Gunship Battle 25 Heroic Warmane Guide


gunship battle warmane
gunship battle
I. Health point of the enemy ship: 2,058,000

II. Abilities: Depends on whether you're alliances or hordes, the adds are different in type and name.

1. Friendly Ship:

- Heat - Gunship Cannons use Heat as a resource. Cannon Blast generates heat, Incinerating Blast consumes it. When a cannon's heat level reaches 100, the cannon becomes Overheat and inactive for 3 seconds.

- Cannon Blast - 1,500 siege damage.

- Incinerating Blast - 1,000 siege damage plus damage per point of heat used to launch.

2. Muradin Bronzebeard and High Overlord Saurfang:

- Battle Fury - Increases all damage by 12%, stacking. Lasts 20 seconds, refreshed with each stack. Applied every time Saurfang or Muradin strike a target.

- Cleave - Inflicts 120% weapon damage to up to 3 targets in front of Saurfang or Muradin.

- Rending Throw - Inflicts 3,010 to 3,990 physical damage, and applies a stacking DoT for another 2,000 every 3 seconds per application. Used only when the tank is out of melee range, but close enough still.

3. All Adds:

- Experienced - Increases damage by 30%, and attack and casting speed by 20%. Applied if a soldier has been alive for more than ~20 seconds.

- Veteran - Increases damage by 60%, and attack and casting speed by 40%. Applied if a soldier has been alive for more than ~40 seconds.

- Elite - Increases damage by 120%, and attack and casting speed by 80%. Applied if a soldier has been alive for more than 60 seconds.

- Desperate Resolve - Increases armor and attack speed by 60%. Applied when a soldier's health gets below 20%.

4. Skybreaker Sergeant or Kor’kron Sergeant:

- Wounding Strike - Inflicts 200% weapon damage and reduces all healing done to the target by 40% for 10 seconds.

- Bladestorm - Inflicts weapon damage to up to 4 nearby targets every 1 second for 6 seconds.

5.Skybreaker Mortar Soldier or Kor’kron Rocketeer:

- Rocket Artillery - Targets an area on the players' ship and launches a rocket there. The rocket travels for a few seconds, causing an Explosion when it lands, inflicting 9,000 to 11,000 Fire damage to players and Siege damage to the gunship.

- Explosion - 6,300 – 7,700 fire damage to party members and siege damage to gunships.

6. Skybreaker Sorcerer or Kor’kron Battle-Mage:

- Below Zero - Freezes the enemy gunship's cannons, rendering them inactive. Channeled spell. Cannot be interrupted.

7. Skybreaker Riflema or Kor’kron Axethrower:

- Hurl Axe - Inflicts 5,700 to 6,300 physical damage.

- Shoot - Inflicts physical damage.

III. Strategy:

1. Winning the battle between the two gunships will require your raid to be carefully split between people defending your own ship, and people assaulting the enemy one. It is recommended to send as many players as you can spare to attack, leaving only the cannon users and 3,4 DPSers to defend. When the attackers are done (they have killed the mage and Rocketeers or Mortars), they can come back and help on defense. Players staying on your faction's ship have two things to take care of. First, 4 people will need to man the cannons and attack the enemy ship. The gunners should aim at the Rocketeers or Mortars in the back, who will mark areas on the board and shoot (slow) rockets at them - it's easy to move away, do so. Rocketeers and Mortars have a small knockback added to their rockets. The enemy's commander does more damage, and his Battle Fury increases his damage by 12%. Enemy soldiers gain Experienced faster, but not one of those changes should pose a problem. Axe Throwers or Riflemen will also shoot at people from across. Every so often a mage will appear and freeze all of your cannons. The assaulting players will need to deal with him, while the defenders deal with the squad of Reavers or Marines and a Sergeant that is being teleported. Both types gain damage and attack speed over time - so the longer they live, the more dangerous they will become. It is probably a good idea to have your ranged DPS defending, as they can avoid the Sergeant's abilities, and can also help the attackers (without using the rocket) when given an opportunity. As soon as the mage is dead and your board is secure, 4 of the defenders can re-enter the now-working cannons and continue shooting at the enemy's gunship, restarting the cycle. The attackers have a couple of things to worry about as well. Saurfang or Muradin will try to annihilate your raid - have a tank on him, and be mindful of the stacking Battle Fury buff, which increases the commander's damage. If the buff starts getting to high, you will need to leave the ship for about 20 seconds and let it fall off or tank will need to use most of his defensive CDs to win a bit more time. Have your DPS quickly burn the mages whenever they appear.

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