The Boss Files Crusaders Coliseum

From EFWiki

Jump to: navigation, search


Contents

Beasts of Northrend

Gormok the Impaler, two jormungars Acidmaw and Dreadscale, and finally Icehowl will enter the arena.

  • Gormok
    • Casters have to keep at least 15 yard range to him since he does interrupt spellcasting around him with [Staggering Stomp].
    • Snowbolds will spawn and jump on random players, they need to be killed fast.
    • Multiple [Fire Bomb] will land and leave burning patches. Stay out of the fire!
  • Jormungars
    • Acidmaw's [Paralytic Bite] can get removed by running close to a player with [Burning Bite], which is applied by Dreadscale.
    • Scatter so not to many people will get hit by [Paralytic Bite] at once.
    • Never stand in front of a jormungar unless you are the tank. Be aware where the stationary worm is facing.
    • The Acidmaw tank cannot always run towards the person with [Burning Bite], but will tell the raid when infected with toxin.
  • Icehowl
    • Icehowl regularly jumps to the middle, stuns everybody and will turn in that raid member's direction.
    • Watch where he is facing when pulling back for the charge, get ready to run away as soon as the stun wears off.


Tanks:

Tank rotation on 2 or 3 stacks of [Impale] on Gormok. One tank on each jormungar. Just one tank for Icehowl
2 tanks in 10 and 25 men

Healers:

2 to 3 healers in 10 men, 7 healers in 25 men.

Extra:

Timing on heroism is not crucial here. We usually trigger hero at the beginning of jormungar phase.

Heroic:

Instead of entering the arena after the previous boss dies, they enter on fixed timers. Kill them fast or get overrun.

Lord Jaraxxus

Lord Jaraxxus will be tanked in the center of the room. Adds will spawn that are to be offtanked and killed by ranged damage dealers.

  • Raid should be evenly spread around Jaraxxus
  • Players Affected with [Legion Flame] should move towards the outside or the room. Keep moving until it wears off.
  • [Fel Fireball] casts should be interrupted
  • Healers have to pay attention to players affected with [Incinerate Flesh].
  • Adds should be killed fast


Tanks:

One tank on Jaraxxus, the other picking up adds.
2 tanks in 10 and 25 men

Healers:

2 healers in 10 men, 6 healers in 25 men.
[Fel Fireball] can be dispelled in case an interrupt fails.

Heroic:

In heroic mode the portals and volcanos, spawning adds won't vanish. Instead they must be killed quickly by all dps. Not only ranged.

Faction Champions

The faction champions fight is an arena style battle with npc's of the opposing faction.

  • Think of a PvP fight, but no PvP gear needed.
  • Use all forms of crowd control to survive. Its often even viable to run away from enemies.
  • If there's a Felhound it should die first. Then the healers should be terminated.
  • Focused fire assures fast kills, follow main assist calls.


Tanks:

Tanks usually keep heavy hitters busy.

Healers:

Since everybody can take damage healing is mostly raidwide.

Extra:

Makes sense to trigger heroism early. CC targets should be rotated when DR apply.

Heroic:

The enemy has more hitpoints, hits harder and is immune to taunt effects.

Twin Val'kyr

Fjola Lightbane and Eydis Darkbane enter the arena, they share their health pool. Players get two possible auras to either boost their damage or protect them from the Val'kyrs vortex abilities. The Val'kyrs have two important skills, the Vortex and Twin's Pact.

  • Raid will be split in two even groups. Everybody except healers should take the opposite colored aura than the Val'kyr they are assigned to.
  • Lightbane can cast [Shield of Lights]. All dps move to her, burn it down and interrupt [Twin's Pact].
  • Darkbane can cast [Shield of Darkness]. All dps move to her, burn it down and interrupt [Twin's Pact].
  • [Light Vortex] can be cast by Lightbane. Everybody in the light group switch to light aura.
  • [Dark Vortex] can be cast by Darkbane. Everybody in the dark group switch to dark aura.
  • [Unleashed Dark] and [Unleashed Light] are floating around the hall and should be picked up by players with the matching aura.


Tanks:

One tank for each twin.
Protective cooldowns can be saved for when the other twin is about to cast Twin's Pact, yours will be hitting harder then.

Healers:

2 to 3 healers in 10 men, 6 healers in 25 men.
Healers usually take the same color like the twin they are assigned to, so they help picking the floating orbs.

Extra:

Heroism can be triggered the first time one of them shields herself.

Heroic:

Twin's Pact heals for 50% instead of 20%, its pretty much a wipe when it gets cast because of enrage timer.
[Unleashed Dark] and [Unleashed Light] do seriously more damage to players of the opposite color.

Anub'arak

This fight consists of three phases. Anub'arak is above ground and Nerubian Burrower's spawn is alternated by Anub'arak burrowing and chasing random people. Finally at 30% we enter phase three with no more adds and Anub'arak stays above ground until killed.


Tanks:

One tank on Anub'arak. One in 10 men, 2 in 25 men tanking the Nerubian Burrower's.

Healers:

In phase 3 raid health should be kept between 30 and 50% because of [Leeching Swarm]. Tanks still healed fully.
2 to 3 healers in 10 men, 6 healers in 25 men.

Extra:

Heroism should get triggered on phase 3.

Heroic:

[Pursued by Anub'arak] lasts much longer. The amount of [Permafrost] is limited.
Nerubian Borrower's now cast [Shadow Strike] which must be interrupted.

Personal tools