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

Well Friday I finally saw Sindragosa on 25 man as part of a PuG.  Saw would be accurate as on the first air phase the mage Iceblocked.  Not the ‘I’ve been hit by an icy spear of dragon breath’ kind of Iceblock, but rather the ‘I am a complete noob who just hit my Iceblock spell’ kind.  The result was inevitable.

So here it is, better (very late) than never – the Frostwing Halls.  Just the Lich King to write up now.

Valithria Dreamwalker

  • 1 tank on 10 man, 2 on 25 man.
  • 3 healers on 10 man, 5-6 on 25 man.
  • The ‘boss’ is the big dragon in the middle of the room – you need to heal her to full to win.  Assign 1/2 healers to stay outside at all times and 2/3-4 healers to take the portals and focus on Dreamwalker.
  • When a healer enters the portal they cannot get out until the phase is over.  They will swim around the Emerald Dream popping bubbles which give them a buff.  Timed correctly, the buff will never wear off and they will heal for more and more as the fight goes on.  Use Hero in the last 20% of the fight to manage this.
  • The fight starts when you pull the adds around her.  In 25 man the raid then splits into two equal parts, one on each side.
  • Blazing Skeletons need to be dps’d down as soon as they appear – they are priority number one.  The don’t need tanking.
  • Blistering Zombies need to be kited and killed by ranged dps.  They explode when they die.
  • Assign 1 dps to kill Supressors in 10 man – in 25 you will take them as part of your side.
  • Risen Archmages should be tanked.  Interrupt their AoE Icebolt.
  • The Abominations must be tanked, and do a frontal poison so angle them carefully.  When they die they spawn small worms which need to be AoE’d down ASAP without drawing aggro.
  • As the fight goes on, the adds spawn faster.
  • Stay off anything blue (tosses you into the air) or purple (eats mana).

Sindragosa

  • 2 tanks.
  • 3 healers on 10 man, 6-7 on 25 man.  The extra healing is needed in phase 3.

Phase 1

  • Arrange the raid on the stairs and tank Sindra so her side faces the stairs.
  • Caster dps will get a debuff called Unchained Magic. This will cause stacks to build on the player.  When the stacks expire, they will take a spike of damage relative to the number of stacks.  Stop casting to minimise the stacks.  You should be aiming to take 4 only.
  • Melee/physical dps will all get random stacks of the debuff XX applied.  It works the same way in terms of damage done to the player.  At 4 stacks stop and move away until they expire.  She has a HUGE hit box.
  • At some point most of the raid will get pulled into Sindragosa.  You then need to IMMEDIATELY run out as fast as you can.  She will cast Blistering Cold hitting everyone for a lot of damage relative to your distance from her.  The closer you are when the pull starts, the more time you will have to get away from her.

Phase 2

  • In phase 2 she will take off.
  • 2/5 people will be marked with arrows indicating they will become Iceblocks.  All other players should be 10 yards away from them.  In 10 man they stand in the points of the T at the bottom of the stairs and the rest of the raid should wait a little way up the stairs until they have been blocked.  In 25 man they make two walls on the stairs and the rest of the raid should wait at the top until they have been blocked – alternatively you can spread out along the bottom of the stairs in 5 spots.
  • Once they have been blocked, run in and hug the iceblocks.  You need to use them to stay out of the line of sight of the spear of ice Sindragosa will throw at the ground.  These can be seen by a mark on the floor, surrounded by a swirling white effect.  It is these that will be the source of the damage.  There will be four spears.
  • During this phase you need to reduce the health on the tombs but not break them until after the fourth spear has landed.  Once the fourth spear has landed players will begin to asphyxiate and they need to be broken out ASAP, so get the blocks low but don’t destroy them.
  • In 10 man, you can do this with only 2 air phases.  Use Hero after the first one to achieve this.
  • Phase 1 and 2 alternate until you hit 35% at which point phase 3 begins.

Phase 3

  • This is a ground phase.  She will continue to do all of her Phase 1 abilities.
  • The raid should line up with the front leg of Sindragosa.  When marked, the Iceblock targets should line up with her back leg to drop the blocks.  The raid then moves behind them and destroys them, while the new targets move to the front leg.  Rinse and repeat, dpsing Sindra in between.
  • She will also cast a stacking debuff on all players that increases damage taken called Mystic Buffet.  This can be removed by hiding behind an Iceblock so that they don’t get reapplied.  All the raid needs to keep these low.
  • The tanks switch the boss between them so they can run and reset their stacks behind an Iceblock.  Make sure there is one available for them.
  • This is a control phase.  You should have ample time on the enrage timer.  Standing the same place and resetting Mystic Buffet are more important than that last bit of DPS.

