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Help with Faction Champs
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Post by
RottweilerCP
So my guild is trying to finally finish ToC, but we can't get past faction champs. This has been a roadblock for a long time and we lost a few guildies a couple months ago when we last tried it. We finally did it again last night and we probably tried 15 times with a few strategies and couldn't get them. Luckily nobody was too upset and hopefully we'll try again.
Our Setup was:
Holy Pally
Resto Druid
Enhanced/Resto Shaman (Was Enhanced for this fight)
2x Pally Tanks
2x Mages
Hunter
Ret Pally
Warrior
The Faction Champs setup was:
Holy Pally
Resto Shaman
Mage
Warrior
DK
Hunter
Yes, we're Pally heavy and have no rogue or warlock. We tried having our Shaman interrupt their Pally or Shaman but didn't have the dps to finish off a healer. So we switched to Polymorphing one and hexing the other and the Warrior and DK tore up our ranged. Then we had both Pally Tanks try to lock down the DK and Warrior while the healers were polymorphed and hexed. We downed the Pally once this way but a couple dps died and we couldn't finish the Shaman. We also had our Hunter switch to a DK so we could death grip a healer out to help with not breaking the CC, but he was a tank DK so we didn't have enough dps.
Normally our DPS averages about 4k. For this fight it was 2-3k.
I know very little about faction champions, but this seems like an easy setup to me. Only 2 heals, no tree. Also, we got mass feared a couple times, who's doing that since they don't have a lock?
Does anyone have any pointers for me. If this is an easy setup then I'm going to ask the RL to extend the lockout tonight. If not then we'll let it reset and hope for an easier setup next week.
Thanks
Post by
Gnub
I would stick the Warrior on the Holy Pally for interrupts (focus on the big ones, ignore the small), while the DPS focus down the Resto Shaman. Remember to purge-spam him, and use Bloodlust, to get it done faster.
Stick the tanks on the Warrior and Death Knight, and try to keep them slowed, and such.
For the DPS, the Warrior is probably one of the most important ones to get down, hurts quite a bit. The rest of the DPS should be pretty easy to handle. You should be able to CC at that time too.
Edit: Wrote stuns instead of interrupts - bugger.
Post by
rajaza
Mhm, my guild have had this set up once before; and have a pally-heavy guild too- Our tactic;
Have your tanks 'kite' the Death knight, and the Warrior away from the group all the time, by using Taunt, and Righteous defense. And also have your hunter set his pet onto the opposing hunters pet.
Open with the warrior charging in, and using Intimidating shout to spread all the mobs - ALL the dps should focus on nuking down the shaman first, have the mage spellsteal the Bloodlust when that's used (or just have your shaman use heroism/bloodlust at the start). You should nuke the shaman down fairly quickly.
(the paladin 'could' bubble the shaman, so have your warrior use Shattering Throw to take the bubble down and then kill the shaman again. even if your warrior is fury spec, have him/her switch into battle stance to use shattering throw)
Once the Shaman's down repeat the nuke on the Paladin, once he bubbles, kill one of the dps until the bubble wears off. then once it has; kill the paladin.
The fight is now straight forward aslong as your healers are still alive; Just choose a kill-order, and kill the dps'ers one by one. (I'd suggest Warrior -> Death Knight -> mage -> hunter.)
ps; If you need anymore help, don't hesitate to ask
~Raj.
Post by
pezz
Pop Bloodlust right at the beginning and pick a healer to burn down. Probably the shaman so you don't have to worry about bubble. If you lack the DPS to take a healer down before it runs out, have your DPS run heroics until they overgear the instance and try again. CC of all kinds is important. You have a pretty decent healer set up for this fight, although having a priest really helps. Your Holy paladin should focus on using hand spells, cleanse, and hammer more than healing. Have cleansing totem out, and have your paladin cleanse spam and only heal people who are just about to die. The other healer(s) should focus on the big heals. If you have everyone alive once the healers are down, you win. Just make sure there's some kind of order in which the DPS are going to be burned so the damage isn't all spread out, but besides taking the warrior out none of those are hugely threatening.
Post by
Katanaangel
Dispell, dispell, dispell. You'd be amazed at how much this helps out. Your shaman should purge-crazy whatever target they're on, and paladins will have to dispel as many of the effects that hop on your charaters as possible.
I usually run this fight as my paladin tank- make sure they're not dropping consencrates, the mobs don't take enough damage for it to be worth it.
Oh, and have them run seal of justice for the occasional interrupt. It helps out nicely since the tanks are less about doing damage, and (usually) keeping the big hitters off of your squishies.
Watch out for the shaman's totems, too. He'll drop healing stream, which tick-heals everyone on his team for someing ridiculous.
Finally, just keep at it. Make sure your whole team is using everything they can to survive and help out (iceblocking, Hammer of Justice everywhere, druids rooting, occasional whirlwinds if things get ugly, etc).
And good luck! You'll get it with time.
Although mage-sheeps won't last long, they work nice for occasional interrupts. have one of them keep an eye on the other healer (in this case, that paladin), and sheep them every now and then. I can't promise it'll stay solid, but it might help out a bit.
Post by
42080
This post was from a user who has deleted their account.
Post by
RottweilerCP
Thank you, these are some good ideas. We were popping Hero from the start. I'm one of the Pally tanks and didn't think of using seal of Justice. Also I didn't know about a Warriors intimidating shout. I said it sucks we don't have a way to break them up and he didn't speak up. I also assume that's what was fearing our group.
We were kiting the DK and Warrior but the issues we had were the Warriors charge which let him get back to our squishies quick and the DK death gripping us to him when we taunted. I was on the DK and didn't really have that much trouble but the other tank said the warrior was tough to keep out of the group.
I think I'll ask to extend the lockout since we don't raid on Monday's. It will be good to get this group down.
Post by
pezz
To some extent, your DPS just has to deal with that. With the warrior though, you have four people who can effectively stop him DPSing his current target with Hand of Protection. Between kiting, CC, and that spell, he should really struggle to do anything at all.
Post by
218246
This post was from a user who has deleted their account.
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