ICC Raid Guide

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Duces
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ICC Raid Guide

#1 » Post by Duces » 28 Feb 2013 19:08

Whats up guys its Who/Duces/Cav I have been raiding icc for a few years and its time i share some knowledge on the bosses and mechanics. Once you break down the fights they are ridiculously easy i guarantee you raiding will be a breeze especially with the buff.

If you have a problem with the guide send me a pm on the forums and ill make changes.




Videos for the lazy
http://www.youtube.com/watch?v=L_0n38eM ... 4988E20F51
understand these fights are with no/5% buff so pay attention to the strat not the dps :?

I recommend you download DBM its not needed but it makes things easier http://www.curse.com/addons/wow/deadly-boss-mods/447605


The Lower Spire


Lord Marrowgar
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Image
Health:


10 Man: 6M
10 Man Heroic: 10M
25 Man: 23M
25 Man Heroic: 31M
Enrage: 10min spikes>boss


Abilities:

Saber Lash - Inflicts 300% weapon damage (200% in 10 man) split evenly between the target and its 2 nearest allies.
Coldflame - Inflicts 6,000 Frost damage every 1 second to everyone standing in it
Bone Spike Graveyard - Impales 3 random players (1 in 10 man) in a Bone Spike, which does 9000 physical damage and then 10% of their maximum health every second until destroyed. Bone Spikes have 63,000 health on 25 man, 39,000 health on 10 man.
Bone Storm - Attacks nearby enemies in a whirlwind of bone. Does more damage the closer you are to him, about 6000 damage every 2 seconds on top of him, 800 damage when far away.

The Fight:

Saber Lash

Marrowgar's first trick is that he does often 300% weapon damage (200% in 10 man) to the tank, but split among 2 others nearby him. So it's similar to Mother Shahraz, you'd want 2 other tanks to stand stack with your MT to simply soak. Possible with 2 tanks, just know that there'd be spiked up damage instead of "normal" looking damage.

Let your tanks do the pull, make sure they're the first ones there. And the rest of the raid, don't be anywhere near them.


Coldflame

Marrowgar will spawn these doomfire like things. It's a trail of flame (frost) that you don't want to stand in. But the simple part is that it only goes out in a straight line. So fairly easy to dodge by just strafing to the side if one heads towards you.

The raid itself can avoid most if not all the Coldflames if they stand inside his gigantic hitbox. Hunters are out of luck though. The fires appear to spawn just outside his hitbox and shoots outward, so the inside is never hit.



Bone Spike Graveyard

Marrowgar will impale 3 random non-tank players (1 in 10 man) doing 9000 physical damage to them, then it takes 10% of their hp per sec while they're in them. The only way to free them (no bubbles, no ice blocks) is to kill the Bone Spikes. They have 63,000 hp in the 25 man, 39,000 hp in the 10 man.

The dps should be switching to these and breaking them out asap. If the raid is grouped up together, stacking, it would help minimize any run time melee has to make.


Bone Storm

Marrowgar will start whirlwinding around. Think like Leotheras. Random no aggro targetting flying around the room. He chases about 4 different targets before stopping.

The entire raid will be hit, but the damage is based on proximity to him. If you're on top of him, about 6000 every 2 seconds. Further out in his hitbox, 4000 damage. Just outside even, 2000 damage. And about 800 damage if you're 30 yards out.

Also, Coldflame still occurs during this. As the raid is probably spread out, they'll fly out in more "random" directions. But it'll be 4 at a time from each of his "sides" when he stops a bit on his target of choice during the whirlwind.

Anyways, aggro is reset after this is finished, so dps hold back just a little until tanks reach him. Repeat the above stuff until Bone Storm occurs again.

Heroic: Bone Spikes will occur during this so have to switch to dps this phase too.



Heroic Mode Summary:

More damage, more HP obviously.

Coldflame now is more of a targeted flame. Still goes in a straight line, but not set 4 points from Marrowgar. So a bit harder to dodge, during whirlwind at least, you can still stack up to avoid it otherwise.

Bone Spike Graveyards will still occur during Bone Storms. Raid has to switch to kill them asap in both phases now.


For Bone Spikes, they're mostly ranged priority, the melee won't run into dps Bone Spikes, just handle whatever's near by, worry more about them after Bone Storm. Healers keep those up in the meantime, and BoP anyone spiked and bone stormed at the same time. Priority is survival.

In 25 man, the fight is more forgiving. You have more healers, more ranged, and more people Marrowgar can target to Bone Storm / Spike. Spread out a bit more, make sure healers and ranged are covered around the room. Again clump up as minimal as possible and heal / kill spikes when convenient. Survive!

Achievements

Boned 10points- Defeat Lord Marrowgar without any raid member remaining impaled for more than 8 seconds in 10/25-player mode.

This is merely a raid target switch check. Easily done if everyone switches. And if done like mentioned with most of the raid stacking up in the hit box, every dps should easily be able to reach a Bone Spike to kill asap.


Lady Deathwhisper


Image
Health:

10 Man: 3.3M (3.3M Mana)
25 Man: 13.4M (14M Mana)
10 Man Heroic: 6.7M (7M Mana)
25 Man Heroic: 27M (17M Mana)
Enrage: 10 min adds>boss

Abilities:

Mana Barrier - Envelops the caster in a powerful barrier that continually replenishes any lost health, at the expense of the caster's mana. Instant
Dominate Mind - Mind controls the target. Damage increased by 200%. Healing increased by 500%. Lasts 20 sec. Unlimited range. Instant
Death and Decay - 3000 Shadow damage inflicted every 1.0 sec to all targets in the affected area for 10 sec. 100 yd range. Instant

Phase 1 Only:

Shadow Bolt - Inflicts 9188 to 11812 Shadow damage to an enemy. 100 yd range. 2 sec cast
Dark Empowerment - Empowers the recipient, causing them to gain additional abilities.

Phase 2 Only:

Frost Bolt - Inflicts 44850 to 47150 Frost damage to raid and reduces movement speed by 50% for 4 sec. 40 yd range. 2 sec cast
Vengeful Spirit - Deathwhisper summons a Vengeful Spirit. Vengeful Spirit persues a player for a short period of time. If caught, they will explode for 17370 to 18630 Shadowfrost damage to the target.
Touch of Insigificance - Reduces the target's threat generation by 20%. Instant. Stacks to five. Lasts 30 seconds.

Cult Adherant (Reanimated Adherant):

Frost Fever - A disease dealing Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 14% for 15 sec. Unlimited range. Instant
Curse of Torpor - Afflicts an enemy target with a curse that increases ability cooldowns by 15 sec. 100 yd range. 1 sec cast
Deathchill Bolt - Deals 8788 to 10212 Shadowfrost damage to an enemy target. 45 yd range. 2 sec cast
Dark Empowerment - Empowers the recipient's spells, causing them to deal area damage and making them uninterruptable. 200 yd range. 2 sec cast
Deathchill Blast - Deals 9250 to 10750 Shadowfrost damage to all enemies within 10 yards of the target. 45 yd range. 2 sec cast (cast under Dark Empowerment)
Shroud of the Occult - Envelops the caster in a powerful barrier that deflects all harmful magic, prevents cast interruption, and absorbs up to 100000 damage before breaking. Instant (cast under Dark Empowerment)
Dark Martyrdom - The caster surrenders to dark energies, exploding to deal 18000 Plague damage to all enemies within 15 yards, and leaving only skeletal remains behind. 200 yd range. 4 sec cast
Adherent's Determination - Nearly impervious to magical damage. 99% reduction. Always active (Only Reanimated)

Cult Fanatic (Reanimated Fanatic):

Shadow Cleave - Inflicts 15913 to 17587 Shadow damage to enemies in front of the attacker. Melee range. Instant
Necrotic Strike - Strikes an enemy with a cursed blade, dealing 70% of weapon damage to the target and inflicting a lasting malady that negates the next 15000 healing received. Melee range. Instant
Vampiric Might - Empowers the caster with dark might, increasing all damage dealt by 25% and heal the caster for 300% of his damage dealt. Instant (cast under Dark Empowerment)
Dark Martyrdom - The caster surrenders to dark energies, exploding to deal 18000 Plague damage to all enemies within 15 yards, and leaving only skeletal remains behind. 200 yd range. 4 sec cast
Fanatic's Determination - Nearly impervious to physical damage. 99% reduction. Always active (Only Reanimated)

Phase 1:

This fight is a bit like Akama or M'uru. In which most of the hard part is to deal with adds. Then an easier part burning the boss down.

Positioning

The raid should all stand behind her up on the platform, on top of the stairs. This allows everyone to be relatively close for ease of target switching and healing. Also if you stay above, it forces Line of Sight to get the adds to come to you. The raid can position themselves behind her before the pull if you hug the walls (think Morogrim).

Mana Barrier

When pulled, she'll put up a Mana Barrier. Which means all damage done to her will instead drain her mana. This marks Phase 1. Deplete that mana to start Phase 2. There is no aggro in this phase, your dps can go all out on her inbetween adds.

Shadow Bolts

Meanwhile she just randomly casts Shadow Bolts to people in the raid. Something to heal through. This is only in Phase 1.



Dominate Mind

In 25 man only, she will occasionally mind control people. The usual doing more damage and healing and growing real large. Like Kel'thuzad thing. CC those people. Don't kill them.

Heroic: In 25 man she'll MC 3 people at a time. In 10 man, she will MC 1 person.

Death and Decay

She will be randomly dropping green puddles of do not stand in void zones shit. Obviously, do not stand in them, they can really hurt.



Adds

On either side of the room, in those glowing alcoves, adds will spawn. One from each, so 3 from each side total. Alternating type of adds, that is, it'll be Fanatic, Adherent, Fanatic on one side, and Adherent, Fanatic, Adherent on the other side.

In 10 man, only 1 side will spawn at a time, alternating. In 25 man, both sides spawn at the same time, with an additional one coming from the back (or the entrance where you came).

Use the platform LoS to bottleneck them to your raid. They continue to spawn on a timer throughout all of Phase 1.

Heroic: The waves come in faster and continue to spawn into Phase 2. Except, in 25 man, only 1 side at a time alternating, like how 10 man is. In 10 man, it's the extra add from the back that spawns, like how the 25 man has one.

