Post by Vangelis on Apr 3, 2006 13:23:24 GMT -5
mizanda said:
Here is the posting I found on how to fight Kuri...The strategy for Kurinnaxx is to have 2-3 Warriors on him. One Warrior in the front of Kurinnaxx. The Second Warrior on his left, and the Third Warrior on his right-- by the ribs. Kurinnaxx makes sand traps that drops chance to hit by 75% and causes plenty of damage. The sand trap also silences casters for around 20 seconds -- so stay out of range if by any chance someone gets aggro away from the tank. Move away as fast as you can before you get silenced by his trap. Rogues, watch how many debuffs are stacked on you, and use your vanish, and stay away. Anyone that gets 75% chance to hit, is useless anyway, so stay away so that you do not get damage. That will allow healers to conserve mana. Resume DPS when the effect is over.
Kurinnaxx also has some sort of cleave or mortal strike that stacks 10-15 times. This can be deadly for any tank. The idea of having one tank in the front, and two warriors on the side is that when the tank reaches 6 stacked-debuffs, he has to stop attacking immediately, and letting the other tank get the aggro. Make sure to make a macro in CAPS to alert the other two tanks that you are gonna let them take aggro. After 6 debuffs the Warrior will die so fast, no healer will be fast enough to cast Flash-heal. The macro also alerts all casters to stop attacking. Important. This is for the transition of aggro from Warrior to Warrior to get aggro.
Once the second tank gets aggro, make a macro for ASSIST so that casters can resume their DPS(Damage). As soon as the second warrior gets 6 stacked debuffs, stop attacking and let the third tank get aggro. Rinse and repeat. The whole raid needs to know their role and when to react based on these MACROS. Otherwise, you will get a wipe. This is a very long fight. Wear your mana regen gear if you are a healer and many stacks of Major Mana pots. Druids should provide Innervate on priests that ran out of mana.
We were fighting him according to this battle plan, we just need to tighten up a little and try it out again...
Speaking as the guy who was given the honourable role of First Tank, and who died spectacularly twice in that role, here are my thoughts.
That "Death Mark" is aptly named: it debuffs armour AND reduces heal effectiveness, the latter being the real killer. The reason I died was that I took too many of those marks and the reduced heals couldn't keep up to the increased damage.
How many Death Marks are too many? Not sure, but six sounds far too high: I'm pretty sure I didn't have more than four before I sank like a stone. It was my fault for not noticing when I had gotten TWO (our plan), because I didn't actually look for the count until it was too late. I expected to have more time.
I found the fight to be deceptive: at first Kurinaxx didn't seem to be hitting harder than any other boss (e.g. Drakkisath), which meant that my health loss was quite slow at first. I was actually thinking "hey, this is easy", while not noticing the Death Marks getting applied. Then, all of a sudden, it was "wham Wham WHAM... what happened?".
Maybe an MC-geared tank can last to the 6th mark, but given our gear we won't live past the 4th. Switching at two (three at most) should definitely remain as our "Plan A". This is going to mean we are going to be switching fast: say, every thirty seconds or so. It also means that we may need a 4th tank - we'll need to check the duration of those marks and do the math.
The Death Marks effectively kill the typical "give the main tank time to gain aggro" plan, unless we give the tanking team one full rotation before sounding the attack. Having the tanking aggro split three ways also means that the damage-dealers are going to have to really pace themselves to stay under aggro-radar.
We should also control Kurinaxx's orientation by having each new tank physically run to the "front" before grabbing aggro (at which point the swapped-out tank needs to run to a leg). Having him turning to face different tanks will cause people to find themselves suddenly at his head or tail.
The teamwork on this is very tricky - we are going to need a way to practice. Perhaps we should just go find a wandering dragon and do some tank-switching on it?
Fun times.