Showing posts with label Strats. Show all posts
Showing posts with label Strats. Show all posts

1/18/10

Marrowgar Video

So I got myself a copy of Fraps and I've taken to recording our boss kills.

Why?

Because it's fun. Because sometimes other strategy videos miss things. And perhaps because it amuses me.

Below you will find our Marrowgar kill video.



Yes that is really what I sound like. Next up should be Lady Deathwhisper if I remember to record it tomorrow. I think I will.

12/18/09

ICC 10m - First Impressions

So we've had 3 nights in ICC so far - which comes out to about 6 hours give or take.

Night 1 we killed Lord Marrowgar after about 5 or 6 attempts. Mostly to get the group composition right and getting the tanks to wake up after the comatose zone that was ToC.



Tanks actually have to pay attention during this fight, which is a welcome change. I'd recommend starting with 3 healers on this fight - if one gets impaled it can get quite messy if you only have 2.

Other than that it's a classic "Don't stand in the fire" fight.

Lady Deathwhisper is easily the hardest of the first four:



We barely squeaked by on the 10 minute enrage timer. This is a careful balance between killing adds and DPSing the boss. If you lose anyone in this fight (especially early) things can get out of control really fast. I'd recommend having a Feral Druid or DK for your offtank so they can provide additional DPS (Kitty / Blood) during P1 as you only need 1 tank. If you have 2 DPS with your tanks on the adds you should be okay.

Target switching is essential. Ranged has to switch to certain types of adds to kill them quickly to prevent a wipe.

I'd reccommend having 3 healers for this fight as well.

Gunship is absurdly easy.



You only need 2 healers for this fight - but it's still a lot of fun.

Kill guys that come on your ship, jump over and kill the mage, jump back, repeat.

Sounds simple but it's still REALLY COOL.

We had a couple of attempts at Saurfang before our night ended and got him down to ~25%. Once we learn how to manage his power generation and focus fire beasts down quick we should be fine.

But for now we are adjourned until January 5th.

9/16/09

Mimiron is Dead.

So we downed Mimiron last night.

Here's a picture!



We cruised right through Phases 1 and 2 for the most part. Dealing with the Bombs in Phase 3 turned out to be the most annoying part. I just taunted and ate as many as I could.

P4 can also get very hectic - just recognizing the Rockets, Shock Blast, and Laser Barrage can be a bit much to keep track of sometimes.

The best part? He dropped loot we didn't need! Go Holy Paladin Belt! /sigh

We're on to General on Thursday. Very doable, just need to manage the Saronite Vapors better, and make sure he doesn't get healed. General's trash was actually a LOT of fun strangely - we were required to use CC for the first time in 1.5 years (and no I'm not kidding). We hadn't used it since ZA Bear runs.

I'm really looking forward to killing that guy. Then we can let the instance reset and do it all again. We will probably kill Yogg next reset - then it's on to ToC before starting hard modes.

5/10/09

Ulduar 3/14 - Razorscale

Razorscale is also now absurdly easy. You could probably do this fight with just one person tanking all of the adds and the other one switching to DPS. After the first phase you will need 2 tanks again. We normally run 2 tanks though as our gear hasn't evolved to the point where I trust doing stuff like that. I would definitely not want to go with less than 3 healers until your raid knows how to "STAY OUT OF THE FIRE!"

Composition: 2 Tanks, 2-3 Healers, 5-6 DPS.

The Razorscale encounter consists of 2 phases.

Phase 1 - Dwarves and Chains

Your goal in phase 1 is to hold the little adds off until the Harpoon Guns are repaired. This is astonishingly simple. Adds will generally appear in only 1 area at a time, and should be reasonbly easy to be picked up by a tank. The tank will then drag the adds back to the raid to be killed.

The reason you do this is most of the blue "Flame Puddles" will appear inside the big inscribed circle on the ground. This way you simply avoid most or all of them and greatly reduce the stress on your healers. If you have fail tanks that can't move you CAN tank the adds where they spawn, but that's more trouble than it is worth.

Eventually a message will appear stating "Harpoon Gun Ready!". At this point you need to use said gun. Once 2 have been used in 10man, Razorscale will be held down for a short period of time. During this time ALL DPS needs to switch to Razorscale. You will have a total of 3 of these phases to deal ~1.8mil damage. We usually get it done in 2 if we have the Tanks DPSing her as well. Once she is reduced to 50% she will go into phase 2.

