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라이브
PTR
11.0.2
PTR
11.0.5
베타
Strategist: Faction Champions
라이브
2009/09/14 시간 04:20
에
ArgentSun
에 의해 작성됨
I think I've avoided this one long enough. The fight is chaotic and random, and different group compositions (for both the raid and the bosses) require different prioritizing. In other words - waiting more won't make the "strategy" any easier to write.
This being said, the term "strategy" is used very loosely. I won't give you a strategy - instead I will offer a short description of the strong and weak sides of each possible opponent, some way you can negate his or her weaknesses, and hopefully a tip as to how dangerous the specific miniboss is.
Read and find out what the
Faction Champions
have in store!
First, here is a list of all the NPCs you can encounter. You will fight 6 (2 of which will be healers) in the 10-man version, and 10 (3 of which will heal) in the 25-Player one. Note that NPCs marked with are NPCs that belong to the Alliance, so you will fight them only if you are Horde. And vice versa, if you are Alliance, you will fight enemies marked with .
Class
Spec
Champion of the Alliance
Champion of the Horde
Death Knight
Frost DPS
Tyrius Duskblade
Gorgrim Shadowcleave
Druid
Balance
Kavina Grovesong
Birana Stormhoof
Druid
Restoration
Melador Valestrider
Erin Misthoof
Hunter
Survival
Alyssia Moonstalker
(with
Cat
)
Ruj'kah
(with
Cat
)
Mage
Arcane
Nozle Whizzlestick
Ginselle Blightslinger
Paladin
Holy
Velanaa
Liandra Suncaller
Paladin
Retribution
Baelnor Lightbearer
Malithas Brightblade
Priest
Discipline
Anthar Forgemender
Caiphus the Stern
Priest
Shadow
Brienna Nightfell
Vivienne Blackwhisper
Rogue
Subtlety
Irieth Shadowstep
Maz'dinah
Shaman
Enhancement
Shaabad
Broln Stouthorn
Shaman
Restoration
Saamul
Thrakgar
Warlock
Affliction
Serissa Grimdabbler
(with
Zhaagrym
)
Harkzog
(with
Zhaagrym
)
Warrior
Arms
Shocuul
Narrhok Steelbreaker
Pretty table, isn't it? :) You are going to see a lot more of those, I think. I like them. But now - back to topic...
Second thing - you don't need tanks. You can keep your tanks in their tanking spec (for taunts and stuns), so they can distract opponents like the Death Knight, the Warrior, and the Rogue, but I honestly don't think you need more than 1 tank for that. And definitely not two on the same target, as diminishing returns on the taunt will mess them up. And a note to the tanks - avoid taunting if the melee DPS you are assigned to is attacking a mail or plate user (unless they are really going down). They can usually take the beating, and you are better off saving that quickly-diminishing taunt for when the Rogue decides to nuke your clothies. It's safe to go DPS though.
Healers, learn to kite. That's all I have to say to you. You will get focused (although not as much as you'd expect in a real arena match), and you won't be able to survive by just standing there, healing yourself, and hoping for heals from the other healers.
DPS, stop standing in the fire. Especially Hellfire. There aren't that many AoE spells in this fight, but the few that are present will destroy you if you stand in them. I am looking at you, Bladestorm and Hellfire.
Also, your AoE is going to be useless. All of the Champions take 75% less damage from AoE effects.
Death Knight
- Hits for a few thousand, loves to do Chains of Ice, Death Grip, and Strangulate. Can usually be ignored as long as you have one of your tanks (who are now DPS hopefully) taunt and/or stun him occasionally. Most Mail and Plate users can handle him though.
Druid (Balance)
- We have found this fellow more help than hindrance. He will Cyclone your raid members, but that will usually save their life (as it removes DoTs and makes them immune to damage). Leave this as one of your last burn targets.
Druid (Restoration)
- One of the more powerful healers. Unless your raid is loaded with Shamans (for Purge), this should be first burn target, and even if you are full on Shammies, you'll want to kill him quickly. He is Banishable, and a warlock can keep him occupied most of the time, in case you decide to CC him instead of burn.
