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Guide to completing the Icecrown Citadel Weekly Raid Quests

February 4, 2010 Leave a comment

These quests are specific to the Icecrown Citadel raid dungeon and do not correspond with the standard random raid weekly quest offered in Dalaran.

One of five quests will be randomly available each week in both 10- and 25-player versions of the dungeon. This means each player has the opportunity to complete two Icecrown Citadel raid weekly quests each week if the dungeon is run in both versions, however, these quests have to be completed within the raid version (10- or 25-player) in which they are offered.

If a player obtains one of these quests but does not complete it that week, the quest will automatically be removed from the player’s Quest Log the next time Lord Marrowgar is defeated under a new raid ID, or when zoning into an instance with a new raid ID where Lord Marrowgar has already been defeated. This only applies if the random raid weekly offered when the player enters a fresh Icecrown Citadel raid instance happens to be different from the one already in his or her Quest Log. Players can otherwise simultaneously have both the 10- and 25-player raid weekly quests in their Quest Logs and complete either of them at any time during the week in their respective raid versions. The quests given each week in 10- and 25-player versions of Icecrown Citadel will be randomly determined once Lord Morrowgar is killed, or once a player zones into an instance where Lord Morrowgar has already been killed.

Each quest will reward 350 rep, gold and a Sack of Frosty Treasures. Each sack will contain:

  • 5 Emblems of Frost
  • Gold
  • You also have a chance to find an Uncut Epic Gem or ilevel 264 BoE

The quests by location are as follows:

Lower Spire

  • Deprogramming
  • Securing the Ramparts

Plagueworks

  • Residue Rendezvous

Crimson Halls

  • Blood Quickening

Frostwing Halls

  • Respite for a Tormented Soul

Now onto the details for obtaining and completing the quests:

Deprogramming

Quest Giver: Rogue named Infiltrator Minchar outside of Lady Deathwhisper’s chamber (Oratory of the Damned)

Objective: Darnavan is a warrior that has been brainwashed by Lady Deathwhisper. Defeat Lady Deathwhisper while ensuring that Darnavan survives

Darnavan spawns in place of one of the fanatics during the Lady Deathwisper encounter. He has 160k health in 10-man (250k in 25-man).

He is immune to crowd control (eg. mind controlled, polymorph, ice trap, any hunter traps), but he can be tanked, kited or snared (eg. Entangling Roots, Chains of Ice).

Apart from auto-attack he uses 4 abilities:

  1. Whirlwind
  2. Mortal Strike – 50% less healing
  3. Overpower
  4. Sunder Armor (20% is my understanding)

Your options are:

  • Tank him to the side with a hunter or lock pet (or any plate wearer really but DPS will suffer)
  • Kited around by a Druid, DK or tank

You need to keep him alive, so limit damage done and assign a healer to heal him. Druid HoT’s work well to keep him up.

Securing the Ramparts

Quest Giver: After killing Lady Deathwhisper and taking the elevator platform up to the ramparts, an NPC will request your help.

Objective: Slay the Rotting Frost Giant

Keep moving around the Ramparts clearing trash until you see a large Frost Giant patrolling the back of the spire (northern corner).

Split into pairs, with each pair more than 10 yards apart. Every 20seconds the Frost Giant will cast Death Plague on a random player.

Death Plague will do 8,000 nature damage after 15 seconds and infect all players within 8 yards. If it is unable to spread to another player it will kill its host.

The Frost Giant also has a knockback ability that will knock everyone back 20yards.

Return to the quest giver to hand in the quest and receive your reward.

Residue Rendezvous

Quest Giver: After killing Saurfang, you will meet Alchemist Adrianna after moving further into the citadel.

Objective: Become infected by both a Green Residue from Rotface and an Orange Residue from Festergut. While infected with both residues, at least one player from the raid must speak with Alchemist Adrianna in order for everyone in the group to receive credit.

  • The Orange Blight debuff is obtained from Gaseus Blight during the Festergut fight
  • The Green Bligh debuff is obtained from Rotface by taking one tick of slime spray

Both debuffs must still be active when handing in the quest (30min duration). Dying will remove the debuff. However, you only need one person in the raid to get both debuffs for the entire raid to receive credit when handing it in.

