan 25th 2011

Started by Whitey, February 17, 2011, 12:46:09 PM

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Whitey

wowwiki:Conclave_of_Wind
[video=youtube;reidCXz7Cmc]http://www.youtube.com/watch?v=reidCXz7Cmc&feature=player_embedded[/video]
QuoteOriginally Posted by Aliena

                                         Hello and welcome to the TankSpot Throne of the  four Winds Raid Guide! My name is Aliena and in this video I'll show  you all you have to know about The Conclave of Wind, the first encounter  in this new raid instance. We completed this fight with 2 tanks, 3  healers and 5 DPS, but similar raid configurations may work just as  well.

The Conclave is a council type encounter where you fight three Djinn at  the same time, but this fight comes with a twist: All three enemies are  on different platforms, and while you can move between platforms by  jumping into the wind streams, you have to split up your raid  intelligently to make it work. On top of that, each conclave member has  to die within a minute of the first one's death, or the first djinn will  regain all his health.

The three Djinn are Anshal, Nezir and Rohash. Rohash does basic wind  attacks and can easily be tanked by a healer or ranged raid member.  Ideally you want to leave one healer and two ranged raid members with  him for most of the fight. Anshal is a nature-based enemies that spawns  adds and will require a tank and a healer along with your leftover DPS.  Nezir is ice-based and will also require a tank and a healer.

This fight would be simple if it wasn't for the fact that all the Djinn  have an energy bar, and when their energy bar is full (in other words,  when it reaches 90), they will execute their ultimate abilities. All  djinn will reach full energy at the same time, and you can never leave a  platform completely abandoned or it will result in a raid wipe. Let's  go over the djinn's abilities.

Rohash is fairly straightforward. He has a wind slash with which he'll  attack from a range, occasionally a few cyclones will circle around his  platform - obviously you don't want to get caught in these or you'll  take damage and get knocked back - and on a timer he uses Wind Blast, an  ability that makes him slowly spin around his platform, and anyone in  front of his face will get knocked back 200 yards. Yes, 200. You have  been warned. This works similarly to The Lurker Below's Spout, if you  were an active raider in the Burning Crusade you may remember it.

His ultimate ability is Hurricane, which creates a huge vortex of wind  and anyone on the platform will get lifted up and take continuous damage  for 15 seconds, after which you get dropped to the floor and take more  fall damage. It's pretty much the same as Malygos' Vortex ability. This  is easily healed through.

Anshal's first ability that you'll see is called Soothing Winds and  looks like a green circle he puts on the ground. It heals all of  Anshal's allies and silences enemies, so pull him and his adds out of it  and stay away from it yourself. His second ability, Nurture, will  summon multiple Ravenous Creeper adds that will use Toxic Spores, an AoE  aura that deals stacking damage to anyone within 8 yards. These kinda  hurt especially since your melee are likely at this platform, so they  should be taken out quickly.

His ultimate ability is Zephyr, which heals all of his allies currently  on the platform by 25000 per second and gives them 15% increased damage  for 15 seconds. Make sure that no adds are up by the time Anshal casts  Zephyr and this should not pose a problem.

Lastly, Nezir. Nezir is where it gets complicated. Nezir has both a  channeled cone spell that deals frost damage called Permafrost and an  ice puddle he puts on the ground that deals frost damage and slows  anyone in it. His main ability is Wind Chill, which deals frost damage  to everyone on the platform and more importantly increases their Frost  damage taken by 10% per stack. Combined with his other abilities this  means that anyone remaining on the platform for too long will get killed  outright.

His ultimate ability is called Sleet Storm. Sleetstorm deals about 30000  damage per second to anyone on the platform for 15 seconds. However,  Sleetstorm's damage is divided by everyone on the platform. So, as you  can see, you want to have as many people as possible on Nezir's platform  when his energy bar is about to turn full.

However, you also need to switch Nezir's tank and healer team with  Anshal's tank and healer team periodically to avoid getting too many  stacks of the debuff and at the same time you want to avoid switching  too much.

What worked well for us was to switch the teams right before the Djinn  cast their first ultimate (the DPS from both other platforms also need  to be at Nezir's platform before every ultimate he casts, while a single  healer remains at Rohash and the original Nezir tank and healer team  fills in at Anshal). After the ultimate finishes, the DPS return to  their original platforms. The original Anshal tank and healer team  however remains at Nezir's platform until right before his second  ultimate takes place, which is when they change places with the tank and  healer team that filled in at Anshal again.

This cycle repeats until the Djinn are low, which could be as soon as  after the second ultimate. Rohash and Anshal will likely be a lot lower  in health than Nezir, but that's okay. When you're at the point that you  can finish off both Rohash and Anshal around roughly the same time, do  so. Afterwards everyone should move over to Nezir's platform and finish  him off. You have about a minute to do this, so the timer is lenient.

