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Myrkris
2006-02-12, 12:21 AM
Here's some post-patch commentary (from Feb. 9) on the Thekal fight. Our problem was the aggro wiping everytime he did the knockback. I like the idea of using mana drain to minimize his summoning tigers, and fearing/sleeping any he does summon.

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Thekal's Abilities

Thekal has several abilities that he uses in the fight. They are as follows:

Heal: Thekal can heal himself as can his zealots. This heal is an instant heal ability. It is important to drain his mana quickly so he can be effectively fought.

Re-Animate: Unless Thekal and his two adds are killed withing ten seconds of each other, they will regenerate and come back to life. This is the exact same style of ressurection as the Core Hounds in Molten Core.

Knockback: In Tiger form, Thekal has an AE Knockback attack that sends players very far from the boss (it will also break agro).

Thekal's Charge: Thekal has a random charge attack that he will use to those inside his charge range. After making the charge attack, Thekal should return to the Main Tank, or the last person with agro.

Calling: After switching to Tiger form, Thekal can make a summon that calls forth 6 tiger adds. This can be interuppted and requires Thekal to use Mana.

Strategy

Three tanks are a MUST for this fight; as Thekal and his two Zealot adds need to be tanked away from each other and brought down at roughly the same time. The party should be split evenly amongst the three, with a slight bit more DPS centered on Thekal to make sure that all three are downed at about the same time (within 10 seconds). If the three are not downed within 10 seconds of each other, they will end up rezzing and come back at full health.

The first phase is not really hard to manage, but requires that players pay attention to damage meters on the mobs (The "v" button will display this, or CTraid has Main Tank Tracking). With the above in mind, the first phase of the battle shouldn't be difficult..

Phase two of the fight is where things start to go "crazy". At 0% health, Thekal will transform into a large Tiger and also wipes his agro list, so the main tank needs to be on him right away or else he will run wild amongst the raid. A secondary tank should be ready to grab agro if needed as Thekal does a knockback attack at this point in the battle.

At this point, there should be an effort on behalf of the raid to deplete Thekal's mana and continue to keep him under 250 mana as much as possible; to prevent the summoning of Tiger adds. A third tank should also be dedicated to dealing with any Tigers that may show up during phase two.

If you feel confident in your abilities to deal with Thekal without using mana drain; it is best to have a Warlock/Druid tag team any adds that do come in. The Druid can sleep and the Warlock can fear any Tiger adds. While Feared/Sleeped, the Tiger adds should be DOTed, thus making them die rather quickly.

With a third tank to watch for adds, and his mana being kept under 250, Thekal should prove easy to down. Just be sure to keep the DPS up on him and watch that the main tank has agro after knockbacks!

Sol
2006-02-12, 01:18 AM
good stuff, thanks.

thekal is a bitch, but i think we did really good for a first attempt.

Kul
2006-02-13, 02:38 PM
More info, and after reading I want another shot at him. Sounds like we can progress strongly after getting him down. We're heavy on warrior signups this week, so if you are missing some, pm me and I''ll rush over...eager to kill kitty. Will attempt to register early next to gurantee a spot for smashy powa.

Example 1:

1 warr 1 healer and 1 shaman in the shaman priest

The warr tanks him while getting heals and bash any heal she try to land to the main guy, the shaman is there to dispell the dmg shield and to earthschok a heal if needed.

1 warrior in zath and another guy building agro on him another warrior if you have enough , so when zath gouges theo ther guy can get agro.

pull , kill tigers move each guy away from the others , Dps thekal (the disarm thing Xyl pointed could help , tho we dont use it) drop him to 10% , then the ohter 2 to 10% , move em together and drop em at once.

Phase 2 , kill the 2 tigers and dps him , when he jumps if you time yyour jump yuou can not get hit by the knockwave. dps him .


