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Author Topic: Four Horsemen  (Read 1137 times)

Iorek

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Four Horsemen
« on: November 17, 2006, 09:49:11 PM »
Abilities - Highlord Mograine
  • Righteous Fire - 2-2.5k fire damage + 4,800 fire damage over 8 seconds. Resistable
  • Mark of Mograine - A stacking debuff that deals damage each time it's applied. First application is 0 damage, 2nd is 250, 3rd is 1,000, 4th is 3,000, 5th is 5,000, and 6th is 6,000. Also reduces agro of everyone it hits by 50%
  • Shield Wall - At 50% and 20%, each horsemen will Shield Wall for 20 seconds reducing all damage taken by 75%

Abilities - Thane Korth'azz
  • Meteor - ~15,000 fire damage divided amongst the number of people in an 8-yard raidus around the target. Cast on a random 2nd target with a max range of 20 yards
  • Mark of Korth'azz - A stacking debuff that deals damage each time it's applied. First application is 0 damage, 2nd is 250, 3rd is 1,000, 4th is 3,000, 5th is 5,000, and 6th is 6,000. Also reduces agro of everyone it hits by 50%
  • Shield Wall - At 50% and 20%, each horsemen will Shield Wall for 20 seconds reducing all damage taken by 75%

Abilities - Sir Zeliek
  • Holy Wrath - 5-600 holy damage. Chains to anyone within 5 yards until there's noone in range to chain to. Increases in damage each chain
  • Mark of Zeliek - A stacking debuff that deals damage each time it's applied. First application is 0 damage, 2nd is 250, 3rd is 1,000, 4th is 3,000, 5th is 5,000, and 6th is 6,000. Also reduces agro of everyone it hits by 50%
  • Shield Wall - At 50% and 20%, each horsemen will Shield Wall for 20 seconds reducing all damage taken by 75%

Abilities - Lady Blaumeux
  • Void Zone - Summons a ~5-yard wide void zone that deals 3,500-4,500 per tick to anyone standing in it. Cast on a random target and lasts 90 seconds
  • Mark of Blaumeux - A stacking debuff that deals damage each time it's applied. First application is 0 damage, 2nd is 250, 3rd is 1,000, 4th is 3,000, 5th is 5,000, and 6th is 6,000. Also reduces agro of everyone it hits by 50%
  • Shield Wall - At 50% and 20%, each horsemen will Shield Wall for 20 seconds reducing all damage taken by 75%

Positioning, Rotations, and Execution



This image shows general mob positions and the "Safe zone," the area that's free from all 4 Horsemen marks



This image shows the tank rotation. There are 2 separate tank rotations consisting of 4 warriors each. One rotation is on Sir Zeliek / Lady Blaumeux and one is on Highlord Mograine / Thane Korth'azz. Who is on what mob and who is relieving who will be stated prior to the fight starting, and the rest of the fight after that point should go like this:

1) Tank mob for 3 marks
2) Get relieved
3) Go to the safe zone
4) Target the tank you're relieving next
5) Run in to relieve them when they have 3 marks
6) Tank mob for 3 marks
7) Rinse and repeat



This image shows the healing rotation. Like with the tank rotation, there will be 2 separate rotations. 4 single healers on Lady Blaumeux / Sir Zeliek tanks, 4 groups of 2 healers on Highlord Mograine / Thane Korth'azz tanks, and any extra healers in the safe zone.

Blaumeux / Zeliek healers should run in when their tank runs in and heal for 3-3.5 marks, making sure to get out in time so that they don't take a 4th mark. For Blaumeux, make sure you're strafing every time you see the void zone incoming message (A spell alert mod like WitchHunt really helps with this). For Zeliek, make sure you're positioning yourself on the right wall and don't get close to the tank as he's running out.

For Mograine / Korth'azz, run in to relieve the next group when they have 2 marks. For Korth'azz, start running in when the group you're relieving has 2 marks, but stop at ~25 yards if the meteor timer is bad. Run the rest of the way in when there's no risk of getting meteored. The previous group should run out when the new group is in position and healing, and not before... If you're running out, it's important to again check the meteor timer and wait if there's a risk of a meteor dropping on you on your way out. When you're at the Korth'azz, heal the tank AND your group. When you're at Mograine, spam heal the tank.

If you're an extra healer, you'll be placed in the safe zone for the beginning of the fight. It's your job to top off people running in / out with low health, especially tanks. If someone in a rotation dies, you'll either replace or battle res them.



This image shows the DPS rotation... For the first half of the fight only Mograine / Korth'azz will be attacked. You'll run into Korth'azz when the group in front of you has 2 marks... like with the healing, you'll need to check the meteor timer and only run in if there's no risk of getting a meteor dropped on your head. You'll run OUT of Korth'azz after the second meteor you take... you also need to make sure you take a 3rd mark. If you see that you're not going to take the 3rd mark due to getting out too fast, stop out of meteor range and purposefully take the 3rd mark. For Mograine you'll run in when the group in front of you has 4 marks, and you'll run out after DPSing 4 marks.

After Mograine is dead, you can DPS Zeliek / Blaumeux as you wish when you would normallly go to Mograine. You just have to make sure you're going into Korth'azz at the right time. After both Korth'azz and Mograine are dead, you can attack whoever you want.

Other stuff

Lady Blaumeux is the most deadly of the Four Horsemen due to her void zones. The best way to avoid them is to get a spell alert mod like WitchHunt so that you can see when she's casting. As soon as you see the cast message, strafe to the right or left to avoid them. Some void zones are bugged and are invisible, so you need to strafe no matter what. Also, while you're in at Blaumeux DPSing or tanking or healing or whatever, do your best to stand either near an existing void zone or near a wall... this way we'll keep the void zones collected.

For Sir Zeliek healing / DPSing, make sure you're hugging the right wall and are out of range of Holy Shock. If you can't DPS from 36+ yards, you need to keep the Holy Shock timer bar on BigWigs showing and run away when it's got a few seconds left on the cast.

For Blaumeux / Zeliek tanks, you'll have Shadow Protection potions in case of 2 taunt resists. You can also Shield Wall or Last Stand if you're in danger of taking a 6th+ mark.

Tanks need to keep both Battle Shout up on themselves and Demoralizing Shout up on the mobs. Also, save your Disarm for Highlord Mograine if you're on that side or just Disarm whoever on Blaumeux / Zeliek side.

Run speed to boots enchant is really good for this fight