Archives For Ice Crown Citadel

Non-Heroic Strategy is Here

Now that Lich King has fallen, my goal will be to provide updated information on the encounters as I go through them on Heroic mode.

Boss Changes

  • Increased HP and damage outputs
  • Bone Spike Graveyard cast during Bone Storm
  • Coldflame stays on the ground for 8 seconds, instead of just 3 from regular.

What does this mean?

  1. Your DPS needs to be top-notch.  Bone spikes hurt a heck of a lot more, dealing 10% damage per second on top of the 9000 direct damage they initially deal.
  2. Coldflame stays on the ground longer, which means you need to be very spatially aware.  Deterrence works to mitigate some of that damage, though I’d recommend saving it for Bone Storm.

Upgraded Hunter Loot:

Lich King Update #2

Morynne —  May 13, 2010 — Leave a comment

Image courtesy of Blizzard Entertainment

Nope. Still haven’t killed him.

Our best attempt is 16% so far, and considering we get to that point pretty regularly, I’m confident in saying I can write up a few more notes on how to beat down Arthas.

My first set of tips for Lich King are here, so if you’re a new reader, it will catch you up.

We’ve made some really solid progress with Phase 2.  The Valks/Defiles are not easy to manage, but with practice your raid will get it, I swear.  Phase 2 lasts until Arthas gets to 40%, then back into another transition phase.

Transition Phase (from 2-3):

  • Same as the first.
  • Raging spirits need to be beasted down quickly.  Heroism is most appropriately used for this phase.
  • Misdirect as much as possible for the Raging Spirits. Your tanks will thank you.
  • LOTS more Ice Spheres. If your range weren’t helping you before, they must help you now.  There are far too many for just 1 or 2 hunters to get through.
  • If you happen to be the lucky SOB who gets a raging spirit, feign death.  It will save you.  They tend to want to stomp their clone’s face as soon as they’re up.

Phase 3:

  • Range’s responsibility is to kill Vile Spirits.  Do yourself the favor, make a macro.
    • /tar Vile Spirit
    • /cast Steady Shot
  • Do not stand in the middle of the circle.  If you happen to get defile, you’re dropping it in the middle of your tank’s path.  Stick to the outside ring of the circle, placement of defile will be much better.
  • Run from Vile Spirits if they start coming after you.  You should have an off-tank or a “soaker” who can take the explosions from the Vile Spirits, but if one gets to you, be prepared.

Here’s hoping the next time I talk about Lich King, I have a Kinglsayer title and a screenshot to share with you. :)

Lich King Update

Morynne —  April 22, 2010 — 7 Comments

Image courtesy of Blizzard Entertainment

No, I haven’t downed him yet.  Real life has been getting in the way of 10-man, and 25 people is much more difficult to coordinate.

How far have I gotten? Well last night we made some really big progress on 25-man.

Here are my tips so far:

Phase 1:

  • Tranq Shot the Shambling horrors every time they enrage.  Seriously. If even one gets through, your tank will take 45k damage to the face.  They usually don’t like that.
  • DPS on Arthas while you’re not doing the Tranq Shotting.

Phase 1 Transition:

  • Run to the edge.
  • Kill Ice Spheres.
  • MD the raging spirits to a tank.
  • When transition is over, run in to the middle, avoid any Ice Spheres still up.

Phase 2:

  • Stack up for the Valks! Your individual DPS doesn’t matter that much here.  Coordination matters a lot more.
  • If you have more than 1 hunter, drop 1 frost trap in the group where the Valks pick up their victims, and have the other hunter drop a trap in their flight path.
  • As soon as Valks pick their target, spread out.  Defile sucks.
  • Defile spreads faster than you would believe.  Stay away from the guy who it gets cast on.  Don’t even say “oh, I’ll wait until the puddle forms.” You’re wrong.  Get away.  This will wipe your raid.
  • When you have a choice between stacking up again for valks or spreading out for Defile, stack up, but as soon as someone gets picked for Defile, they better run.

That’s as far as I’ve gotten folks!  We’re doing more work on LK tonight, so hopefully I’ll be able to call myself “Kingslayer Morynne” soon. :)

Strategy: Sindragosa

Morynne —  March 31, 2010 — Leave a comment

Or… that wench that iceblocks everyone.

My guild spent quite a lot of time wiping on this encounter, so don’t enter into this lightly!  This fight is again one that can turn your raid members into your worst enemies — especially if they’re not paying attention.

As of the writing on this post, Sindragosa finally fell for my guild on 25m after 6 weeks of wiping, but trust me, I’ve done enough attempts to know exactly what’s going on.  So much so that when my 10m went into the fight, we 2-shot the encounter.

