Tag Archives: Icecrown Citadel

Icecrown Citadel: The Lich King (Phase 3)

Well, it’s all come down to this, hasn’t it? Your raid (mostly) mastered Phase 1 and successfully conquered the transition. After several attempts, a miracle happened and you made it past Phase 2. Your raiders overcame their shock at not dying to Defile and pulled out a clean transition.

You are now ready for your final confrontation with the Lich King.

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Icecrown Citadel: The Lich King (Phase 2 & Transition)

I don’t love splitting strats into parts, but if ever an encounter warranted it, this one does. It really is simple when you break it down into its parts, and that’s what we’re going to continue with.

TLBC Strats: ICC

Phase 2 is easily the longest phase of the encounter and this is where the bulk of the coordination is going to take place. This part is probably going to take a while, but there’s good news: once you get past Phase 2 a few times successfully, you’ll probably win within a small handful of attempts.

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Icecrown Citadel: The Lich King (Phase 1 & Transition)

Ahhhhh, finally. It feels really good to get here. Unless I do a Ruby Sanctum strat, this will be the last time I write a strat for this expansion.

Whoa, really? That’s nuts! We’ve come along way from Ulduar together, you and I.

All right then, ladies and gents, night elves and tauren, let’s take on the Lich King!

ICC: Strats by TLBC

In it’s entirety, the Lich King fight seems pretty complicated, but if you think about it in phases, it’s really pretty simple. I didn’t consciously decide to do it, but I think I really saw each phase as a fight of its own, and that made it a lot easier to understand and then execute properly.

This fight is like a song with three verses and a chorus. You’ll do Phase 1, then a transition phase, then Phase 2 followed by another transition, and then Phase 3. So we’re going to lay it out just that way.

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Icecrown Citadel, The Frostwing Halls: Sindragosa

Long overdue, I know. As those of you who follow me on Twitter know, a few months ago I informed everyone that my blogging was being cut back by real life stuff. That hasn’t changed, but I still want to finish the strats for ICC and I can’t abandon my blog, it’s like a buddy! Onward to Sindragosa!

TLBC ICC Strats

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Icecrown Citadel, Frostwing Halls: Valithria Dreamwalker

TLBC Strats: ICC

From what I’ve seen, most raids are doing Blood Princes and Dreamwalker before their respective wing-end bosses, so I’m going to hit Dreamwalker next.

KMBBefore I do, though, a brief thought on trash, since there’s a miniboss. You’ll be joined in the Frostwing Halls by Crok Scourgebane and some Argent Crusaders (you’ll recognize them if you’ve ever done Troll Patrol). As you fight your way through the vry’kul before you (Deathbringers summon adds, Frostbinders throw ice, so choose which ones to kill first based on that info), the humongous floating val’kyr named Sister Svalna at the end of the hall will slowly kill off the Argent Crusaders (no, you cannot keep them alive, their deaths are scripted).

Once you reach her, she will raise the Crusaders back to life as scourge, and you will have to kill them in addition to the deathly angel herself. Although the scripted conversation will ask you to kill the Captains and then assist Crok in killing the Svalna, we have found it just as easy to keep a tank on the captains while we burn down Svalna (easy peasy) and then turn and kill them. You get an Emblem of Frost for killing her, so yeah, it’s cool.

Now, onto the important stuff.

The point of this fight is to take the green dragon Valithria Dreamwalker from 50% to 100% health. Continue reading

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Icecrown Citadel, Crimson Halls: The Blood Princes

TLBC Strats: ICC

On the excite-o meter, this one doesn’t top very high, but it IS very easy once your raid group gets the hang of it. Besides, get past these guys and you’ll be doing Blood Queen Lana’thel, and that’s an encounter with some fun mechanics.

The Blood Princes

There are 3 bosses sharing health on this fight, and you will be jumping from boss to boss as one or another gains power. Throughout the encounter, one boss at a time will become Empowered. While the other two bosses will drop their health to 1% (no, you can’t kill them while they’re not empowered, sorry), the Empowered prince will have a health bar and strengthened abilities.

Allow me to introduce you to the mouthy little princes you’ll be dealing with:

Haven't we heard this somewhere before..

Prince “Merely a Setback” Valanar

This guy is into some shocking behavior (/rimshot). We usually tank Valanar in the front of the room, bottom middle of the steps (there are good reasons to run away from him, so we leave room all around him). Careful, though; too far up the steps and you’ll be out of LoS for the healers.

