01-24-2006, 08:41 PM
Frizz,Jan 18 2006, 02:50 PM Wrote:Trying to piece together a strategy from our experience, suggestions on the web and a couple ideas. Not a final strategy, just a different angle for experimentation.
Thekal
Phase 1
GENERAL KEYS
We have this down pretty well I think, so no reason to hash it too much.
- Have to kill all three at the same time. Use 'V' to toggle health bars on. AOE when all three are down to almost nothing.
- Stop the priestesses heals
- Have two tanks on the rogue since he will gouge/blind
- Minimize mana use as much as possible (save for 2nd phase)
Phase 2
- All players except two MTs and rogues should be at MAX range to attempt to avoid the mass AOE knockback which does significant damage.
- We should have 4 groups
1) MT Groups - 2MTs, 4 supporting healers (2 priests, 1 druid, 1 pally) - 2 MTs will hold Thekal and put their backs to a cage to try keep from being knocked back. Druid and one priest should keep HOTs up consistantly. Other than that, everyone should be doing big heals. There will be two MT groups, but all 4 healers should be healing both MTs.
2) Raid healers - Remaining healers - These healers should be even further from Thekal and out of range of the MTs. Their responsibility is keeping the rest of the raid alive. Since they are out of range they shouldn't have to deal with knockbacks or taking dmg. We should have our druids here, since they can use quick HOTs to get everyone regenerating after knockback. These healers are also backups for the MT healers if they die or run out of mana.
3) Tiger adds - This group should deal with the tiger adds. It seems that Thekal doesn't have enormous amounts of health. We should try to toy with (not take time to kill) the tiger adds while we full out dps Thekal. Have one pally dedicated to grabbing the tiger adds and pulling them out of range of the knockback AOE. Have them keep just enough agro to keep them off the healers. Then have one warlock who is dedicated to fearing them around. Warlock fear lasts a long time and only takes 1.5 seconds to cast. When the tigers come back to the pallies, just redo the fear. If the pally takes dmg, they can heal themselves.
4) DPS and mana drain. One hunter and a lock should be doing mana drain. Other than that, we should focus on dps'ing Thekal down as fast as possible, without getting agro of course. We should continue to see if we can find a way to keep out of his AOE knockback, but so far it looks like the range is wider than our firing range. Try to keep testing the maximum range throughout the fight.
- Anyone who is oom or heavily wounded should back out of the AOE range, bandage and rest up until they are ready to jump back in. Bandaging saves valuable healing mana. After AOE knockback, you should be out of range of further ones. This is a great time to bandage before running back in.
GROUP 1
Warrior (1)
Priest (1)
Druid (1)
Rogue (4)
Group 2
Warrior (1)
Priest (1)
Pally (1)
Rogue (4)
Group 3
Priest (2)
Druid (2)
Mage (4)
Hunter (4) + mana drain
Warlock (4) + mana drain
Group 4
Pally (2)
Druid (2)
Mage (4)
Mage (4)
Hunter (4)
Group 5
Pally (3)
Warlock (3)
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I was looking at what the voodoo dolls needed, and how to get those...
We need to go into the Edge of Madness, and there is a tablet that lets 300 alchemists learn how to make Gurubashi Mojo Madness, something like that. It takes 1 blood of heros from plaguelands, 1 black lotus, 1 massive mojo (bank has 2), and 6 powerful mojo (bank has around 25-30). Then it's used to Extinguish the Brazier of Madness in the Edge of Madness zone... and 1 of 4 summonable bosses comes out: Gri'lek, Renataki, Wushoolay, or Hazza'rah. Some seem pretty darn tough, others not too bad, but all do-able.
The voodoo dolls need a piece from each of these bosses, and the bosses drop 1-3 each kill, and a nice blue.
I'm pretty sure you can only do one summonable boss per run, cause the brazier will be extinguished afterward :(
If we got one of each boss, different each week, it will take us a min of 4 weeks to get people the trinkets from the voodoo dolls... which are wicked cool I must say.
I think that we should ask people if they'd get use of the trinkets (most are "on use" items, some people prefer passive) and find one person to get a trinket. The trinkets are parts of the class sets from the quests, so having thse would also help get the set bonuses, first at 2 pieces. We won't be able to get enough pieces if we always roll, that's why I think we should have one person at first to get it, and a secondary person for spare pieces if they drop.
The blues these guys drop is quite nice: wand with mana regen, tiki room bow, +heal/mana dagger, tanking sword, a bunch of cool stuff. I think it was sually weapons too.
Here are links to different class trinkets.
Warlock- http://wow.allakhazam.com/item.html?witem=19957
Hunter- http://wow.allakhazam.com/item.html?witem=19953
Rogue- http://wow.allakhazam.com/item.html?witem=19954
Druid- http://wow.allakhazam.com/item.html?witem=19955
Priest- http://wow.allakhazam.com/item.html?witem=19958
Paladin- http://wow.allakhazam.com/item.html?witem=19952
Warrior- http://wow.allakhazam.com/item.html?witem=19951
Mage- http://wow.allakhazam.com/item.html?witem=19959
Also, these do not require reputation to create.
The voodoo dolls are also used in enchants, but I think we might get best use of those by getting trinkets, although they're the easy part to get, and can be fond on AH for like 20gp. The enchants are pretty wicked too ;)
Tiger stuff looks good, I think we'll get him soon. Also due for a nerf, along with one for Mar'li and Arlokk. And the trash mobs go down, rep-value up.
oh yeah, I ban Frizzy cause..... she beat me to writing strat ideas :P