Quick-Read Tactics: Temple of the Jade Serpent Normal and Heroic – Anger and Strife, Champion of the Five Suns, Wise Mari, Liu Flameheart and Sha of Doubt

The Temple of the Jade Serpent is one of the first dungeons you’re likely to hit in Mists Of Pandaria. You’ll need to defeat the legendary Sha Of Doubt, recently reawoken by the Horde and Alliance conflict. Before that, though, you’ll need to fight your way past Anger and Strife, the Champion of the Five Suns, Wise Mari and Liu Flameheart. Don’t despair – MMO Melting Pot is here to help. Our quick-read strategies give you exactly what you need to conquer the Temple of the Jade Serpent: no big walls of text, just the facts, formatted for easy copy-paste to your party chat!

If there’s someone in your group who isn’t certain about the tactics, click in the text box below each boss to auto-select a single line of tactics. We’ve checked them to make sure they’ll fit in a single line of party chat. Then CTRL+C to copy it, go back into WoW, start Party Chat, and CTRL+V to paste all the tactics your group needs!

(On a Mac, that’s Command-C and Command-V)

Normal mode vs Heroic Mode – These tactics apply to both Normal and Heroic versions of this dungeon – Heroic version bosses simply have more health and do more damage.

Contents

Library Boss

The boss in the library is randomly chosen. It will either be Anger And Strife or the Champion of the Five Suns.

Anger And Strife

  • Switch DPS back and forth between the two bosses.
  • If your healer tells you to, stop DPSing to allow stacks to fall off.

[copypastaparty]Switch DPS back and forth between the two. If your healer tells you to, stop DPSing to allow stacks to fall off.[/copypastaparty]

Champion of the Five Suns

  • Kill Suns, then the Shas they turn into.
  • Then tank-and-spank the NPC.

[copypastaparty]Kill Suns, then the Shas they turn into. Then tank-and-spank the NPC. [/copypastaparty]

Wise Mari

  • Don’t stand in the water.
  • Avoid clouds on the ground.
  • Kill elementals, then in phase 2 run in a circle around the boss to avoid his cone attack.

[copypastaparty]Don’t stand in the water. Avoid clouds on the ground. Kill elementals, then in phase 2 run in a circle around the boss to avoid his cone attack. [/copypastaparty]

Liu Flameheart

  • Dodge fire waves, get out of fire trails.
  • Once the boss gets below 30% health, get out of green fire pools.

[copypastaparty]Dodge fire waves, get out of fire trails. Below 30%, get out of green fire pools.[/copypastaparty]

Sha Of Doubt

  • Blow cooldowns to kill adds QUICKLY.
  • Dispel debuffs.

[copypastaparty]Blow cooldowns to kill adds QUICKLY. Dispel debuffs.[/copypastaparty]

That’s it. Good luck!

If you’ve got any additions to our useful tactics, let us know in the comments! Please do share these guides with your friends and guildies – and if you encounter a new player who’d benefit from reading the guides, point them in this direction too.

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Is Guild Wars 2 Just A Zerg-Fest?

Guild Wars 2 doesn’t follow the Tank / Healer / DPS model of almost every other MMO. But some people claim that means it just ends up being a chaotic, tactics-free mess.

Are they right?

Syl at Raging Monkeys has been playing the Guild Wars 2 beta weekends, and she really doesn’t think they are. Indeed, she’s quite irritated at hearing the “it’s just a zerg-fest” argument repeated in forums, and today she writes a comprehensive examination of both how tactical GW2 is and how tactical other Holy Trinity games really are

“Already I cooperate more in GW2 than I ever did in WoW: thanks to the FFA, auto-join events I have joined and helped out more strangers than I ever did while questing in WoW. I’ve had a chat with a few who shared a quest spot with me and several whom I rezzed or rezzed me in return (fat chance on that in WoW). I don’t claim any of this was particularly coordinated or difficult (maybe the events aren’t supposed to be particularly difficult, anyone?), but at least it’s a change from the usual silent, solo routine I used to have in WoW. Plus, where more people group up there’s always an unpredictable element. It’s a little cynical to criticize auto-join grouping or lack of roles when the opposite did nothing at all to improve matters in the past. As for kill stealing, mob camping and loot rolling – needless to say I haven’t missed them one second! That’s when having less communication is actually a good thing (/ninja /doom /ragequit).

