Post by Ascension on Jul 28, 2006 2:49:00 GMT
Just abit of addition to Hakkar
The position of the guild should be set out as follows:
(unlike todays attempt where we were all huddled together)
Tanks should turn hakkar round ofc for melee classes like rogues so they don't get hit by hakkar's 'cleave' attack on the way towards him.
The reason for the positions shown in the diagrams is because of the Corrupted Blood* spell hakkar casts on a person.
Hakkar's abilities
note: if we have enough debuffer's (aka warlocks) on raid day, would a strategy be to stack as many debuffs on hakkar as possible so he isnt able to drain life (even having him drain from 3 max, and he won't gain health cos of the damage we'll be doing)? all it takes is 16 debuffs stacked on him...
The position of the guild should be set out as follows:
(unlike todays attempt where we were all huddled together)
Tanks should turn hakkar round ofc for melee classes like rogues so they don't get hit by hakkar's 'cleave' attack on the way towards him.
The reason for the positions shown in the diagrams is because of the Corrupted Blood* spell hakkar casts on a person.
Hakkar's abilities
- Hakkar uses a curse called Corrupted Blood which deals shadow damage. Hakkar targets a single player. Any nearby players will take splash damage and the target player will be DoTed for approximately 10 seconds. The initial hit does about 1,000 damage unmitigated.
*Due to the way the raid is set up in the diagram, only 25% of the raid can get hit by the splash damage od Corrupted Blood, thus less healing is required - Life Drain will occur every 90 seconds starting from when the event is started. If successful, it will drain 200 HP/sec and heal Hakkar for 1000 HP/sec. If you are poisoned (by a Son of Hakkar) when he life drains, you take no damage and Hakkar is hit for 200DPS. This drains from a number of people equal to the number of free debuff slots he has. If he has a lot of debuffs, he won't drain as many people (then again, he won't be able to be damage-drained by poison)**. This also interrupts healers, so you may want to keep a couple debuff slots full so that one or two healers can be around to heal the MT.
**Basically, if we are having trouble sorting out the son's when he's near life draining time, spam him with every debuff we got! This will minimise the amount of people he drains life from, alternativly if we are ready with the son when he's close to draining, lay off the debuffs and he will get lots of damage from the poison blood as he'll be draining from more people. - Mind Control*** that is cast on whoever Hakkar is currently targetting (the main tank). The ability lasts approximately 8 seconds and Hakkar casts it about every 10-15 seconds. The mind-controlled unit will zip around with a 100% speed increase. Best served sheeped. This ability is not an aggro-wipe. When mind control breaks (and the target is not a sheep), Hakkar will regain all previous aggro. Hakkar's mind control is not dispellable.
***We need to sort out a macro or 2 to say tank has been MC'ed and the need for some sheepage, or an addon for the mages to target the tank when the MC takes place if there is one?
note: if we have enough debuffer's (aka warlocks) on raid day, would a strategy be to stack as many debuffs on hakkar as possible so he isnt able to drain life (even having him drain from 3 max, and he won't gain health cos of the damage we'll be doing)? all it takes is 16 debuffs stacked on him...