I have had quite a few emails through asking for a complete guide to the Shattered Sun Offensive Daily Quests, one of the Best ways of Making Gold in World of Warcraft.
Well as important as Gold is to Raiders I will not go too indepth on it here, But I have done a write up on one of my other blogs, WoW Gold Guru, on which I have included a complete list of Shattered Sun Daily Quests to help people make the most of their gold grinding time on WoW.
You can find the list of Shattered Sun Quests Here!
If you have any additions comments or best order tips to add please feel free to leave them in the comments :)
Introduction to the World of Warcraft Raid Guide
In this blog I will be writing walkthroughs and videos on how to take down those WoW raid bosses that have been giving your guild trouble, how to survive PUGs and how to advance into the end game content of World of Warcraft with step by step instructions and guides. Ontop of how to beat WoW instance bosses I will be giving boss and class information, helping you improve how you play your character and which professions may prove useful to you in and out of the instances and raids in World of Warcraft.
Tuesday, 27 May 2008
I have had quite a few emails through asking for a complete guide to the Shattered Sun Offensive Daily Quests, one of the Best ways of Making Gold in World of Warcraft.
Tuesday, 20 May 2008
Kael'thas Sunstrider is the last, and most complicated boss of Tempest Keep. He has no less than five phases, each as cunning as a weasle and sly as a fox. On top of that you will be dealing with four incredibly pain in the arse adds that you will need to defeat twice. In patch 2.4 Blizz made up a bit for his difficulty by making it possible to reach him directly and also increased his loos to 3 Tier 5 Chest Pieces.
The Abilities of Kael'thas and his sidekicks are fairyl danuting at first. His advisors are resurrected in Phase 3 effectively giving them double their health! Perfecting the tactics required to defeat the final boss Kael'Thas need to be learnt by every member of your raid.
- Thaladred the Darkener
- Around 280k health
- 3-4k Melee on plate plus 2.5k every tick for 12 seconds
- Gaze – Fixes aggro to a random person in raid; 9 second cooldown
- Psychic Blow – 4-5k damage plus knockback to his current target, 30 yard range
- Silence – Silences anyone within 8 yards
- Lord Sanguinar
- 3-4k Melee damage on plate
- Bellowing Roar – A 35 yard AoE fear around him, 1.5 second cast, fortunately does not reset his agro!
- Grand Astromancer Capernian
- Around 200k health
- Fireball – 6-7k single-target fire damage
- Conflagration – Randomly targets a player within 30 yard range causing disorientateand dealing 600-900 dps and 300 damage per second to all players within 8 yards of the debuffed raid member. Capernian does not attack any players with conflagaration.
- Arcane Explosion – Deals 4.5k Arcane damage and has a knockback effect with a slowing debuff. This only occurs when players are within melee range, so get your ranged attack on him!
- Master Engineer Telonicus
- Around 275k
- Bomb - 7-9k fire in a small AoE centered on current target's location, 1.5 second cast
- Remote Toy – 60 sec debuff placed on a random player, periodically stuns the affected player for 4 seconds
- Kael'thas Sunstrider
- 3.6 Million Health
- Around 4k Melee Damageon plate
- Fireball – 2.5 sec cast, between 16-20k fire damage, interruptible
- Flamestrike – 3 sec cast, and around 3k fire damage per second AoE for 10 sec
- Summon Phoenix – Summons a Phoenix
- Arcane Disruption – 1750-2250 Arcane damage and a 10 second disorient to every raid member, 20 sec cooldown
- Shock Barrier – a shield which absorbs 80k damage, lasts 10 seconds and stops spell interrupt abilities
Phase 4 specific abilities:
- Mind Control – Mind controls 2-3 people in the raid
- Pyroblast – 4 sec cast, 45k-55k fire damage, interruptible, 60 sec cooldown; begins casting immediately after casting Shock Barrier
Phase 5 specific abilities:
- Gravity Lapse – All members of raid are teleported to him and then swim in the air for 30 sec
- Nether Beam – 1850-2150 arcane damage to a random target, jumps to nearby players, damage doubled for each jump (So Spread Out!)
- Nether Vapor – Small black clouds floating in the air near Kael'thas. If touched they add a stacking debuff which reduces max health by 10% each time, stacking up to 9 times, to 90% reduction.
- Main Tank
- Fire Resist Tank (With at least 150 fire resist for use as Conflag target during Phase 1 and Phoenix tank in Phases 4 and 5)
- 2 Off-Tanks
- 6-7 Healers
- 5-6 Melee
- 10-11 Ranged
Ranged damage dealers are much much better than melee in this fight since there are mobs which cause large amounts of damage to melee (Thaladred and Capernian), and the Phoenix eggs are muchmore easily killed by ranged who do not have to run to the Eggs.
