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War!!! Blackwing Lair!!!

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  • War!!! Blackwing Lair!!!

    OK...listen up!!

    This Friday, August 18, 2006 we're headed to Blackwing Wing Lair to take down Razergore. The signup site has the details. Sign up now!!!

    Get your gear together and bring your best game! This is WAR! We need your best!

    Learning the fight and gaining the loot will come to those who are there! Mastering new content is one of the real WoW challenges and is one of the reasons we are here! No whining about repair bills, though you could BRAG about it I suppose!:row__523:

    This is a whole new chapter of accomplishment for us beginning THIS FRIDAY for our guild. You KNOW you want be there!:row__593:
    Beep


    Those people who think they know everything are a great annoyance to those of us who do. - (Isaac Asimov)

  • #2
    Re: War!!! Blackwing Lair!!!

    If I make it to this raid I plan on really doin my homework for this fight, which everyone else in the raid should do as well. There's only so much a RL can do and it helps if everyone has a bit of pre-raid data in the noggin before layin down the woopass.

    Watch some videos, read some stats... whatever
    Bring ur "A" game, but stay loose and have fun too.

    Comment


    • #3
      Re: War!!! Blackwing Lair!!!

      I also have one other suggestion. Ark....can you post the set up for this fight here so people can review and understand the strat you are using. This way we are a little more prepared of what is expected of us. Also, we can maybe use an overview map of the room so everyone understands positioning. Just a thought.
      "Remember that all things are only opinions and that it is in your power to think as you please."

      Comment


      • #4
        Re: War!!! Blackwing Lair!!!

        Yeah. If you guys are doin homework, please make sure you all have the same version of textbooks? please?

        Arkamis will lay down the ground rules, you guys NEED to follow them. BWL breaks lesser guilds. Razorgore ain't so bad, but Vaelstrasz will put the strain on anybody who gets cocky.

        BWL is about teamwork guys... something you all excel at.

        Take it down and link me the phat loots!
        _________________



        I'm planning on respeccing to Irritation pretty soon. Granted, I'll lose the burst DPS from Pissing People Off Outright, but I'll get DoT's and higher damage through AoE's.

        Comment


        • #5
          Re: War!!! Blackwing Lair!!!

          Here is the strat we started with. Take a look at it and the biggest suggestion i can give you for any fight in BWL is use the posted strats first before you try to make them your own. You'll probably end up tweaking them along the way but they are solid strats. Good luck and i'm always here for advice should you need it : )

          welcome to blackwing lair...
          Razorgore 101


          The secrets of the first encounter in blackwing lair
          revealed through the medium of rambling text
          and amusing attempts at illustrations... revision 2

          changes since revision 1

          Encounter Overview


          Phase 1
          Razorgore is at first briefly offtanked until he can be brought under control. The controller and his 2 adds and rapidly burned down by focused fire from the entire raid, starting with the controller. As this phase ends the spawning mobs should be beginning to appear and razorgore should be under way breaking eggs.

          Phase 2
          This phase lasts from when the last of the 3 npcs from the platform are killed. The raid speads out as 4 different groups to cover the spawn points of the NPCs that begin to spawn. The objective is to survive for approximately 5 minutes while razorgore destroys the eggs in the room. At first the spawning mobs can be burned down as they emerge but soon the spawn rate becomes too fast to deal with so the mobs must be controlled as best as possible. When the last egg is destroyed razorgore is set loose, the NPCs despawn and the final phase begins.

          Phase 3
          The main tank quickly grabs control of razorgore and positions him in a corner. The raid then slowly burn down his health while keeping as many folk alive as possible in what is essentially a straight forward boss encounter.



          Raid Setup


          The raid structure below uses psuedo-classes to allow for deviations in available members. For convience groups 1-2 will be refered to as group A, 3-4 as B, 5-6 as C and 7-8 as D. Each of these 4 subgroups will work as a seperate unit.


          Group 1 A Group 2
          Tank
          Damage
          Damage
          Damage
          Support
          Misc
          Misc
          Healer
          Healer
          Healer
          Group 3 B Group 4
          Tank
          Damage
          Damage
          Damage
          Support
          Misc
          Misc
          Healer
          Healer
          Healer
          Group 5 C Group 6
          Tank
          Damage
          Damage
          Damage
          Support
          Misc
          Misc
          Healer
          Healer
          Healer
          Group 7 D Group 8
          Tank
          Damage
          Damage
          Damage
          Support
          Misc
          Misc
          Healer
          Healer
          Healer




          A, B, C, D : Raid Groups
          X : Controller and Adds
          R : Razorgore
          S : NPC Spawn Point
          Yellow Circles : Eggs
          Purple Circle : Orb of Command





          Phase 1 : Capture


          The Pull
          Three tanks are needed, one for each of the mobs on the platform next to the orb. A 4th tank also stands at the back of the raid and briefly offtanks razorgore until the orb user can begin the mind control. The diagram below illustrates the positioning of each of the mobs after the pull is made. Notice the positioning of the orb user, not on the platform itself, but down in the main area.



