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Old 09-02-2009, 01:02 PM
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advent advent is offline
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Anub'arak

Want to get this started for 2 reasons. 1) People mentioned there was no discussion about this fight and 2) It's after twins tonight.

Here is a general outline thus far for heroic,

1) Frost Spheres.

There are only 6(?) orbs (Named: Frost Sphere) in the air, ever, that can be dropped down to do Permafrost. (Heroic mode only, normal mode is infinite orbs.) Permafrost


2) Adds.

Nerubian Burrowers: (Come while Anub'arak is above ground)
Able to be stunned, snared and interrupted.
Cast a Shadow Strike that 1 shots people if it goes off. (Long cast time, can be interrupt) Shadow Strike
Cast expose armor on the tank that stacks (This is why tanking more then 2 is a pain). Expose Weakness
Cast a stacking frenzy when close to other Nerubians that increases attack speed (Like Auriaya adds but with haste instead of damage). Spider Frenzy
Cast burrow that puts them underground for a set amount of time causing them to add themselves to the next spawn of adds. This is canceled by placing them on permafrost so they are unable to burrow.

Swarm Scarabs: (Come while Anub'arak is below ground).
They come out with a 20k threat lead on random people and are immune to taunt.
They have a stacking DoT (1800 every 3 seconds?) on anything they hit that lasts for 1 minute. Acid-Drenched Mandibles
They go enraged after a certain amount of time. Determination

3) Anub'arak.

(Above ground)
Casts an ice shear on the tank stunning them. Freezing Slash

Casts penetrating cold to random raid members dealing 6k frost damage every 3 seconds for 18 seconds. This is a constant through out the entire fight. Penetrating Cold

(Below ground)
Casts pursuing spikes. This will 1 shot a person without an immunity like BoP. It starts slow then speeds up to absurd speeds. The only way to stop it is to run it over a permafrost (this consumes the permafrost).Pursued by Anub'arak / Impale

In heroic mode it is important to drag it out as long as possible as there are only ever going to be 6(?) permafrost's for the entire fight. Druid res/BoP/Potions of Swiftness etc.

(At 30% health)
Casts Leeching Swarm. Releases a swarm of insects that attack the caster's enemies, leeching 30% of each target's current health every 1 sec. A minimum of 250 health will be leeched. This heals him. Can be AMS'ed or taken away with immunities to spells. He applies this at a frequent rate. Leeching Swarm

Last edited by advent; 09-09-2009 at 09:59 PM.
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Old 09-02-2009, 01:08 PM
Descretoria Descretoria is offline
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Does anyone know offhand how much HP he has in 25 Heroic?

This is kind of obvious, but if we can keep it to three burrow phases (Thus 4 above ground phases) we can use 2 permafrost each time. Then we need to get the duration of the burrow phase to figure out when it's acceptable to toast a permafrost with spikes to minimize his top speed. If we have to push to 4 burrow phases that means we'll have phases with only one available permafrost, which sounds rough.

Beyond that, it doesn't seem like the strategy is really complex, it will just be almost entirely about dealing with spikes in the burrow phase well.

Last edited by Descretoria; 09-02-2009 at 01:14 PM.
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Old 09-02-2009, 01:39 PM
Shifft Shifft is offline
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The burrow phases are pretty trivial, as long as frost patches are placed appropriately you can do it with 3 patches and no immunities really easily, or 2 patches and a BoP at the end. If adds keep spawning like in 10-man we might want to keep a patch left over to tank them on after 30% (or maybe not and just try to burn him down between when the first set submerges and they emerge/second set spawns).

It seems to me like the real difficulty in this fight will be healing setup for locust swarm and dealing with penetrating cold, and we have a pretty good idea of how to do that.
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Old 09-02-2009, 02:02 PM
Vallkor Vallkor is offline
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There are a lot of tricks to preserve patches (hunters can feign it off, mages invis, so on). I don't think getting to 30% with a patch left over will be much of an issue truthfully.

We also had an incident in our 10 man last night where it followed Melaar, he sprinted and looped it around a patch and after a while (it did not hit the patch) the spikes stopped, reset their speed and continued chasing Melaar with no target switch. Could have been a bug, but the possibility is there that it has a max duration before it resets which could be pretty huge as well.
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Old 09-02-2009, 02:53 PM
Delia Delia is offline
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I don't think disc priest raid healing is a good idea. The raid would have to be almost dead before shields started absorbing all of the damage and then you'd have to get the five people with the cold debuff up in three seconds or the first tick will kill them. One rejuv on everyone heals him for more but it also keeps everyone out of one shot range.
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Old 09-02-2009, 02:57 PM
Vallkor Vallkor is offline
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Quote:
Originally Posted by Delia View Post
I don't think disc priest raid healing is a good idea. The raid would have to be almost dead before shields started absorbing all of the damage and then you'd have to get the five people with the cold debuff up in three seconds or the first tick will kill them. One rejuv on everyone heals him for more but it also keeps everyone out of one shot range.
Going to agree with Delia on this.
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Old 09-02-2009, 03:09 PM
Zaroua Zaroua is offline
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With 2 Disc Priests shielding the raid, we'd still have PoMs, healing stream, VE and random healing splash healing the raid - people wouldn't be at around 2k health at all times. My guess is that people would hover at around 5-10k health which should be enough to keep them from getting killed by Penetrating cold.

Resto druids healing the raid would obviously also work, but it'd make the Leeching Swarm phase last much longer.

If the raid has a total of 500-600k health (let's use 500k effective health if we're assuming random DRs and resists) and we assume that with 2 Resto Druids + all the random splashing AoE heals that the raid stays on average at 80% health, that means Anub heals himself for about 60k HPS.

Same raid but with Disc Priests healing: people stay at around 5-10k health per and the Shields absorb a very large portion of the Leeching Swarm damage (which is already lower due to most people being at a lower health value to start off with), you'd look at Anub healing for about 25-30k HPS.



About killing Anub in 1 burrow phase: it won't be needed anymore because BoP still works. So we can safely do it in 2 burrow phases and have all cooldowns up and ready to go for the last phase.


The adds can be CC'd with Shackle/Stuns/Snares/Exorcism. Maybe also traps/blind, maybe they're affected by knockdowns and knockbacks too but I'm not too sure. Meaning that during the burn healers can CC one set of adds.

Another thing we can do if DPS ends up being too tight to get Anub to P3 is to CC the second and fourth set of adds that come out so we can greatly reduce the DPS we need to do on the first and third set (the 2 sets that pop up right as the above phase starts). As in: kill anub, first set of adds spawns and is offtanked on Anub's ass and on Permafrost, people whittle them down with passive AoEs over a minute or so, second set of adds spawn, they get CC'd, Anub burrows, people blow up the first set (it should be almost dead), CC gets broken on the other burrowers and these are killed during Anub's burrow phase. Entirely possible that doing this isn't needed until Leeching Swarm.

Last edited by Zaroua; 09-02-2009 at 03:19 PM.
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