In the first phase you can take a quite relaxed pace in killing the advisors, each one has a tactic to take him down with relative ease.
- Thaladred the Darkener - Sets his Gaze on a raid member thus giving him 100% agro for the fight. For the duration of the gaze he will walk toward that target, who must run away and kite him while ranged DPS attack Thaladred. For brief intervals between gazes, or if the gaze target dies, Thaladred may melee or follow the target with the most threat. Nobody should be closer than 10 yards when a gaze shift takes place.
- Lord Sanguinar is a simple tank and spank boss, made interesting only by his fear ability which does not even reset agro. DPS, particularly Ranged, must remember to let the tank keep agro during fear.
- Grand Astromancer Capernian casts Arcane Explosion if there are people in melee range, making this another ranged-only fight. Conflagrate must be avoided by everybody except her tanks. One possible setup is to have a fire resist tank stand rather close to her (remaining 15 yards away outside Arcane Explosion range) to take the conflagrations, while a Warlock kills her from 30 yards away. This tactic needs two healers on the warlock, and one on the fire tank. Alternately, she can be tanked by two warlocks which take turns - when one is conflagrated, the other takes over. Warlocks tanking her must not have Nether Protection, Since se will run forward to melee, and then cast arcane explosion, if one of her spells is resisted.
- Master Engineer Telonicus is the least dangerous of the advisors. His Remote Toy debuff can be fatal if placed on a tank in phase 2 as it reduces threat generation, so delay killing Telonicus until no tank has the debuff. In phase 3 the debuff is rendered useless by the staff's anti-stun aura.
Phase 2: The Weapons
when you have killed all the advisors Kael'thas summons seven legendary weapons. By killing and looting these weapons all raid members can equip themselves with legendary weapons for the rest of the fight. The weapons are multi-drop but unique so one player can, but should not, pick up one copy of each. Killing the weapons is a mixture of AoE and focus fire. There should be an AoE kill zone, where most of the weapons are held, while the remaining DPS concentrate on one weapon after the other. Here's an overview of the weapons in a reasonable kill order:
- ~210k HP
Has a Multi-Shot attack and drops its agro list if any melee or pet attack it. Preferably tanked by a hunter facing it away from the raid to avoid Multi-Shot hitting others. This is the most dangerous weapon and should be killed first by all hunters and ranged DPS which are not contributing to the AoE to avoid the tanking hunter losing agro.
- ~170k HP
Low melee damage, attacks with Frostbolt and Frost Nova. It likes to cast a Frost Nova, run away 10-15 yards and then start to Frostbolt. It's a highly desirable item because its "use" ability grants immunity to the Remote Toy debuff, and it increases the damage output of casters.It has low health and dies much faster than the other ledgendary weapons
- ~280k HP
Deals little melee damage but heals itself and friendly targets, which can and must be interrupted. The melee damage dealers should control and kill this
- ~210k HP
Hits for an average amount but attacks very fast. Has a Thrash ability that grants it two extra attacks periodically.
- ~290k HP
Hits for around 1.5K every 2 seconds on plate and applies a stacking rend DoT. Each stack ticks for an additional 500 damage every 3s for 15sThis can be can missed, dodged or parried.
- ~230k HP
Frequently Whirlwinds, which one-shots any non-tanks. Needs to be tanked away from the other weapons either near the edge or away from the AoEs. Not very useful for most raid membersso doesn't really matter if itdoesn't die quickly.
- ~290k HP
Deals a high amount of damage and has a shield spike ability which when activated can reflect a lot of damage to a fast attacking melee DPS. The Phaseshift Bulwark has much higher HP and armor than the other ledgendary weapons. You can do phase 3 without it, but the Tanks will not be able to manage Kael'thas without it in Phase 4
Tank Assignment List:
- Axe - Main Tank
- Sword and Shield - Main Tank
- Mace + Dagger - Offtank
- Staff - Offtank
- Bow - Hunter
The weapon corpses despawn after 60 seconds so must be picked up swiftly, the weapons looted despawn after 15 minutes or when the fight is reset.
Two minutes after the start of Phase 2 Kael'thas resurrects his advisors. The tanks and their healers should start to move to the corpses of their previous targets several seconds before Phase 3 Hits, so that they can immediately pick up the advisors.
