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Warpblade Tunnels [Archive] - Tribe Guild Forums

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NiXXeD
2008-11-18, 09:19 AM
Warpblade Tunnels (Level 40 required for entry). Located in 4 different entrances within Altdorf Inns/pubs, there are 2 different wings with 2 entrances each. There is an 'easy' wing and a hard wing. There are no influence mechanics for this instance. Your MT is highly recommended to have at least 4 wards. You will have to experiment with tanks to make this work out perfectly. Wing 1 is highly doable with a single tank if they have 5 wards. If they have 4, an offtank for guard is recommended. For wing 2, you will want your whole group to at least have 3 wards, HIGHLY recommend that your MT has 5 wards for wing 2. Higher is better for reducing damage. See my ward post for more info if you need help with those.

Wing 1, entrance is in northeast Altdorf, Blowhole tavern basement. There are 2 boss fights in this instance, after a bunch of trash pulls.
-Warpblade Clanrats. These are just standard melee dps. They come in 4 pulls at first. Not too terrible of DPS to deal with.
-Warpblade Ogre pulls. These hit harder than clanrats by a long shot and also do a knockback. They often come with packs of other rats. The other rats act like warrior priests and will do small range aoe heals on their whole pack. Make sure to single target DPS the small rats down to prevent the healing.
-Miniboss: Master Moulder Skrot and Brauk. Drops BoE garbage. This fight is a straight tank and spank, there are no tricks to it that I've seen. If your MT has 5 wards, have him tank both bosses, do NOT guard him unless you have an equivalent amount of wards, otherwise your guard tank will explode instantly. DPS caster first, as his damage output is higher. This boss has a timed enrage, so DPS fast. Enrage is almost surely a wipe. Once this boss dies, the trash in the entire instance will despawn and the force field guarding the next boss will disappear.
-Final boss: Grey Seer Quol'tik. Drops Epic Sentinel Helm and at least sentinel belts (potentially other pieces too). This fight can be very simple or very hard depending on how well you execute. The boss has only a couple abilities that you will notice. Defile: direct damage casted spell that does approximately 2000-3000 damage with 4 wards. Diseased Ground: targeted aoe that will place a pool on the ground that hurts for 1000+ damage every second or 2. Unfortunately for low-health players, he likes to use both of these abilities at the same time occasionally, which will mean you will get 1-shot. The strategy for this fight is to have your tank constantly walk backwards for the entire duration of the fight. This will cause the boss to not cast ANY of his abilities at all, meaning this fight is a straight tank and spank. Since he's a caster mob, he won't even cast his main damage abilities, and thus he will just auto-attack the whole fight. If for some reason your tank stops for any period of time (backs into wall, etc) the boss WILL cast defile and diseased ground, so it's advised that everyone stay spread out and keep moving regardless.

