The Fall of the Lich King

By Trilliance, March 2, 2010 12:12 AM

Freeing himself from his frozen encasing, Tirion shatters Frostmourne with the Ashbringer. A swirling maelstrom of souls soon releases, surrounding the Lich King and hoisting him up in the air. A booming voice echoes through the air, “Rise up, champions of the Light!”

From nowhere, the raid is mass resurrected by the ghost of Ternenas.
Rising up from the dead with renewed vigor, we seal the Lich King’s fate. The swirling mass of souls dissipates as his body falls with a heavy thud…

Losing his Helm of Domination with remnants of Frostmourne scattered beside him, the Lich King reaches out one last time for his helm. But his strength is depleted. The blue glow in his eyes finally fades, and his hands drop to the ground. Alas the Lich King has fallen!

Listen to Pavor’s motivational prep-talk before the kill and experience again the epic battle all over again:





Great job to everyone who was in the raid, and to those who were unable to raid we thank you for your support.

A higher challenge now awaits us as heroic modes are finally unlocked, and we’re seeking new blood to bolster our ranks.

If you think you have the perseverance and dedication, as well as the capability necessary to defeat heroic mode bosses in ICC, please head over to our Recruitment section to find out on how you can apply. We’re currently actively recruiting most classes for heroic mode progression.

The Definitive Lich King Guide (10-man)

By Trilliance, February 15, 2010 12:52 AM

The Lich King is the final encounter in Icecrown Citadel. It consists of 5 phases, 1 which repeats and 1 which is no threat to your raid. This thread is currently marked for 10 man, but the basic principles can be taken for 25 man. It just gets a little more tricky with larger groups and more Val’kyrs to deal with.

HP: 17.1m
Enrage: 15 minutes

Phase 1

Use the following screenshot to find what position you’ll be standing in for Phase 1, as it requires you to only move when you receive the debuff Necrotic Plague.

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In Phase 1, there are a few abilities you need to be aware of, and only one ability actually requires movement.

Summon Drudge Ghoul and Summon Shambling Horror are the two casts The Lich King makes in Phase 1 that will comprise your adds for this Phase. The Horror will be tanked by the OT where he stands in the picture, ensuring that the Horror is facing away from every other member of the raid. The Ghouls will spawn beside The Lich King and need to be tanked by the MT. Note that if you have one strong AOE DPS, everyone else can go single-point on The Lich King throughout the entire Phase, with one AOE DPS killing Ghouls and The Lich King.

Infest is a cast made by The Lich King everytime it is off CD (just check DBM timers), hitting all raid members for 9-10k shadow damage and applying a shadow damage tick that increases until it is removed by bringing every raid member above 90% HP.

Finally, Necrotic Plague is the most important part of Phase 1, as it will allow you to kill the Shambling Horrors without spending an obscene amount of DPS time on them. Every 30 seconds, Lich King will infect one raid member (bar the MT) with Necrotic Plague (a disease btw, so abolish or cure disease – not dispel), which will kill them in 5 seconds unless it is dispelled. When dispelled, the Plague will jump to a random person within 10 yards. This is why it is best to tank the Shambling Horror away from the raid. When anyone gets Necrotic Plague, they must move behind the Shambling Horror (not at the front to avoid Shockwave) and wait for it to be dispelled. If it is dispelled to early and bounces inside the raid, you’re likely to wipe if you bounce it around to much due to Plague Siphon, a stacking buff on The Lich King that increase his damage by 2% with each dispel of Necrotic Plague.

If you manage to get every consecutive stack onto the Shambling Horrors, there is no need to DPS them at all and you can focus purely on The Lich King until 70% where you will enter Phase 2.

Phase 2

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The first notable reason for the Phase 1 positioning is clear as The Lich King hits 70%, causing him to run towards the center of the room and begin casting Remorseless Winter an AOE Frost spell that will tick for 9-10k/sec until you’ve cleared yourself out to the outer platform of the room. Note that until the Phase transition into Phase 3 starts, he will always be casting this.