Add #1: Guardians: Guardians are just your standard melee add. They have a moderate amount of health and can be AoEd down.

Add #2: Caster: The caster adds will cast a lot of Chain Lightning. You shouldn't have problems with this as long as people stay out of the blue fire. Can be AoEd with Guardians.

Add #3: Sentinel: Sentinels are bigger adds with a lot more health and a whirlwind attack. Melee will typically want to stay away from these and let the ranged DPS kill them.

Phase 2 - On the Ground

Once on the ground Razorscale essentially becomes a tank and spank. Make sure you burn down any remaining adds quickly before switching to Razorscale. Razorscale will put a stacking debuff on current tank that reduces armor and move speed by 20% per application. For this reason you need 2 tanks to prevent them from getting 5 stacks and being 1 shotted by a breath. All you need to do is just swap tanks and move out of the "Flame Puddles" and then collect your loots!

Note that Razorscale has no Tail Swipe, Fear, or Cleave.

Abilities:

Fireball - Hits a person for ~8000 unmitigated fire damage. Hits one person every 2-3 seconds during Phase 1.

Blue Fire - Spits a blue fireball at a person. Does no damage on impact but does ~6000 fire damage / second to whoever is in it once it hits the ground. These are very easy to see and there is no reason they can't be avoided. Happens during Phase 1.

Flame Breath - Breathes fire that destroys Harpoon Guns. Only happens during Phase 1 after she breaks free.

Wing Buffet - Knocks back anyone around her when she breaks free of chains. Phase 1 only.

Flame Buffet - Increases fire damage taken, stacks multiple times. Raid wide during Phase 2.

Flame Breath - Breathes for ~15000 in a cone and leaves the aforementioned Blue Puddle on the ground. Phase 2 only.

Melt Armor (or something) - Reduces Armor and Movement Speed of her main aggro target by 20%. Stacks 5 times. Lasts for ~20 seconds. Phase 2 only.

5/3/09

Ulduar 1/14 - Flame Leviathan

Ulduar Part 1 - The Siege

The Siege of Ulduar consists of 4 different bosses that guard the outside of Ulduar against the advancing forces of the Dwarves, Earthen, and you.

Overall the 10 man (or "Normal") version of these encounters are actually stupifyingly easy. They have gone through several rounds of nerfs - the latest of which was totally un-called for. Regardless each of the encounters is very simple considering the loot you can get.

#1 - Flame Leviathan

Makeup: 2 Siege Engines, 2 Demolishers, 2 Choppers

You will split your raid into the 6 vehicles. The Siege Engines and the Demolishers both have a pilot and a gunner, while the Choppers just have a pilot.

You will now proceed down a giant hall of trash and towers. You need to knock out the little towers so the trash stops spawning. Also, there will be 4 large towers you need to destroy - as these will weaken FL. If you leave any of them up - you will unlock a "hard mode" and FL will be tougher to kill. As of yet we haven't attempted an FL hard mode yet - so I can't give any tips on that.

Once the trash is all dead FL will automatically enter the zone and the encounter will begin. Make sure your vehicles are all as healthy as they can be because once the encounter starts you will not be able to repair them.

FL will pick a random Siege Engine or Demolisher and start chasing after them. If you are being followed you have to run away from FL for 30 seconds - after which he picks a new target.

Choppers should be dumping oil in FL's path to slow him down, and Siege Engine gunners should be lighting this on fire as it does an incredible amount of damage.

FL begins the encounter with 2 turrets. When these turrets are killed he becomes stunned and takes an additional 50% damage for a short period of time. To kill these turrets the Demolisher gunners will have to be launched ontop of him - so make sure you either pick 2 melee or 2 casters. Hunters don't work very well unless you use 2 of them as they can only attack the turret across from them. Once the turrets are dead the people ontop of FL will drop off and have to be picked up by a Chopper or face certain death.

You will want your vehicles to stay out of melee range of FL at all times - as he has a very devastating "Ram" ability that hits for north of 100k on a vehicle and has a short CD. The only other ability you need to worry about on the normal mode is "Flame Jets". This needs to be interrupted ASAP by the Siege Engines or the turret-killers will die almost instantly when they fall off the side.

Despite appearances this encounter is very very easy and you should have no trouble beating it at all.