          Cleaning Up
          Starting with the controller each of the mobs in the platform group should be burnt down fast. The controller can mind control so priests should be alert and ready to dispel. Heals need to come quickly until the controller himself is down. He has far more health than the 2 adds and does a vast amount more damage. Once he has been taken out the 2 other adds can be easily dispatched.


          Prepartion for the Assault
          Once the mobs have been taken care of it is vital that everyone moves to their position for the next phase as rapidly as possible. Folk should be spread out in their corners as illustrated below. Melee should be towards the front. Shamen should be close to the center of the room making sure their earthbind totem is in place. Mages should be close by these earthbind totems. Healers should be towards the back of the group. The zoomed in illustration further down shows the precise postions of one particular group.






          Phase 2 : Control


          The Event
          During this phase, lasting approximately 5 minutes, mobs will spawn at an increasing rate at each of the spawn points labelled on the map. The mobs need to be controlled appropriately to prevent them from attacking the orb user and breaking his control over razorgore. Three different types of mob spawn during this phase and each must be handled in different ways. The trick to mastering this phase is to learn to split up these 3 mobs and handle each of them correctly.


          Mob Info Strategy
          Meleers Basic warrior mob Taken to the center of the room and kited easily by shamen with earthbind totems all laid in the middle square.
          Mages Caster with arcane explosion Primary target that should be eliminated as quickly as possible by dps classes.
          Dragonkin Unslowable heavy meleer Some may be put to sleep by druids but most will need to be kited by warriors using the steps as explained below.


          It's important to note that there is a cap on 2 values within this encounter, the number of dragonkin that can spawn and the total number of mobs alive at any one time. As meleers can be controlled very easily we actively want to keep them alive as they prevent mages or dragonkin spawning. When mobs begin to spawn if they are dragonkin or mages then they should be taken our straight away, but melee should be shocked and kited from the start, not killed, even if they are the only mob alive in your corner.

          Important: This phase is designed to force you to use the spawn cap to your benefit. At the start mages will spawn along with the other mobs. However as the phase progresses all the mages will be dead, and when the mob count is reached no new mages will appear at all. What is important is that the transistion between killing mages (start) and helping the kiting (end) is made slowly over the duration of the stage. At the start all classes except druids will be focusing on mages, however as this progresses more and more warlocks and hunters will need to focus on a particular dragonkin and take it out of the fight via kiting. This number grows until at the end there are only rogues and warriors left killing the spawns, but of course there are now none as the spawn cap has been reached.


          Class Roles
          During this phase each player needs to make sensible choices about what they are doing at each point and react depending on what the current state of play is. The diagram below illustrates the area covered by group A in the southwest portion of the map.





          M : Melee
          H : Healers
          R : Ranged
          S : NPC Spawn Point
          S : Shaman
          ET : Earthbind Totem
          C : Dragon Controller



          The table below contains a breakdown by class of the main responsiblities of each class during this phase. Its important for everyone to be aware what they are expected to do here, and understand that some things are more critcal than others. Everyone should ultimately be focused on survival and it should go without saying you should attempt to keep agro off the healers and of course the orb user. When you don't have agro you should be bandaging as much as possible when needed. In addition to what is listed below, 4 players, one from each group, will be set as tank targets and assisted by other dps in their group in order to focus fire and bring mobs down quickly. The players chosen to do this will require practice in quickly selecting targets to take out in order to minimise wasted time between kills. Hunters will ideally be used for this as they can mark mobs, feint when in trouble and also kite the mob if need be.


          Class Key Points
          Warrior Responsible for keeping the mobs off the damage classes as much as possible. Should an excess of dragonkin spawn its the warrior's responsiblity to deal with these using the dragonkin kiting strategy mentioned below.
          Rogue As ever the relatively simplistic role of tossing out as much damage as possible to the mob the group is currently focused on. Should stun as much as possible to help keep the mobs in place and prevent them scattering out to ranged dpsers.
          Hunter Usually will be acting as the main assist for the group and so will be responsible for selecting targets quickly. When focused on a target should bring it down as fast as possible. Once the spawn cap has been hit hunters should pick an individual dragonkin and attempt to kite it around the room. Select one that isn't being feared or slept.
          Mage Will be providing damage along with the rogues to burn down the NPC casters. Also should make sensible use of froze nova where possible to help contain the mobs as they spawn and while they are being killed. Can lighten the workload of the shamen once the mages have been killed by chain sheeping one of the last meleers to spawn.
          Warlock Primilarly warlocks should select a single dragonkin and perform a chain fearing on it in a similar way to what they would do in the Drakkisath fight in UBRS. Also additionally they should provide the usual damage against the group's current target.
          Druid Take the first dragonkin that spawns at your spawn point and chain sleep it for the duration of this phase. Heal others between sleeps where possible.
          Priest Will provide group healing to anyone who is taking damage in their group. Also they should be aware of the state of the mind controller and use AoE fear when needed to clear mobs from around him.
          Shaman Main responsiblity is to provide the earthbind totem in the appropriate corner of the main square to allow the meleers to be kited. It is absolutely critcal that this remains up and should be replaced before it despawns. They should kite the mobs around the earthbind totem, using a mana efficient shock to grab agro and frequently check their corner for new meleers.


          Overwhelmed
          Towards the end of this phase it will almost certainly be getting very ugly. This is where the warriors can bring out their mass fears and mages with cold snap can use double frost novas and so on in order to by us the last bit of time required to finish off the destruction of the eggs. As the last egg is popped its important to have the main tank nearby to grab the now uncontrolable razorgore and set the raid up for the final phase of the encounter. This is a good point for folk to gulp down a fire protection potion if you've got one available as razorgore will be throwing out a lot of aoe fire damage for the rest of the fight.


          Slow to Master
          This encounter cannot be mastered in serveral quick attempts. In order to get everyone used to their specific role, and minimise the amount of time spent running around doing nothing many attempts will be needed. Some of the most obvious reasons these attempts will fail are listed below.


          Reason Suggestions
          Razorgore is owning the raid Here the orb controller has died/been knocked off the orb and so control of razorgore has been lost. The groups at either side of the orb need to better control the spawning mobs to keep them from reaching the orb user. Priests and warlocks also need to be more alert with fear to keep the area clear.
          Loose mages are throwing out a lot of damage with AoE The assist class at the particular corner has not been prioritising the mages correctly. These must always be the first target chosen and dealt with as fast as possible.
          Meleers are killing healers and damage classes These are not being peeled off by the shamen to be kited. In this case other classes can help by dragging the meleers into the middle, allowing the mages to better get the attention of the mobs. Shamen must also do all they can to retain the focus of the mobs they are kiting.
          A group is being overrun by spawns Either alack of damage from the damage classes or a lack of focus on specific mobs can cause the number of mobs in a corner to become impossible to manage. Damage classes must focus on individual targets chosen by the assist.


          Eventually with enough practice these issues will be smoothed out and enough folk will be alive at the time the last egg is destroyed to allow a serious shot at killing the now uncontrollable razorgore.



          Phase 3 : Conquer


          The Target
          When the last egg is destroyed the main tank needs to move rapidly and secure control of razorgore. The best place to position him is towards one side of the room, facing the wall, ideally in a corner. While the tank is trying to gain control the raid should stay spread out, while slowly clearing the corner that will be used (depending on which egg is destroyed last). Razorgore throws out both physical and fire damage to the tank. A powerful AoE fire effect in a small area around razorgore makes melee dps difficult. He also has a dangerous AoE fireball barrage that will strike anyone in a roughly 45 yard range. Obviously fire resist gear is highly recommended. From time to time he will use an attack similar to drakkisath's conflaguration on the tank, causing him to run around madly while taking fire damage. During this time razorgore will make his way towards the damage classes, but so long as they back off quickly and stop damage then he will do very little damage before the tank is back in play and razorgore will return to him straight away.


          Getting Going
          At first only the healers who are keeping the main tank alive should be within range of razorgore. This prevents more people being hit by the barrage while doing nothing. Once the tank has agro the ranged damage can move into range and start to burn down razorgore. Anyone in any way interacting with razorgore or the tank will be within range of the AoE. Its therefor important to step back should you find yourself on low health, and bandage at the back of the group, out of range.



