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Gothik the Harvester
Posted on Mon Dec 15, 2008 at 8:33 pm


Have you been missing Hyjal? Do waves of adds thrill and excite you? Fantastic! Gothik is an interesting but fairly simple fight, with no special achievements. It centres around (you guessed it) waves of adds, which spawn on the Living Side -- the side you enter -- and, when killed, reappear in spectral form on the Dead Side (through the gate in the middle, which is initially open, but which closes once the boss is engaged).

The trick to the encounter is to split your raid evenly between both sides, ensuring you have at least one tank on each side. As mobs appear on the living side, kill them in a controlled fashion so that the flow of mobs to the dead side is sensible -- if you AoE madly on the living side, the dead side will become overwhelmed. There are three types of mob: trainees, death knights and riders (which come with horses on the dead side). Trainees do not hit very hard or have many hitpoints, so if you are having trouble tanking, they can be ignored -- death knights and riders need to be tanked, though.

After four and a half minutes Gothik lands on the living side, and this part of the fight is effectively a tank and spank with a stacking -stats debuff that means you don't want to just stack your raid full of tanks and healers. He will teleport through to the dead side after a while, and the central gate will open at 30%, letting you all finish him off.

Differences between normal and heroic:
No differences beyond health/damage of mobs.

The Four Horsemen

One of the definitive encounters in the original Naxxramas, the Four Horsemen fight is still a lot of fun when executed well. The encounter has a linked achievement, And They Would All Go Down Together, which requires a slightly different approach to the fight -- we'll look at that in a little while.

The encounter, as you might suspect, consists of four mounted death knight bosses, each of which has some unique abilities. They also share certain properties: each of them will run to a particular corner of the room when they are engaged, and each has a 45-yard aura ('mark') that deals damage when cast, and stacks. You don't want to get more than 3 stacks of a particular Horseman's mark, as the damage rises considerably.

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References:

 

http://wowgame.blog-author.com/gc_on_the_deterrence_change_and_the_future_of_hunter_melee-174571.html

http://www.efreeblog.com/wowgamer/note/2190/patch-308-analysis-of-death-knight.html

http://www.soulcast.com/post/show/172227/Anti-Magic-Shell

http://lovewargame.weblog.com/2008/12/Mount-race-restrictions-lifted-Tauren-rejoice.html


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