Hyjal Summit - Anetheron (Boss 2)

Started by Shadowwolf, May 19, 2008, 05:55:32 PM

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Shadowwolf

Links:
http://www.wowwiki.com/Anetheron_%28tactics%29

Video:
[youtube=500,425]ofxC0FGU8Mo[/youtube]

Abilities:

Wave Mobs:

Crypt Fiends
Shackle-able / Fear-able / Trap-able

  • ~170k HP
  • Melee - ~2k on plate
  • Spiders - sometimes shoot out tiny spiders at a random person in range. They do about 300-400 damage total.
  • Web - Occasionally web someone, immobilizing them for 10 seconds.

Ghouls
Shackle-able / Fear-able / Trap-able

  • ~140k HP
  • Melee - ~1.5k on plate
  • Cannibalise - When they go low on health, the ghouls will run to a corpse and start cannibalizing it, restoring about 7% of their health every 2 seconds, for 10 seconds.
  • Frenzy - 150% attack speed increase for 8 seconds
Stun, shackle or fear these when they Cannibalize as fast as you can to prevent it restoring health.

Shadowy Necromancers
Sheep-able / Fear-able / Trap-able

  • ~120k HP
  • Unholy Frenzy - Increases an ally's attack speed by 100% for 20 sec, but also inflicts 500 nature damage to that ally every 2 sec.
  • Shadow Bolt - A bolt of shadow dealing 2250-2750 to the current target.
  • Cripple - Increases the time between an enemy's attacks by 100% and decreases movement speed by 50%, in addition to reducing its strength by 50%. Lasts 15 sec. Can be dispelled.
  • Summon Skeletons - Summon a skeleton from a nearby corpse. They can be either a Skeleton Invader, with 32k HP, or a Skeleton Mage with 24k HP. One is a melee type, the other one is a caster. They are no real threat, just an irritation.

Banshee
Shackle-able / Fear-able / Trap-able

  • ~83k HP
  • Banshee Curse - Reduces chance to hit by 66% for 5 min. Decurseable.
  • Banshee Wail - Much like a Shadow Bolt, it causes 2475 to 3025 to the current target.
  • Anti-Magic Shell - Creates an anti-magic shield around the caster, absorbing up to 200,000 magic damage for 30 seconds. Can be purged.
Part of most waves after wave 3

Abominations
Shackle-able / Fear-able / Trap-able

  • ~180k HP
  • Melee - ~3k on plate
  • Poison Aura - Sometimes the Abomination will use a poison cloud-like ability, dealing roughly 750 damage to everyone around the Abomination every 3 seconds.

Boss

Towering Infernal

  • ~220k HP
  • Immolation - Deals 3325 to 3675 Fire damage every 2 seconds to everyone within 8 yards of the Infernal.
  • [spell=38196]Vampiric Aura[/spell] - The Infernals profit from Anetherons Vampiric Aura if they're close enough to him

Anetheron

  • ~4.2m HP
  • Melee - 3-6k
  • [spell=31306]Carrion Swarm[/spell] - random direction cone-shaped AoE, 3-6k shadow damage plus 15 sec debuff which reduces healing done by 75%
  • Sleep - 10 sec sleep on three random targets. Trinket and [spell=8143]Tremor Totem[/spell] dispellable.
  • [spell=38196]Vampiric Aura[/spell] - heals himself for 300% of the damage that he deals in melee
  • Inferno - 60s Cooldown, targets a random player summons a Towering Infernal on them inflicting [spell=31302]Inferno Effect[/spell] on any players in the area dealing around 2500 Fire damage and inflicting a temporary stun.
  • Berserk - After 10 minutes Anetheron increases all damage dealt by 500% and attack speed by 150%

Suggested Strategy:

Trash Waves
A hunter should be assigned to peeling off one weaker mob from every wave, like a Ghoul, and dragging it back to Jaina Proudmoore and the Riflemen, in order to make them join the fight as well since they are a great help. After the back NPCs have aggroed the kited mob, the hunter should try to kite it through the AoE area so it can take more damage.

