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    Totc 10 Anub strat

    GankK
    GankK


    Posts : 48
    Join date : 2009-08-03
    Age : 42
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    Totc 10 Anub strat Empty Totc 10 Anub strat

    Post  GankK Fri Jan 22, 2010 11:48 pm

    Source: http://www.tankspot.com/forums/f206/55020-coliseum-anubarak.html

    Hi, this is Lore from TankSpot and welcome back to the Trial of the Crusader raid guide. This video will be discussing our strategy for Anub'arak, the final boss of the Crusader's Coliseum raid instance.

    The Anub'arak encounter is split into three phases. Phase one begins at the pull with Anub'arak on the surface. A few seconds in, he'll spawn two crypt fiend adds, which should each have their own designated tank. These don't do too much damage on their own, but when in close proximity to another crypt fiend they gain a buff that significantly increases their damage output. However, they don't have a terribly large health pool, so we simply had ranged DPS split off temporarily to burn them down while melee stayed on the boss. He'll spawn two waves of these for every surface phase, so they do need to be killed fairly quickly or you risk your tanks getting overwhelmed.


    Notice the blue patches appearing on the ground. This is Permafrost, one of the most important mechanics for phase 1 and 2. It's created by killing the blue orbs floating above. In phase 1, the crypt fiend adds will occasionally try to burrow underground. If they're successful, they'll resurface shortly afterward, usually in line with either the next wave of adds or the beginning of phase 2. However, if a crypt fiend attempting to burrow is standing on a patch of permafrost, the ability will fail, so they need to be kept on top of Permafrost as much as possible. The blue orbs only have 9000 health, so they can and should be brought down quickly and regularly. Note that the Permafrost also slows your movement speed by 80%, but we didn't find that to be particularly troublesome.


    About a minute and a half into the fight, Anub'arak will burrow underground and begin phase 2. He'll start chasing random raid members around underground and shooting spikes up through the floor as he moves. These deal about 3000 damage and knock anyone hit up into the air a short distance. On top of that, if he reaches his target, he'll impale them for around 20,000 damage and knock them very high in the air -- enough to take a good chunk of fall damage. However, if he attempts to launch his spikes through Permafrost, he'll be stunned momentarily and pick a new target. This also destroys the patch of Permafrost, so it's important to keep killing those somewhat regularly during Phase 2.


    As he's chasing people around, several nonelite scarabs will spawn around the room. These have a little over 100,000 health and, although they don't do very much melee damage, they can apply a fairly potent damage over time effect. This effect stacks, so it's best to just have your DPS burn them down as they spawn and not worry too much about tanking them.


    After about a minute, he'll resurface and begin phase 1 again. He doesn't reset aggro, so he should go right back to the main tank at this point. However, both the tank and the raid will need to be mindful of how the boss is positioned, as Anub'arak has a powerful frontal cone AOE attack that deals a heavy amount of damage to anyone caught in front of him. Not only does the tank need to point him away from the raid quickly, but the rest of the raid needs to be sure to move out from in front of him as well.


    The majority of the fight is spent alternating between the surface and burrow phases. Making the most of the time he spends on the surface is crucial, as you'll only be able to go through 3 or 4 rotations before you risk running into his 10 minute enrage timer. To help maximize the amount of time spent DPS'ing Anub'arak, you can offtank one or both crypt fiends from the second wave and wait to finish them off until the boss submerges. If you do need to have melee DPS help out on the first wave of adds, at the very least you'll want to let classes with long ramp-up times on their DPS rotations (such as Feral Druids or Retribution Paladins) stay on the boss full time.


    It's important to note that Anub'arak hits very hard -- around 20 to 25 thousand damage on a decently-geared main tank. On top of that, while he's on the surface he can hit up to three random raid members with an 18-second damage over time effect called Penetrating Cold. On the 25-man normal mode, this does 3,500 Frost damage every 3 seconds for the duration. This is, of course, in addition to the damage that the two offtanks will be taking from the crypt fiends, so healers will need to stay on their toes during the surface phases. Fortunately, healing is much lighter once Anub'arak is underground, so you can and should use that time to regen as much as possible; you'll need your mana for phase 3.


