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PostPosted: Wed 9:49, 07 Nov 2007    Post subject: HYDROS!

How To: Hydross The Unstable
SEARCH IT IN YOU TUBE PLEASE.
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Nightpromise
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PostPosted: Wed 12:25, 07 Nov 2007    Post subject:

http://youtube.com/watch?v=zbFIP24vjfE

In this video there are 3 tanks for adds, one tank grab 2 adds on the left, the other 2 tanks grab the remaining.
They group adds always near the boss, and AoE them (i guess mage AoE and warlocks SoC)
Tanks on the adds have a mix of resistance to both frost and nature.
The key is that the tanks MUST take aggro fast and group the adds (i guess 4-5 seconds is enough before starting with AoE).

This seems a better way, becouse:

- Tanks dont have to run around to grab aggro on feared adds, and dont end trying to hit an add that is banished.
- Melee dps dont have to run following the tanks that try to catch something.
- Some of us rogues have a talent on a 2mins cd that can be used to dps 2 adds at the same time (this can be done only if the adds are grouped).
- Fury warriors can also use Cleave and Whirlwind ( KainAoE Razz )


To assign ppl on adds, there is a nice picture we can use (http://www.mmo-champion.com/index.php?page=108).



1,2,3,4 simpy assign a number to each tank/warlock (whatever tactic we chose) and i think there will be less confusion on adds.


About the phase change, BigWigs have a countdown for the 100% Mark of Hydross, i would say (if you agree) that the raid start move on the other side just 1-2 seconds before we get 100%.





Some other random stuffs i got from other sites:

[link widoczny dla zalogowanych]

- A common way of dealing with the adds is grouping them all up near Hydross the Unstable and then AoEing them down as it will not only make them all go down somewhat quickly but also do damage to Hydross the Unstable.

- The safest way to switch his form is to have the entire raid move to the one side of the platform Hydross is about to enter. He will pretty much have random aggro after switching his form. Everyone standing on one side will make sure he stays on that side, so he doesn't run around and switch right back into the form he was supposed to leave (leaving you with 8 adds and a tank with a 250% debuff).

- When Hydross the Unstable changes to his poison form, he will spawn 4 Tainted Spawn of Hydross, which you can crowd control. Kill these adds as fast as possible, you only have one minute before you will need to change Hydross the Unstable's vulnerability again. Make sure you don't banish too many of them or you will have to wait before you can kill them.

- When Hydross the Unstable changes to his Pure form, he will spawn 4 Pure Spawn of Hydross, which you can Banish. Note:Pure Spawn of Hydross are water elementals, which means you can't use frost trap/frost nova to CC.

- Alternately on the adds:
If you bring 5 tanks to this fight, and at least 3 warlocks, AoEing the adds down with Seed of Corruption is a possibility. This however demands for your healers to be 100% awake so that you dont lose your frost geared tank on the nature adds or lose your nature tank on the frost adds. The 3 off tanks should aim for around 120-150 resistance to both frost and nature, and apart from this use their normal tanking gear.

- Healing strategy:
A Restoration Shaman ought to be assigned to heal Water Tombed people during Pure Phase and then to assist with light general healing during Poison Phase. The best way to accomplish this is for the Water Tomb Healer to backup until he is at max range from the Melee Players on Hydross. Zoom out your camera to max range and keep a watch on all the players in the raid.



[link widoczny dla zalogowanych] (there are nice images about raid positioning)

- Phase 2 (Begin poison/nature stage)
One mage should begin the phase in the middle of the adds, Frost Nova before they're fully phased in, and then Blink to safety.
Tanks will pick up these adds and group them together under Hydross.
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Nightpromise
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PostPosted: Wed 16:03, 07 Nov 2007    Post subject:

Also Kainer have the Piercing Howl talent:

"Causes all enemies near the warrior to be Dazed, reducing movement speed by 50% for 6 sec."

This is spammable (only 1.5secs gcd, rage permitting), and will also help alot when the adds appear, just before tanks/warlock grab control (expecially the water ones, that can't be frosted/trapped)
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