Tuesday, December 15, 2009
ToC, ICC - 15 Dec 2009
Wednesday, December 9, 2009
ToC, ICC - 9 Dec 2009
Tuesday, December 8, 2009
Ulduar - 8 Dec 2009
Wednesday, December 2, 2009
ToC - 2 Dec 2009
We then went back and killed Mimiron and got the Keepers of Ulduar achievement! (I also got the finished Ulduar achievement as Mimiron was the only 10 man boss I hadn't done previously).
Was good to see most of the loot going to someone, only two pieces got disenchanted.
Next week, Rezolute is not available due to exams. We will need Adinara doing the offtanking. We are up to the trash for General Vezax now, so go read up that strat (written on this site). On Wednesday, Rezolute may or may not come.
And also apparently Icecrown might be released. If it is, we will go and check out the first bosses as the instance will be released in stages, so we might as well. If we wipe horribly, we can go back and finish the ToC before bedtime.
The week after next will be our last week raiding before the holidays. But Rez and I are keen to run some five mans (there will be three new instances in icecrown) and maybe an odd ToC if we can scrape enough replacement members.
Summer break
Last day of raiding will be 16 December 2009, and the first day back will be 12 January 2010.
I'm taking most of that time off work, so I'll probably still be keen to run some things, but some people will not be available.
Ulduar - 1 Dec 2009
I believed that Azador would be back, but apparently his internet died again, and Rezolute was called into work at the last minute. We spent about an hour looking for replacements, tried even a pugger on the first attempt but his internet died also!
We finally got Swifty in on his mage.
Then we proceeded with six more attempts without success. We did improve markedly on each attempt though, the final few showed such improvement that no one was dying on the first three phases. Our best and most frustrating attempt was 1%!
Next time, I guess.
Have a look at the combat logs link - they have new "analyze" options in the drop down, all sorts of nifty information.
General Vezax
Monday, November 30, 2009
Substitutes
We'll get Toch to fill in on Tuesday in Ulduar, and Yasmin will come to help out also. Both Toch and Yasmin can't make it on Wednesdays, but I can ask Skullmantis and Woggie to come along to ToC.
Saturday, November 28, 2009
Yogg-Saron
Wednesday, November 25, 2009
ToC - 25 November 2009
ToC Achievements
- Not One, But Two Jormungars
- Upper Back Pain
- Three Sixty Pain Spike
- Resilience Will Fix It
- Salt and Pepper
- The Traitor King
Tuesday, November 24, 2009
Ulduar - 24 Nov 2009
We cleared the trash with just 6-8 people as we were waiting for stragglers to log on. Unfortunately, Azador's internet broke as we found out later. Toch substituted as a DPS warrior. A solid kill on Hodir with no one dying for the first time in all our attempts on this boss. Unfortunately, it was our second attempt in the same raid ID as we extended the instance since last week, so no tick in the Champion of Ulduar yet :( Also two minutes slower than the speed kill, will need to work on that next. Remember the loot from the faster kill is the hard mode better loot.
Then we threw in something new and attempted Thorim. One shot him on the first ever attempt, with some people having never seen the boss. Very exciting! Sadly, Akholy died in the Gauntlet, so no tick in the Champion of Ulduar again.
We attempted the 20 minute achievement on Freya. We were doing really well on all the trash, but Freya got the best of us and the elemental adds caused a lot of issues on the first attempt. So we died and had to go again. Sadness.
We then did all the hard trash leading up to Mimiron and put in two attempts on the boss. The first one was extremely solid, we got all the way to phase three without too much trouble, but my lack of direction meant we let too many adds build up and lost the fight. We tried to put in a second attempt after the raid end-time, but died on phase one due to pumpkiness.
I have extended the Raid ID so next time we'll do Mimiron, General, and Yogg; and that's it folks, instance cleared. Can't wait!
Monday, November 23, 2009
Mimiron
You battle four of Mimiron's vehicle creations: The Leviathan MK II, which is his personal version of the Flame Leviathan; VX-001, which is a robotic unit; the Aerial Command Unit, which is a flying vehicle; and the ultimate V0-L7R-0N, which is a combination of the previous three.