If you can’t down Rotface (or Festergut), you can still complete this quest as follows:

  1. Kill Festergut (or wait till hunter receives debuff, wipe, except hunter who feigns death)
  2. Pull Rotface as normal
  3. Wait for hunter to receive debuff
  4. Everyone else wipes, except hunter who feigns death
  5. Hunter hands in quest after Rotface has de-spawned

Alternatively you just need someone to stay alive for the completion of both fights.

Note: Kill both Stinky and Precious before doing either of the bosses. You can’t get quest once either boss has been started.

Blood Quickening

Quest Giver: Outside the Crimson Halls, Alrin the Agile will request your help to rescue Infiltrator Minchar.

Objective: Rescue Infiltrator Minchar before he is executed.

Infiltrator Minchar is located in the room with the Blood Queen.

You have 20 minutes (30 minutes in 25-man) from when you first enter the wing to clear all trash, down the Blood Princes and pull Blood Queen Lanathel to succeed on this quest. You don’t actually need to kill the Queen to complete quest.

Respite for a Tormented Soul

Quest Giver: After you free Valithria Dreamwalker she will offer you a quest and provide each player with a Pulsating Life Crystal.

Objective: Use the Life Crystals to preserve Sindragosa’s Essence.

Members of the raid who use these crystals on Sindragosa when she is below 20% health will slowly stack on her the Life Infusion debuff.

It requires someone to stand in LoS of Sindragosa for 30 seconds (channelled spell) during the 3rd phase of the fight.

Reaching 30 stacks (10-player) or 75 stacks (25-player) of Life Infusion before she dies will provide the frost wyrm with an aura of Soul Preservation. If your group manages to give Sindragosa this aura before killing her, a quest item can be obtained from her remains to complete Valithria’s task.

Please leave any comments or suggestions in the comments below.

Categories: Quests, Raiding Tags: , , , ,

Strategy – Deathbringer Saurfang (10-man)

February 4, 2010 1 comment

I’m slowly writing and adding the strategies for each fight in ICC. You can find the complete list under Tactics > Deathbringer Saurfang (10-man). Also don’t forget the Quick Reference guide for the Lower Spire.

Deathbringer Saurfang is the final boss for the Lower Spire wing with 8,785,000 health on 10-man.

The way to win this fight is to stop Saurfang from receiving Blood Power (BP) by mitigating his abilities and controlling the Blood Beasts.

Abilities
Blood Power – Increases Saurfang’s damage and size by 1% for each point of Blood Power he has.

Boiling Blood – Cast on a random target. Inflicts 5000 physical damage every 3 seconds for 24 seconds. Saurfang receives 1 BP per tick or 8 BP over the full 24 second duration.

Blood Nova – Inflicts 7,600 to 8,400 Physical damage to a random target and all players within 12 yards. Saurfang receives 2 BP per player hit. As long as you have 3 players out of melee range, Blood Nova will only target a ranged player.

Frenzy – Increases Saurfang’s attack speed by 30% and size by 20%. Used when Saurfang reaches 30% health.

Call Blood Beasts – Summons 2 Blood Beasts every 30 seconds. Saurfang will receive 3 BP for every melee hit. Blood Beasts have 95% resistance to AoE effects and 70% resistance to diseases.

Rune of Blood – Cast on current target. Saurfang’s melee attacks against this target will leech 5,100 to 6,900 health from them and heal Saurfang for 10 times that amount. Lasts 20 seconds. 1 BP is gained per successful melee hit by Deathbringer.

Mark of the Fallen Champion – Cast when Saurfang reaches 100 Blood Power. Causes Saurfang’s melee attacks to hit the marked target (+4,275 to 4,725 additional damage) as well as the tank. If a marked player dies while the mark is up, Saurfang heals for 5% of his maximum health (439,250). 1 BP is gained whenever the marked target receives damage from Saurfang.

This is a one phase encounter.

How to tank it

Tank Saurfang where he spawns at the top of the steps.