The real strategic and demanding encounters aren’t out there in quests or trivial group content – not in WoW and not in GW2. Quests and events are simply not very hard right now and things like cooperation and coordination live and grow under duress. I would claim that GW2 requires teamwork and strategy where it matters, just like WoW does too; in harder/heroic dungeon modes and in big scale raids or PvP/WvW. If you think it’s all a zerg there you are mistaken. You need strategy and communication to bring the trophy home, to win against opposing teams or survive tough encounters. Teamwork is very much alive even if it works differently in GW2. Plus, the game adds other tactical components, such as the whole dodge/positioning mechanics and making use of the environment. I’ve beat several tougher challenges myself only because of active movement and tactical positioning which is rather great considering I play a caster in GW2 (typical feet-of-stone classes in other MMOs).”

This is a really excellent, well-argued piece, and even if you don’t have a dog in this particular race, it’s worth reading just for Syl’s analysis of the teamwork required – or not required – by MMORPGs today.

Personally, I’ve only really played WoW as a Holy Trinity game since late Wrath – before that I ran a series of guilds designed to play the game exactly as it wasn’t meant to be played, and did most of the Vanilla dungeons as a two-man Ret Paladin / Hunter team – so I’m loving the idea that Guild Wars 2 actually encourages that kind of flexibility. Holy Trinity roles don’t encourage strategy, IMO – they merely make it more immediately apparent.

What do you think? Is GW2 a tacticless mess, or is it a refreshing change?

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WoW Philosophy Day

After the excitement of Kittengate, The Nerfbat, and similar things, the WoW community appears to be in a brief lull before whatever Blizzcon brings. And so, today everyone’s waxing philosophical, thinking about everything from the tank-healer relationship (I tank, and I date my usual healer, so this one’s close to my heart) to self-image, to prioritising winning over fun:

  • Windsoar at Jaded Alt is asking a question that’s sure to get a lot of strong opinions – is reading up on tactics for a fight pushing winning ahead of having fun in the game?“What is more fun that facing a new foe with a sense of mystery? Is it so bad to spend a night discovering for yourself what exactly is going on in a fight instead of relying on the experience of others to guide you? “
  • Vidalya at Manalicious is showcasing an old, but excellent post, on the nature of the tank-healer relationship and how to improve it“You look into each other’s eyes. You think to yourself, “Now here’s someone who would make a Last Stand for me.” They see a certain something in your gaze, a spark. You might even say a Flash of Light. “
  • And Tzufit at Tree Heals Go Whoosh is considering the moment you first realise you’re not good at an MMO, and how that sudden self-conciousness changes the game“ I have to assume that the majority of us had a moment like this, when we realized that this game was bigger than we anticipated and that we only knew the tiniest bit of what we should. “

Are tactics guides winning over fun? Does self-conciousness harm your game? And do you have an awesome heal/tank combo?

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How to improve your raid by AOEing them

I absolutely love the new post from Root and Branch today. We seem to be having a bit of a run of great posts on raiding, difficult raids, and how to deal with them – and Lara at R&B is chiming in with a couple of superb suggestions, including one that Rebecca and my own guild have done a bit of, but never taken nearly as far as Lara has:

Suppose we had a place in which players could practice moving, getting out of fire, interrupting casters, cleansing important debuffs, and keeping track of cooldowns, without dying a lot and paying expensive repair bills. Sound far-fetched? Well, you need not merely suppose, because several such places already exist within the game: The Ring of Trials in Nagrand and the Circle of Blood in the Blade’s Edge Mountains are two examples of open PvP arenas. Anybody who enters these arenas will be flagged for “free-for-all” PvP, which means, they can fight against any other player who is also flagged, even players of their same faction.

If you’re the kind of person who hates PvP, this may sound like a terrible idea to you, but bear with me for a moment. The beautiful thing about the free-for-all PvP arenas is that they permit you to stage controlled combat exercises against your own teammates. In short, the arenas give you a way to stage your own military-style “live fire” exercises.

