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 Attumen the Huntsman

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Posts : 8
Join date : 2007-09-12
Age : 38
Location : Denmark

PostSubject: Attumen the Huntsman   Wed Sep 12, 2007 10:01 am

At the beginning Midnight is yellow (non-aggroable until hostile action is taken upon him) so you have time to set the pull up, however you need to keep in mind that the respawns in his wing are about 25 minutes.

Raid Setup
You will need 3 healers minimum and 2 Tanks for this fight. DPS should be a mixture of ranged and melee.

As with any boss, consumables make this fight significantly easier, although they are not needed. However your healers will need mana pots as the fight can be mana intensive. For DPS the usual suspects are always welcome, Onslaught, Major Agility, Major spellpowers, etc.

Gear Requirements

Tanks - Should be atleast 11k Hitpoints buffed, around 460 defense
Healers - A decent amount of +healing, 100+ mana every 5 seconds (MP5) while casting.

Boss Abilities

Shadowcleave Deals 3000-3500 Shadow Damage in front of him. (Melee can avoid by standing directly behind) Has about a 15 second cooldown.

Attumen also has a single target debuff (curse) that reduces chance to hit by 50%. It can be reflected by a warrior's Spell Reflect abilty, therefore Attumen is only hitting 50% of the time. The curse lasts for about 10 seconds and Attumen doesn't cast it for about 20 seconds after that, for a total of a 30 second cool down.

Attumen (Mounted)
Charge Charges the closest person at a range for about 4000 damage.


The Pull
All that is required is for Midnight's tank to shoot him.

Check here to see the picture.


Phase 1
Healers and Ranged DPS stand in the blue region in the picture. Your lesser geared tank will be where the black circle is, with his back to the wall so that Midnight is facing away from your raid.

The important part of stage 1 is that once Midnight is at 95%, Attumen will spawn next to him. (The small red circle)

Tips For A Smooth Transition At 95%

Have a hunter ready with Misdirection up who shoots Attumen instantly to your main tank.
Midnight's tank needs to be full health, Attumen sometimes hits this tank based off proxy aggro, and he can hit very hard.
Try not to cast until your main tank has aggro on Attumen.
Range him down to 95% so that no melee get initial aggro and die.
Keeping everyone up is crucial.

The Fight
At this point, your main tank should have Attumen off to the side, faced away from the raid. (Where the big red circle is) Once Attumen is pulled away from Midnight, have your melee move in and all DPS is focused on Midnight.

Roles At This Point In The Fight

Warriors - Tank, keep Demoralising Shout/Thunderclap up on both bosses. The Attumen tank should use Shield Block whenever possible and Disarm him (Disarm will drop Attumen's damage by about 60%).
Melee DPS - Kill Midnight.
Ranged DPS - Kill Midnight (If you have a mage, make sure they are decursing too).
Healers - Put one main healer on each tank, with a third floating between the two.
Utility - Decurse Attumen's debuff.

Keep DPS-ing Midnight down until he reaches 25%, then Phase 2 begins.

Phase 2
Once Midnight reaches 25%, Attumen will mount him. Again, be careful during this transition on aggro. Both your tanks should fight for aggro until one firmly has the boss aggroed to him.

Once mounted, Attumen will again be using his same abilities as listed before (he doesn't hit any harder). The only change in the fight from phase 1 to phase 2 is that he will now charge the closest ranged player to him for about 4000 damage. Once aggro is established by your main tank, position your off tank so that your healers and other ranged DPS are standing behind him so that only the off tank gets charged. You can also use any reasonably tough class for this role; such as a paladin or even a hunter.

Roles For Phase 2

Warriors - Whoever isn't tanking at this point should keep Thunderclap and Demoralising Shout on the boss, and remember: Disarm Disarm Disarm!!!!
Melee DPS - Kill, Kill, Kill! Stand directly behind him so you do not get cleaved.
Ranged DPS - Kill, Kill, Kill! Stand behind your "charge tank" at range so you don't get charged! (Mages still need to decurse)
Healers - All healing should be on the tank, with your floater from stage 1 watching out for the charge victims.
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Posts : 8
Join date : 2007-09-12
Age : 38
Location : Denmark

PostSubject: Extra   Tue Sep 18, 2007 11:31 pm

I guess the positioning is very important here.

It must be as on the picture and in short as I see it it should be done like this.

1. Tank Midnight
2. Melee DPS hit the horses ass
3. Hunter misdirects Huntsman to main tank
4. Gain aggro, disarm, thunderclap, demo shout, command shout. (whenever possible)
5. He mounts. With alll the things in point 4 in mind he must now be DPS'ed till he dies.

The things happening in point 4 is seen from my eyes as a tank. Other classes have their things to do as explained in detail in the description above.

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PostSubject: Re: Attumen the Huntsman   Mon Nov 12, 2007 1:55 pm

when Attumen mounst, make sure (who can decurse) warrior havenīt curse for fast takin aggro (with curse there is the big chance of double or tripple miss/parry/dodge with skills -> dead healer)
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