My lowly priest with a worthless +2200 heal was invited on a TK run.
Severla new people on the run including myself. It was actually not a
run as we did not make it by Al'ar.
But that is for sure an interesting fight. You have to kill him twice.
I totally understand the first phase and what the responsibilities
are.
I can't figure phase two. I died when I got thrown through the air and
landed. I was still alive while in the air but the fall killed me.
They said something about Meteor in vent but I don't know if the
Meteor worked the same way as the one in Arc where you ahve to be
close to others so the damage gets spread out.
I don't even know what sent me flying.
A'lar was down to about 40% in phase two when the last person died.
Interesting place and I must say that the mages in that place have to
be totally on their toes when it comes to sheeping and resheeping. I
thought I heard someone mention this a few months ago about that place
and that seemd to be a requirement there.
That fight was exciting
OH! OH! OH!
Orion
When the small phoenixes die, they do a big explosive knockback. Make sure
you're standing no where near them, or you will go splat.
>
> A'lar was down to about 40% in phase two when the last person died.
>
> Interesting place and I must say that the mages in that place have to
> be totally on their toes when it comes to sheeping and resheeping. I
> thought I heard someone mention this a few months ago about that place
> and that seemd to be a requirement there.
>
> That fight was exciting
>
> OH! OH! OH!
>
Al'ar is a FUN fight. I think it may be my second favourite fight in the
T5 set (beind Karathress, which is just delightfully madcap.)
--
Rob Wynne / The Autographed Cat / d...@america.net
http://www.autographedcat.com/ / http://autographedcat.livejournal.com/
Gafilk 2009: Jan 9-11, 2009 - Atlanta, GA - http://www.gafilk.org/
Aphelion - Original SF&F since 1997 - http://www.aphelion-webzine.com/
I think I would place this in the category of "need to know" somewhat
like the importance of making sure that nobody gets near Krosh during
the High King fight.
There was a great deal of very good instruction before the fight and
either they neglected this tidbit or I missed it. But I shall surely
know it for my next visit there.
Thank you very much.
OH! OH! OH!
Orion
> > A'lar was down to about 40% in phase two when the last person died.
>
> > Interesting place and I must say that the mages in that place have to
> > be totally on their toes when it comes to sheeping and resheeping. I
> > thought I heard someone mention this a few months ago about that place
> > and that seemd to be a requirement there.
>
> > That fight was exciting
>
> > OH! OH! OH!
>
> Al'ar is a FUN fight. I think it may be my second favourite fight in the
> T5 set (beind Karathress, which is just delightfully madcap.)
>
> --
> Rob Wynne / The Autographed Cat / d...@america.nethttp://www.autographedcat.com//http://autographedcat.livejournal.com/
> Gafilk 2009: Jan 9-11, 2009 - Atlanta, GA -http://www.gafilk.org/
> Aphelion - Original SF&F since 1997 -http://www.aphelion-webzine.com/- Hide quoted text -
>
> - Show quoted text -
Yeah, it really is. Basically, if you're not a tank, you should not be
standing near the small phoenix. We usally have the two offtanks grab them
and pull them back near the door (one on either side.) Ranged DPS switches
over to them and kills them one at a time. The healers for those two tanks
stand at max range of their heals (easy enough to do when you know where
they're going to be.
> There was a great deal of very good instruction before the fight and
> either they neglected this tidbit or I missed it. But I shall surely
> know it for my next visit there.
>
> Thank you very much.
>
You're quite welcome. We're about to head back into TK as we ramp our
raiding back up again; various bits of guild drama led to a radical
restructuring and we took about 2 months off. We're now starting to
rebuild, and had a very successful week in SSC, Mags/Gruuls (twice) and
Hyjal. Hopefully, in another couple of weeks we'll be focused exclusviely
on Hyjal and Black Temple.
Good luck to you in Tempest Keep!