We’ve tried this sort of thing without the PvP arena element, and it works incredibly well for rapidly improving everyone’s performance. The addition of the arena element is just genius – it gives you a way to “score” that can’t be cheated, and sounds like a hell of a lot of fun.

It’s worth noting that the post’s about more than this idea – she’s also got loads of good thoughts on the subject of practise, and how to get more of it. Overall, fantastic post – I’d recommend it to just about every raider out there, from the casual (these ideas are incredible for rapidly improving more casual players’ abilities) to the hardcore.

Do you think these ideas are useful? Have you tried stuff like this with your raid group? Let us know below!

_Quote taken directly from Lara’s article.

Find Root and Branch’s homepage at http://rootbranch.wordpress.com/2011/08/05/friendly-fire/_

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Firelands Boss Guides: Healing Shannox

Shannox, along with his two pet dogs, is one of the first bosses you’ll encounter in the new Firelands raids. Although not the hardest boss in terms of healing, Shannox will definitely require your healing team to be on the ball.

As you’ll see from our detailed guides to Shannox strategy, this is a two-phase fight. The first phase requires you to keep healing your assigned targets while avoiding Shannox’s traps. The second phase is a burn phase during which Shannox will be pumping out truly shocking amounts of damage. Your job during that second phase is to help your raid cling on to life until the DPS can take Shannox down.

A lot of the damage in this fight will be Fire damage, so fire resistance buffs are mandatory.

Starting positions

The fight consists of three mobs, all of whom you’ll be fighting at once. The main tank will be on Shannox, with the off-tank taking Riplimb some distance away. Rageface can’t be tanked, so he’ll be running amok through your raid. Spread out at the start of the fight. Ranged DPS will be doing the same.

Things not to stand in (spoiler alert – one of them is fire)

Shannox will regularly drop _Immolation Trap_s and _Crystal Prison Trap_s. Both of these look like standard Hunter traps, so they’re easy to spot. You should avoid standing in either of them. The _Immolation Trap_s will do fire damage, but the _Crystal Prison Trap_s will prevent you from performing any action at all until the rest of the raid frees you. Getting a healer caught in a trap like that can often mean an unexpected meeting with the spirit healer, so watch where you stand.

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Shannox will frequently throw his spear in the direction of Riplimb. Any player standing in that spot when the spear lands is dead, so move out of the way as soon as you see the indicator appear (it’s a big fiery circle on the ground).

Once the spear has been thrown, there’s a secondary effect – a lot of smaller, one hit only, fires on the ground. Avoid standing directly on those and they won’t trigger.

Healing the tanks

As well as regular melee damage, both tanks will quickly acquire the debuff Jagged Tear. Not only is this a DoT, it can stack, so you’ll need to be ready to compensate with sparkly feelgood green HoTs.

The tanks should be coordinating so that Jagged Tear drops off when Shannox throws his spear. This will give you a bit of breathing space , but be prepared for Jagged Tear to start stacking up again soon afterwards.

Healing the raid

Shannox does a Cleave attack, which in an ideal world shouldn’t hit anyone other than the main tank, but be prepared for melee DPS to be accidentally caught in the cone from time to time. You know what they’re like.

It’s also a good bet that some players will trigger an Immolation Trap, especially during the first few attempts at this boss. The trap will do immediate fire damage, plus additional fire damage over the next three seconds. It will also apply a debuff which lowers the target’s fire resistance.

When Shannox’s Hurl Spear ability lands, it’ll do a nasty 50k damage to everyone, which will need to be healed through. Watch out for the fiery explosions which come immediately afterwards, too, in case some raid members get caught out.

_Crystal Prison_s will be being triggered fairly regularly. Be aware that these block line-of-sight, so you may need to move to continue healing your target.

Off the leash

Rageface will be another source of continuous damage to your raid. He’ll target a random raid member and start to do serious amounts of damage. Your raid leader or healing leader will probably assign one healer specifically to track Rageface’s targets, and heal them through the damage.

Final phase

If everything’s gone according to plan, your raid will kill both dogs when Shannox is on about 35% health. At that point, Shannox will enrage. Expect the damage to the tanks to increase significantly. Your healing cooldowns should be saved for this phase if you possibly can. Coordinate with your tanks, too – they should be cycling mitigation cooldowns during this final phase.