The challenge of this fight is avoiding the many ways you can die if you are not completely focused.
Phase 1
Mimiron will use his Leviathan MK II to swap between melee and ranged attacks.
Ranged DPS and healers spread out, and not move for the rest of the phase. The boss will shoot a fire ball at one person that will put a DOT on them and they have to be healed through it.
The boss does an ability called Plasma Blast that hits the main tank for 17,600 damage per second unmitigated for 5 seconds. The tank must be spam healed through this. A cooldown rotation is highly recommended for both the tank's cooldowns and any other mitigation cooldowns in the raid, such as Guardian Spirit.
After each plasma blast, the boss will do a shock blast. You can see him casting this ability (blue lightning arcs), and melee and the tank have to run away from him. The ability is a self-centred AOE that will one-shot anyone in range. If the run distance back to the boss and timing are executed perfectly, a tank can keep the boss from moving when they go back in.
Proximity Mines will be a danger to the melee if they don't watch out where they run. Although one mine is not life-threatening, two or more can kill you. Having no one in the raid step on any of the mines throughout the entire fight is an achievement of its own.
Phase 2
At the beginning of phase two, stay away from leftover mines; they will explode by the start of the phase. Spread out around the room, then group up behind the boss when he enters through the central platform (even healers and ranged).
VX-001 is the next vehicle. It's a robotic unit that has no aggro table and shoots Rapid Bursts at random people. Melee DPS should continually run behind the boss each time he turns.
Heat Waves will cause a lot of raid fire damage. The occasional Rocket Strikes will mark a small circle on the ground and fly to it, killing anyone standing over.
Whenever Mimiron begins to cast Winding Up, everybody should stack behind him and move slowly as he rotates, in order to stay behind and avoid the ability called Laser Barrage. Casters and Ranged DPS should stay close to Mimiron to make the avoiding of the laser easier. Anyone caught in front of the boss during this ability will be killed instantly. This ability only goes 180 degrees and only goes in one direction, so just run behind him. Melee should be careful not to stand too far into the boss's center or the barrage may clip them.
Phase 3
An Aerial Command Unit is the third vehicle. It will be attackable only by Ranged DPS. A ranged tank, such as a warlock, will be keeping the boss stationary.
On this phase the tank should be picking up assault bots (which spawn from orange beams of light) and junk bots (which spawn from green beams of light). Assault bots will one-shot a non-tank so it is crucial that they are picked up; junk bots do not hit hard so if one is loose it is not a priority until assault bots are secured. All melee DPS should be on these bots while the command unit is in the air. Assault bots can be stunned, and will also do a channelled spell 'magnetic pull' that stuns the tank. This is interruptable.
Assault bots drop an item called magnetic core. One person will pick these up and put them below the boss. This will pull the boss onto the ground; everybody should DPS him during this time.
All ranged should have a macro '/target Bomb Bot'. Bomb bots will spawn throughout this phase; they run very fast and will likely kill anyone they get to. Ranged must target them as soon as the bots drop through the air. They should be dead within a few seconds of hitting the ground so that they don't get near anybody; if a bomb bot is coming toward you, run away.
Phase 4
After the command unit is down, kill any remaining bots and get into the same positions as in phase 1.
After the Aerial Command Unit is defeated, Mimiron will create his ultimate vehicle - V0-L7R-0N, a combination of all three vehicles he has used so far. Each unit starts at 50% health. Melee are only capable of attacking the bottom and middle. All of these parts must be killed within 5 seconds of each other or they will self-repair.
The different parts keep some of their abilities. MK II keeps Shock Blast and Proximity Mines. VX-001 keeps P3Wx2 Laser Barrage and Rocket Strike, while gaining a more powerful version of his Rapid Burst, called Hand Pulse - a single pulse that damages players between the caster and a random target. Aerial Command Unit will keep Plasma Balls.