Hunter
- Another not-that-bad DPS. She will drop Frost Trap (the one that does AoE slow) frequently, but other than that, she is easily ignorable. One of the last burns.
Mage
- This little fellow will Arcane Blast/Barrage/Explosion and Polymorph to his heart's content. It's somewhat of a nasty NPC to have alive, so it's probably a good idea to kill him soon after the most dangerous ones are dead.
Paladin (Holy)
- This is actually not a dangerous healer if you have one person assigned to interrupt her. Since all of her spells are from the Holy school, interrupts are especially efficient. The most annoying thing she will do is use Hand of Protection on targets you've gotten low. Dispel it, or just continue burning through magical damage. It's probably a good idea get rid of the dangerous DPS and powerful healers before dealing with this one.
Paladin (Retribution)
-
I don't recall this one doing anything too dangerous. He tends to heal more than DPS, so it's probably safe to leave him for later.
Apparently even though the Ret's burst isn't that bad, the utility (Hand of Freedom/Protection, Hammer of Justice, Repentance) makes him a nasty opponent.
Priest (Discipline)
- Probably your #3 healer. Both the Druid and the Shaman are more powerful than this one, but you should get yourself rid of this one before you start focusing on the not-so-good DPS.
Priest (Shadow)
- This is another mid-level dangerous DPS. By himself, he is not all that bad - his debuffs (DoTs and fear) are all magic damage, so if you have sufficient number of players who can remove those, you can probably leave him for later. If you lack magic removers, he should die quickly - not a top burn, but close.
Rogue
- One of the nastier DPS you can get. Will stun and interrupt your casters frequently, and has fairly high DPS. If you can't chain snare/CC it most of the time, or you can't assign a taunting class to it, put it in your top #3 burn.
Shaman (Enhancement)
- This one is reported to be nastiest DPS you can get. My advice is to burn him first, with Bloodlust/Heroism, while keeping an eye for Healing Stream Totem.
Shaman (Healer)
- Just as the Enhancement shammie is a horrible DPS to have, the healer is equally bad. Only the Druid is more powerful, in my opinion. Burn this fellow quickly.
Warlock
- Yet another dangerous DPS, especially if you have a lot of melee. He loves to use Hellfire in the middle of the entire group, and trust me, it hits hard. Of course he fears too. He is a warlock after all. The only DPS I would burn before this one is the Enhancement Shaman, but if you decide to ignore this guy for a longer period of time, make sure you watch the Hellfire. Oh, and as soon as you've killed 1-2 healers, kill his pet - he won't resummon it, and it will spell-lock your casters all the time.
Warrior
- Hard melee swings, Disarms, Mortal Strikes, Bladestorm,
Shattering Throw
(behold, Paladins!) - all of those are nasty things. Similarly to the Death Knight (and to an extent the rogue), have a plate user taunt this guy, and somebody to slow it down. It's the easiest way to mitigate his damage. Disarm him as well, because the Bladestorm can be really bad. When he ends up doing it, run away from his path. I deem him a priority burn, after the main healer, the DPS Shaman, and the Warlock.
So that's it, pretty much. Your individual strategy will depend on what you have, of course, but I will give yet another list, to try and help you. It's a list with the relative difficulty level (or how dangerous they are, or the burn priority, call it whatever you want) of each NPC:
High Priority: Enhancement Shaman, Druid, Warrior, Restoration Shaman, Warlock, Rogue
Medium Priority: Death Knight, Mage, Discipline Priest, Shadow Priest, Holy Paladin, Retribution Paladin
Low Priority: Balance Druid, Hunter
I know it sucks to have so many on the "high" level, but that's the way things are. Those are the most dangerous NPCs, and I think they should all die first. But then, it depends. If you have 3 rogues in your group, all of which are Fan of Knives spec'd, you might want to ignore the healers for a long time. If you have only one player who can interrupt... then healers might be your highest priority.
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