Faction Champions (25)

Soloing, raiding, and everything in between.

Moderators: Texaporte, sphie, Pocky

Post Reply
Texaporte
Posts: 552
Joined: Thu Jan 22, 2009 11:18 am

Faction Champions (25)

Post by Texaporte »

This is taken from the Paladin boards I frequent. From what he says, I think next time we go priest -> druid -> paladin, with an interrupter on paladin, with Tex as holy, and with Sphied trying to kite the rogue. Any other suggestions are welcome, but take a look at the abilities below!

Death Knight
Abilities:
- Chains of Ice
- Death Coil
- Death Grip
- Frost Strike
- Icebound Fortitude
- Icy Touch
- Strangulate
General informations:
He's dangerous only if allowed to get in melee of the clothies. He's not a high priority target, and his DoT should be dispelled asap. Generally you can ignore him until the end of the fight. He's vulnerable to Disarm.
Defensive mechanics: He will cast Icebound Fortitude quite soon when focused, making himself immune to stuns.
Offensive mechanics: Generally he will use Icy Touch on his current target, and occasionally Icy Chains. Sometimes he will Death Grip his target which in that case should get the fuck away as soon as possible. If rooted / slowed he'll generally use Icy Touch and Death Coil on someone nearby.

Druid (Balance)
Abilities:
- Barkskin
- Cyclone
- Entangling Roots
- Faerie Fire
- Force of Nature
- Insect Swarm
- Moonfire
- Starfire
- Wrath
General informations: Pretty annoying though not dangerous. Can be safely ignored for most of the fight. The treant he summons are not really dangerous either. His DoTs should be dispelled however to reduce raid damage.
Defensive mechanics: He will Barkskin if focused. He spends part of the time using Cyclone and Roots on random people, so you might want to use PvP trinket to get out of Cyclones.
Offensive mechanics: He'll generally DoT up 2/3 people, cast Force of Nature on someone, then go spammin CCs.

Druid (Restoration)
Abilities:
- Barkskin
- Lifebloom
- Nature's Grasp
- Nourish
- Regrowth
- Rejuvenation
- Thorns
- Tranquillity
General informations: HoTs HoTs HoTs. They must be dispelled as often as possible. He's a easy target to CC for a lock since he can alternate Banish and Fear to play with the DR. The Thorns he casts on the other NPCs must be dispelled, since it will hit the attackers for 500ish damage on each melee. He should be CCd most of the time.
Defensive mechanics: Will cast Barkskin if focused, and pretty much spam HoTs and Nourish constantly.
Offensive mechanics: None.

Hunter
Abilities:
- Aimed Shot
- Deterrence
- Disengage
- Explosive Shot
- Frost Trap
- Steady Shot
- Wing Clip
- Wyvern Sting
General informations: Damn backpedaling hunters. He has very high DPS, and since he cannot be kited, he should be either CCd or nuked down as one of the first targets. Also comes with a pet but the pet can usually be ignored.
Defensive mechanics: Will generaly pop Deterrence if engaged in melee, then possibly backpeda...er... Disengage. He will also often lay a Frost Trap on the ground.
Offensive mechanics: Generally picks a target, shoots 3-4 times to him (possibly with Aimed Shot or Explosive Shot), then picks another target, repeat. Will also shoot Wyvern Sting on a random target which differs from his current one.

Mage
Abilities:
- Arcane Barrage
- Arcane Blast
- Arcane Explosion
- Blink
- Counterspell
- Frost Nova
- Frostbolt
- Ice Block
- Polymorph
General informations: Annoying but not lethal NPC. Can be ignored most of the times. His DPS is not high and his CC generally gets broken by the random AoEs going on. Still recommending to dispel his Polymorph.
Defensive mechanics:He will Blink if stunned, and use Frost Nova if engaged in melee. Will also occasionally Polymorph a nearby target. If he gets low on HP he will use Ice Block which should be Mass dispelled.
Offensive mechanics: Will generally alternate through his offensive spells. His most annoying move is Counterspelling a random caster, which might or might not be a healer.

Paladin (Holy)
Abilities:
- Cleanse
- Divine Shield
- Flash of Light
- Hammer of Justice
- Hand of Freedom
- Hand of Protection
- Holy Light
- Holy Shock
General informations: Weak healer, extremely vulnerable to interrupts. Stick a couple of rogues on him with Wounding + Mind Numbing poison and you are pretty much sure he will not cast a single heal beside Holy Shock.
Defensive mechanics: Beside healing, he spams Cleanses, and a very valid way to keep him busy is having debuffs constantly spammed, he will lose most of his time Cleansing. He will use Hand of Freedom on allies which are rooted, and Hand of Protection on allies who gets low on HP; Hand of Protection should be Purged / Dispelled as soon as possible. He will Divine Shield self somewhere after getting below 50%: must be Mass dispelled in order to interrupt the following 90k Holy Light.
Offensive mechanics: Will occasionally Stun a nearby target but that's pretty much it.