Shannox will no longer be throwing his spear, but will instead regularly cast Magma Rupture, which does AoE fire damage and also increases the amount of fire damage taken. Be prepared for the main tank to die during this phase, even if your healing is top notch: it’s a difficult phase to endure unscathed.

That final phase can be a bit hair-raising, but if your DPS team are on the ball it shouldn’t last too long.

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Firelands Boss Guides – Shannox tactics

Welcome to the Firelands! It’s full of fire. You probably shouldn’t stand in it. The initial few bosses of the Firelands raid can be killed in any order, but the first one most raids attempt is Shannox. Tactics for this big bully and his fiery pets are simple, once you’ve got the hang of the fight mechanics.

Here’s our top tips guide to killing Shannox … and his little dawgs too.

Preparation

Shannox patrols throughout the middle area of the raid, with his two dogs Riplimb and Rageface. Before pulling Shannox, you should clear all the trash around the central area of the map.

You’ll need two tanks for this fight; one for Shannox and one for Riplimb. Rageface can’t be tanked – he’ll attack raid members at random, and generally cause a nuisance.

Things not to stand in

Shannox will regularly drop traps on the ground. These should be avoided at all costs. There are two types of trap – _Immolation Trap_s and _Crystal Fire Trap_s. Importantly, Shannox is not a very considerate pet owner, so his traps can (and will) affect Riplimb and Rageface as well as affecting players. Each trap will only affect one player (or dog), so once triggered will do no further damage.

_Immolation Trap_s cause fire damage. _Crystal Prison Trap_s encase their target in a crystal block, rendering the target incapable of performing any action until freed. If a raid member accidentally becomes trapped, DPS should switch to free them. The crystal prisons have a high health pool, so it’ll take several seconds of sustained DPS to destroy them.

Shannox will also regularly throw his spear to somewhere near Riplimb. Any player caught by the spear when it lands will be killed outright, so be sure to move away as soon as you see the indicator appear. It takes the form of a big red circle on the ground, and it’s easy to spot.

Once the spear throw has gone off, the ground will be covered with lots of little fiery explosions. They appear in a spiral pattern emanating from where the spear landed. Make sure not to be standing on them. Note that they don’t have any AoE effect, so there’s no need to move away from the spiral completely, just be sure not to be standing directly on one of the small fires.

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Playing dog-catcher

The sight of Shannox’s spear flying over his head is too much for Riplimb, and his doggie instincts take over. He’ll stop what he’s doing to chase the stick, grabbing it in his mouth and running back to Shannox to return it. You should spoil Riplimb’s fun by trapping him in a Crystal Prison Trap, thereby allowing your tanks a precious few seconds’ relief from the Ragged Tear debuff that both Shannox and Riplimb apply. Check out our detailed guide to tanking Shannox for more information.

Balancing act

Your eventual aim is to kill both dogs at roughly the same time. To complicate matters even further, you need to do this when Shannox is at about 35% health. Have your DPS switch targets if necessary to balance it out.

If Shannox dies before the dogs, the dogs will enrage and wipe the raid. If the dogs die before Shannox, Shannox will also enrage – but this at least is just about manageable. Each doggie death will give Shannox a 30% boost to his damage and a 30% boost to his attack speed – he really loved those dogs. Once the dogs are dead the fight becomes a classic burn phase – DPS hard, and let your tanks and healers cycle mitigation cooldowns to keep the tanks alive. Obviously, this is the time to call for Heroism/Bloodlust/Timewarp.

Dealing with Rageface

Rageface is one of those annoying, yappy dogs that runs round the room wanting to make friends with everyone. Once Rageface has picked his target the only way to distract him is giving him a firm, hard smack on the nose. In this case, the smack needs to take the form of a 30k crit. Unless and until Rageface receives 30,000 points of damage from a single blow, he’ll continue to maul the poor unfortunate soul he’s targeted. Luckily, while he’s doing so he gains a debuff which makes each shot that lands on him much more likely to be a critical.

Summary

The two keys to this fight are ensuring that all raid members avoid the various nasties on the floor, and making sure that your tanks manage to drop their stacks of Ragged Tear regularly. Once you’ve got those two tricks mastered, the fight becomes quite an easy one.