Dark Empowerment

Deathwhisper will occasionally empower adds, giving them more and dangerous abilities (explained later).

Reanimate

She will also be able to resurrect the skeletal remains of adds. That is only those that died to Dark Martyrdom. This is something all adds can do, they randomly just explode leaving "skeletal remains" behind. These are the targets Deathwhisper can revive.



Cult Adherent

The caster type add that spawns. Does not need to be particularly tanked. Mainly casts Deathchill Bolt, which can be kicked or just healed through.

There's Frost Fever, a disease that slows attack speeds. And the most annoying move to your raid, Curse of Torpor. It's a 15 sec curse in which every ability you perform will be given a 15 sec CD. So if not careful, you'll lock out all your main abilities. Decurse it.

Last major thing is Shroud of the Occult in which he'll reflect all spells back, absorb about 100K of damage, and prevents interrupts. So this is where physical dps is best for this mob. But, if you are caster heavy, you can try to kill these before the Shroud is put up, which happens randomly.

Empowered Adherent

When empowered, he changes from casting Deathchill Bolts into Deathchill Blasts. This means his target receives aoe splash damage, so it's more dangerous. More important to interrupt, or burn through that Shroud so you can interrupt.

Reanimated Adherant

After being resurrected, it's basically the same abilities as a normal Adherent. Except, it is now 99% impervious to magic attacks. So physical dps have to take these down.



Cult Fanatic

These are the melee type mobs and must be tanked. It hits hard and cleaves, so tank and face away. Also does a Necrotic Strike, which negates about 14K of healing, think like Jaraxxus' Incinerate Flesh but without the time limit inferno afterwards and it's on the tanks.

Also does Vampiric Might increasing his damage by 25%, and heals for 300% of the damage it does, so that should be dispelled, or spell stolen, or something. Extra damage is always bad.

Deformed Fanatic

This is what happens when Deathwhisper empowers these adds. They hit really really hard now. But they also move slower. Your best bet is to start kiting these. Hunters or something or other. Ranged will want to switch and finish these ASAP.

Reanimated Fanatic

This time, they're 99% impervious to physical attacks. So your casters' turn to deal with these.


Phase 2:

Phase 2 will start the after you burn off all her mana. Aggro is reset, so have a tank be ready to pick her up. Would be ideal to push her over after adds are cleared inbetween add waves. Otherwise, clean up remaining adds before the raid deals with her.

She continues to have Phase 1 abilities such as Dominate Mind (if applicable) and Death and Decay. Only the Shadow Bolts stop and they change to the below abilities.

Frostbolts

The shadow bolts stop and frost bolts begin. These do about 50K unmitigated, and does not appear to be resistible. They are interruptable though. Set up your kick rotation to save your tank unnecessary damage.

Frostbolt Volley

The other thing he does. Not interruptable, basic raid wide aoe damage to heal through. And snares you too.

Touch of Insignificance

This kind of forces a 2 tank fight in Phase 2. It's a stacking debuff that reduces the tank's threat generation by 20%, stacks to 5.

Well it's not exactly a tank killer debuff, it will eventually make your dps pull aggro. It is one tankable if you have enough Tricks of the Trade, Misdirections, and aggro drops to carry your raid through it. Otherwise, trade taunts.

Heroic: She is not tauntable in heroic mode. This forces a more Gurtogg like tank switches. In that the dps have to stay below the threat of both tanks. Switch your MD's and Tricks to current tanks appropriately.



Vengeful Shades

She will begin summoning these ghosts. Similar to those ghosts you see that spawn after something dies and follows you around doing damage but you can't hurt them back. If you remember those, yea those.

Similar to that, the Shade will follow someone randomly. If it touches you, you get hurt. So run away to avoid damage.

Heroic: The Shades will not just hurt one person, but explode hurting everyone within 20 yards. This makes an emphasis on the target of the Shade to run the hell out of the raid and away from people.



That's it. Burn down her hp this time while dealing with the above abilities and you win.



Hard Mode Summary:

More health and damage obviously. In particular to note Death and Decay will really really hurt if you don't run out of it.

Add waves come in faster. Also they continue in Phase 2, but reduced in numbers. In 25 man, only 1 side will spawn at a time, alternating, similar to 10 man. In 10 man, 1 add continues to spawn from the back, similar to the extra add in 25 man.

In Phase 2 she is not tauntable. Tank switches must be done similar to Gurtogg, with dps staying below both tanks in threat. Using Tricks and MDs will help with that. It can be one tanked with enough of those to throw at your tanks if you're willing to try that.

The Vengeful Shades will do a 20 yard explosion instead of single target blast, so that guy has to run run run.

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Gunship


BUGGED WILL ADD IF IT IS EVER FIXED


Deathbringer Saurfang
Image
Health:

10 Man - 8M
10 Man Heroic - 12M
25 Man - 31M
25 Man Heroic - 44M
Enrage: 8min

Abilities: SAURFANG IS CURENTLY BUGGED AND IS SIMPLY A TANK AND SPANK. Info is here in-case he is fixed.

Blood Power - Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has. Instant
Blood Link - Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures. Instant
Call Blood Beast - Saurfang calls forth 5 (2 in 10 man) blood beasts every 30 seconds
Rune of Blood - Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5100 to 6900 health from an enemy target and heals Saurfang for 5 times that amount (gains 1 Blood Power per hit)
Boiling Blood - Boils the blood of an enemy, inflicting 9500 Physical damage every 3 sec for 24 sec, up to 6 players in 25 man (gains 1 Blood Power per tick)
Blood Nova - Blood explodes outward from a random enemy target, inflicting 10000 Physical damage to nearby enemies. (gains 2 Blood Power per target hit)
Mark of the Fallen Champion - Deathbringer Saurfang's melee attacks splash to the target, inflicting 3800 to 4200 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health. (20% in Heroic) This debuff is casted on a raid member each time Saurfang reaches 100 Blood Power. (gains 1 Blood Power per tick)
Frenzy - Saurfang goes into a frenzy, increasing his attack speed by 30%. Instant (occurs at 25%)

Blood Beasts

Resiliant Skin - The thick skin of this creature reduces damage from area effect attacks by 95% and damage from Diseases by 70%
Scent of Blood - Saurfang's Blood Beasts catch the scent of blood, reducing all nearby enemies movement speed by 80% and increasing their damage by 300% for 10 seconds. (Heroic only)

The Fight:

Blood Power

The basis of the entire fight is Blood Power. Just about everything he does will build up it up, increasing his damage by 1% each time. This builds up to 100 and will be expended to perform...

Mark of the Fallen Champion

Thrown out on some random non-tank player, it does 4K ish damage per attack Saurfang himself does. So, basically a constant hard hitting DoT to deal with. And should they die, Saurfang will heal himself for 5% (Heroic: 20%).

So, keep them alive. Pally beacons work well to keep a constant heal on them. And should they die, do not battle rez them, the debuff persists after death til the fight is over so they'd just instantly die again and healing Saurfang.



Blood Beasts

Throughout the fight, Saurfang summons Blood Beasts, 5 in 25 man, 2 in 10 man. Every time they hit someone, Saurfang gains Blood Power, so ideally, they are not to be tanked but ranged dps'd down.

Also resistant to AoE and Diseases, so single target damage must be applied. Kite them, root them, stun them, snare them etc. Hope the ranged can burn them all down fast enough each round.

Heroic: They gain Scent of Blood which is a short range aoe debuff they put out on the raid, while gaining a 300% damage buff. That basically means they one shot anyone, including tanks, so stay away. The debuff also slows your movement speed, so would be very dangerous to kite if you get caught up in it. Basically all means, kite perfectly or you (and the raid) are probably dead.



Blood Nova

The last tricks he has are these, Blood Nova is a "bomb" type debuff on the raid. Ranged targeted only (with sufficient numbers), but basically the mechanic that makes sure your ranged spread out. They get targetted, they "blow up", hurt people around, and Saurfang gains 2 Blood Power for each additional person it hits.

Boiling Blood

A DoT on random people. Gains blood power through each tick. Heal through it.

Frenzy

And at 30%, increases attack speed by 30%. You gotta deal with more damage, and likely Blood Power gaining more rapidly. So, the final push, pop everything, burn him down and collect loots.

Not a lot of tricksy abilties and mechanics, just can be brutal on damage and healers (pending appropriate gear level).



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The Plagueworks
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Festergut
Image
Health:

10 Man: 9M
10 Man Heroic: 13.7M
25 Man: 40M
25 Man Heroic: 52.2M
Enrage: 5 mins

Abilities:

Gaseous Blight - The Gaseus Plague inflicts 2925 to 3075 Shadow damage to all nearby players. Instant
Inhale Blight - Inhales the Gaseous Blight in the room, increasing damage dealt by 30%. 3.5 sec cast, 15 sec cooldown
Pungent Blight - Violently releases the Gaseous Blight, dealing 48750 to 51250 Shadow damage to all enemy players, releasing the deadly Blight back into the room. 3 sec cast, 15 sec cooldown
Gas Spore - Unleashes a Gas Spore, inflicting 2-4 random targets with a gaseous spore. The Spore will explode after 12 seconds, inflicting 1950 to 2050 damage to all nearby friends. The damage from the Gas Spore builds the targets immune system, giving them a resistance to the blight. Instant, 18 sec cooldown
Gastric Bloat - Inflicts 14625 to 15375 damage and applies Gastric Bloat to the target, increasing damage done by 10% for 2 min and will cause a Gastric Explosion at 10 stacks inflicting massive damage to nearby allies.
Vile Gas - Inflicts a Vile plague in targeted area, inflicting 4875 to 5125 damage every 2 sec for 6 sec. The plague causes the infected targets to vomit uncontrollably inflicting 3900 to 4100 damage to nearby allies. Instant


The Fight:

Gaseous Blight

This is basically a tank and spank fight with a few group up and spread out scenarios. It has a 5 min enrage, and basically serves as a gear/dps check for the raid.

First thing of note, the room will be covered with an orange gas, the Gaseous Blight. It's a constant damage aura for the raid to heal through.