Shock Vortex. Valanar casts this when he is NOT empowered, so you need to be careful of this. He will choose a random target and create the Vortex around them. It’s a big swirling circle of light and easily avoidable. Don’t stand in it, as it does a considerable amount of damage and a knockback to anyone near it.

Empowered Shock Vortex. When empowered, Valanar casts this on all raid members within 30 yards. Not only will those players take damage, but anyone near them will also take damage and be knocked back. Ranged need to be spread out around the room, and when Valanar is casting Empowered Shock Vortex, everyone needs to run away from everyone else. Chances are, you’re probably going to get hit by at least one other person at some point, and that’s pretty easily recoverable. Getting hit by 3 is inexcusable, so /distance 12 on this fight, please.

Kinetic Bombs are balls of light Valanar casts around the room that float down (anyone else notice the ball theme in this expansion?). When they hit a solid surface, they explode (this can be floor or ceiling). Each time damage is done to them, they float up, but be cautious, as too much damage will cause them to blow up on the ceiling and rain down pain.

My best advice for dealing with these is to use hunters. It’s what we do and it generally works perfectly, as their pets can be assigned to certain balls and do just enough damage to keep them up in the air. Hunters can also babysit the ones that don’t have a pet on them and easily send a shot in their direction. One of our hunters is really good about calling out where the balls are spawning so they can keep an eye on them.

Fellow Moonkin, I’m sorry to say that you will probably be asked not to Starfall on this fight for fear that you will over-damage kinetic bombs or pull aggro on Keleseth’s pets, which I’ll get into in a minute. It stinks, I know.

"You're just jealous 'cause I glitter," said the Prince.

Prince “Glittery” Taladaram

Sparkly boy here is the fire boss, and we tank almost directly where he spawns as well, just pulling him to the bottom of the steps.

Conjure Flame is Taladram’s casted, non-empowered spell. He will target a player and then form a ball of fire that will chase that person. It does splash damage when it hits, so go ahead and run to the back of the room to minimize damage.

Empowered Conjure Flame requires a bit more effort. It works as before, but this time it will shoot off flames at anyone in its path, and this is a good thing. The more times it shoots other people, the lower its final damage will be. The person targeted should run, and other raiders should try to run in range of the ball while it’s traveling.

However, and this is a big however, the ball does not split damage upon impact! It will hit everyone in range of the targeted person for the exact same amount, so for the sake of your healers, don’t stand next to the targeted person, and for heaven’s sake don’t stack on them.

Glittering Sparks is my favorite spell in the whole encounter. It’s a well-deserved poke at Twilight, and it also does pretty icky damage. He will target a random player and do a cone of sparks. It hurts and it slows movement speed, and it’s just another reason for healers to cringe.

Can your warlock catch the purple balls...? o.O

Prince “Balls” Keleseth

Keleseth can be a pretty big jerk (typical warlock), and while he can theoretically be tanked by a melee tank (choose your favorite DK if you go this route), we’ve had much more success with a warlock tank.

If everyone understands the encounter and you have a good warlock tank, this boss is the easiest one in the room. If either of those things is not the case, your warlock tank will die a miserable death and he will go around shooting 80k shadow lances at people until you’re all wallowing in self-pity.

Shadow Lance hits for around 17k and he casts it when he’s not empowered. He only casts it on his aggro target, so keep your warlock topped off.

Empowered Shadow Lance hits for a whopping 85-90k (yes, really). But if your lock tank (and everyone else) does what they’re supposed to, most of this can be mitigated, using…

Shadow Resonance. Through the encounter, Keleseth will be using this ability to instantly create Dark Nuclei (more balls, yay!). These Nuclei attach themselves to people, and you want them all attached to your lock tank, as they increase shadow resistance (makes sense now, yeah?). This is why we prefer the lock; he can grab aggro on them quickly and carry them around, as long as no one else attacks the Nuclei. They cannot be misdirected. If you get one attached to you somehow, find the guy running around with all the purple balls floating above his head and let him take it off of you. NO ONE ELSE SHOULD ATTACK THE NUCLEI, kk? If your lock tank is able to pick up most or all of the balls (and keep them alive, which is why AoE is a bad choice), then Keleseth’s Empowered Shadow Lance won’t one shot him (take a look in the comments below for tips for your warlock tank!).