Your raid should clear out to the closest exit, which is to the left in the first diagram. From here, your OT tanking the Horror/s (if there are 2 at this point check how many stacks they have and both SHOULD be near death) should run on the outer platform in the direction of the Frozen Throne (which is North), taking the Horror and the Plague away from the raid. Everyone else should stay a little more south, and have the MT in between the OT and raid, ready to pick up the Raging Spirits along with the remaining Drudge Ghouls. Once the Horror/s have been killed, ensure no one else is around the OT and dispel him once the Plague jumps to him.

Raging Spirits have 750k HP, hit hard enough to 1-shot cloth and also have a frontal cone silence. Due to these factors, the tanks will have to face these away from the raid at all times and ensure they keep aggro on them all. It lightens the load in Phase 2 if you have a Hunter or Rogue to MD/Tricks to help out because DPS don’t have any time to waste. Note that the silence CAN be dispelled, and should be immediately in all cases where tanks need to be unsilenced for taunts. 3 of these adds spawn in Phase 2, the third will spawn just as the Phase is about to end, forcing you to bring it with you into the next Phase.

Pain and Suffering is a spell The Lich King casts from the center of room, inflicting Shadow damage to enemies in a frontal cone, as well as an additional  DoT damage every 3 seconds, stacking up to 5 times. To even the sometimes overwhelming damage this can cause to a few members of your raid, try having range spread out as much as they can ACROSS the outer area (noted by the large green circle in the picture).

Lastly, Ice Spheres will continue to come towards your raid from the center of the room during Phase 2, have 6k HP and must be killed before they touch anyone, else you’ll instantly get blown off the fighting platform. We found that a discipline priest could handle most of these with periodic help from ranged DPS to ensure he stayed on top of them. This way, every single DPS’er had time to help burn the Raging Spirits, since when you transition into Phase 3, you’ll only want 1 alive.

Phase 3

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This is Phase 3, the Val’kyr Phase. Note that The Lich King retains the ability Infest. Have everyone come back towards the center of the room (ensure all ice spheres are dead) and keep The Lich King there, with the Raging Spirit close but facing away and continue to burn it until it’s dead. Shortly after entering Phase 3, The Lich King will summon a Val’kyr with 450k HP, it will grab a random raid member and attempt to drop them off the edge of the room. From our fight, we know that all forms of stuns work (DR applies), Frost Traps and Chains of Ice also work. Note that as long as you have a Raging Spirit up, the DPS priority will always go Val’kyr > Raging Spirit > Lich King.

Towards the end of the first Val’kyr’s life, Lich King will use the first of his 2 new abilities, Defile. Defile targets one raid member and places a large black swirl underneath them that causes massive damage.  Every time you allow ANYONE to take damage from Defile by not moving out of it, it will expand. It will do so until it covers the entire room. Note that as soon as you have 2 Defiles up, the first of the two will soon despawn.

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This phase basically consists of being actively aware of the CD timers on Val’kyr and Defile and rotating your raid around the room the adjust for space after Defiles. To handle Defiles in Phase 3, the raid CAN be clumped together, but do not stack. As soon as a target is chosen for Defile, have that person run OUTWARDS of the circle and have everyone else move INWARDS of the circle.

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The last new ability in Phase 3 is called Soul Reaper and is something healers and tanks need to be vigilant about. Soul Reaper will be cast on the current tank tanking Lich King, and will deal 50k damage to that person after 5 seconds. You do not (where possible) want the tank to take a 50k Soul Reaper AND a melee swing from Lich King simultaneously, so the idea here is to have the OT taunt and take over until the MT has been hit and healed back up.

At 41-42%, pick whichever side of the outer room you’re closest to and get ready to move.

Phase 2-2

Refer to Phase 2, the only exception is that there will be 4 Raging Spirits instead of 3. You should Bloodlust when the first add is at 50%. Expect to bring 1 full life Raging Spirit and 1 almost dead Raging Spirit into Phase 4.

Phase 4

This Phase has The Lich King retaining Soul Reaper and Defile.

When transitioning from the outer platform, having ranged head towards the middle of the room, while the melee and the OT take the Raging Spirits over by Tirion’s iceblock. Melee’s first priority is the Raging Spirits and once they’re dead, melee can go full time on The Lich King until 10%, except in the case of soaking Vile Spirits.