Inhale Blight

Festergut will start inhaling the Blight every so often. Each time he does, the aura damage goes down, but he increases his own damage done by 30%. So, less raid damage, more tank damage, be aware to shift focus.

Pungent Blight

After 3 inhales, the room is cleared of the aura and his damage is up by 90%. After 20 sec or so, he will perform this, expelling all the gas back into the room, resetting his own debuff (back to normal damage), and dealing about 13K damage to the entire raid.



Gas Spores

Every so often he'll throw out 3 Gas Spores (2 in 10 man) into the raid. The look like Loatheb's spores, but they're on a player's head. People need to group up with them, let the timer on it run down so it explodes all over them. But try not to have more than 1 spore in the same area due to...

Blighted Spores

This is a 6 second 2K ish DoT that the Spores leave on you after they explode, and it stacks. Heal through this raid damage, it is necessary because...

Inoculated

This is a debuff you get should you survive the Blighted Spores. It gives you a 25% shadow damage taken reduction, and it stacks. This is what the raid needs to survive the Pungent Blight. There will be 3 opportunities to get it, and you'll likely need at least 2 in normal modes, all 3 in hard modes.



Gastric Bloat

Last couple of tricks this guy does are... Gastric Bloat is a stacking debuff on the tank. It makes him do 10% more damage per stack, and to reiterate, that's more damage he does, not taken. But at 10 stacks, he dies in a horrific explosion likely taking some melee with him.

So this forces it to be a 2 tank fight, tank swaps at 8-9 stacks, then help dps without pulling aggro back.

Pally tanks can solo tank this if they bubble at around 8 stacks

Vile Gas

This is for the ranged to deal with. With sufficient numbers, this targets the ranged, disorients them and makes them puke (damage) all over anyone around them. So this is the spread out mechanic. This will not occur during Gas Spores, so the raid works to group up and spread out whenever it calls for it.



Heroic Mode Summary

There's one new trick and that's Malleable Goo. Professor Putricide joins the fight and starts throwing them from the balcony. There'll be a small green goo puddle where it's gonna land, through the explosion radius is far larger. They hurt, give a debuff that increases your casting and attack speeds. Best to avoid them.

This forces the raid to be more out, like if you had healers stack on melee before, might be best to leave them out. More targets for Malleable Goo to target instead of it constantly doing melee. For the melee though, probably want 2 areas to run to, likely on either side. Don't be on the side the Goo lands at.

[/color]

Rotface


Image
Health:

10 Man: 7M
10 Man Heroic: 10M
25 Man: 36M
25 Man Heroic: 47M

Abilities:

Ooze Flood - The Ooze Flood inflicts 5363 to 5637 damage every 1 sec and reduces move speed by 25% for 5 sec..
Slime Spray - Raining Green Ooze. Deals 5363 to 5637 Nature to enemies in cone. 1.5 sec cast / Channeled - Deals 6338 to 6662 Nature damage to enemies in a cone infront of the enemy. Instant
Mutated Infection - The Mutated Infection inflicts 3900 to 4100 damage every 1 sec and reduces healing receieved by 50% for 12 sec. After the Infection is removed a small ooze is created at the target's location. Instant

Little Ooze: Spawned each time Mutated Infection is cleansed / expired

Sticky Ooze: The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
Weak Radiating Ooze - The Radiating Ooze inflicts 3413 to 3587 damage to enemies within 10 yards every 2 sec, it will also cause the Little Ooze to merge with other nearby Ooze.

Big Ooze: Spawns with the first Sticky Ooze, a Sticky Ooze can merge with the Big Ooze and adds a stack of Unstable Ooze. Two Big Oozes can merge and combine their stacks. When the Ooze reaches 5 stacks it will explode.

Unstable Ooze - Increases damage dealt by 20%. Instant
Sticky Ooze - The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
Unstable Ooze Explosion - Inflicts 9750 to 10250 damage to enemies within 6 yards. 4 sec cast
Radiating Ooze - Inflicts 4388 to 4612 damage to enemies within 10 yards. Instant


The Fight:

Ooze Flood

First thing of note is the room. Every so often, an entire quadrant will be flooded with ooze, which of course hurts you and snares you.

Ooze will start flowing from the pipes there first before the flood, so can watch for that and get out of there. The 4 quadrants will be randomly filled, but each one must be filled at least once before re-randomizing.

So, the tank should tank Rotface in the center, the ooze won't reach the inner inner circle of the room. The raid can all stack up there too, in normal mode at least.



Slime Spray

The first major ability Rotface does is Slime Spray. This is where he randomly turns towards a raid member, starts a cast, then channels a frontal cone attack damaging all in its path.

The raid just has to move away from where he's facing to avoid as much of that extra unnecessary damage as possible. This is where stacking in the center for normal modes would benefit too, less distance to run if you can all just go through him to the other side.



Mutated Infection

This would be another major mechanic. What it does is puts a DoT on you, and the debuff also serves as a Mortal Strike effect. When it expires, or cleansed, it will spawn a small ooze which will be attacking you.



Little Ooze

Spawns when Mutated Infection is cleansed, and will be attacking you and spewing out a small damage aura. Let it, it won't hit that much, and has an immense threat lead so it won't go away until you die, or do some total aggro drop.

When 2 of the Little Oozes get together, they will merge to form a Big Ooze. Your goal is to take that ooze out of the raid so they do that.

Big Ooze

When 2 small oozes come together, they'll merge into a big one. These guys operate on a normal threat table and can be tanked, though shouldn't. They will hit very hard and should be kited around the room.

Can be kited by any class that can kite, hunters, locks, mages, etc. But likely, you'd want to stick with a tank class for that extra damage / hp buffer. Do ranged threat moves when possible, so obviously, some tanks are better than others for this task.

Meanwhile, people with the Little Ooze should drop theirs near the Big one so they merge with it. With each one merged, the Big Ooze gains a stacking buff that increases their damage by 20%. All the more reason to kite it around, and stay away due to the aura it has too.

Unstable Ooze Explosion

At 5 stacks (oozes merged), the Big Ooze will stop and do a cast and then explode. Sending 8-10 ooze missiles into the air in which they will land where the players are doing a lot of damage.

So the raid is to watch for that and move, it's like a Shadow Crash, it'll hit the location you were at when targeted. So if the raid was mostly all in the center, that's where all the missiles will hit, get out of there.

And that's basically the cycle of the whole fight. Avoid slime spray, get Mutated Infection, take the little oozes out to big ooze, kite the big ooze, avoid the explosion, repeat til dead. Except, the rate of Mutated Infection will increase as the fight goes along, so things can get hectic at the end.



Hard Mode Summary:

More damage, more HP, and Professor Putricide joins the fight from the balcony performing...

Vile Gas: This is similar to the Festergut one, but not as lethal. What it does is roots you for a second or two, you can still cast it and all. And it still hurts people around you. The adjustment the raid has to make is to keep the minimum amount of ranged at ranged (3 / 7) and spread out so it's not cast on the melee pile.

Otherwise it's the same fight, this is a relatively easy Hard Mode, comparatively. Now here is a big problem i see on this server range ... I have been trying to test this on 25hc but people seem to be stuck in there ways and don't want to experiment. I dont know if Vile Gas is bugged or if PP puts it on melee cause ranged are stacked.
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Professor Putricide
Image

Health:

10 Man: 9M
10 Man Heroic: 13M
25 Man: 42M
25 Man Heroic: 50.2M

Abilities:

Puddle of Slime - The Mutated Slime grows continuously, inflicting 4388 to 4612 damage every 1 sec until it is consumed by another Mutated creature!
Mutated Transformation - You have been mutated! Inflicts 1950 to 2050 damage to nearby players every 1 sec. Curing the disease will revert the player to their form. This spell turns you into a Mutated Abomination.

Mutated Abomination:

Mutated Transformation - Inflicts ~1,000 damage to all players every 2 seconds. Passive aura.
Eat Ooze - Reduces the size of a nearby Slime Puddle. Increases the Abomination's energy by 4.
Regurgitated Ooze - Inflicts 6,338 to 6,662 damage and reduces the target's movement speed by 50%. Costs 50 ooze energy.
Mutated Slash - Inflicts 100% weapon damage and reduces the target's armor by 4%. Stacks up to 5 times and lasts 20 seconds.

Volatile Ooze:

Ooze Eruption - Inflicts 39000 to 41000 damage sharesd with nearby targets, knocking them back in all directions!
Volatile Ooze Adhesive - The Volatile Ooze Adhesive bonds the target to the Volatile Ooze, inflicting 2438 to 2562 damage every 1 sec and rooting the target. The Volatile Ooze will move towards the target, exploding for 39000 to 41000 damage, split among all nearby targets

Gas Cloud:

Gaseous Bloat - Inflicts 1463 to 1537 damage every 2 sec and if the Gas Cloud hits you it will expunge all of the remaining Gaseous Bloat and harm all nearby allies. Stacks 10 times.
Expunged Gas - The Gas Cloud's attack has expunged all of the gas from the target! Expunged Gas inflicts damage to all enemies based on the number of Gaseous Blight stacks that were remaining on the target when they were attacked

Phase 2:

Choking Gas Bomb - Professor Putricide throws Gas Bombs around him, the Gas Bomb deals 5653 damage every 1 sec and explodes for 15600 to 16400 damage after 20 sec.
Choking Gas - The Choking Gas inflicts 4388 to 4612 damage and causes you to choke, reducing your chance to hit by 75% for 10 sec.
Choking Gas Explosion - The explosion inflicts 10725 to 11275 damage to enemies within 10 yards, knocking them back and reducing their chance to hit by 75% for 10 sec.
Malleable Goo - Professor Putricide bounces a Malleable ball of Green Goo at the target, inflicting 9750 to 10250 damage and slowing attack and cast speed by 1% for 20 sec.

Phase 3:

Mutated Plague - The Mutated Plague spreads to Professor Putricide, healing him for 300000 for each stack of Mutated Plague that was on the target.



The Fight:

Phase 1 (100-80%)

This is a 3 phase fight. It requires 3 tanks (2 in 10 man) but the other tanks are not needed until the last phase. Meanwhile, the rest of the fight is about killing adds and avoiding damage.