Tanks need to stack as much avoidance as they can for this fight. If the tank is missed then no damage or BP is received. If the tanks have an avoidance gear set I would highly suggest wearing it over a mitigation/stamina set.

Avoid using multi-target abilities (eg. Consecrate, Heart Strike, Hammer of the Righteous, Divine Storm) during the Blood Beast spawn window. Normal AoE effects are fine as the Blood Beasts have 95% resistance.

Taunt off the current tank when he/she receives the Rune of Blood as follows:
(1) Tank 1 pulls
(2) Saurfang casts Rune of Blood on Tank 1
(3) Tank 2 taunts & tanks Saurfang for duration of Rune of Blood (20s)
(4) Saurfang casts Rune of Blood on Tank 2
(5) Tank 1 taunts… rinse and repeat

Use defensive cooldowns, healing potions, lock candy when he casts Frenzy at 30%

How to Melee DPS it
Melee DPS stack behind Saurfang for the entire fight and maximise DPS. The only issue would be if your raid is melee stacked and you don’t have enough ranged to down the Blood Beasts.

Avoid using multi-target abilities during the Blood Beast spawn window.

How to Ranged DPS it
At all times, ranged DPS are to stay more than 12 yards apart. This will limit Saurfang to only 2 Blood Power for each Blood Nova.

Don’t let the Blood Beasts get within melee range. Kite and DPS the Blood Beasts before they have an opportunity to hit anyone. Only single-target DPS is effective.

Blood Beasts can be rooted, snared, knocked back or stunned (eg. Frost Traps, Earthbind Totems, Thunderstorm, Frost Nova, Desecration, Chains of Ice, Entangling Roots, Typhoon etc.)

Keep pets in melee range at all times

How to Heal it
Add the following debuffs to your raid frames

  • Boiling Blood
  • Rune of Blood
  • Mark of the Fallen Champion

Only use 2 healers for increased DPS.

Only one tank will be taking damage at any one time. Focus heals on whoever doesn’t have Rune of Blood.

Extra heals required for Boiling Blood. Disc Priests are uber for this encounter. Power Word: Shield will stop Saurfang from receiving any BP from Boiling Blood. Use this as often as possible on whoever receives Boiling Blood.

Top-up whoever is hit by Blood Nova.

Huge heals required on whoever has Mark of the Fallen Champion to keep them alive. Alternatively, if you have enough DPS you can let them die and just burn through the extra health.

Notes

  • The following abilities will reduce damage from Mark of the Fallen Champion – Feint, Divine Shield, Ice Block, Hand of Protection, Power Word: Shield.
  • Heroism/Blood Lust at 30% when Saurfang will Frenzy;
  • Players retain the Mark of the Fallen Champion debuff through death. Don’t Battle Rez, Soulstone or Reincarnate anyone with the mark.
Categories: Raiding Tags: , ,

Frostwing Halls opens & new Icecrown Weekly Raid Quests

February 3, 2010 Leave a comment

Good news everyone.

Frostwing Halls is now open and you can have a crack at Valithria Dreamwalker, Sindragosa, and the Lich King himself, provided you can down all 4 wing bosses first.

– Deathbringer Saurfang
– Professor Putricide
– Blood-Queen Lana’thel
– Sindragosa

I’m particularly interested in the Valithria Dreamwalker fight as it is different to any of the others. It depends upon healing her while protecting her from adds.

The other point of interest is the new Icecrown Weekly Raid Quests. There are 5 of them. You will receive a different one each week from different NPC’s within the instance itself. Each quest has a 10 and 25 version. So you can do 2 of these each week.

– Blood Quickening
– Deprogramming
– Residue Rendezvous
– Respite for a Tormented Soul
– Securing the Ramparts

Your reward for successfully completing is a [Sack of Frosty Treasures]. Inside the sack is 5 Emblems of Frost and either gold, random ilevel 264 BoE, epic gem or …. [not sure yet, items are based on what people have reported as finding already].

You can also pick up an additional 2 Emblems of Frost by taking on the new boss in VoA – Toravon.

