Posts Tagged ‘strats

20
Nov
09

Down Once More

I just realized this morning that I have one boss yet to cover in the Trial of the Crusader raid- Anub’Arak.  This is partly because he refuses to drop the mace I want, and mostly because a community I frequent on LiveJournal- WoWLadies.  Someone posted this morning that they were having issues with Anub and, realizing that I had finally killed him, I could post about it and be somewhat useful again.  So here it is.

Anub’Arak

Anub'Arak (no, I have nothing witty this morning, kthx.)

Anub’ Arak is, first and foremost, a DPS fight, and that is made pretty clear the first time you fight him.  Anub has 3 phases:

Phase 1: Anub is surfaced, and 4 Crypt Stalker adds (2 on 10 man) will spawn. 

Phase 2: Anub will burrow underground and chase people around landshark style with his spikes sticking up out of the ground and little scarabs with chase your raid members around.

Phase 3: No more adds will spawn, but he will put the Leeching Swarm debuff on the raid, which will damage them but heal him.

It is important to know that Anub will alternate between phases 1 and 2 until you get him to 30% health, when he will switch to phase 3.

The Encounter:

Now, you start this fight by Tirin Fordring telling you that you are prepared to enter Icecrown Citadel.  However, Arthas disagrees- and he has no problem mocking you as he enters the Coliseum and tells you how foolish you were to build your structures over the underground tunnel kingdom of the Nerubian Empire.  To prove his point, he thrusts Forstmourne into the floor and shatters it, sending you and your raid plummeting to the large underground lake below and telling Tirion that ‘the souls of your fallen champions shall be mine.’

Well, we can’t have that, now can we?

As you emerge from the lake, you’ll see a large, cavernous room- where Anub’Arak will climb out of the ground and sit, waiting patiently for your attack.  Around his room are floating blue orbs and little scarabs that just meander about.  That is, until you attack, of course.  This starts the enrage timer (10 minutes.)  This is a 2- 3 tank fight, depending on what works for you.  My guild uses 3.  You’ll need a tank for Anub and 2 add tanks.  A few seconds after you engage Anub, the first set of Crypt Stalker adds will emerge.  These need to be tanked on patches of ice, which are placed when a ranged DPS shoots down the floating blue orbs (designate 1 or 2 people to do this and only this).  The ice patches will prevent any adds from burrowing when Anub goes into phase 2.  A total of 4 adds will spawn, and they will spawn in pairs.  All DPS (or at least all of your ranged types) needs to be on the adds as they spawn- one of them needs to die before Anub burrows, preferably the first 2.  The adds also have a stacking damage buff if they are tanked too close together, so they will need to be moved apart.  A few moments after the first pair spawn, the second pair will join them.  They need to be picked up quickly, as they will try to nom on healer faces almost immediatly.  This set will NOT be down before Anub burrows.  Remember that they need to be tanked on ice patches to prevent them from diving underground with the boss.  Kill as many of them as you can before Anub burrows.

During phase 2, Anub will disappear and a host of scarabs will appear.  They don’t do much melee damage- but they don’t have to.  They have a stacking poison debuff called Acid Drenched Mandibles that deals 1600 Nature damage every 3 seconds, lasts for one minute, and stacks everytime they hit you.  I have seen up to 85 stacks-  Thats 136000 Nature damage every 3 seconds!  The only way to deal with this is to run if you see one aggroed on you until the Crypt Stalker adds are dead, then herd them into a central area and AoE them down.  Also, if they run across Anub’s path, they will become enraged (this can be dispelled by a hunter’s Tranq Shot or a Rogue’s poison on a Fan of Knives).  Meanwhile, Anub is having fun chasing random raid members around the room.  He will target a player and spikes will pop out of the ground.  They will move slowly towards the player, getting consistently faster, until they catch the player- and kill him- or until the player runs across a patch of ice and Anub is stopped in his tracks.  This whole phase is about killing the adds before Anub climbs back out of the ground.  Then its back to phase 1.

In order to beat Anub’s 10 minute enrage timer, you need to get him to 30% life, and phase 3, before he burrows a third time.  During phase 3, Anub puts out a raid wide debuff called Leeching Swarm, which hurts the raid and heals him- the more life you have, the more he gets healed.  This is where you come in healers- the only person who needs to be at full health are any tanks currently tanking- that includes tanks on adds (this is the only time the tanks should avoid tanking on ice patches- you want the adds to burrow, so you don’t have to deal with them.)  Everyone else should be at or below 30% health MAX (some guides say 50%, but we do 30%.)  What does this mean to you?  Well, druids, a well placed Rejuv should be enough- if a couple of people go above 30%, you should still be fine, as long as your DPS can handle it.  But no more than 2 or 3 people at the absolute max. 