Let’s look at what she can do in Phase 1 (ground)

  • Frost Aura – Inflicts 4,500 Frost damage to the entire raid every 3 seconds.
  • Cleave – Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
  • Tail Smash – Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail’s impact point, knocking them back.
  • Frost Breath – Inflicts 37,000 to 43,000 Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
  • Permeating Chill – Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
  • Unchained Magic – Causes every spell cast to backlash with Instability after 5 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
  • Icy Grip – Pulls all players in melee range. Cast immediately before Blistering Cold.
  • Blistering Cold – Inflicts 35,000 Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.

Fun stuff right?

Continue Reading…

Valithria Dreamwalker

DPS can rejoice on this fight!  It’s really not our battle to win.

The goal of this fight is to heal Dreamwalker up to 100%.  Your healers really win this fight for everyone.

Now, as a DPSer, your responsibility is to deal with adds.  The main strategy for you really is to know the priority order to kill them.  Here’s your list, and what these guys can do.

1. Blazing Skeletons

  • Lay Waste – Inflicts 3,770 to 4,230 Fire damage to all enemies every 2 sec for 12 seconds.
  • Fireball – Inflicts 3,299 to 3,701 Fire damage to a target.

2. Suppressers

  • Suppression – Reduces the healing done to the target by 10% per application. Channeled.

Continue Reading…

Strategy: Blood-Queen Lana’thel

Morynne —  February 2, 2010 — 1 Comment

Blood-Queen Lana'thel

What an awesome character model, first off.  I think she looks so awesome.

All of that aside, let’s talk about her, and what she can do.

Phase 1 – Ground

  • Shroud of Sorrow – An aura of sorrow and despair emanates from the caster, inflicting 4500 Shadow damage every 2 sec. to nearby enemies.
  • Presence of the Darkfallen – The presence of vampyr kin infuses Queen Lana’thel, increasing the power of her Shroud of Sorrow by 5%.
  • Delirious Slash – Inflicts 50% of weapon damage to an enemy and causes it to bleed for 4500 to 5500 damage per application every 3 sec. for 15 sec.
  • Blood MirrorBlood Mirror – Causes the player closest to the tank to take 100% of the damage done to tank as Shadow damage.
  • Vampiric Bite – Inflicts 12,025 to 13,975 physical damage to a target, granting them Essence of the Blood Queen
  • Frenzied Bloodthirst – Causes Uncontrollable Frenzy after 10 (15?) seconds, giving Lana’thel control over the target, unless the player bites a friendly target. Biting another player refreshes the duration of Essence of the Blood Queen to 60 seconds, and also grants the debuff to the bitten player.
  • Pact of the Darkfallen – Links a number of players together, causing them to inflict 3,500 Shadow damage every 1 second to non-linked players within 10 yards. This effect expires when all linked targets are within 5 yards of each other.
  • Swarming Shadows – The affected player spawns a mass of shadows every 1 second for 6 seconds. Each mass inflicts 2,313 to 2,687 shadow damage every 1 second to all targets within it.
  • Twilight Bloodbolt – Inflicts 9,250 to 10,750 shadow damage to a target and other players within 6 yards.

Continue Reading…

Professor Putricide

Good news everyone!

I’ve finally had time to sit down and write through this strategy!

Professor Putricide sounds just like Professor Farnsworth from Futurama, for those of you who are fans out there. (And you should be, Futurama is an amazing cartoon)

This is a very technical fight — everyone needs to execute flawlessly, otherwise the raid will be taking far too much damage, and you’ll wipe.

Let’s look at what the good Professor does for Phase 1 (100%-80%)

  • Slime Puddle – Spawns a growing puddle of green slime, which inflicts 4,388 to 4,612 Nature damage every 1 second to all players within it.
  • Unstable Experiment – Used seconds before Putricide spawns a Gas Cloud or an Volative Ooze.
    • Gas Cloud – An orange add. Debuffs its target with 10 stacks of Gaseous Bloat and chases them. The target will lose 1 stack every tick. If the Gas Cloud catches them, it will use Expunged Gas, inflicting damage based on the number of Gaseous Bloat stacks left, to all nearby players.
    • Volatile Ooze – A green add. Debuffs its target with Volatile Ooze Adhesive, rooting them in place and inflicting 4,388 to 4,612 damage every 1 second to them. It will chase the target, and if it gets to them will inflict 68,250 to 71,750 split between all nearby players.
  • Tear Gas – Covers the entire room with Tear Gas for 20 seconds, preventing players from doing anything. It also makes everybody in the room immune to damage. Used just before Create Concoction and phase 2.

Now, how do you deal with phase 1?

Continue Reading…

Strategy: The Blood Princes

Morynne —  January 21, 2010 — 1 Comment

So first off, I’m not going to kid here, I was dead for most of this fight. Why? I was playing Beach Volleyball: WoW Edition.

