Posted on 2010 under Battlegrounds, Guides, PvP |
6
Sep
Eye of the Storm is an exciting new Battleground located in the Outland zone of Netherstorm that combines capture-and-hold style gameplay with capture-the-flag. The game pits up to 15 high-level Alliance members against 15 Horde counterparts in a battle over two floating land masses. These aerial islands are connected by three bridges. Additionally, four towers overlook the battlefield and serve as focal points for the skirmish, while a single, capturable flag spawns in the center of the map for the teams to fight over.
- Style
Four capture points and a flag to capture and return
- Location
Outland (Netherstorm)
- Level Brackets
61-69, 70-79, 80
- Maximum players per team
15 Horde/15 Alliance
- Win Conditions
Accumulate 1,600 victory points
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Posted on 2010 under Guides |
18
Aug
Priests are the masters of healing and preservation, restoring their wounded allies, shielding them in battle, and even resurrecting their fallen comrades. While they have a variety of protective and enhancement spells to bolster their allies, priests can also wreak terrible vengeance on their enemies, using the powers of shadow or holy light to destroy them. They are a diverse and powerful class, highly desirable in any group, capable of fulfilling multiple roles.
In order to be a good Holy Priest, you must first know that the best Priests are not completely Holy, but have a few points in discipline — particularly Inner Focus, Meditation, Silent Resolve, and Improved Power Word: Fortitude. In the Holy tree, talents at high levels such as Spiritual Guidance, Spiritual Healing, and Spirit of Redemption are not to be missed.
It is important to wear appropriate gear. Gear with +spellpower is very important to priests. As well as “+Spellpower”, “+Spirit” gear is also very important to a Priest, because of the Spiritual Guidance talent in the Holy tree which increases your spell damage and healing by up to 25% of your Spirit as well as the Meditation talent in the Discipline tree, which allows up to 50% of your total mana regen to continue while casting.
Even up to level 50, Holy Priests can generally be great healers in a dungeon, as well as do decent DPS. There is a common perception that a Holy Priest is only a healer, but practice shows that in some cases casting some Holy damage spells (for example, spamming Smite) can achieve a very decent DPS output, especially if the Priest takes the Holy Talents to increase the damage done by those spells.
Priests are the only class capable of healing that has not one, but two talent trees dedicated to healing. Currently, discipline priests are widely seen as tank and prevention healers while holy priests fill the niche of raid healers. For that, we have a wide array of tools, but the healing spells you’ll most commonly use are:
- Prayer of Mending
- Circle of Healing
- Renew
- Prayer of Healing
- Flash Heal
- Binding Heal
Those should have spots on your main action bar and be easily accessible. Less commonly used but good to keep keybound and memorized are:
- Power Word: Shield
- Greater Heal
- Divine Hymn
- Holy Nova
- Desperate Prayer
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Posted on 2010 under Guides |
13
Aug
Can a Bear be a main tank do they make good tanks?
Absolutely!! When WotLK was first released the developers made it a core goal to bring all tanks in line with each other and for the most part do away with gimmicks that didn’t allow certain tanks to perform. Ghostcrawler, beta forum CM extraordinaire, has posted a big (well, big for a blue post) overview of some of the goals and decisions for tanking in Wrath. It goes something like this:
- All four tanking classes should be viable.
- Tanking should be “a little more fun.”
- Most characters in tanking classes (Warriors, Druids, Paladins, Death Knights) should be able to tank a normal five-man just fine, with heal specs (for Druids and Paladins) being the exception.
- Heroics and raids will require investment in tanking talents, but all tanking classes should be able to tank them if appropriately specced. Ghostcrawler notes that this is a change of strategy for Blizz; previously, for instance, feral druids were positioned by the devs as being better off-tanks than main tanks. Now, he says, “If nearly all guilds want the same class as their MT, we’ve failed.”