DPS Anub down, collect loot, profit!  Now all you have to do is sit back and wait for Icecrown!  (If you’re not doing the psychotic hardmodes, anyways….)

Now, go forth and raid!  Get lewtz!  And stay angry, healers!

~Pyo

23
Sep
09

Onyxia Returns!

With no lore- based plotline to explain her sudden return, nor bad ass ‘stick her head on a pole, that’ll teach the enemies of the Horde’ bonus.  /sadpanda  Regardless, one of my favorite old world bosses revamped and ready to take down your raid once again.  After all, she usually has to leave her lair to feed.

ONOEZ DEEP BREATH

ONOEZ DEEP BREATH

Anyways, Ony has the same abilities and stat as her previous incarnation, but, in case you old timer’s have forgotten (or you’re new to raiding and have never seen her fight), we’ll discuss her tactics:

Onyxia has 3 effective phases:  Phase 1 is a ground phase, phase 2 is her Air and ‘OMG Deep Breath’ phase, and phase 3 is her ground ‘I’m gonna fear your raid’ phase, all of which are health based- 60 and 30% respectively.  In phase 1, you’ll have one tank to worry about healing, plus the raid.  She is a dragon, so she does have a frontal Cleave and a rear Tail Swipe, so avoid those areas.  She also summons Onyxian Whelps (MANY WHELPS LEFT SIDE- yes, I did have to do that) that will attack your raid.  Your raid should split up on either side of her and dps- AoE the Whelps when they spawn, but other than that, its pretty much a tank ‘n spank.

In phase 2, Ony will run towards the entrance of her room and take off into the air.  From the two whelp pits, dozens of Onyxian Whelps will spawn, as well as 1 Onyxian Warden each (for a total of two.)  Everyone jump to the middle of the room.  The Wardens need to be tanked and burned, and the whelps need to be AoE’d.  It is VERY important that everyone in the raid pays attention to where Ony is located in the air- when she Deep Breathes, everyone needs to split off and go to the wall- the attack will fill up about 1/3rd of the middle of the room.  Deep Breath = instagib, incidentally, so if someone gets caught in it, they will not survive.  Ranged will need to then promptly target Ony and start attacking to get her to phase 3.

In phase 3, she’s back on the ground.  This time, she causes lava to burst up out of the floor (Heigan TOTALLY stole this move from her) and fears your raid.  At this point in time, it becomes a healer battle- keep the tank up and hope the DPS doesn’t get caught in the lava, and Ony is as good as dead.

Ony drops some decent loot and 3 Emblems of Triumph, plus a sack of gems, a 22 slot bag, and her head (which has a quest associated with it).  I won’t ruin the surprise for you- but I will say that the quest ending is anti-climactic and disappointing.  But I got a nice ring, so hey, bonus, I suppose.

Anywho, that’s it for now.  Happy hunting!

FOR THE HORDE!

~Pyo

15
Jul
09

Post Series: Healing in Ulduar- Mimiron

Time for another Keeper of Ulduar!  In keeping with my previous posts, I will discuss them in the order that my guild defeated them.

Mimiron, Great Builder

Iron Gnomes- Not Just For Punting.

Iron Gnomes- Not Just For Punting.

When you cruise on down into the Spark of Imagination- after battling your way through killer bomb bots, stealing the battletanks, the ‘Trash’, and taking a ride on the bullet train (which was VERY anti-climactic, IMO), you see this little guy- little in comparison to his fellow Keepers, anyways- busily hammering away at a miniature Flame Leviathan.  He looks innocent enough… right?

Recommended healers for this fight: 6-7

Phase 1: 

Because the first one wasn't bad enough...

Because the first one wasn't bad enough...

 

The first thing Mimiron does- after berating you for breaking the XT-002- is hop into the Leviathan MK II ground assault vehicle.  This thing has several different abilities:

Plasma Blast:  an attack aimed at the tanks.  Looks like a thin, red beam that does a considerable amount of damage.  Tanks should be blowing cooldowns to survive this.

Napalm Shells:  AoE attack targeted at ranged types.  Has a range, so as long as you’re about 10 yards apart, the only one who should be affected by this is the target.  Target will need immediate heals, as this is a fairly punishing attack.

Land Mines:  Mimoron’s answer for not being able to Napalm the melee.  He’ll toss out mines that will fall in a pattern, leaving sections open for escape.  Not too much damage, but melee shouldn’t be hitting them, anyways.

Shock Blast:  Similar to Stormcaller Brundir’s Overload ability.  Melee need to run out of range or they will be one shot.

 

The basic strat here:  Have a dedicated tank healer and 2 Napalm Shell healers- one on the right and one on the left.  Raid damage is minimal in this fight as long as melee avoids the Land Mines and people don’t cluster up.  Keep at least 2 ranged healers, just in case, and have the others assist the MT healer/ Napalm healers.

