Tag Archives: Icecrown

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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5 Ways to Fail at Lich King


the five

For the past few weeks, my guild has been trying to down the Lich King on 25-man. Like many guilds right now, we are experiencing a lot of pre-expansion burnout. A lot of our raiders have left for one reason or another, and some choose not to show up for reasons we don’t always understand.

When we do have a full raid, we head to the Frozen Throne. We’ve only made it to Phase 3 one time. Sometimes it’s an issue of timing and practice; sometimes it’s an issue of negligence and complacency. Regardless of the underlying issue, though; the symptoms are the same. In my first “Five” since my hiatus, I present to you the 5 ways to fail at Lich King!

*Note–While I won’t be mentioning anything I would consider a spoiler, I know there are those of you out there who want to go into the Lich King fight with little to no knowledge about the experience. If this describes you, read on at your own risk!

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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: Lower Spire part 1

TLBC Strats: ICC

All sources indicate that tomorrow’s maintenance will open the second wing of Icecrown Citadel.  A lot of us have already cleared through the first wing with considerable ease, so I think we’re looking at the opening with mixed emotions–excited to press on, but wondering if there’s going to be more challenging encounters ahead.

Before we get there, though; there are still plenty of groups making their way through Icecrown, so I want to do a quick and dirty ICC strat guide.

The Initial Trash

The trash pulls up to Marrowgar are almost a boss in themselves for some groups, so this is worth mentioning.  Depending on how well your raid functions under chaos, you’ll definitely want to mark kill targets (at least skull and x), and you might want to consider CC (Shackle FTW).  Follow the same rules as always: casters go first, and in this case, you’ll want to take out the Servant of the Frozen Throne in packs where they exist.

There are traps in the hallway leading to the boss.  These can be seen and therefore triggered at will by stealthed rogues, but if you are unlucky enough to be without one, you’re very likely to trip a trap when you’re least expecting it.  The trap releases some REALLY BIG skeletons from the wall.  They’re not any more difficult than any of the other trash with the exception of Disrupting Shout.  Shout works just like Ignis’s Flame Jets (a very popular mechanic in this expansion, I’ve noticed), so when you see him casting Shout, stop casting until it’s over.

Marrowgar

Marrowgar

This fight’s concept is extremely easy, but the execution can be ridiculously tricky at first.  There are 3 abilities you need to prepare yourself for and react to:

1.  Bone Spike.  Intermittently, people in your raid will get Bone Spiked.  If you remember Najentus’s spines, raise your hand–same idea.  Instead of picking up the spine, however, you’re going to kill it.  Have a macro ready to /tar Bone Spike and watch DBM (or listen for the boss to say “Stick around…”) so you can kill the Spike as soon as it spawns.

2.  Coldflame.  It’s blue, but it’s fire.  Do we stand in fire, ladies, gentlmen, and chickens?  NO.  Don’t stand in the fire.  Don’t. Stand. In. The. Fire.  It comes out from the boss in straight lines (except for during Bone Storm, below), so head left or right if it’s coming at you.

3.  Bone Storm.  Marrowgar gets bored after he’s Spiked a few people and tried to Coldflame you to death, so he shouts “Bone Storm” and starts whirling wildly around the room.  Bone Storm hurts a little, but what’s worse is a) the fact that everyone spreads to kingdom come (sorry, healers), and b) Coldflame spreads like a virus around the room.  Stay away from Marrowgar and stay out of fire until he settles down from his tantrum.

Do that a few times, and you’ll be looting the first boss in Icecrown.

Lady Deathwhiser (from mmo-champ)Lady Deathwhisper

There’s significant packs of trash in her room, but they’re similar to General Vezax’s, so just mark and CC where applicable.  Highly advise pulling them out of the room.

Once you clear the trash and you’re facing Lady Deathwhisper (who, by the way, talks more than any boss I can think of, except MAYBE Kael’thas, who was also a windbag), you’re going to see two phases.

Phase One: The Mana / Add Phase

During this phase, the Lady puts up a mana shield.  Her mana shield has a 1:1 ratio, meaning whatever damage her shield takes is equal to the amount of her mana it uses.  You’ll have a couple of casters who will stand there and dps her shield.  I do this because she also has Curse of Torpor she likes to throw out ad nauseum, and I can easily shoot her, actually work up to a steady, significant dps output, and decurse.

While this is going on, there are adds that spawn in the room: Cult Adherents and Cult Fanatics.  There should be dps teams assigned to these adds.  Adherents are especially susceptible to physical damage, while Fanatics fall prey to spell damage.  When either of these gains the “Empowered” or “Reanimated” status (Empowered Adherent/Fanatic, Reanimated Adherent/Fanatic), the appropriate damage classes need to turn, target, and burn that add.  Unsurprisingly, I have a targetting macro for this, too.  If you check out my Jaraxxus strat, you can use that same macro, replacing those targets with Reanimated, Empowered, and Lady.

Once you get her mana to zero, her shield will fall and she’ll become just another tank and spank with a twist (the twist being that she spawns ghosts that wander around the room.  Yes, you should run away from them).  Clean up the adds, kill the boss, and move onto my favorite raid event ever so far.

The Gunship Battle


For those of you who did Kara back when it was still new (read: still had an attunement), do you remember the first time you did opera?  or the chess event?

Take that feeling, increase its cool factor by 92% and its blowing-up-stuff factor by 110 % and you have the Gunship Battle.  I have two items for you to consider:  Rocket Pack and Cannons.

Player Roles in the Gunship Battle

Note:  I’m going to write this from the Alliance perspective, because that’s how I’ve done it.  The horde strategy is the same, only the names and faction of the targets you’re killing will change.

Cannoneers.  In 10-man there are 2 cannons; there are 4 in 25-man.  Cannoneers will jump into the cannon, point at the other ship, and spam 1 until the meter on the right (same place you see pyrite levels in Ulduar) reaches about 85-90% and then hit 2.  The first ability increases the damage of the second, but it can also cause the cannon to overheat.   I usually get 14-15 of the first ability in safely before using the second, so that’s a good number with which to start.  Cannoneers are shooting at the ship, but they can multitask by aiming for the opposing faction’s attackers (in the case of the alliance, Kor’kalon Axethrowers).  This way, you’re helping the other dpsers in lessening the threat to your ship and also bringing down their ship.

away teamThe Away Team (the warlock leading our 10-man group earlier this week called it this, and I like it).  Keep your casters on your ship; you need them there to AoE the adds that come to you as well as helping take down the Axethrowers (or their Alliance equivalent) on the other side.  Pick a few melee (the fewer that can handle the assignment the better) and a tank to be in the Away Team.  They’ll need to make sure they pick up rocket packs from the gnome on the ship (everyone can do this, they’re a lot of fun).  At some point, the opposing faction is going to call in a battle mage who will come and freeze the cannons.  At that point, the Away Team will rocket pack to the opposing ship, tank the commander (Saurfang/Muradin), and kill the  mage.  As soon as the mage is dead, rocket back to the ship.  A healer or two will need to stand on the edge of your ship to reach the Away Team without having to join them.

The Home Side Tank & AoE Throughout the fight, the opposing faction will be portaling in adds.  They are super easy to handle.  Group them up, tank them, and let your AoErs go hog wild.

It’s really a blast, and you should be looting that chest in no time.

The final boss in the wing is Saurfang, but I’m going to deal with him in part 2.


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