Puddle of Slime

Throughout the fight Putricide will throw out these slime puddles. Two at a time, green goo to not stand in. They also grow with time, eventually covering the room. There's a way to prevent this discussed below.

In the meantime, the raid just has to try to stay away from them. The tank will have to drag Putricide around. Our strat is to always try to keep Putricide on the green side, for the ooze, also explained later.



Mutated Abomination

The table of Putricide's offers potions for you to click on and drink. If you do (and one of you must), you're turned into an Abomination. You can be diseased cleansed of it (BUT DON'T), and the raid will receive a constant damage aura.

As an abomination, you get access to certain abilities. Eat Ooze, which is what you use to eat up those Puddles of Slime, and it also gives you energy to perform other abiltiies. Regurgitated Ooze, which is used to snare adds, and *almost* necessary to use. And finally, Mutated Slash, which is some nice dps you can do if the other priorities are taken care of (adds slowed, puddles under control).

The Abomination will last until Phase 3 which you'll be on your own for. You'll likely want one of your Off tanks to do this, since he's useless for the most part til Phase 3.

Shadowmourne: You guys with the Shadow's Edge doing that quest will have 1 other ability, and that's Unholy Infusion. Basically a channeled move that uses full energy, so you can't do the snares or dps during it. You would want to do this during a Green Ooze phase, those are less necessary to slow, providing you do the strat where everyone stacks on green side.



Unstable Experiment

Throughout Phases 1 and 2, Putricide will use this to summon adds. They are the Volatile Ooze and the Gas Cloud

Volatile Ooze

This will be the green ooze, and first add spawned and will alternate with the Gas Cloud. What this one does is targets a random player using a big green beam, which damages them so heal them, and moves towards the player. When it reaches him, it will explode, doing 40K damage split to all it hits.

So the best way to deal with that is to get as much people as possible to pile up on the green ooze and kill it asap. The Abomination will work to snare and help with the dps as well. Things like Feign Death and Vanish will cause the Ooze to pause and retarget so save those if you want when the ooze is close.

Gas Cloud

This is an orange ooze and what it does is, again targets a random raid member with an orange beam and damages them. This time, it also puts a 10 stack debuff on them, if the Cloud reaches the player, the stack explodes hitting the entire raid.

So very imperative to kite the thing around until the dps can kill it. Melee dps be sure not to jump in before it chooses its target, or you could risk being exploded in the face right there.



Phase 2 (75-35%):

Try not to push him over if you have a fresh Ooze/Cloud up, it could wind up as potential problems during the phase transition.

Tear Gas

This is a phase transition move. He will basically aoe stun the entire raid, and also give you near immunity to damage so you won't die during this if you're in a bad spot.

Meanwhile, Putricide just runs back to the table and starts chugging his pots.

This can be vanish and invis avoided, so your rogues and mages, with the right timing can avoid the stun and put extra dps on Putricide during this time. Or the Ooze/Cloud if you have those still up.

Phase 2 has all his previous abilities, plus 2 new ones.

Heroic: Instead of the Tear Gas, a brand new Ooze and Cloud spawns. Kill them ASAP.

Heroic 25 Man: Additional ability, featuring the Gas and Ooze Variable. Whatever variable you get, that's you can damage, so effectively splitting the raid up for you. Better hope you're not completely unbalanced in dps due to this.



Malleable Goo:

Putrcide starts chucking out bouncing green ooze at random raid members. If you remain where it lands, it will hurt you and slow your attack and casting speeds. Best to avoid them, run away when you get the warning.

Choking Gas Bombs:

The only other new ability of this phase. Throws out 2 orange beakers around him, if you get caught near them, they put a 15 sec -hit debuff on you. Then after some time, they explode. This pretty much forces you to move the boss around whenever they appear, and get out fast or you take a dps hit with that debuff.



Phase 3 (35-0%):

Tear Gas will start the phase transition again. Make sure to clear the Oozes/Cloud this time at least. It's more important cause there's a slight soft enrage now in this phase.

You also lose your Abomination, so the slime puddles start growing unchecked. Soft enrage mechanic, keep moving around to open spots.

Phase 3 has all his previous abilities, except the Oozes and Clouds stop spawning.

Mutated Plague:

The only new ability of this phase. He puts a stacking debuff on the tank in which, causes him to aoe damage the entire raid. And the power of it grows exponentially. And, should the tank ever die or expire while under that debuff, it'll heal Putricide for massive amounts, more with more stacks.

At around 4-5 stacks, the debuff becomes unhealable and the raid will die. In 25 man, you want 3 tanks trade tanking, while in 10 man, you can do this with 2. The goal is, to spread the stacks out among all the tanks, but never let a tank out long enough for the debuff to wear off (or he heals Putricide).

There are a few patterns to do this. Like taunting after every stack, so it goes 1-1-1, 1-1-2, 2-2-2, etc, etc. Or some can do 2-2-2, 2-2-3, 3-2-3, 3-3-3, etc. Proabably simplest to just go every 1, but whatever works so long as you remember to not let any 1 single tank take 5 stacks.

This gives you your second soft enrage of the phase. You have about 90 sec or so before the stacks should be too high to heal through.

That's about it, good luck!
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The Crimson Hall

Blood Prince Council
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Health:

10 Man: 5M
10 Man Heroic: 8M
25 Man: 22.5M
25 Man Heroic: 33.5M

Abilities:

Prince Keleseth

Invocation of Blood - Blood empowers Keleseth, granting him more formidable abilities. He will grow larger when under the effect of this.
Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 17063 to 17937 Shadow damage.
Tenebrous Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 85313 to 89687 Shadow damage. Keleseth casts this when under the effects of Invocation of Blood.
Shadow Nucleus - Summons a Dark Nucleus. The nearest target resonates with shadow, suffering 1000 damage and reducing Shadow damage taken from all sources by 40% for until cancelled.

Prince Taldaram

Invocation of Blood - Blood empowers Taldaram, granting him more formidable abilities. He will grow larger when under the effect of this.
Glittering Sparks - Glittering sparks shoot from the caster's hands in a cone, burning enemies for 16152 Fire damage over 8 sec and reducing their movement speed by 20%
Conjure Flames - Conjures a ball of flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The ball of flame explodes violently
Conjure Inferno Flames - Conjures a ball of inferno flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The Inferno Flames discharge some of their stored energy, inflicting 1000 Fire damage to a random nearby target. Taldaram casts this when under the effects of Invocation of Blood

Prince Valanar

Invocation of Blood - Blood empowers Valanar, granting him more formidable abilities. He will grow larger when under the effect of this
Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Direct damage is absorbed by the bomb and converted into energy, propelling the bomb higher in the air with each hit. Explodes on impact with the ground, inflicting 9900 to 12100 Physical damage and knocking enemies back in a wide area
Shock Vortex - Creates a vortex of swirling force near an enemy target that inflicts damage and knocks back enemies near it. Deals 6000 damage to all enemies within 12 yards and knocks them back
System Shock Vortex - Creates force vortices on all nearby enemies within 30 yards, inflicting 5000 Physical damage and knocking enemies near the target away. Valanar casts this when under the effects of Invocation of Blood



The Fight:

First off, there's this Orb of the Darkfallen. Each Prince will only have 1hp and unkillable, unless the Orb goes into him via Invocation of Blood. This gives them an HP that you can burn down, and is the basis of their "shared hp". Basically it's the Orb's hp you burn down as it jumps from Prince to Prince to Prince. Occurs every 45 seconds, random order, though maybe, each one has to be used first before doubling up. Oh, and they also obtain Empowered abilities during it.

Prince Valanar is the starting prince in the middle and has powers of wind. His first move is Kinetic Bomb, in which a white orb floats slowly to the groud, should it hit the ground, it explodes and knocks people back. Each direct damage to it though, sends it right back up. There's 3-4 of these in 25, 2 in 10 mans. Pets are able to keep one up by itself. Also must be careful not to overshoot it and hit it above the ceiling for it can pull Blood Queen (if not hotfixed yet). They also despawn over time, while new ones pop up. Assign 2ish people to watch over these.

When not empowered, all he does is puts Shock Vortex on the ground which is just a "void zone". It hurts, and it knocks you back, don't stand in them, they're kind of a wide area swirlying white, well vortex.

When empowered, the Empowered Shock Vortex, with a 4.5 sec cast, he summons "mini-vortexes" around everyone within 30 yards of him. Each of them will "explode" doing 5K damage and knocking back everyone within 6 yards. Treat this like Gruul's Shatter, the raid has to run and spread out so you don't stack up the damage and kill each other.

Taldaram is the prince on the right side and he does fire things. His first move is a Glittering Fire Sparks, which is a random target frontal cone aoe. One of those like Slime Sprays where he just turns and fires. It is likely the raid won't really notice this unless they're on him at the time. Anyways, heal through it, mass dispel it, etc.

When not empowered, he fires a Flame Orb and some random raid member. It's similar to Putricide's Gas Cloud in that there'll be 15 stacks, decreasing with time, and will explode if it reaches its target, damage based on stacks. So the target is to simply kite it around until the stacks drain off.

When empowered, the Empowered Flame Orb, changes its mechanics slightly. The only way to drain the stacks is to stand (walk/run) under it and let it shoot people with fire beams. The more it hits the more stacks it loses. So the goal there is while kited, the raid is to run with it, along the kite path soaking the hits.

Keleseth is the left one and does shadow damage. Typically, a ranged tank is used for him. His only real trick is the he fires Shadow Lances, just shadowbolts. Continuously.

Except he also spawns Shadow Nucleus around the room, or maybe around people. What those do is latch on to the last person that hits them and gives them a 1K dot, and 35% reduction in shadow damage taken. You ranged tank will want these and will spend almost the entire fight collecting them. If needed, other people can collect them too and bring them to the tank, for he can just pull them off for himself. They also despawn over time so yes, collect the whole fight. You'll need 3+ to survive...

When empowered, his Shadow Lances start hitting for 80K. So your ranged tank will need those Shadow Nucleus to survive. External CDs may also be needed. Also as a note, remember they latch onto the last person that hits them, so your dps should not aoe anywhere near your ranged tank. You could wind up pulling some off leaving him vulnerable to an insta-gib

That's about all to the fight. It's a fairly easy fight, after the raid learns and sees what each individual ability does and reacts appropriately to them..