Phase 2:

BFG

BFG

In phase 2, good old Mimiron tucks the Leviathan MK II in the garage in favor of this bad boy- the VX-001 Anti- Personnel Assault Cannon.  It pops out of a cylinder in the center of the room (NOTE:  do not stand near it, it will throw you across the room.)  Its abilities:

Rockets:  It will shoot one of the rockets on its back up into the air.  It will typically target ranged, but if there are no ranged to hit, it will drop it on the melee.  Keep an eyeball out for a red and orange graphic on the ground and avoid it, thats where the rocket will hit.

Laser Barrage:  This machine’s big attack.  It will stop moving around and the big guns will start to ‘spin up’.  He will then begin firing in a clockwise rotation.  EVERYONE should move behind him to avoid the damage, as it will kill a tank.

The strat:  Separate the ranged into three groups.  Stick them in the large, pie shaped areas in the room with an AoE healer each (preferably).  Melee should be right up on the VX-001 and staying on the wide, black strips that split the room into the pie shapes.  All other healers should be with the melee. 

Phase 3:

Proof that Blizzard's game designers are twisted.

Proof that Blizzard's game designers are twisted.

In phase 3, Mimiron will stash the VX-001 in favor of this, which he calls his ‘magnificent Aerial Command Unit.’  Flying gnome head?  Why not!  This machine needs to be tanked by a ranged DPS type- my guild uses our resident warlock, Sasinko.  Its abilities:

Plasma Ball:  Its primary attack against the ranged tank.  Fairly weak damage, but he does it often.

Bots:  He will drop 3 different kinds of adds in this fight- Bomb Bots, which need to be soaked; Assault Bots, which need to be tanked and killed; and Trash Bots, which need to be destroyed.  These bots drop Magnetic Cores, which are used to pull the flying gnome head down to the ground where it can be DPSed.

The strat:  This is the easiest phase to  heal, imo.  Very little in the way of raid damage being taken.  Put a dedicated healer on the ranged tank, the Bomb bot soaker, and the Assault bot tank.  Have a melee drop the Magnetic Cores and burn him down.  You’re aiming for less than 3 burn cycles on the head.

 

 

Phase 4:

You are NOT a real geek if you don't get the reference.

You are NOT a real geek if you don't get the reference.

In phase 4, Mimiron is done playing nice, and he brings out all of his toys, which join up to create the V0-L7R-0N.  This phase is the most fun- and most insane- of them all for healers.  His abilities:

Shock Blast and Land Mines, as per Leviathan MK II.

Lazer Barrage and Rockets (x2 this time), as per VX-001.

Plasma Balls as per the Aerial Command Unit.

Hand Pulse:  Only gained while V0-L7R-0N is all together.  A short burst cone blast from his hands.

The strat:  2 tanks are needed- a Leviathan tank and a flying gnome head tank.  Mimiron will use ALL OF THE ABILITIES LISTED, so your team needs to be on their toes.  Rockets and Land Mines need to be avoided, when he spins up Laser Barrage, everyone needs to move behind the VX-001 portion, not the Leviathan MK II.  Move out of Shock Blast.  Have one dedicated healer on both of the tanks, and the rest on the raid.  The 3 parts need to be DPSed down to about 100k health and then burned- please note that it is specifically to 100k health, and not a certain percentage, because each part has a different amount of health.  Melee should concentrate on the Levathan MK II, while the ranged to DPS the head and middle.  Feel free to swap DPS priority around as necessary.  Defeat Mimiron’s machine.  Get lewtz.  Profit.

Well, thats it for today, folks!  Happy hunting!

30
Jun
09

Post Series: Tree!Healing in Ulduar, part 4: Freya

Whoa, I’m back!  -dusts off the leaves and waves-

Its been a while since I’ve updated this post series, and my guild has cleared through a lot of bosses since then.  I’m still taking them one at a time, because we still have bosses to go, but… I’m sure everyone is ok with that.  Our next boss downed in Ulduar was Freya, Goddess of Life.

It takes a special kind of hairspray to give stone hair that kind of hold.

It takes a special kind of hairspray to give stone hair that kind of hold.

That’s a big bitch.  /silly

Freya comes equipped with 3 huge tree spirits who will need to be killed- left up, they activate Hard mode.  Each drops an Emblem of Conquest.

Moving along… strats!  Freya’s fight is about defeating the adds she summons and killing the Gifts of Eonar that spawn and heal them.  She summons 3 distinct add types, each with its own mechanics.  In addition, while her adds are up, she stacks a healing buff called ‘Attuned to Nature’ that increases her healing, which makes her impossible to kill.  Each add group that you kill reduces the stacks of the healing buff until finally none are left.  She summons each group of adds twice, and will occasionally blast a raid member with sunlight.

