The Eye - Void Reaver
Sykoh
Posted: Apr 22 2008, 05:13 PM


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WoWwiki.com information

WorldofRaids Strategy

WorldofStrats VR Guide

Watch the videos from the different perspectives. Note: Since 2.4, VR will NOT target anyone when launching an Arcane Orb. It is imperative ranged DPS and Healers have their camera distance maxxed.
QUOTE
Using the /script SetCVar ("cameraDistancemax" ,50) maximizes your camera distance beyond that of the default limit making the orbs MUCH easier to see.


Abilities:

Pound: Every 12 seconds, Void Reaver will pound the ground around him, causing 1350-2250 arcane damage per second for three seconds to everyone within 18 yards.

Arcane Orb: Every few seconds, Void Reaver will target the location of a random player outside of his melee range. A ball of lightning will travel along the ground in a straight line to that location, detonating upon arrival. The detonation will cause 4675-6325 arcane damage and a 6 second silence to everyone within 20 yards.

Knock Away: Every 30 seconds, Void Reaver will deliver a knockback to whoever is first on his threat list. The target will fly through the air and its threat will be greatly reduced.


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Illiteracy is rampant.
Stupidity is hereditary.
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Sykoh
Posted: Apr 22 2008, 05:30 PM


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Group: Legati Officium
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The pulls, from WoWwiki:

The Crucible

Pack One

First is the solo pull of the Crystalcore Devastator that moves backwards and forwards along the entire length of the hall.

* Combat Crystalcore Devastator

Packs Two and Three

After this patrol is destroyed, there will be a group of two Crystalcore Sentinels. Farther down the hall are two more. On each pull, the tanks should separate the two mobs so that the AoEs do not overlap, and be careful not to drag the mob into the ranged / healer group.

* Combat Crystalcore Sentinel

Pack Four - Void Reaver's room onward

There are five of these packs, with varying mobs as listed below. The first pack patrols inside Void Reaver's room, near the door. The other four packs are static, and arranged in a semicircle on the near side of the room, one in the center, two to the left and one to the right. The patrolling pack and the center one need to be pulled back into the hall. The remaining packs can be fought inside the room, with the raid standing up against the wall behind the pack for the pull.

The challenge of these pulls is to keep the Crystalcore Mechanics from killing the crowd-controlling Warlocks or Mage on the pull. A tactic that worked well for us was to have a hunter use Misdirection on the tank, and then use Multi-shot to get aggro on both Crystalcore Mechanics. On the first two pulls (into the hallway) the crowd-controlling players should stand just inside the door and apply crowd control as the mobs run past. The kill order should be: Crystalcore Devastator or Crystalcore Sentinels first, followed by the Crystalcore Mechanics, followed by the Tempest-Smiths. The raid should spread out as much as possible when fighting the Smiths to limit the number of players that are hit by the bombs these mobs throw. Healers will need to watch the health of the entire raid while fighting the Mechanics and Smiths, as the AoE Sawblades or Bombs can rapidly kill many players if the healing lags behind. Another tweak that may help is to have a rogue sap the Tempest Smith before the pull to eliminate the stunning bomb they throw.

These groups will fully respawn if not completely killed.

Type 1

* 2 Combat Tempest-Smiths (cc)
* 1 Combat Crystalcore Devastator

Type 2

* 1 Combat Tempest-Smith (cc)
* 1 Combat Crystalcore Devastator
* 2 Combat Crystalcore Mechanics (cc)

Type 3

* 1 Combat Tempest-Smith (cc)
* 2 Combat Crystalcore Sentinels
* 2 Combat Crystalcore Mechanics (cc)


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Ignorance is Sin.
Illiteracy is rampant.
Stupidity is hereditary.
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