That’s everything. The power will jump from one to the other throughout the fight, so just keep on the one with the active health bar and avoid the bad stuff, then get your fangs ready for Blood Queen Lana’thel.

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Icecrown Citadel, The Plagueworks: Professor Putricide

Unrelated Intro (no, seriously, if you want to get right to the strat, scroll below the image). This happens about every three months. I get burnt out on doing anything that resembles work, and so I spend a week or two just playing the game I write about so often.

But we had a patch this week, which always increases the fervor for information. I’m not going to bother posting the patch notes this time ’round, you’re probably already read them, and everything that changed has been discussed ad nauseam. Good news: heroics are a little shorter and moonkin get a straight dps buff from Earth & Moon.  If you haven’t yet, read the notes here.

Now, to business!

TLBC Strats: Putricide

You’ve seen unordinary gas clouds and poisoned slime pipes, and you can fully appreciate my choice of the Professor Farnsworth image on my last strat post.

Now the green ooze and the orange gas combine in the hands of an oddly fierce Professor Putricide, and I have this to tell you: put on your running shoes.

There are three phases to this fight, but the first two are basically the same fight with some added mechanics, so I’d rather take you in order of the things you need to consider.

Positioning. You will have to fine tune this to your raid, I’m only going to tell you what we’ve chosen to do. There are two sides of the room: orange and green. You will be running back and forth between them. We start out with the tank, boss, and melee on the orange side and the ranged and healers on the green side. This is so we can try to encourage a slime pool to appear on the green side first; it works about 60-70% of the time. As soon as the slime pool drops, we run to the orange side with the tank.

slime poolThe Slime Pools. They are big. They are green. They are round. If you choose to stand in one, you deserve the repair cost that will come with your death. They exist in the first two phases for one reason only…

The Abom. An offtank will run in at the beginning of the fight, grab a potion from Putricide’s table, and become an Abomination, which he will remain until the beginning of phase 3. His job is twofold: first, he sucks up the green slime pools, because they grow quickly if not kept under control and they give the Abom energy. It’s important to not just gobble them up as quickly as possible (although there should consistently only be one slime pool on the ground), but to use the slime pools to maintain enough energy to do the second part of his job: using the Abom’s slowing attack on…

The Adds. There are two types of adds, and you will encounter them constantly through phase 1 and phase 2. Putricide will summon the add by casting Unstable Experiment. The green side will always spawn the add first, which is why we have everyone move to the orange side before the first Unstable Experiment. You need to start killing the adds the second they pop, but you absolutely MUST be at max range from them. For this reason, you will run from side to side as the adds die. You’ll start on the orange side and kill a green add, then you’ll run over to the green side and kill the orange add, and do that over and over again until you’re exhausted.

  • The Volatile Ooze is the green add, and it will target a random player and apply Volatile Adhesive. That person will be unable to move but will still be in full control of their abilities (so by all means, dps or heal). Hopefully he has been slowed by your Abom, and you can get him killed or nearly dead by the time he reaches that person. Once he reaches them, he will do a ton of AoE damage split between the nearest targets, so you’ll need to clump around the targeted player. Don’t collapse on him or her until the Volatile Ooze is about to catch them, though; because you could unwittingly produce a slime pool at their feet.
  • The Gas Cloud is the orange add. It targets a random player and begins to chase them, giving them a debuff called Gaseous Bloat. The debuff will start out stacked, and the stacks will lessen over time. The fewer stacks on the target when the Gas Cloud reaches them, the less damage will be done. If a Gas Cloud reaches a target with 5+ stacks, the explosion done will probably cause a wipe. So that target needs to be healed, and they need to kite that sucker for as long as possible.
gas

Gaseous Bloat...?

Tear Gas serves as the phase shift mechanic. At 80% (and again at 35%), Putricide will throw out Tear Gas, stunning everyone in the raid for about 10 seconds.  He will run to the table, drink a potion, and come back with more abilities to contend with. For this reason, we stop dps around 82% and around 37%. Between the time one of the adds dies and he casts Unstable Experiment again, we burn him to the transition; in this way we make sure no adds are standing during the transition.