Storm Lasher, Snaplasher, and Ancient Water Spirit:  Each one of these adds is a huge elemental.  They need to be killed Romulus and Julianne style (within a certain time frame of each other, or they’ll resurrect) and only 2 of these mobs can be tanked- the Storm Lasher and the Ancient Water Spirit.  The Snaplasher looks like a giant Lasher and runs around the raid.  For each hit he takes, he gains a damage increase buff.  It is important that he is not hit, and that he is killed last, because he will 2 shot a tank when the stacks get high enough.  The Storm Lasher looks like another Lasher only crackling with lightning.  The Ancient Water Spirit looks like a revenent elemental and can be kited around.  Preceded by Freya yelling, ‘CHILDREN, ASSIST ME!’

Lasher Swarm:  Looks exactly as it sounds.  Freya summons up a bunch of lasher adds.  They do not have an aggro table and each one will explode upon death, making AoE difficult.

Giant Tree:  Don’t remember exactly what this guy is called, but he’s big and hard to miss.  He needs to be tanked away from Freya and away from the patches of sunlight that will heal him rapidly.  Also during this phase, mushrooms will pop up all over the place.  Any raid member not standing near one is Pacified. 

And that was just phase 1.  But, really, once you get past that, Freya is simple.  Just watch out for the exploding bright green seeds.

And that’s it for now!  Stay tuned, Thorim and Mimiron are next on the block!

FOR THE HORDE!

~Pyo

25
Jun
09

The Art of Raid Explanations

Everyone knows that normal raid explanations are boring.  They drone on and on, and very quickly everyone is just tuning out the RL and tabbing out to read 4chan/Post Secret/whatever. 

One of three things happen then:
-Everyone asks questions that were jsut answered 2 seconds ago.
-Everyone just smiles and nods, runs in, and stands in the fire.
-A good attempt is put in because everyone read the strats and watched videos beforehand anyway.

Mooooost of the time, it’s the first two. 

But I, Lyrandre, have mastered the art of the HILARIOUS AND YET INFORMATIVE strat telling!  Let me share with you my secrets, and then you too can deliver strats in a way that people will actually enjoy!

Tip One: Distill into Common or Silly Terms
First off, forgot the official terms for most shit.  If you tell your DPS to kill the Gifts of Eonar, they are going to ignore the green trees that spawn because really, who the hell expects a Gift of Eonar to look like the tree?  They’re probably looking for gift wrapped packages to spawn.  Tell them to get out of the Fire/Glowy Shit On Floor/Falling Snowflakes/Circles of Doom.  Tell them to kill the Really Tall Guy first and stay away from him because he Whirlwinds. They will know what you mean when they see it!  Do you really think that DPS pays attention to the name of the mob that just killed them because they didn’t realize THAT mob was the one that whirlwinded?  No, of course not, that’s why they die so much.  Just give them a quick, memorable description.

Tip Two: Divide into Categories
While it’s nice for everyone to be aware of each other’s roles, it’s…not going to happen.  Since there can be a lot of information to remember to start, split your explanation up.   Tell your healers that all they need to do is stay out of the Bad, cleanse the Really Bad,  and watch green bars, then move on to the DPS.  Etc, etc.  A standard line of mine usually delivered every run is, “Tanks, don’t die.”  That comforting phrase tells them it’s a tank and spank and they can go back to browsing porn after achieving a nice threat lead.

Tip Three: Throw in Jokes
Is there one person who you blame for everything even when they’re not in the raid?  One person who dies all the time?  Use running jokes to your advantage.   I also offer t o beat people with pillows or forget to heal them if they do X Thing Thing They Shouldn’t Do.   Don’t forget macros!  I have silly macros I like to spam for things like Thaddius, in case people forgot their left and right.

If you have people in your raid that are skeptical, let someone give the normal explanation and then interject your comments between (in raid, so that you don’t drown them out on vent).  You’ll still get your point across!  I provide for you an example of me doing just that on Hodir:

Follow these guidelines and my stellar example and you, too, can get your raid to pay some fucking attention!  It will lighten the mood for the wipes to come.

Love and shiny heals,
-ILikeBubbles

17
Jun
09

Post Series: Tree!healing in Ulduar, part 3- Hodir

HI!  -waves her leaves-

Time for part 3 of my post series dealing with tree!healing in Ulduar.  Here is the point where I stop splitting the bosses off by areas and into individual posts- based on my guild’s current progression through the instance and my own experience.  We’ve cleared through both the Siege area and the Antechamber, and are now moving onto the first Tier bosses of the instance- the Gods Hodir, Thorim, and Freya, and the master builder of Ulduar, Mimiron.  First up- Hodir.