The fight is very chaotic.  There’s a lot of stuff to pay attention to — I’ll just start off by saying that.  Each prince has different abilities and have to be dealt with a different way.

Let’s look at what they can do: (note, these may be 10m spells, but the mechanic is the same for 25m)

Prince Keleseth

  • Shadow Lance — Hurls a bolt of dark magic at an enemy, inflicting 17063 to 17937 Shadow damage. (40 yards range. 1.5 seconds cast)
  • Shadow Resonance — Summons a Dark Nucleus. (Instant)
    • Dark Nucleus casts Shadow Resonance — The nearest target resonates with shadow, suffering 1,000 damage and reducing Shadow damage taken from all sources by 35% for until canceled [sic]. (15 yards range. Channeled. Lasts for 6 seconds)
  • Empowered Shadow Lance — Hurls a bolt of dark magic at an enemy, inflicting 85,313 to 89,687 unresistable Shadow damage. (40 yards range. 1.5 seconds cast)

Prince Taldaram

  • Glittering Sparks – DoTs players in a frontal cone with Glittering Sparks, inflicting 3,230 to 3,570 (25-player: 3,705 to 4,095) Fire damage every 2 seconds for 8 seconds. Also reduces the movement speed of the affected targets by 20%.
  • Conjure Flame – Conjures a ball of flames that flies through the air toward the target and explodes on impact. Empowered through Invocation of Blood.
    • Flames – Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. Used when the ball of flames reaches its target.
  • Conjure Empowered Flame – Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. As it moves, the ball of flames does Fire damage to nearby players and shrinks in size. Used when under the effect of Invocation of Blood.

    • Flames – Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. The more flames the balls discharges while traveling, the less damage on impact it will do. Used when the ball of flames reaches its target.
    • Empowered Flare – Inflicts 1,000 Fire damage every 1 second to players within 10 yards.
  • Invocation of Blood – Allows Taldaram to cast Conjure Empowered Flame.

Queen Lanathel

Good news everyone!!

The Crimson Halls open this week!  What does that mean? Two new bosses to play with!

The first encounter you’ll see is the Blood Princes, which you will have unlimited attempts on, and then you’ll face Queen Lanathel.  She’s like Putricide in the fact that you will have limited attempts on her.  It’s believed that you will have the same “attempt pool” that you use for Putricide, so if you want to give her a shot, don’t blow them all on Putricide this week.  I’m also hearing you’ll get more attempts as additional bosses open.

Here’s the PTR videos for you to check out and strategize from.

Good luck!

Strategy: Festergut

Morynne —  January 12, 2010 — 1 Comment

FestergutHeyyy… didn’t we just see this guy on the other side of the hallway? Well, close.  Festergut is the easier of the two encounters from a hunter standpoint (and probably most everyone else’s too).

As always, for the awesome diagrams that I so shamelessly borrow.

So here’s what Festergut does:

  • Gaseous Blight (0 Inhales) – Inflicts 4,388 to 4,612 Shadow damage to all players.
  • Gaseous Blight (1 Inhale) – Inflicts 2,925 to 3,075 Shadow damage to all players.
  • Gaseous Blight (2 Inhales) – Inflicts 1,950 to 2,050 Shadow damage to all players.
  • Gaseous Blight (3 Inhales) – Inflicts 1,463 to 1,537 Shadow damage to all players.
  • Inhale Blight – Increases damage and attack speed by 30% per application through Inhaled Blight. Reduces the damage done by the Gaseous Blight in the room. Stacks up to 3 times. Pungent Blight resets the stack of Inhaled Blight.
  • Pungent Blight – Inflicts 63,375 to 66,625 Shadow damage to all players. Cast instead of every fourth Inhale Blight. Returns the Gaseous Blight to its maximal potency and resets the stacks of Inhaled Blight and Inoculated.
  • Gas Spore – Affects 3 random people with Gas Spore. After 12 seconds the spores will explode, inflicting 1,950 to 2,050 Shadow damage every 1 second for 6 seconds to any players within 8 yards range.
    • Players who survive the DoT will become Inoculated, which increases their Shadow resistance by 25%, stacking up to 3 times. Pungent Blight resets the stack of Inoculated.
  • Gastric Bloat – Inflicts 12,188 to 12,812 Nature damage to the target and increases its damage by 10% per application. Causes Gastric Explosion of it reaches 10 stacks. Lasts 100 seconds.

    • Gastric Explosion – Inflicts 29,250 to 30,750 damage to all nearby players and instantly kills the target.
  • Vile Gas – Inflicts 4,875 to 5,125 Shadow damage every 2 seconds for 6 seconds to players in the targeted area, and additional 3,900 to 4,100 Shadow damage to all friendly targets within 8 yards. Disorients the main targets.

Now let’s talk strategy on how to deal with him…
Continue Reading…