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Posted on 2010 under Burning Crusade, Guides, Raids |
10
Aug
High King Maulgar is the ogre lord of the ogres at the Blade’s Edge Mountains in Outland, ruling from within Gruul’s Lair. His council consists of Kiggler the Crazed, Blindeye the Seer, Olm the Summoner, and Krosh Firehand.
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Posted on 2010 under AddOns |
1
Aug
Summary:
DamageMeters monitors damage and healing done by and to yourself and other nearby players. It keeps a running total for each player and displays the information as a bars chart in a frame on the screen. It is perfect for real-time comparison of the various members of your party or raid. At any time the text results can be output as “says”, to raid or party chat, or whispered to another player. Many console commands exist for customizing the meters: type “/dm help” for a listing.
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Tags: addon, AddOns, beta, boss, DamageMeters, DPS, DTPS, From, Game, Install, meter, MY DM, raid, Sets, Time, warcraft, world of warcraft, wow
Posted on 2010 under Cataclysm, News |
4
Jul
In World of Warcraft: Cataclysm Beta we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!
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Tags: About, Arena, Armor, Battlegrounds, Bear, Bear Form, beta, boss, buff, buffing, catacl, cataclysm, Cataclysm Beta, cataclysm druid, check, Damage Reduction, Don, druid, druid cataclysm changes, druid spells, druid wow, dungeon, Eck, Elf, Enhancement, Feral, Feral Druid, Focus, fro, From, gear, Haste, healer, healers, King, Lifebloom, Lore, mangle, Mastery, mechanic, Melee Damage, Metamorphosis, meter, patch, patch 3.3, patch 3.3.3, PVP, raid, Regrowth, Restoration, rogue, Sets, shaman, spells, Strike, talent tree, Talents, tank, tanking, tanks, Target, Threat, Tree of Life, Troll, Vengeance, warcraft, warlock, warrior, worgen, worgen druid forms, World, world of warcraft, world of warcraft: cataclysm, wrath
Posted on 2010 under Guides, Raids, Wrath of the Lich King |
29
Jun
Emalon the Storm Watcher is a raid boss in the Vault of Archavon. He can be found in the eastern wing. Although this boss was nerfed with a hotfix it still general requires (skilled players and/or) everyone in your raid to have over 2k dps.

Emalon carries pieces of Tier 8 loot and PvP gear, similar to the Tier 7 loot dropped by Archavon.
Like Archavon, Emalon is only available to the faction that controls Wintergrasp Fortress. Also like Archavon, Emalon becomes un-attackable ten minutes before each fight for Wintergrasp starts. He does not become un-attackable if he is already engaged in combat.
Overview
Emalon is very much DPS test. He doesn’t hit his tank hard, and his adds are not very hard to manage. He will use Chain Lightning on players away from him, and Lightning Nova on those nearby – simply spread out or run away.
Periodically Emalon will choose one of his four adds and charge it with a rapidly stacking Overcharge. The add will start growing quickly and increase damage by 20% per stack, as the number of stacks of Overcharge increases, and will explode when it reaches 10 stacks, killing everybody in range.
Targeting Overcharged Tempest Minions
Quickly targeting Tempest Minions when Emalon overcharges them is critical to killing them quickly enough. Picking out the correct Minion out of the crowd of four used to be somewhat time-consuming. However, as of Patch 3.1.3, overcharged Tempest Minions immediately grow to twice the height of their brethren. They are now easy to select. Just click on the tall one.
- Boss and Minion tanks 30yds apart for Lightning Nova.
- Everyone max distance apart for Chain Lightning.
- All DPS on Boss until Minion is Overcharged, then all switch.
- Melee run from Emalon for Lightning Nova.
Ten-man raids should use two tanks, two or three healers, and five or six damage-dealers, with ranged damage-dealers slightly preferred. Twenty-five-man raids should use two or three tanks, five to seven healers, and fifteen to eighteen damage-dealers.
