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Old 02-14-2010, 04:10 PM   #1
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Default Need guidance in Azjol-Nerub

My team just cleared normal UK, and we have moved to quest/level in the Dragonblight. I have a 75 prot pally/73 resto shammy/73 moonkin/74 arcane mage/71 ele shammy. I am having some major problems in Azjol Nerub.

First, my pally is having a really hard time holding aggro on those 3+ pulls. I am following carb's rotation for all my toons, and it was working well for everything but in here. Am I missing something ? Is there an ability beside consecration for aoe tanking?

Second, those clouds on the second boss are killing me, literally. I really need some help figuring out what to do to avoid those clouds and how to coordinate the movements of the toons.

Any help would be greatly appreciated

Last edited by Janus; 02-14-2010 at 04:17 PM.
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Old 02-14-2010, 07:28 PM   #2
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Default Re: Need guidance in Azjol-Nerub

i hate this fight on hc nerver done it as u yep the there some ads at the start they called Anub'ar Skirmisher - NPC - World of Warcraft rest argo very fast they need to die fast all the spells but 3 on a pallys are aoe and u anit got one till 75 u need Nature Resistance Totem - Spell - World of Warcraft down at all times here try and Cleansing Totem - Spell - World of Warcraft

boss two i use up down left right keys to move and nuke it as fast as u can boss 3 is jsut a pain it can be done but i nerver got it down on hc not tryed notmal
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Old 02-15-2010, 03:32 AM   #3
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Default Re: Need guidance in Azjol-Nerub

As far as the Pally goes....

At 75th, you can run a 96969 macro.

Basically you want one point into improved judgements (to reduce the time to 9 seconds from 10). You do not want to glyph Holy Shield. I went with Hammer of the Righteous, Divine Plea and Seal of Vengeance. Divine Plea reduces damage taken by 3%, which makes it one of the best choices for a tank. Hammer hits an extra target, which is nice as it is a hard hitting ability which generates a lot of threat. The Seal of Vengeance can be swapped out once you have a lot of expertise, but that's not a priority stat for a tank.

You make a castsequence (spell,spell,spell - no spaces, as you will be close to the character cap of 255 in a macro).

The castsequence is three 9 second spells in sequence, with two 6 second spells alternating between each.

Mine 9's are: Holy Shield, Consecrate, Judgement - Light.
My 6's are: Hammer of the Righteous, Shield of Righteousness.

Basically go with:
/castsequence reset=9 Holy Shield,Hammer of the Righteous,Judgement of Light,Shield of Righteousness,Consecration,Hammer of the Righteous,Holy Shield,Shield of Righteousness,Judgement of Light,Hammer of the Righteous,Consecration,Shield of Righteousness

If you have Seal of Command, you want to use that on trash, or anything which will die in 10-15 seconds of combat. If the mob will last more then 15 seconds, then use Seal of Vengeance as that is higher dps/threat once you have the full stack on a target.

Click on Divine Plea before the fight starts, pull with Avenger Shield if possible. When you spam the 96969 macro, each spell is recast as it expires; you have Holy Shield up at all times, which means if the mobs are not behind you they will be blocked a large amount of the time, which is your threat as a Pally.

Once you get Sacred Shield (80th) add that to the pre-fight cast as well, it helps a fair bit.

You can dump a Consecrate as you are pulling; it is the 3rd spell in my sequence, so will be reset by the time you get to it in the sequence.

You want to take the talent deep in Prot, where on a hit it refreshes your Divine Plea.

I find on my pally, if I pull with the pally the others cannot take threat. But that probably comes with gearing to a degree. The Paladin has a single target taunt, on a fairly quick refresh. They also have a multi-mob taunt, which you have to target the toon who took threat instead of a mob. I've made a target=targettarget macro for that one:

#showtooltip Righteous Defense
/cast [help, target=targettarget] Righteous Defense

You can also use the same format for Hand of Protection, which is very neat in that you can make a target immune, which is effectively a taunt even against a taunt immune mob; something no other tank has.

Also consider a Divine Protection/Divine Sacrifice macro. Divine Protection reduces damage by 50%, but doesn't make you outright immune, so it won't cause you to drop threat. Divine Sacrifice redirects about half of the party damage to the Paladin -- who is the toon you want to be hit with damage. Don't be afraid to use this one often, as it is on a 2 minute refresh and really helps when the s*** hits the fan.

#showtooltip Divine Protection
/cast [target=player] Divine Protection
/cast Divine Sacrifice

I have Cleanse set up for both my target or for mouse-over.

#show Cleanse
/cast [target=mouseover,help][help][help, target=targettarget][target=player] Cleanse

As mentioned, Nature Resistance Totem (air) and Cleansing Totem (water) can help out too. A spread out macro might be an idea, that way you won't have as many toons in an AoE at once.
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Old 02-15-2010, 04:13 PM   #4
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Default Re: Need guidance in Azjol-Nerub

For the first one just kill the skirmishers first.

For the poison clouds on the second boss just have your team move out of it. You don't need a formation key or anything, you can just leave your team clumped and then hit your forward or back key, following up with an AoE heal.

You don't really need the nature/poison totems as he casts it very infrequently(at least on normal).
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Old 02-15-2010, 05:51 PM   #5
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Default Re: Need guidance in Azjol-Nerub

Quote:
Originally Posted by Ualaa View Post
As far as the Pally goes....

As mentioned, Nature Resistance Totem (air) and Cleansing Totem (water) can help out too. A spread out macro might be an idea, that way you won't have as many toons in an AoE at once.
Thanks for all this!

