good advice here. probably overlaps with tankspot stuff but I haven't hit the tankspot advice in a long while.
http://www.shadowpriest.com/viewtopic.php?f=57&t=17635
ps: assume its 25 man.
however, some stuff may help with 10 man.
some 10 man 3 drake infoz.
Sorry for being excited... Here's my contribution to the thread on 10-man Sarth, which I was too tired to write up last night.
Main problems we faced were insta gibbed tank on Sarth due to breaths and the healer on the Sarth tank not being able to see the waves. He was positioned basically in the dragon, to be able to heal the MT as well as assist on the OTs/raid.
Other than a few silly mistakes, the fight all revolved around the tanks and healers.
On 10-man brought three tanks, 2 healers and 5 DPS, two of which could off heal when necessary (and I have to admit that it was necessary).
Group make-up:
Druid (MT)
Paladin (Drake Tank)
Warrior (Add Tank)
Resto Shaman (MT healer)
Resto Druid (OT and Raid healer)
2 hunters
1 shadow priest
1 elemental shaman
1 Death Knight
After the pull, we did light DPS on Sarth to get stack of weaving, etc up, but basically conserved mana, cooldowns, etc. Once Tenebron landed, full DPS, cooldowns and BL on Tenebron, with Tenebron down before a second welp spawn. It was after Shadron landed. All DPS would start on Shadron while the add tank would get a bit more aggro on all adds and then we DPS'ed down the adds. By the time the adds were down, Vesperon had also landed. Hard DPS on Shadron and once Shadron dead, into the portal to kill Shadron's Disciple. Then back out to kill Vesperon.
We only killed each drake's adds after the drake itself was down, because we found we spent too much time inside and not enough time DPS'ing the drakes.
We had some mana issues on 10-man, but with the additional off-healers available, we switched heals around a bit to give everyone a chance to regen and also switched tanks on Sarth to assist with new cooldowns for the breaths.
We tank Sarth closest to the entrance in the left hand corner so the Drake tank can pick up Tenebron without difficulty. The drakes were tanked on right side of platform about mid-way. Misdirected all three drakes to OT for additional threat and so the tank didn't have to move to pick up Shadron and Vesperon. Our tank warrior add took the time to sunder the drakes for additional melee DPS.
We ran out between attempts to get Kings buffed, but otherwise, only buffs that were available in the group.
You for sure need more Cooldowns to save your MT other than that there is no point trying.
We are using shield wall and Last stand for first breath (Shadron is in fight ofc)
Guardian Spirit for second breath
Blessing of Sacrifice 1
Blessing of Sacrifice 2
Shadron's and its add should be dead by now http://www.shadowpriest.com/images/smilies/icon_biggrin.gif else gg http://www.shadowpriest.com/images/smilies/icon_biggrin.gif
We decided our DPS DK's should invest some points on anti magic zone for next try, not a must but just to by some time.
Since we killed Shadron a few times but it did not help much.
Also your maintank shouldn't need to use cooldowns until Shadron has landed. And you need to be killing Tenebron either just before Shadron lands or a little after. You need to kill Shadron before your run out of cooldowns for your tank. Once Shadron is dead then the fight becomes pretty easy.
http://www.shadowpriest.com/viewtopic.php?f=57&t=17635&start=15
1. DPS first drake down as fast as you can with no lust
2. Kill whelps
3. kill 2nd drake with lust
4. Go into portals kill adds
5. Kill 3rd drake, ignore portal till drake is dead (People have to watch themselves with Twightlight torment)
5. Kill Sarth.
The lava adds are tanked near the drakes for living bombs to keep them in check, If they get bad the tank just calls out for them to be killed.
My guild has been selling the 25/10 man achievements and drake for awhile now.
interesting take on where to BL.
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