On the pull, the tank (or tanks) for the Tempest Minions runs in first, closely followed by the tank for the boss. The boss tank taunts the boss immediately. Hunters and rogues can use Misdirection and Tricks of the Trade to help direct the targets to the correct tanks.
The boss tank and Minion tank separate to pre-agreed spots about 30 yards apart, so the Minion tank is not hit by Lightning Nova. Exact positioning is not important, so long as the separation is correct. Healers and ranged damage-dealers position themselves at least 30 yards from Emalon and in range of the Minions.
On 10-man, everyone must remain at least 10 yards away from everyone else, to keep Chain Lightning from jumping. On 25-man, it may be too crowded for this. Instead, stand exactly on top of one or two other characters, but at least 10 yards away from everyone else. This lets the Chain Lightning jump every time, but not far. Everyone must stay at least 10 yards away from the tanks.
The tanks’ initial threat is low as they get their targets under control and positioned. This is because they are moving and they need to avoid grabbing each others’ targets. Damage-dealers must wait until the tanks establish solid threat before they can attack. Once threat is established, they simply attack Emalon. There is no benefit to attacking the Minions until they are overcharged. They will constantly respawn
A straight melee hit from Emalon can cause 20,000 damage to the tank. Two hits in a row, without intervening heals, can kill many tanks. Having two healers on the Emalon tank makes sure that he gets healed often enough. The Minions do extra damage when they are overcharged, so the Minion tank may need extra healing at that time. The rest of the raid must be healed through Chain Lightning and (on 25-man) Lightning Nova.
All melee must run away from Emalon when he starts to cast Lightning Nova, then run back in to attack.
Emalon casts Overcharge on a strict 45-second timer. Use a timer mod (such as Deadly Boss Mods) to predict when he is about to cast it. All melee runs over to the Tempest Minions ahead of time. The overcharged Minion immediately grows to double height, and all damage-dealers attack it immediately, using whatever burst abilities they have. It must die in 20 seconds, or it wipes the raid.
Once the overcharged Minion dies, Emalon summons a new one near himself. The Minion tank must quickly pick it up. Having a third tank, while probably not necessary for survival purposes, makes picking up the new Minion more reliable.
The most common causes of wipes are exploding Minions, losses to Lightning Nova, losses to Chain Lightning, and losses to loose Minions.
To avoid wipes to exploding Minions, run a damage meter. Replace any damage dealers sustaining less than 2000 (10-man) or 2500 (25-man) DPS. If that is not reasonable, try positioning the Minions closer to the boss and rotating damage-dealing cooldowns (including Bloodlust/Heroism) on the overcharges.
To avoid losses to Chain Lightning, try separating and/or stacking as described above, or replace characters with low health. Having higher DPS also helps, as it allows the raid to win the fight before suffering too many deaths to the Chain Lightning.
Avoiding wipes to loose Minions is mainly a matter of tank skill. The boss tank can grab the Minion initially, until the Minion tank can pick it up. Using three tanks also helps (although this is not recommended unless your damage dealers have a very high DPS output).
In A Nutshell
- Use nature resistance totem/aura
- Ignore normal adds.
- Once add gets Overcharged, concentrate all DPS on it.
- Run when he stomps
- Spread out
Loot
On Normal (10-man), he drops two items, which can be a hand, leg or chest Tier 8 (10) set piece for any class (the item itself, not the token) or back, feet, finger, hands, legs, neck, waist, wrist pieces from Deadly Gladiator’s Season 5 assortments.
As with Normal (10-man) loot, Heroic (25-man) loot consists of a random selection of four Tier 8 (25) or Furious Gladiator’s Season 6 items; hand, leg, or chest, as well as Furious Gladiator’s amulets, cloaks and rings. Additionally, he has a chance to drop [Reins of the Grand Black War Mammoth] or [Reins of the Grand Black War Mammoth].
Quick Facts
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Level: ??
