Twilight Guild Forum

World of Warcraft => Guides and Walkthroughs => Burning Crusade => Topic started by: sweetblood on January 11, 2008, 11:53:41 AM

Title: void reaver
Post by: sweetblood on January 11, 2008, 11:53:41 AM
i thought this might be helpful
http://www.youtube.com/watch?v=rx7iR6gGklw
Title: Re: void reaver
Post by: Gutboy on January 11, 2008, 01:29:22 PM
I like that, I wish there were more in that style. Here's another:

http://www.youtube.com/watch?v=KtwDXcHV6jI&feature=related

GB

(PS: everyone should at least bring along their [item]Violet Badge[/item] if they have it for AR, especially melee DPS.)
Title: Re: void reaver
Post by: Shadowwolf on January 11, 2008, 01:40:57 PM
The badge isnt too terribly nessisary. Having above 9k HP is the most important, if everyone moved from the orbs when they get launched, the only people needing heals will be melee dps occasionally and the MT at that time.
Title: Re: void reaver
Post by: JohnnieRat on January 11, 2008, 01:46:36 PM
The Reaver's hit box is huge. It's important for melee DPS to find the outside of it to get out of the AoE damage area as fast as possible rather than standing on his feet.
Title: Re: void reaver
Post by: Thane on January 11, 2008, 02:47:36 PM
that video is defiantely helpfull. thanks :)
Title: Re: void reaver
Post by: sweetblood on January 11, 2008, 03:15:05 PM
there is also a mod for the reaver
http://www.curse.com/downloads/details/9804/
Title: Re: void reaver
Post by: Shadowwolf on January 11, 2008, 03:33:35 PM
If you use BigWigs you dont really need it
Title: Re: void reaver
Post by: Grendeel on January 11, 2008, 04:14:34 PM
With respect to arcane resist gear, do we really need it?  I got lots ( 250ish for the curator encounter ), but it brings my spell damage down about 200 to 1k ish.    Doesnt seem like ranged need to worry about arcane damage though
Title: Re: void reaver
Post by: Shadowwolf on January 11, 2008, 04:22:49 PM
AR gear isnt that big a deal here. The only time it would make any difference is if anyone fails to move out of the orbs way in time (which they move very slowly so youd have to not be paying attention to get hit head on). When they do detonate, its only for ~6k damage, so for anyone with 9k, its not a huge deal since they can bandaid back up. The only AR damage really thats constant is to anyone in melee range when he pounds the ground, which im told is only 3 times for 1500 damage each pound, so 4500 damage, melee can bandaid tanks can be healed because im also told he doesnt do that often. Melee could also run out of the effect if its really bad since im also told the pound doesnt stun, its just damage.
Title: Re: void reaver
Post by: Luise on January 11, 2008, 06:53:09 PM
So if Melee have about 13k health buffed..should they run out? If it doesnt happen often, they could probably stay put.
Also do they risk getting hit by arcane explosion if they run out without looking?