--
Rob Wynne / The Autographed Cat / d...@america.net
http://www.autographedcat.com/ / http://autographedcat.livejournal.com/
Gafilk 2009: Jan 9-11, 2009 - Atlanta, GA - http://www.gafilk.org/
>Tempest Keep just like I pictured it, skyscrapers and everything!
>
>My lowly priest with a worthless +2200 heal was invited on a TK run.
>Severla new people on the run including myself. It was actually not a
>run as we did not make it by Al'ar.
Oh indeed... My even lowlier priest with a miniscule +1300 healing
was just invited to join a raiding guild.
I gleefully sign up for my first Kara run this evening. Thought I'd do
some preliminary reading and find out that, noob I am, *everyone*
needs the Kara key, not just one person like every other 'locked'
dungeon.
So I have to un-sign-up and resolve myself to running as much of the
Kara keychain as possible as quickly as possible.
What annoys me more than anything, is I just spent the weekend running
those very instances that I now have to run again to get the damnéd
key!
So, Is 1300 self-buffed healing enough for Kara? The guild have it on
farm, so I'm sure I'll be 'carried' where necessary, still I'd like to
not disgrace myself.
The site that you checked on was incorrect. You used to all need the
key but it was changed in a recent patch. Someone will have to unlock
the door for you but you don't need the key anymore.
> So, Is 1300 self-buffed healing enough for Kara? The guild have it on
> farm, so I'm sure I'll be 'carried' where necessary, still I'd like to
> not disgrace myself.
I think that 1300 is plenty if you have 2 healers. You'll not be
carried - certainly not through the earlier parts.
steve.kaye
This is actually no longer true (as of patch 2.3 I believe), but I
still consider doing the key run more than worthwhile - there's gold,
rep, and the joy of never having to wait for someone to pop the door
for you in it if you do the chain.
> So, Is 1300 self-buffed healing enough for Kara? The guild have it on
> farm, so I'm sure I'll be 'carried' where necessary, still I'd like to
> not disgrace myself.
If you have at least one other healer who is decently geared (has been
going to Kara regularly, for example) and know your stuff as a
healer, you'll be fine. Our guild used to be in the habit of running
three healers, in which case 1300 would be well more than enough - I
was barely over the 1k point when I ran resto on my druid, but along
with our regular holy pally and a priest, I had no issues at all. More
never hurts, but 1300 is enough.
>The site that you checked on was incorrect. You used to all need the
>key but it was changed in a recent patch. Someone will have to unlock
>the door for you but you don't need the key anymore.
Yup, further enquiry told me that.. still, I'll do the q's anyway. I
like having the keys to places.
>
>> So, Is 1300 self-buffed healing enough for Kara? The guild have it on
>> farm, so I'm sure I'll be 'carried' where necessary, still I'd like to
>> not disgrace myself.
>
>I think that 1300 is plenty if you have 2 healers. You'll not be
>carried - certainly not through the earlier parts.
I have to assume you know what you're talking about. All I know is, I
healed a heroic Shadow Lab the other day and had problems..tank was
ok, 16k health, pally, but it was definitely touch-and-go in places.
Need some spell haste, I think, to get the Gheals off quicker. Just a
half-second would be wonderful.
>If you have at least one other healer who is decently geared (has been
>going to Kara regularly, for example) and know your stuff as a
>healer, you'll be fine. Our guild used to be in the habit of running
>three healers, in which case 1300 would be well more than enough - I
>was barely over the 1k point when I ran resto on my druid, but along
>with our regular holy pally and a priest, I had no issues at all. More
>never hurts, but 1300 is enough.
Thats reassuring..thanks.
> I have to assume you know what you're talking about. All I know is, I
> healed a heroic Shadow Lab the other day and had problems..tank was
> ok, 16k health, pally, but it was definitely touch-and-go in places.
> Need some spell haste, I think, to get the Gheals off quicker. Just a
> half-second would be wonderful.