-
Classification: Boss
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React: A H
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Health: 2,789,000 – 11,156,000
-
Mana: 212,900
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-
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Berserk: 6 minutes
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
29
Jun
Archavon the Stone Watcher is a stone giant boss, located in the northern wing of Vault of Archavon. He is only accessible if your faction controls Wintergrasp.
15 minutes before a Wintergrasp battle, Archavon will become unattackable.
Overview
Archavon is very much a DPS race. Two tanks are needed, because the boss will periodically grab the one he is currently attacking, hold it for 8 seconds in the air, and throw it against a faraway wall. During this time, a second tank will need to keep Archavon away from the raid.
All raid members should pay attention to the Chocking Clouds Archavon leaves after the charges, and stay away from them. In addition any player being attacked by Rock Shards should cease movement for the duration of the spell.
Archavon the Stone Watcher is a quick raid encounter (like Onyxia or Magtheridon). This encounter requires two tanks.
This encounter with Archavon is a DPS race with only a few mechanics to watch out for:
- Every so often he will start shooting rock spikes at a random raid member. This person cannot avoid the damage (around 7k). However, they can damage other people around that person. Just make sure you aren’t unnecessarily damaging others or getting damaged by moving away.
- He will also randomly jump/charge towards a random raid member and leave a white cloud on the floor which will do ~2k nature damage per tick if you are standing in it. After he spawns the cloud he will stand still for a couple seconds then run back towards the main tank. Stacking the entire raid within 10 yards of him will prevent him from using his Crushing Leap ability, but it is also likely to increase the splash damage from his Rock Shards.
- Both tanks should watch their threat meter and taunt anytime they are not first or second on aggro. If the offtank maintains second place on aggro there is no need to time the taunt with the stomp ability, as the offtank will automatically get aggro when the main tank is picked up after the stomp. In raids where the off tank is significantly less geared than the main tank, one can have the off tank taunt right before the 45-second internal cooldown for Stomp expires, forcing the off tank to be picked up (minimizing the time he is tanking) and preserving the threat lead established by the main tank.
Archavon is on a hard enrage timer (5 minutes) that will boost his damage 8-fold and immediately wipe out the raid if he is not killed quickly enough. Upon initial release this fight was primarily a DPS race, although in current gear one should never encounter the enrage unless something has gone seriously wrong.
- On 10-player mode, with Archavon’s health at 2,300,900 HP, the raid as a whole needs to output more than 7,670 DPS. As a good rule-of-thumb, with two tanks and two healers, the tanks should never go below 550 DPS and the remaining six members should stay above 1,100 DPS.
- Effective tanking requires a swap in aggro following the Stomp ability where he picks up the primary target for several seconds and then throws them across the room. This can be handled in a number of ways, though taunts are required, because being picked up removes all aggro from that target. An alternative to the two tank method is to have a highly survivable dps grab the boss with a taunt and live through the several seconds until the tank taunts the boss back. A lesser strain on the healers can be achieved with taunting before the stomp is cast and thus being picked up instead of the tank, though the 0.6 second cast time on the ability makes this very challenging.
- On 25-player mode, with Archavon’s health at 9,970,700 HP, the raid as a whole needs to output more than 33,236 DPS. As a good rule-of-thumb, with two tanks and five healers, the tanks should stay above 850 DPS and the remaining eighteen members should stay above 1700 DPS.
In A Nutshell
- Dont stand close to raid members who get showered with rock shards. If you are getting rock shards thrown at you, run away from others.
- Dont stand on smoke clouds
Loot
On 10-player mode, he drops two items, which can be a hand, leg or chest Tier 7 (10) set piece for any class (the item itself, not the token) or Hateful Gladiator’s Season 5 assortments.
As with 10-player, 25-player loot consists of a random selection of four Tier 7 (25) or Deadly Gladiator’s Season 5 items; hand, leg, or chest. Additionally, he has a chance to drop Reins of the Grand Black War Mammoth or Reins of the Grand Black War Mammoth.
