- Author: lettara
- Date: June 27, 2023
- Updated: June 27, 2023
- Expansion: WotLK Classic
ToC Achievement Guide
Hatred trumps tradition in this tournament. The Alliance and Horde clash in a PvP battle to the death. Triumph over the opposing group to prove that your faction is deserving to lead the fight versus the Lich King.
Role Summaries
- AoE damage is reduced by 75% so do not use spells such as Seed of Corruption or Mind Sear.
- Make sure that you are always attacking the proper kill target.
- Make sure to appropriately use your defensive CDs and CC abilities.
- Keep and eye on your health and react quickly when focused.
- All crowd control operates how it would in PvP. For example, Polymorph lasts 10 seconds instead of 50.
- All Crowd control is effected by diminishing returns. For example, the first time Polymorph is cast on an enemy it will last 10 seconds, but subsequent applications will only last 5 seconds, 2.5 seconds, and then the mob will become immune.
- Maintain as much distance from melee DPS Champions as possible.
- When being focused by a melee DPS use everything at your disposal to kite and live.
- Know that using crowd control abilities may trigger the enemy AI to attack you.
- Be ready to react quickly if a melee DPS Champion is focusing you. It is okay to stop DPS on the kill target if it means mitigating your damage taken. Hit anything you can in the meantime.
- Know that using crowd control abilities may trigger the enemy AI to attack you.
- Enemy casters will be interrupting you very frequently. Prioritize instant casts such as Holy Shock and Swiftmend if someone is in imminent danger.
- If you must cast, try to be as far away from enemies as possible. If that is not possible, call for an Aura Mastery + Concentration Aura.
- While a tank is not conventionally used at all here, there are strategies that can benefit from the presence of a tank. If you are employing the ‘death ball’ strategy (explained below), the tank should be the one that engages the enemy Champions. If you are the only target close to the Champions, most of them will attack you exclusively.
- Rotate defensive cooldowns and crowd control abilities to survive and hold aggro.
- On normal mode you are able to (briefly) taunt enemy Champions. On Heroic they are immune to taunt.
- Have some sort of addon or weakaura that can put an aggro glow around your raid frame when a player has aggro. Announce to that player that they’ve pulled aggro so they can react as quickly as possible.
- Call for Divine Sacrifice or an Aura Mastery + Concentration Aura when player(s) are at risk of death.
- Announce when dangerous Champions are free of CC. Assign a player to CC them if it was not done pre-pull.
- Plan out your kill order as far in advance as possible, but be open to spontaneously changing the kill order if a dangerous Champion is free of CC and wreaking havoc on your raid.
Champions
Raid Composition & Preparation
Heroic Mode
Like every Trial of The Crusader boss, the Faction Champions health has been increased by 30% in the Heroic version. Aside from this the fight is very similar to normal mode, except that the Champions cannot be taunted.
The Pull
Regardless of strategy, there are two things you’re going to want to do to initiate the fight:
- Death Grip your kill target as far away from the rest of the Champions as possible. Use a chain of two, or even three Death Grips if possible.
- Have a player run in and use an AoE CC ability such as Psychic Scream, Shockwave or Hungering Cold to force the enemy team to use their PvP trinkets.
- Use Bloodlust / Heroism & all DPS cooldowns immediately. The faster you kill a Champion the easier fight gets.
Positioning
Standard Positioning:
The stereotypical positioning for Faction Champs is more or a less free for all, where every player attempts to kite melee Champions and range caster Champions. Occupying a large portion of the arena means that melee Champions need to move further away to reach a raid member, so try and stay spread out.
Death Ball Strategy:
The fastest kills of Faction Champions will implement a ‘death ball’ strategy in which very little CC is used and most Champions are cleaved and multi-dotted down simultaneously. To pull off this strategy, follow this order of operations:
- Have all DPS start on the opposite side of the room of the Faction Champions.
- Death Grip a healer as far away from the other Faction Champions as possible right as the fight starts.
- Have a tank run in and draw the attention of the Champions. If everyone in the raid is extremely far away (>40yards), the Champions will opt to attack the nearest target instead of pursuing a distant raid member. This effect will be even greater if the Champions are slowed via Frost Trap or Chilblains.
- Death Grip a second healer as far away from the other Faction Champions as possible when the first healer hits ~20% health.
- Once two healers are dead, have the raid advance on the clump of enemy Faction Champions. Melee should run in and start attacking/cleaving the 3rd healer. This creates the “death ball”, where there is a large group of enemy Faction Champions and friendly melee DPS. The ranged should continue to stand as far as possible while still being able to attack comfortably.
- If any targets escape the death ball they should be CC’d until they are able to be Death Gripped back into the clump.
The Fight
Put raid markers on every target and assign both a kill order and crowd control assignments.
Kill Order
When it comes to kill order, there are two schools of thought:
You can either kill healers first which will shorten the length of the fight, or you can take out the most dangerous DPS Champions first.
Most Dangerous DPS Champions:
Champion | Danger Level |
Rogue | S |
Warrior | S |
Hunter | A |
Enhancement | B |
Death Knight | B |
Retribution | B |
Warlock | C |
Shadow Priest | C |
Mage | C |
Boomkin | D |
The DPS higher on the above list should be killed early and CC’d as much as possible.
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