Advisor tank list:
- Sanguinar - Main Tank
- Telonicus - Off-tank
- Capernian - Warlock & Tank (With Fire Resistance)
This is pretty much the same as before, Thaladred and Capernian should be avoided by melee. and the four advisors can be safely attacked by ranged. Since Thaladred is worst, ranged DPS should take him down first. One melee damage dealer with theshould put the weapons debuff on himwith care, the player must be aware of incoming Gaze shifts, move away before the gaze shift and return to DPS when another person has teh gaze..
All other melee damage dealers should concentrate on Sanguinar first and Telonicus second.
After Thaladred is down, ranged DPS can either help the melee group at Sanguinar, or start on Capernian. The decision is group dependant and depends on teh strength of your melee dps.
When all other adds are down all DPS should focus on Telonicus .
Phase 4: Taking matters into one's own hands
When Phase 3 has been going for 3 minutes Kael'thas joins the fight. You should be ok if one advisor is still up, two or moer however and chances are you will wipe.
Fireball is cast regularly and should be interupted asap by any class that can.
Mind Controlled characters can be sheeped, probably the besty way to avoid the problem. It's also possible to use the
with low damage attacks such as hamstring to dispel Mind Control.
Flamestrike needs to be avoided, you will notice a glow on the ground vaguely similar to Consecration, move well away fromt his when you see it (You have around 3 seconds)
Every 30-40 seconds Kael'thas will summon a Phoenix. The Effect for this is the same as flamestrike but much shorter.
When the Phoenix spawns you can either kite it with a ranged damage dealer, or simply have your fire resist tank keep control of it. The Phoenix continually casts a hellfire ability which damages itself for around 5% of its health, as well as damaging everybody around it for around 3.5k fire damage per second, This means it will stay alive for 20 seconds before killing itself. When the Phoenix dies it will cast a knockback ability and then turn into a Phoenix egg. This egg has around 70k Health and must be destroyed very quickly. IF you dont take teh egg down within 15 seconds it will spawn a new Phoenix.
Every 60 seconds Kael'thas casts a the sequence of Shock Barrier, three Pyroblasts and an Arcane Disruption.
Even with all the possible mitigations in effect, Pyroblast damage can be up to 23k fire damage. Tanks with the can use it to absorb one Pyroblast. If the damage dealers are up to it, the best course of action is to burn down the shield fast enough to interrupt the second pyroblast. If you cant make this a tink with around 20k Health can just about live through one pyroblast if it has the Infernal Protection buff from the , a Fire Protection Potion or Nightmare Seed and PW:Shield). If your raid group keeps failing to get th shield down before the second Pyroblast it is likely your group is not up to kael.
In summary, there's a 60 second rotation which takes place over the entire phase:
[0sec]->[20sec](MC + Arcane Disruption)->[40sec](Phoenix + MC + Arcane Disruption)->[60sec](Shock Barrier + 3 Pyroblasts + Arcane Disruption).
Flamestrike happens at random times through the phase.
When Kael'Thas Reaches 50% health phase 5 will start. At this point a small cutscene will begin, when this occurs you should defeat the remaining phoenixs.
In Phase 5 he stops using Mind Control and Pyroblast, instead he casts a random selection of Gravity Lapse, Nether Vapor and Nether Beam. Gravity Lapse teleports the entire raid to Kael'thas' position and up in the air from there. In order to avoid the Nether Vapor debuff and Nether Beam chaining, the raid must immediately move away from Kael'Thas and Spread Out to avoid taking extreme damage. Near the end of the 30 sec duration, people should try to keep close to the ground to minimize falling damage, but must not get too low, else they take damage and get launched back up high in the air.
Kael'thas has a permanant Shock Barrier up during a Gravity Lapse and the phoenixes evade, making any attempt to cause damage futile.
When Gravity Lapse ends the tank must be given time to regain agro, so it may help if the DPS go after any remaining phoenixs rather than return straight to the boss.
Mages should also counterspell the first fireball after gravity Lapse!
If you manage all this, Congratulations! You have defeated one of the toughest bosses before the Black Temple.
Thursday, 15 May 2008
I got to thinking yesterday as I boosted a friend through SM cath how much I miss the old world invoices. Scarlet Monestary is one of my old world favorites, loads of variety, some pretty funky bosses. It's a shame therefore that I have no characters around that level to play in it. Sure I could hop onto my 70 and walk through it, but wheres the fun in that?
This made my mind wander onto all the other instances I don't play quite so much anymore, what would a Heroic Deadmines be like? or Maybe Gnomeregan with a Zul'Aman style gauntlet down that rather annoying spiral part?
