Ready Check: Faction Champions

Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses.
Okay. This event is different than any other raid instance that currently springs to mind. It's got a level of customization that is novel to World of Warcraft's raid design, and heralds even more exciting changes in Icecrown Citadel. What's the big deal?
The boss mobs change according to your factions. Sure, statistically, the enemies are similar across the two factions. (Can you imagine the outcry if the Horde mode was somehow easier than the Alliance? Or vice versa?) But the character's names and models are customized according to whether your raid is Horde and Alliance.
The other thing that's specialized to the Faction Champions encounter is that the exact characters you fight will change week to week. It's random, similar to the old Karazhan Opera encounter. That makes it more difficult to figure out a strategy before you face the encounter. The first step is to understand what each character does, and then try to piece together some overall tips out of that collected knowledge.
Let's jump behind the cut and take a look at the fourteen different possible characters you'll be fighting.
We're going to take a small break from the usual format because the Faction Champions behave, mostly, like players. They use the general abilities that their player character class tends to use, and they even use their PvP trinket in Heroic mode.
This encounter is modelled of player versus player combat, but they don't tend to do some of the nastier tricks Arena fighters might. (For example, they'll focus-fire someone in your raid, but they're not likely to pull a complex juke. Which is to say, a sudden target switch with pinpoint precision.)
So, while most people will have an idea of what each class and spec tend to do, we'll go down the list of each possible option, with a few tips about what to expect.
Death Knight
The Death Knights are basically a Frost DPS build. You'll be looking at the Alliance's Tyrius Duskblade or the Horde's Gorgrim Shadowcleave. (Shadowcleave was a popular DPS Arena composition, for those who dig references.)
The Death Knights tend to spam Death Coil and Frost Strike. If you've never done PvP against a Death Knight, this might be your first time experiencing the (ahem) joys of getting hit by Chains of Ice and Death Grip. You can dispel Chains, of course, but the only thing you can do about Death Grip is curse at the monitor.
Druid (Balance)
The opposing factions also have Boomchickens, and they're going to be every bit as annoying to fight as they can manage. The Alliance Boomkin is Kavina Grovesong and the Horde's representative is Birana Stormhoof. Expect your raid to get trapped by periodic Cyclones, and be ready to deal with the small swarm of Treants that never seem to go away.
Druid (Restoration)
Melador Valestrider is the Alliance tree and the Horde bear fruit with Erin Misthoof. The resto druids are powerful healers, but they aren't very Crowd Control savvy. They won't drop Cyclones on your raid, which is one of the tools that make Arena druids so powerful. However, keep an eye out for Tranquility and be ready to interrupt it immediately.
The tree is an Elemental and can be Banished.
Hunter (Survival)
Alyssia Moonstalker is the Alliance hunter and Ruj'kah is the Horde hunter. They both use a Cat. You're going to find the survival hunter a huge pain in the neck during the encounter. Not only do they provide outstanding DPS, but the hunters have a wide variety of snares available to keep you from moving around easily. This encounter, like PvP, relies on a heavy amount of mobility and positioning.
Mage (Arcane)
The Alliance has unleashed upon the Horde their noble mage Noozle Whizzlestick, while the Horde have set forth Ginselle Blightslinger. The mage you fight is going to spend a lot of time dropping Sheeps on your raid, and seemingly flawlessly Blinking after every Frost Nova. It's a pain, especially if your raid is heavy on the melee.
Paladin (Holy)
The Bubble Master for the Alliance is Velanaa, while the Horde on is Liandra Suncaller. They are incredible healers, and should be killed quickly. However, you're going to need to be trigger-ready with your Shattering Throw or Mass Dispel, because they'll bubble up as soon as they get pressured.
Paladin (Retribution)
Baelnor Lightbearer is the Alliance retribution paladin, while Malithas Brightblade is the Blood Knight. The retribution paladins are, sadly, not the biggest threats of the crew. Watch for them to blow wings (use Avenging Wrath), though -- during those moments of glory, they definitely achieve some killing power. The paladins will also use Hand of Protection on their allies, which can significantly stymie your ability to mow down the champions.
Priest (Discipline)
The fact that the healing priests are specced in the Discipline tree is a good indication this is meant to mirror Arena action. Anthar Foregemender is the Alliance's chosen discipline priest and Caiphus the Stern is representing the Horde. Both wield Penance to its fullest potential, but the key ability to keep an eye out for is Mana Burn. Mana Burn is bad.