The case of the missing ret paladin

At least someone out there must have been wondering where I’ve gone right?  Even if only because they’re still missing the final parts of the raid guide?  I’d like to think thats true.

The quick version is that I spent a lot of this year not being well enough to blog for various reasons, both bad (illness) and good (pregnancy).  I don’t write well if I don’t feel well.  I did try a couple of times, but everything I wrote was terrible.

Well now it seems future ret-pala (shhh don’t tell the husband – hes thinking maybe a lock or a death knight) seems a lot happier where she is and I am feeling like I’d like to start blogging again.  Of course life is a bit crazy up and down at the moment, so I don’t know how regular this will be, but I do have some things I want to write right now.  I will try and start with finishing off the raid guide and any other post series I was writing (hmmm I might actually have to read all my posts just to figure out what on earth I was writing about that long ago).  I also have some rambling posts about in game experiences and Cataclysm I’m dying to make.  I won’t be talking about the rotation and builds too much this early, though I do have a planned build on the current calculator for Cataclysm.  The problem is that this all changes so often, by the time I’ve written the post it might be out of date!  I’ll post closer to the time, when things are more certain.

So am I still playing?
Yes.  I did take an extended break during the ‘OMG I want to throw up – too late I’m asleep already’ phase of pregnancy.  I work full time and it took every scrap of energy and focus just to make it through the day.   But as I felt better, I came back and started raiding.

I had started hard modes, and the team cleared a good portion of the rest of them while I was off, so I got thrown back in the deep end that was our first attempt at All You Can Eat, the Sindragosa achievement.  It took a few nights, but in the end we got it.  Having come pretty close to a HM Sindragosa kill (we were on Skype that night only, being between Vent servers, so everyone heard me swear when one of the team failed to move for an ice block), I think that the achievement is actually harder in some ways.  There is 0 room for error and you need to keep two blocks up a lot of the time.  What you really want for this is someone promoted with an addon like RaidAcheivement.  This tells you if someone fails the achievement by announcing it in /raid.  We don’t use this in an accusatory way – rather its better to know we failed so we can wipe than to fail and then end up at the end wondering why we didn’t get it!  It helped a lot.  At first we seemed to have some odd fails.  Eventually we noticed all the fails came from … taller characters.  We solved this by placing the blocks a bit further away from Sindra so that the buff couldn’t be applied OVER the blocks.  We’d never have spotted this without the addon and its great for this particular achievement.

And how am I planning for Cataclysm?
Well the truth is, I’m not.  Its far too early for worrying about Cataclysm.  The Officers of my guild are chatting in very general terms, but theres still a lot of information we don’t have or know.  Some people are expressing character preferences, but I’m ignoring them until closer to the time.  I was convinced at this time last expansion I would still be playing my priest … and we all know how that turned out!  So I read the blue posts, feel encouraged by the posts about healing in particular (I miss TBC healing where it was about making intelligent choices, not whacking your keyboard real fast) and also dungeon difficulty, and generally try to guess at the release date.  I still have a frosty drake to get and I’m working on Loremaster of Eastern Kingdoms (less than 100 quests to go and I don’t want to have to start again when its reset in Cataclysm).

How is everyone? What are they doing in game? And how do they feel about Cataclysm?

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.

Links:

The Blood Prince Council
Wowwiki tactics
Tankspot video and tactics

Blood Queen Lana’thel
Wowwiki tactics
Tankspot video and tactics

Interesting …. ramblings on the Twitter Developer Chat

My favourite/most interesting points from the Twitter Developer Chat.  I would like to point out that this is a great feature from Blizzard.  Its normally full of tantalising hints.  Its also good because its quite a positive event.  So many forum posts from Blizzard are in response to whining.  Quite depressing really.

This is a bit rambling, just my thoughts about the comments.

Q. Are there any plans to implement cross-faction/cross-realm mail(for BoA gear and such)?
A. We have cross-faction mail for BoA items now; cross-realm is a work in progress, but we hope to have it done “soon.”

Gotta love that.  I think the cross-faction BoA mail is great.  Its motivated me to start a Horde on my realm.  But I only have 10 slots and ultimately I will run out.  The ability to send Heirlooms cross-realm would fix that.  Of course they could just give us more slots!

