Classic TBC Wrath. Questie Classic Downloads Recount — Classic Downloads OneBag3 Classic Downloads Bagnon Downloads Vendor Price Downloads Death Knight. Questie Classic Downloads 1 2 3 4 5. Recount — Classic Downloads 1 2 3 4 5. Strategy for Fankriss the Unyielding. Temple of Ahn'Qiraj Guide. Show more. Need any help? Check out our General Discussion Forum! Barbed Choker. Pauldrons of the Unrelenting. Mantle of Wicked Revenge.
Silithid Carapace Chestguard. Robes of the Guardian Saint. Cloak of Untold Secrets. Scaled Sand Reaver Leggings. Hive Tunneler's Boots. Barb of the Sand Reaver. Ancient Qiraji Ripper. Fetish of the Sand Reaver. Libram of Grace. Your 2 weakest tanks, plus 2 decent healers, can keep him under control for the entire encounter.
By far the most important part of the fight is killing the Spawn of Fankriss wherever they occur. If they are not under good control, they can wipe your entire raid.
The snakes seem to spawn in groups of 3, one after another. DPS must be very fast on the first snake so that you can get on the second and third snakes quickly. If a snake goes Enraged it will one-shot anyone it touches. Stunlock it if you can, otherwise kite it until it dies. DPS on Fankriss will need to push it as fast as they can. Time is against you in this fight. This way they can more easily use Intercept. Hunters can help with distracting shot too. It is recommended to assign 2 healers to snake tanks, snakes deal heavy melee damage when not stunned.
It is rare but possible that Fankriss teleports one of your Hatchling tanks. When this happens, some hatchlings will probably get out of control. They will need to be DPSed down. It is also possible that the Spawn of Fankriss spawns in the suppression room.
This can pull extra agro from Vekniss packs. The vekniss bugs will need to be DPSed after the snakes are dead. Suggestion is at the start, one of the hatchling Tanks just AOE taunts and picks up these mobs from the start of the suppresion room avoiding any issue with a Spawn of Frankiss making the add. Assist me! Comment by We dont use warriors as snake tanks as suggested, its upto the rogues to break away from Fankirss and permastun them, so they cant attack.
Our strategy is to pull fankriss to the left hand spawn side, and dps him, 3 warriors are on guard around fankriss to gather up the hatchlings.
Generally though, the raid is to far away from the hatchlings on the right hand side to get aggro and they just stand there. We dont AoE them either, we have the 3 tanks on the hatchlings just tank them all fight, leaving the only thing to do is : a. Kill Snakes b. DPS on fankriss In that order everything should go find. Also , if you get BigWigs mod, it announces 2 secs before you see it a snake has spawned, making it easier for your rogues to get into posistion.
Comment by evoker One of the most straight forward fights in AQ Fankriss can be tanked by two warriors with one priest assigned to them. The rest of the raid stands close together and DPSs the blue bugs first and then Fankriss. Warlocks and priests should go all out on dots on this fight. A tank should be assigned to yellow bug duty and a hunter to pull them to the tank. If the worms go into enrage then they should be stunned and killled very fast because your tank can't take more than 2 hits.
Comment by kreghx Fankriss melees very light on maintanks - no harder than his brother Kurinaxxx. A geared shaman and druid can keep up the MT's on Fankriss easily. This is a cleave attack so it can hit multiple people in front of him.
Rotate him between two MTs to let this wear off. Very similar in shape, design, and abilities to Kurinnaxx. There are 3 "bug tunnels" around the room. Starting shortly after the pull then once every minute or so, each tunnel will spawn 4 Vekniss Hatchlings. With each spawn, one player will be ported and rooted in one of the small alcoves around the room.
These bugs hit for on tanks, on cloth, and can be snared or feared. They will need to be offtanked for most of the fight. At random times during the fight, one to three yellow-colored level 63 Elite worms called Spawn of Fankriss will spawn in a random location. They hit for around on cloth. They will also enrage after 20 seconds if they are not killed. Enraged worms deal k per hit, one-shotting anybody they're on. They are by far the most important part of the fight, as they must be killed immediately.
They can be stunned, so all is not lost if they enrage just before they die. If it's relatively early in the fight they should be DPSed quickly, but later on in the fight you are better off kiting them with frost traps, fears, anything you can. They cannot be frost novaed, or snared with any frost bolts. Spares heal currently aggro'd MT. Not too fancy a list of abilities, as you might gather. The paladins can easily keep the spawn at them with the help of consecration and the druid can do the same with demo roar.
There are two types of bugs emerging through those entry points, one of which is the Silithid Drones which are the ones that are supposed to be tanked by tanks at those entry points. The second is Spawns of Fankriss, these should not be tanked by the tanks at the entry points, these should be killed as fast as possible by the dps squad. All the dps should stop attacking Fankriss at that point and concentrate every shred of it on the Spawns, these hit hard really hard and can bring down a cloth wearer in one or two hits; make sure they are immobilized at all times possible via stuns and frostnova or any other things you may think of.
We should add they enrage if they aren't killed fast enough, which means they will hit people for damage each attack which in turn is an instant kill for anyone in the raid. As long as the Spawns are maintained, the entry points covered the aggro switching between the tanks goes as planned, this should be a walk in the park.
0コメント