Why not check out our dedicated guides for Shannox melee DPS, Shannox as ranged DPS and healing Shannox?

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Firelands boss guides: Shannox – Ranged DPS duties

The first boss you’re likely to encounter in the Firelands raid is Shannox. Ranged DPS have an easier job in this fight than healers or tanks, but it can still be a little tricky to figure out the mechanics of this fight.

First of all, take a look over our guide to Shannox tactics to give you a good idea of Shannox tactics. You’ll see that your primary job is to avoid traps, and your secondary job is to focus DPS on your assigned target.

Initial positioning

You’ll most likely have two tanks for this fight – one on Shannox himself, and one on Riplimb. Rageface (Shannox’s other dog) can’t be tanked and is going to be a constant pain in the neck for you throughout this fight – perhaps even literally.

Once the tanks have positioned Shannox and Riplimb, spread out. The healers will be doing the same, so coordinate your position relative to the rest of the raid.

Your raid leader will assign a DPS target for you. This is most likely to be Riplimb, but you may be asked to DPS Shannox instead. Either way, this target will be your sole target for most of the fight – there’s very little target switching required.

Don’t stand in the … well, you get the idea

Your primary task during this fight is to avoid the traps that Shannox regularly drops. This takes priority over everything, even DPS. The traps in this fight look like standard Hunter traps, and are easy to spot.

There are two types of trap. The first is an Immolation Trap, which will burn your lovely shoes right off if you stand in it. It’s not an instant kill, but it throws out some nasty damage, and you’ll have a ‘fire hurts more’ debuff at various points during the fight, so be nice to your healers and don’t stand on the fire traps.

The second type of trap is called a Crystal Prison Trap, and is basically an ice-block. Stand on this nasty little device and it’ll encase you in crystal. You won’t be able to do anything at all until the crystal is shattered. That means that the rest of the raid will have to stop what they’re doing and DPS your prison to free you. The crystals have lots of health, so this is a distraction you don’t need.

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There’s another fight mechanic which effectively counts as a third type of trap. When Shannox throws his spear he’ll do colossal damage to anybody standing in the way. If you’re standing in the circle of fire once the spear comes down you’re virtually guaranteed to die. It’s easy to avoid – just look out for the big pillar of fire and make sure you step away from it as soon as it appears.

The secondary effect of Shannox’s spear throw is lots of little fires that appear on the ground after the spear throw triggers. There’ll be a lot of them, which can be quite panic-inducing the first time you see it, but – like the spear throw itself – they’re easy to avoid. They appear in a spiral pattern, moving outwards from the spear’s point of impact. Just make sure you’re not standing directly on one of them. They don’t have any AoE effect, so there’s no need to run right out of the spiral. Just move away from the individual fires.

The ‘hitting things’ part

Once you’re confident in your trap-avoidance skills, the actual DPS mechanics of this fight are pretty easy. Keep up sustained DPS on your assigned target, and watch the health meters of all three opponents. You’re aiming to kill both dogs when Shannox is on about 35% health.

Once the dogs are dead, Shannox will enrage and start doing very unpleasant things to your poor tanks. This is a classic burn phase, so DPS like a loon. Your big DPS cooldowns should all be saved for this phase. With a bit of luck, you should be able to take Shannox down before he turns the tanks into liquid smears of shame.

Here, boy!

If your single-target DPS is particularly hard-hitting, your raid leader may assign you to hit Rageface instead of Riplimb. Rageface can’t be tanked, and will regularly pick a random raid member to be mean to. Once Rageface has picked his target the only way to distract him is giving him a firm, hard smack on the nose. In this case, the smack needs to take the form of a 30k crit. Unless and until Rageface receives 30,000 points of damage from a single blow, he’ll continue to maul the poor unfortunate soul he’s targeted. Luckily, while he’s doing so he gains a debuff which makes each shot that lands on him much more likely to be a critical.

If you’ve been assigned to Rageface-distraction duty, your job is to hit him with a high-damage strike as soon as he picks a new target. After that, you can kite him until he picks a new target, then repeat the process.

Extra credit

When Shannox throws his spear, Riplimb will grab it and run back to Shannox to return it. If you have any slowing abilities, this is the time to use them. Riplimb can be slowed, and doing so will really help your tanks.