Hodir, Lord of Ice

Hodir, Lord of Ice

Hodir’s fight is all about repetition and survivability.  It is a very healing intensive fight, and  I recommend at least 6-7 healers for it- 1-2 on the MT (or MT/Frozen Blows tank, depending on your set up) and the rest should be raid healers. 

Arranged in neat little iceblocks before the boss are a number of NPCs- these will need to be broken out, because they provide valuable buffs that you will need to help defeat the Lord of Ice:

Mage:  Troll Female.  Casts Fireball that stacks a fire damage debuff on Hodir.  Also builds Cozy Fires that will negate Hodir’s movement imparing cold effect.

Shaman:  Female Tauren.  Runs around and puts and INSANE crit buff on a random raid member that will spread to other raid members in the vicinity.

Druid:  The Boomkin.  Drops moonbeams on the ground that increase Haste Rating by a significant amount.

Priest:  Undead Female.  Occasionally casts Mass Dispel.  If she does anything else, I haven’t seen it.

The NPCs should be broken out in their listed order.

Hodir possesses the following abilities:

Frozen Blows:  Frozen Blows does a large amount of raid damage and a larger amount of tank-smacking damage.  Having your tank wear Frost Resist gear is somewhat helpful with mitigating some of the Frost damage the tank will be taking.  Raid healers need to pay attention during this phase, as Frost damage is increased.  MT healers need to be extra careful because the tank is affected by the increase in Frost damage, and Hodir beats mercilessly on them.

Flash Freeze:  Hodir will Flash Freeze the ground, catching anyone not standing ontop of a snowdrift (they fall from the ceiling, look for the bug rune circles) in a block of ice- this usually means the NPCs, who will need to be broken back out.

Icicle:  Icicles will drop on random raid members.  Easily avoidable- if you see snowflakes on your head, run.  If you don’t run, your healers will rage because you took unnecessary damage during a very intense fight.

Frost Nova:  Its not actually called this, but its what it is.  People with movement imparing escape mechanics should use them (yes, trees, that means shifting out of treeform), everyone else needs to be Mass Dispelled.

He also has Keristrasza’s movement effect from the Nexus.  Melee pretty much sucks here, as she usually drops the fire at range.  The ranged types  should either keep moving or find a nice, cozy mage fire to stand by.  Activating siege mode here is ok, just watch out for the snowflakes.

The healing strat- my god, if there was ever an instance where you should spam Wild Growth, this is it.  Equip your Idol of Rubber Duckies, spam Rejuv (especially useful with the Tier 8 set bonus), and spam it between Wild Growth hits.  Keep moving- you can stand by a fire, but standing still is painting a target for an Icicle on your head.  The other healers might need to stand still for some smaller periods of time, you don’t.  Your strength is your ability to heal on the run- exploit that here.  If there’s more than one of you, have one of you Stack and Bloom (my new term for stacking Lifebloom) and roll Rejuv on the tanks, especially during Frozen Blows.  Keep that Swiftmend handy, as well as Nourish.  Avoid the snowflakes and the Flash Freeze, and Hodir should be a fairly easy kill.

Stay tuned for the next encounter in Ulduar- Freya, Goddess of Nature!

FOR THE HORDE!

~Pyo

10
Jun
09

Post Series- Tree!healing in Ulduar, part 2: The Antechamber

Ok, time for part 2 of my post series on tree!healing in Ulduar!  Today, I will be tackling the Antechamber- Kologarn, the Assembly of Iron (AKA the Iron Council) and Auriaya (The Crazy Cat Lady).

First up to bat- Kologarn, the Bridge Boss.

Dude, we're going to walk on your face...

Dude, we're going to walk on your face...

First off, let me add that it is ALWAYS better to let the new people run up the steps first… after all, who didn’t scream/ gasp when they first saw him rise up from the mists like ‘RAWR!’

I digress…

Kologarn’s fight is all about predictable damage.  When you first see him, you’ll see his huge head, massive torso, and his gunshow- two HUGE arms, aptly labeled Left Arm and Right Arm.  Upon entering range, he will proceed to threaten your raid and start walloping on them.  Kologarn has several abilities:

1.  Eye Beams- he rages so much that it manifests in the form of Eye Beams.  These will narrow onto a target at range (its easy to tell if you’ve got them or not) and they do a crapload of damage. 

2.  Stone Grip- occasionally throughout the raid, he will snatch people off of the ground with his Right Arm and crush them.

3.  Oblivion- a little more often, Kolo will use his Left Arm and sweep it over the raid, causing massive raid damage.

4.  Ground Punch-  I don’t know that its actually called this, but he’ll slam his Left Hand on whoever is right in front of him, interrupting spellcasting and locking out casting trees.