Heroic Shadow Lab > First half of Kara
It's definitely worthwhile to have your own key. For example, during a wipe
someone will invariably decide to release and run back not knowing that a
healer was stoned or a shaman self-rezzed, etc. If that poor sap is the one
guy without a key, then all of a sudden you've got 9 raid members inside and
one guy stuck outside, which ends up defeating the whole purpose of rezzing
the raid quickly for a second attempt at a boss.
> I have to assume you know what you're talking about. All I know is, I
> healed a heroic Shadow Lab the other day and had problems..tank was
> ok, 16k health, pally, but it was definitely touch-and-go in places.
It depends greatly on makeup. First of all, your pally tank in slabs was
probably tanking 4+ mobs at a time, maybe more. That takes a lot of healing
for a solo healer. In kara there are multiple healers, so one can make up for
the shortcomings of another -- it all sort of balances out. It doesn't mean
you're being carried through though. Every bit of healing helps, and it can
mean the difference in saving a DPS while the other healers are concentrating
on the main tank.
-----------------------------------------------------------
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Indeed, Kara with 3 healers is much easier than the harder heroics,
because you're on your own in heroics (unless you have an offhealer,
but that's unusual) Only Nightbane and Prince compare with the hardest
heroics in difficulty level, in my opinion anyway.
>It's definitely worthwhile to have your own key. For example, during a wipe
>someone will invariably decide to release and run back not knowing that a
>healer was stoned or a shaman self-rezzed, etc. If that poor sap is the one
>guy without a key, then all of a sudden you've got 9 raid members inside and
>one guy stuck outside, which ends up defeating the whole purpose of rezzing
>the raid quickly for a second attempt at a boss.
Um, no. Ghosts can go through the door with or without a key, trust
me, done it more times than I care to admit to.
ald
reply via email to ald_007_1999 at yahoo dot com
It only becomes an issue on Arcatraz runs, where when you release, you
actually rez at the spirit healer rather than appear as a ghost there.
It means you need a key to get back in, and any healers that managed
to end up alive in the instance can't rez you by finding your body.
It can slow things down a bit in Botanica and Mech too if you end up
having to run through most of the instance to catch up with the party.
I would guess the 25 man Tempest Keep raid is similar.
Ashen Shugar
--
The lions sing and the hills take flight.
The moon by day, and the sun by night.
Blind woman, deaf man, jackdaw fool.
Let the Lord of Chaos rule!
It probably was, but you don't need the key any more for The Eye.
Hoofu, 70 tauren shaman, Argent Dawn (EU)
> Scratch that, I think I'm wrong. I only went to TK twice, and I didn't
> suffer many trash-deaths.
>
> Hoofu, 70 tauren shaman, Argent Dawn (EU)
No, no... u r right!
Many trash death and many release... no key needed (took the key 2
days ago)
But you're still in the situation are you not, that if you release,
you can no longer be rezzed and will have to run all the way back to
where you were.
>I think it was ald <10317...@compuserve.com> that wrote something
>like...
>
>>On 24 Jul 2008 18:31:24 GMT, ke...@spamsucks.com wrote:
>>
>>>It's definitely worthwhile to have your own key. For example, during a wipe
>>>someone will invariably decide to release and run back not knowing that a
>>>healer was stoned or a shaman self-rezzed, etc. If that poor sap is the one
>>>guy without a key, then all of a sudden you've got 9 raid members inside and
>>>one guy stuck outside, which ends up defeating the whole purpose of rezzing
>>>the raid quickly for a second attempt at a boss.
>>
>>Um, no. Ghosts can go through the door with or without a key, trust
>>me, done it more times than I care to admit to.
>>
>>ald
>>reply via email to ald_007_1999 at yahoo dot com
>
>It only becomes an issue on Arcatraz runs, where when you release, you
>actually rez at the spirit healer rather than appear as a ghost there.
>It means you need a key to get back in, and any healers that managed
>to end up alive in the instance can't rez you by finding your body.
>It can slow things down a bit in Botanica and Mech too if you end up
>having to run through most of the instance to catch up with the party.