Quick Facts
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Level: ??
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Classification: Boss
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React: A H
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Health: 2,300,925 – 9,970,675
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-
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Enrage: 5 minutes
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Posted on 2010 under AddOns |
27
Jun
Omen is a threat meter.
Basically, enemies in WoW decide who to attack by deciding who is the most threatening based on the abilities you use. What Omen does is provide accurate values of your group’s relative threat level on individual enemies, so that you can see when you’re in danger of pulling aggro (or, if you’re next on the snack list if your tank bites it). This info is usually only critical in raids, where only tanks can survive aggro, but it’s useful for any multi-player situation.

FAQ
How is Omen3 different from Omen2?
Omen3 relies completely on the Blizzard threat API and threat events. It does not attempt to calculate or extrapolate threat unlike Omen2.
Omen2 used what we called the Threat-2.0 library. This library was responsible for monitoring the combat log, spellcasting, buffs, debuffs, stances, talents and gear modifiers for calculating each individuals threat. Threat was calculated based on what was known or approximated from observed behaviors. Many abilities such as knockbacks were just assumed (to be a 50% threat reduction) as they were mostly impossible to confirm.
The Threat-2.0 library also included addon communication to broadcast your threat to the rest of the raid as long as they were also using Threat-2.0. This data was then used to provide a raid wide display of threat information.
Since patch 3.0.2, Omen no longer does any of these things and the need for a threat library is no longer necessary. Omen3 uses Blizzard’s new in-built threat monitor to obtain exact values of every members threat. This means Omen3 has no need for synchronisation of data, combat log parsing or guessing, resulting in a significant increase in performance with regards to network traffic, CPU time and memory used. The implementation of boss modules for specific threat events (such as Nightbane wiping threat on landing) are also no longer necessary.
Further benefits of this new implementation include the addition of NPC threat on a mob (eg, Human Kalecgos). However, there are some drawbacks; frequency of updates are much slower, threat details cannot be obtained unless somebody in your party/raid are targetting the mob and it is also not possible to obtain threat from a mob you are not in direct combat with.
How do I get rid of the 2 vertical gray lines down the middle?
Lock your Omen. Locking Omen will prevent it from being moved or resized, as well as prevent the columns from being resized. If you haven’t realized it, the 2 vertical gray lines are column resizing handles.
How do I make Omen3 look like Omen2?
Change both the Background Texture and Border Texture to Blizzard Tooltip, change the Background Color to black (by dragging the luminance bar to the bottom), and the Border Color to blue.
Why does no threat data show on a mob when I target it even though it is in combat?
The Blizzard threat API does not return threat data on any mob you are not in direct combat with. We suspect this is an effort on Blizzard’s part to save network traffic.
Is there ANY way around this Blizzard limitation? Not being able to see my pet’s threat before I attack has set me back to guessing.
There is no way around this limitation short of us doing the guessing for you (which is exactly how Omen2 did it).
The goal of Omen3 is to provide accurate threat data, we no longer intend to guess for you and in the process lower your FPS. Have some confidence in your pet/tank, or just wait 2 seconds before attacking and use a low damage spell such as Ice Lance so that you can get initial threat readings.
Can we get AoE mode back?
Again, this is not really possible without guessing threat values. Blizzard’s threat API only allows us to query for threat data on units that somebody in the raid is targeting. This means that if there are 20 mobs and only 6 of them are targeted by the raid, there is no way to obtain accurate threat data on the other 14.
This is also extremely complicated to guess particularly for healing and buffing (threat gets divided by the number of mobs you are in combat with) because mobs that are under crowd control effects (sheep, banish, sap, etc) do not have their threat table modified and addons cannot reliably tell how many mobs you are in combat with. Omen2′s guess was almost always wrong.