One question: can you show me your spread out macro ?
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Old 02-16-2010, 02:12 PM   #6
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Default Re: Need guidance in Azjol-Nerub

Mine is software dependent.
But if I tell you how I made it, you might be able to adapt Pwnboxer to something similar.



1. Create four Spread-Out (Action Target Groups).
- Group A
- Group B
- Group C
- Group D


2. Create a Spread-Out (Mapped Key).
- Group A... moves NW (or Forward).
- Group B... moves NE (or Strafe's Left).
- Group C... moves SW (or Strafe's Right).
- Group D... moves SE (or moves Backwards).


3. Under Control Keymaps, create 5 mapped keys.
- Slot 1 is Leader
- Slot 2 is Leader
- Slot 3 is Leader
- Slot 4 is Leader
- Slot 5 is Leader

Each of these has one Step, which does:
a) Do Mapped Key Action - Follow/JambaMaster (My normal on switch activity occurs).
b) Have every Slot leave all my Spread Out - Action Target Groups (Group A, Group B, Group C and Group D).
c) Have the other Slots join their respective Spread Out - Action Target Group.

I use the "Target Group Action", to have a Slot join or leave an Action Target Group.


4. My groups will be assigned like this:

When I switch to Slot 1:
- Slot 2 joins Group A
- Slot 3 joins Group B
- Slot 4 joins Group C
- Slot 5 joins Group D

When I switch to Slot 2:
- Slot 1 joins Group A
- Slot 3 joins Group B
- Slot 4 joins Group C
- Slot 5 joins Group D

When I switch to Slot 3:
- Slot 1 joins Group A
- Slot 2 joins Group B
- Slot 4 joins Group C
- Slot 5 joins Group D

When I switch to Slot 4:
- Slot 1 joins Group A
- Slot 2 joins Group B
- Slot 3 joins Group C
- Slot 5 joins Group D

When I switch to Slot 5:
- Slot 1 joins Group A
- Slot 2 joins Group B
- Slot 3 joins Group C
- Slot 4 joins Group D

Which means:
The Slot 1 character is either in No Group or Group A.
The Slot 2 character is either in No Group, Group A or Group B.
The Slot 3 character is either in No Group, Group B or Group C.
The Slot 4 character is either in No Group, Group C or Group D.
The Slot 5 character is either in No Group, or Group D.

Therefore, in the (b) action of my five Control Mapped Keys, I remove:
- Slot 1 from Group A.
- Slot 2 from Group A and Group B.
- Slot 3 from Group B and Group C.
- Slot 4 from Group C and Group D.
- Slot 5 from Group D.

And in the (c) action of my five Control Mapped Keys, each Slot is assigned a group as displayed immediately above.


5. Finally, I navigate through each Character Set, and change the action.

From: When I switch to this character -- Do this Mapped Key: Control - Follow/JambaMaster
To: When I switch to this character -- Do this Mapped Key: Control - Slot X is Leader.
(Naturally substituting X for the Slot the character is in).

End Result:

I switch to a Toon, in Slot 2 for example.
I have assigned the "Slot 2 is Leader" Mapped Key to occur when this toon becomes leader.
This mapped key does the Control - Follow/JambaMaster mapped key.
It then removes:
- Slot 1 from Group A.
- Slot 2 from Group A.
- Slot 2 from Group B.
- Slot 3 from Group B.
- Slot 3 from Group C.
- Slot 4 from Group C.
- Slot 4 from Group D.
- Slot 5 from Group D.
It then adds:
- Slot 1 to Group A.
- Slot 3 to Group B.
- Slot 4 to Group C.
- Slot 5 to Group D.

Now when I press my Spread-Out mapped key...

Slot 2 is the active character, and thus not in Groups A, B, C or D.
Therefore the Slot 2 toon does not move.
And each of the other toons is in only one group.
Therefore each moves in a different direction, as configured by the Spread Out mapped key.

This could easily be adapted for other formations too.
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Old 02-18-2010, 12:32 PM   #7
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Default Re: Need guidance in Azjol-Nerub

I have no clue how to do the above

Can someone translate it for me in pwnboxer terms ?

Thank you !
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Old 02-18-2010, 02:20 PM   #8
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Default Re: Need guidance in Azjol-Nerub

here the easy guilde nice and easy for anyone to understand

Multiboxing character formations | Multiboxing.com - Multiboxing in World of Warcraft and more!

both me and Ualaa have now gone into hardcore modes thats we can go on any off are chars it it act as the master its though a lot off scipting and we not useing pwnboxer but pwnboxer allways has what it has as great software and easy and that what tim wonted when u get to 80 and going in Riads changeing useing the other chars like the healer and not playing the tank can help in fights this is why i changed though

I still use pwnboxer from time to time and started on it full time this is why i made a formation guilde post up ^^ but useing more then one pc etc i came to a time i had to change
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Last edited by ebony; 02-18-2010 at 02:28 PM.
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Old 01-28-2011, 02:35 AM   #9
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Default Re: Need guidance in Azjol-Nerub

Ok, so I can do this instance up to the last boss... but the damn spikes have me keeping my team on follow to avoid being shot up in the air on my slaves and them dying. I use the same Chain heal technique on this fight, which seems to go well up until the mobs roll down in force, causing me to wipe due to falling back on healing since you can't heal and move. Any ideas?
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Old 01-28-2011, 03:43 PM   #10
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Default Re: Need guidance in Azjol-Nerub

YouTube - [HD] Grinders Inc. Multiboxing -- Azjol-Nerub -- Heroic

See what I do at the end. All toons are clumped together. When he spikes they move away, then back to the original spot. Rinse and repeat. Last phase of adds is the meanest. Pop your AOE spells, and heal heal heal
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