Malleable Goo This stupid mechanic has wiped our raids a lot. It’s easily avoidable, but it will require your attention. In addition to the Unstable Experiments, he will now also target players and send Malleable Goo in their direction. They are big, green, flying balls of ooze, and if you see one of them coming towards you, you should get the heck away from it, as it  does a significant amount of damage and decreases your cast and GCD times by…well, by A LOT.   These oozes bounce, too; so just stay out of their trajectory. Although conditional, if you see the oozes flying right at you, the safest course of action is to run to the boss (do NOT clump at the boss’s feet; if there are not enough ranged he will target melee with goo, and that’s BAD!). Please don’t be one of the players that dies to Malleable Goo. Please, I beg you, fellow moonkin–don’t die to this!

Choking Gas Cloud These are two flasks he drops on the ground starting in Phase 2. They are big, orange circles with flasks in the middle, and they’re always together and within 5 feet of each other. They are landmines, triggering when a player touches them and raining AoE damage on anyone nearby. This is really, really bad. Avoid the flasks at all costs. For ranged, this should be ridiculously easy.

So now you’ve been killing adds for two phases, your Abom has been sucking up bellyfuls of goo, and you’ve been successfully dodging Malleable Goo and dancing around Choking Gas Clouds. Time for phase 3!

BURN HIM but don’t stop avoiding hazards! At this point, your offtank will no longer be an Abom, and he’ll need to get with the main tank and other offtank (we use 3 tanks) so they can taunt off back and forth again (yes, another stacking debuff boss–I think our tanks taunt at 4). While he won’t do any more Unstable Experiments, he will continue to do all of his other abilities, so you still need to avoid goo and flasks. Unfortunately, he also continues to drop slime pools. With no Abom to suck them up, these will eventually spread across the room. Your tanks will be kiting him out of the ooze, but you need to kill him as quickly as possible before the ooze fills the room. Burn every cooldown you have and bring that sucker to his knees as fast as you can.

And, as every boss that gives us trouble requires one…a diagram!

Putricide!!1!

Definitely the first truly staggering fight in terms of complexity thus far in ICC (although Blood Princes is a ridiculous avoid-this-that-this-and-this-too fight as well), but I think once this fight clicks for you, you’ll enjoy it as much as I do.

Update! When I wrote this strat, we had killed him in our 10-mans but were absolutely stonewalled in 25. Well, we finally got him! Here’s the killshot:

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Icecrown Citadel, The Plagueworks: Rotface

TLBC Strats: ICC

Maybe you’ve already killed Festergut, or maybe you’ve decided to try Rotface first.  This fight is all about awareness and coordination, so if you’re ready, let’s get to it!

There’s a lot of things that happen in this fight, so I’m going to try to explain everything in the order in which it generally happens:

The Pull We’ve found the best positioning to be three groups forming a semi-circle around the boss.  The tank runs in and grabs aggro, swinging Rotface around.  Melee and healers stand directly behind the boss, while the ranged are split into two groups, one of them 90 degrees to the left of the boss, and one of them 90 degrees to the right.  One sucker–I mean, offtank–stands at the edge of the room.  You’ll see why this poor guy is pretty darn important soon enough.

slime spraySlime Spray We have found that Rotface doesn’t target a player for this, but he does turn in the direction of a group of players, which is why we’ve split into three groups.  He will choose one of the groups, turn, and cast Slime Spray.  Once he turns, he won’t move, so if the boss is facing your group, you need to run to the side or behind him.  He will do Slime Spray in a cone in front of him which does just enough damage to kill a person if they stand there without a heal (or even with, depending on the cirumstances).  Don’t stand there, kk?  This will continue, happening every few seconds, throughout the entire fight.

Mutated Infection Sometime right around the first Slime Spray, someone will get Mutated Infection.  This is a disease that hurts  A LOT.  Please, healers, for the love of all things holy (or resto, or discipline), heal the person with Mutated Infection.  The person with Mutated Infection must immediately run to the poor offtank on the outside of the room (really, this is the suckiest job ever).  They must be cleansed (you need ONE PERSON assigned to do the cleansing, at least until 20%.  You may find you need a second cleanser at that point).  When they are cleansed, a small ooze will spawn at their feet (if a person dies with Mutated Infection, they will spawn TWO oozes.  So don’t die!).  It cannot be taunted, but it can be CC’d to some extent, if necessary. This will happen continuously and with increasing frequency throughout the fight.

The first person to get this ooze is going to have to stay with the offtank, as the offtank will be unable to taunt him.  The second person to get the Mutated Infection will run to the offtank and the first ooze.  At this point, the two oozes will merge, and the affected players can go about their business.  The offtank will taunt the big ooze and kite it around the room as it does a ton of AoE damage.

