ICC (10 and 25 man normal) Crib Sheet – The Crimson Halls

I know, I know, I promised this ages ago.  Unfortunately I’ve not been all that well.  Expect posts to be a bit sparodic until someone finally figures out whats wrong with me and how to fix it.

The Blood Prince Council

  • 2 tanks – one take Keleseth, one takes Taldaram and Valanar
  • 3 healers in 10 man, 6 or so in 25 man – add healers here to keep everyone alive as this is not a dps race.
  • You can only damage one Prince at a time – the prince with Invocation of Blood (and more than 1 hp) – and their moving health pool is shared
  • Avoid any white swirly things on the floor (Shock Vortex)
  • Assign 1 dps with a pet/2 dps (a couple more in 25 man) to juggle the Kinetic Bombs.  These will float in the air as long as someone does occasional direct damage to them (not DoTs).  If they land they do a lot of damage.
  • The Keleseth tank should split his time between gaining aggro on Keleseth and collecting the Dark Nucleus that float around the room.  You should have at least 3 on you at all times, preferably 4 or 5.  This tank will take damage for each Nucleus they have.
  • When Prince Valanar is active he casts Empowered Shock Vortex.  When he starts the cast everyone should immediately spread out as much as possible (ranged should stay spread,  melee should run).
  • When Prince Taldaram is active he casts Empowered Ball of Flames on a target.  Everyone should be standing at melee range (won’t get targetted) or maximum range.  Everyone nearby except the tank should follow under the ball to suck power from it so that when it hits, it hits for less damage (a full power Empowered Ball of Flames will one shot your ranged).  It will get smaller.  When the ball hits it does splash damage so don’t run all the way to the target unless its essential.  This damage is not shared.
  • When Prince Keleseth becomes active he will do massive damage spikes to his tank, which should be mitigated by the Dark Nuclei.  Use cooldowns on this Prince.  The tank should watch for incidental melee AoE as this can damage the Nuclei.
  • The trick to this fight is to manage the items above and just dps when its safe.  You’ll never hit the enrage timer.  Just deal with each thing as it presents itself and they will die.

Blood Queen Lana’thel

  • Yes its a vampire in WoW.  /facepalm
  • 2 tanks – the MT will get hit and the OT should stand right on top of the MT.  Damage will be mirrored between them.  Don’t confuse this red line ‘Blood Mirror’ with Pact of the Darkfallen.
  • 2 healers on 10 man, 5-6 on 25 man.
  • Phase 1 and 2 alternate until shes dead.

Phase 1

  • Shortly after the fight begins, Lana’thel will bite someone high on threat.  It won’t be the tanks.  This applies the debuff Essence of the Blood Queen.  This will increase damage done by the player and reduce their threat.  Enjoy.  After 60 seconds the debuff changes into Frenzied Bloodthirst.  You will now only have one ability on your action bar.  You have 10 seconds to use it to bite someone.  Move to your target and wait a few seconds (this stops you needing to bite someone in an air phase).
  • When player 1 bites player 2, both players will then have the Essence of the Blood Queen.  When they both bite someone after another 60 seconds, 4 players will have it.  When they bite someone after another 60 seconds, 8 players will have it.  In 25 man you can go from 8 to 16.  This is your soft enrage.  You run out of people to bite.  This is a dps race.  Remember your dps will increase a lot as the fight goes on and more people are bitten.
  • Bite your highest dps first.  When you run out of dps, bite healers.  Don’t bite the MT.
  • Plan your bites either in advance or via voice chat.  Plan them early.  Make sure you know where your target is.
  • The raid should spread out on the half of the room with the stairs, with the boss tanked in the middle.
  • Every so often Lana’thel will cast Swarming Shadows on a player, who then leaves a trail of purple fire.  That player should run and kite the fire up the stairs, careful to not cut off areas of the room.
  • Every so often Lana’thel will cast Pact of the Darkfallen on two players, who become connected with a red line.  Run immediately along the red line to the other player and stop when you reach them.  The debuff will wear off.  While you are connected you explode, doing damage all around you so don’t run onto a group of players.  If the ranged spread in a half circle, the space in the middle should be clear for running.
  • In addition theres lots of other damage that gets worse as the fight goes on.
  • 10 seconds before Incite Terror run to the clear side of the room so that when fear hits you aren’t near the fire.