MOST RAIDS HERE WILL HAVE 1 TANK PULL VALANAR AND TALDARAM TO A WALL AND TANK THERE WHILE ANOTHER (USUALLY HIGHER HP TANK) PULL KELESETH
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Blood Queen Lana'thel
Image
Health:

10 Man: 14M
10 Man Heroic: 18M
25 Man: 60.5M
25 Man Heroic: 72M
Enrage: 5m20s


Abilities:

Ground Phase:

Shroud of Shadow - An aura of sorrow and despair emanates from the caster, inflicting 3000 (4500) Shadow damage every 3.0 sec. to nearby enemies. Instant
Presence of the Darkfallen - Increases the damage of Shroud of Sorrow by 5% for every vampire in the room (likely Hard Mode only)
Blood Mirror - 100% of damage done to linked source is reflected to you as Shadow damage. This affects the person closest to the tank.
Delirious Slash - Inflicts 50% of weapon damage to an enemy and causes it to bleed for 5250 to 6750 damage per application every 2.0 sec. for 20 sec. 10 yd range. Instant (appears to not stack and only on the OT in normal mode at least)
Pact of the Darkfallen - Deals Shadow damage to you and nearby non-linked allies. This effect expires when all linked targets are within 5 yards of each other. 100 yd range. Instant
Swarming Shadows - A swarming void consumes the target, causing a mass of shadows to appear beneath the target every 0.5 seconds. 100 yd range. Instant
Twilight Bloodbolt - Hurls a bolt of dark blood at the target, dealing 9250 to 10750 damage to the target and surrounding allies within 6 yards. Unlimited range. Instant
Vampiric Bite - Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampire Queen. 100 yd range. Instant
Essence of the Vampire Queen - Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat. Causes Frenzied Bloodlust after 60 sec.
Frenzied Bloodlust - The caster must satiate their need for blood [within 10 or 15 seconds], otherwise they will lose their will to Queen Lana'thel. You gain Vampiric Bite on your action bar when you're under this effect
Uncontrollable Frenzy - Mind Controls a player in the raid. Increases damage done by 100%. Health increased by 300%. Increases healing done by 1000%. Unlimited range. Instant

Air Phase:

Bloodbolt Whirl - Summons a maelstrom of whirling Bloodbolts, every 2 sec for 6 sec. each one can cast Twilight Bloodbolt (see above)

The Fight:

This is a 2 tank fight, with alternating "air phase" and "ground phase".

First off, there's Shroud of Shadows, which is just a damage aura in the room. Raid heal through that.

The tanks will be affected by Blood Mirror, well the MT and the person closest to him. What it does is link the 2, and for each damage done to the MT, it transfers over as shadow (mostly) damage to the OT. It does not appear to be resistible in any way, so healers just keep the both of them up as they'd be hit the same.

Twilight Bloodbolt is someone she fires at people doing splash damage around the person it hits. So it's the spread out mechanic for the ranged. Like Vile Gas, Blood Nova, and many others, spread=win.

Pact of the Darkfallen is like Mother Shahraz's Fatal Attraction, you know, where 3 players get linked, they do damage to each other unless they run away from each other. Except you run to each other, so more like Yogg's Brain Link, in this manner. You have to be within 5 yards of each other, though I believe it takes a second so you'll probably just wind up stacking on each other. Only 2 are linked in 10 man.

Swarming Shadows is the new Legion Flame. But purple, and all shadowy. You get it, you move, leaving your fire trail somewhere away from the raid preferably. The wall is the best place for the fires.

About 2 mins in she will fly up and aoe fear the raid. Tremor totem, aoe dispel it asap. U need to spread out and survive the 15seconds pop cds if u have to just don't die especially if your next to be bitten.

15 sec into the fight she'll bite the 3rd player on the threat table with Vampiric Bite. This does damage, but more importantly it turns you into a Vampire granting the Essence of the Vampire debuff.

What that does is increase your damage done by 100%, do zero threat, and heal yourself for 15% (10% in 10) of your damage done. So, this is a massive DPS buff. It lasts for 60 seconds (75 sec in 10 man) before giving you the debuff of Frenzied Bloodlust.

That will put you in a vehicle of sorts, replacing your action bars with Vampiric Bite, and Vampiric Bite only. What you're forced to do is bite another player, another non-vampire player. So 1 becomes 2, 2 becomes 4, 4 becomes 8, 8 becomes 16, etc. You have to pick another DPS to bite, and you have to be in melee range to bite. You will want to organize this to your best DPS first to get the most out of the Vampire buff. It'll be the best way to beat the 5 min 20 sec enrage timer.

Should you fail to bite someone, either by hardcore failing, or running out of people to bite due to deaths (hot-fixes have prevented a soft enrage of running out of people as long as long as people are alive)... You gain Uncontrollable Frenzy, which is a boss MC, you do more damage, have more health and will probably be blamed for the wipe.

DO NOT FAIL HERE, WATCH YOUR DEBUFF WHEN 5 SECONDS REMAINING MOVE TO YOUR BITE TARGET AND JUST WAIT. BITE THE TANKS AND HEALS LAST DON'T GET MC WHILE PEOPLE ARE NOT BIT.

Anyways, that's about it to the fight. It's a few abilities we've basically seen before. A lot of damage, requires decent dps (time your cds for the bite and burst like crazy), but has an aspect of execution you have to perform. So, mostly a gear/skill check. Good luck!


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The Frostwing Halls
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Valithria Dreamwalker


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Health:

10 Man/Heroic: 12M
25 Man/Heroic: 30M


Abilities:

Summon Nightmare Portal - Nightmare Portals let you phase to alternate version of the room with Valithria and Dream Clouds everywhere in the room, killing one of the clouds will buff anyone within 10 yards of the cloud with Emerald Vigor
Dreamwalker's Rage - Deals 10000000 Nature damage to all NPCs in the room. This is the spell Valithria casts to end the combat if you manage to bring her back to 100% life.
Emerald Vigor - Regenerating 200 Mana every 3.0 sec. Increases Damage done by 10%. Increases Healing done by 10%
Dream Slip - This is the spell used by Valithria to teleport out of the Citadel after you saved her.

Zone Spells:

Column of Frost - Marks the location under a random player target. After 2 seconds a column of frost errupts from this location, dealing 9425 to 10575 Frost damage to all enemies within 3 yards, knocking them into the air. Instant

Risen Archmage:

Frostbolt Volley - Inflicts 3770 to 4230 Frost damage to nearby enemies, reducing their movement speed by 50% for 8 sec. Unlimited range. 2 sec cast
Mana Void - Summons a Mana Void at a random enemies location. This Mana Void burns 1000 mana per second to all enemies within a 6 radius. Lasts 30 seconds. 60 yd range. Instant

Blazing Skeleton:

Laying Waste - Surrounds the caster in flames for 12 sec, pulsing 5655 to 6345 Fire damage to all enemies every 2.0 sec. Instant
Fireball - Inflicts 4713 to 5287 Fire damage to an enemy. Unlimited range. 0.5 sec cast

Suppressor:

Suppression - Reduces healing received by the target by 10%. Unlimited range. Instant

Blistering Zombie:

Corrosion - Whenever the caster lands a melee swing, the target takes 2500 Nature damage every 3.0 seconds and their armor is reduced by 10%. This effect can stack up to 5 times. Lasts 6 sec. Unlimited range. Instant
Acid Burst - The caster explodes, dealing 14138 to 15862 Nature damage instantly and 1000 Nature damage per second to all enemies within 15 yards. Lasts 20 sec. 0.75 sec cast

Gluttoneous Abomination:

Gut Spray - Deals 3000 Nature damage per second and increases Physical damage taken by 25% for 12 sec. Instant
Rot Worms - Spawns from dead Gluttonous Abominations, they will melee you for ~10k damage



The Fight:

This is yet another Akama style fight in my eyes, that is, for most of the fight, you'll be dealing with adds. But here's the twist in this boss, you don't kill her. Instead, your healers have to heal her up to 100% to beat the encounter. She'll start off at 50% health. Healers get to play the "dps hero" and spam away at her.

Of course, adds will come out making it "difficult" for your raid. They appear to spawn from the gates, on either side of her, split raid accordingly to deal with adds. The soft enrage for this is that the adds will spawn more frequently as the fight goes on so you'll eventually get overwhelmed.

The portals seem to work like Yogg ones, that is, 1 person per portal, 6 at a time (appear to be 3 in 10 man). Inside the portal, you get to fly around like Kael fight. Look for green clouds to kill to get the buff, and it stacks, so try to get as much as possible. You'll be kicked out after 15 seconds, the debuff lasts 30 seconds. Make the most of it.

There will be random frost spikes targeted on players, just move away from the targeting circle.

As for the adds...

Blazing Skeleton seem to come to start aoe'ing when they appear. Watch out for their fire shield aoe thing. Kill these asap, they can do a lot of damage.

Risen Archmages seem to come 1-2 at a time from the gates, damage mostly from frostbolt volley, might be interrupt able. The other thing he does is summons a void zone of sorts that burns your mana, so don't stand in them. Another source of aoe damage so kill these, mass dispel the slowing effect if that annoys you too much.

Suppressors appear to do nothing but channel into Valithria to suppress heals on her. They're relatively easy to take out. Healers should be aware if they're suppressors on her to not waste heals. Designated 1-2 DPS should be enough to kill them with some maybe splash aoe damage and they can be vocal about when it's good to heal.

Blistering Zombies seem to come 1-2 at time, just burn them down.

Gluttonous Abomination seems to come 1 at time and tanked facing away from the raid due to that spray. Their corpses also spawn Rot Worms, which seem to hit decently hard, so tanks be aware to pick those up.

This is a healer fight! Heal the raid and the boss, all up to you to beat this thing!

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Last edited by Duces on 10 Apr 2013 00:35, edited 6 times in total.
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Duces
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Re: ICC Raid Guide

#2 » Post by Duces » 11 Mar 2013 02:28

Sindragosa


Image
Health:

10man: 11M
10man Heroic: 14M
25man: 38M
25man Heroic: 46M
10 Minute Enrage

Abilities:

Cleave - Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets. Melee range. Instant
Tail Smash - Inflicts 11250 to 18750 damage on enemies in a cone behind the caster, knocking them back. 45 yd range. 1 sec cast
Frost Aura - Deals 4500 Frost damage to all nearby enemies every 3.0 sec. Instant
Frost Breath - Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets' attack speed and chance to dodge are decreased by 50% for 6 sec. Melee range. 1.5 sec cast
Unchained Magic - Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 8 sec. Multiple spellcasts by the afflicted target will intensify the backlash. Unlimited range. Instant
Instability - Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2000 Arcane damage to the caster per spell cast, 8 sec after spellcasting ends.
Instant
Permeating Chill - Causes those who attack Sindragosa with physical attacks to be Chilled to the Bone, 1000 frost damage per 2 sec per application, for 8 sec seconds. Instant
Icy Grip - Extend tendrils of frigid wind to pull all nearby enemies to the caster. 30 yd range. Instant
Blistering Cold - Deals 35000 Frost damage to enemies within 25 yards. 5 sec cast
Frost Beacon - Marks a target for imprisonment in an Ice Tomb. 200 yd range. Instant
Ice Tomb - Conjures spheres of icy energy to entomb enemies in blocks of ice. Entombs the targeted foe and all enemies within 10 yards in ice, Ice Tombs have 786k HP in 25-Man Normal Mode. 200 yd range. Instant. These tombs also block Line of Sight on Mystic Buffet, but anyone inside the tomb has Asphyxiation placed on them
Frost Bomb - Fires a missile towards a random target. When this missile lands, it deals 5655 to 6345 Shadow damage to all enemies within 10 yards of that location. Unlimited range. 1 sec cast
Mystic Buffet - Buffets all foes within 200 yards with arcane energy, increasing all magic damage taken by 10% per application for 8 seconds. Stacks 99 times.
Ground Phase: 100%-35%

This is a 3 phase fight, with an alternating Air and Ground phase, with a final Grounded phase at the end.

Frost Res gear on your tanks makes the healers job easier but its not necessary.

Also this phase is your DPS burn down phase, so focus all your dps sometime here. The last phase is more of a control phase.


Cleaves and Tail Smash

As a typical dragon, Sindragosa likes to cleave and Tail Smash. So if you're in front of her, she can cleave up to 10 people. If you're behind her, she'll smack you, knocking you 40 yards away or so.

The raid, well, has to run in avoiding that. Everyone just stay away, pick a side to all group up. The tail smash in particular is an aoe from the point of impact, so you want to be a little more towards the front than the usual hind legs area.



Frost Aura

Next thing of note is that she has an aura that hurts the raid throughout the fight. Doing 4500 Frost Damage every 3 seconds, 3000 damage in 10 mans.

So like Sapphiron, Festergut, Blood Queen, and many others, something for the healers to keep busy with.

There isn't any aoe to note of on this phase. So the raid can group up to one side of her to maximize chain heals and other assorted aoe healing.




Frost Breath

Sindragosa also deep breaths, I mean Frost Breaths. It's a 37,000-43,000 frost damage frontal cone attack, which also decreases movement speed by 15%, and attack speeds by 50%.

So, the raid should never be in front of Sindragosa. Except the tank. Even then, healers gotta be prepped for this spike damage. It's a 1.5 second cast, so if you can time CDs to pop with it, go for it. Frost Resist gear will mitigate this significantly.

This is also involved in the Shadowmourne questline. Get hit by this 3 times without dying, and killing Sindragosa. So, if you're not the MT for this fight, you're gonna have to pretty much bribe your healers to save your ass for this. Thrice.




Unchained Magic and Instability

On some timer and going out to several casters in the raid... Unchained Magic is a 30 second debuff that makes each of your spell casts put another debuff on you, Instabiliy.

What Instability does is 8 seconds after your spell cast, it'll do 2000 arcane damage to you. Each additional spell cast you do within that 8 seconds, stacks it. So, 4000, 6000, 8000, etc.

This means, casters, dps, healers alike, can't be just chain casting spells. Stop/slow down dps/healing, or you could wind up killing yourself quite quickly.

Healers likely will have to call out and tag someone else into do their healing spam for them while they slow/stop theirs to wait it out. Either way, likely key to this is to communicate.

On 10 man, it just seems to almost always target 1 healer, and 1 dps. And maybe, the 1 that's doing highest dps/hps in between the debuff periods. This is speculative and seemed to be that way every pull on our kill.

Shadow Priests and Mages can almost ignore this mechanic, but still pay attention to it. Can stack it as high as you want, then use Ice Block / Dispersion to take the backlash damage. So this likely occurs during Air Phases, but still keep an eye on the stacks and your CDs to get through it.




Permeating Chill and Chilled to the Bone

Not to leave the melee and hunters out, they get their own kill themselves mechanic as well. In their version, each physical attack done on Sindragosa has a 20% chance of applying that Chilled to the Bone debuff.

That would be a 1000 Frost Damage per 2 sec DoT, and of course, it stacks.

So, fast attacking melee... Good luck! Watch your debuffs, stop attacking if the DoT gets too high for your healers. Frost Resist does help your survivability, at the cost of dps itself of course.

Tanks, even you might need to stop attacking to let the stacks fall off. So might want to call that off so DPS can "chill" while you're not doing threat. Or maybe they'd be doing that anyways with their own debuffs to worry about.




Icy Grip and Blistering Cold

On some timer, she'll cast Icy Grip, which pulls everyone into melee range. Think a bit like Azuergos, or Cyndragosa.

After accomplishing that, she'll start a 5 second cast for Blistering Cold, 35,000 Frost Damage to anyone within 25 yards.

So raid, run! Run little girls run!

Maybe the tank can stay in, maybe. Might need a CD and fast heals. Otherwise, run out, charge back in.

Warning: You can apparently resist the Icy Grip. One part good that you're not closer to Sindragosa when she starts the cast. One part bad in that you many not notice she started the cast. So pay attention!



Air Phase

Every minute or so, she'll take off into the air.



Frost Beacon

The raid should group up, except those that are marked with those beacons. Sindragosa will mark 5 of them in the 25 man, 2 of them in the 10 man.


Icy Tomb and Asphyxiation

Encases each of the Frost Beacon targets in an Ice Block. The Icy Tombs can be attacked, and should be to free them. They have about 786K hp in the 25 man.

These do about 10K damage on impact and chains the Ice Tombs, a bit similar to Hydross bubbles. So they should be spread out, and the raid should get to them after they're formed.

Asphyxiation will start after some time in the blocks, it damages them for 8% of their maximum hp per second, so top them off before it hits and free them before they die.

Frost Bombs

She will be launching 4 of them. The ground will be glowing and have a small blue-white targeting reticule where the bomb will be hitting. It does 23-27K Frost Damage to everyone within Line of Sight of the point of impact. Well, those Icy Tombs can be used to LoS it. This is a one shot on hardmode.

So as the Frost Bombs comes down, the raid is to shift around the Icy Tombs to always be on the opposite side. While dps'ing them down to free your raid members. But not dps'ing too fast to release all the tombs before the 4th Frost Bomb. Pace yourselves, like only kill half the tombs after a 2nd Frost Bomb is done, then save the last one til the last one is done.

She will land back on the ground after the 4th Frost Bomb hits. Ground Phase begins again for another 1:50.



Grounded Phase

At 30%, she'll be permanently grounded and retains all previous Ground Phase abilities. Plus...



Frost Beacon and Icy Tomb (bugged)

Just like the Air Phase, she'll probably do this on some timer. The marked raid member should run out of the raid to not chain the Icy Tomb to everyone else.

Set your raid up into 2 ranged camps, both a bit away from Sindragosa. One will be around her midsection, the other will be around her head. Keep the middle/melee area clear. The Ice Tombs are to run into the middle and drop it in front of one of the camps without chaining it. This allows them to use it as a LoS. The ranged/healers are to make sure they stay back to not chain Ice Tombs.

In the meantime, the melee are to DPS the Ice Tombs down. They would be running Tomb to Tomb, and maybe Sindragosa if there's time. But always keep away from where the next Tomb is going to be until it is formed. Do not chain it.

Mystic Buffet

This is a debuff that increases magic damage taken by 15%, per stack, can be LoS'd. So this is why you want to leave an Icy Tomb up. Use it to drop off your stacks when they get high.

You will need your 2nd tank in this phase only. Kinda like how Putricide throws an extra tank in the last phase. This would allow your main tank to go get LoS himself to drop off his stacks.

Anyways, that's all to the fight I believe. Good luck!



Achievements

All You Can Eat - Defeat Sindragosa in 10/25-player mode without any member of your raid receiving more than 4 stacks of Mystic Buffet.

This sounds like just a raid check. Don't fail at not using Icy Tombs to LoS the debuff off. Quite very likely 2 tanks will be needed for this so they can switch off.