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Vile Spirits will be released roughly every 30 seconds by The Lich King. No AoE bar Mind Sear can hit them, and therefore ranged DPS must single target them down quickly (66K HP) before they fly down to blow up on the raid (15k/ea). Using 3 ranged, you should be able to kill at least 4-5 Vile Spirits after each cast, making the need to soak a few necessary. If possible, kite the Vile’s for as long as you can and continue DPS. It is best to have the OT soak the damage once the Raging Spirits are dead. Note that melee priority is Raging Spirit > Lich King, while ranged priority is Vile Spirits > Raging Spirits > Lich King.

When The Lich King summons his first batch of Vile Spirits on the far side of the platform, he will need to be dragged through the middle of the room across to the other side so that melee, healer and tanks have plenty of space between themselves and the incoming attack from Vile Spirits. This drag across the room needs to be made after every Vile Spirit summon. Defile’s will need to be placed quickly and efficiently to the north and south of the platform, clearing the path for the tank to drag The Lich King.

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Effective soak methods include DS, Dispersion, Barksin + SI, or just have anyone in the raid on full health soak one, heal them and then they may soak another.

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The only other new technique in this final phase is called Harvest Soul, a move that will target anyone in the raid except the current tank tanking The Lich King (yes, OT can be targeted and it’s a pain in the ass, RNG is needed here in most cases, especially when learning the fight). Harvest Soul will deal 7500 damage every second for 6 seconds on the target. If the target is still alive by the end of this cast, their soul will be transferred into the Frostmourne Room, where you will have to kill the add inside to escape.

  • DPS IN THE FROSTMOURNE ROOM: You must DPS the add down before it kills King Terenas. That’s it, don’t overthink it, just DPS hard.
  • HEALERS IN THE FROSTMOURNE ROOM: You must heal King Terenas while he kills the add, feel free to throw some DPS on the add as well after you’ve healed Terenas up a decent amount.
  • NOTE THAT IF YOU HAVE INTERRUPTS, YOU CAN USE THEM ON THE ADD TO STOP HIM REGAINING HEALTH AND HURTING TERENAS!

Rinse and repeat this process until 10%. Watch your RP. Collect your phat lewts.

World’s fastest Rotface 10m kill!

By Trilliance, February 1, 2010 2:19 PM

Checked World of Logs and Team GCG now officially holds the speed kill record for Rotface (10-man) as of 1st Feb 2010 with a time of 1:44! Though this record doesn’t really mean a lot, it still gives me a nice, warm, fuzzy feeling to know we’re the fastest in the world at it…

Our ’strategy’ was to zerg down Rotface before his slimes would overwhelm us or explode denying us the achievement Dancing with Oozes. We ran with 1 tank, 9 dps and 1 healer (resto druid). We used a hunter to kite the Big Ooze.

Here’s the logs if you are interested:

Our melee did impressive damage considering the limited buffs we have in the 10-man version, and a couple of them were ranked top 10 in terms of damage done for their class and spec. Well done and keep up the good work! We have a lot to do this coming week!

Onward to Arthas!

By Trilliance, January 27, 2010 7:40 AM

With the Crimson Halls cleared, we should be expecting to see the Frost Queen, Sindragosa and the Lich King in his Frozen Throne in a couple of days. It’s exciting times and undoubtedly what everyone’s been waiting for since the expansion was released. The moment of truth is at hand!

Crimson Halls Cleared!

By Trilliance, January 27, 2010 7:40 AM

In typical Clique-fashion, downed Blood-Queen Lana’thel with our last attempt for the week.

Vent lagged towards the end, and not surprisingly everyone got rather excited…

Here’s the video for your viewing pleasure.

Putricide (25-man) video!

By Trilliance, January 16, 2010 10:23 PM

Goood Newws Everyone!

After wiping the 1st try of the night at an agonizing 0% (he was at 35k HP before we let him heal), we went back for revenge and downed him the 2nd try and thus clearing the Plagueworks!

Here’s a video of of us with the Prof…
(1st PoV: Exitt – feral tank, 2nd PoV: Mitigator – Holy priest)

And the killshots.