Shaman (Enhancement)
Abilities:
- Earth Shock
- Heroism / Bloodlust
- Lava Lash
- Stormstrike
General informations: Very dangerous NPC, high DPS, capable of gibbing people with Windfury proc + Stormstrike. Recommended first target if CC isn't possible due to dispellers. The Heroism / Bloodlust must be dispelled (better Mass dispel) as soon as possible.
Defensive mechanics: Will drop random totems, generally buff ones (Strenght of Earth, Windfury) and defensive ones (Grounding, Tremor, Healing Stream) and occasionally Searing totem. All of them should be destroyed as soon as possible, expecially Grounding and Tremor since they interfer with CCing.
Offensive mechanics: Will pop Heroism / Bloodlust as soon as engaged, then just pick a target and attempt at raping him/her. Will also attempt to Earth Shock his current target.

Shaman (Restoration)
Abilities:
- Cleanse Spirit
- Earth Shield
- Earth Shock
- Heroism / Bloodlust
- Hex
- Lesser Healing Wave
- Riptide
General informations: Not much annoying, can generally be CCd, or else stick a couple interrupters on him and you should be done. His Heroism / Bloodlust should be dispelled or Massdispelled as soon as possible though. Dispel his Riptide / Earth Shield as well.
Defensive mechanics: Like the Enhancment shaman, will drop totems, which should be destroyed as soon as possible. He will drop Earth Shield on a random NPC and then alternate Riptide with LHW. Will occasionally Cleanse Spirit, but differently from the Paladin he doesn't spam it.
Offensive mechanics: Will pop Heroism / Bloodlust few seconds after engaged, and will occasionally Hex someone or Earth Shock a nearby player.

Paladin (Retribution)
Abilities:
- Avenging Wrath
- Crusader Strike
- Divine Storm
- Hammer of Justice
- Hand of Protection
- Judgement of Command
- Repentance
- Seal of Command
General informations: His Avenging Wrath must be dispelled as soon as possible. He's easily kitable and he's dangerous only if he manages to get in melee of some clothies. Vulnerable to Disarm.
Defensive mechanics: Will cast Hand of Protection on self or a ally which gets low on HP. Will also occasionally Repentance a random target.
Offensive mechanics: He will pretty much pick a target and try to kill it, he will generally wait until he gets in melee to pop Avenging Wrath. He will also stun on cooldown a nearby target.

Priest (Discipline)
Abilities:
- Dispel Magic
- Flash Heal
- Mana Burn
- Penance
- Power Word: Shield
- Psychic Scream
- Renew
General informations: The most annoying healer, generally the first one to die if CC isn't an option.
Defensive mechanics: Will pretty much spam Dispel Magic on anything which can be dangerous, then alternate between Shield, Renew, Penance and Flash Heal. Will also cast Psychic Scream if engaged in melee.
Offensive mechanics: If left unchecked and not focused he will occasionally Mana Burn, but generaly he's busy healing so it's rare.

Priest (Shadow)
Abilities:
- Dispel Magic
- Dispersion
- Mind Blast
- Mind Flay
- Psychic Scream
- Shadow Word: Pain
- Silence
- Vampiric Touch
General informations: Very annoying NPC but easy to counter if dispellers are on toes. His damage is not impressive if his DoTs are constantly dispelled.
Defensive mechanics: Will use Dispersion if focused, followed by Psychic Scream. Will also use Dispel Magic on allies very often, though rarely on self.
Offensive mechanics: He pretty much DoTs 3-4 people and then alternates Mind Flay and Mind Blast on random targets. Occasionally might Silence someone.

Rogue
Abilities:
- Blade Flurry
- Blind
- Cloak of Shadows
- Eviscerate
- Fan of Knives
- Hemorrage
- Shadowstep
General informations: Annoying and very dangerous for clothies, also very hard to kite due to Shadowstep / Cloak of skill...er...shadows. Recommended to keep CCd. He will not oneshot anyone but can be very dangerous due to Wounding Poison + Fan of Knives.
Defensive mechanics: Will Blind random people, and Cloak of Shadows if focused.
Offensive mechanics: If getting focused he will spam Fan of Knives and Blade Flurry. If not, he'll generally chase clothies (yes, he likes to do so like any good rogue) and attempt to Eviscerate them.