If there is a mob attacking the NPCs, usually a group of 5-6 NPCs can successfully kill it on their own, but 1-2 will die in the process. Since they're valuable DPS it is a good idea to have any extra non-tank feral druids or warriors, or even the tank themselves, Taunt the mobs off the NPCs so they won't die.

The Hunter Kited mobs are the pre-AoE targets, which are killed while the tanks are building aggro, so that the NPC-aggroed mobs can die sooner and Jaina will use her AoE abilities to help you.

Each wave consists of about 10 to 14 mobs and they come roughly every 2 minutes.

If you kill the current wave before the next one comes, you'll be placed out of combat and you can drink and/or rest till the next one comes. In addition, if you manage to get out of combat, the Alliance NPCs will reset and recover their HP. Dead NPCs will not respawn.
In general, if you do not kill all mobs before the next wave, you'll get overrun in a wave or two at most. With good performance you should have about 10-15 seconds break before each wave.

[attachimg=1]

Wave 1
The first wave consists of 10 Ghouls.

The tanks grab about 2-3 mobs each and start building aggro on all of them. The hunter pulls one of the Ghouls back to the riflemen and Jaina to engage them in the fight. While the tanks are building up aggro, the raid focuses DPS on the kited Ghoul, so that once he dies Jaina can assist the raid with her AoE and Elementals. When that mob is dead, and by judge of the tanks, AoE can begin. Every single class should try to help the AoE. Mages, warlocks, paladins, warriors, druids, rogues; everyone with some kind of multi-hitting ability should help out.

Wave 2
The second wave consists of 4 Abominations and 8 Ghouls.

Abominations should be treated as Ghouls. Let the Hunter kite an Abomination or Ghoul back to Jaina and the Riflemen and have the raid kill that Abomination first, while the tanks are building aggro on the AoE mobs.

Wave 3
The third wave consists of 4 Shadowy Necromancers, 4 Crypt Fiends, and 4 Ghouls.

Shadowy Necromancers should be sheeped or feared, a Ghoul should be kited and the rest tanked and AoE-d. Kill the Ghoul while the tanks build aggro.

Melee should focus on the Shadowy Necromancers one by one, interrupting them as they cast their Raise Dead (summon skeletons) ability.
Once the AoE targets are dead everyone focuses on the Shadowy Necromancers.

When one Shadowy Necromancer is at 50%, a tank can break a sheeped one and build aggro so that it can be killed as quickly as possible after the first one.

Wave 4
The fourth wave consists of 2 Banshees, 6 Crypt Fiends and 4 Ghouls.

The Banshees should be Shackled as their ranged abilities make them very hard to AoE. Kite a Ghoul again, kill it, and AoE the rest of the Crypt Fiends and Ghouls. Kill off the 2 Banshees, and dispel the curse they give. If a Banshee uses Anti-Magic Shield, casters should simply switch to the next Banshee.

Wave 5
The fifth wave consists of 4 Banshees, 6 Crypt Fiends and 2 Shadowy Necromancers.

Have your priests Shackle 2-3 Banshees. Sheep the Shadowy Necromancers, and kite a Crypt Fiend or two through the back lines to pull aggro.
If you can, try to have your warrior tanks, or maybe a rogue, help interrupt the Banshee spell casts so they can keep in range of the AoE.

Finish off the 2 Shadowy Necromancers after everything else is dead.

Wave 6
The sixth wave consists of 2 Abominations, 4 Shadowy Necromancers and 6 Ghouls.
Sheep/Fear the Shadowy Necromancers, kite a Ghoul or an Abomination who should then of course be killed before the AoE begins.

Wave 7
The seventh wave consists of 4 Abominations, 4 Crypt Fiends and 4 Banshees.