Example 2
PHASE 2: have everyone stand in that narrow path/hall that leads up to him. He has a warstomp-like attack that blasts everything in a [large] radius back, and if everyone's in the path (standing on the hill is the best, with the MT holding the boss on the opposite end) the knockback won't be as effective. And stop the rogues and others from going to attack until the MT has full aggro (obviously), and all heals should go to the MT, regardless. Us rogues and others, all we do is back out of the fight, bandage/drink a potion, and go back in. In short, if the MT dies and none of the other warrs are quick enough, you all die.



Example 3:
You CAN prevent him from running around like a maniac. Picture where Thekal stands before you engage him. To the right in the "main" room before you enter the little "hallway" we'll call it where he stands there are two small crates. When you AOE in phase 1 to kill all tree at once stand near the crate so you are positioned for phase 2 when it starts. What you wanna do is tank him right in between those two little crates to avoid knockback. Also, have healers against the wall behind you and they avoid knockback too. Now, the MT must pay attention. When the Tiger jumps, you must taunt RIGHT AWAY! If you don't, he goes running. He sometimes does a random charge; when this happens, the person(s) he charges should run near MT so that MT can regain aggro. All in all, it's an easy fight, no lies.

example 4
Phase 2... Thekal turns into the Tiger boss. If your main tank you want to grab him with a taunt and then start sunders....you should pull him over near the column that is close by and get your back on the column...this helps with knockbacks.

There is one huge trick to tanking him and once you get it down you make the encounter 10x easier for your raid.

As your tanking him keep using sunders, revenge and heroic strike. Save your taunt. He will telegraph his jump stun...you will see him sorta bend down as he is about to jump in the air and do the ground slam thing he does. After he does this he typically runs off and start wailing on a caster or something.

What you have to do is right when you see him go into the animation of bending down to jump up hit taunt. Taunt is 6 seconds or whatever...what this will do is he will slam and run to hit someone like once but the taunt will bring him right back to you. If you dont time it right you will have to go chase him down and people may get killed.


example 5
ideally you want 4 warriors for this fight.

pull the bosses out into the caged area, pulling lokhar and zath away from thekal. 1 tank on lokhar, one on zath, 2 warriors on thekal. lokhar is a shaman and casts heal, so you need a rogue helping the warrior to kick the heal. you also need a shaman (if you are horde) or a mage to purge/dispell lok's lighting shield (it hurts the tank a lot) lok also disarms so the warrior should be wearing immune to disarm gloves if he has them.

zath you can have tanked by a warrior with heal support. (can you tell which one my guild has me tank?)

thekal is tanked by 2 warriors. he's a pain in the ass and hits like a truck and has MS, so when 1 warrior gets low, the other taunts him off til the other warrior is able to get healed. both warriors are disarming, 1st tank disarms first, second disarms 20 seconds after that (10 seconds between disarms). if you have spare warriors, you can put them in to disarm.

the healers of course heal, but DPS will be doing a few things. the first job is to take the cat adds down, with all DPS focusing on them while the tanks build aggro, they fall fast. then DPS will focus on one boss til they get to about 20%, then switch to another and do the same. once all 3 are at about 10% health, the tanks move them together so DPS can aoe to drop them. you want them to all die within a few seconds of each other.

once the 3 drop, thekal turns into a kitty and calls other cats.

the 2 tanks that tanked thekal the first time stay with him, they position themselves against the wall so when he does his jump-sagat punch, they don't go flying too far.

the other 2 tanks take the adds. 1 warrior on each cat with a shaman or paladin tossing an occasional heal can deal with them easily enough, though you can CC them if need be. you shouldn't really have more than 3 people designated to the adds.

rest of the raid... kill the boss, full DPS, don't worry about aggro, as he sheds it anyway, just full bore into him and let the tank catch up to him.

Kul
2006-02-13, 02:40 PM
In summary, upon his death, have the raid fill into the skinny hallway and stay backs to the wall appears to be the ideal solution and have druid/loc sleep/fear the tigers and mana drain thekal to prevent more kitties. All out dps on thekal....this will prepare us for the panther who requires the group to blitz the boss after her third vanish to bypass the kitty bum rush and make the kill.

Kul
2006-02-16, 02:55 PM
Picture Book:


http://wowtactics.theazerothtimes.com/content/view/38/39/