Phase 2

  • Lana’thel takes off, fearing everyone.
  • As soon as fear is off, spread out as much as possible for Bloodbolt Whirl.  In 25 man have ranged spread around the walls and melee spread in the middle.
  • Any damage reduction here is good.  You can use Divine Guardian (our OT put on his Holy spec and tank gear to do this) or any other abilities you have.  Anyone who can heal should heal a bit.  The important thing is for everyone to live through this phase.
  • Once she lands, go back to where you stood in Phase 1 and repeat.


The Blood Prince Council
Wowwiki tactics
Tankspot video and tactics

Blood Queen Lana’thel
Wowwiki tactics
Tankspot video and tactics

ICC (10 and 25 man normal) Crib Sheet – The Plagueworks

Yes I know its been a long time coming.  For various reasons.  This is a challenging wing, but if you can clear it you should find successive fights easier.

The Puppies

  • Pull them one at a time.  2 tanks should swap on 6 stacks or ASAP thereafter.  The debuff reduces healing done to the target.
  • Both puppies do Decimate, reducing the entire raids health to very low amounts.
  • Stinky has an AoE pulse that does damage to everyone nearby.  Princess summons zombies to help you get Exalted with the Ashen Verdict faster.


  • 2 tanks (10 man) swapping on 8 stacks, 2/3 tanks (25 man) swapping on 9 stacks.  Salvation the new OT after a swap.
  • 2 healers (10 man) – if you have enough ranged (4 on 10 man) you can stand 1/2 of these with the melee so they don’t get Vile Gas
  • All remaining dps should have high output and ranged should stand 10 yards apart for Vile Gas except when hugging a Gas Spore.
  • When the fight starts the room floods with Gaseous Blight which causes massive raid damage.
  • Festergut inhales the Blight once, causing raid damage to decrease and tank damage to increase.
  • Festergut inhales the Blight twice, causing raid damage to be minimal but massive tank damage.
  • After this, Festergut casts Pungent Blight doing a big spike of damage, followed by a return to massive raid damage.  Repeat.
  • The way to survive Pungent Blight is to be Inoculated.  Festergut casts Gas Spore on 2 (10 man)/3 (25 man) players.  All players must hug a Gas Spore player to get 3 stacks of Inoculation every cycle.  Spread out again as soon as the Spore is gone.


  • 2 tanks, 1 to tank the boss, 1 to kite the big oozes (Death Knights are best for this).
  • 2 healers (10 man)
  • Apart from the tanks the whole raid should hug behind the two legs, split between them.  Rotface targets a player and casts Slime Spray where they were standing.  The targeted group should move so no one takes damage.
  • Rotface casts Mutated Infection (disease) on a random raid member.  This deals damage and when it runs out drops a Little Ooze.  Afflicted players should immediately run to the kiting tank and be dispelled as soon as they are safely out of the raid.
  • Two Little Oozes = 1 Big Ooze.  Take care to only create 1 of these.
  • Merge all little Oozes with the 1 Big Ooze by running to the kiting tank.  Little Oozes can be stunned/slowed.  Stay away from the Big Ooze as it does a lot of damage.
  • Sections of the room periodically flood with green goo.  Only the kiting tank (if its a tank) should ever stand in this (use Hand of Freedom, etc. to reduce damage).  If you have a Little Ooze wait for the tank where he will exit the puddle.
  • After it absorbs 5 Little Oozes the Big Ooze will explode.  Ooze will land where players were standing at the time the explosion begins.  Move.
  • Repeat.  Pop cooldowns early as the speed of Mutated Infections increases as the fight lasts longer.