Same as wave 5. Shackle 1-3 Banshees. Kite an Abomination, tank the other Abominations and some of the Banshees, and after the kited Abomination dies, start AoE. Then finish off any remaining mobs.

Wave 8
Wave eight consists of 4 Abominations, 3 Crypt Fiends, 2 Banshees, 2 Shadowy Necromancers and 3 Ghouls.

Shackle the Banshees, sheep the Shadowy Necromancers. Try to kite one of the Abominations and kill it while the tanks build aggro. After the Abomination is dead, AoE can start. After AoE mobs are dead, kill off the Banshees and the Shadowy Necromancers.

Anetheron will come in approximately 3 minutes after Wave 8 comes.
You might have 1-4 mobs still up when he arrives. Finish them off fast.

Boss

[attachimg=2]

Rogues should keep [item]Wound Poison V[/item] active on the boss at all times, to reduce the effect of his Vampiric Aura. This can be replaced by a warrior's [spell=30330]Mortal Strike[/spell].

He goes for the first target he sees, sometimes an alliance knight. Thus, have him Misdirected to your main tank.

He hits quite hard: 3-6k on plate, so be careful. Everybody spread out, especially healers. Healers should be spread in such a way that there are no more than 2 healers in 10-20 yards of each other in any given area. If 2-3 healers get the Carrion Swarm debuff, they practically can't heal at all for 20s, in which a second Carrion Swarm will be cast and might kill the people they can't heal with their 75% reduced healing.

Main Tank healers are spread in such a way that there's always at least 2 healers unaffected by the Carrion Swarm.

Assign one tank with 2 healers on him for tanking the Towering Infernal.

Eventually he'll start casting Inferno on someone, which is a 3.5 second cast. At this moment, either the Infernal tank moves to the target, or the target moves to the Infernal tank, or both. The tank aggroes the Towering Infernal, and leads it to the tank spot. After about 10-15 seconds of building up aggro, every ranged DPS in the raid targets the Towering Infernal and gets it down fast. As soon as it is down, resume DPS on the boss.

Another Inferno will be cast one minute after the previous Inferno cast, and the process repeats itself.

If you couldn't get out of combat after the last wave and before Anetheron, and the Alliance NPCs couldn't fully recover their life, tank the Infernal at the Riflemen left of Jaina, so that you don't engage her into the fight and risk her death.

From time to time, Anetheron will use his Sleep abilitiy, which will sleep a random number of people. Thus, main tank healers need to make sure at least 1-2 of them are standing near a Tremor Totem in order not to leave the tank without a healer because of an unlucky Sleep and/or Carrion Swarm.

Notes:

Don't talk to Jaina until all the loot is distributed. Talking to her after Anetheron is dead starts an event which includes an unstoppable wave of undead invading the human town.

Class Comments
Tanks
Basically just tank. Taunt loose mobs, don't let them get on the casters, and be ready for AoE Taunt if anything goes wrong. At Anetheron, one of the protection tanks will tank Anetheron, the other the Infernal. When Anetheron falls below 10% don't hesitate to use Shield Wall to eliminate any possible Carrion Swarm/Sleep bad luck and secure your kill.

Fury Warriors, Feral Druids
If you're not tanking any mobs, make sure to Taunt mobs off the Alliance NPCs if the NPCs get low on health. Tank/interrupt the Shadowy Necromancers when it's their turn to go down. At Anetheron try to bandage yourselves and use healing potions and Healthstones to help out your healers if they get the Carrion Swarm or are Sleeped.

Rogues
Focus on the single target damage of the pre-AoE targets, helping kill the AoE-d mobs after AoE is called, and finishing off the Shadowy Necromancers. Interrupt the Shadowy Necromancers when it's their turn to go down. At Anetheron, keep Wound Poison fully stacked on him at all times, and try to bandage yourself and use healing potions and Healthstones to help out your healers if they get the Carrion Swarm or are sleeped.

