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Kam`
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Joined: 15 Jun 2007
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re: Naxx 10 Recap

We all found our ways to Naxx fairly easily, and for convenience's sake, there is a summoning stone there to speed along getting a raid together.

I insisted on no-consumables because they would have been wasted; at no time did I ever think "gee, if only we had flasks and elixirs and shit- THAT would have saved us"... because it would NOT have. We did just fine on yard trash without them, and bosses are more of a coordination and knowledge check, than a gear-check... Naxx is intended for a well-organized raid of Level 80 Dungeon-BLUE-geared players.

Obviously, some of us are lacking level 80 blues or better, and a few of us were filling roles outside of our usual specs.

...

We cleared trash with ease in the Arachnid wing. One fast moving patrol of small elite spiders (with about 26k hp each) had to be pulled first, and they left no lootable corpses, the rest was common sense. The spiders are beasts and sleepable, though hibernate does not last long at all on them (nor would root I imagine).

Anub'rekhan is a positioning fight, and we did three dry runs, never perfecting the pathing or positions. With two more bodies (we only had eight), we could likely have downed him after several more attempts.

Trash in the Necro wing gave us some trouble, but we found that what worked for us was to burn the Ghouls and kite the Slimes; once the NON-slimes are dead, bring the oozes back one at a time and finish them off. We also had the burn to deal with Stonespine Garg's one on one, though it was my eastimation that we'd need a couple more bodies to pull off two at a time (and there are PAIRS of these MOBs in the stairway-down, before Noth). The first pull is actually the first group, NOT the roaming gargoyle; pull them right when the garg paths away.

Trash in the DK Wing (Military Ward) was pretty straight forward; some are undead, some are ordinary humanoids. First pull is the two oridnary humanoids in the second archway, pull them when the 3-pat is away.

Shades (Eyes of Naxx) are the top priority in their respective groups; they spawn untargettable ghosts which run around and hit people, and which are immune to taunt or CC (ala- Sunken Temple, and Sethekk Halls). So Skull them, and burn them first.

Deathknight Captains will summon a pet -during- their fights, and the pets will have to be picked up. One loose ghoul-pet pasted both healers in just a couple hits last night.

...

DPS for our 8-man raid was acceptible on yard trash, but lacking on the boss encounters. At best, on trash, we had roughly 7k DPS combined and 15k DPS burst for about 10 seconds (on gargoyles).

On Anub' we only managed only 3.5~4k dps, half of which was our Warlock alone.

DPS ranges were (from memory) usually about 1400-1900 DPS for the Warlock, 500-1500 for the Hunter, 900-1600 +/- for the DKs, 800-1400 for the Feral Druid, and about 700-1100 for the Warrior; and about 60% of all that on the Boss.

...

We started on time with only 8 level 80 characters, and gave the place a look-see for about 90 minutes before losing a member, and then calling it.

We learned alot, despite mounting frustrations, and our explorations give us some idea of what to expect when we return next week.

Be happy with that. =)
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