Strategy: The Stone Guard

Morynne —  October 5, 2012 — 6 Comments

msv quillenThis is similar to Omnitron Defense System in that it’s a 4-mob encounter, but the quillen are far cuter than the golems!

  • Name: The Stone Guard (Amethyst, Cobalt, Jade, and Jasper Guardians)
  • Raid: Mogu’shan Vaults
  • Phases: One
  • Catch:
  • Tanks needed: 3 (assuming you’re doing 25m)
  • This guide is for the normal encounter.

Keep reading for how to deal with these four stone puppies.

First, let’s cover their abilities.

  • Amethyst Guardian – (purple) The Amethyst Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Amethyst Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
    • Amethyst Pool – The Amethyst Guardian creates a pool that inflicts 60000 (+ 4.2% of SpellPower) Shadow damage every 1 sec. to enemies who enter the area. Lasts 1 min.
    • Amethyst Overload – Upon reaching full energy the guardian overloads, inflicting 120000 Shadow damage to all enemies and interrupting Amethyst Petrification. The Overload does not free fully petrified enemies.
    • Amethyst Petrification – The Guardian attempts to turn its enemies to amethyst, reducing the Shadow damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.
  • Cobalt Guardian – (blue) The Cobalt Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Cobalt Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
    • Cobalt Mine – Launches a charged cobalt shard at a player’s location. After a 3 sec arming time, any player within 7 yds will detonate the shard, inflicting 92625 to 97375 Arcane damage and rooting all players within 7 yds for 6 sec.
    • Cobalt Overload – Upon reaching full energy the guardian overloads, inflicting 120000 Arcane damage to all enemies and interrupting Cobalt Petrification. The Overload does not free fully petrified enemies.
    • Cobalt Petrification – The Guardian attempts to turn its enemies to cobalt, reducing the Arcane damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.
  • Jade Guardian  (green) – The Jade Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jade Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
    • Jade Shards – The Jade Guardian fires shards of jade in all directions, inflicting 26125 to 28875 Nature damage to all players.
    • Jade Overload – Upon reaching full energy the guardian overloads, inflicting 120000 Nature damage to all enemies and interrupting Jade Petrification. The Overload does not free fully petrified enemies.
    • Jade Petrification – The Guardian attempts to turn its enemies to jade, reducing the Nature damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.
  • Jasper Guardian (red)– The Jasper Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jasper Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
    • Jasper Chains – The Jasper Guardian chains two enemy targets together. While the targets are over 10 yds apart the chains inflict 20000 Fire damage, increased by 10% for each second they remain apart. The chains will break if the targets remain apart for 15 total seconds.
    • Jasper Overload – Upon reaching full energy the guardian overloads, inflicting 120000 Fire damage to all enemies and interrupting Jasper Petrification. The Overload does not free fully petrified enemies.
    • Jasper Petrification – The Guardian attempts to turn its enemies to jasper, reducing the Fire damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.

Confused yet? I know that sounds like a lot.  It’s really not that bad.  The majority of the work is done by tanks, which have to taunt the doggies around.

How do you handle it? Well, you’ll start off the fight in a configuration similar to this:

stoneguard pull

Truly it doesn’t matter which dog is in what position.  Do what makes the most sense for your tanking situation.  Just keep in mind that the dogs will be moving around and taunted.

Each dog will go through a phase of being “active” applying their Petrification to the raid, which also mitigates the damaging abilities out their of their school of magic.  The trick here is that you let the dog get to Overload to prevent the full petrification stacks applying to the raid and wiping.

You want to be damaging one of the dogs that is grouped with a second dog — this allows full damage to be applied, since they take 75% less damage when they’re by themselves. Silly co-dependent dogs.

From Icy-Veins, here’s the best strategy to decide how the dogs are grouped:

The principle for managing the energy of Guardians optimally can best be summarised as always have the petrifying Guardian next to the Guardian with the lowest amount of energy.

The best strategy is to rotate the Guardians, always moving the petrifying Guardian next to the lowest non-petrifying Guardian. The ideal time to move the Guardians is every 25 energy in 25-man, and every 50 energy in 10-man and LFR.

Naturally, when you find yourself in a situation where the energy of the non-petrifying Guardian you are currently using is less than or equal to the energy of the other non-petrifying Guardian(s), you should maintain the status-quo, for convenience. This is because you will need to choose a non-petrifying Guardian to gain more energy than the other(s) anyway, so it might as well be the one you are currently next to.

Make sense?

stoneguard shift3stoneguard shift1stoneguard shift2As these dogs are being shifted around, they’ll be throwing out things on the floor.  Amethyst puddles, blue crystals and chains.  Avoid things that try to eat your feet, like most other encounters in WoW.  For Jasper Chains, group up with your chain partner and stick with them until jasper starts applying petrification and break it. (Some strategies just say live with the chains, that’s up to your raid)

The diagrams to the right are merely suggestions for positioning, but you can see that there are always 2 quillen grouped together.

The real trick to this fight is making sure you’re shooting the right dog.  They will move around a lot, so don’t tunnel and lose focus on what you’re supposed to be doing.

What does a Hunter need to know?

Stay out of things that are on the ground, like most other fights in the game.  If you get linked with a melee, you move.  It’s silly for a melee to sacrifice their DPS for them to move to you, who has no restrictions on where they can DPS. If you get linked with a healer, you move.  Don’t force a healer to stop healing to move.  You’ll die, or a tank will.  Neither one is an acceptable outcome.

The biggest fight you’ll deal with is trying to find a place to stand, and make sure you’re shooting the right mob.  Always, always always shoot one of the dogs that’s right next to another one.  Since their health pool is shared, it doesn’t matter which one that is.  This is worth looking into multi-dotting.  This is a really good idea — 4 mobs, shared health pool. That means you’ll have 4 serpent stings up at all times, which works out to quite a bit of damage.

Hunter Loot from The Stone Guard

Still having trouble? I don’t have a really good source for a video guide just yet, but when I do I’ll update.

Good luck!

Morynne

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Morynne is an avid hunter, and prefers Marksmanship. She has co-hosted the Hunting Party Podcast, and appeared on the Twisted Nether Blogcast. For more information, click here.

6 responses to Strategy: The Stone Guard

  1. My tanks are having issues with taunts (resists) and they tell me that is my fault. Stampede’s fault to be precise. My pet has growl turned off and and i’m using stampede glyph. Has anyone had similar issues?

    • That’s a new one for me. I’m surprised that even with Stampede glyphed with growl turned off they’re accusing you. Are there other hunters in your raid that might not be doing that?

      Bottom line, I doubt it’s you if you’re glyphed with growl turned off.

      • That’s what I thought, and what i repeatdly said, but trying to convince them is like hitting a wall with the head… The boss fell in the next attempt so all the wipes were my fault for the rest of the evening.

    • I have the same issue. If you use Stampede and your current target dies, It will continue to aggro the next closest target regardless if it is attacking you or not. I will usually set my pet to not attack anything a .5-1 second before the Stampede comes to an end, then target your next enemy and set your pet back to attack mode. You may lose a shot or two, but you may keep the tanks happy. Be sure to misdirect also. Happy hunting!

Trackbacks and Pingbacks:

  1. Marks365: Strategy – The Stone Guard (25 N) | WoW Hunters Hall - October 5, 2012

    [...] As these dogs are being shifted around, they’ll be throwing out things on the floor.  Amethyst puddles, blue crystals and chains. [...] Stay out of things that are on the ground, like most other fights in the game.  If you get linked with a melee, you move. . . . Read full article [...]

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