There are altaholics.... and then there's the rest of us. A Druid blog for the player that never wants to have to roll another character again. A Bear/Tree/Cat blog dedicated to being able to queue for all three roles in the Dungeon Finder.

Sunday, January 2, 2011

On Karsh Steelbender's easy mode:

I was taught how to do Karsh Steelbender by a bunch of people in an RDF they other day. (Whodathunk? Learning from an RDF group!)

The method that was taught was sufficiently awesome that it just completely blows everything that anyone else is doing out of the water. Here's the skinny.

Karsh Steelbender is a fight that is exactly identical between both Normal and Heroic modes, save the increased damage output. It may be worthwhile just to practice this method in normal before you do Heroic.

At no point in time will you ever "soak" Karsh in the forge. Ever. This places too heavy a burden on the healer with the reflected AoE that pulses with each stack of debuff he gains, and can quickly obliterate a group. Instead, the tank should "dip" or perhaps even just "clip" him into the forge every time his debuff gets down to about five seconds or so, by kiting him through the edge, only adding one or two stacks of the debuff each time. To visualize, think of a circle, then draw a pentagon, that is just a little bit too small for the circle to fit into. The sides of the pentagon are the path that the tank should kite along. If by 12 or 13 stacks, Karsh does not look like he will be dead within the next application of debuff, allow the debuff to drop, kite the adds out into the grates surrounding the forge area, and kill them there, before repeating.

This method:

Eliminates the need to manage adds when the debuff drops off.
Makes incoming damage manageable by spacing out the pulses of AoE damage caused by the application of the debuff, allowing your healer time to top everybody back up.
Eliminates the need to worry about group members standing in the "Ring of Fire" that erupts when the debuff is dropped until the very end.
Allows DPS to conserve their cooldowns until Karsh has seven or eight stacks, and not have the usable uptime be wasted by the debuff dropping.

I've posted this to Wowhead, just because it *needs* to be seen by everyone. Hopefully it'll be up there soon.

Here's an explanatory image, whipped up in GIMP:


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