Festergut (10-man) video

By Trilliance, January 7, 2010 5:38 PM

Here’s a new kill video of the new boss Festergut by one of our 10-man groups. Though it’s just a normal-mode video and a relatively simple fight, it is our first video of a kill in ICC, so I do hope you enjoy it!

As of now, Clique has one 10-man group that have successfully cleared everything in the Plagueworks, including Professor Putricide on the same day of it’s release. Our 25-man group has cleared both Festergut and Rotface and will be saving all our attempts for Monday when most of our raiders should be back.

Many thanks to Exitt for his effort in making this video.

Injector — addon review

By Trilliance, January 5, 2010 10:59 AM

Tired of Grid eating up 4 MB of addon memory? Try this low memory alternative instead!

Injector is a lightweight grid-like raid/party frames addon, and is ‘advertised’ to use only 200kB!
That’s a whopping 95% decrease in raid frame memory! You can’t get any better than this.

Here’s the download link:
http://www.wowinterface.com/downloads/info14339-0.7.1.6.html

  • Easy multiclass configuration
  • You can turn on duration on indicators on some spells (looks like cooldown)
  • You can easily add and place new indicators and icons of any size whereever you want
  • LibHealComm-4.0, LibQuickHealth-2.0, Clique supported
  • Manabars
  • Ability to filter spells cast only by you
  • Color changing depending on charges
  • Track HoTs
  • Track Arena buffs and CC’s
  • and other stuff…

This is a preview of how the Indicators/Icons are set up:

There are some console commands available:
/inj unlock | lock — the anchor is a tiny red circle which you can use to move your frames.
/inj reset
/inj scale
/inj charspec — toggle character specific position and scale
/inj toggle | show | hide
/inj togglegroup <1-8>

But most of the configuration settings have to be done using the config.lua file. There is no in-game GUI, but it is well worth the effort. Adding Raid Debuffs have to be done by editing the loadables.lua file (you’ll can either give the spell ID or type in the name of the spell in “…”), and by default take a side icon instead of a center icon so you have to manually edit the file.

Once you have saved the changes in the lua file, just reload your UI (“/rl”) and the changes should be reflected in-game. No need to relog, restart WoW, etc… The only drawback I can see is that configuration may be a bit daunting for those new to LUA editing, but it only takes a while to get used to it. For those with some experience, it will only take a short while to set everything up the way you like it. I’ve even added more spells to be tracked and it even tracks beneficial buffs such as Evasion, Barkskin, Shield Wall, etc… so you know when tanks are using their cooldowns and when it’s over. Well worth the time if you ask me!

Overall, I found this to be a really excellent alternative to Grid. It has almost all (maybe even more) features than Grid has and uses a sliver of the memory Grid uses. This has to be the most memory efficient Grid-alternative out there right now, and I highly recommend it for those using older computers like I am. As a side note, I recommend that you go through some of the comments if you’re editing the LUA file as it may provide some useful tips in there. Need a function missing in Injector? Feel free to post a comment there and who knows… maybe the author will do something about it.

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Tribute to Insanity! (25-player)

By Trilliance, January 4, 2010 6:21 PM

As promised, Clique delivered with a Tribute to Insanity a month after we got Mad Skill. But the road wasn’t as smooth as we initially thought. Week after week, there’s always something different to cause us to wipe. We must have seen almost every conceiveable screw-up that could happen (too embarrassing to mention here), but nevertheless we perservered and was rewarded at last…

This week the stars finally aligned and we had some good fortune along the way, helping us to complete ToGC without wiping once. Great timing as we cleared all Coliseum content just before the new gate (the Plagueworks) opens. An excellent way to start off the new year, and may this good luck will follow us through ICC!

Many thanks to those who contributed but had to sit out for Anub’arak, and to to those who took part in the kill — a job well done and keep up the great work!

Achievement Guide: The Traitor King

By Trilliance, December 27, 2009 10:44 AM

The usual Over-achievers group got around to doing this achievement last night and got it in typical Clique fashion — on our last attempt of the night. We don’t have our own video to show but even better, we have come up with a Strategy Guide for you! Good luck in getting this achievement, it was quite fun!

