Strategy: Gunship Battle
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10-man

2 tanks
2 healers
2 ranged with strong AoE
4 other

Defensive tank good at picking up fast spawning, multiple mobs.
Offensive tank with strong avoidance gear.
Defensive AoE with extended range nukes to reach the other ship when needed.
2 "gunners"
2 random dps


25-man
2 tanks
5 healers
5 ranged for defensives (AoE and extended range nukes)
3 "gunners"
10 random dps

1 tank for AoE mobs for defense
1 tank for offense (high avoidance)
1 MT healer and 1 raid healer for defense (pally+holy priest/shaman)
3 healers for offense (pally+disc+other)


Everyone get a rocket pack, equip it, and drag the Use ability to a hotkey.
Gunners get to your cannons.

Offense:
Offense jump across. Tank, then heals, then dps.
Tank whacks Muradin Bronzebeard a few times and then kites him around using the rocket pack trying to get hit as littel as possible while staying in range of healers. then drags him near the edge of the ship so he's in range of healers on our ship.

DPS priority is:
Sorcerer (spawns periodically) (Use your DPS CDs for her)
Mortar Soldiers
Riflemen
Always kill 'older' targets first since they all gain a stacking buff over time.

Kill the sorcerer and then jump back over.

If the tank gets too many stacks, he will call out to jump back over. All DPS need to jump back to our ship, and then the tank and healers. 20 seconds relaxing for the buff to drop, and then hop back over after the tank.

Defense:
At the start, run to the edge and attack any Riflemen you can reach.
A portal will spawn and mobs will start jumping out. Tank should grab them all, and make sure that Saurfang is lending a hand. AoE will be called. AoE until only Seargent(s) left, then single target them down.
Go back to attacking the other ship.
Every 30-45 seconds there's a new portal, and things repeat.
Don't be a tard, don't get hit by rockets.

Gunners:
Cannon Blast - Does siege damage and builds heat
Incinerating Blast - Does siege damage using up all your heat. More heat = more damage.

100% heat = disabled cannon for 15 seconds = bad

Build up heat to NEAR 100%, but not to full, then nuke the ship.

Aim for a bad guy with all of your shots.
In the 10-man Vordin just waited for the Frost Mage to come out, then jumped over with the dps and tanked Bronzebeard at the edge. The healers were able to heal him and everyone on Defense. When the mage died, everyone jumped back over.

The enemy ranged on the other ship did start doing more damage over time, so this may or may not work for 25-man.

Besides that, it was relatively simple. Cannons blow stuff up, Defense kill the boarders, win.
Seems like they buffed this encounter.

Last night, the enemy captain was using a spammable heroic throw that also applies a bleed. This effect stacks. And he will target people with it in the air as they jump off his ship.

Healers need to be looking for that and keep the targets healed until the bleed effect wears off.
Taken from WowWiki:

"after jumping back, be sure to move a comfortable distance away from the edge to ensure that the enemy commander breaks combat with you and resets, as he can use his ranged attack across the gap if you are too close to the edge, which will keep him in combat and delay losing his buff."

He was hitting me on our ship while I was standing in the center of it, so make sure you run to the far side of our ship if he is hitting you with rending throw.


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