1. #1

    ToGC 10man - Difference from normal?

    Thinking of taking guildies through here for the first time in one of my casual-like guilds.

    Beasts - Nothing worth mentioning
    Jaraxxus - Portals need to die asap
    FC - BoP/Shield moar
    Twins - Nothing worth mentioning, move away from balls zomg
    Anub - P3 adds don't stop, dps faceroll harder

    That about right?

  2. #2
    I am Murloc! Kaneiac's Avatar
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    Re: ToGC 10man - Difference from normal?

    Quote Originally Posted by PriestLuna

    Anub - P3 adds don't stop, dps faceroll harder
    Only 6 frost orbs for the entire fight. So learn to kite and don't shoot all of them down at once. Placement of these is key.

  3. #3

    Re: ToGC 10man - Difference from normal?

    fire in P1 beasts puts a dot on you

  4. #4
    Miss Doctor Lady Bear Sunshine's Avatar
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    Re: ToGC 10man - Difference from normal?

    Faction champs also aren't tauntable on hard mode, unlike normal (where they can be taunted but switch targets frequently anyway). It effectively takes away a source of CC.

    On Anub, there's only 6 ice orbs for the entire fight, so you have to ration them carefully.

  5. #5

    Re: ToGC 10man - Difference from normal?

    For first timers that have never seen it? Yeah, you better think of telling them about everything.

    The first time people don't realize they don't get the speed bonus from Icehowl not knowing it isn't there will cause a wipe and they'll wonder why they moved so slow.

    And you forgot the most important change in the entire instance, and that is only 6 pieces of ice for Nubs.

  6. #6

    Re: ToGC 10man - Difference from normal?

    beasts- no speed boost for icehowls massive crash

    thats VERY important

  7. #7

    Re: ToGC 10man - Difference from normal?

    Quote Originally Posted by Pokemaster
    fire in P1 beasts puts a dot on you
    the dot also stacks

  8. #8

    Re: ToGC 10man - Difference from normal?

    Jarax - portals and volcanoes are priority or else adds spawn endlessly.

  9. #9

    Re: ToGC 10man - Difference from normal?

    The whole list that I can think of(excluding more HP/doing more damage):

    Beasts:
    Fire leaves stacking DoT
    Next set of beasts spawn on a timer, not on the death of the each
    No speed boost on Icehowl

    Jaraxxus:
    Have to kill the portals and volcanoes when they spawn or else adds continue

    Faction Champs:
    Untauntable
    Each has a PVP trinket that they can use(5 minute cooldown?)

    Twins:
    Balls exploding on the wrong color give the Twins a haste buff

    Nubby:
    Six ice spheres total so the spikes need to be kited
    Two adds instead of one
    Adds don't stop spawning in P3
    Adds do "that extra ability that needs to be interrupted which the name escapes me and I'm too lazy to look it up"

  10. #10

    Re: ToGC 10man - Difference from normal?

    Quote Originally Posted by Bigdunka
    Adds do "that extra ability that needs to be interrupted which the name escapes me and I'm too lazy to look it up"
    think it called shadowstep

  11. #11
    I am Murloc! Kaneiac's Avatar
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    Re: ToGC 10man - Difference from normal?

    Quote Originally Posted by thunderdragon
    think it called shadowstep
    Shadow Strike, actually. But close enough.

  12. #12

    Re: ToGC 10man - Difference from normal?

    Quote Originally Posted by Kaneiac
    Shadow Strike, actually. But close enough.
    ty just looked it up there

    also the nistresses in the jaraxxus encounter can interupt ppl by using mistress' kiss


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