          M : Melee
          H : Healers
          R : Ranged
          R : Razorgore
          T : Tank
          Circle : Razorgore Barrage Range


          Yawn
          This fight, due to the abscence of sizable melee damage, lasts pretty much forever. So long as the healers are able to keep the tank alive and top up the ranged damage when needed it should simply be a matter of time before he goes down. Meleers can attempt to run after an AoE barrage and do some damage, particularly if they have sizable fire resistance. However they will need to retreat and bandagae after a while as there isnt enough healing to spare for them.
          Thunderhorn:
          70 Night Elf Priest-Lunaar(holy)
          70 Human Mage-Alava(Fire)
          70 Night Elf Hunter-Insai(Beast Master)
          70 Dwarf Paladin-Ginoldor(Protection)
          70 Human Warrior-Revenged(Protection)
          70 Draenei Shaman-Tianora(Elemental)
          70 Draenei Shaman-Fayrel(Restoration)
          Gilneas:
          50 Undead Priest-Eikyl(Shadow)

          Comment


          • #6
            Re: War!!! Blackwing Lair!!!

            zomg. Lava... way to beat them over the head with a text strat.

            yeouch
            _________________



            I'm planning on respeccing to Irritation pretty soon. Granted, I'll lose the burst DPS from Pissing People Off Outright, but I'll get DoT's and higher damage through AoE's.

            Comment


            • #7
              Re: War!!! Blackwing Lair!!!

              I could link video's too : P
              Thunderhorn:
              70 Night Elf Priest-Lunaar(holy)
              70 Human Mage-Alava(Fire)
              70 Night Elf Hunter-Insai(Beast Master)
              70 Dwarf Paladin-Ginoldor(Protection)
              70 Human Warrior-Revenged(Protection)
              70 Draenei Shaman-Tianora(Elemental)
              70 Draenei Shaman-Fayrel(Restoration)
              Gilneas:
              50 Undead Priest-Eikyl(Shadow)

              Comment


              • #8
                Re: War!!! Blackwing Lair!!!

                I will make a post here regarding the strategy I intend to use. With pictures even!

                Comment


                • #9
                  Re: War!!! Blackwing Lair!!!

                  Originally posted by Arkamis View Post
                  I will make a post here regarding the strategy I intend to use. With pictures even!
                  omfgzorz
                  _________________



                  I'm planning on respeccing to Irritation pretty soon. Granted, I'll lose the burst DPS from Pissing People Off Outright, but I'll get DoT's and higher damage through AoE's.

                  Comment


                  • #10
                    Re: War!!! Blackwing Lair!!!

                    I particularly enjoy strats that reference the use of "EARTHBIND TOTEMS". I guess we're going to need to kidnap a shaman?
                    “Waiting to be awakened by some unexpected thunderous roar, never dying...the sleeping giant lives and will sleep no more”. - John Seabrook

                    Comment


                    • #11
                      Re: War!!! Blackwing Lair!!!

                      Or just wait a few months to get one of our own.

                      I have a few tutorial Videos posted on This thread: http://www.tacticalgamer.com/world-w...razorgore.html
                      RAWGRLRLRLRRLGLRL!!!

                      Nations are like individuals: they achieve more when they plan to plant a tiny tree, and do it, than when they propose to raise an entire forest and then fall asleep in the furrows.

                      I AM socializing artard, I'm logged on to an MMORPG with people from all over the world and getting XP with my party using Teamspeak

                      Comment


                      • #12
                        Re: War!!! Blackwing Lair!!!

                        Here's an instance map. :row__523:

                        "Remember that all things are only opinions and that it is in your power to think as you please."

                        Comment


                        • #13
                          Re: War!!! Blackwing Lair!!!

                          I'm not attuned to BWL but would love to come along. Is there a chance to get in an in-guild PUG to head to UBRs to get this done?
                          ~~ Veritas simplex oratio est ~~
                          No matter how far a wizard goes, he will always come back for his hat. --T. Pratchett

                          <---- You know you're getting old when you rely on your forum meta-data to remind you how old you are.

                          Comment


                          • #14
                            Re: War!!! Blackwing Lair!!!

                            That's one of the easiest attunements around, if I could play much during the week I'd come along Rincewind. It shouldn't be hard, I think theres still a few people who'd benefit from running UBRS, too.
                            RAWGRLRLRLRRLGLRL!!!

                            Nations are like individuals: they achieve more when they plan to plant a tiny tree, and do it, than when they propose to raise an entire forest and then fall asleep in the furrows.

                            I AM socializing artard, I'm logged on to an MMORPG with people from all over the world and getting XP with my party using Teamspeak

                            Comment


                            • #15
                              Re: War!!! Blackwing Lair!!!

                              Originally posted by Vinzalf View Post
                              That's one of the easiest attunements around, if I could play much during the week I'd come along Rincewind. It shouldn't be hard, I think theres still a few people who'd benefit from running UBRS, too.
                              I can help out if this happens when I'm on and i have 1-2 hours free.

                              My Drakk kiting skills are 300/300.


                              "What are the roots that clutch, what branches grow out of this stony rubbish? Son of man, you cannot say, or guess, for you know only a heap of broken images, where the sun beats, and the dead tree gives no shelter, the cricket no relief, and the dry stone no sound of water." --T.S. Eliot

                              Comment

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