Mages
On the non-Abomination waves, position is irrelevant. In Abomination waves it's crucial to be out of melee range of the Abominations. Sheep the Shadowy Necromancers, counterspell their Shadowbolts, and keep an eye on the sheep. At Anetheron, focus DPS on Anetheron himself, and 10-15 seconds after the Infernal Tank has grabbed aggro, burn down the Infernal.

Warlocks
On the non-Abomination waves, position is irrelevant. In Abomination waves it's crucial to be out of melee range of the Abominations. Fear the Shadowy Necromancers if the sheeping isn't fast enough, but don't fear too much as chasing down the mobs saps raid DPS. At Anetheron, focus DPS on Anetheron himself, and 10-15 seconds after the Infernal Tank has grabbed aggro, burn down the Infernal.

Hunters
You'll be kiting the undead mobs to the back of the raid, to engage Jaina and the other mobs in the back into the fight. Use Aspect of the Cheetah if you're having troubles, and don't let the mobs hit you. Kite the mobs through the AoE whenever you can.

Healers
At the trash, simply keep the raid alive. Shamans and Paladins help out the AoE with Magma Totems, Holy Wrath, and Consecration. At Anetheron, don't stay close to each other. Ask a nearby healer to throw you a heal if you get the Carrion Swarm. Stay near a Tremor Totem to prevent the sleep.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Shadowwolf

Id like to stick to this plan as its also suggested in the video as well. If it doesnt work we can always change it but Id like everyone to be ready and prepared to do it this way first. First encounters are for learning and if this doesnt work, we can always change how we do it.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


khader

For the infernals, I suggest we burn them down rather than just tanking them.  Won't take much to bring them down as the NPC's will be helping.  This would help with those that are threat capped on the boss.

Also people need to start running toward infernal tank as soon as their targeted.  Burning down the infernals would help as infernal tank could help with rounding them up - ie running to the target.

Shadowwolf

Yea was going to try and do that tonight and then once the boss hits about 30% just tank any infernos that are up or spawn till hes dead.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Shadowwolf

#4
k guys, heres the deal...

[attach=1]

The plan is a slight variation from whats mentioned above. Whomever is tanking him will keep him faced away, melee dps will be behind him. 2-3 healers up on the hilltops to the left by the blacksmith hut, at least 2 will be focused on the MT primarily for healing.

Right around where the little stone path splits into a "Y", range DPS will spread out from left to right. When someone is marked for an inferno, they will run directly behind the raid and let the Inferno Tank(s) pick up the infernos. After which they will bring them over to around where Jaina is so they dont get hit with the Carrion Swarm from the boss. Everyone near the person marked needs to move left or right to move away from them giving the inferno space to land so it doesnt hit people with its AOE.

ALL DPS will be focused on the boss and the inferno tanks will basically hold the infernos till the boss is dead. We will dedicate 1-2 healers to the inferno tanks to keep them alive which will stand over by Jaina out of range of the swarm and the Inferno's AOE.

ABSOLUTELY NO ONE should be closer to the gate than where the box shows or by the far hilltops by the gate. If you are and you get marked the inferno is going to have to run right through range DPS and it will most likely wipe people out.

[attach=2]
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Oilslick

I wanted to mention that with only the cloak on, i never fully or even partially resisted a swarm.  On one of the attempts i equipped both the sr neck and cloak and completely resisted three swarms.  My sr with both equipped was 150, cloak not enchanted yet.  With only one equipped i think it's 110.

Shadowwolf

Well the goal with that is to resist a few to make heals a bit easier, but if one or the other alone arent enough to do that, its not worth gimping DPS that much to use both together. I had read the other night that the necklace was enough to make Carrion Swarm trivial but I guess thats not the case.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Air

Misdirection has a 30 sec cooldown now.  Infernals are on a 1 min timer, so hunter's in the raid should be able to misdirect an Infernal to the Infernal tank every time now.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers