Gunship Battle Pre-Release Strategy

Tags: battle, boss strategies, gunship, gunship battle, icecrown citadel, ptr
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This strategy is out of date and some of the information may be incorrect. It was written for the 3.3.0 patch (released 08 Dec 2009). The current patch is 3.3.2.
Boss: Gunship Battle
Zone: Icecrown Citadel
Modes: 25N
Type: Normal boss kill
Dethkrik
<War Machine>
16 guides
Created: 04 Dec 2009
Updated: 38 weeks ago
PTR Strategy

Overview

Abilities
Gunship Cannons
Cannon Blast
Launches a cannonball dealing 1k damage and building up 6-10 heat.
Incinerating Blast
Deals 1k Fire Damage and additional Fire damage for each point of heat.

Defending Unit Abilities
Shoot - Rifleman Ability
Deals 5.7-6.3k physical damage.
Rocket Artillery - Rocketeer Ability
Inflicts 6.3-7.7k Fire damage to players and Siege damage to the enemy gunship.

Invading Unit Abilities
Bladestorm - Sergeants
Inflicts weapon damage to up to 4 nearby targets every 1 second for 6 seconds.
Wounding Strike - Sergeants
Inflicts 200% weapon damage and reduces all healing done to the target by 25% for 10 seconds.

Shared Invading and Defending Unit Abilities
Experienced - Increases damage by 30%, and attack and casting speed by 20%. Applied if a soldier has been alive for more than ~20 seconds.
Veteran - Increases damage by 60%, and attack and casting speed by 40%. Applied if a soldier has been alive for more than ~40 seconds.
Elite - Increases damage by 120%, and attack and casting speed by 80%. Applied if a soldier has been alive for more than 60 seconds.
Desperate Resolve - Increases armor and attack speed by 60%. Applied when a soldier's health gets below 20%.

Captain Abilities
Battle Fury - Captain
Increases all damage by 10%, stacking. Lasts 20 seconds, refreshed with each stack. Applied every time Saurfang or Muradin strike a target.
Cleave - Captain
Inflicts 110% weapon damage to up to 3 targets in front of Saurfang of Muradin.

Battle-Mage Abilities
Below Zero
Freezes the enemy gunship's cannons, rendering them inactive. Channeled spell. Cannot be interrupted.

Raid Composition

Tanks:2
Healers:Any
Melee:Any
Ranged:Any

At least 2 tanks, one for defending and one for tanking the enemy captain. Besides that nothing very strict is required.

Strategy

To start off, before starting the event everyone should talk to the Goblin and get their jetpack. It is a shirt slot item that has an on use ability that will launch you into the air. Everyone should place it somewhere on their hotbar for easy use during the encounter.

Once everyone is ready 3-4 people should be selected to man the cannons. The cannons are how you win the battle. There are 2 cannon abilities and a resource: heat. The first ability is Cannon Blast which deals 1k damage to the enemy ship and builds 6-10 heat. The second ability is Incinerating Blast which deals 1k damage plus additional Fire damage for each unit of heat. Heat scales from 0-100, however if the heat level actually reaches 100 the cannon will overheat and shut down for 5 seconds not allowing you to fire, so it is best to use Incinerating heat at 90+ to avoid overheating.

The tanks will have 2 jobs, tanking the enemy Captain and tanking the mobs coming through the portal over the deck of our ship.

The enemy Captain has a stacking buff called Battle Fury that stacks each time he hits the tank, increasing his damage by ~5% for 20 seconds. For that reason the tank on the Captain should be a high avoidance tank. If the stacks start getting too high and the tank is taking too much damage, everyone must leave the enemy ship for ~20 seconds to let the stacks drop off. DPS should ignore the enemy captain (some guilds on the PTR have even reported trying to take him down and him enraging and wiping the raid when he got low on health).

The tank picking up the invading mobs must simply keep them grouped up to be DPS'd down.

DPS is also split into two groups, one to defend and one to attack.

The defending group should be ranged dps, both because of the Sergeants Whirlwind ability and because they can dps the Rifleman across the gap when things are slow.

The attacking group must work on killing off the Rifleman and Rocketeers asap, in order. The stacking experience buff makes them stronger as time goes on so new spawns should be ignored in favor of finishing off older mobs.

It is possible to heal the tank on the enemy ship from the home ship if the tank pulls the Captain close to the edge. However, the healer, along with everyone on the home ship, needs to careful to avoid the rockets. Their landing spot is marked by a flashing yellowish mark on the ground. They take anywhere from 4-6 seconds to reach their target so there is more than enough time to avoid them.

Every 25% a Battle-Mage will walk to the center of the enemy ship and channel Below Zero which freezes out the cannons making them unusable. All units on the enemy ship should switch to the Battle-Mage, as well as the people who were in the cannons to burn it down as quickly as possible. Once it is down the cannoneers return to burning down the ship and the dps returns to killing Rifleman and Rocketeers.

That is it, just rinse and repeat until the enemy ship is down.

General Tips

Achievements
I'm on a Boat - Meta Achievement
Claim victory in the Gunship Battle without any raid member visiting the enemy gunship more than once in 25-player mode.

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