For the rest of the fight, everyone who gets Mutated Infection will need to run IN FRONT of the big ooze, get cleansed, make sure their small ooze has merged with the big ooze, and then return to their original position.

Professor FarnsworthThe Poison Slime Pipes Your offtank will be kiting the add around the room and simultaneously dealing with big puddles of slime on the outside edge of the room.  Professor Putricide will announce that the poison is coming.  At that point, one of the spouts positioned around the outside of the room will begin to sputter slime.  A few seconds later, a huge slime pool will fill the edge of the room on that side.  While the offtank can probably run through this pretty safely as long as he’s got healers, keep in mind that the slime hurts and slows you, so those with Mutated Infection should NOT run into the slime.  Wait for the offtank and meet him on the other side.

Unstable Ooze Explosion When 5 small oozes have merged into the big ooze, it will stop where it is and begin casting Unstable Ooze Explosion.   When it explodes, it will send slime flying through the air, landing where randomly-chosen players were standing when it was casting.  As soon as it starts to cast, our entire raid clumps in the middle of the room, on the boss.  When it finishes its cast and starts to spray, everyone runs for the outside edge of the room.  This way, the explosion lands in the middle of the room, where (hopefully) no one is standing.  Once the big ooze has finished exploding, you start again merging the oozes.

The Soft Enrage Rotface doesn’t have an enrage timer; however, like Saurfang’s marks, eventually so many people will be getting Mutated Infection that there will be slimes everywhere and your raid will be overrun.

CCT v Rotface

That’s it, that’s the entire fight.  It sounds pretty easy, but there are so many ways to wipe the raid, you’ll probably work on this one for at least a little while.

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Icecrown Citadel, The Plagueworks: Festergut

TLBC Strats: ICC

If this is your first trip into the Plagueworks, you should check out Plagueworks: Getting There for tips on handling the trash.

Lower Spire: history.  Precious’s Ribbon: equipped.  What’s next?

At this point, your raid can choose one of two bosses:  Festergut or Rotface.  Rotface is a situational awareness check (it reminds me of Illidari Council in that regard).  Festergut seems to be more of a healing check.  Our healers are rock solid, but sometimes our situational awareness is not, so we found Festergut to be the easier of the two.  For that reason, we’re going to start with him.

Here are the major things you need to be aware of:

Gaseous Blight.  I’m going to tell you right now, “Festergut” is absolutely accurate.  This guy needs some serious Gas-X.  Gaseous Blight is an orange cloud on the ground.  It starts at full strength, hitting everyone in the raid for 4-5k AoE.  Festergut inhales this crap at regular intervals, and each time he inhales, the cloud gets thinner and does less damage.  However, each inhale gives him more strength with which to hit the tank.  By the time he gets to 4 inhales, Festergut has swallowed all the gas in the room, but he’s hitting the tank for massive amounts of damage, so healers need to plan on this and balance their healing around it.

fat cat

Festergut is this bloated but not nearly this cute.

Pungent Blight.  So now he’s swallowed a whole room full of gas…I’ll bet you can guess what happens next.  At this point, after 4 inhales, he’ll belch out all the gas.  This hits really, REALLY hard on the whole raid, which is why there is a mechanic in place to handle this…

Gas Spores.  Between inhales, Festergut will throw spores on people (3 in 25-man, 2 in 10 man).  You can’t miss them, they look like big, orange, spiky balls hanging over people’s heads.  After 12 seconds, the spore will explode and place a minimal-damage DoT on anyone nearby.  When the DoT ticks off, that person is inoculated.   This keeps Pungent Blight from hitting quite so hard, so everyone should be inoculated with 3 stacks before he gets to 4 inhales.  I’ll explain the best way to do this below.

Gastric Bloat.  Once again, tanks have to switch off.  Throughout the fight, the tanks will be getting Gastric Bloat stacks, taking increasingly more damage.  At 10 stacks they will explode and it’s insta-death.  You can’t switch off at 3 stacks; it lasts too long.  I think 8 or 9 stacks is the switching point for us.

Vile GasVile Gas.  There’s one more thing, but this is just a minor snag.  Throughout the fight, Festergut will occasionally target players and cause them to start vomiting (yes, it even does the graphic; ew).  They will be disoriented (kind of like being blinded by a rogue) while they have Vile Gas, and they will do AoE damage to anyone nearby.  A simple /distance 10 fixes the problem.