Categories: Raiding Tags: ,

Situational Awareness (Part 1)

February 2, 2010 Leave a comment

If you’re like me then anything more than ‘never’ is too often and is just putting more pressure on our healers and raid leaders.

I was involved in a guild run on Sunday night where we attempted Rotface for only the 2nd time. In this fight there are a number of mechanics you need to be aware of. I have sorted them into roles.

Kiting Tank:

  • Where is the Ooze flood? Where has it been?
  • Am I out of melee range of the Big Ooze?
  • Do I have Mutated Infection?
  • Where are all the small oozes?
  • Do I need to pick up another Big Ooze?

DPS

  • Do I have Mutated infection?
  • Where do I need to kite the small ooze?
  • Will the Slime Spray hit me?
  • Unstable Ooze Explosion. Run!

Healing/Cleansing

  • Do I have Mutated infection?
  • Who has Mutated Infection?
  • Where do I need to kite the small ooze?
  • Can we dispel Mutated Infection yet?
  • Will the Slime Spray hit me?
  • Which raiders are being hit by Slime Spray/Ooze flood?
  • Unstable Ooze Explosion. Run!
  • Is the kiting tank running through Ooze flood?
  • Who needs healing?
  • Who will need healing?

On top of that there are the usual things that will apply to almost any fight:

  • What is my threat?
  • Has anything Procced?
  • Are my Cooldowns ready?
  • Class specific etc.

Main Tank

  • Stand still, press buttons and use cooldowns 😛

You could easily do a similar breakdown for each fight. But I think you get the general idea. Healers have the hardest job and deserve the best loot 🙂

Okay, that may not have been what I meant. But feel free to think it 🙂

Back on track. If we look at the breakdown we can see there are a lot of different bits and pieces we need to be aware of. This will be the same for any fight. The mechanics may differ, but every raid boss requires situational awareness.

Instead of having to go through each boss fight and list everything, I have come up with the following broad areas that should (fingers crossed) cover them all.

  • Location. Where am I standing? Do I need to move?
  • Fight mechanics. What is happening next?
  • Buffs & Debuffs
  • Incoming damage and threat
  • Cooldowns/Procs
  • Healing

How do we stay aware of these things throughout the fight?

I could tell you how I keep an eye on everything, but that doesn’t mean they will work for you. So instead of telling you what to do, I’m going to cover the fundamentals and then run through some of the more popular options and how to set them up.

I will cover each one in a separate post, starting with UI design.

If you have anything you would like to add please do so in the comments below.

Categories: Raiding Tags:

Icecrown Citadel Quick Reference – Lower Spire

January 28, 2010 Leave a comment

One area I like to help out my guild is by writing up the strategies we use for each boss fight. This gives me the added benefit of learning as much about the fight as I can through videos and research.

However I still like to have a quick refresher before a fight. I personally don’t want to be the cause of a wipe because I forgot about something. My memory isn’t what it once was. Actually my memory has never been what you would call….fantastic. Just ask my wife!

However I don’t feel the need to read through an entire strategy document when a handy quick reference sheet does the same thing. Once I have a solid grasp of a fight I will add a quick reference guide that goes hand in hand with the complete strategy write-up.

So regardless of whether I am just a raider or raid leading I have something to refer to. The first one I wanted to share with you covers the first 4 bosses in Icecrown Citadel.

Please note that this is written for 10-man as that is the content I currently run. It is also how I run the content which may differ for you. Feel free to take my idea and modify for your own use.

Any issues please post them in the comments below.

Lord Marrowgar

MT Lord Marrowgar
OT Lord Marrowgar
Ranged DPS Target Bone Spike when up, then Lord Marrowgar.
Melee DPS Lord Marrowgar
Healers
  • Assign one healer to each/both tank/s and a raid healer on the raid;
  • Heal whoever is spiked and any DPS who fail to move out of the blue flames/hit by bone storm;
  • Watch out for Bone Spike on each other and be ready to pick up the slack on their healing assignment.

RL Notes

  • Stay out of the blue flames (Cold Flames);
  • Move away from Bone Storm and stay in range of a healer;
  • Wait until tanks have picked up threat after Bone Storm before restarting DPS on the boss;
  • Heroism after the first Bone Storm.