Q. What have you learned from this expansions emblem system?
A. Having that many different kind of emblems is overwhelming. In hindsight, we wish we had done maybe 2 emblems: the current tier and the previous tier (Frost and Triumph at the moment). They also felt a tad too grindy when 3.3 first came out before all of the sources of emblems were available.

One of a couple of mentions of Emblems.  Basically Blizzard doesn’t like how complex the system has become.  And it has become complex – changing Emblems down for some purchases is extremely irritating.  I would rather they just migrated the drops up.  So you had Heroism and Valor.  When a third level becomes available you stick with those and change where they drop.  You can simply change what is available with them.  Basically like the old Badges of Justice.  We managed just fine there with only one type of badge.

Also, there was a mention in the chat of not liking the idea that people had to log on every single day.  The weekly raids have been a nice idea there.  I think perhaps there is a balance to be found between the dailies and the weekly raids.  As puggable as they are, the weekly raids still require you to raid.  For some people thats much harder than others.  Coming from a raiding guild, I know many people find it hard to understand why people can’t pug raids.  But as it happens I know players for whom even the idea of pugging a raid is immense.  Theres a large variety of players in WoW and for those who raid they maybe don’t come across the other group.

Perhaps theres some kind of balance – maybe you could get weekly heroic quests, that require you do to maybe five different things?  That way you can choose to do them in whatever time frame is best for you.

Q. You talk a lot about changing how we heal tanks, but will aggro ever come back as a challenging part of the game?
A. Not sure. This is something we discuss a lot. I even had a meeting on it this week! On the one hand, some tanks really felt like the way to distinguish themselves was to generate maximum threat per second. On the other hand, threat is a pretty invisibile part of the game (it’s limited to the UI at best), and I know when I tank that I always feel pretty emasculated when someone actually pulls off of me. It’s challenging, but is it really fun? This is the kind of thing we’d love to get more feedback on.  Please include your feedback on large banners to be shown in the background during the Olympics. Failing that, the forums would work too.

I thought this was quite interesting, because aggro management, were it still a major feature of the game the way it was in TBC, would be a major consideration for retribution.  At the moment 99% of the time I can just hit my buttons in the optimum order and not worry about it.  Having come from my priest, I use Salvation the way I used to use Fade.  Something hitting you? Salv.  Hearing the aggro warning? Salv. Managing your aggro again would mean considering whether you could use that Divine Storm or that Judgement.  That would make game play more interesting, true.  But it would also hurt us a lot in terms of dps.  I would be worried that some classes would have more aggro issues than others.  By virtue of the overaggro mechanic, melee would get hit harder by it in some fights (since melee aggro at 110% instead of 130% for ranged) whilst ranged would in others (where they can stand and dps while the melee run like hell).  Also, ranged can push their limit more by virtue of being further away.  If I get aggro I’m dead before I can blink.  And normally so are some of my fellow melee.

I would have to say, on balance, I prefer it this way.

I’m afraid I can’t get to the Olympics to do banners 😦  If someone wants to send me out there I’ll do one.  Any volunteers?

Q. How do you feel about the limited attempts mechanic that has been use in Trial of the Crusader and Icecrown Citadel?
A. We’re not crazy about how they worked out. They were designed in essence to save players from themselves. In the past, some people would make 400+ attempts on new bosses. That’s not healthy and at some point you’re not measuring skill but tenacity. Yet, that’s not what happened. Guilds just made alts to get around the limitations, and things like disconnects and accidents make losing an attempt really frustrating. We like gating because if nothing else it lets the community focus on more than just the final boss in the zone. If we do limited attempts again it would probably be limited to optional bosses like Algalon.

Q. In Cataclysm, do you plan on releasing two raid instances at a time (like Serpentshrine Cavern/Tempest Keep), or are we only getting one at a time (i.e. Naxxramas followed by Ulduar)?
A. We like the idea of having more smaller raids rather than one large one. In other words, we will have more than one at Cataclysm launch.

Limited attempts is interesting.  I definitely prefer the limit to be ‘attempts’ rather than ‘time’ based.  I get what Blizzard were trying to do.  Wiping on that one boss your stuck on endlessly can get really stressful.  However, I do feel a bit like the limited attempts was just a tool to try and slow progression a bit.  It seems a cheap way of doing that.  I also definitely did not like the four raid lockout model.  Too much pressure to do too many repetitive raids, especially on 25 man guilds.

