1. #1

    H Warmaster Blackhorn 10 help

    Hello! My guild has started H Blackhorn and the fight is a bitch. We pushed P2 once and wiped because we didn't have enough people alive.

    Our comp is prot pally, prot warr, holy pally, disc priest, rogue, hunter, mage, warlock, ele sham, boomkin.

    I am looking for some pointers on how we can get better at barrages and onslaughts. We seem to be messing that up. The DPS is not an issue. Anything would be great.

    Thanks in advace!
    Last edited by docwyrick; 2012-04-23 at 05:53 PM.

  2. #2
    Specifically, what mechanics? Blade Rush? Random Barrage deaths? Onslaught deaths? Are drakes flying away after being tethered? Are sappers not dying?

    Also, do you have logs?

    Be a bit more specific and it will be easier to help you.

  3. #3
    We are having trouble with barrages and onslaughts.

  4. #4
    Your comp is pretty nice for this fight. With a heavy ranged setup you won't be needing to soak many barrages at all, perhaps only your mage solo soaking one every so often. Get everyone standing in the onslaughts and rotate raid cooldowns ensuring you have one available for each time. The drakes should be going down very fast with what you guys have.

  5. #5
    Quote Originally Posted by docwyrick View Post
    Hello! My guild has started H Blackhorn and the fight is a bitch. We pushed P2 once and wiped because we didn't have enough people alive.

    Our comp is prot pally, prot warr, holy pally, disc priest, rogue, hunter, mage, warlock, ele sham, boomkin.

    I am looking for some pointers on how we can get better at barrages and onslaughts. We seem to be messing that up. The DPS is not an issue. Anything would be great.

    Thanks in advace!
    MY guild has us split into teams of two, and we take whatever comes when we dont have the debuffs. Just make sure your disc puts a shield on anyone with the debuff going into the onslaught and spams bubbles in phase 2, as it makes the 100k healing/damaging raid much less of a concern when it syncs with a shout or shockwave.

    Another thing we do is on the 3rd harpoons, we kill one side drake and get the other to about half. We get usually one more onslaught because of this but we are able to kill all the ground adds before pushing phase 2. Makes it much smoother not having to deal with another mob or two, since you need to zerg the big drake until it's gone. There's a lot of stuff that can go wrong, but most of it is easily avoidable. You only have to saok 1/2 of the barrages at most, they don't kill the ship fast enough to be a serious problem unless you miss a sapper or onslaught. Charges should never hit ANYONE EVER EVER, it's 60k damage to not have your 2 healers worry about. Also, fire is bugged but mostly easy to avoid. If there is a barrage going out beyond a sea of fire, ignore it and kill the drakes/sappers. After the drake dies in phase 2 it's basically a joke until 20% when he can start 1 shotting anyone, but that's where the disc will be amazing (though nobody should take a shockwave ever, it's 120k damage and a 4 second stun)

  6. #6
    Split into teams of two and put a marker on one person in each team. We split the ship into 4 different 'quadrants' and assign a team to each quadrant(fire placement often changes this, but that's how we start at least). Make sure the un-marked person follows their marked teammate into every barrage they are soaking. Your biggest priority should be drake dps, and since you're ranged heavy, they should die quickly, reducing the number of barrages.

    The melee adds shouldn't really be a problem with the rogue cleaving and lots of multidotters. Mage will have combustion up for the first and third set of adds.

    Warlock should be able to solo-soak a barrage with ward, and mage can cauterize soak them if needed.

    You should have some sort of raid CD up for each onslaught, and that should be your priority. Without a death knight to grip>chains the sappers, you might need to be quick on a HoJ/impact/shadowfury/redirect kidney for the sappers that line up with onslaughts. You may opt to have the mage solo-soak the final onslaught (#4 or #5 depending on your dps).

    Phase 2 is a joke with everyone alive!

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