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tiny
120 posts
12-10-2009 3:07pm
Trash to first boss:
* Kill all trash. You can skip, but the pulls are clunky from room to room, so it is best to clear out everything quickly. Controlled pulls are the key - bone giants should be killed first. Each mob has an ability not dissimilar to first boss.
Marrowgar:
His cleaves hit hard so having a dedicated tank healer for tank is highly recommended - the raid doesn't take much damage during his non-cyclone phase, so if people stay out of the fire tanks and whomever is spiked should be the only damage.
The way we did was to stack the tanks on top of each other. In 10s, he spreads his cleave amongst 2 tanks, but in 25s, they are spread amongst 3. We had ranged spread out in a semicircle around him. Not too spread out for the healers to get to, but not too close so that we wouldn't get eaten by the fires.
Positioning him was kind of a pain, so we pulled him to do the door, and had the range spred out behind him, facing away from the raid. Ultimately, where he is tanked isn't as important as which direction he is facing with respect to the raid.
* Fires are easy to avoid, but you must avoid them.
* One person will get spiked - all DPS must get on the spike and free that person.
* Bone cyclone is brutal. You will get hit, what you need to do is control how much you get hit by. Ice block, bubble - they work here, so if you find yourself trapped, bubble/block. For locks, if you stick your teleporter in corner of the room, and position yourself on the other, you'll have an escape. No matter what though, the raid will take some damage and it will need to be healed through.
This was not a dps race, but a coordination battle. We were well ahead of enraged timers. It's just smart play.
Trash to Deathwhisper:
There are two sets of trash here - one group with 2 warriors, 3 casters (no healers). One group will be to the left, the other to the right. They are not linked, so we did one side at a time. Kill the casters first as the warriors don't hit that hard and can easily be healed through. Once this first set of groups are down, you'll see two spider looking creaters - one on the left, one on the right. High Priestesses - pull each separately.
The Priestess has an aura that ticks shadow damage on the raid, can't do anything about it and it can easily be healed through with hots. But, once in awhile, they will cast dark reckoning (uninterruptable). This is a bitch - it targets one person in the raid, and does an aoe damage to anyone near that person. Treat this like the light bomb in XT - every tick of damage this does to members in the in raid heals the priestess and it is extremely difficult to heal through.
There are two approaches: Stack the raid up (ranged) and the person that gets the debuff, bolts away from the raid. I mean run like you stole something. Heals will need to be on that person. The second approach is have the raid spread out. I'm not sure of the range of that aoe, but we couldn't get far enough away.
Deathwhisper:
Has 2 phases -
Phase one, she will spawn fanatics and adherents. Fanatics when they become mutated hit really, really, really, really hard on the tanks - but they can be snared and kited. Heals need to be ready for huge damage to these tanks. These are the priority. When the fanatics become reanimated, they are impervious to physical damage and can only be killed by magical damage. They can also be snared and slowed (which really, really helps). The reanimated don't hit as hard, but still very hard.
My mage was easy able to kite the mutated fanatic while melee dps brought him down. Hunters, locks - all capable of kiting the mutated fanatics.
The adherents pop a shield and are impervious to magical damage. All physical damage classes (hunters, rogues, warriors - dks to an extent) must get on them. They seemed like they were easily tanked.
The boss will emote when she transforms an adherent or a fanatic. Until then, they are regular humanoids - susceptible to all forms of damage. We were pretty easily able to drop 1/2 the adds that spawned before any transformation.
During the adds phase, you must have constant dps on the bosses mana shield. Only when that shield drops, can you enter phase 2. So, if the fanatics are down, ranged (casters) should move to dps the mana shield; if the adherents are down, melee dps should move the mana shield. If no adds are up, all dps should go to the mana shield. Deathwhisper does not need to be actively tanked during P1.
She will also drop a death and decay aoe - green in colour. If it's under you, get out of it. Now.
She will also randomly target a person in the raid and cast a shadow bolt at them. It hits hard, but can easily be healed through. We didn't quite make it to Phase 2 - which is quite a bit easier.
*an interrupt rotation will need to be setup for the frost bolts, which hit really, really hard.
*move out of death and decay.
*No adds.
Raid composition is key in the sense that there should be balance between caster and physical dps (ranged and melee not so much). Pallies cannot tank the adherents effectively because of the magic bubble.
* Kill all trash. You can skip, but the pulls are clunky from room to room, so it is best to clear out everything quickly. Controlled pulls are the key - bone giants should be killed first. Each mob has an ability not dissimilar to first boss.
Marrowgar:
His cleaves hit hard so having a dedicated tank healer for tank is highly recommended - the raid doesn't take much damage during his non-cyclone phase, so if people stay out of the fire tanks and whomever is spiked should be the only damage.