I do like the progression model in ICC.  A hard end boss gates access to heroic modes.  Now if both ICC and Ulduar had been split into two raids, each with that same gate, I would be happy with the progression model overall.  I don’t like how inflexible the single raid lockout is.  I much preferred the old SSC/TK and MH/BT model.  Theres a second quote here because I think these two are closely linked.  I would like to see, at each tier, two raids of 6 to 10 bosses one with a single raid boss.  You could either balance the larger raids equally or have one be faster and smaller compared to a slightly longer raid elsewhere.  Alternatively, single raids could be divided into a couple of lockouts.  Ulduar could have been two – one for the Seige and Antechamber, one for the Keepers and Descent.

Q. If you could go back and redo or remove some feature that were added with WoTLK, what would it be and why?
A. I think the emblem system could be less clunky.
Limited Attempts didn’t really work out.
We always had some tension about what 10 player heroic should really be.
I’m only talking new features here. There were plenty of other things I’d change about this expansion in hindsight. We’re pretty critical of our own design.

The final comment made about raid design was about 1o player heroics.  These have been very contraversial.  Mainly because 10 player heroics serve two purposes – they become a second gear farm for 25 man raiding guilds and they are the challenging encounters for 10 man guilds.   I’m not really sure what the solution was here.  I do think that having each raid available at 10 and 25 man level allows increased participation.  However, it also put a lot more pressure on players.  If you’re in a 10 man guild theres a pressure to try and run some 25 mans to improve your gear.  If you’re in a 25 man guild theres a pressure to raid 10 mans as well as 25 to get more gear.  Those are a lot easier for 25 man guilds with 25 man gear.

I can think of a couple of solutions, but none are great.  Option A: have only one lockout so guilds have to pick 10 or 25 man.  That solves quite a few issues, but does cause particular issues for a 25 man guild which lacks attendance at times.  Players no longer have the alternative to go to 10 man instead when people don’t show.  I still think this option is a reasonable one, however.  Option B: make gear scale in 10/25 mans to remove the advantage 25 man gear gives.  This is probably technically quite difficult.  It also removes the motivation for 10 man guilds to grow so they can access some 25 man gear.  Dreamstate has done this and its created a good community.

Q. Will existing races have their starting areas reworked to provide a more “epic” experience similar to the Goblin/Worgen starts?
A. Not quite at the Goblin / Worgen level, but we are looking at all the original start zones, especially for two races who feel a little disenfranchised at the moment.
A#2. We have big plans in store for both the trolls and the gnomes in regards to their starting experience but you probably already know that.  We are also planning to spice up the starting zones for all of the other races as well. You can expect gameplay changes to the actual zones, as well as improved quest flows and all new items to match.

Gnome love incoming. In combination with cross-server BoA mail, this suggests to me yet more alts!

Q. The 3.3.3 PTR included some unreleased ‘event’ details (no spoilers). Should we expect to see that event in the lifetime of 3.3.3?
A. Something leaked in the patch? That never happens! The plan is for these events to go live sometime before Cataclysm ships. We don’t have an exact time yet, but we would like players to have a good month or two to play through these events to help build the back story for what is going to happen in Cataclysm.

I like the sound of this.  Blizzard has touched on these kinds of events before and they’ve been successful to varying degrees.  The major flaws have been the event becoming too repetitive, or too annoying.  I’d love to see one of these events taken to the next level and the destruction of Azeroth should allow that.   I’ve seen the spoilers.  More gnome love!  Next thing you know paladins will get a pony!

Q. I’d like to see a new Isle of Quel’Danas-like daily quest hub in Cataclsym. One place, no travelling quick gold daily (: please?
A. We are planning to do exactly this for Tol Barad. When the battle is not taking place, players will be able to use the island as a daily quest hub. This will of course be very fun on PVP servers. =)

Now anyone on Darksorrow who remembers the Isle of Quel’Danas will tell you it was a PvP zone!  I was playing a Holy priest back then.  I don’t even want to know how many times I was ganked.  So mixed feelings about this.  On the one hand, it should make the area lively between battles, which is something Wintergrasp lacks.  On the other, Darksorrow has a lot of people on it who spend their entire game making other peoples lives a misery because that is ‘fun’.  I do also remember, though, that in Quel’Danas I tended to do my dailies in a group with other people.This might motivate me to do that again.

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.

Festergut

  • 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.

Rotface

  • 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.

Links

Festergut

WoWwiki tactics
Tankspot video

Rotface

WoWwiki tactics
Tankspot video

Putricide

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.

Head

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

Commentary:

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.

Links:

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.

Blog at WordPress.com.

Up ↑