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Okay my guild is having a little it of trouble with High Priest Thekal, we have killed him before but recently it seems that Zeaoleot Zath will get healed all of the time, we cant seem to do anything about it. We are using 2 off tanks to keep the zealeots away from Thekal and we are making sure at around 12% we stop DPSing them an move onto Thekal, but it seems that recently before we can get Zath down to 12-15% he gets healed
With 10 minutes left of time we tried tanking the Zealoeots in between 2 of the cages on each side, and it seemed to be working, Zath hadnt healing himself and it was going fine.....everyone gets massive lag and DC's >.<.
So I was wondering if the "tanking the adds in between the cages on each side" strategy is the right way to go. Or wether there is a better, different strategy?
Setup:
Looking at the Thekal.
Left side Hunter #2 and MT
Middle - Hunter #1 EL Kite-a-doro
Right side - The rest of the gang against the cages.
RIght side - Main Healer for MT. THere is a perfect spot...you'll see it.
THe Pull:
Hunter 1 Shoots using Multi shot (target Priest 1), and shoots (priest 2) at max range. He runs toward the exit.
Meanwhile in the same part of the galaxy Hunter #2 Aim shot Thekal. Shot lands and Thekal comes for Hunter #2.
Tiger adds get pulled by the gang with ranged weapons. They kill tigers.
Hunter 1 is out the door and running towards the exit exit. (AKA the front door of ZG).
Hunter 2 waits for MT to hit Thekal, then FD and runs to help kill Tigers...
...meanwhile hunter 1 keeps running
Once the Priests are gone (out of the Tiger area) and the tiger adds are down, everyone kills Thekal. At about 15-18% you call to the Hunter to FD. He FD and the priests stand their and pick their nose.
Kill Thekal.
Wait for him to go Tony the Tiger on PCP. Then MT tries to hold aggro, team beats him down killing adds as soon as they come.
Priests Respawn to the front.
Thekal goes down faster then a person that is paid to do those kind of things were they do down for money...like...shoe polishers! That's it!
Note: It bugs sometimes. 1. Thekal is has some communication errors with the higher power that makes him Tony TT, so you could wait a bit. (we had a 3 minute wait...lol). 2. His friends pop back up and he runs up to meet with them. (Resets)
Okay my guild is having a little it of trouble with High Priest Thekal, we have killed him before but recently it seems that Zeaoleot Zath will get healed all of the time, we cant seem to do anything about it. We are using 2 off tanks to keep the zealeots away from Thekal and we are making sure at around 12% we stop DPSing them an move onto Thekal, but it seems that recently before we can get Zath down to 12-15% he gets healed
With 10 minutes left of time we tried tanking the Zealoeots in between 2 of the cages on each side, and it seemed to be working, Zath hadnt healing himself and it was going fine.....everyone gets massive lag and DC's >.<.
So I was wondering if the "tanking the adds in between the cages on each side" strategy is the right way to go. Or wether there is a better, different strategy?
Here's what my guild does on Thekal:
One tank on Thekal, one tank and 1-2 rogues on Lor'khan, and one MT and either one OT or all hunter pets on Zath. Everyone else spreads out DPS.
Why?
Well, Lor'khan is a shammy and heals people, so he needs to be interrupted. That's what the rogues are there for, just in case the warrior doesn't have shield bash ready/doesn't have the rage. Zath is a rogue and likes to gouge his tank, so he either needs an offtank or hunter pets to taunt him or be next on his aggro list.
DPS them all down evenly- Lor'khan has the least HP, followed by Zath, then Thekal. Once they are all down to about 5%, AOE them and make sure they die simultaneously.
Once they are dead, have everyone run inside and to the left side. Have all the tanks fight for aggro on Thekal. Make sure the rogues deal with the tigers, and just DPS thekal down.
We have a tank each but also drain the mana of Thekal and Lor'khan, once the warlocks are finnished doing that, keep sticking on the hunter's drain mana just to keep their mana at 0.
We take the Rogue to 25% (they never stop DPS so we set the value high, ends up about 15%, enough for a tank to keep hitting him) the healer to 20% and then the boss to 15%, from there we gather them up and AOE them down.
We also have a rogue or 2 on Zath so they can stun lock him when he gouges the tank.
You can actually see when the shaman heals if you keep an eye for it.
Put a Rogue and a Warrior on him at all times, and when he turns away and the gold lightning appears around his hands he is casting. Kick or Shield Bash him to interrupt.
Also have a Priest or Shaman dispel his lighning shield otherwise healer mana will get soaked up through all the extra damage that the tank and Rogue will take through hitting him.
Stop messing about with positioning and just teach your raidmembers to interrupt. Kick, Counterspell, Spell Lock, Earthshock, anything. Cast interruption is a basic skill everyone should posess. You use the same on the Bat aspect, so why not here?
Also, ignore Wasabee's weird strategy of kiting and exploiting his adds out of the fight and do it properly. It's not that hard a fight.
Don't start draining mana. It's an utter waste of time and dps.
Watch for the heal animation (or better yet get an addon like Spellalert or Natur Enemy Castbar) and just stop the heals as they are being cast.
Don't worry about draining Lor'kan's Mana, it's pointless and drains your DPS' mana.
Just have 1-2 rogues + your warrior tanking Lor'kan to keep him kicked, even if it means keeping 1 point saved and then kidney shot Lor'kan when kick misses.
Also, there's a trick I learned when tanking Zath. Typically Zath will periodically gouge and blind the current tank on him, well, if you turn your back to him and basically get your player model on his player model you will be able to hit him backwards and he WON'T gouge or blind you at all, once you have that trick down, there's no problems with tanking Zath.
Stop messing about with positioning and just teach your raidmembers to interrupt. Kick, Counterspell, Spell Lock, Earthshock, anything. Cast interruption is a basic skill everyone should posess. You use the same on the Bat aspect, so why not here?
Also, ignore Wasabee's weird strategy of kiting and exploiting his adds out of the fight and do it properly. It's not that hard a fight.
Don't start draining mana. It's an utter waste of time and dps.
Watch for the heal animation (or better yet get an addon like Spellalert or Natur Enemy Castbar) and just stop the heals as they are being cast.
Well how the hell is that possible when the cast seems instant.
Well how the hell is that possible when the cast seems instant.
It's not Instant: Look for him turning away and for the Gold Lightning around the hands. Once you spot it you'll wonder how you ever could have missed it.
Also on the Mana Drain subject, we found that this offered no benefit whatsoever and as soon as the bosses regenned a tick of mana they would cast.