    Also note that some early guides have mentioned that you could avoid the burrow phase entirely by keeping Anub'arak on top of large patches of Permafrost. Although this was possible on the public test realms, Anub'arak can burrow through it on live servers. However, the burrow phases are much more relaxed than they were during public testing, so going through phase 2 isn't as big of a deal and, as I mentioned, provides some valuable regen time.


    You may have also noticed that I'm spending a large amount of time on top of the permafrost during the burrow phases in this video. This is because we were unsure of the mechanics of his Impale ability and were acting under the impression that it could be used randomly at any time on anyone who wasn't standing on Permafrost. Since he'll only try to use that ability if he reaches the player he's chasing, this is unnecessary and just means I'm running around a lot slower than I need to be.


    Once Anub'arak reaches 30% health, he'll begin phase 3 by activating an ability called Leeching Swarm. This is a zone-wide aura that causes each player to take damage equal to 10% of their current health every second. You'll need very strong AOE healing to keep everyone alive here, but it's important to recognize that the amount of damage taken depends on how much health a player currently has and NOT the size of their health pool -- the less health you have, the less health you take. You may be able to tell from my raid frames in the upper left corner that the healers aren't topping everyone off; they're just keeping everyone but the main tank at about 50%. By doing so, they actually reduce the amount of damage the raid is taking and keep themselves from being overwhelmed.


    Once phase 3 has begun, Anub'arak will no longer burrow underground and no more adds will spawn. The fight becomes a DPS and survival race at this point; you need to kill him before your healers run out of mana. Like with the phase 2 transitions, you can temporarily ignore crypt fiends to push him into phase 3, but they should be killed off immediately afterward to lighten the load on the healers. Once everyone's attention is on the boss, use any available cooldowns including Bloodlust or Heroism to bring him down quickly.


    Although the fight is relatively simple, Anub'arak is a fair step up in difficulty from the previous bosses in the instance and makes a pretty good lead-in to the much harder Heroic mode bosses. As always, you can find more information on Anub'arak or any other encounter by visiting the Project Marmot forums at Tankspot.com. If you're watching this on youtube, just follow the link in the movie details. Thanks for watching, and good luck!

    More to Come - Gank
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    Totc 10 Anub strat Empty Non-Elite Scarabs

    Post  Guest Sat Jan 23, 2010 5:19 pm

    This doesn't mention anything about the scarabs spawning more any time they hit someone......did they just forget to mention it, or is that something from hard modes? I didn't notice the ones hitting me spawning any more, but I was more focused on getting away from them than watching how many there were. Just something I noticed.
    GankK
    GankK


    Posts : 48
    Join date : 2009-08-03
    Age : 42
    Location : Syracuse, NY

    Totc 10 Anub strat Empty Movement / Positioning Strat.

    Post  GankK Sun Jan 24, 2010 6:27 am

    I don't think we'll need to implement this in 10 man easy mode, since the ice patches are unlimited as long as somebody shoots them down. My shamans guild uses a modified version of this movement / positioning strat.

    https://www.youtube.com/watch?v=yvwoQPxp2mQ
    GankK
    GankK


    Posts : 48
    Join date : 2009-08-03
    Age : 42
    Location : Syracuse, NY

    Totc 10 Anub strat Empty Scarabs / Spawning

    Post  GankK Sun Jan 24, 2010 6:28 am

    Ederolf wrote:This doesn't mention anything about the scarabs spawning more any time they hit someone......did they just forget to mention it, or is that something from hard modes? I didn't notice the ones hitting me spawning any more, but I was more focused on getting away from them than watching how many there were. Just something I noticed.