Tanking is very sensitive during this phase. It is important to move the boss as little as possible, and to reposition quickly after shock blast. Note that the boss can do shock blast and laser barrage right after each other; this is difficult to handle. During the laser barrage the bottom of the boss can be turned seperately from the middle so that the tank can avoid being hit.
Hard Mode
Mimiron's Hard Mode is activated by pressing the gigantic "DO NOT PUSH" button in the back his room, which triggers an 8-minute self-destruction timer on his chambers.
You will have 8 minutes to kill all 4 Vehicles in order to succeed. Emergency Mode increases Mimiron's health and damage by 30%. He will also set his chambers on fire, and will use a different mechanic during each phase to deal with it:
Fiery Explosions - Mimiron will randomly select 3 players, who will explode soon. A fire will spawn from each explosion (for total of 3 fires). The fires will slowly chase raid members and may switch targets on the way. Used during all phases.
Flame Suppression (Phase 1) - 60 seconds after engaging, Mimiron will flood his chambers and douse all currently spawned fires.
Frost Bomb (Phase 2, Phase 4) - Spawns a Frost Bomb in one of the triptychs of the room. The Frost Bomb will grow for several seconds and then explode, dousing all flames in that triptych and knocking players back.
Thorim
The fight against Thorim is split into two phases. The first one requires you to fight your way to Thorim by fighting multiple types of trash mobs in the Arena and Gauntlet, the second one will let you face Thorim himself.
The first part of the fight is split in three mini-phases (Jormungar > Iron Dwarves > Hallway). Thorim will use a few abilities during the arena event, do not bother attacking him because he is protected by Sheath of Lightning.
You will first encounter a Jormungar Behemoth and a few NPCs from the opposite faction fighting in the Arena. You can not fail, just tank the mobs and AoE them down.
The raid will be split in half, one group (A) having one tank, one healer and two ranged DPS while the other one (B) has all the remaining players (Pref AoE dps).
Gauntlet and Arena events happen at the same time:
Gauntlet
After the mobs die, Thorim will stall babbling in confusion and Group A should pull the lever on the side of the arena and begin running through the gauntlet.
The gauntlet itself is pretty simple, the only thing you need to watch out for is the big mob in the end of the first hallway, he will constantly "explode" the sides of the rooms which deal hefty damage if you stand on the wrong side. You can see which side will explode by looking at the mob's hands, which have fire coming out of them before the explosion comes. Careful while killing the mob too, he has a damage-reflect buff.
The other big mob before the end isn't much of a threat, he places a buff on one of the players which immobilizes and deals damage after a few seconds.
In the last hallway hug the sides unless you want to get stunned for ~20 seconds. Overall, it's very easy and with four players, not a problem at all.
As soon as you reach Thorim at the end of the hallway, he will jump in the Arena where the first part of your raid is, and will engage them.
Arena
While the gauntlet is being done, adds will spawn in the arena where the remaining players are. Basically, it's a big AoE zerg, where you target the sentinels first. Rogues are especially good in the arena, tricks/dismantle/aoe works wonders. Leave your AoE classes and those who can interrupt here. Interrupt heals, dispel HoT's and make sure you focus-burn the Vrykuls.
After Thorim is forced into the arena by the Gauntlet group, Phase 2 will begin.
Casters and Healers should spread out equally around the room, tanks should rotate the boss to avoid anyone being hit while with Unbalancing Strike, and everybody in the raid should get away from the lightning fields Thorim creates between himself and any point on the walls.
They will look like cones of small sparks, which will soon erupt into a Lightning Charge.
Lightning Charge - Charges a 60-degrees cone at random direction with lightning sparks. The cone will cause Lightning Charge after a few seconds, inflicting 17,344 to 20,156 Nature damage to players in it, and increasing Thorim's attack speed by 15% and Nature damage by 10%.
If you zoom out the minimap, you will see there are eight circles on the edges of the room. These are the circles from which the lightning comes out. It will look like two lines of lightning bolts coming from the wall straight to Thorim. A few seconds after that, lightning charge will strike on either side of where the bolts had come out. So move quarter of a circle away from the original line.
