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re: DPS
by Calleiah on Tue Jun 03, 2008 12:56 pm
Please read WoWWiki: High Astromancer Solarian at least once before you read this post.
This encounter consists of two rotating phases while Solarian is 100-20% health, and a third phase from 20-0% health.
Positioning - All Ranged DPS and Healers should be standing in a compact pile in the middle of the room for this entire encounter, end of story. Run out of the pile if you are the bomb, then run back in after you explode. We can 1-shot this encounter the very first time we look at it if no one blows up the raid.
Phase 1 - Solarian
There is no tanking in this phase. Solarian is like Shade of Aran. All DPS should be all-out on Solarian during this phase. There is a very specific Healing strategy for this phase and Phase 2B, which is detailed here: Healers :: Solarian
Phase 2 - Adds
There are two sub-phases in Phase 2. Phase 2A is 15 seconds long, and consists of 12 adds that will be tanked and AE'ed down right on top of you in the middle of the room (think Nightbane Flying Phase). This will be extremely simple if we remain tightly clumped in the center of the room.
Phase 2B is a transition back to Phase 1, and consists of Solarian Reappearing, along with 2 Healers. The Healers are tanked where they spawn by rogues (they do very little damage) and interrupted constantly to prevent heals on Solarian. Don't worry about threat on them, just burn them down as you do Solarian. Free healers can assist in ranged interrupting heals.
Phase 3 - Voidwalker @ 20%
This phase is simple. There are no more adds. There are no more AE's. All there is is a big ugly voidwalker that casts a shadowbolt for 5k repeatedly and PBAE fears. Stay out of fear range, keep the raid topped off, keep the tank up, don't pull aggro, and this fight is won.
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re: HEALERS
by Calleiah on Tue Jun 03, 2008 12:55 pm
Healers :: Solarian
« on: January 09, 2008, 12:08:20 PM »
Reply with quoteQuote
This encounter consists of two rotating phases while Solarian is 100-20% health, and a third phase from 20-0% health.
Positioning - All Ranged DPS and Healers should be standing in a big fat pile in the middle of the room for this entire encounter, end of story. Run out of the pile if you are the bomb, then run back in after you explode.
Phase 1 - Solarian
Solarian is very similar to Shade of Aran in one aspect. She picks a random target, and casts Arcane Missiles at them. These missiles have the ability to do 3525 damage every 1.5 second for 5 seconds (3 pulses). This is a total of 10575 damage, and obviously the spike healing needs to be consistent to avoid raid deaths. Our solution will be the following:
Three Holy Paladins (or Two Paladins and 1 Priest) will create the following macro:
/targetexact High Astromancer Solarian
/cast [target=targettarget,help,nodead] Flash of Light
or
/targetexact High Astromancer Solarian
/cast [target=targettarget,help,nodead] Flash Heal
These three healers will spam this macro while Solarian is in play. Downrank the macro appropriately to maintain your mana pool, but keep in mind you will have a Shadow Priest feeding you. You may choose not to spam this, and instead only use it when you see Arcane Missiles being cast or in flight, but we'll be watching Recount closely to ensure proper overhealing is being done to prevent Arcane Missile casualties.
Solarian will occasionally cast an unpreventable room-wide AE damage spell that does about 3k to the entire raid. Since we are bunched up in the middle, Chain Heal and Circle of Healing will make short work of topping these off.
Phase 2 - Adds
There are two sub-phases in Phase 2. Phase 2A is 15 seconds long, and consists of 12 adds that will be tanked and AE'ed down right on top of you in the middle of the room (think Nightbane Flying Phase). If necessary, the 3 Phase 1 heal spammers can rest and regen mana during this phase. The other healers will keep the Add Tank and AE'ers up. This will be extremely simple if we remain tightly clumped in the center of the room.
Phase 2B is a transition back to Phase 1, and consists of Solarian Reappearing, along with 2 Healers, which are tanked by rogues (they do very little damage). The Arcane Missle Healers will return to spamming as soon as Solarian reappears. Free healers can assist in ranged interrupting heals.
Phase 3 - Voidwalker @ 20%
This phase is simple. There are no more adds. There are no more AE's. All there is is a big ugly voidwalker that casts a shadowbolt for 5k repeatedly and PBAE fears. Stay out of fear range, keep the raid topped off, keep the tank up, and this fight is won.
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re: High Astromancer Solarian
by Calleiah on Tue Jun 03, 2008 12:55 pm
http://www.wowwiki.com/High_Astromancer_Solarian
Solarian
We just tossed out the idea of trying out this gal sometime soon because it looks like with our raid make up it would be a simple encounter for us. From a tanking perspective, we would use 1 paladin tank and everyone else in full DPS / Healing gear.
Basically the fight has 2 rotating phases. Phase one the entire raid piles up in one spot and the melee runs in and melees Solarian. She will do randomly targeted Arcane Missiles and occasionally melee for *gasp* like 1500 physical damage on her main target. Agro is meaningless so no one needs to tank her. (Think aran)
She will randomly mark people as the bomb (think geddon) and after a few seconds they explode, so whoever that is runs out of the pile. She also does an AoE moonfire looking thing, but that’s the healers problem not ours.
Phase 2 she disappears and three portals appear. A total of 12 adds come out of the portal, run at the pile (healers) and get picked up by a consecrating paladin and are quickly dispatched by AoE. While the AoE kill these add the melee moves up to the portals and kills the two priests that spawns then everyone attack solarian and repeat till 20%
At 20% she turns into a void walker, the paladin taunts, and we tank and spank.
Seriously, that’s it. run out for bombs, consecrate, pummel the priests and collect loot. I'm not even sure it's worth posting this
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