The 2 videos below show the general strategy:

Hunter PoV (1:40):  http://www.youtube.com/watch?v=Ihlv9wjNf7c
DK PoV (9:37): http://www.youtube.com/watch?v=rUFUhzNrJIw

Here are some tips on how to get arguably the hardest ToC 10-player achievement:

  • The Scarabs you are supposed to kill only have a minuscule Health Pool of 17k, handle them with care!
  • NEVER DPS Anub’arak! You don’t need to kill him.
  • You have to kite all the scarabs through 4 Burrow Phases. When Anub’arak burrows the 4th time, that’s your cue to start killing all the adds.
  • Kite together! With exception of maybe the Hunters, stick together like glue!
  • During the first few attempts when you learn how to kite, it may be useful to kill all the Scarabs to have an idea of how many scarabs have spawned, especially when you know you are going to wipe.
  • The key to succeeding is not to let the scarabs hit you as much as possible. Acid-Drenched Mandible stacks hurt! To do this you need to stay in front of the Scarabs and stun/snare any that come from the front. The debuff stacks up to a maximum of 40, where it will hit for 48,000 per tick!
  • Kill Nerubian Burrowers as fast as you can. 1 or 2 up during the kill phase is manageable, but 4 or 5 will wipe your raid.
  • If you are behind the kiting pack, you may want to cut inside through the ice to rejoin the party. Sometimes, it is easier to just walk on the ice even though it slows you.

On our kill attempt, we used the following class composition:

  • Tanks: Warrior (MT-Anub’arak), DK (OT-Nerubian Burrowers)
  • Healers: 2x Resto druids – They are the best healers here due to the mobile nature of the encounter.
  • 2x Rogues – FoK Anesthetic poison to deal with Enraged Scarabs. Able to Cloak off high stacks of Acid-Drenched Mandibles
  • 2x Hunters – for Frost Traps and Tranq shot.
  • 1x Ele Shaman – for Earthbinds, “Rank 1″ Frost Shocks, and Thunderstorm. Use Thunderstorm carefully – it hits for ~4k non-crit and if you are not careful Scarabs may die prematurely.
  • 1x Frost Mage – “Rank 1″ Frost Nova, “Rank 1″ Blizzard. Be careful of your Water Elemental hitting Scarabs (do not glyph it) and put it to passive.

Class Tips:

  • Rogues: Use the lowest DPS weapon available and imbue it with Anesthetic poison. You’ll be using this for most part of the fight, but remember to swap weapons when you start to kill all the Scarabs.
  • Hunters: Stay in the ‘center’ killing orbs and Nerubian Burrowers! Lay Frost Traps in any gaps you see that Scarabs will path over. Help to Tranq Shot Enraged Scarabs. Try as much as possible to follow the kiting party so not to be out of range of heals. Use Aspect of the Wild!
  • Resto Shamans: Glyph Riptide. Use 2 piece t8/2 piece t9 Resto set for reduced Riptide duration, and LHW relic. You don’t want to be healing and left behind the kiting party. Use Frost Resistance and Earthbind totems. Rank 1 Frost shock any loose Scarabs not on Ice patches.
  • Elemental Shamans: Use Earthbind totem to root adds. Make sure that no one is in melee range of Scarabs before rooting. Use Thunderstorm if you need to but only when they are on Full HP. Rank 1 Frost shock any loose Scarabs not on Ice patches.
  • Death Knights: Deathgrip orbs into ‘gaps’ of Ice patches (see 2:25 of the 2nd video). Chains of Ice adds that spawn in front of you and is heading to the kiting party.
  • Warriors: Intervene and Charge is your best friend. Use it to stay in front. Charge and stun any adds that spawn in front heading to the kiting party.
  • Mages: Go Frost! Use Rank 1 Frost nova only when Scarabs are catching up to the kiting party and it’s absolutely necessary. Ice Block when you have high stacks of Acid-Drenched Mandibles.
  • Warlocks: Affliction is possibly your best spec here. Run around, DoT orbs and Nerubian Burrowers, though Shadowfury might still come in useful. Up to you here.
  • Paladins: Hand of Freedom people who are lagging behind. Hand of Protection removes Acid-Drenched Mandible stacks, use it on raid members with high stacks.