Tag: gunship

Icecrown Citadel: Gunship Battle preview

by Sunfyre on Jan.12, 2010, under General
196 views

I’ve been remiss in my goal to give brief previews of the different battles for those who have yet to see Icecrown Citadel, or want a very topical description of the fights.  This is in no means a fully inclusive boss strategy, just a high level view of the fight, and those things pertinent to a moonkin.

This is in the point of view of Alliance.  The character names/models are changed if you’re Horde, but the abilities are the same.

There are several different elements occuring at the same time of Gunship Battle.  I’ll try to break them down.

Cannons: (4 on 25man, 2 on 10man)

There are cannons which are used to attack the opposing gunship.  Generally melee are placed in these, and they attack the Kor'kron Rocketeer.  If the rocketeers are dead, they can begin to attack the Kor'kron Axethrower.  The cannons have two abilities, first they use [Cannon Blast], which produces an energy bar called “Heat”.  Once your heat is 80+, you should use the “finishing move”, [Incinerating Blast].  If your heat reaches 100, however, you will begin to [Overheat], which will lock out the cannon for 3 seconds.

Kor'kron Rocketeer:

The rocketeers will launch rockets at your ship, and their destination is marked with a large cross on the ground.  Dodge the rocketstrikes.  The cannons should be attacking them.

Kor'kron Axethrower:

The axe throwers will randomly attack people on your ship.  Your ranged DPS should be killing these.

Kor'kron Sergeant / Kor'kron Reaver

These mobs will teleport onto your gunship and need to be offtanked.  Casters should occasionally AoE them down, as they will begin to do more damage as time goes on.  The Sergeants will also use [Bladestorm] and [Wounding Strike].

Kor'kron Battle-Mage

The Battle-Mage will arrive and [Below Zero].  This will cause your cannons to be frozen and unusable.  Your melee will need to jump over and kill the mage.

High Overlord Saurfang

High Overlord Saurfang needs to be tanked when the melee go over to kill the Battle Mage.  The offtank should jump over BEFORE the melee, and return AFTER them, so Saurfang does not attack any of the melee.  He cannot be killed, and his damage grows in time as he’s in combat, so it’s important to recall totems and return to your own gunship after the mage is killed.

Moonkin loot of interest:

10man:

[Cord of Dark Suffering]

[Muradin's Spyglass]

25man:

[Ring of Rapid Ascent]

[Boots of Unnatural Growth]



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Icecrown Hotfixes

by Sunfyre on Dec.19, 2009, under General
200 views

I’m a few days late on this, but I’ve been pretty busy as of late.  There were a few minor tweaks to Icecrown Citadel:

  • Muradin and Saurfang will no longer gain stacks of Battlefury from totems. Additionally, the duration of Battlefury has also been reduced.
  • Lord Marrowgar is now tauntable.
  • Deathbringer Saurfang’s Rune of Blood has been modified to heal 10 times the amount of damage dealt instead of 5 times the damage. This will make the encounter more difficult if you try to tank Saurfang with just one character. The tooltip does not reflect this change, but it will in a future patch.

They’ve also made some changes to the older heroics, that triggered events at certain health levels (such as Ionar, Tharon’ja, etc), to only trigger once per fight.  It was pretty silly with the levels of DPS that exist now, where you’d push them into event after event.

The changes to Marrowgar should help save the morons who can’t control their threat after the agro drop, after the bone storm.  Besides that, shouldn’t be a big deal.  The changes to Battlefury will nerf the Gunship battle a bit, and make it easier for tanking.  The biggest change I think is the buff to the Saurfang encounter.  I know some people have struggled since the hotfix.



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