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View Full Version : Nightbane anecdotal help


Fenris Ulf
28-06-2007, 07:56 PM
I'm looking for people to post their raid composition, anecdotes and any non-standard strat comments they used.

We're having a bit of trouble on the transition from ground to air, usually die during the second land phase due to healers being downed in the previous air stage. We're attempting again tonight or sunday.

Thanks.

YamahaGuy
28-06-2007, 08:35 PM
Ya ya, healers dying in phase 1 or 2 usually means its over, less its only 1 and you have a combat res.

When the air phase is approaching, tell the raid to "stop with hots" and click off hots.

This prevents dr00ds and priests from getting agro.

The rain of bones target runs to where the tank used to be, away from the group. A pally BoPs and throws a heal to the rain of bones target.

Now, the skeles begin, kay

Tell dr00ds and priests, to WAIT till about 1/3 of the air phase is over (2/3 left) going on 'gut feel' before heavy heals. (Priests can still dispel members who have smoldering blast.) But let the pallies heal initially. Let the tank and the DPS work a little on the skeletons.

Then they help. That way, the didnt draw skele / smoldering blast agro.

The tank stomps / taunts a skele / shield slams another skele / taunts etc. to help the group.

Chall shout once an attempt, really. Usually first phase is very crucial to the end outcome.

DPS SINGLE TARGETS the ads down. AOE gets people killed. By this I do not mean marking mobs; I mean everyone picks one/same one/whatever and works on/helps with that add.

It makes significant difference if EVERY one lives through first air phase.

Tank, make SURE is ready when hes about to land; if theres a couple skeletons still alive its no big deal at all. Many times I resume tanking nightbane and I have a skele attached to me too; matter much it does not.

I find, no matter how many times you've done bane, you gotta coach/remind/instruct the group, or they forget small things like the dispel/spot heal or watching HoT agro, and people die

// oh ya

Also nightbane picks a hunters pet alot for rain of bones (for us anyway) and that makes it kinda easymode.

newfangle
28-06-2007, 11:46 PM
1) Get a dwarf/draenei priest with fear ward, or a shaman.
2) Get a tankadin.
3) Tankadin tanks in phase 1 and 2.

Twoflower
29-06-2007, 05:03 PM
use misdirection on the tank when nightbane lands. should be ok whit the cooldown to use it every landing.

Felix Niebuhr
02-07-2007, 03:59 PM
As tank or offtank throw a commanding shout on party before Skellies land. Save up rage on Nightbane so you are ready with Thunderclaps ad Demoshout, that helps infact. Piercing howl is good too IIRC.

moopy
02-07-2007, 05:00 PM
Finally got around to trying Nightbane for the first time yesterday. We did one "test" fight, and then killed him the second time.

We didn't have a special composition for the raid, we did have a couple of hunters though, who misdirected during landing, which handles that phase change. For the ground to air change, what we did was as soon as he took off, the healers ran towards the tank, and the tank ran towards the healers- meeting halfway if that made any sense. This gave the tank a great chance to pick up quite a lot of the skellies before they could kill the more fragile healers.

I had been given some armour pots by the MT, as I was expected to be the bone rain tank (as I tend to be top of the healer aggro list). Since I had 9.6k armour in raid buffs (shammy in healing mail), the bone rain hardly hurt at all. Earthshield and a little self-healing was more than enough to save me from the bone rain and skellies, and let me keep healing the rest of the raid. Blessing of protection can help here if your strongest healer is a clothie, but mail or plate with decent +stam and devotion aura should be fine. Frankly, fondle YG's "let the pallies heal" thing, not needed. We had all the healers still healing- we just kept half an eye on the priest, who could bubble up, self-heal and/or fade too. People just need to be on their toes, no big deal.

During the ground phase, we split the raid in two, and one hugged the inner wall, one the outer, which gave plenty of space when the nasty burning skidmarks appeared on the ground (the name eludes me). When one appeared, everyone ran to the other wall (inner or outer). When two appeared, the ranged moved forward.

The other thing we did was try and stop healing a little bit towards the end of the air phase, so the healers weren't getting as much aggro- but this wasn't vital as misdirection covered it.

Really, this is one of the easier bosses in Kara, you'll kick his ass. If you want to see a nice video of it, this is the one that I watched before the encounter:

http://www.youtube.com/watch?v=xo1L549oaqs

I used Deadly Boss Mods to announce various events to the raid. Honestly, if you can down Aran (needed for this summon), you'll have no trouble at all with Nightbane himself.