Posts tagged: ICC

Game Over, on to Starcraft 2..

By admin, July 30, 2010 12:09 AM

The Lich King is finally dead.
Fraps coming soon.

Time for Starcraft 2… Must construct additional Pylons!

Bane of the Fallen King

By Trilliance, June 5, 2010 10:47 AM

Update 11-June-2010:

Our 2nd 10-man group has also successfully defeated the Lich King on heroic difficulty! This means we now officially have 20 players with the “Bane of the Fallen King” title and are capable of defeating Heroic Lich King 25. Great work by both teams & let’s not forget those who had to be on standby ^_^.

Bane of the Fallen King
Server 3rd, Oceanic 11th.

And here’s the 2-part video of the guild’s first Bane of the Fallen King kill.

We’re currently recruiting many classes for a Heroic Lich King (25-man) kill, if you think you have what it takes – visit our Recruitment page for more information!

Heroic Festergut Guide (25-man)

By Bushhealer, March 22, 2010 11:45 PM

This encounter is very similar to its normal mode counterpart. The encounter gains only one new ability — Malleable Goo, as well as the standard increase of HP and damage output. His enrage remains at five minutes.

HP: 52,200,000

Enrage: 5 minutes

Raid Requirements

  • 174K raid dps over 5 minutes.
  • All raid members (with some class/spec exceptions) must gain three stacks of Inoculated for both Pungent Blights.
  • Range players must spread 8 yards to avoid chaining Vile Gas.
  • All raid members must avoid Malleable goo, this is identical to the goo in the Professor Putricide encounter and during the fight Professor will bounce goo at random raid members from his viewing platform (the goo cause high amount of damage and causes casting speed to be slowed by 200% for 15 seconds).

Raid Positioning

Raid positioning is the key to a successful kill, the aim of the positioning is to:

  • Spread all range targets at least 8 yards from each other.
  • Allow for as little movement as possible for both dps and healers.
  • Make dodging Malleable Goo as easy as possible.

Raid positioning

As you can see from the diagram above one of the differences in this strategy is how the Malleable Goo thrown at melee is handled. In order to make judging when goo is targeting a melee easy, a path is left through the center of the range, the path is drawn from Professor Putricide’s position to the melees right leg position.

The range spread themselves 8 yards apart either side of the path, making sure they are in range of at least two raid healers at all times.

Healers position themselves three to a side; you want each section to contain one tank healer and two raid healers. The tank healers position themselves some what centered to their respective sides, they will act as collapse points for the Gas Spores, this is not only so the raid has two set markers but also this means the tank healers can remain stationary, moving only to avoid malleable goo. The other healers are free to choose whatever positions they are comfortable with.

Healers

This fight is not that challenging for healers, probably the most trouble you will have will be either from Vile Gas deaths or tank cool down fuck ups.

  • Tank Healing vs Raid Healing

The encounter starts of with intense raid damage via Gaseous Blight, with 0 stacks of Inoculated all healers should be focused on the raid, if you have holy paladins healing your main tank then this includes them as well (just beacon the tank and spam the raid). Most of the deaths in this phase will be because of Vile Gas, so make sure all healers are ready to put some direct healing on each player in their range inflicted with Vile Gas, don’t think one of the other healers will pick up the slack because chances are they are one of the Vile Gas targets or moving to avoid malleable goo.

As the fight progresses all healers should move off the raid to help out with the tank healing, from two stacks of Inoculated onward raid healing should be minimal and all healers should be spamming the main tank.

  • Aura Mastery

We found the best time to use aura mastery is as the first and fourth spores explode, this significantly reduces the damage from both gaseous blight and the gas spore which combined at that point is extremely hard to heal if combined with RNG like vile gas and goo.

  • Tank Cool Downs

Tank and healer cool downs should begin to be rotated once the raid has three stacks of Inoculated, to use cool downs before this point is a waste and just means your healers aren’t healing effectively.

Range DPS

If you are a pure dps class you should be looking at 9-11k dps, RNG plays a little bit of a roll in this due to Vile Gas.

  • Dodging Goo

This is by far the hardest thing for range in this fight, the best way to deal with the goo was to try and position yourself where there is never a player directly between you and Professor Putricide (Note this is not always possible). Turn your camera so it is looking behind you and judge as best you can whether the goo is heading your way and then move accordingly.

  • Spore Running

Gas spores spawning

If you have a spore then you should be moving towards your nearest marker ASAP, delaying and then realising you need to run to the other side of the room can cause a wipe. Also keep in mind you may need to run it into the melee.