    They'll spawn from the 4 points randomly, and with random frequency it seems. Also if you're getting hit by them more will definitely spawn. I'm not positive that it's a 1:1 hit to spawn ratio, we could try and tank them to test that theory i guess. Tank / AoE might work ... stacks will pile up fast.
    GankK
    GankK


    Posts : 48
    Join date : 2009-08-03
    Age : 42
    Location : Syracuse, NY

    Totc 10 Anub strat Empty Kill Video

    Post  GankK Sun Jan 24, 2010 6:46 am

    I managed to find a kill video of 10 man normal. The resolution isn't great, but it might help to see a kill. They make a lot of the same mistakes that we made on our couple attempts, but they do better towards the end.

    https://www.youtube.com/watch?v=f3nGmy1y7Ew

    When Anub burrows, it's important that the kiter doesn't crash him into the ice patch that the big add is being tanked on. We had this happen and one nearly burrowed, this can create a problem and is why we must tank them on top of the permafrost. I managed to charge stun it long enough that it didn't burrow. (yes it's interrupt-able)
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    Totc 10 Anub strat Empty Great Video

    Post  Guest Mon Jan 25, 2010 12:13 pm

    Nice find with that video. Even though it is from the resto shammy's point of view you can still see most everything they are doing. I did notice that when he's submerged, they are not focused at all on running from the little non-elites, but rather just killing them ASAP, like you were saying ranged dps are going to be the hardest working during that phase to keep from too many stacks building up on the melee. Seems to be very key to have the perma-frost down as someone ran him around for a bit and ended up killing their priest when they got hit. But I don't think we need to have one person doing ONLY that, seems like their hunter was dropping the orbs with 2 shots, if they die that fast whoever is doing them could focus on about 50/50 boss and orbs. As long as 4 are down, go for the boss. Something like that. I like your thinking that more permafrost is better, but it does nerf the dps a lot to have one on JUST that.

    Unfortunately I wasn't able to get on last night, so I'm not sure if you guys got in there to finish up or not. If not, I will see if we can get a group in there tonight and take him out. Thanks again for all of your help the other night Gankk and for the great posts. Good luck as always with your raids tonight.


    Ed
    GankK
    GankK


    Posts : 48
    Join date : 2009-08-03
    Age : 42
    Location : Syracuse, NY

    Totc 10 Anub strat Empty Re: Totc 10 Anub strat

    Post  GankK Tue Jan 26, 2010 12:20 am

    Ederolf wrote:Nice find with that video. Even though it is from the resto shammy's point of view you can still see most everything they are doing. I did notice that when he's submerged, they are not focused at all on running from the little non-elites, but rather just killing them ASAP, like you were saying ranged dps are going to be the hardest working during that phase to keep from too many stacks building up on the melee. Seems to be very key to have the perma-frost down as someone ran him around for a bit and ended up killing their priest when they got hit. But I don't think we need to have one person doing ONLY that, seems like their hunter was dropping the orbs with 2 shots, if they die that fast whoever is doing them could focus on about 50/50 boss and orbs. As long as 4 are down, go for the boss. Something like that. I like your thinking that more permafrost is better, but it does nerf the dps a lot to have one on JUST that.

    Unfortunately I wasn't able to get on last night, so I'm not sure if you guys got in there to finish up or not. If not, I will see if we can get a group in there tonight and take him out. Thanks again for all of your help the other night Gankk and for the great posts. Good luck as always with your raids tonight.


    Ed


    Good Points, Yes the person shooting the orbs can tunnel the boss after 4 or 5 are down, then break off early before the burrow and shoot down a couple more.

    Some finer points include:

    1. Nature resist flasks / helmet glyph / bracer enchant on tanks to help minimize healing done to Anub in P3.

    2. Wound Poison / MS / Aimed shot on Anub during P3.

    3. Frost Resist Potion for healers / DpS. Pop at start of P3.

    4. Passive healing (Healing Stream Totem / VE / Ret or Prot JoL) to help in P3

    5. Heal Penetrating cold targets only during P3 ... passive healing should be arranged so that nobody dies to leech. Leeching Swarm will tick for a percentage of your health, with a minimum of 300 damage being done. Each tick of swarm heals Anub, the less health the raid has the better. Snipe heals on PC targets only. Keep tanks topped off.

    6. Use misdirect abilities to help the off tank pick up adds.

    7. Try to cluster during P2 with the pursuee crashing Anub into permafrost, and the raid blowing up adds. Focus fire, use a main assist.

    More to Come. Ask questions if you have any.

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