5.  Paralyzing Breath- if there are no raid members for him to beat on in melee, he will breathe on the ranged and wipe the raid.

6.  He also stacks a damage increase/ armor decrease (not sure) debuff on the tanks.

Ok, now that we see where the damage is coming from, lets talk strategy.  The raid should be arranged thusly- melee in the front and slightly to the right, MT in front, ranged spread out across the back of the room.  The middle of the room should be totally empty to allow the safe kiting of Eye Beams, which will need to be moved safely away from the raid and not hit the target- that’s not hard, as the Eye Beams are slow.  Melee DPS will focus on the Right Arm and destroy it- when you destroy the Arm, he will take a hit to the body equal to the health of the arm.  However, when the Right Arm dies, it will spawn Rubble- smaller earth elementals that will need to be picked up by an OT and AoE’d down.  When the Right Arm dies, melee switches focus to the body until the Right Arm spawns again.  The Left Arm should be left alone until his health is low enough that destroying it will kill him.  There will need to be at least 2 OTs- one for the Rubble, and one to taunt off of the MT when his damage/ armor debuffs get too high.  The MT/OT on Kolo will taunt off of each other until he’s killed.  Casters should stay away from melee range at all costs, because his Ground Slam attack will interrupt your spells.  Also not that the Eye Beams will not target melee.

Tree!Druids!  You should be standing with the melee!  :gasp of breath:  And , no, I’m not kidding.  Why, might you ask?  I’ll tell you- HoTs are instant cast, and your best friend in this fight.  Toss them on anything that moves, and some things that don’t.  You will not have to worry about tanking Eye Beams, and you won’t get locked out of your healing tree.  Save your Wild Growth for after he uses Oblivion, and tell your healing lead that if they stick you on the tank, they’re wrong.  Trees shine in this fight with their ability to throw down a lot of healing in a short period of time.  For those guys you don’t get with Wild Growth, toss Rejuvs.  Simple fight to heal!  And good luck- he drops the Ironmender, one of the best offhand frills out there for trees!

The Assembly of Iron:

The Assembly of Iron

The Assembly of Iron

What’s better than fighting one huge boss?  Fighting one huge boss, and 2 small ones!  They’re kinda like the Billy Goats Gruff only… made of iron.  And WAAAY meaner.  This encounter involves 3 bosses attacking at the same time.  Each one has different abilities, and gain new abilities when one of their group is killed.  This strat will be for Normal Mode IC, vice Hard Mode.  Kill order is Steelbreaker – Runemaster Molgeim – Stormcaller Brundir

Steelbreaker:  This is the MASSIVE guy in the middle, the first one who needs to be killed.  He comes equipped with one fairly nasty ability- Fusion Punch.  Its the Hail Mary of all punches.  It wallops the MT and will need to be dispelled by either a pally or a priest, because it will rock a tank’s world… in a bad way.

Runemaster Molgeim:  This is the vrykul guy, and the second on the kill list.  His abilities include:

1.  Shield- or something like that.  A red, glowing shield appears around him.  It can be (and should be) spellstolen by a mage.

2.  Rune of Power- Increases damage dealt by 50%.  Its a smallish blue rune circle on the floor- hard to miss.  He’ll cast it on Steelbreaker, which means he needs to  be moved out of it fast- before Fusion Punch.

3.  Death Rune- No joke.  Its big.  Its green.  And it will kill your whole raid.  He only drops these after Steelbreaker is down, so be thankful.

Stormcaller Brundir:  This is the small Iron Dwarf that dies last for Normal Mode.  He comes with his own, special variety of abilities:

1.  Overload-  really?  Not that hard.  Decently long cast time, big DBM emote, just get out of range of him or he’ll one shot you.

2.  Chain Lightning- Shaman wish their CL hit this hard.  Its just like their spell only, ya know… it hurts more.  Spread out to minimize damage.

3.  Lightning Whirl- Brundir spins around really fast and lobs balls of lightning at the raid.  Can hit people across the room, and interruptable.

4.  Lightning Tendrils- ok, you remember those big guys before Kologarn?  The ones that would jump, stun half the raid, then deposit a glowing ball of lightning doom on you?  Think that, only a dwarf instead of a ball.  He’ll rise up off of the ground and randomly stalk a raid member.  As soon as he does this, RUN!  Turn around and get away from him, as the tendrils do massive damage and are almost certain death if you’re caught in them.

Just watch out for each boss’s individual abilities, and kill them in order.  Trees, you will most likely be on raid (SHOCK!) and while there is a bit of raid damage, its the tanks on Steelbreaker and Molgeim who need the most love.  Tossing HoTs on them if their healers are having trouble is a good idea, the’ll love you for it.