Priest (Shadow)
Brienna Nightfell is the Alliance shadow priest. Vivienne Blackwshiper is the Horde. They both wield the traditional shadow priest powers, like Psychic Scream. However, in addition, the enemy shadow priest will drop Silence on your raid, which can significantly slow down your casters.
Rogue (Subtlety)
Irieth Shadowstep is the cleverly named Alliance rogue, and Maz'dinah ganks for the Horde. The rogue enemy is a big fan of using Shadowstep to teleport away from the people attacking it, right behind the person the rogue's trying to kill. For that reason, it's probably best to let your melee be free-range DPS, while keeping your ranged DPS on the rogue.
Shaman (Enhancement)
Shaabad is the Alliance shaman and Broln Stouthorn is Horde. Their most significant power is Bloodlust, which will vastly increase the champions' ability to mow through your raid. If you've got the chance to kill the enhancement shaman before that hits, do so. Once it's used, however, the enhancement shaman will spend time interrupting casters. But that's about it.
Shaman (Restoration)
The last of the healers in this list, the restoration shaman can be a nightmare. Saamul is Alliance and Thrakgar is Horde. Again, these guys can throw down Bloodlust. Even more importantly, they have an array of crowd control and healing that will keep their allies strong.
Warlock (Affliction)
Serissa Grimdabbler is the Alliance warlock, and Harkzog rocks out for the Horde. They'll work Fear for every inch of its worth, but otherwise do a wide array of damaging attacks. They'll DoT the heck out of your raid, and occasionally do an AE Hellfire. Don't stand in fire.
Warrior (Arms)
Arms warriors have always been notable in PvP for their well-known Mortal Strike ability. Shocuul spams Mortal Strike on behalf of the Alliance, and Narrhok Steelbreaker busts out Bladestorm for the Horde. If you can keep the arms warrior snared and out of range, you won't have too much trouble. But the warrior will still Charge to close the distance.
On the next page: Putting it together
Filed under: Analysis / Opinion, Ready Check (Raiding)






Reader Comments (Page 1 of 1)
Mikhael Cohen Oct 8th 2009 1:39PM
The Opera encounter you're referring to (Oz) wasn't random. It was the same bosses every time. Tin Man, Scarecrow, Lion and Dorothy(don't forget Toto). I don't remember their WoW counterpart's names.
Mikhael Cohen Oct 8th 2009 1:41PM
Edit- I realized you may be referring to the fact that the encounter itself is random... but it's a bit of a stretch to compare that, aside from the fact that they're unique in having a randomization.
GuyverIV Oct 8th 2009 1:43PM
Incorrect, friend. There were, if memory serves, 3 different encounters.
Oz
Romeo and Juliet
Little Red Riding Hood.
Ookami.kun Oct 8th 2009 1:50PM
I think he was referring to the fact that out of the three different encounters (Oz, Romeo and Juliet, and Little Red Riding hood... Run Away Little Giiirrl... Run Away) it was random on which event you got each week. Not Oz in particular. :)
Fuzzbutt Oct 8th 2009 2:09PM
I think the author rather obviously meant Moroes. There are 6 dinner guest NPCs and from these, 4 and randomly chosen to fight you with Moroes. The faction champs works similarly--pool of options from which a smaller amount is chosen by the game.
You did get a random fight in Opera, but the NPCs were the same in all 3 versions.
Fuzzbutt Oct 8th 2009 2:11PM
I mean the NPCs are consistent in the three versions (Oz, R&J, Wolf) each time the version appears, before someone jumps on that.
clundgren Oct 8th 2009 3:52PM
On 10 man this fight is usually pretty easy, unless you get a really unlucky combination. On 25, it is significantly harder, not least because many excellent raiders aren't much into PvP, and have trouble adjusting to the dynamics of a fight that is essentially tankless, at least in the conventional sense. My last raid kept wiping until we made some changes.
One change is that I, a ret paladin, switched into PvP gear and spec and essentially became the tank. My job was to hold aggro as much as possible against the best DPS standing on the faction side, starting with the rogue. PvP spec gave me more interrupts and escapes (plus specced righteous fury to help hold threat, along with constant taunts), while the PvP gear gave me much better survivability. Keep in mind that none of these guys does raid boss damage, so a full tank is not needed, and is in fact a waste of dps.