It is worth noting that you cannot switch platforms in the 15 seconds  that the Djinn cast their ultimates, so any switching of platforms has  to occur at about 80 energy to account for travel time.

I've attached the full encounter so you can see how we dealt with the various mechanics in detail. Good luck and have fun!


Jewelz^


Legolei

It's not in the text below the movie, but their is one big difference in the Tankspot tactic for Anshal and the way RGW does Anshal: The Anshal DPS consist of melee only, the ranged are on Rohash.

On all tries I was on Anshal. And (nearly) every time, I had to run because the adds moved in on me. And they move faster than player movement is. So outrunning them was almost impossible. Running into the tank did not help, I only got more damage, never lost the adds pursuing me.

Misdirecting them is not easy, they spawn quite far from each other so I can hit only 2, max 3 within my 4 sec misdirect window. But even then, some else needs to have aggro, or they will come for me again, at great speed.

What also quite often happens, is that Anshal is at (almost) full health again after the DPS comes back from Nezir. No idea why, maybe someone else knows.

We seem to be doing the right tactics, but it seems I can be of better use on Rohash. All other types of ranged dps can cast at melee range, I can't.


Arcticfire

I think we have 3 problems on this boss:
 
1: Add control.
Tank(s) really need to grab those adds to reduce the damage done on DPS, this saves mana for the healer aswell. Maybe a tank from RGT can give some advice(even tho we have warriors and druids :P)
 
2: Air platform
Its probably the easiest duty from the fight, staying alive and DPS, all it needs is a bit of moving and communication to get this one down, to many people get knocked off the platform and causes a whipe and not just yesterday but every night(even though its been a while) people get knocked off. The key thing is to not stand infront of him when he does his ability and to communicate with the healer if its safe to come back(thx Sheep :P).
 
3: Communication
Now this is not just a problem for this boss but it isnt that much needed on others fights, but it is kinda a test for the last bosses. We have people talking, talking alot(yes you Vladic ;) ) and we have people that dont talk or barely talk and these really need to step up and do something about it, Ill be honoust about it and say that I am more willing to take a TS active player then someone that doesnt talk.
On this fight its important to keep an eye out on the percentages, get Rohash and Anshall down as close as possible and then nuke Nezir, but this can only happen if we tell each other how far they are. From the Rohash platform you cant see Anshall and the other way around.

Sithvid

I think we were really close last night, after some great killss on other bosses, perhaps if we start there Wednesday we will get them down.
Only 2 things are unavoidable
Death and Taxes.

Dead Men Raiding :boxing:
Hunter MOP Main
http://eu.battle.net/wow/en/character/aszune/Sithunter/simple
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Twyst

Quote from: Arcticfire;3255351: Add control.
Tank(s) really need to grab those adds to reduce the damage done on DPS, this saves mana for the healer aswell. Maybe a tank from RGT can give some advice(even tho we have warriors and druids :P)

For the DK, it's just placing a DnD where the majority of adds will spawn. When they are active, I spread diseases from Anshal (ensure they won't run out before adds are up) then BB for some quick aoe aggro. Any then not under my control I DG and then taunt.
Quote3: Communication
Now this is not just a problem for this boss but it isnt that much needed on others fights, but it is kinda a test for the last bosses. We have people talking, talking alot(yes you Vladic ;) ) and we have people that dont talk or barely talk and these really need to step up and do something about it, Ill be honoust about it and say that I am more willing to take a TS active player then someone that doesnt talk.
On this fight its important to keep an eye out on the percentages, get Rohash and Anshall down as close as possible and then nuke Nezir, but this can only happen if we tell each other how far they are. From the Rohash platform you cant see Anshall and the other way around.

Well, we have TL talking a lot. Infact the main talkers are TL and the tank in charge - whitey or hal. Then I suppose I talk a bit to communicate with the other tank. After this there isn't really much chatter during the fight except to call for things "Slush needs mana" "Tirk has an add humping him" "Sheepy wants his mummy" and then maybe some important things the whole raid needs to react to - like calling the hole in the squal line to get through on al'kir.

On this fight, the only things called are really power bar levels ( 70 prepare to move, 80 move) and health levels. I generally don't pay attention to that as I normally end up on Anshal and I keep him ~10-13% until burn is called. Safe to move to a platform is also called, but I don't understand that one as I'm not DPS and it's not my platform :)

TeaLeaf

Adds are simply down to taunting, early threat, MD/ToT to the tank etc, then slows to stop them coming out to ranged as quick as otherwise.  Not dpsing the adds for a few seconds is worth more than nuking them the moment they spawn as you lose massive dps if they run out to ranged.  A melee group with a hunter/rogue on that platform helps.