Players move to their respective positions

  • Inoculated Stacks

Shadow priests and mages have the option of not moving in for spores in order to gain Inoculated stacks, this is because they can Disperse, Ice Block or cast Invisibility to avoid Festerguts Pungent Blight. Advantages are they have the ability to push their DPS and also reduce the chance that goo is thrown at a group stacking for a spore. Disadvantages are they do not gain any resistance to Gaseous Blight and take high amounts of aura damage throughout the entire fight.

Melee

For the most part this fight is the same as normal mode for most melee; as such most of you should be pulling between 10-12k dps.

The following must be achieved by the melee in this encounter;

  • Position Rotating

Melee is assigned two positions they must rotate through to avoid being hit by malleable goo. Both of these positions must be on the path shown below to ensure the goo is always traveling in the same direction. In order for this to work all melee must be stacked on each other at all times. A spotter calls  incoming goo on melee, all melee must now shift to the next position and re stack, the rotation continues.

Incoming malleable goo on the melees position

Melee shift completely avoiding the goo explosion, this rotation continues

  • Spore Running

On occasions two melee players will both gain a gas spore. In this scenario good communication is needed to make sure one of the players moves out to a range group.

  • The Melee Spore

This is relevant for the whole raid even though it only concerns melee. If you are the melee spore then you must position yourself between the tanks and the melee group so that everyone receives Inoculated, including the tanks! If a tank has the spore then the melee must shift in closer to ensure they are hit by it.

  • Bloodlust

We found the best time to use Bloodlust was after the 6th Gas Spore has exploded. This would give the raid the most DPS up-time without having to move for another spore. You could argue the 3rd Gas Spore would give the same amount of DPS up-time, but in that case he would not be in Execute range (~30%). Once everyone has moved back to their positions blow bloodlust and burn the boss. Using Bloodlust at the start is bad because it would cause massive FPS lag and affect everyone’s movement from Malleable Goo.

And that’s it! With no deaths and no DPS being hit with goo this boss should fall down without too much trouble, leaving you free to enjoy your phat lewts!

The Professor doing his thing...

If you have any questions please leave them in the comments below.

Valithria 25 (Heroic) down: 8/12!

By Trilliance, March 20, 2010 1:18 AM

We expected the heroic Valithria encounter to give us a real challenge and planned a whole night of attempts on her. Little did we expect to spend only 1 flask timer on the fight.

Great job to our healers once again, this time for getting the hang of bursting the balls in the portals, and to our DPSers for getting their kill priorities correct.

Everything went smoothly on our kill attempt, and healing was a breeze with all our portal healer’s stacks kept up high. We finished the encounter with more than a minute before her soft enrage.

For now, here’s a parse from WoL of healing done for last night.

Icecrown 25 (Heroic): 7/12 – Festergut down!

By Trilliance, March 16, 2010 9:55 PM

With Festergut 25H over, we’re now 7/12 in ICC 25H and officially past the halfway mark, and another step closer to endgame.
Well done to everyone in the raid and stepping up their game. It was a very close one and we definitely need to work harder on our DPS to put this encounter on farm. No slacking guys! :D

Icecrown Citadel (Heroic) 1st Week progress – 4/12

By admin, March 10, 2010 6:18 PM

After our 1st week of heroic modes, we’re 4/12 on heroic ICC-25.
The four bosses we’ve downed are — Lord Marrowgar, Gunship Battle, Rotface, and Blood Princes.
Some of these bosses were not as ‘heroic’ as we thought, and were one-shotted without much difficulty..

We’re looking to down a few more heroic difficulty bosses this week. Stay tuned for further heroic ICC progress.

In other news, a couple of our 10 man teams are now 10/12 on heroic ICC-10. Only Sindragosa & Putricide are in our way before unlocking heroic mode Lich King.

We’re still looking for exceptional players (all classes) to join us in our goal to kill Heroic Lich King. If you share that common goal, think you are good enough and can make our raids, please apply.

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.

Server First Kingslayers!

By admin, February 13, 2010 12:24 AM

Congrats to Team Pavor for conquering the Lich King on 10 man, and hence becoming the first in the server to get the awesome title ‘The Kingslayer‘!

Next week, it’s time for some heroic mode action!

Frostwyrm Halls cleared! Arthas awaits…

By admin, February 8, 2010 2:18 AM

Sindragosa goes down in 25-man on the last try of the night (again).
Good job everyone! The Lich King is next… Frostmourne hungers…
Here’s the screenshot:

And here’s the video of our 1st Sindragosa kill:

and our 1st Valithria “healed”:

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