This worked, insofar as I was able to *mostly* keep aggro, and was easily able to survive. It was a hit to my dps, of course, but this fight is more about managing your target than anything else. If you can take control of the battle, it isn't hard.
The other big change was that our warlocks (we had 2) stopped worrying about dps and became ccers, almost exclusively. The fight took a long time, but was much more manageable than simply trying to outburn the faction champs (2.5 millions hps!).
So I guess my advice is, forget conventional roles, and stop worrying about your dps meter for this fight, and you'll have a much easier time of it. If all you care about is topping dps or hps, you're not gonna have the flexibility this fight needs.
For the record, I love this encounter. Unlike all the other AT battles, you actually have to think and adapt; it's not just "when Boss A does X, you do Y."
theRaptor Oct 8th 2009 8:12PM
On 10 man we face roll this (nearly literally, we CC one target and just burst them down in kill order incredibly fast) on 25 this was a giant rooster block for our raid because of what you described. Now that they have nerfed the damage output we do it easier than Northrend Beasts. On 25 you need to keep interupts on the healers and keep big nasties like the DK and Warrior away from the raid as much as possible. After that it is just an endurance fight as you drop them one by one.
Hendrata Oct 8th 2009 4:12PM
I have a potentially stupid question. Why are their health pool like 400k? So, in 10 man, there are 10 of us with 20-40k health, so that's 400k AT MOST, which equals to the health of 1 of them, and there are 6 of them. Their healing power is scaled to their health pool too. Their DPS isn't. Meaning they still do the same normal damage to us. For example, they don't hit for like 250k per swing.
But if this is supposed to mirror Arena, then why not have 10 of them against 10 of us, with totally similar numbers? As in, their tanks can have 40k health but their healers have 20k each. And then their healing output similar to ours etc, because that's what would happen in a true 10 v 10 Arena match, before any resilience effect anyway.
machoflaco Oct 8th 2009 4:38PM
I wish... That would make this encounter too easy. If all dps focused on a enemy with 20k health, then he'd be dead in seconds.
Hendrata Oct 8th 2009 5:11PM
But isn't that what happens in Arena now? I don't mean to sound sarcastic, but really, in 5v5, if everyone focus fire on an enemy with 25k (say a healer in full Furious gear), won't he be dead in seconds? But the answer is no, because
1. the other 4 people in his team will help with CC to peel your team off their healer.
2. the other 4 people in his team are equally focus firing on YOUR healer. So there's also a pressure for you to peel them off
3. That healer's sporting some resilience gear that gives him some mitigation. This mitigation is not ten-fold though.
So why can't this fight be tuned so that, even our dps focus on one healer, they will also focus on our healer etc. Give them slightly higher health pool (40k for their clothies, 60k for their plates) to compensate the fact that they don't have resilience. You can even bump them up slightly more (10k extra) for their lack of sophisticated AI, but certainly not 400k.
I guess at the heart of my post is just mathematical amazement, how come 10 ppl with 40k health or less can beat 6 ppl with 400k health each, where both sides use similar abilities. They're not even that stupid, they do CC, which is more than what most players can do.
theRaptor Oct 8th 2009 8:08PM
The AI is crap. That is there is too it. WoW's AI wouldn't pass muster in a modern single player game, and it is no where near good enough to simulate a PVP fight.
Al in SoCal Oct 8th 2009 6:35PM
I personally would love to be able to watch the faction champions fight themselves - horde vs. alliance.
Watch how the game plays my own character (resto shammy) - what spells they use, strategy, etc.
Who would win? Would anyone else like to see that?
Thx,
Al
CatFightRawr Oct 8th 2009 6:59PM
I did ToC10 for the first time this week (a little late lol)
and doing the bosses was a learnign experience until i got to these. We must have got the worst combo ever
Disc Priest, Resto Druid, Rogue, Lock, Enhance Shammy and Mage
we couldnt kill them all :
Bobby Oct 8th 2009 9:54PM
One thing I'd note is using only Druid healers can make it tough to complete this encounter. Not impossible but tough. My guild did it last night and we had trouble only on this fight because Druids mostly cast hots and when people were being focused it wasn't enough help. Either way I'd say to try to not have just 2 Druid healers if you are doing this on 10man.
Pantyraider Oct 11th 2009 8:44AM
I think they went too far with the damage nerf that they handed out to the NPCs on this fight. It wasn't difficult before, and now it's just super easy. It went from being a fun fight where you might actually have to interrupt casts, to just burn them down without a care.