>
>I would guess the 25 man Tempest Keep raid is similar.
>
>Ashen Shugar
True, but the person I was replying to was specifically talking about
Kara ;-) BTDT on Arc runs, too :-)
> >No, no... u r right!
> >Many trash death and many release... no key needed (took the key 2
> >days ago)
>
> But you're still in the situation are you not, that if you release,
> you can no longer be rezzed and will have to run all the way back to
> where you were.
>
> Ashen Shugar
> --
> The lions sing and the hills take flight.
> The moon by day, and the sun by night.
> Blind woman, deaf man, jackdaw fool.
> Let the Lord of Chaos rule!
Yes, i remember last run: we skipped al'ar, downed void walker, wiped
@ solarian, released and... first mob repopped -_-
hmmmm yeah you're definitely right. I distinctly remember some issues with
non-keyed people lately though -- probably those who ran in the wrong door
(for the repair guy maybe?), rezzed, and then had to have someone unlock the
back door to let them in. The point is, if somehow someone un-keyed ends up
ourside and everyone else is inside, it's pain to deal with.
> > Um, no. Ghosts can go through the door with or without a key, trust
> > me, done it more times than I care to admit to.
>
>
> hmmmm yeah you're definitely right. I distinctly remember some issues with
> non-keyed people lately though -- probably those who ran in the wrong door
> (for the repair guy maybe?), rezzed, and then had to have someone unlock the
> back door to let them in. The point is, if somehow someone un-keyed ends up
> ourside and everyone else is inside, it's pain to deal with.
>
That's why warlock exists... right?
I also find it to be a useful gear/skill check, and I think for this reason
blizzard should have left the attunement in the game (at least until WotLK
comes out). Having the key either shows that you have the initiative to go
out and PUG it and get it yourself (as I did on my first toon), or are a
valuable enough member of the guild that people were willing to help you
attune.
> > This is actually no longer true (as of patch 2.3 I believe), but I
> > still consider doing the key run more than worthwhile - there's gold,
>
> I also find it to be a useful gear/skill check, and I think for this reason
> blizzard should have left the attunement in the game (at least until WotLK
> comes out). Having the key either shows that you have the initiative to go
> out and PUG it and get it yourself (as I did on my first toon), or are a
> valuable enough member of the guild that people were willing to help you
> attune.
>
Right, but if u think about MH attunement: our guild has first 2
bosses of MH in farm, om september we will start tryng first 3 bosses
of BT but... vashij and keltusad not even near downed!
I'm going to warn you that Najentus, the first boss of BT, is a
gateway boss. He is about the same difficulty as Azgalor, the fourth
boss in MH, but drops far worse loot. So really, if I were in your
shoes, I would try to convince the guild to go kill the first 4 bosses
in MH.
In addition, both of those bosses, Azgalor and Najentus, are both *a
lot* harder than Alar. If you can't kill Alar (as evidenced by your
willingness to skip Alar on the way to Void Reaver and Solarian), your
guild is going to walk into a wipefest.
--
// T.Hsu
Yes, Naj'entus is a tricky one. You will need some good healers for
that fight - it's one of the hardest fights for healers. It's
something of a gear-check fight overall, really. At various points
in the fight Naj'entus will damage everyone in the raid for 8.5k each.
So everyone needs to have at least 9k health without gimping their
DPS/healing too much. And healers need to be alert, ready to make sure
the raid is at full health before his shield is burst, and ready to heal
everyone up from the 8.5k hit.
Al'ar is much easier, but I know guilds that managed Naj'entus first.
Once you get past Naj'entus, Supremus is relatively easy, and Shade
of Akama is probably the easiest 25-man boss in the game.
Personally, I like the harder fights. My favourite boss fights have
to be Vashj & Kael'thas - they're both awesome fights when everyone
gets their job right, and extremely satisfying when you get your
first kill.
--
Zil, Level 70 NE Priest, Aman Shan're, Stormrage Europe