Auriaya:

This boss is all about… the pull.  Not kidding.  If you survive the pull, you’ve got it.  Auriaya, and her 4 kitteh companions (2 in 10 man) patrol in a semi circle around the room at the base of the stairs behind Kologarn’s broken corpse.  She has a few special abilities:

1.  Fear- yes, its annoying.  But she does it.

2.  Sonic Screech- cone of damage aimes in front of her.  Damage is divided equally amongst everyone in front of her.

3.  Activate Feral Defender- this is another cat she summons in addition to the 4 she already has with her.  Its health has to be monitored closely because, upon death, it will spawn a void zone under its corpse.

4.  Sentinel Blast- an AoE shadow spell that does a crapload of Shadow damage and increases your Shadow Damage taken by 100% for 5 seconds.  Long cast time, NEEDs to be interrupted.

The strat:  Have the raid either in the hidey hole next to the stairs leading down, or on the stairs (your choice) and have the cats marked.  The cats need to be tanked away from each other, as they buff each other when they are too close.  Have a DK drop DnD (or a hunter drop Snake Trap) at the bottom of the stairs that Auriaya pats closest to and back off.  My guild runs enough OTs to take care of all 4 cats while the MT (typically a DK) handles Auriaya.  Have hunters Misdirect onto the OTs and pull.  Cats will Pounce, doing large amounts of damage to their target, so they need to be healed and healed FAST- I recommend stacking Lifeblooms on all of the tanks just before the pull.  Kill the cats, and move onto Auriaya.  When she summons the Feral Defender, have DPS concentrate on him until he is almost dead- he will pounce around the raid and also summon a swarm of mobs, which will need to be AoE’d down.  Call out low health on the Defender, and move when he dies.  Stay in front of Auriaya.  Interrupt Sentinel Blast.  Profit.  Get lewtz.

Trees!  Typical raid healing strategies apply here- judicious usage of Wild Growth and Rejuv are all you really need, plus the occasional Swiftmend.

That is all for this installment of my post series.  Remember- Angry Healers!  Letting You Die of Your Own Stupid since 2009!

TREEPUNCH!

TREEPUNCH!

FOR THE HORDE!

~Pyo

06
Jun
09

Disc tips for Uld-25 regular modes

Here is a rundown on what I do in particular for each boss in Ulduar now that we have most regular-mode stuff on farm.  If anyone has any more tips or corrections feel free to add them, I know a lot of us disc priests are the only ones in our guild and probably don’t get a chance to communicate with other disc priests too often on strats :)

Razorscale – Focus the boss and bubble whoever gets targetted for the flame stuff. Run around a lot so you don’t get hit, this is a good fight to optimize our instant casts. If you’re on the raid, bubble and penance – since there is no raid wide damage you can afford to throw penance on whoever’s taking damage. On tanks, it’s pretty easy healing. DPS during the first ground phase unless you’re afraid you’ll have mana problems (I pop shadowfiend too so I got into p2 at full mana and he does a little dps!) For phase two it helps to blow Pain Suppression on the tank if it takes them too long to switch to the 2nd tank. or if you’re having trouble staying in range (my tanks seem to like to kite her ALLL over the place)

Ignis – I always have one of two roles. 1 is MT healer, 2 is slagpot/OT healer. MT heals, there is nothing special about this fight. Bubble who you can before and during flame jets (and remember instants can’t get you locked out, so go to town), and giggle when you cast penance and swing around to wherever the MT is tanking Ignis. On slagpot, bubble, penance and a few flashes is more than enough to keep anyone up. When there’s nobody in slag, get a feel for how often he casts Flame Jets and start casting bubbles about 10 seconds before if you can. Prioritize clothies. If you time it well you should get about half the raid bubbled before the last tick finishes.

XT – Personally I think Disc shines more on this fight in 10 man than in 25, where you can tank heal and bubble everyone for tantrum. In 25 you’re usually glued to the tank more than some other fights. If you need to bubble the raid before/during a tantrum because of bad raid damage, PS the tank. Bubble + PoM on someone with gravity bomb is also a big help (like on Grobbulus).  I have personally never been assigned to the raid during this fight but it seems like bubble bubble bubble :)

Assembly of Iron – Disc does AMAZINGLY well on Steelbreaker.  I personally overheal like crazy, using penance every cooldown despite the tank’s health, to keep DA up as much as possible.  If you’re on fusion punch dispel duty, try to time your bubbles so there is a fresh one right before you start spamming dispel (not really plausible by sheer timing, so I sometimes leave WS off the tank for a few seconds if I’m expecting fusion punch and then bubble right when he starts casting).  The other thing I like to do on this fight is bubble people who get stuck in the middle of the Rune of Death or whatever that the runemaster drops, to give them a little more time to get out :)

Kologarn – Tank healing this is nothing special, but I often get assigned to people who get snatched.  Bubble them, penance one, PoM, and flash the others, and if your raid is good they’ll be out of the arm by then.  Besides that, get as many bubbles out as you can before Oblivion.  Unlike XT and Ignis, this is an unforgiving fight for disc, because if you’re not reactive your bubbles are pretty useless (their raid damage ticks while Kolo’s is one big shot).  If you have a lot of haste or a haste set, this is a good fight for that because you can help heal the raid post-bubble-explosion.