Lady Deathwhisper

Phase 1

MT Adherants
OT Fanatics
DPS Priority kill order:

  • Empowered Adherants – Ranged only;
  • Deformed Fanatics – Ranged only and kited;
  • Reanimated Fanatics – Caster DPS only;
  • Reanimated Adherents – Physical DPS only;
  • Adherants – Melee / Ranged;
  • Fanatics – Ranged / Melee.
Healers Cleanse curse ASAP.

RL Notes

  • All adds need to go down fast;
  • Move out of D&D;
  • Cleanse or spellsteal Vampiric Might.

Phase 2

MT Lady Deathwhisper
OT Lady Deathwhisper
Ranged DPS Lady Deathwhisper
Melee DPS Lady Deathwhisper
Healers One/two on tanks, one on raid.

RL Notes

  • Threat reset at start of phase 2. No DPS until Tanks have picked up;
  • Tanks taunt at 3 stacks of Touch of Insignificance;
  • Interrupt Frostbolt;
  • Heroism during Phase 2;
  • Kite Vengeful Spirits away from raid until they disappear;
  • Move out of D&D.

Gunship

Offensive tea
  • Two melee to man the guns. Target the axethrowers when firing;
  • One tank, all melee and one or two healer/s to jetpack over when Battle Mage/Sorceror freezes the cannons;
  • Tank to keep Saurfang/Muradin busy while DPS kill the Battle Mage/Sorceror and any of the axethrowers/rocket teams they have time for;
  • Once Battle Mage/Sorceror is dead, jetpack back to own ship and start pounding the ship again with the guns.
    Defensive team
    • Tank to pick up the boarding party;
    • Remaining DPS (preferably ranged);
    • Ranged DPS to kill the boarding party > rocket teams/axe throwers;
    • Boarding party is first priority as they will receive additional buffs the longer they are alive.

    RL Notes

    • Equip Jetpack before we begin;
    • Move out of rocket target patches.

    Deathbringer Saurfang

    MT Deathbringer Saurfang. Taunt off when other tank receives Rune of Blood.
    OT Deathbringer Saurfang. Taunt off when other tank receives Rune of Blood.
    Melee DPS Deathbringer Saurfang. Death Knights can use Chains of Ice on Blood Beasts.
    Ranged DPS CC and burn down Blood Beasts then Saurfang.

    • Stay more than 12 yards apart;
    • Hunters can lay frost traps;
    • Shamans can use Earthbind totem and Thunderstorm;
    • Moonkin can use Entangling Roots and Typhoon;
    • Mages can use Frost Nova.
    Healers
    • Use 2 healers – one on the Tanks and one on tank/raid;
    • Use Disc Priest to shield whoever receives Boiling Blood;
    • Tank healer can stand with melee dps.

    RL Notes

    • Blood Beasts need to go down fast. Keep them out of melee range;
    • No AOE while Blood Beasts are out;
    • Heroism at 30% when Saurfang will Frenzy;
    • Following abilities will reduce damage from Mark of the Fallen Champion – Feint, Divine Shield, Ice Block, Hand of Protection, Power Word: Shield;
    • Do not battle rez any player killed with the mark and do not reincarnate/use soulstone if you have the mark.
    Categories: Raiding Tags: , ,

    Blood Prince Council (10-man) nerf

    January 25, 2010 Leave a comment

    After opening Crimson Halls only last week, Blizzard have already nerfed Blood Prince Council (10-man).

    • Prince Keleseth will no longer melee players. So your clothie ranged tank will no longer need to worry about being one-shotted.
    • Melee damage for the Princes has been reduced by 10%
    • Conjure Empowered Flames will run out of power after shooting fewer fireballs
    • Dark Nucleii will appear earlier in the fight. So the Keleseth tank can have more orbs on him or her if Keleseth is empowered second.

    None of these changes will really affect your strategy, just make it a bit easier.