The tooltips on unit mouseover shows a threat % that does not match the threat % reported by Omen3. Why?
Blizzard’s threat percentage is scaled to between 0% and 100%, so that you will always pull aggro at 100%. Omen reports the raw unscaled values which has pulling aggro percentages at 110% while in melee range and 130% otherwise.
By universal agreement, the primary target of a mob is called the tank and is defined to be at 100% threat.
Does Omen3 sync or parse the combat log?
No. Omen3 does not attempt to sync or parse the combat log. Currently there are no intentions to do so.
The threat updates are slow…
Omen3 updates the threat values you see as often as Blizzard updates the threat values to us.
In fact, Blizzard updates them about once per second, which is much faster than what Omen2 used to sync updates. In Omen2, you only transmitted your threat to the rest of the raid once every 3 seconds (or 1.5s if you were a tank).
Install Instructions:
Omen-v3.0.9 download it. Click on a file link to start the zip file download. You would “open” the downloaded file or you can double click zip files to open them on Windows.
You unzip the downloaded zip file to the Game’s Interface\Addons folder and you are done.
Look at the shortcut (right click the Warcraft icon and select properties) you use to start Warcraft to get the path to where the game is installed.
Typical locations for the AddOns folder:
Windows XP: “C:\Program Files\World of Warcraft\Interface\AddOns”
Windows Vista: “C:\Users\Public\Games\World of Warcraft\Interface\AddOns”
Mac: “Machintosh HD/Applications/World of Warcraft/Interface/AddOns”
Warcraft only finds addons when it starts. Close Warcraft before you install an addon.
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Posted on 2009 under Guides, Raids, Wrath of the Lich King |
22
Dec
The Icecrown Gunship Battle is an encounter in Icecrown Citadel that involves an aerial battle between the gunships Skybreaker and Orgrim’s Hammer. Muradin Bronzebeard and High Overlord Saurfang are the gunship commanders.

IMPORTANT: All enemy NPCs except the Commanders and the Battle-Mage/Sorceror will gain experience the longer they are left alive, starting from Regular and progressing to Experienced, then Veteran, and finally Elite. At Experienced rank, opposing NPCs have damage increased by 30% and attack/cast speed increased by 20%. At Veteran rank this rises to 60% and 40% respectively, and finally at Elite rank this buff rises to 120% and 80% respectively. Thus it is important for gunners and boarding party members to pick off enemy NPCs when higher priority targets are absent, as enough Elite NPCs will stress the healers considerably.
Overview
The objective is to deal more siege damage to the enemy gunship than it does to yours. Siege damage is done by firing the guns on your gunship. The enemy gunship will attack yours mainly using rockets and hand-held ranged weapons. The enemy will periodically attack your ship with a boarding party, which must be tanked and killed before they can do too much damage. Ranged DPS are preferred for the defensive party. The enemy will periodically deploy a mage to stand on their deck and freeze the guns of your ship preventing them from firing, and this mage must be killed to free your guns so that you can keep damaging the enemy gunship. In order to do this you should form a boarding party of your own consisting of a single tank, some healers and some damage dealers (preferably melee). The boarding party can jump to the enemy gunship and back using jetpacks provided by your gunship’s engineer. The tank must tank the enemy commander while being healed. The enemy commander will gain a stacking buff over time while in combat that increases his damage, so the boarding party must kill the enemy mage before the commander gains enough buffs to kill the tank. If any time remains the boarding party can also kill the rocket teams. After this it is essential that the entire boarding party jumps back to the friendly ship in order for the enemy commander to be left alone and lose his stacking buff before the next mage comes out and freezes your guns. The enemy ranged infantry can be killed by the defending ranged DPS while they are not killing an enemy boarding party. If all of these things are done you should comfortably win the DPS race.
