[THRONE of THUNDER] - Horridon (2)

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[THRONE of THUNDER] - Horridon (2)

Post by Tan » Wed Mar 06, 2013 11:46 am

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Tan » Wed Mar 06, 2013 11:47 am



* Tank swap when Tribe dead
* Avoid Double Swipe (= frontal&back cone attack)
* Move away from group when Charge on you

* Prio nuke
* Interrupt Dino-Mending
* Drops Orb of Control -> click to destroy door

  • RED - Farraki: avoid Sand Trap + Dispell Blazing Sunlight
  • GREEN - Gurubashi: avoid moving Poison + Interrupt Venom Bolt Volley from Priests
  • BLUE - Drakkari: SPREAD + avoid Frozen Orbs + Dispell Deadly Plague
  • PURPLE - Amani: SPREAD + avoid unkillable totems + Interrupt Fireball + Decurse Hex

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Gladion » Thu Mar 07, 2013 6:28 am

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Flexie » Fri Mar 08, 2013 12:36 am

3 troublesome mobs per gate. First one jumping directly from above the gate, second and third jumping from the sides of it simultaneously. There's about 10-15s gap between the first and the second/third spawning.
Skirmishers and beasts in the first group are stunnable/rootable etc. Nothing in second group is.
There's 2-3 seconds after the charge is announced to move away from the raid. We need to work on that.
Dispels, dispels, dispels. Those dps lacking Decursive or a similar addon should get one asap!

We found that popping hero once all 3 venom priests are up and focusing them down worked better than focusing on dinomancer asap. Should the raid dps get higher we may not need it.
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Templaar » Fri Mar 08, 2013 10:53 am

For 1st gate, all healers can dispel and we have mass dispel (easy).
For 2nd gate, only paladins, druids and monks can dispel poisons. No mass dispel.
For 3rd gate, only paladins, priests and monks dispel diseases. No mass dispel.
For 4th gate, only druids, shamans, and mages(!) dispel curses. No mass dispel.

Beyond the first gate, all players of those classes can dispel not just healers. However, successful dispels incur a 9sec cooldown, so it will be limited how much successful dispelling can be done beyond gate 1. It would probably be more effective to avoid having to dispel at all, e.g. by tunnelling/interrupting those poison casters.

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Syrah » Sat Mar 09, 2013 9:18 am

tunnelling/interrupting those poison casters.
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Fagan » Sun Mar 10, 2013 3:31 am

Blue Post/MMO wrote:Throne of Thunder Boss Difficulty
ToT 1st boss is balanced for 502 ilvl?
I don't think the developers have ever mentioned to which item level a particular boss is balanced. But Jin'rokh has been already killed by guilds with less item level than what you suggest. In fact, most guilds that are at least close to finishing Heart of Fear or beginning Terrace of Endless Spring will probably be able to kill him.

Horridon, on the other hand, might be a different story... But for those of you with T14 still unfinished, remember 5.0 raids have a reduction of 10% health and 10% damage in place, so you'll probably be able to progress a bit faster and get your group in better shape to further advance on Throne of Thunder.
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Rublupine » Sun Mar 10, 2013 11:00 am

A few pointers ahead of tonight's raid.


I'd like to try a an approach where the tanks tank Horridon horizontally by each door. I know this may obscure mobs arriving through the door. If we time this correctly though the first mobs coming through will be picked up by the Add-tank and all other mobs are jumping down from the arena walls and will actually be landing beyond the width of Horridon. This leaves the entire play space visible and dramatically reduces the chaos on screen. A kill video here using this positioning. Please take a look and feedback.
http://www.youtube.com/watch?v=hz7h63XC ... tube_gdata

Next, if we use this positioning, we should be able to have whoever is being charged run to the tank, this reduces effort on having to re-position Horridon after the pull. Also, as Horridon will always be positioned up by the door everyone should know where they have to run too. We didn't handle the 'Charge' mechanic well on previous attempts and we need to fix this. This is my suggestion. Again, comments?

The raid should be stacking (as much is possible). I propose marking up the tanks and having the raid position themselves around the tank. This will greatly help maximize cleave damage which will soften up the mobs while we're focusing down the main targets on each door. Tanks will need to reposition according to aoe effects (e.g. Gurabhis poison or Faraki sandstorm).


Next up, a little more situational. The Gurabashi are a pain. However, we can trivialise them by having a Monk Mistweaver (Moth gets to really shine I think!). Mistweavers have an ability called Revival which will clear all stacks of the poison debuff. Once we have all the mobs down on this door we need to use this ability as a reset on the raid. After this it should be a piece of cake.

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Lithasola » Sun Mar 10, 2013 11:22 am

Have been watching the tankspot Video and didn't see this posted anywhere so thought this might be useful/helpful if its not been looked into yet (note I haven't been in the instance yet so dunno how helpful this info is if any it just seemed quite important in the video.

Priority of add kills per tribe :

Faraki - Waste Walkers: Sand traps + Dispellable debuff
Gurubashi - Venom Priests: Nasty Poison AoE + Adds that increase poison dmg
Drakari - Frozen Warlords : Mortal strike on tank + Frozen orbs
Amani - Beast Shaman: Frontal cone AOE + Lightning totem.

Needless to say assignments for interrupts on the Dinomancers and as many ToT's and MD's on the tanks as possible.

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Giruy » Sun Mar 10, 2013 4:20 pm

Good marker on how were doing dps wise, you can see it at the end of the video, top 10 were all doing over 130k dps with the top 2 doing 161k/168k
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