Welcome to the Tankspot Icecrown citadel Raid
Guide. My name is Darksend and in this video I will show you our
strategy for the Gunship Battle, The third encounter in the lower spire.
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Depending on your faction, you will take control of one of the ships
that normally float around icecrown that act as quest hubs. After taking
the elevator up, horde you will go right and take control of Orgrim's
Hammer and alliance you will go left and take control of The Skybreaker.
Make sure everyone has a jet-pack equipped, even if they are not
assigned to go over to the other ship, as it is a good idea to have a
contingency in case someone who is going over dies. Once that is done
you start the fight by talking to either Saurfang if you are horde and
Bronzebeard if you are alliance.
The goal of the encounter is to destroy the other ship through use of
the guns located on the side of the ship. We assigned 4 ranged DPS to
control the guns. The goal of the gunners is to build up "heat" using
the normal cannon blast in order to maximize the secondary cannon blast,
which converts all the heat into extra damage. The trick is to make
sure you do not overheat your gun while still maximizing the secondary
weapon. if you overheat you will render your gun useless for several
seconds.
Periodically, a Battle mage will spawn on the enemy ship and the guns
will get frozen. When this happens the melee, one tank, and a healer or
two jump over to the other ship and kill the mage. While over there the
opposing leader gains a stacking buff which increases his damage done.
If the tank starts getting into trouble simply have everyone jump back
onto your own ship and the leaders buff will reset. Ideally, you want
the leader to have 0 stacks when the gets get frozen so you can go over
and break the channel immediately, as the guns are the only way to win
the encounter.
While this is happening, a portal will appear above your own ship and
spawn several marines and 2 sergeants periodically. Skybreaker Sergeants
do a wounding strike which reduces healing taken by 25%. They also have
a bladestorm.
After a while both the sergeants and the marines will gain a permanent
stacking buff called experienced, this increases their damage by 30% and
attack and casting speed by 20% per stack. They also periodically gain a
buff called desperate resolve, which increases armor by 60% and attack
speed by 60%, the buff lasts 30 seconds. These waves are killed by
ranged classes with strong aoe abilities and aoed down by the melee when
they are on your own ship letting the other leaders stack reset. If
they are not tanked they will use an ability called burning pitch, this
deals siege damage to your ship.the skybreaker does not have guns the
same way orgrims hammer does, instead they have skybreaker rifleman.
your ranged without strong aoe abilities should be lined up along the
edge of your ship shooting across killing these rifleman. It should be
noted however that if the adds coming out of the portal being to
overwhelm the tank these ranged should switch and begin single targeting
them down immediately.
Finally, Throughout the entire fight the enemy will constantly be
shooting rockets over, they are very easy to avoid as it takes several
seconds for them to land after the graphic appears.
It should be noted that this is the horde version of this fight, the
names of the ships are reveresed as well as the names of the individual
units will be different on the alliance side.
Thanks for watching this movie! As always, feel free to ask questions or
add suggestions either on YouTube or in the strategy thread on
TankSpot.com.
(10-man)
Welcome back to the Icecrown Citadel raid
guide. I'm Lore, and in this video I'll show you the 10-man Normal
version of the Icecrown Gunship Battle.
The Gunship Battle is a fairly easy encounter that's a lot of fun.
First, before the encounter begins, make sure to get a jetpack from the
NPC on the deck. This is equipped in your shirt slot, so make sure to
equip it and put it someplace handy on your action bar. Not everyone
needs to use the jetpacks normally, but it's not a bad idea to have them
available just in case.
You'll also need to designate two players to man the cannons, preferably
players of DPS specs as the tanks and healers have other obligations.
The cannons have two abilities. The first simply fires a cannonball, but
also generates a small amount of heat, which is visible in the cannon's
energy bar. The second ability unleashes all of this heat, dealing
higher damage depending on how much heat was available. However, if the
cannon reaches 100 heat, it will shut down momentarily and all of that
heat will be lost. Therefore, the best strategy for your cannoneers to
use is to build up heat until the cannon passes 90, and then fire the
second ability.
The object of the encounter is to use the cannons to shoot down the
enemy ship. However, from time to time the enemy will call out a
sorceror to freeze the cannons, which kicks anyone manning the cannons
out and renders them unusable until the sorceror is killed. This is what
the jetpacks are for. All of your DPS and one tank will need to use
them to jump over to the other ship. The tank will need to pick up the
enemy leader and hold onto him while the DPS kills the sorceror. The
leader, who is Muradin Bronzebeard if you're a Horde player and High
Warlord Saurfang if you're Alliance, will gain a stacking buff as they
continue to attack that steadily increases the amount of damage they
deal. Once the sorceror is killed, everyone should jump back to their
own ship to let this buff reset.
Note that if the tank holds the enemy leader near the close edge of the
enemy ship, they can be reached by healers standing on edge of their own
ship, so having healers jump over isn't really necessary.
Meanwhile, as you've probably noticed already, enemy NPC's will be
appearing through a portal on your ship. These need to be picked up,
tanked, and killed by DPS when they're not working on killing a
sorceror. Although they don't hit very hard at first, these NPCs become
stronger the longer they're alive, so killing them is important.
You've also probably noticed the targetting reticles that are appearing
occasionally on the ship's deck. These indicate where a mortar, fired by
an NPC on the other ship, is about to land. Obviously, getting hit by
things is bad, so move out of these as they appear. You can kill the
mortar teams on the far side of the enemy ship if you like to stop them
from firing. However, this means more time spent tanking the enemy
leader, which means he's dealing more damage to the tank, and more
mortar teams will come out anyway. We found it easiest to simply ignore
them and just avoid the mortars on our own ship, but the option is there
should you find yourselves being overrun by mortars.
There will also be a team of Riflemen, or Axe Throwers if you're
Alliance, firing at players on your ship. The damage is easily healed
through, but like the rest of the enemy NPC's, they will become stronger
the longer they're alive. Fortunately, they take damage from cannon
fire, so as long as your cannons are firing at an angle that will also
hit the Riflemen, they shouldn't be alive for long.
It's important to remember that as long as the enemy leader is
attacking, he will continue to stack up his damage buff. Who or what
he's attacking is ultimately unimportant. He also has a ranged attack
that can reach to the other ship if a player is standing too close to
the edge. Therefore, be very careful about using things like totems or
temporary pets when on the other ship. Totems especially can keep the
enemy leader in combat for quite some time, so if you're going to drop
them while you're over there, be sure to recall them when you leave.
Also, make sure once you're back on your own boat that everyone moves
away from the edge to make sure the enemy leader resets.
Once you've got the basic rhythm of the fight down, it's really very
simple. DPS alternates between killing enemies on your ship and
sorcerors on the other. The two cannoneers simply fire at the enemy
riflemen until the sorceror comes out, jump over to help kill it, then
get back into their cannon. One tank stays on your ship to keep the
enemy NPC's under control, while the other jumps over to tank the enemy
leader when needed. Aside from that, just stay away from the mortars,
and you should have no problems with this encounter.
Thanks for watching this video. As always, if you'd like more
information on this or any other encounter, including the 25-man
version, just check the Project Marmot forums at Tankspot.com. If you're
watching this on YouTube, just follow the link in the movie details.
Good luck!