This guide was prepared some year ago before lots of nerfs, it´s not as hard anymore, but tactics remain the same.
Tactics
This is one way to do it and we should stick with one tactic (other Guilds may do it differently). Of course not written in stone, but I analyzed pro's and con's and put this WoA guide together covering all common aspects.
DT’s can use martyrdom for extra heals before each pull as toons with AoE may aggro more than they can take.
Layout of Courtyard at start
When second Bannerman goes down,, get into positions. 1 tank pulls Robin Hood to the designated position for the "boss group" at the first Fountain to the right when you enter the Courtyard in our raids. Our kiter pulls Chuck Norris and the Spear. The rest bunch up at the doors.
Fight Part 2 - Robin Hood must die
Our kiter starts the fight by hitting The Spear and using irritate on Chuck Norris (don’t hit Chuck Norris, as in real life you don’t want to do so, resulting in a knock-back and you´ll take heavy damage before up on your feet).
The soldier who tanks Yi Qin must be ready to pick him up by simple irritate right after the kiter went in. During this phase adds will spawn. Chuck Norris and the Spear shall be kited during the rest of the fight until General Sheng is down.
Tanks on doors fully focus aggro the mobs that spawn from the left and right door. 7-10 toons on right door and 5-6 toons on the left door.
One way to do this: When Robin Hood is positioned its time to burn him down. Keep heal rotation to do big heal after volley or high AA heal as ToS totem.
Robin Hood casts a DoT on the toon furthest away from it (within range), but a tank or healer can endure this (i.e. assign tank to run out on poison arrow). Due to Volley its best to fight Yi Qin at the entrance to the courtyard so the Volley doesn´t reach the doors.
General Sheng activates when Robin Hood is killed. A tank needs to be ready in position to take him then. DPS teams, always give space for Sheng to be positioned safely and not pull aggro from the kited mobs.
Layout of this part:
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Fight Part 3 - General Sheng
Enraged: 10 minute timer after Robin Hood is killed.
Adds team
Highest priority is to stop Runners as they try to open the upper right door (that was closed via the lever).
Runners: They are sad pandas and do nothing but run to open the door. Can be CC’ed with any stun, root, knock back to slow them and kill them. Runner comes from upper right and left door (1 or 2 at the time from each door randomly).
Upper right door: 1 big dps nuke group must be at the upper right all the time to burn runners and adds. Tanks on melee mobs and pull them for splash damage. Use all CC to root, snare.
Upper left door: 1 small dps group for CC’s and burns adds. Rangers are very good to swap left/right with ranged CC when 2 runners are coming out.
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General Sheng Team
General Sheng attacks and abilities...
Everyone has to avoid any damage on Sheng before he is positioned or he will begin his cast rotation.
Cyclone: High damage clothie killing AOE. Non-aggro holding tank and melee heal, get out and fast back to hug Sheng. 60 sec timer.
Sky Pierce: High Damage high range AOE. Hug boss to avoid it or be at maximum range and ranged toons run out ASAP after Sky Pierce as cyclone often follows. 60 sec timer.
Disarm: Applies Armor Wrack. Resolve helps after nerf?
Trailing Strike: Puts a series of archer volleys on a random target, who needs to run until arrows stop. Kite the arrows around the boss. If this happens to the aggro holding tank it may be necessary to kite Sheng while trailing is active.
Targeting Strikes: Puts 2 damage buffs on a target. One slashing damage (endure it with heals). The second is a fire damage buff that spreads (like Miasma). Click a fountain to quell it ASAP. If a dread shadow gets Targeting Strikes kill it after the cast is done, not before.
Storm of Arrows: Removed after revamp.
3 tanks + Two healers and some dps classes on Sheng,, the more the faster (don´t overdo dps as tanks need to act against trailing strikes and targeting strikes, not always able to optimize their own dps).
Layout of part 3 (easiest to fight both Robin Hood and Sheng on the same spot):
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As you see from above its a complex fight.
Tasks for Fight Part 1 - Clean the courtyard
Door Lockers
Left side 2 doors: Locker 1
Right side 2 doors: Locker 2
First Door: At 25% health of Bannerman, run to the doors and wait for notice when mob group is down.
Call out when locked.
Repeat for second Door
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Healers watch for the ruin from Sergeants and maySFF
-25% damage mitigation with duration 30 sec
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Tasks for Fight Part 2 - Robin Hood must die
Kiting: Irritate Chuck Norris and hit The Spear, then do your stuff.
Adds at doors: Tanks in position at upper left and upper right door to pull adds into group.
Each mini boss summons an add periodically when they are alive.
Pikeman: Melee add can't be CC:ed.
Warfist: Melee add can't be CC:ed.
Archer: Range/melee add can't be CC:ed.
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Main Tank on Robin Hood:
Irritate Robin Hood and pull to nuke spot.
Sheng Main Tank:
Get ready to pick up General Sheng as Robin Hood goes down.
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Poison Arrow: Off tank
Move away from Robin Hood to catch it and go back.
10 second damage buff. |
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And some final comments:
- Sheng and his 3 Minibosses don’t do critical hits. All other mobs crit a lot so Elusive Nature Perk and Khitai purples come in handy to stay alive at doors.
- Mainly physical damage: No need to focus on protection gear and protection perks. Tanks can have a bit protection to not let Targeting Strikes buff tick down so much health.