[/color]


The Lich King


Image
Health:

10man : 17M
10man Heroic: 29M
25man: 61M
25man Heroic: 103M
15 minute Enrage

Abilities:

Infest - Deals 9425 to 10575 Shadow damage to all enemy players within 50000 yards. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health.
Necrotic Plague - Infests the target with a deadly plague, causing 50000 Shadow damage every 5 sec for 15 sec. If the target dies while afflicted or the effect ends, this effect will gain an additional stack and jump to a nearby unit. If this effect is dispeled, it will lose a stack and jump to a nearby unit. Whenever this effect jumps, The Lich King's power will increase.
Plague Siphon - Increases physical damage dealt by 2%. Stack increases each time Nectrotic Plague jumps.
Summon Shambling Horror - Summons a Shambling Horror.
Shockwave - Sends a wave of force in front of the caster, causing 150% weapon damage within 20 yards in a frontal cone.
Enrage - Increases Physical damage by 200%
Summon Dredge Ghoul - Summons 3 Drudge Ghouls over 3 sec.
Remorseless Winter - Creates a massive winter storm, dealing 9425 to 10575 Frost damage per second to all surrounding enemies within 45 yards.
Pain and Suffering - Deals 4713 to 5287 Shadow damage in a cone effect in front of the caster. In addition, the targets will take 800 Shadow damage per second for 3 sec.t
Summon Ice Sphere
Ice Pulse - Deals 2828 to 3172 Frost damage to all enemies within 5 yards of the target.
Ice Burst - Deals 9425 to 10575 Frost damage to all enemies within 10 yards, knocking them back.
Summon Raging Spirit
Soul Shriek - Deals 28275 to 31725 Shadow damage to all enemies in a 15 yard cone in front of the caster, silencing them for 5 sec.
Quake - Causes the outermost ring of the Frozen Throne platform to collapse.
Defile - Defiles the area under a random target. Any enemies got within this area will be dealt shadow damage and cause the area to grow. Lasts 30s.
Soul Reaper - Deals 50000 Shadow damage and the caster gains 100% bonus physical damage after 5 sec.
Summon Val'kyr - Summons a Val'kyr Shadowguard.
Harvest Soul - Attempts to harvest the target's soul, dealing 10000 Shadow damage per second for 6 sec. If the target is still alive after the channel is completed, the target's soul will be transfered into Frostmourne to be devoured.
Vile Spirits - Creates 10 Vile Spirits which will attack enemies after 30 seconds.
Spirit Burst - Sacrifices the caster, dealing 18850 to 21150 Shadow damage to all enemies within 5 yards


Plague Phase: 100%-70%

This is a 5 phase fight, sort of. There's a repeating "Transition Phase" in between the major phases. You'll need 2 tanks for there are adds, always adds. Anyways, the pull is started with some RP and Tirion. Then the rest of the fight that oh so useful NPC will watch you do all the work. ;p



Positioning

In this phase the Lich King, (i'm just gonna type Arthas from now on cause it's easier) can basically be tanked anywhere. However, if you keep closer to the edges, it will make phase transitions easier.

Make 3 piles, triangle formations. One will be your melee, were your tank and Arthas are. One will be your ranged, all of them. Healers can go on either pile I suppose. And your last pile will be your OT, all by himself.

More will be explained later on why these piles, they have to do with Necrotic Plague and the adds, in which your OT would be tanking.

Infest

Every 25 seconds or so, with a 2 second cast, he'll do this on the entire raid. What it does is do a raid wide 10K shadow damage, though some of you can LoS it. And it leaves a DoT, doing 1K damage per 2 sec, but increases in damage by 10% per tick. So think like Curse of Agony.

The only way to remove the DoT, is to heal the person up to above 90% hp. So think like remember all those Bleed DoTs that don't go away until you heal the tank to full health. Like that, but raid wide, increasing damage, and only 90% hp.

This would be your raid healing check.



Necrotic Plague and Plague Siphon

He'll cast this on a non-MT. A 50K dot so yea you're dead. Or not, it takes 5 seconds for the first tick to happen, you have to cleanse it off before that happens. Either way, it will not go away but instead jump to another nearby, and Arthas increases damage via Plague Siphon, 2% more physical damage per stack.

If you die to it, the plague will gain a stack and jump to someone nearby. This gets stronger and stronger, 100K, 150K, etc. You still have 5 seconds before the first tick.

If you cleanse it, the plague will lose a stack, but still jump to someone else. Again you have 5 seconds before cleansing it.

The final trick to this plague is that it can jump to the adds that Arthas summons. If utilized correctly, this would be a very significant help in dps'ing them down. Think of a 500K DoT jumping between those.

With the above positioning, you should already be in your stacks, triangle formation. The person that gets the plague should make a run for the OT, where the adds should be tanked. Cleansers, should not insta-cleanse. Wait maybe 3-4 seconds and hit it, and hopefully, the Plagued Person reacted fast enough earlier to make it all the way to the OT and it jumps into that pile. If not, then the next person that it jumps to must attempt the same.

Due to the Plague Siphon, the jumps must be kept to a minimum. The way you'd control it is to stagger those cleanses, wait the 3-4 seconds. And then hope it'd jump on to the adds where they'd have the hp to last a while with the DoT on them. Remember at 50K you guys probably won't last a tick, but they'd last a few, and killing them in the process





Shambling Horrors and Dredge Ghouls

The adds. First I'll mention the Dredge Ghouls, every 25 sec or so, Arthas will summon them. They're basically the "little ones" that you can just kill with splash aoe. Just aoe splash/tank them down. Both tanks can pick up whatever they can that happen to spawn nearby. Though Arthas might move a bit if MT picks up too many. So OT should taunt off if need be.

Next up is the Shambling Horror, summoned every minute or so. They're the big ones that must be OT'd. Back to triangle formation of the above, the OT tanks it by himself off to the side away from the melee and ranged piles.

This is where the above Plague dance would come into play. You'd attempt to get the Plague onto the adds and use that to kill them. All the while you'd focus down Arthas himself. Repeat until 70% and finish off remaining adds during transition. There should not be many up if done fast enough, or at least they'd be a low health to pick off quickly.

Note: The plague jump appears to be a 10 yard range. If this is still jumping in this phase, make sure the person is far away when cleansed. For example, you can keep the melee away from the Ghouls/Horrors at all times, let ranged and plague kill them. Then cleanse it off your OT, it should disappear.



Transition Phase: 60 seconds

In between the major phases, Arthas will do this. Once at 70%, and again at 40%. Though the second one he seems to spawn more adds than the first to make it tougher for you. Also, he destroys the outer rim each time so the raid has to run back to center before that happens.



Remorseless WInter

Arthas will run into the center of the room and start channeling this, dealing 10K Frost damage per sec (7K in 10 man) to anyone within 45 yards. So the raid must run out to the edges of the room.

The first transition phase will be easy. Simply make sure you're on the outer rim before or at 70% when he runs to the center.

The second transition is a bit more tricky due to the outer rim not being there. It does respawn, but after he casts this. So you'll likely have to take a tick or 2 before getting on the platform. Just don't go too early and fall to your death.

Pain and Suffering

In the meantime will just chain cast this spell. It's a frontal cone 5K ish (3K in 10 man) shadow damage leaving a 800 per sec DoT for 3 sec (500 in 10 man), stacks to 5.

Think of this like the Vashj lightning in her Phase 2. He'll just randomly fire it off from where he's standing in the center. The raid should try to spread out so hopefully, you're not continually hit by this. Less raid damage is always better if possible.





Ice Spheres

These are summoned the entire phase and locks on to a target with a blue beam, Ice Pulse. Also, anyone within 5 yards of the target will be hit by an 5K (3K) aoe. So spread away from that person to minimize raid damage.

The spheres will move slowly towards its target. The ranged is to kill those before it reaches it. So, say similar mechanic to Putricide oozes. If it reaches its target, it will do Ice Burst, a 10K exploding knockback. Which is, bad.





Raging Spirits

They are shadow clones of the raid. With more HP, and able to do a frontal cone Soul Shriek, 30K shadow damage and 5 second silence.

There'll be 3 of these, they are tankable and should be divided up among your tanks. So, don't stack, keep spreading out as much as possible, face away from raid. Kill them.

Quake

At the end of this phase (60 sec) Arthas will destroy the other rim with this move. You'll see the floor light up with blue crack lines, so just move back in before you die. Drag any Raging Souls left, leaving them to fall will evade bug and teleport return with full health or some other bug. Ice Spheres should be avoided and killed asap, they still explode and do the knockback if up.



Val'kyr Phase: 70%-40%

This phase will mostly have brand new abilities, except for Infest, that will still occur, so review above if need be.



Soul Reaper

This is what Arthas will start doing on the MT. It'll be an initial hit of 100% weapon damage as Shadowstrike Damage. Also leaving a debuff, in which after 5 seconds it ticks for 50,000 shadowstrike damage again. Shadowstrike would be a shadow/physical combo. What you'd be hit with is what you're more vulnerable.

Both applications are resistible, absorbable, mitigatable by about everything. Though the initial hit appears to be more partially resistable than the debuff. Also after the debuff ticks, Arthas will gain 100% haste for about 7 seconds. CDs, and some more heals will be needed to get your tank through these. Though, not necessarily the heavy external CDs, the small short ones that you can alternate are sufficient.

Death Knights - Vampiric Blood, 4pc T10, Icebound Fortitude, etc
Druids - Barkskin and 4pc T10
Paladin - Ardent Defender, the big hit will likely take you below 35% hp, so automatically reduced by 20%, if not, then you didn't need the CD in the first place.
Warriors - Shield Wall, Last Stand, 4pc T10




Defile

Every 30 sec or so, he's cast this randomly on anyone in the raid (tanks too). It places a puddle of black (void zone) underneath you that hurts, and lasts for 60 seconds.

Not only does it hurt, but for each tick anyone takes standing in it, it will grow. And will grow quite fast. Very fast. Which can become a problem in a not so large room with other mechanics going on.

So, run out asap. Perhaps coordinate to have your people run North/South while the raid runs in the other direction. Do not ever run through them for any reason what so ever. Do not touch these for any reason. Do not pass go.





Val'kyr Shadowguard

Every 45 sec or so, Arthas will summon a Val'kyr. What she'll do is randomly chose a raid member and grab them. Then slowly fly to the edge and chuck them off. Yes you read this right.

The DPS are to switch and kill her before that happens of course. She's snarable, but only up to 50% speed reduction. She is also stunnable so use those to buy time. Deathknights can also deathgrip them back to the raid.

Ranged DPS will be best for this due to possible Defile in her path. But melee dps will be needed to help, just be careful around Defiles, and around the Defile CD timer. It could occur at the same time Valks are summoned which could mess things up.

That's the big thing of this phase, dealing with the Val'kyr and Defile mechanics together. You likely might want to spread out or prepare to during Defile CDs regardless of Val'kyr. Perhaps just send one person to Valk during that time to stun/snare it and wait for Defile to be dropped first.



At 40% he'll do another Transition Phase, so see above again. Except this time, the edges were already destroyed so you can't run to them at the start of it. They do respawn as soon as he starts, so you'll wind up taking a tick or 2 waiting for that I suppose. Start moving closer to the edge as this phase approaches.

