Feral Beastro

All Things Feral

Gunship

Posted by taurs on September 18, 2010

Gunship

The 3rd encounter in ICC, and probably the easiest boss fight, Gunship has both an alliance and a horde component.  Once you go up the elevator (or take the teleporter) after Deathwhisper, you have a choice to go left or right.  Left is for the alliance ship, right is for the horde ship (you go to the ship of the faction you’re apart of).

The Fight:

Prior to the fight, everyone should grab a rocket pack from the goblin, and you should split your raid into 2 teams (explained later). Once that is done, talk to either Saurfang, or Muradin to start the fight.  Once you initiate the fight, a big RP event will happen, and the opposing ship will appear and fly next to your boat. 

Home Boat – This is the boat you start on, you should have 2-4 reliable people manning guns (we use ranged) a good AoE tank, your healers, and your ranged.  The tank will stand in the middle of the boat and collect the adds that will come periodically through the portal that appears there. all ranged will focus adds when they come aboard (watch out for whirlwinds), and when the adds on your ship are down, fire at the mobs close to your side of the boat.  Also on the home ship, you will see areas on the ground that will have a glowing circle type thing, these are areas where rockets will hit from the opposite ship.  It’s best to move out of these if you can help it.

Gunners – On the home boat, you will see 2 cannons on 10 man, 4 on 25.  These should be manned by 2-4 reliable people (Preferably ranged).  The job of the gunners is to damage the opposite boat, which once the boat “dies” the encounter is over.  The guns have 2 abilities, one is a rocket that does an AoE and builds up heat which will appear where your rage / energy / mana bar usually is.  If your heat goes over 100, your gun will stop firing for a few seconds as it cools back down to Zero heat.  On the flip side, the second ability takes the amount of heat your gun has, and adds that as extra damage.  The goal is to get your gun as close to, or at 100, and then fire doing lots of damage.  Also, usually you want to aim your guns at the adds in the back (cannoneers) as they will be shooting at your home boat and usually do not die unless you kill them with a cannon.  When the mage on the away boat comes out, he will freeze the cannon, dismounting the gunners, and will not be unfrozen untill the mage dies.

Away Boat – On this boat, there are 2 major points of interests. First off there will be either Saurfang or Muradin, this mob must be tanked and taken away from your team on that boat, usually towards the edge of the boat closest to the home boat.  The other is a mage that will come out and freeze the guns, all dps needs to be on the mage when they are up.  The mage does not attack anyone, so it does not need to be tanked.  If you are returning to the home boat, you can either rocket back to the home boat, or run off the side, and you will be teleported to your home boat. WARNING!: once the away ship is “dead” if you run off the side, you will fall to your death, to avoid this, you can either jump back while the away ship is exploding…or just stay on that boat, and you will be teleported to the landing area.

Alternate strategy -  Another thing you can do is on the away boat is have a tank, all the dps that will be hitting the mage, and one healer.  Pretty much all the dps will attack the home ship attacking mobs, and when the mage appears, the mage.  The healer will heal the tank that is over on the away boat, and the tank will go towards the back of the ship (where Muradin / Saurfang appears).  All the tank has to do is pick up the boss, and collect as much threat as you can (I usually wait till he gains 2-3 stacks of his buff that increases his damage), and then rocket to the raised area in the back.  The boss will then run up either the ramp (horde boat), or the stairs (alliance boat), once they get close, you jump down, wait for them to run back down to you, and then rocket back up.  The boss will sometimes hit you if you don’t time your jumps right, hence the need for the healer.  With this method, the team that is on the away boat does NOT have to return to the home ship.

Heroic -  The only 2 big differences is the Rockets that hit the home boat now have a knock back and the gunners on the away boat will gain experience faster (does damage the higher levels they have.)

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