Category Archives: Experiences

6.2 First Impressions & Heroic Hellfire Citadel First 3 Bosses

Ahhh, do you smell it? Fresh ocean breezes, cannon fire, blood in the water–smells like new content!

6.2 First Impressions

CaptainLet’s go ahead and say what most of us are thinking, shall we? PLEASE MASTER PLAN & GARRISON MISSION MANAGER, WE NEED YOU! How many of you, like me, didn’t realize how good you had it until it was gone? I want them back and fully functional, please and thank you.

Until then, I’m using Garrison Commander as suggested by @thegoldqueen, and it’s working beautifully!

Commander Captain Ambermist has arrived, okay? I’m enjoying the ship missions so far, if not the wait time between them…or the fact that I can’t 100% anything at all yet. Heck, I was excited to get a 94%! But c’mon, I’m a captain.

And then there’s Tanaan Jungle. So far it’s just a thing to do–I go there, I do some quests and bonus objectives, aaaaand that’s about it.

Heroic Hellfire Citadel

Last night we took our first split run group of half mains, half alts into Heroic HFC and blasted through the first 6 bosses, so here’s a look at those in the most TL;DR I can get.

Clicking the boss’s name will take you to the video.

Hellfire Assault

Hellfire Assault

I’m not exaggerating when I say this is basically a really big trash pull. You have 2 cannons that you need to protect from mobs and siege engines until they’re full of ammunition.

Ammunition drops from siege vehicles and lands on the ground in a big green glowy box when you kill them, and you just need someone to be responsible for picking them up and running them to the cannons.

Kill priority is roughly:

  1. Crushers – big sieges that go straight for your cannons
  2. Felcasters – cause ouch
  3. Siege vehicles
  4. Everything else

Sure, I could be more specific, but trust me when I say that’s more than enough to get you through it. Watch out for things shooting at you. If it looks like it can hurt you it can.

If you get marked with Howling Axe, run away from the raid and wait for it to smack you before running back.

That’s it. All done.

Iron Reaver

Fire is Hot

This one gave us the most hassle because of the need to spread out and cause fire burns. Oh, and because the boss likes to suddenly swing around and Blitz in a random direction sometimes. RIP.

Phase 1 Abilities & How to Handle Them:

  • Unstable Orb – Hits random raiders and does splash damage. Spread 8 yards.
  • Barrage – Boss targets a player and launches fire on the ground in a cone. Move away when she faces you.
  • Blitz – Boss charges in straight line, picking up whoever is in her path and doing damage to them. Don’t be in the way of her charge.
  • Pounding – Raid-wide AoE requiring cooldowns.
  • Immolation – Fire left on the ground by Barrage. Don’t stand in it.
  • Artillery – Debuff placed on the tank that does raid-wide AoE when it expires, reduced by distance. Tank runs away to let it expire and no one hugs him until he’s done exploding.

What worked for us was splitting the ranged kind of in half with healers on each side of the room. This gave us more space to spread out for Unstable Orb and more flexibility for dodging Barrages. Healers responsible for Pounding cooldowns would move into melee before casting their CD to maximize raid coverage.

Phase 2 Abilities & How to Handle Them:

  • Fuel Streak – Boss spits oil on the ground that will slow anyone standing in it.
  • Um, FIRE – Boss lights the oil on fire. Don’t stand in it.
  • Uhh, BOMBS – Boss drops bombs all over the room that do a crapton of raid damage if they explode. Kill them ASAP.
  • Artillery – The raid-damaging debuff on the tanks from phase 1 will now target a few random players who will need to run away from the raid before the debuff expires.

That’s the fight. Stay away from dangerous things, kill the boss, kill the bombs. Easiest.

I really do recommend finding a way to spread out your ranged and healers, though. Getting people to watch their range meters when resetting after Barrage is turrible, and having more space makes it way easier.

Hellfire High Council

Three bosses, a multi-dotter’s wet dream. We cheesed this a bit…

The three bosses are: Dia Darkwhisper, Blademaster Jubei’thos, and Gurtogg Bloodboil.

We opted to just burn down Bloodboil, eat the decreased HP debuff, and basically put him out of commission for the entire fight.

Dia Darkwhisper’s Abilities

  • Mark of the Necromancer – Puts a debuff on a player that jumps to two people when it’s dispelled. It starts as a green debuff, then changes to yellow, then red. Dispel on red.
  • Reap – Removes all Mark of the Necromancer debuffs but leaves puddles at the feet of those who have it. When Reap is cast, players with the debuff should move to the edge of the room.
  • Wailing Horror – Raid-wide AoE that also spawns voidspawn-type spirits on the edge of the room. They’ll fly in a straight line from where they spawn doing damage, so move out of them.
  • Tank Junk – The boss casts Void Bolt on the tank instead of meleeing, and every once in a while she transforms and does a bunch of damage to the tank. Do tank stuff and live.
  • Sub 30% – She stops casting Reap, so the debuffs never go away and require careful dispelling and healing.