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Firelands Boss Guides – Shannox Tanking Tips

The first boss you’re likely to encounter in the new Firelands raid is Shannox. Tanking Shannox and his pets can be very challenging, but our tanking guide will help you along.

If you haven’t already done so, check out our guide to Shannox tactics, which will give you a good grounding in the basics of this encounter. Like the rest of the raid, you too should avoid the traps that Shannox throws down.

Of the three mobs in the encounter – Shannox, Riplimb and Rageface – only Shannox and Riplimb can be tanked. Rageface has no aggro table and will attack random raid members throughout the fight.

Shannox and Riplimb will both repeatedly apply a debuff, called Jagged Tear. This is a standard bleed effect, and it stacks. Managing Jagged Tear is the main challenge for tanks in this fight.

Both Shannox and Riplimb are immune to taunts, so you’ll have to build up threat the old-fashioned way.

The main tank role – getting all up in Shannox’s face

The main tank will be tanking Shannox himself. Position in standard raid boss style: in the center, towards the back, facing away from the raid. Maintaining a predictable facing for this boss is particularly important, as he cleaves in a 120° cone in front of him. Don’t let him hit the squishies.

Shannox will regularly throw his spear to somewhere near Riplimb. When this happens, he will be unable to reapply Jagged Tear until Riplimb runs back to him with the spear. This is the only opportunity you’ll have to allow your stacks of Jagged Tear to fall off.

He’s probably more scared of you than you are of him – off-tanking Riplimb

The off-tank task in this fight is to keep control of Riplimb. Riplimb should be tanked some distance away from Shannox, but be careful not to get too far. Further than 60 yards will cause both Riplimb and Shannox to enrage – something which can be firmly classed as a Bad Thing. Ideally, you want to position Riplimb just next to – but not on – a Crystal Prison Trap.

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The trick to this fight is to balance the stacks of Jagged Tear. Riplimb will continue to apply this debuff to you at all times, except for when he returns Shannox’s spear. You need to slow him down as much as possible at that point, so that you and your fellow tank get the maximum amount of ‘downtime’, allowing your stacks of Jagged Tear to fall off.

The first, and most important, way to slow Riplimb is to trap him in one of Shannox’s _Crystal Prison Trap_s. As soon as you see the red circle appear, indicating the target area for Shannox’s Hurl Spear ability, kite Riplimb into a Crystal Prison Trap (being very careful not to trigger it yourself). If you’ve positioned Riplimb correctly, there should be a suitable trap very near to you.

Riplimb will find his own way out of the trap after 10 seconds, at which point he will head back to Shannox. Slows can help here – Chains of Ice from a Death Knight, for instance.

When Riplimb has returned the stick – sorry, spear – he’ll go back to attacking the raid. Hopefully, you’ll still be at the top of his aggro table so he’ll run towards you. At this point, abilities which put distance between you and Riplimb (Heroic Leap, for example) are useful. Just be careful to keep him within the 60 yard range.

Alternative Tank-swap strategy

An alternative strategy is to have one tank take on both Shannox and Riplimb at the same time. Once Jagged Tear reaches about 8 stacks, swap to the other tank. Since both mobs are immune to taunt, this strategy requires some serious tanking skill, but it can make things easier for your healers.

The horrible bit at the end during which you’ll probably die

The DPS will be aiming to kill both dogs when Shannox is on about 35% health. Each canine fatality enrages Shannox, to the tune of an extra 30% damage and an extra 30% speed. Once that kicks in, he will hit like a truck that has won the Which Truck? Best Truck To Hit Like award three years running. There’s no getting away from it: this is gonna hurt.

You should try to save your mitigation cooldowns for this final phase, and coordinate cooldowns with your healers. You won’t have to worry about Hurl Spear any more, but Shannox will more than make up for that by repeatedly slamming the spear into the ground instead, doing large amounts of AoE fire damage and applying a debuff that increases fire damage taken.

Grit your teeth and take the pain, and it’ll soon be over.

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Firelands Boss Guides: Shannox – Melee DPS tactics

The first Firelands boss most raids will tackle is Shannox. Melee DPS, frankly, have it easy for this fight, so there’s no excuse not to be on top form. Take a look at our general guide to Shannox tactics, then come back here for specific melee DPS tactics.

