![]() Ranged dps should be spread out as much as possible for the entire fight, and at or near their maximum attack range. Healers can stand with their backs to the Reaver, so that they can start running as soon as they see an incoming orb. The room is large, and the orbs move relatively slow. Ranged players should never run towards the melee, as this may cause an Orb to hit the melee. The Arcane Orbs should be avoided by running away. Items like Moroes' Lucky Pocketwatch can aid in this. The aggro drop from knockback is roughly 10k to 12k threat, with a few misdirects and a extremely well geared tank, it can be done. If three, or even two tanks are unable to stay at the top of the threat list, or if you need more dps, one tank with a high level of avoidance (dodge and/or parry), in combination with hunter misdrects can essentially solo tank this fight. Three tanks are necessary, and four are sometimes used. All raid members should be kept as close to full HP as possible, to increase their chance to survive an Arcane Orb or Pounding.ĭue to the aggro reduction caused by Knockback, the main tank eventually loses aggro, and a tank rotation should be set up to counter this. The encounter does not have different stages and is exactly the same from 100% to 0%. This tactic also works with a decently geared priest in the melee, as Prayer of Healing easily heals through the damage while conserving mana. Well-geared Resto Shaman can consider staying with the melee group - this means that they take Pounding damage too, but never have to interrupt their spam to evade Arcane Orbs. Ranged and healers stay in a wide circle around the boss, at the maximum range of their abilities, in order to maximize available space and travel time for the Arcane Orbs. The melee group fights in the center of the room. Drain Life, Siphon Life, and Death Coil). Immune to health-draining effects (e.g.Enrage: Wipes the raid after 10 minutes.Can miss, be dodged, or parried to avoid the threat reduction. ![]() the highest aggro target, reduces aggro, and 30 sec cooldown. Knock Away: Single Target knock back vs.Orbs may be fired at people below the minimum range if there are no other valid targets. Arcane Orb is fired at a random raid member at least 18 yards away from the Void Reaver and takes a few seconds to reach the place where the player was standing. Arcane Orb: 7000+ AoE with 6 sec silence, (resistible, binary), and 3 sec cooldown.Pounding: 18 yard AoE around the Void Reaver, 3 sec channel, 1350-2250 arcane damage per sec (resistible), and 12 sec.
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