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Mob Notes
Posted on 12/28/2008 at 11:31 PM
Blackwing Technician - these little goblins pack a punch, and come in packs. They are a ranged mob and use dynamites to deal moderate damage to people in an area. They also have an acid bottle ability which poisons you and deals nature damage over time. They have relatively low health, and a mage is recommended to handle these goblins with Arcane Explosion while circling around them.
Blackwing Warlocks - these orcs are equipped with Rain of Fire which deals around 1000 fire damage per tick DoT on an area. Also, when they die, they release an enraged felguard which can be really deadly to the raid if allowed to be loose. Tanks should engage them and tank them on a corner, while the rest of the raid should be moving away from the Rain of Fire. When they die, warlocks should be ready to banish / fear the felguard to avoid it wiping the raid. They are also immune to polymorph.
Enraged Felguard - these demons spawn when a warlock dies. They should be crowd-controlled immediately with a banish, or chain-fear. These guys have Blast Wave spell which deals moderate damage.
Blackwing Spellbinder - these blood elves are immune to any kind of magic, and can Polymorph a person close to him / her. Also, they consistently cast Flamestrike which deals a fair amount of fire damage DoT (around 1000+ per tick) on an area. Initially, it’s recommended for a hunter to kite these elves away from the raid and then just return them when the raid is done killing all the other mobs. When its their turn to be killed, melee him to death. They got a fair amount of defense, so it would probably take time, and this would be a great time to train your weapon skills.
Death Talon Overseer - these look like a mini version of Broodlord. They got a cleave, and comes with a particular weakness to an element, while resistant to the other schools. When it’s this mob's turn to die, everyone try out to deal different spells to determine its weakness, then once determined, focus on it and bring it down.
Pulling Strategy
Before pulling, have a hunter and a warrior assigned to each of the warlocks and overseer. For the spellbinder/s, hunter/s should be assigned to kite them at the far side of the Suppression Room, circling around them there while waiting for the rest of the pack to be killed. A mage should be assigned to handle the technicians, and kite them around an area with Arcane Explosion, with a priest to protect the mage from dying. Once the assignments are done, a hunter targets a technician, and pulls them. This hunter should leave line of sight immediately so the rest of the pack will follow and leave their spots. Once the pack shows up by the door, each tank's hunter use Distracting shot on their assigned warlock and overseer, and bring them to their respective tanks. The hunter assigned to the spellbinder brings the spellbinder very far away from the raid, to avoid its Flame strike to wipe the raid. This hunter needs to kite it around in that area for a while, and wait until all other mobs are killed. For the technicians, the hunter pulling needs to bring them to an open area, for the mage to work on. Once they come up to range, the mage assigned should start spamming Arcane Explosion on them to attract their attention. Once they're on the mage, the mage should start kiting them around in a circle, to avoid their grenades, while still spamming Arcane Explosion. Mage's priest should be constantly shielding the mage to protect him, and heal him.
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