As you can imagine, if everyone is left to their own devices on this fight, it quickly dissolves into chaos (just like every other boss fight in the history of the World…of Warcraft, right?).  Here’s our plan that works quite well:

Three Groups.  We split three groups around the room:  North, South, and Melee.  Half the ranged and a healer on North.  Half the ranged and a healer on South.  Melee has the rest of the healers (mostly) and obviously a big mess of dps warriors and rogues and other people who like to hit things.  All the ranged should absolutely be /distance 10 from each other.  The room is circular, so just spread out in a small curve on your side.

Run to the Tree! While we have Resto druids filling this role, anyone can do it.  We use the trees because they’re ridiculously easy to spot.  We have one tree druid on the North side, between the ranged and the boss, and one on the South side in the same position.  They never move.  When Gas Spores come, everyone on either side collapses on their tree so that everyone is in range of the inoculation (note: if you have someone else fill this roll, make sure you mark them!).  The melee group collapses on the tank.

Tree Durid is 4 healz (& hugz).

When the Gas Spores spawn and everyone gets to their spots, it’s really easy to see who has spores and who doesn’t.  If any of the groups has two spores, we call on vent for one of them to run to the group without a spore.  To make this a little more simple, here’s a scenario:

Gas Spores spawn.  A DPS warrior, a rogue, and a South-side Shadow Priest are hit with the spores.  Everyone immediately collapses on their respective target, and someone calls out, “Rogue, go North!”  The rogue then runs to the North side tree (or marked target) and stands there until his spore explodes.  Now everyone has been inoculated–the DPS warrior’s spore hit the melee, the Shadow Priest’s spore hit the South group, and the rogue’s spore hit the North group.

That’s it.  /distance 10, collapse for spores, and make sure everyone gets inoculated.  He has a 5 minute enrage, so make sure you’re doing everything you can to maximize your DPS in the middle of all of this.

Loot the big ugly guy and get ready for his equally big (and equally ugly) brother.

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Icecrown Citadel, The Plagueworks: Getting There

TLBC Strats: ICC

Yes! Saurfang’s down and you’re taking your first steps into the Upper Spire, headed to the Plagueworks.

All the trash is tied to the last boss of the wing, Professor Putricide.  Since this trash is the same regardless of which boss you’re on, I’m not going to take up space explaining it on the boss strats.

Note:  When you first walk in the door, there will be steam sprays.  They’ll kill you.  Wait for them to subside before passing through.  There’s a lever visible only to stealthed rogues that turns these off.

The first trash you run into are Val’kyrs.  They’re super easy, but they do spawn Severed Essences, which are basically shadow versions of a few of your raid members.  They don’t generally hit very hard, so just kill everything and move on.

The Abominations come next; there are two of them.  Face them away from the raid and focus fire them down, easy peasy.

Next, if you’ve done Pit of Saron, take Ick’s trash and give it a familiar mechanic.  Instead of putting down slime pools, these guys work like the gargoyles back in Naxx:  when they’re health gets low, they’ll start casting Blight Bomb.  If they aren’t killed by the time the cast gets off, they’ll blow up people around them.  Focus fire and get past these guys.

You’ll see lots of geist packs that can just be AoE’d down.  There will be a colossus you’ll want to pull down the stairs a bit to avoid pulling extra trash as you get closer to the bosses.  You’ll also run into a couple of Plague Scientists that are a breeze to kill.

Stinky is Gluth’s younger brother.  He does a vicious aura that can’t be outranged (at least not on 25-man) and must be healed through. He also does Decimate (you remember Decimate, right?  Drops you down to 1% of your health or so?), so healers need to prepare themselves.  Pull him down the stairs, stay alive, and kill him.

Stinky

Precious is Stinky & Gluth’s sister (I hope Precious is a “girl,” I really do).  She also does Decimate.  She has no aura; instead, she summons zombies.  Heal through the damage, kill her, and then AoE the zombies.  She also drops Precious’s Ribbon (you can see a picture of my husband’s main wearing it here).

Finally, there are traps on either side of the hall leading to the bosses, so make your rogue look for them or just keep everyone together.  They spawn geists that will gank anyone who happens to go AFK after killing Precious.

Trash is down (until it respawns), so now we press on to the bosses!

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