Melee DPS try to stay at maximum distance from the tank because chain lightning does a lot of damage. In hard mode, Thorim's chain lightning will start to one shot people after two jumps, so spreading around the room is very important.
Chain Lightning - Inflicts 3,700 to 4,300 Nature damage on its main target and increases its damage by 100% each time it jumps.
Unbalancing Strike - Inflicts 200% weapon damage on the main target and reduces its defense skill by 200 for 15 seconds.
Hard Mode - Sif
If you reach Thorim within 3 minutes, he will not be affected by Touch of Dominion and have 25% more damage and health. Additionally, he will be helped by his wife Sif. Sif cannot be attacked and will have the following spells:
Frostbolt Volley - Inflicts 7,200 to 8,800 Frost damage to all players and reduces their movement speed by 50% for 4 seconds.
Frost Nova - Inflicts 7,069 to 7,931 Frost damage to nearby enemies, immobilizing them for up to 6 seconds. This spell has 2.5 seconds cast time.
Blizzard - A rain of ice moves around the room, dealing 2,188 to 2,812 Frost damage every second, for 10 seconds. Targets caught in the Blizzard have their movement speed reduced by 65%. It cannot be dispelled. It moves around the room. If you get caught in it, the fastest way out is moving towards the centre of the room or walking through it against the movement.
Northrend Beasts
Quick Tips:
- Turn shadow quality up a bit. When Gormok the Impaler throws a firebomb it casts a shadow that is easily visible by the targeted raid member. When you see it coming for you, move.
- Stay spread out through all three encounters. Stacking up is NEVER a good idea throughout this encounter.
- There is a hard enrage timer of 15 minutes from when you first engage Gormock the Impaler.
Phase 1: Gormok
- two tanks taunt off each other to keep the damage-over-time Impale from stacking too high (more than 3 debuffs)
- raid DPS kill Snobold adds that attach themselves to random players
- ranged and healers spread out to stay out of fire patches and outrange the 15-yard staggering stomp interrupt
After the first taunt, the tank should let his stack fall off and taunt again. Because of the latency, it is advisable to taunt while you still have four seconds left on the debuff, otherwise the second tank may get an extra debuff that will kill them.
The ranged DPS and healers must avoid fire patches that Gormok puts down. These patches deal fire damage every second in a small radius, and Gormok can put down several in rapid succession -- moving from one patch to another that spawns can occur, and for this reason, the ranged and healers should spread out at least enough to avoid chaining these patches (similar to Napalm on Mimiron).
Lastly, Gormok will throw Snobolds on random players (anyone is a valid target, even a tank). All DPS should kill the Snobold, as several Snobolds on healers can easily incapacitate them and cause problems for the tanks. Gormok's damage can be greatly reduced by disarming him (rogues/prot warriors).
Phase 2: Acidmaw and Dreadscale
The key mechanics to understand about this phase are the interactions between Burning Bile and Paralytic Toxin. Acidmaw applies Paralytic Toxin; Dreadscale applies Burning Bile.
Players with Paralytic Toxin can get it removed by running to players with Burning Bile and taking a tick of fire damage. Burning Bile falls off naturally and cannot be removed.
One tank takes Dreadscale, the other Acidmaw. Dreadscale enters on the right facing the outside door and is mobile; Acidmaw emerges from the ground on the left and is stationary. The two worms burrow periodically, switching which one is mobile and which one is stationary. The mobile worm puts down poison clouds at regular intervals, like Grobbulus, and thus must be moved out to keep it safe for melee and for the tank.
Until the first burrow, the Dreadscale tank will always have Burning Bile, and Acidmaw may attack any cluster of players, giving them Paralytic Toxin. These players need to move to the Dreadscale tank, take a tick of AoE fire damage, and thus clear their debuff, lest they become paralyzed and stunned. This applies to the Acidmaw tank as well, who can run from Acidmaw without fear of losing aggro, even though it is stationary.