Blademaster Jubei’thos’s Abilities

  • Felblade – Boomeranging sword that goes out and comes back in a straight line noted by an arrow. Don’t stand in the path.
  • Felstorm – Unavoidable raidwide AoE.
  • Windwalk – Blademaster disappears and summons Mirror Images that do either Felblade or Felstorm. Kill the Images quickly.
  • Sub 30% – Occasional, unavoidable raid damage.

Gurtogg Bloodboil

  • Bloodboil – Damages the 5 furthest targets, but isn’t a lot of damage, so you can practically ignore this mechanic.
  • Fel Rage – The boss fixates a player, granting them a defensive buff. His attack speed increases every time he hits the player, so use a cooldown near the end of it if needed.
  • Demolishing Leap – The boss starts jumping around the room; avoid swirly circles.
  • Tank Junk – Puts Acidic Wound on the tank, a stacking, armor-reducing debuff.
  • Sub 30% – Debuffs everyone with lower HP, stacking by 10% until he dies.

Regardless of whether or not you try nuking Bloodboil down like we did, the kill order will be Bloodboil > Blademaster > Darkwhisper.

That’s pretty much everything you need to know about the fight right there, easy peasy.

I’ll post the next 3 tomorrow, thank you, friends! <3

We’ll be doing Heroic HFC again tonight (Wed 6/24), starting a fresh clear in a second group and working on the bosses we haven’t killed yet, as well. Tune in to watch at 8pm Eastern at twitch.tv/ambermist!

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On Mythic Blackhand, Guilds, & My Missing Appendix

April is the cruelest month.” 

wasteland

First, there’s Mythic Blackhand, the tyrant hanging over our heads for the entire month of April. There’s something about that boss, man; he’s really good at making people exceptionally tense.

Getting him down felt good. Not the same way Imperator felt good–the Imperator kill felt like a perfected dance, a 5-star performance on opening night kind of good. Blackhand felt like a battle won, like putting away our swords and wiping dirt and blood off of our faces with a resounding “Hell yeah, we’re still here.”

Blackhand

Guilds

This month has been a different sort of interesting for me, as well. Some people and situations within my guild pushed me to the brink of leaving–far enough into the gap, in fact; that I applied to other guilds (and met some pretty cool people, I might add).

emotional

I felt obligated to stay through the Blackhand kill, and during that time there’s been a concerted effort to make things a little less frustrating. This left me at a difficult juncture: do I leave my guild and the friends I have here and try something new with people who seem nice? Or do I stay with the people I like, deal with the ones I don’t, and give my guild a second chance?

In the end, I believe I’ve opted for staying home. Maybe I’m screwing myself over, but I love this guild, I just want it to like me back.

I Didn’t Need It Anyway

sick-day-lolcatsWe killed Blackhand on a Monday night. The Sunday previous, I’d started having lower right abdominal pain. I took some ibuprofen and pressed on. Monday was miserable, but I sucked it up, a little more ibuprofen, and we killed the boss.

The next morning, I could no longer ignore the pain, and a visit to the ER later, I was being scheduled for surgery to remove my appendix.

The Twitter community was, of course; as supportive and cool as they’ve ever been, sending me well wishes and virtual hugs throughout the process. I’ve said it a hundred times, the WoW/Gaming/Geek Twitter community is one of the best, and you’d be hard-pressed to convince me otherwise.

I wish I could say the process was painless; it wasn’t. It mostly sucked. My belly button hurts, my back hurts, my side keeps cramping, and I’m under these pesky orders not to do much of anything. But hey, I’m home and not dead, so I think I came out on top.

I’m kind of glad April’s over, though. I need May to be chill.

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You Got Me!

Heroic this week was exciting–the raid was trying to kill me. A LOT.

Here are a few of the best moments (profanity warning!).

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Screw This Boss: Mythic Thogar

I’d rather intentionally run into a train than do this boss again. This is that fight for me (inb4 “every fight is that fight for you, Amber, huehuehue”).

<3

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I Got a Rock: Mythic Kromog

At the end of the day, Kromog’s just a big kid who likes to play with rocks.

6/10 Mythic!

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Oops, We Did Progression & 6 Years of TLBC

This has been an interesting couple of weeks for <Check Please>.

The stamping presses on Mythic Hans’gar & Franzok got on our nerves (although the practice from doing Stamp Stamp Revolution certainly helped, even if we did want to kill each other halfway through), but once Hans & Franz went down, we turned right around in the same night and killed Gruul.

Then, last night after Mythic farm (Beastlord, Oregorger, Hans & Franz, & Gruul), we had 30 minutes left–enough time for a few pulls on Flamebender.

Three pulls later, we were 5/10. Oops.

We’ll be going in for Mythic Kromog tonight. Something something Starfall!