Wing 2, entrance is in central Altdorf, Mastiff's End tavern basement. This wing's trash is absolutely painful. It requires good setup and control to maintain without wipes. It will be frustrating for a few pulls, but stick through it. MT recommended to have 4-5 wards. OT required (3+ wards) for guard and/or Hold the Line. MAKE SURE that your party is all using several wards each. Without it, your healers will be forced to heal a lot more and/or combat rez. Regardless of your stats lost, use as many wards as you have available. I'll detail the various mobs and their abilities, as you will want to know how to deal with the mob types and pulls:
-Warpblade Assassin. These mobs have a frontal aoe (180 degrees it seems) that does ~2000 damage pre-wards. Still does 400-800 damage with lots of wards on. First few pulls will have 4x of these.
-Warpblade Warlock. These mobs start after about the 4th or 5th pull in. They ease them into you, so at first you'll only see 1 per pull, then 2, then 4. These guys need to die ASAP. Whatever you can do to stop them from doing their AOE, do it. Knockdown, stun, silence, etc. On the 4 warlock pulls, you can easily have 1+ group members 1 shot within seconds of the pull if you're not prepared. These mobs act just like Grey Seer from the previous wing, so as long as they're moving, they aren't casting. Our strategy has been to Line of Sight pull them around corners (make sure the whole group knows what you are doing) and to focus down the warlocks 1 by 1.
-Waprblade Stormvermin. These mobs will act like the assassins. Honestly, after the 4x warlock pulls, I don't even know what these mobs do, but it's nowhere near as painful as the warlocks. I believe they are melee DPS.
-Miniboss: Skiv Redwarp. Drops BoE garbage. I hate this guy. This fight is absolutely ridiculous in terms of difficulty in comparison to everything else in the game so far. The worst part is that he's only a miniboss and he drops BoE garbage. Anyway, you will want 2 tanks, 2 healers, 2 dps for this fight for sure. His abilities include HEAVY damage to the tank, you will want at least 4-5 wards on your MT. We had 5, and he still almost died a few times. Your OT is recommended to have the same amount, OR they can only use taunt during their shield wall. They will die otherwise. He has 2 extremely long range AOEs that both tend to hit for 1000-2000 damage each. This means that anybody in range of his aoe can die VERY quickly without strong direct heals. Hots will not keep a person alive through this. For this I recommend at least 1 ranged DPS. He also has a short range AOE knockback. This is also a complete de-aggro. The strategy to this guy is to have your tanks both stand directly against the force field to the next boss and tank him there because of the knockback. Your healers/ranged DPS should stand on the opposite side on the second level up as far away as they possibly can. His AOE is able to be outranged. Due to his deaggro, he will attempt to run to your healers very frequently. He is VERY fast. 4x normal walk speed of a person, maybe more. Your tanks both need to be absolutely ready to taunt at ANY time. I believe his knockback is timed though, so your tank may be able to get used to when to use it. Once you have the ability to hold his aggro on your tank, the fight just becomes a tank/spank. Make sure everyone in the group is at 100% health at all times ASAP, as when he deaggros, he can run into the middle and aoe the whole group at the same time. This is the 'control' part in the fight.
-Final Boss: Warlock Peenk. Drops Sentinel Boots, potentially belt (maybe others). After successfully killing Skiv, this boss is a free loot pinata. You'll notice when you walk into the room it's the same exact model as the first wing boss, except there are tons of large bombs all over the room. I'm not sure what the intention of this boss is, but as it currently stands, there is zero difficulty. Basically find a semi-open spot against a wall and tank him there. He will randomly choose a member in the group to place a debuff on that will cause all nearby bombs to explode. They only hit for about 2000 damage, and this ability doesn't occur more than every 10~ seconds or so. VERY easy to heal through. Also, once the bombs explode, they don't come back, so there's little reason to care. He does an occasional knockback as well, so just ensure the whole group stands up against a wall and not near bombs. He doesn't have very much health either, so it's a very quick+easy fight.

Staranis
2008-12-01, 06:14 AM
How long does each wing/both wings take?

NiXXeD
2008-12-01, 07:33 AM
How long does each wing/both wings take?

Entirely depends on group makeup and knowledge of the wings. You can probably clear Warpblade tunnels in 30 mins, and skavel tunnels in 45 maybe? Probably faster too depending on group makeup. But if you don't have high dps classes, or people aren't paying attention, or you wipe, etc, it will take longer.

We also went in with a single 5 warded tank for our last lockouts and that made it go a lot faster. Wouldn't recommend doing just a single tank unless they have 5 wards though.

NiXXeD
2008-12-08, 10:51 AM
Update regarding single tanking. This is fairly easy to single tank when you have at least a 5 warded tank. For the first miniboss in warpblade tunnels (Skrot/Brauk) you can either have the tank handle both mobs (caster dies first) or have somebody stand on a rock and dps the caster to get them 'stuck' out of combat until the other one is dead.

Your mileage may vary regarding the bug.

For Skaven tunnels, just make sure the tank is very ready to taunt for Skiv, as he likes to do weird things with his deaggro.

The rest should be fairly easy for single tanking.

Staranis
2008-12-08, 11:01 AM
Sure wish I could see these instances one day.