After the first burrow, Acidmaw is mobile, and Dreadscale stationary. Dreadscale will now apply Burning Bile not just to his tank but to a random raid member and anyone around him. This creates an AoE damage hazard, as all these players must spread from each other and from other raid members -- they will deal AoE damage to anyone around them and themselves. Note that when one Jormunjar dies, the other enrages, for at least 50% extra damage. It's best to kill them both at the same time (and get the achievement.)
Phase 3: Icehowl
Aside from Icehowl's melee range knockback and periodic tank stun, the main mechanic of this phase is the Massive Crash and charge mechanic. Icehowl knocks the entire raid back to the walls, stunning them Icehowl picks a random target to charge and runs to the opposite side of the room All raid members gain a speed buff to run away from the target area If done right, Icehowl will hit the far wall and stun himself, increasing damage taken for a short period. This is the ideal time to reconvene and pop short cooldowns. Avoiding the charge is critical to minimizing overall damage to the tanks and maintaining control over the phase.
Icecrown Citadel
Here's a blue post on the official forums:
Icecrown Citadel is going to be broken up into four distinct sections: The Lower Spire, Plagueworks, Crimson Hall, and Frostwing Halls. We plan on releasing these four sections of Icecrown Citadel over time and not all immediately when patch 3.3.0 goes live.
The first section that opens will include the Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Deathbringer Saurfang encounters. Progress beyond that point will be prevented for several weeks.
Then the Plagueworks will open with Rotface, Festergut, and Professor Putricide becoming available.
After another period of time, the Crimson Hall will open and you can then fight the Blood Princes and Blood-Queen Lana'thel.
The final Frostwing Halls unlock then occurs after that, making Valithria Dreamwalker, Sindragosa, and the Lich King available.
We believe a staggered release of the content will allow players to experience Icecrown Citadel at a sustainable, measured, and ultimately more enjoyable pace. There are other elements that gate access along the way. Players may not attempt any Heroic versions of 10 player encounters until they have defeated the Lich King in a 10 player raid. So players must master every normal difficulty encounter in Icecrown Citadel before attempting Heroic difficulty.
The Lich King may not be attempted until Professor Putricide, Blood-Queen Lana'thel, and Sindragosa are defeated. Furthermore, the Heroic difficulty of The Lich King encounter may not be attempted in any week unless the three aforementioned encounters have been defeated in Heroic difficulty that week.
The Ashen Verdict provides reinforcements and material for players to assault Icecrown Citadel, but this support is not endless. Raids will have a limited number of attempts total each week to defeat the four most difficult encounters in Icecrown Citadel: Professor Putricide, Blood-Queen Lana'thel, Sindragosa, and the Lich King. As these boss encounters are unlocked, the number of attempts available per week will increase. The initial number of attempts provided for defeating Professor Putricide is only five. When Blood-Queen Lana'thel unlocks, the amount of total attempts remaining will increase to 10. Then when Sindragosa and the Lich King unlock, 15 total attempts will be available to defeat all four bosses. After a raid has exhausted their attempts for the week, the Ashen Verdict must withdraw their support and the four most difficult bosses all despawn and become unavailable for the week. The limited attempt system is a feature of both Normal and Heroic difficulty.
There will be no explicit rewards for defeating the Lich King with a specific number of attempts remaining as there was with Trial of the Grand Crusader. There will also not be an achievement to complete Icecrown Citadel without being defeated by a boss encounter, or letting a raid member die. (i.e. A Tribute to Insanity).
In the weeks and months after all twelve encounters are unlocked, additional attempts against the final four boss encounters become available. This represents the Ashen Verdict growing more powerful and gaining a stronger foothold in Icecrown Citadel.
To further help raids, Varian Wrynn and Garrosh Hellscream will begin to provide assistance by inspiring the armies attacking Icecrown Citadel. This is represented as an additional zone wide spell effect applied to all players that will increase their hit points, damage dealt, and healing done. This effect will also increase in effectiveness over time. Players may opt out of the spell's effect if they so wish.