Professor Putricide

  • 2 tanks (10 man), 3 tanks (25 man), one on boss, one takes the abomination (in 25 man one spare for phase 3 can be used).  If a tank dies in phase 3 Putricide heals for 20%.
  • 2 healers (10 man)
  • The abomination is activated by drinking a potion from the table.  The abomination can, in order of importance, absorb ooze puddles on the floor, slow adds and damage the boss applying a nice debuff to him.  Putricide should be kited via ooze puddles to allow dps.
  • Putricide casts two types of add in Phase 1 and 2.  The boss should be kited to be standing on the opposite side of the room to the next add.  Volatile Ooze is always cast first.
  • Volatile Oozes come from the green container, root one player to the spot and explode if they reach him.  If you cannot kill the add before it reaches the rooted player everyone should hug that player at the last possible minute to share the explosion.  It should die before it hits a second person.
  • Gas Cloud chases a player around, doing damage to them.  The targeted player should kite the add, staying in range of healers.
  • Ranged should dps the add as soon as it appears.  Melee can help after it has selected a target.  This is risky as if the target dies and melee are selected they will be one shotted.
  • Phase 2 starts at 80% and it is ideal not to have an add up at this point.  If you can avoid this you get one add less as his counter restarts.
  • In Phase 2 and 3 Putricide casts Malleable Goo (move away from it before it lands) and Choking Gas Bomb (move away from vials on the floor).
  • In Phase 3 you lose the abomination and need to kite Putricide around a room filling with slime.  Save cds for this phase.  Putricide casts Mutated Plague on the tanks.  Swap at 4 stacks initially and more frequently after that.  This deals damage to the entire raid.  Tanks dying/the debuff expiring causes Putricide to heal.



WoWwiki tactics
Tankspot video


WoWwiki tactics
Tankspot video


WoWwiki tactics
Tankspot video

Retribution Paladin Gear List 3.3 ed. > Head

You can find the consolidated 3.3 gear list here.  There are new stats for 3.3 based on a revised Redcape Spreadsheet.


Rank Head Source ilevel Score Hit score
1 Sanctified Lightsworn Helmet (Heroic) Tier 10.3 token 277 845.20
2 Sanctified Lightsworn Helmet Tier 10.2 token 264 765.30
3 Landsoul’s Horned Greathelm (Heroic) Blood Princes 25 (Heroic) 277 733.90 971.34
4 Deathspeaker Zealot’s Helm (Heroic) Deathwhisper 10 (Heroic) 264 733.25
5 Turalyon’s/Liadrin’s Helm of Triumph (Heroic) Tier 9.3 trophy 258 729.60
6 Lightsworn Helmet 95 Emblems of Frost 251 695.94
7 Deathspeaker Zealot’s Helm Deathwhisper 10 251 691.46
8 Judgement Hood Onyxia 25 245 678.62
9 Faceplate of the Silver Champion (Heroic) Faction Champions 10 (Heroic) 245 678.16
10 Landsoul’s Horned Greathelm Blood Princes 25 264 668.70 874.78
11 Turalyon’s/Liadrin’s Helm of Triumph Tier 9.2 trophy + 75 Emblems of Triumph 245 664.32
12 Helm of Thunderous Rampage 75 Emblems of Triumph 245 647.04
13 Judgement Helm Onyxia 10 232 621.34
14 Faceplate of the Silver Champion Faction Champions 10 232 619.34
15 Turalyon’s/Liadrin’s Helm of Conquest 50 Emblems of Triumph 232 605.50

Also of note:

22 Helm of the Violent Fray The Black Knight 200 506.50
23 Skeleton Lord’s Cranium Tyranus 219 505.74 649.10


For those raiding 10 or 25 man content, the tier head is an excellent option here and a good place to spend 95 badges.  In 25 man Landsoul’s Horned Greathelm is worth a look for the hit.  It scores well even before considering the hit and could be a useful way of reaching the cap, which is a little harder in 3.3 as there is less hit available on tier gear.

For non-raiders I would recommend the Helm of Thunderous Rampage and that the head is your non-set piece of choice.

When you first find yourself venturing into dungeons, there are two reasonable heads in the ‘also of note’ section which drop from Normal instances.

Updated 24 February 2010.

ICC Lower Spire (10 and 25 Normal) Crib Sheet

Heres the tactics.  These are designed to be fast tactics that can be read quickly or pinned up by your PC.  There are links to further tactics and videos at the bottom.

Lord Marrowgar

Phase 1

  • Tanks hug and keep him facing away from the raid for Sabre Lash. 10 man = 2 tanks, 25 man = 3 tanks.
  • DPS and healers stand in a semi circle and stay fairly close to maximise healing and Bone Spike Graveyard dps.
  • Ranged take out spikes, with melee helping if needed.
  • All move out of Cold Flame (blue stuff).

Phase 2

  • Run!
  • Spread out along the walls, moving away if he comes towards you.
  • You still need to stay out of Cold Flame (blue stuff).
  • When this phase ends aggro is reset so don’t use DoTs and stop dps at the end.  Tanks need to grab him fast.

