Icecrown Citadel: Lower Spire, part 2

TLBC Strats: ICC

I cut part 1 off before Saurfang only because a) the post was getting long, and b) if you’re still making it through Lower Spire, Saurfang’s probably going to be your stumbling block.  So, without further adieu:

Deathbringer Saurfang

Blood Points.  This is the reason for almost all of the other things I’m about to go over.  Where his mana bar would be, Saurfang has a Blood Points bar.  For every bit of damage (excluding regular melee hits) he does, he receives a blood point.  When his points reach 100, he will place a debuff on a random target.  This debuff is called…

Mark of the Fallen Champion.  Whoever gets Marked will have that mark throughout the entire encounter, and it will do significant amounts of damage to that person.  Healers MUST heal this player.  If this person dies, they should not reincarnate, use a soulstone, or be battle rezzed, as they will still have the mark when they are rezzed.

The reason Mark is such a big deal is this:  the more marks that get out, the more damage he’s doing.  The more damage he’s doing, the more blood points he’s getting.  The more blood points he’s getting, the faster he’s putting marks on people.  Track with me here, sniper:   if people take too much damage in the raid, you will get to a point where it’s unhealable and you’ll be done.

ouchie

It is very important, then, to make sure as few people get damaged as possible.  Sounds crazy, considering all of the ways you can get hurt, but this is how you prevent it:

Spread Out.  When you think you’re spread out enough, spread out some more.  If you’re using DBM, you can set your /distance to 11, and you should.  You need to be 12 yards from every other player.  For heavily ranged groups (as we generally are) this is a PAIN, but it can be done.  He does an ability called Blood Nova that does damage to a random raid member AND to anyone within 12 yards of that person.  You can’t do anything to prevent one raid member from getting hit with it, but if you can limit the AoE’s effects, that’s fewer Blood Points for old Saurfang.

Yeah, I cast it.

Kill Blood Beasts.  He’s going to frequently call Blood Beasts (5 on 25, 2 on 10).  It is extremely important that ranged kill the Blood Beasts as soon as possible.  It is also extremely important that melee doesn’t touch them.  Every single time a Blood Beast hits a raid member, it will give Saurfang more points (this is starting to sound like some sick video game…oh, wait).  Oh yeah, and they’re almost unaffected by AoE damage.

There are several ways to handle this.  Ours is a free-for-all method that’s scary but somehow works.  We let ranged start dpsing Blood Beasts as soon as they spawn.  If one of us gets aggro from a beast (of course we do), then we have to kite it and not allow it to hit us.  For me, this means speccing and unglyphing Typhoon and using roots if necessary.

Other ways to handle Blood Beasts include creative uses of Typhoon and Earthbind Totems/Frost Traps, like using two Moonkin to Typhoon them to the doorway and killing them there, or having a Moonkin, or Moonkin and partner (like a lock or hunter), get aggro from them and then Typhoon them away when they get close.  There’s a lot of Moonkin in these strats; I like it.

Boiling Blood.  Sorry healers, this one is all on you.  A handful of random raid members will occasionally get it with Boiling Blood, a DoT that ticks for around 5k eight times.  It hurts, and it gives Saurfang points, but there’s nothing you can do about it but heal people through it.

Rune of Blood.  And tanks, this is all on you.  Once again, this is a fight where you’ll have to taunt off each other.  If a tank has Rune of Blood, then every melee hit will also give Saurfang points.  Not surprisingly, this means you’ll need 2 tanks to rotate, making sure that a tank with Rune of Blood is never his target.

Finally, consider using Amplify Magic if you have enough mages to spread it around without too much groaning and crying.  All of his abilities are classified as physical damage, which means Amplify Magic will only affect healing.

The name of the game is minimizing damage.  Do that, and you’ll be watching the majorly cool cut-scene type moment that comes with his death, not to mention moving into the Plagueworks.

cct v saurfang

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2 Comments

Filed under Strats

2 responses to “Icecrown Citadel: Lower Spire, part 2

  1. Tessa

    Oooh shiny. Thanks so much! I enjoy your blog – you make the fights easy and concise. Any plans for a Plagueworks boss guide?

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