    Categories: Raiding Tags: , ,

    Blood Prince Council (10-man)

    January 22, 2010 Leave a comment

    My guild attempted the Blood Prince Council for the first time last night on 10-man. The fight is fairly chaotic and does require a large degree of coordination between everyone. Think of the Illidari Council in Black Temple for a comparable fight.

    The Blood Prince Council consists of 3 Blood Princes with a shared health pool of 5.62m and a 10 minute enrage timer.
    • Prince Valanar
    • Prince Taldaram
    • Prince Keleseth

    Raid composition:
    2 or 3 Tanks – Prince Valanar and Taldaram can be tanked together if your tank is geared enough and your healer can keep up with the damage. We tried 2 tanks to start but our tank healer was struggling to keep up with the damage. On our 2nd attempt we went with 3 tanks which worked a lot better. Pally tank each on Valanar and Taldaram and a Hunter on Keleseth.
    2 – 3 Healers – The raid will take some damage which is easily healable. But there is a lot of spike damage on the tanks.
    4 – 6 DPS

    The trick to this fight is that only one of the princes can be damaged at a time.

    During the fight, one prince at a time will be buffed with Invocation of Blood. The other 2 princes will show up as having 1 HP and cannot be damaged. Invocation of blood (and the health bar) switches between princes throughout the encounter and DPS must switch with it. Prince Valanar will be the first prince with Invocation of Blood.

    Each prince has his own set of unique abilities:

    • Valanar – Physical damage;
    • Taldram – Fire damage and needs to stay faced away from the raid;
    • Keleseth – Shadow damage and needs to be range tanked.

    When a prince receives Invocation of Blood they will receive an extra strong empowered ability that will one-shot or wipe a raid if not dealt with accordingly.

    Prince Valanar has 3 abilities he uses.
    Kinetic Bomb – DPS need to attack the bombs to lift them higher into the air. If a Kinetic Bomb reaches the floor it explodes doing 12k physical damage to every player in the room, knocking them back 200 yards. You will almost always lose a tank at this point. We found it better to assign 1 or 2 ranged DPS to this duty and use a target macro “/tar Kinetic Bomb”
    Shock Vortex – This will be cast on a random raid member. It will do 5k damage to anyone within 12 yards and knock them back 50 yards.
    Empowered Shock Vortex – When he gains Invocation of Blood he casts Empowered Shock Vortex. This places a Shock Vortex on every player within 30 yards. It will do 5k damage to everyone within 12 yards. Melee must scatter more than 12 yards away from each other to ensure they don’t

    Prince Taldram must be tanked facing away from the raid. He casts Glittering Sparks in a frontal cone that does 14,820 damage over 8 seconds.
    Conjure Flame is a ball of flame that follows a random raid member. The longer it is kited the less damage it will do but it will still do a minimum of 10k fire damage when it hits.
    Conjure Empowered Flame is the one to watch out for. It will follow a random raid member as well but do a huge amount of damage on impact. While the ball is in flight, the other raid members need to get near the ball so that it shoots smaller fireballs at them. This weakens the ball so that it does less damage to the person it hits.

    Prince Keleseth needs to be range tanked. The trick to this prince is to be mobile, stay out of melee range and collect Dark Nucleii. Certain strats are recommending a Warlock to tank him. We used a hunter and found it worked fine. However he will try to melee (70k hit) whoever is tanking him. But staying out of melee range is quite easy. He will run towards you for a bit, and then stop to cast Shadow Lance (1.5s cast), run, stop, run, stop etc.

    Empowered Shadow Lance is the nasty one that does approx 85k+ shadow damage. Ouch! The only way to survive that attack is by collecting Dark Nucleii (floating balls). Each Dark Nucleii you collect will buff you with Shadow Resonance reducing shadow damage by 35% until cancelled. Dark Nucleii will follow whoever did damage to them last (so if you aren’t tanking don’t hit them). The more you collect the less shadow damage you will receive. Keep in mind though that the damage reduction is multiplicative not additive. You will need to keep moving to find more Nucleii to keep the buff up as they will destroy themselves over time. Also be careful not to kill them.

    If you have any comments or better ideas for this fight please leave them below.

    Categories: Raiding Tags: , ,