When the Commander's Buff get to high, everybody gets back on their ship and wait for the buff to fade. So to summarise: DPS kill the Sorcerer/Battle-Mage, than move on to adds.
No dps should go on the Commander, he is only tanked. You need to wait for the debuff to fade away before you return and resume. DPS and healers need to follow, or the Commander will kill them. The tank will eventually be unable to survive his assault and as such will need to jump back on his ship. As the fight progress, his rage will built up. Once the Sorcerer/Battle-Mage has been dealt with, dps should try and kill as many adds as they can, because those become stronger if left alive (see the Experienced, Veteran and Elite buffs above) and if too many of them become elite, healers will be sorely pressed to keep people alive.Ī core mechanic here is the Commander's Battle-Rage. You will need a tank to hold on to the enemy Commander and he as well as dps will need to be healed. Their main target once on board is to kill the Sorcerer/Battle-Mage, as those mobs can freeze your cannon, preventing you from dealing damage to the ship. The offense party needs to use the rocket pack in order to jump across on the other ship. You will need a tank to pick them up, healers to keep your tank alive and dps to kill them. Periodically, a portal will appear on your deck and enemies will start pouring out - those needs to be taken out, as they will deal damage to your ship if they are left unchecked. You will also need player to use the cannon on deck.
Each group will require it's own tank and healers. You will need to split up your raid into 2 'teams', a offense group and a defensive group. Before triggering the encounter, you should make sure everybody grabs a rocket pack - while not everybody will need it, it helps to have back up in case some of your raiders die. When the encounter starts, you will see the health bar for both ships. The goal to deal more damage to the enemy airship than it deals to yours. Rocket Artillery - Launches a rocket that explodes on impact.Īll of the Kor'kron mobs - except the Battle-Mage - will also gain the following buff over time, making them more potent: Wounding Strike - Inflicts 200% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 25% for 10 sec.ĭesperate Resolve - Increases armor by 120% and attack speed by 60%. Veteran - Damage done increased by 60%.Attack and casting speeds increased by 40%.Įlite - Damage done increased by 120%.Attack and casting speeds increased by 80%.īladestorm - Whirls around dealing AE damage for a short period. The caster must channel to maintain the ice block.Īll of the Skybreaker mobs - except the Sorceror - will also gain the following buff over time, making them more potent:Įxperienced - Damage done increased by 30%.Attack and casting speeds increased by 20%. Stacks up to 10 times.īelow Zero - Freezes the target in a block of ice by concentrating and freezing moisture in the air. Used once the cannon as built sufficient heat.Ĭleave - Deals 150% weapon damage to up to three nearby targets.īattle Fury - Increases all damage done by 10%.
#WOW ICECROWN GUNSHIP BATTLE PLUS#
Inflicts 1000 Siege damage plus additional damage per point of Heat.
Incinerating Blast - Consumes all of the cannon's Heat to launch a massive ball of fire at the target. Inflicts 1000 Siege damage and generates 6 to 10 Heat. Cannon Blast - Launches a cannonball at the target.