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 Icecrown Citadel Tactics (Heroic)

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PostSubject: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 12:40 pm

Okay since we are pretty much almost able to get down all the 12 bosses in normal mode i'll post the heroic versions so we can all be a bit more prepared when we face em in heroic. So here ya go. Smile

The Lower Spire

1.Lord Marrowgar


Note. There are 2 significant changes to the fight on Heroic, barring the fact that the damage output is generally higher. First, the Coldflame will now stay on the ground for 8 seconds, instead of just 3. This may limit your possibilities of movement after Bone Storms. And the other change, Marrowgar will now continue casting Bone Spike Graveyard during Bone Storms. He will also charge one extra time during each Bone Storm.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 12:42 pm

2.Lady Deathwhisper


Note. Three things mark Heroic as a different fight. First, Cultists will continue to spawn - one Cultist from the entrance of the room on 10-man, and three on one of the sides on 25-man. Second, she will start mind controlling people on 10-man (one at a time), and continue using Dominate Mind on three people in 25-man. And lastly, Lady Deathwhisper is not tauntable in Phase 2, so make sure that your tanks are always highest on threat, and that one tanks taunts the boss just before her shield dissipates.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 12:44 pm

3.Gunship Battle


Note. This is an easy heroic mode. Rocketeers and Mortars have a small knockback added to their rockets. The enemy's commander does more damage, and his Battle Fury increases his damage by 12% instead of 10%. Enemy soldiers gain experience faster, but not one of those changes should pose a problem.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 12:47 pm

4.Deathbringer Saurfang


Note. The adds now snare their targets and will one shot them if they reach them. Work out a reliable add killing strategy, assign some ranged to each add. Assign hunters/shamans to snare. When he is under 30% and has over 50% blood power start using cooldowns on tank. Boss has more HP, means you will have to deal with more Marks. You canít afford having anyone die from a mark.


Last edited by Savante on Fri Jul 23, 2010 1:40 pm; edited 1 time in total
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 12:49 pm

The Plagueworks

5.Festergut


Note. There is only one change in the Heroic version of this encounter, and it is the addition of Professor Putricide using Malleable Goo on the raid. The mechanics of the spell is identical to the one he uses when you fight him - a green goo ball flies towards a random raid member, exploding on impact, and inflicting uncomfortable amount of damage, while slowing attack and casting speed significantly for 20 seconds. Given the amount of damage going out, and the tough berserk timer, you don't want to get hit by those at all.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:00 pm

6.Rotface


Note. Putricide helps Rotface by casting Vile Gas. Vile Gas is Festergut's ability, the one that makes ranged throw up and do damage around them. ( don't confuse it with Putricide's Gas Viles ( those that stay on the ground)). If not enough ranged Vile Gas will be casted on melee. In addition there will be -75% healing on the player with Mutated Infection.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:06 pm

7.Professor Putricide


Note. A few new things will trouble your raid in the Heroic version of this encounter. First, Putricide will no longer use Tear Gas during his phase transitions. Instead, he will summon both a Gas Cloud and a Volatile Ooze. In the 25-man version of the fight, he will also split your raid in half - approximately half of the players will receive Gas Variable debuff, and the other half - Ooze Variable. The people marked with Gas will only be able to interact with the Gas Cloud, and the people marked with Ooze - with the Volatile Ooze.

The other key change to the fight is the addition of Unbound Plague and Plague Sickness. Putricide will use Unbound Plague on a random raid member about 1-2 times each phase. The Plague will do increasingly more Shadow damage to that player and will jump to nearby raiders if there are within range. To deal with it, you need to have the infected person step away from the rest of the raid, take the Plague's damage for about 10-12 seconds, then move to another raider and pass it on. The old target will receive a Plague Sickness debuff, which increases the damage taken by Unbound Plague by 250%, so they should never get it again; the new target will receive the Plague with as many seconds as were left before the passing (50-48 ideally). The raid needs to continue passing it until the 60 seconds duration expire.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:08 pm

The Crimson Hall

8.Blood Prince Council


Note. Two big changes make the Heroic Blood Princes different than their normal counterparts. First, Kinetic Bombs will fall significantly faster, so you will need more than a single ranged DPS assigned to them. It may be easier if you spread all of your ranged DPS in such a way that the entire room is covered by at least 2-3 people. Second, any movement during the fight will apply a stacking Shadow Prison debuff. For every second of movement, you will gain a stack of the Shadow Prison, which inflicts 500 Shadow damage per application every second the player remains in motion. Standing still causes no damage, and standing motionless for 10 seconds removes the debuff.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:10 pm

9.Blood-Queen Lana'thel


Note. The Heroic version of the encounter is practically identical to the normal one, except for one thing. Lana'thel will now have a buff called Presence of the Darkfallen, which increases the damage done by the Blood-Queen's Shroud of Sorrow aura by 5% for every vampire in the raid. This will make air phases especially difficult to survive, so plan your cooldowns accordingly.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:16 pm

The Frostwing Halls

10.Valithria Dreamwalker


Note. The only change in the mechanics of the fight in Heroic mode is the addition of some minor damage taken by the people inside the Emerald Dream every time they touch a Nightmare Cloud. Healing yourself in there should be easy, but don't hesitate to do it. It is very important that you don't let your Emerald Vigor debuff fall off, because Valithria has a lot more health you will need to heal. The Archmages' Frostbolt Volley now drains mana as well, but that shouldn't be too hard to counter with interrupts.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:17 pm

11.Sindragosa


Note. The main change to the fight is the change to Instability, the debuff applied to casters by Unchained Magic. Unlike the normal version of the spell, it now does its damage to everyone around the affected casters, so the targets will have to move away from other people. If you follow the strategy above, you can simply have the debuffed people run up the stairs. In addition to this, Sindragosa will mark an extra player to be imprisoned in an Ice Tomb during her air phases.
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:30 pm

The Frozen Throne

Gotta pick the best one among them ofcourse Smile For some good motivation.
But i'll post one with some good explanation aswell.

12.The Lich King Part 1/3
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:31 pm

12.The Lich King Part 2/3
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:32 pm

12.The Lich King Part 3/3
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PostSubject: Re: Icecrown Citadel Tactics (Heroic)   Fri Jul 23, 2010 1:34 pm

12.The Lich King


Note. All three phases are affected by the Heroic difficulty. During phase 1 the Lich King will gain an ability called Shadow Trap. Dealing with it is similar to dealing with Defile - the targeted player needs to get away from everybody else, as the Shadow Trap that he or she will spawn after ~3 seconds will cause everybody standing in it to be knocked off the platform. During phase 2, the Val'kyrs will not die. Instead, when their health reaches 1, they will drop their targets and fly above the raid, not attackable. They will occasionally drain health from the raid, healing themselves, and finally drop down again to pick more players (they will not descend at the same time another set of Val'kyrs is about to spawn). This adds a burn element to the phase, because dealing with more than 2-3 sets of Shadowguards is close to impossible. And finally during phase 3, Harvest Soul will become raid-wide. Instead of one player, the entire raid will be sent inside Frostmourne. There, instead of Terenas fighting the Spirit Warden, they will see a lot of Wicked Spirits (adds with very low health), that float above the floor. If they reach the ground, dead or alive, they do some AoE damage. You want to kill them all, as their "alive" AoE damage is much higher than the one they do as mere corpses. When all the Spirits are dead, Terenas will restore the players' souls and send them back to fight the Lich King. Watch out for Defile when you get out, as you will all be stacked around the boss.
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