Also, Arthas amps up the summon of adds this time around. More Ice Spheres, more Raging Souls. So it'd be getting slightly more hectic. You may even be carrying more adds into the next phase.

Again at 60 seconds, this transition ends, so get off the edges and back in center.



Vile Spirits Phase: 40%-10%

Brand new phase with new abilities, but he keeps Defile and Soul Reaper still in this phase, so see above again.



Harvest Soul

Every 75 sec or so, Arthas will channel this DoT on someone in the raid. You heal them through it,. Because if they live, they get phased out. There'd be another room "Frostmourne", you get to hang out with Terenas' ghost as he battles with a Spirit Warden, think Kalecgos style

Frostmourne Room

In here, you'll get a damage buff, Harvested Soul, allowing you to do 100% more damage. For the DPS classes, the Spirit Warden will go down fairly fast. For the healers, Terenas will do more damage the more health he has, so spamming into him is your key to getting it done asap.

Soul Rip is the only other thing to be aware of in this phase. It's a channeled cast the Spirit Warden does, that puts a stacking shadow damage debuff on Terenas. Left alone, can potentially kill him, maybe. At the very least it'll slow down your progress in the room.

So if you can interrupt, interrupt. Stuns work too if you have those instead. A magic dispeller also works to get it off Terenas. Every class should have some sort of options to deal with this. Otherwise you'd have to hope you can dps it down on your own fast enough or heal through the stacking damage. But again, every class should have an option to do a single interrupt/stun/dispel to pass this check.

After Spirit Warden is killed, Terenas will resurrect you back into the fight. It is in your best interest to get out of this room asap since they'd be 9 manning it on top.





Vile Spirits

The final trick of the phase is summoning of Vile Spirits, 10 in 25, 8 in 10 man. They will start above up and will just float there for 30 sec or so. After which, they will head towards the raid and explode for 15-20K damage, each, to all within 5 yards of them.

So the ranged has to try to kill as much of them as possible while they're in the air. Once they become active, continue try to kill them while kiting. They are susceptible to CC / snares / stuns.

The melee can never directly touch them without risking it exploding in their faces. So they must run away if a Vile Spirit is near should they be able to do nothing else. It is quite better to avoid unnecessary damage in this phase than to blindly turret. In other words, don't be stupid, you should have plenty of time in this phase.



Final Phase: 10%-0%

Unlike previous phases there will be no transition, he'll just instantly go into this phase.

He casts Fury of the Frostmourne, doing 100K damage killing everyone in the raid. The End. Bow down before the might of the Scourge!

Don't release. Good Luck!



Achievements:

Been Waiting a Long Time for This - Allow Necrotic Plague to stack to 30 before defeating the Lich King in 10/25-player mode.

With cleansing taking off stacks, and deaths increasing stacks, the way I can conceivably see this happening is trying to force the Plague on the adds as much as possible. Probably means the OT must tank all the adds away from the raid. Get the plague on the adds, and probably focus down the plagued one only. This forces a kill and a jump and an additional stack each time. And only cleanse if it ever gets on the OT. And of course, don't push Arthas over til 30 is reached.
Neck-Deep in Vile - Kill every Vile Spirit that spawns before it explodes and then defeat the Lich King in 10/25-player mode.

This sounds easier. With more gear at least. Ranged get good enough to kill them before any problems arise. And melee run away if necessary to delay such explosions.


[/color]

Hardmode Recap

Marrowgar:

Bone Spikes during Bone Storms - This causes problems in that people can die really fast. Spread out in hopes that it lowers chances of him spinning on top of a spike. So don't clump up for spikes, this means you melee. Only kill what's conveniently in your area, focus on survival. Does mean healers have to keep Spiked people up as they'll remain in their longer.

Coldflame is aimed more - Slightly, it lasts longer moves faster and will be fired towards you. Straight line still, so move away faster



Deathwhisper:

Mind Controls - Starts doing it to 1 person in 10 mans, bumps up to 3 people in 25 man. So more CC.

Faster Add Waves - Kill kill.

Dark Martyrdom is lethal - This goes under the category of everything hits harder, but special note that this really really hurts. So melee run away.

Phase 2 is not Tauntable - Gotta do tank switches like Gurtogg, 2 tanks both get highest threat. It is possible to one tank it with enough MDs/Tricks going to him.

Phase 2 adds still occur - But less numbers. In 10 man, the extra add at the back you see in 25 man, that will start spawning. In 25 man, it'll only spawn one side at a time, so like how 10 man is.

Vile Spirits now explode in 20 yard radius - Before it was a targetted attack on someone, now they explode. So if they don't run, you all get burned.



Gunship:

bugged



Saurfang: (adds bugged)

BP Generation up - This kinda goes with the hits harder theme

Adds will do a slowing aoe - Some seconds after they spawn they will emote "Blood Beasts smell the scent of blood" in which they do like a aoe around them that puts a movement slowing debuff, and increases their own damage by 300%. Just means kiting has to be perfect or things die.



Rotface:

Vile Gas - Putricide joins the fight and throws Vile Gas on the ranged. Keep 3 minimum at ranged now, 7 in 25 man. The Vile Gas is similar but not Festergut's version. It does damage people around you, but it only roots you for a couple seconds, not the disorient so can still cast and all.



Festergut:

Malleable Goo - Putricide joins the fight and chucks these at the raid. Just like the one he throws himself. The raid should be spread out as much as possible so Putricide has more targets to aim at. Try not to get hit. It is healable, but with the cast/attack slowing effect, it's gonna make it tougher on you.



Putricide:

Unbound Plague - Think like the Frost Giant weekly except longer. There's a plague for every second it's on you it'll put a stacking debuff which increase it's damage done to you. It also jumps to the nearest player, prolly within 8 yards. The goal is to pass it around the raid, about 5 players can do it, 1 -> 2 -> 3 -> 4 -> 5 -> 1, or something. So spread out, take a few sec of it, then run it to the next guy, spread out again.

Transition Phase spawns both adds - Instead of a Tear Gas stun, he'll spawn both Gas Cloud and Volatile Ooze at the same time. He himself will still go through his roleplay drinking potions for a bit so you have time to deal with these. Suffice to say, kite Cloud, grill Ooze.

Gas and Ooze Variables - Only in 25 man, but they make random members of your raid only able to attack Gas (orange) or only able to attack Ooze(green).



Blood Princes:

Shadow Prison - Every time you move, you get hit with shadow damage, and it stacks every second you move. Lasts 10 seconds. Similar to Hodir but opposite, moving hurts you. But it's not a dot, it's damage per movement.

Damage Note - The fight is the same otherwise, but due to the damage increases, basically means you'd need another near perfect execution. Kinetic Bombs are lethal, Empowered Fire Orbs are lethal, etc, etc.



Blood Queen:

Shadow Aura increases as more Vamps are out - That's about it. Well again another tight execution due to higher damage from everything. Also might want to consider staggering bites in 10 man cause you will run into the problem of the final bites occuring right at the 2nd fear.



Valithria:

Shadow Aura - There's an aura now that hurts her and the raid, so she'll start dropping hp at first. Emphasis on stacking fast and never losing them. (and adds spawn faster)



Sindragosa:

Instability backlash is a 20 yard explosion - So if they fail in the group, the group will know it. Basic goal is to run out to do your thing. Alternatively, casters just cast 1 spell, heal through that, cast 1 spell again, repeat.



Lich King:

Shadow Traps in Phase 1 - Black swirly things, you touch them, you're gone (huge knockbacks).. think defile but instant death.

Valks stay up in Phase 2 - You get them down to 50% or so, and they drop the guy, but they fly up into the air and start Siphoning Life from the raid. Ranged can still kill them.

Everyone gets to see Frostmourne in Phase 3 - Yes, everyone gets sucked in, the outside Vile Spirits will be stunned in the meantime like Yogg tentacles. Inside, there are other spirits in the air, they drop bombs, and they hurt. Ranged kill those.


[/color]
Last edited by Duces on 12 Mar 2013 07:01, edited 6 times in total.
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Re: ICC Raid Guide

#3 » Post by Duces » 10 Apr 2013 06:32

working on some videos breaking everything down
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Re: ICC Raid Guide

#4 » Post by Intervention » 10 Apr 2013 06:45

So many pretty colours and pictures, would be such a waste to not sticky this. So stickied.
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Re: ICC Raid Guide

#5 » Post by marko1984 » 10 Apr 2013 16:17

Duces the Official Pug Tank

nicely done :)
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Re: ICC Raid Guide

#6 » Post by Knewklear » 17 Dec 2013 01:24

Any person wanting to partake in ICC raids should read this! Very well done!

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Re: ICC Raid Guide

#7 » Post by Cocopuffs » 17 Dec 2013 15:35

I came here to fap at BQL's picture.

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Re: ICC Raid Guide

#8 » Post by Blacklustersoldier » 17 Dec 2013 16:45

^that

nicely written guide, especialy the BQL photo, want more :|
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Re: ICC Raid Guide

#9 » Post by Sale » 06 Jan 2014 23:13

Good guide, only the colours are messing my eyes up. Could you try adding in some other colour for the heads?

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Re: ICC Raid Guide

#10 » Post by Duces » 20 Jun 2014 21:14

I randomly came back to this forum from a bookmark from my old phone. Hope you guys killed 25hc lk by now.
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Re: ICC Raid Guide

#11 » Post by Etro » 20 Jun 2014 21:17

Hellraisers did, as far as I know.
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Re: ICC Raid Guide

#12 » Post by Nyeriah » 20 Jun 2014 23:08

Many people did by now I suppose

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Re: ICC Raid Guide

#13 » Post by Nyaneve » 21 Jun 2014 19:51

Duces wrote:I randomly came back to this forum from a bookmark from my old phone. Hope you guys killed 25hc lk by now.
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Re: ICC Raid Guide

#14 » Post by scoobydobedo » 21 Jun 2014 22:09

Duces wrote:I randomly came back to this forum from a bookmark from my old phone. Hope you guys killed 25hc lk by now.

hi noode ,long time bro
Sincerely an old warrior friend hope u remember ;)

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Re: ICC Raid Guide

#15 » Post by Arockalypse » 21 Jun 2014 23:02

Duces! come play again :D
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