Warlock
Abilities:
- Corruption
- Curse of Agony
- Curse of Exhaustion
- Fear
- Hellfire
- Searing Pain
- Shadow Bolt
- Unstable Affliction
General informations: Dangerous, not cause of high damage, but cause of Unstable Affliction: UA on people will prevent dispelling, which can mean a lot of damage if the Shadow Priest or the Moonkin are around. Recommended to CC, if CC isn't available, get him down after the Enha Shaman / War / DK / first healer.
Defensive mechanics: Will occasionally Fear someone.
Offensive mechanics: Will basically cast his DoTs on 3-4 people and alternate Searing Pain and Shadowbolts. If there are too many targets close he will cast Hellfire, which hurts, hence move out of it.

Warrior
Abilities:
- Bladestorm
- Charge
- Disarm
- Intimidating Shout
- Mortal Strike
- Overpower
- Retailation
- Shattering Throw
- Sunder Armor
General informations: Dangerous with very high DPS and hard to kite due to Charge. Recommended to CC or kill first. Stay away from him if he Bladestorms, and melees should stun or run away when he uses Retailation.
Defensive mechanics: Will Disarm people occasionally and use Intimidating Shout and Retailation if focused.
Offensive mechanics: Will cast Bladestorm on cooldown, and Charge his target.
Image
Terry | Saerra
Posts: 19
Joined: Mon Apr 27, 2009 2:46 pm

Re: Faction Champions (25)

Post by Terry | Saerra »

I'm thinking me or John should literally do nothing but mass dispel. I had no idea the thorns and dots were as significant as they were. I was tossing it in here and there but it looks like it needs to be nonstop especially at the start.
ImageImage
Texaporte
Posts: 552
Joined: Thu Jan 22, 2009 11:18 am

Re: Faction Champions (25)

Post by Texaporte »

So here's the strat as I see it:

- interrupts: We're putting Daewen, with wound and mind-numbing poison, on the paladin exclusively. Make his life hell. One prot warrior on the warlock interrupting UA and hellfire. Another on... freelancing?
- Kite: Sphied can and will kite the rogue and the ret paladin. Hunter frost traps will help a great deal.
- CC: We need a lock to alternate banish and fear on the druid.
A druid should cyclone/root-lock the warrior and the DK. Cyclone war for 10 seconds, root DK for 10 seconds, cyclone war for 5, root DK for 5, then switch when the DR hits - cyclone DK for 10, root war, etc.
- Debuffs: A lock should be liberally throwing around curses. Especially Exhaustion (if affliction - I may bring Mdlife for this), Tongues, and Weakness. FoK with wound poison will also keep their dispellers busy for a while.
- Dispels: one priest spams mass dispel until around 2-3 guys are dead. Holy pally pretty much cleanses and shocks.
-

Kill order for the remaining:
Disc priest > shaman > warrior? I'm up for suggestions on kill order after the disc priest.
Image
User avatar
Daewen
Posts: 594
Joined: Fri Jan 23, 2009 9:49 pm
Contact:

Re: Faction Champions (25)

Post by Daewen »

Other life-saving suggestions:

Even when ganging up on someone, when several other hordlings come to gather near us, it's probably best to scatter before a whirlwind, hellfire, FoK, or other AOE hits us. It loses some time on target, but we know staying alive is #1.

Also when you find that a hordie is focusing on you, or coming near you, or looking at you funny, it's also important to assess that quickly and do something to stay alive. You can never assume that you can take a few hits just because we have healers present. An interesting observation, people tend to play a little differently after someone says, "we're out of healers," and stay alive a bit longer anyways.

Dyrfinna (Katy) had recently asked me to teach how to pvp; to which I only have tips like the above, no answers. BUT, as any of the other pvp-experienced will agree, the best teacher is experience; get into WG or other BG's, and just throw yourself into the fray recklessly! The things to learn are: how to identify these threats coming at you, what abilities to use in reaction, maybe how to rearrange your buttons/bars to be more convenient, and how to survive even if just a little longer. It will help for this encounter, which isn't unique except for the scale of the free-for-all.
Image"Let the dice decide!"
User avatar
Camyu
Posts: 370
Joined: Fri Jan 23, 2009 4:05 pm
Contact:

Re: Faction Champions (25)

Post by Camyu »

Camyu might have to respec again for 100% throwing specializaion of FoK interrupts until they nerf the interrupt part. Right now she only has 50%.
Post Reply