Rohash platform is actually by far the simplest platform.  It is best for healer+1-2 ranged.  Your highest ranged (not hunter) can be a solo dps there temporarily, which sometimes allows you to send an additional dps onto the Anshal platform to keep up with adds if they become a problem.  Getting knocked off really should not be an issue - just watch the timers, make sure you run in towards the boss just before the wind blast so that the circumference of the circle you run to out-pace the Wind Blast is not too large.   We typically have Jas (cat run), Sheepeh (blink) and me (speed pot) all of whom have abilities to make sure we do not get caught if we are in the wrong place when a wind blast comes.

The rest of the fight is down to clear communication (like the Rohash healer calling the 'safe' return  & coordination of HPs and moving a dps to the Anshal and back to Rohash platforms as required).

One thing to note, things like Speed Pots, Free Action pots still have a place in this game despite being vanilla-sourced.  They might be 'old' but they work.  Try them at Atramedes for being tracked during the air phase for example - it's well worth having a supply of this type of thing in your bags as you never know when it will come in handy.  I move an 'appropriate' pot to a hot button for each fight depending on what might be needed.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Slush

For the tonking druid out there, its a matter of timing. I've done this tanking on adds once, and it was... after a few pulls.. in my own opinion quite successful.
have the nameplates up, easier to target the ones who run off.
1. Adds spawn, hit the Berserk
2. Swipe-Maul when you have some in range (i have that combo macroed)
3. Change target -> Mangle
4. Trash-Maul (also on macro)
5. Swipe-Maul
6. Change target -> Taunt -> Mangle-Maul
(Skada has a great threatmeter so you can see what add that needs additional threat).

The fun part is, even if you taunt an add running to a ranged dps, you are not likely to keep aggro on it for long, unless you do a mangle-maul or similar, hence the Berserk.
The rotation above is more of a priority list than a rotation list, cause this is more a "OMGZ, want to use all my bear-power at once to glue them to me"-moment.

With the amount of good dps'ers in this guild, there is really no need to start killing the adds too soon.


But I do have one tip for all tanks out there... The Permafrost from Nezir can be kited? Saves your healer some mana. Atleast i felt that way when Lynx healed me over there. Need some comments on this, please

Jewelz^

Quote from: Slush;325553But I do have one tip for all tanks out there... The Permafrost from Nezir can be kited? Saves your healer some mana. Atleast i felt that way when Lynx healed me over there. Need some comments on this, please
I wasnt there last night! however when im healing I do try and stand to one side of the platform so ther permafrost is not in the way if we have to jump, also when the tank and the healer combo jump together, if one is on the right and the other on the left only one will be hit by permafrost.
 
Edit: Think im on about the ice patch rather than permafrost.
 
However, PERMAFROST has unlimited range, so dont kite it in front of the healer when kiting (not that you did because i werent there)

Slush

The tries where you healed were several weeks back, I wasnt there yesterday either :-)

Legolei

Quote from: TeaLeaf;325540Rohash platform is actually by far the simplest platform.  It is best for healer+1-2 ranged.  Your highest ranged (not hunter) can be a solo dps there temporarily, which sometimes allows you to send an additional dps onto the Anshal platform to keep up with adds if they become a problem

Two concerns, hopefully TL or someone else can answer them:
  • Why not the hunter? Is it for the Misdirect only? The hunter is the only class that can not use it dps spells when a mob is within melee range.
  • The Ravenous Creeper have one special ability: Toxic Spores. If you look at the description, it's a stacking debuff, that stacks up to 25 times. With 5 adds in one place, or close to each other, those 25 stacks are quickly reached. It will then lead to 12.5k damage per second. Since this is a AoE ability, all players close are affected. Which, if things go bad, could lead to 4 players (3 dps, 1 tank, hopefully not the healer), getting 12.5k damage per second, which is 50k damage per second for several seconds. My Multi-Shot has an AoE of 8 yards around my target, so if I want to AoE these, they have to be close. How does RGT handle this? Creepers close to each other, or spread? Multi-Shot or burn them down 1 by 1? Is the debuff a problem for RGT?
One thing that popped up too while looking into the second concern: you can dps the Creepers before they pop out. Should give us a few seconds before the debuff starts if we react quickly.

TeaLeaf

No hunter mainly as loss of an MD, AOE dps and slowing traps on Anshal adds is too great.  It's Ocean's Trifector!  It's not a law, but I'd rather keep a hunter on Anshal due to the utility - and adds should not be in melee range of you anyway if done properly!

The stacking debuff is a non-issue, we heal through it.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Grimnar

Those adds should be kited abit, in rgt the tanks tries to taunt them but will not hold them for long.
 
For myself i never reach the 25 stack or even close to that. As you may have noticed as soon as they do their aoe damage they stand still for a little while (that is the time for all to move away and reset your stacks if you have them)
 
For full aoe or 1 by 1, i mostly do full aoe and start kiting them abit. But when that boss healing ring is going to be annoying and the tank is a bit slow on moving i dps them down 1 by 1 and kite the 1 or 2 adds on me away from that circle.
 
That is how i look at the fight.