The way we did was to stack the tanks on top of each other. In 10s, he spreads his cleave amongst 2 tanks, but in 25s, they are spread amongst 3. We had ranged spread out in a semicircle around him. Not too spread out for the healers to get to, but not too close so that we wouldn't get eaten by the fires.
Positioning him was kind of a pain, so we pulled him to do the door, and had the range spred out behind him, facing away from the raid. Ultimately, where he is tanked isn't as important as which direction he is facing with respect to the raid.
* Fires are easy to avoid, but you must avoid them.
* One person will get spiked - all DPS must get on the spike and free that person.
* Bone cyclone is brutal. You will get hit, what you need to do is control how much you get hit by. Ice block, bubble - they work here, so if you find yourself trapped, bubble/block. For locks, if you stick your teleporter in corner of the room, and position yourself on the other, you'll have an escape. No matter what though, the raid will take some damage and it will need to be healed through.
This was not a dps race, but a coordination battle. We were well ahead of enraged timers. It's just smart play.
Trash to Deathwhisper:
There are two sets of trash here - one group with 2 warriors, 3 casters (no healers). One group will be to the left, the other to the right. They are not linked, so we did one side at a time. Kill the casters first as the warriors don't hit that hard and can easily be healed through. Once this first set of groups are down, you'll see two spider looking creaters - one on the left, one on the right. High Priestesses - pull each separately.
The Priestess has an aura that ticks shadow damage on the raid, can't do anything about it and it can easily be healed through with hots. But, once in awhile, they will cast dark reckoning (uninterruptable). This is a bitch - it targets one person in the raid, and does an aoe damage to anyone near that person. Treat this like the light bomb in XT - every tick of damage this does to members in the in raid heals the priestess and it is extremely difficult to heal through.
There are two approaches: Stack the raid up (ranged) and the person that gets the debuff, bolts away from the raid. I mean run like you stole something. Heals will need to be on that person. The second approach is have the raid spread out. I'm not sure of the range of that aoe, but we couldn't get far enough away.
Deathwhisper:
Has 2 phases -
Phase one, she will spawn fanatics and adherents. Fanatics when they become mutated hit really, really, really, really hard on the tanks - but they can be snared and kited. Heals need to be ready for huge damage to these tanks. These are the priority. When the fanatics become reanimated, they are impervious to physical damage and can only be killed by magical damage. They can also be snared and slowed (which really, really helps). The reanimated don't hit as hard, but still very hard.
My mage was easy able to kite the mutated fanatic while melee dps brought him down. Hunters, locks - all capable of kiting the mutated fanatics.
The adherents pop a shield and are impervious to magical damage. All physical damage classes (hunters, rogues, warriors - dks to an extent) must get on them. They seemed like they were easily tanked.
The boss will emote when she transforms an adherent or a fanatic. Until then, they are regular humanoids - susceptible to all forms of damage. We were pretty easily able to drop 1/2 the adds that spawned before any transformation.
During the adds phase, you must have constant dps on the bosses mana shield. Only when that shield drops, can you enter phase 2. So, if the fanatics are down, ranged (casters) should move to dps the mana shield; if the adherents are down, melee dps should move the mana shield. If no adds are up, all dps should go to the mana shield. Deathwhisper does not need to be actively tanked during P1.
She will also drop a death and decay aoe - green in colour. If it's under you, get out of it. Now.
She will also randomly target a person in the raid and cast a shadow bolt at them. It hits hard, but can easily be healed through. We didn't quite make it to Phase 2 - which is quite a bit easier.
*an interrupt rotation will need to be setup for the frost bolts, which hit really, really hard.
*move out of death and decay.
*No adds.
Raid composition is key in the sense that there should be balance between caster and physical dps (ranged and melee not so much). Pallies cannot tank the adherents effectively because of the magic bubble.
tiny
120 posts
12-10-2009 3:07pm
Icecrown Citadel (10/25)
Entryway
Lord Marrowgar
Lady Deathwhisper
Icecrown Gunship Battle
Deathbringer Saurfang
The Plagueworks
Festergut
Rotface
Professor Putricide
The Crimson Hall
Blood Princes (Valanar, Keleseth and Taldaram)
Blood-Queen Lana'thel
Frostwing Halls
Valithria Dreamwalker
Sindragosa
The Frozen Throne
The Lich King
Entryway
Lord Marrowgar
Lady Deathwhisper
Icecrown Gunship Battle
Deathbringer Saurfang
The Plagueworks
Festergut
Rotface
Professor Putricide
The Crimson Hall
Blood Princes (Valanar, Keleseth and Taldaram)
Blood-Queen Lana'thel
Frostwing Halls
Valithria Dreamwalker
Sindragosa
The Frozen Throne
The Lich King