Initial positioning

As melee DPS you’ll be focusing all your attention on Shannox himself. Ignore the two dogs unless your raid leader specifically tells you otherwise. Your job in this fight is to avoid Shannox’s Cleave attack, avoid the traps he regularly drops, and hit him with your big weapon of choice – in that order.

Yes, Shannox does have a nasty cleave attack which will hit any target in a 120° arc, so your first priority should be to make sure you’re standing behind him. Your tank shouldn’t need to turn Shannox once the fight starts, so get yourself entrenched right behind his fiery rear end and prepare to do some damage.

Avoid the traps

Your primary task during this fight is to avoid the traps that Shannox regularly drops. This takes priority over everything, even DPS. The traps in this fight look like standard Hunter traps, and are easy to spot.

There are two types of trap. The first is an Immolation Trap, which will burn your lovely shoes right off if you stand in it. It’s not an instant kill, but it throws out some nasty damage, and you’ll have a ‘fire hurts more’ debuff at various points during the fight, so be nice to your healers and don’t stand on the fire traps.

The second type of trap is called a Crystal Prison Trap, and is basically an iceblock. Stand on this nasty little device and it’ll encase you in crystal. You won’t be able to do anything at all until the crystal is shattered. That means that the rest of the raid will have to stop what they’re doing and DPS your prison to free you. The crystals have lots of health, so this is a distraction you don’t need.

There’s another fight mechanic which effectively counts as a third type of trap. When Shannox throws his spear he’ll do colossal damage to anybody standing in the way. If you’re standing in the circle of fire once the spear comes down you’re virtually guaranteed to die. It’s easy to avoid – just look out for the big pillar of fire and make sure you step away from it as soon as it appears.

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The secondary effect of Shannox’s spear throw is lots of little fires that appear on the ground after the spear throw triggers. There’ll be a lot of them, which can be quite panic-inducing the first time you see it, but – like the spear throw itself – they’re easy to avoid. They appear in a spiral pattern, moving outwards from the spear’s point of impact. Just make sure you’re not standing directly on one of them.

Remember – none of these do any AoE damage, so they’ll only ever affect one person. It’s also worth noting that the _Immolation Trap_s and the _Crystal Prison Trap_s can be disarmed by Rogues. Rageface and Riplimb can be affected by the traps, so you normally want to keep them all in place, but occasionally it might be worth disarming a trap which is in an awkward place, or which is in danger of hitting a tank.

The moment you’ve been waiting for

Your aim in this fight is to kill both the dogs when Shannox is at about 35% health. When that happens, he’ll enrage and start to give your tanks a very bad day. That’s your time to shine. Turn the DPS dial up to 11 and pop every cooldown in your arsenal. Burn, burn, burn – you need to kill Shannox before he kills your tanks (and shortly thereafter, you).

This fight is all about awareness. Watch out for the traps and you should be fine.

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Dreambound: How Do We Learn?

Kae at Dreambound is examining the various ways that people learn – including while playing games. She acknowledges the fact that all of us learn in different ways and what works for one person might not work for the next.

This is an excellent primer for anyone playing a teamwork game but especially so for WoW players given we’ve just been handed new content to bash our collective heads against.

Why is this important for gaming? Encounter strategies, learning your class, learning how to play: how information is presented to you will impact how well you understand the material, which in turn impacts performance. If you know you won’t learn as well with one method, seek out material that is presented in a way that is easier for you to understand.

As a side benefit, understanding these learning methods impacts other areas of your life, including schooling and career. I’m a firm believer in “never stop learning,”

Kae takes a solid look at the three main ways of learning: visual, audio and tactile. In each case she gives examples of what works for learning in that method, such as different fonts and diagrams for folks who learn visually. And she rounds off each section with a summary of how types of learning aid can help or hinder each method.

Kae’s post is food for thought for anyone doing team-related content to see how they fit into the learning scale. It’s even more important for those leading that content.

If you’re preparing your friends or guildies for the new heroics or raids, take a look at Kae’s post and have a think how you might be able to adapt your fight explanations to help your team learn faster.

How about you – what sort of learning works for you?

_Quote taken directly from Kae’s post

You can find Dreambound’s homepage here_

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