Auriaya – blow PS on the pull, to whoever you’re assigned to.  Besides that, I have one awesome hint if you’re low on shamans and high on priests — Have your priests rotate fear wards on you, bubble yourself for BT and mass dispel when she casts her fear.  It’ll basically be instant :)

Hodir – Hodir is possibly my favorite fight in Ulduar.  As disc, you don’t need to worry about getting the buffs as much as other classes because shield is going to be like 90% of your healing.  I have one major goal in Hodir:  Keep Frozen Blows from proccing on the tank.  A bubble and hasted set of penance/gheals right when he pops it will guarantee this doesn’t happen.  Besides that, jump CONSTANTLY unless you’re in a haste spotlight and throwing super fast heals on the tank, and bubble the fuck out of everyone.  You will look like absolute trash on the healing meters but everyone secretly loves you, I promise.  Also, despite my TERRIBLE FRAMERATE (2-4 fps on hodir 25) I am always #25 on damage taken, sometimes below people who died early in the fight even.  fuck yes.

Thorim – Disc is amazing in the Arena.  Bubble everybody as much as you can, spam Holy Nova when the commoners come out to help pad AoE damage, and throw Penances like crazy on people who are focused. The results are more dramatic in 10 man but a disc priest is stll an excellent asset in 25 man arena, especially when your other healers are casting real slow raid heals (wtb resto drood).  Save PS for phase 2 when a tank doesn’t taunt in time and the first tank has to eat another Unbalancing Strike :/

Freya – Bubble, bubble bubble.  Bubble whoever gets the lightning debuff on the big add.  Get as many people bubbled as you can during the small lasher phase.  The tank doesn’t take much damage, I usually blow every penance on him, keep WS up, and every PoM and don’t usually have to focus on him too much, so I can help out the raid.  Bubbles make a biiig difference when all that shit is blowing up.

Mimiron – CRY.  I’m nervous to post my hints for Mimiron because I think we’re still tweaking our phase 2 strat.  We’ve downed him I think 4 times now but he’s still way harder than I think he needs to be.  Another fight of bubble spamming though, lol.   Phase 1 is solid for disc, spam shit for lots of DA when the plasma thing goes off — even if healers are blowing cooldowns your tank could still get gibbed without max heals.  For phase 2 right now we usually have each priest heal their own party (…yes, we have that many priests) which is hard on me because I am more effective at “o shit” raid damage than “gotta keep sustained PoH going on my doods,” but I manage pretty damn well I think.

Vezax – We use two sets of healers that rotate on the MT, and no raid healers (dps bandages if they fuck up and eat shadow crash).  We have one of our holy priests go Disc, and keep one of us in each group.  I think I’m still a little mana-wastey on Vez because I’m inclined to overheal a bit to keep DA up, even though I don’t think it’s so necessary.  But I have almost 30k mana at this point so I’m not hitting danger zones yet by spamming when i shouldn’t be ;) We use a DK tank so Vez stays in one place, and the healers stand on the melee so we don’t get targetted for his bad shit. The big thing about healing here is to keep shield up, and only cast penance when you absolutely KNOW it’s going to make a difference.  Nothing sucks more than casting penance when you only needed to flash once, and having the tank take 25k the next hit when your shit’s on CD.  This fight is also a good time to use renew to pad the tank if your mana is going alright.  Also I sometimes uses penance on the other healers’ rotation if I’m good on mana if damage is really spiky — it’s cheap and instant, why not help? :)

Yogg — We haven’t gotten far enough on Yogg for me to write anything, hopefully I’ll have something after Sunday’s raid! :D

Chillin in Vezaxs room

Chillin' in Vezax's room




Ellspeth, the Angry Tree

The Angry Healers is a World of Warcraft blog dedicated to the underappreciated and often overlooked role of The Healer (c) from the perspective of a (mostly) angry Tree!Druid. Here will be discussed talents, gear, spells, specs, and other healing related topics, as well as snarks, rants and general grumpiness about my chosen role in WoWlife, and patchnotes, changes, nerfs/ buffs, and expansion myths and legends (and maybe even facts!)

Header art by Triggerman @ dA.

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