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3.3 PTR Testing - Gunship Battle

  • Update #2: Like the EU testing, the US testing was plagued with an instance crash bug and has been cancelled. I'll work on getting more details for the encounter now.
  • Update: Recent In-Game Fixes - October 22nd

This is the US testing of the Gunship Battle on the PTRs. Expect the news to be updated quite a few times as the testing progresses with more information on the encounter. Join us on IRC if you want to discuss the encounter, have any information you'd like to share, or have a stream you'd like to have on the site.

Encounter Details


The encounter begins as your gunship pulls up next to the opposing faction's gunship. From here players take control of the cannons and fire at the gunship to reach the next phase of the encounter. When the other faction's gunship reaches 75%, a mage will freeze the cannons and begin to teleport NPCs over to your gunship.

At this point you must fight the NPCs on your ship, and also send some players over to the other ship by using jetpacks to kill the mage, which will allow your gunship's cannons to function again. For horde players you'll also need to contend with Muradin Bronzebeard if you're on the opposing gunship, and for alliance players you'll have High Overlord Saurfang attacking you. Whether they are actually killable is unknown, but they can be attacked.

I don't have any details on High Overlord Saurfang at the moment other than his health (4.8m), so I'll wait to add him... but I'm guessing he'll be similar to Muradin (or maybe exactly the same).

Muradin Bronzebeard
 Health: 4.8m (25) / ?? (10)  Damage: ?? (25) / ?? (10)
Abilities
Battle Fury
Increases all damage done by 6% for 20 seconds. Stacks 75 times. This is placed on Muradin's target and procs every time he hits them.
Cleave
Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets.
Alliance Gunship Cannon
These are the cannons players use to attack the other gunship. They work off of an "overheat" mechanic with a special resource bar. As you use your first ability your overheat bar fills up. If you fill it up completely it will lock the cannon for 5 seconds, preventing use.

Your second ability does damage in part based on the amount your cannon is overheated, so it's important to use ability #1 until you can't anymore without locking your cannon.
Abilities
Cannon Blast
Launches a cannonball at the target. Inflicts 500 Siege damage and generates 0 Heat.
Incinerating Blast
Consumes all of the cannon's Heat to launch a massive ball of fire at the target. Inflicts 1000 Siege damage plus additional damage per point of Heat.

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