6 Years Later

First of all, what? Has it really been 6 years since my first post? When I think back through all of the experiences then to now, both in-game and IRL, it’s not that hard to believe. I’m not the same person or the same WoW player I was on February 23rd, 2009.

I also didn’t know most of the awesome people that I know today 6 years ago. So many of you who read my blogs, send me emails, and chat with me on Twitter or in-game have made my day over and over again, and I’m grateful that I’ve had the opportunity to get to know this community. Thank you, guys; for being incredible. <3

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Adventures in Blackrock Family: Day ???

HEROIC BLACKHAND

This guy.

What a jerk.

Look at him, pacing around his forge muttering at us.

We should kill him.

Creature of Habit

Blackhand’s primary abilities are similar in all three phases, but the way you handle them will be different in each one. The repeating abilities are Smash, Marked for Death, and Slag Bombs.

Smash targets the current tank. The visual is a red circle on the ground around the tank, and it is always a knockback, regardless of the phase.

Marked for Death targets two raid members. The visual is a yellow arrow on the ground pointing from the boss to the selected players. When it hits, it does a ton of damage and a knockback.

Slag Bombs are mines, and they do exactly what you think they do, so make it a point not to step on any.

Phase 1

demolitionIn P1, the tanks handle the Smash with a cooldown, and in our case, a couple of handy life grips and a well-timed heroic leap to bring our flying warrior tank back into the fight.

Throughout the fight, Blackhand will start to demolish the forge, raining debris on your head (Demolition). The whole thing does a lot of damage and there are swirly areas to avoid. The big orange swirl on the ground has increasing damage by proximity, so try to stay away from it at all costs and use a healing cooldown to get through the damage of the ability.

These big orange swirls will leave debris piles on the ground (they look like some kind of giant campfire). When you get Marked for Death, go behind a Debris Pile–the Debris Pile will soak the blast. If you are NOT marked, you should stay out of the line of fire as it will put its full damage into whatever it hits first, whether that’s a Debris Pile or Random Melee #3 who tunneled too hard and didn’t see the arrow.

Bombs on the ground. Don’t stand in them. Easy.

Phase 2

After successfully completing Phase 1, the floor beneath your feet will crumble and you’ll fall right into Phase 2. During weeeeePhase 2, adds will spawn in the rafters around the room and shoot very painful things at the raid. Blackhand will also summon siege engines that fixate the closest player to them when they become active.

Smash. You’ll use Smash to deal with the rafter jerks–have a designated group stand with the tank in the red circle. Your tank will need to position the boss prior to Smash so that the tank’s back is facing the chosen rafter, and then a designated group of players will need to stand inside the Smash circle directly behind your tank.

When the Smash occurs, the group will get knocked back (and if you’ve done it correctly) right into the rafters to kill some adds. We send 3 melee & a healer, and while I would love to be in the rafter group (CAN I GET A STAR FAAAAAALL), we noticed that a ranged getting Marked for Death at the same time Smash comes out made the timing tricky and sometimes completely fail.

Marked for Death. We have designated kiters (hunters, duh) who position themselves close to the Siege Engine spawn points. They get fixated and do their best to run the Siege Engines over bombs, both destroying the mine and doing damage to the engines.

You will need to kill Siege Engines, so plan to have ranged switch to them, then stop around 30%. Marked for Death will take care of the rest.

Marked for Death in this phase will be placed behind a Siege Engine whenever possible, breaking the Siege Engine’s armor so that it takes damage and preventing its damage. There will be at least a few times when Marked for Death goes out when there isn’t a Siege available. Those who are targeted during these times should stand still, pop a cooldown, and take the hit, allowing everyone else to move out of the line of fire.

Bombs. Guess what. They’re still bombs. They’re freaking everywhere. Do your best to avoid them and let your kiters run the Sieges over them.

Phase 3

The floor will again drop, taking you to the heart of Blackhand’s forge, which looks kind of like hell. Positioning for this phase is extremely important, and you’re going to need to use the edges of the room, so plan for that in advance.

Smash. You’ll be using the knockback mechanic from Smash to move around the room, so when Smash is coming, your tank should put his back to the center of the room, and the entire raid should stack inside the circle directly behind the tank. When Smash goes out, you’ll all take a bit of damage and get knocked back to the middle of the room, at which point you will head to the next chosen edge.

Marked for Death. There are no cheese mechanics for Marked for Death in this phase. Those who are Marked need to put their back to the center of the room so they don’t get knocked off the platform, and everyone else needs to avoid the arrow. That’s all there is to it–back to the center of the room, pop a cooldown, eat it.

Bombs. In this phase, 3 people will be targeted with Slag Bombs. The visual is a circle around the chosen targets, and after a few seconds, a small volcano (a la Rhyolith) will appear at their feet. If you are targeted with Slag Mine, take it to the edge of the platform whenever possible. Definitely do not stand in the middle of your raid with it.

The fight is pretty straightforward when you just look at the mechanics like this, but it’s all about execution, right?

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