There are infact a whole host of invoices that I used to love, none of which I can play anymore. But how fantastic would it be to go through the old instances as a level 70? I mean stockades would finally make sense, those level 18 prisoners who cannot be subdued by level 70 elite guards.
I really would like al the old game content to be revamped for a heroic type though, I miss all the old instances, making them heroic would pretty much open up a whole new world of gameplay in WoW, which is becoming more and more monotenous with the daily quests.
Saturday, 3 May 2008
Jan'alai (The DragonHawk ZA Boss) is one of the harder of the first four bosses in Zul'Aman. To kill this boss you first however have to get through the Jan'alai Gauntlet in ZA. This is similar to the first Zul'Aman gauntlet however on this one you have to contend with Amani'shi Scouts, these will head towards drums and spawn two Amani'shi Reinforcements every time he pounds the drum. The only real trick to this gauntlet is to keep moving and to take down the Scouts as soon as possible! Warriors charge and rogues stunning skills are incredibly useful here. As you progress you will meet Amani'shi Flame Casters and Amani'Shi Guardians, both of which can be Crowd Controlled. You will also find Beast Tamers and Dragon Hawks, the beast tamers are CC'able and the dragon hawks can be removed with a good paired AoE.
Jan'alai is a pretty tough boss and has several tricks you need to watch out for. He stands at around 960,000 hp, so you should get some fairly decent DPS in on the fight. Jan'Alai will also spawn two Egg Hatchers who must be handled correctly throughout the fight. There is a lot of fire damage throughout the site so it may help if you stack a few pieces of Fire Resistance Gear.
- Flame Breath: A cone of firetargetted on a random player that has long range but a narrow width, this hits for around 4-5k on people in a line and Damages these people insanely fast. You can minimize damage from this by spreading out around the boss.
- Fire Bombs: He will teleport the entire raid outside the inner square to him (Since Patch 2.4, prior to this the entire raid was teleported), and spawn "flame walls" on the outer ring of his area preventing you from passing. After this he begins spawning bombs on a timer randomly around him. After approximately 10 seconds they will blow up dealing upto 5k damage in a 5 yard radius, Raid members must move to a safe spot away from the bombs. Their is no timer on this ability and he will use it randomly
- Summon Amani'shi Hatcher: Every 90 seconds during the fight Jan'alai will summon two Amani'shi Hatchers which run to either side, unless the amount of eggs is significantly uneven. These will begin hatching eggs into Amani Dragonhawks at an accelerated rate: starting with one and incrementing by 1 spawn each time, 1,2,3,4, so letting him hatch 4 times will spawn 1+2+3+4=10 adds and destroy 10 eggs. After spawning all the eggs on one side, the Amani'shi Hatcher will move to the other side and spawn that side as well if he is not killed.
- Spawn all remaining eggs: At 35% health all the remaining eggs will spawn. For this reason you need to let the Amani'shi Hatchers release a few eggs each time to prevent your raid group getting wiped by an obscene number of hatchlings!
- Enrage: Triggered after 5 minutes of combat or hitting 25% health. Increases melee damage and attack speed by 50%.
- Berserk: Triggered after 10 minutes of combat. Significantly increases his damage, and will very quickly wipe the raid.
The Amani'shi Dragonhawk Hatchlings deal melee damage so should be tanked by a high armour class. They can be trapped, feared, frozen, and killed using AOE attacks if required They will also cast Flame Buffet a debuff that increase fire damage taken by 2% , this will stack continuously with no limit but CAN and MUST be dispelled.
First off - Dealing with the hatchers.
The Hatchers must be allowed to release some eggs. Most raid groups let both release 2-3 eggs before nuking down one, and then letting the other release a further 2-3 eggs before killing him. Others however prefer to kill one Hatcher instantly and let the other release as many hatchlings as possible that an offtank can handle.
There are two common raid wiping occurrences that can happen on this boss. The First is Jan'Alais Flame Breath, this is easily avoided by keeping your raid group spread out.
The Second is Fire Bombs. These can be hard to avoid sometimes so require your raids full concentration, there is a safe zone that the raid (Minus tank) can move to in the northwest of your map, but your raid group must be prepared to move as soon as the bombs go off or they will be devastated by Flame Breath.
Apart from these skills though this boss is a fairly straightforward Tank and Spank, if you have a mishap during the fight your raid group can (And should) move down the stairs to reset the boss. When the boss resets he will disappear for around 30 seconds so you can get some members ressed, if you run out of time you can pull him down the stairs for an additional 30 secs of resurrection time!.