Tactics by Role

Defenders
Their main role is to eliminate enemy boarding parties that will teleport over. While there is no boarding party they can kill the ranged DPS on the enemy gunship, hence ranged DPS are preferred for this group. The boarding party can be tanked by a single tank, who will of course need healers. The enemy rocketeers will fire rockets at your gunship that should be avoided by looking for the (easy to spot) target markers and moving away before the rocket lands. The boarding party consists of Sergeants and Reavers/Marines. The Sergeants need to be tanked as they hit very hard and can flatten a non-tank. Reavers and Marines can also hit moderately hard but not hard enough to one-shot clothies (unless at elite rank). Any members of the enemy boarding party which have no raid members or NPCs on their aggro table will instead attack the ship with depth charges; this must be avoided at all costs, as this ability is extremely damaging and will sink your gunship in less than a minute if left unchecked.
Gunners
Their main role is to damage the enemy gunship while their guns are not frozen. While their guns are frozen they should leave their guns and help with another activity, such as defending against enemy boarding parties, or damaging the enemy’s ranged DPS. They can also join the boarding party and help kill the mage, but once the mage is down they should jump back immediately to fire their guns again rather than stay and kill the rocketeers.
Guns have two different attacks: a normal shot bound to “1″ which fires a shot that deals 1000 siege damage to the opposing ship, as well as some damage to any enemy NPCs caught in the blast radius. The normal shot also generates between 6 to 10 “heat”, which fills up the heat gauge on the gun (begins at 0, fills at 100, will lose 1-2 heat per second if the gun is not fired). The second shot is a heated shot which immediately expels all the accumulated heat on the gun and deals 1000 damage as well as additional damage for each unit of heat, up to 5000 damage with a nearly filled bar. If the heat meter reaches or exceeds 100, the gun overheats and both shots are locked for the next five seconds until all heat has been drained. Gunners should note that both gunshots not only damage the opposing ship but also damage enemy NPCs, thus shots should be angled at rocketeers/mortar soldiers to wear them down and kill them before they stack to dangerous levels of experience.

Boarding Party
Make sure you pick up a jump pack from your gunship’s engineer and equip it before the fight, as it is a clothing item and cannot be equipped once in combat. The jump pack is used by ‘using’ the item of clothing and selecting a destination to jump to (you can practice before the battle starts). They can defend against enemy boarding parties while not busy, but should remain ready to jump over to the enemy ship when the mage comes out (which will be announced by a raid emote by the enemy commander). A single tank is required who should jump first with his healers shortly after to keep the enemy commander busy. The commander has a ranged attack but should be tanked at melee range, as his ranged attack applies a stacking impale dot that is weak at first but will quickly become unhealable. The other enemy crew members will not bother you. The DPS should kill first the mage, then try to kill the rocketeers, and then jump back. The tank and healers should then make sure they jump back together to avoid being killed on the way out. The boarding party is on a time limit and must at least kill the mage before the enemy commander gets enough buff stacks to endanger the tank (around 20-25 stacks, though this will depend on the strength of your tank and healers and cooldowns used). The boarding party must all leave and wait for the enemy commander to lose his buff before they can return. For this reason the boarding party should only jump over when the mage freezes your guns, and not jump over early. It is not necessary or desirable to DPS the enemy commander – he is only tanked.
Be very careful about units you leave behind on the enemy gunship, namely summoned pets and totems. For example, totems left on the deck of the enemy gunship can keep the enemy boss attacking (and thereby refreshing his stacking damage buff) between two sorceror rounds. This can cause the damage buff to stack as high as 40 to 50, which is untankable. If you drop totems or summon pets on board the enemy ship, recall them as you’re leaving. In addition, after jumping back, be sure to move a comfortable distance away from the edge to ensure that the enemy commander breaks combat with you and resets, as he can use his ranged attack across the gap if you are too close to the edge, which will keep him in combat and delay losing his buff.
[youtube]http://www.youtube.com/watch?v=TdsJTkkR7O4&feature=player_embedded[/youtube]
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