Lady Deathwhisper

Phase 1

  • 10 man = 2 tanks, 25 man = 2 tanks.
  • Lady Deathwhisper casts Shadow Bolt, Death and Decay and, on 25 man, Dominate Mind (cc players who are mind controlled).
  • Adds spawn every 60s.  These are relatively harmless unless Empowered, Transformed or Reanimated.  Any treated add is a priority.
  • Cult Adherents have a shield that makes them immune to casters and cast AoE when Empowered.  These are best taken out by physical dps.  Reanimated Adherents are immune to caster damage.
  • Cult Fanatics hit hard and should be kited, especially when Deformed.  These are best taken out by caster dps because getting close to them is risky.  Reanimated Fanatics are immune to physical dps.
  • Split DPS between adds and the boss to take down the mana shield.  How you do this depends on your raid makeup.  In 10 man we had 2 physical, 2 caster, 2 shield killers.

Phase 2

  • Tanks need to switch Lady Deathwhisper when Touch of Insignificance reaches ~3 stacks (depending on your threat/dps).
  • Lady Deathwhisper now casts Frostbolt and Frost Volley instead of Shadowbolt.  Interrupt Frostbolt every time.
  • Avoid the ghosts.

Icecrown Gunship

  • All aboard.  If you aren’t on the ship when it leaves, theres no way of picking you up.
  • 10 man = 2 tanks, 25 man = 2 tanks.  One for the invaders, one for the mage team.
  • Assign 2 (1o man) or 4 (25 man) Cannoneers.  They should use Cannon Blast to take out the Axethrowers and generate Heat.  Then, BEFORE reaching maximum Heat,  use Incinerating Blast to nuke the enemy ship.  If you reach maximum Heat you overheat and are locked out for 5s.  These people should be in cannons at all times.
  • Split dps and healers between the mage team and the invader team.  Melee are best on mages, whilst ranged are best on invaders.
  • The mage team should watch for the spawn of a Battle Mage.  This mage will channel a spell that freezes your cannons.  Use jetpacks to fly to the enemy ship (tank first).  The tank and healer manage the enemy commander, whilst the dps kill the mage.  Then immediately fly back and help with invaders.
  • The invader team should control the invading mobs.  The only ability of note is that the Sergeants do a whirlwind (Bladestorm).  Stay out of this.  Invaders gain stacking buffs if not killed quickly.
  • Don’t get hit by rockets (a big flashing target appears on the ground).

Deathbringer Saurfang

  • 10 man = 2 tanks.  25 man = 2 tanks.
  • The key to this fight is to minimise the Blood Points Saurfang gains. Having the boss go below 50% before the first Mark is used is a good goal for a kill.
  • Tanks split and stand on the corners of the platform to ensure 12 yards between melee and the free tank.
  • Ranged spread around the room, 12 yards apart, with healers placed strategically to cover the raid.
  • Saurfang gains Blood Points from:
    • Blood Nova – an AoE that hits 1 target plus everyone in a 12y range (2BP per target).  Prefers ranged.
    • Boiling Blood – a 24s DoT (8BP total).
    • Rune of Blood – casts on a tank and gains 1 BP and leaches health for each swing.  Tanks should taunt as soon as its applied to the other tank.
    • Every melee hit by a Blood Beast (1BP).  These spawn every 40s and need to be slowed, kited and killed by ranged.  Tanks and melee should take care not to aggro them.
  • When Saurfang reaches 100 BP he casts Mark of the Fallen Champion.  This is a DoT that does significant damage to 1 player and gives Saurfang 1BP per melee attack.  If a player dies with this, Saurfang heals for 5% of his total health.  The debuff survives through death.  This Mark is the built in enrage timer.  In the last 20% of the fight, having a dps off heal is better than anyone dying from this (more important in 10 man).
  • Also, Saurfang does a Frenzy every so often.  It is good to Disarm or use other debuffs to reduce his attacks at this point.


Lord Marrowgar
Wowiki tactics
Tankspot video and tactics

Lady Deathwhisper
Wowiki tactics
Tankspot video and tactics

Icecrown Gunship
Wowiki tactics
Tankspot video and tactics

Deathbring Saurfang
Wowiki tactics
Tankspot video and tactics

The next wing of ICC to be launched will be the Plagueworks containing Festergut, Rotface and Professor Putricide.

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