Foy316
Joined: 05 Feb 2013 Posts: 7
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re: Tanking Siege of Orgrimmar - Wing 4
by Foy316 on Wed Jul 09, 2014 5:01 pm
Siegecrafter Blackfuse
Siegecrafter Blackfuse
Automated Shredder
Ability/NPC |
Course of Action |
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Only the tank with the stacks of Electrostatic Charge can deal efficient damage to this NPC. They can also use effects from the various weapons to assist in damage.
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Stand clear of the area the Automated Shredder is leaping up and down on. Handy if the area has a damaging environmental effect. |
Paragons of the Klaxxi
Live Bosses
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Tank 1 |
Tank 2 |
Course of Action |
Rik'kal Skeer Hisek |
Rik'kal Hisek |
Skeer |
One tank cannot hold Skeer and Rik'kal together at the same time due to the abilities linked in their names in this section. |
Skeer Hisek Ka'roz |
Hisek Ka'roz |
Skeer |
Since Hisek is more stationary, the first tank can pick up the moving target of Ka'roz. Avoid the green ground effect of Flash and the Hurled Amber. |
Korven Hisek Ka'roz |
Hisek Ka'roz |
Korven |
Face Korven away from the rest of the raid. Be prepared to hit a defensive or call out for a defensive if Shield Bashed then victim of Vicious Assault. |
Hisek Ka'roz Iyyokuk |
Hisek Ka'roz |
Iyyokuk |
Don't be standing in a Fiery Edge of Iyyokuk when this activates. Make sure your health is high enough not to fall victim to Diminish. |
Xaril Ka'roz Iyyokuk |
Xaril Ka'roz |
Iyyokuk |
The tank with Xaril needs to make sure they are using their Active Mitigation abilities to counter Caustic Blood. |
Kaz'tik Ka'roz Iyyokuk |
Ka'roz (Kaz'tik) |
Iyyokuk (Kaz'tik) |
Either tank can safely pick up Kaz'tik at this stage. |
Ka'roz Iyyokuk Kil'ruk |
Ka'roz (Kil'ruk) |
Iyyokuk (Kil'ruk) |
Ka'roz, at this stage, is 50% stronger. The option again is left open to the tanks in regards to who gets Kil'ruk. Beware of Gouge and Mutilate, especially if you have Iyyokuk. |
Iyyokuk Kil'ruk |
Kil'ruk |
Iyyokuk |
Two to go. Iyyokuk is now 40% stronger. |
Kil'ruk |
Kil'ruk |
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Last one. Make sure the raid doesn't get excited and pile in, otherwise a chunk may experience Death from Above. |
Power of the Paragons
Paragon |
Buff Benefit |
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Transform into a scorpion while dealing damage. Order of priority with the buttons, by playing whack-a-mole with them, is Prey (for any parasites up), Sting, Swipe, and Claw. The order of those buttons should be 4, 3, 2, 1. Lasts 30 seconds. |
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Either place yourself, or another player, in an amber block to be protected. Lasts 5 seconds. |
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Summons a Kunchong to fight alongside you. Lasts 40 seconds. |
Garrosh Hellscream
Stage One: The True Horde
Ability/NPC |
Course of Action |
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All adds will have increased health and damage. The tank with Garrosh will most likely pull threat due to Vengeance. Defensives are advised if the off-tank cannot hold threat. |
Farseer Wolf Rider |
This add needs to be held by a tank. Don't interrupt Chain Lightning, but Ancestral Chain Heal instead. |
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The NPCs need to be held towards the centre so they are struck by the Iron Star, but you aren't. |
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Make sure not to be over towards the side where the Iron Star explodes. This may result in greater damage being taken. |
Intermissions: Realm of Y'Shaarj
Ability/NPC |
Course of Action |
Embodied Fear (ToES) |
Use AoE abilities as you run straight through, gathering up all of the NPCs to be cleaved down by the raid at the end of the path. |
Embodied Doubt (Jade Serpent) |
Five groups of three. Organise which tank is going left, and the other to the right. Use interrupts where appropriate. |
Embodied Despair (Red Crane) |
Decide which tank is going left, and the other to the right. Aim to have these defeated at the same time, otherwise defensives may need to be used if one dies well before the other one can. |
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Don't stand in this. Avoid at all costs. |
Stage Two: Power of Y'Shaarj
Ability/NPC |
Course of Action |
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Taunt switch when the other tank is at 8-10 stacks of the debuff. Stacks can be higher if it can be controlled by the tank and healers. |
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A defensive, or mitigation, will need to be used if you are the current tank. Garrosh will follow a tank if they currently have threat.
At 25 energy, Minions of Y'Shaarj will spawn from the attack. If a minion dies next to another, the minion alive will heal up, have more HP, and deal more damage. Missiles will also shoot at random players.
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Players will be transformed by this ability. They can be interrupted from casting, and crowd controlled. Get them if they are in melee range.
At 50 energy, the touched player will be immune to crowd control. Again, if they are in melee range, interrupt them and spread damage to them.
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Stage Three: MY WORLD
Ability/NPC |
Course of Action |
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Garrosh empowers automatically to 100 energy. Explosive Despair is caused when this spell expires or is removed. |
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This will cause people to take increased shadow damage. |
Minion of Y'Shaarj |
Because it's the last 25% of Garrosh's health, this may turn into a DPS race. One tank may have to pick up and hold adds while taunting off the other tank. |
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Same applies as previously stated. |
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At 75 energy, weapons can no longer be destroyed.
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