Tag Archives: heroic icecrown

Icing the Frost Queen

I’m still in shock we pulled this off. I mean, not completely, I did know it was going to happen. Mathematics demanded a kill, and we gladly complied. Still, it’s a pretty big deal for the guild that all our hard work paid off. I could not be more proud of our raiders, this was a kill we all needed to keep the faith.

We started the week with a rough patch, to say the least. Tuesday was… brutal… and we’ll leave it at that. So Wednesday we had something of a chip on our shoulders that demanded satisfaction. We buckled down and righted all the wrongs that held us back on Tuesday and still managed to get to Sindragosa with the usual 2 hours left in raid. Our game faces on, we got to work.

The first attempt was ok. We had a flawless first air phase, then a disastrous second. The second attempt we did immaculately until the third air phase, then the attempt collapsed. Shaking the rust off, as we say.

Subsequent attempts were so-so, generally requiring battle rezzes to be used in air phases, which was killing me. At least at this point we were hitting phase 3.

Finally after another attempt where the same mage (who I don’t often bring, but was dragging along as an Unchained Magic human shield) died for the umpteenth time to a Frost Bomb, I removed him from raid–something I should had done attempts ago–and brought in a newly recruited shadow priest.

Around this point we also imposed some pretty severe discipline onto vent. Basically, the rule became in phase 3: no talking unless it’s a healer announcement, a tank swap, or something life threatening. Everyone else just focus and lock it down. I think this was a huge key to our success.

The next attempt we got the fight to 7%. It was going fantastically, but Ana was cut off from heals momentarily and died, and then I went to pick it up but was eventually rocking way too much buffet stacks. Still, everyone was filled with hope. There was not a single air phase death that attempt. There was even a great raid awareness moment where a block got dropped the opposite way from where we were taking them, and everyone got out of the way, and then we kept the correct direction going afterwards. All in all, the mojo seemed to be back.

So we lined up again, and after a quick stupid wipe, we did what was destined to be the money shot. Air phases were nearly perfect, we had one death because someone was DC’d, but we kept going. Phase 3 starts and I get to work. Ana and I swap like clockwork, blocks go down with expert precision, healers are calling out roles and switches through vent without interruption. Finally we hit the single digits and it’s just gogogo time.

The enrage timer was ticking down, leaving us about a minute at that point. Everyone just pushed it as hard at they could and as I watched Sindy’s health slowly tick away from 3%, to numbers I never dreamed could lie beyond that. The “holy bleep” moment of “this is going to die” hit me in a euphoric wave, and then the Frost Queen crashed over dead and coughed up her purples.

I scored the 277 token from her for a hefty, hefty amount. Worth it nonetheless. Everyone was elated, and for some reason we rode that high over to heroic Putricide just to throw in some faux-attempts and get some idea of the mechanics of the fight.

Obviously we didn’t get very far. This is indeed our next dragon to slay, so to speak. I look forward to our coming weeks together, Putricide.

Oh, and as a humorous sidenote: remember how I said I was going to start rolling for Abom Duty? Well, prior to the first pull Ana, Nordic, and I rolled off for the right of riding the Abom. Nordic always wins, and I thought I finally had him when he rolled an 11. I then rolled a 6. Ok, well, Ana could be our last hope, right? Wrong. She also rolled a 6!

Curse you Nordicslayer.

Nonetheless, with five minutes left in raid we swapped it over to normal mode and quickly did the achievement in preparation for our eventual drakes scramble.

Great raid night overall, and a fantastic end to an ignominiously beginning week.

So very, heart-breakingly close

We’ve been working on Heroic Sindragosa since at least the beginning of August and it’s be steady progress ever since. While it sucks to only realistically have a max of three hours a week to work on the old girl, it’s been pretty obvious we’ll soon have the kill. The first week we were wiping at 60%. Then we were kissing phase 3 the next. Then wiping at the 26% mark the next. Then 13% last week. Last night we got her to 3.9% before giving up the ghost, on our best attempt.

3.9%

Mathematically it’s impossible not to drop her next week. I like our odds.

One thing I did to shake things up was to force the raid to adopt the AYCE strategy I came up with the other night. Our third phases were hectic, blocks were going in crazy places, or too far away. I figured my strategy would tighten that up a bit, make for a cleaner close to the fight. And of course I got push back.

I don’t mean reasonable pushback, with intelligent, well reasoned concerns, but just snark. Determinations that “this couldn’t work” and “why are we changing the strategy after getting it to 20% last week?” And then this person went on to rage to an audience in a separate channel that I am not party to. It was infuriating, to say the least. Give me some credit, I’m not a complete goddamn moron.

After the third try with the new strategy, we got her to 8%, our best attempt up to that point. Before that, the naysayer whispered me and said something to the effect of “You know you can’t adopt a new strategy and expect it to take off in a few attempts, right?” After that 8% try, the naysayer whispered me again and said “You’re allowed to say I told you so, you know.” I just smiled and replied, “Not my style.”

As for the 3.9% attempt, what kills me was that could have very well have been a kill attempt. It was the last attempt of the night, so it had that mythical Last Attempt Aura that we’ve benefitted from in the past. Air phases were golden, with I think only one death across all three (which was quickly remedied with a brez).

And then finally, we were at the 8% mark with just about everyone alive, and I had this heavy hope that we were going to come out victorious. I don’t think I was breathing much at that point. We’re about 40% around the rotation, at least four blocks have successful gone down, and the next person gets marked.

They don’t move. I call out the name, and “I DC’d!” is the response in vent. My heart sinks.

I see the symbol over his head, and the dps standing next to him. “Move away from X!” The dpser doesn’t listen, tunnel visions. Gets chain blocked. Some scramble to start breaking them out, but the death blow was just dealt. We’re at 5% now. The next person to be marked for a block ran way far away to drop Unchained Magic, and was caught with their pants down. No way they can make it to the proper spot in time, and the block is too far away. So we resolve to start rotating the other way and catch up to the last block to go down.

I’m almost there, and the next person marked decides to drop the new block counter clockwise, rather than to the right of Sindy’s face and thus resuming the proper rotation like I intended. At this point it’s around 4.5% and people are dropping like flies because blocks have been garbage and no one could drop their Buffet stacks.

I bite it around 4.2%, Ana tries to pick up the slack, but she’s quickly overwhelmed. We soon wiped ingloriously at 3.9%.

So close. So goddamn close.

Things we need to work on: control is getting better, but people really need to watch their debuff and do what they can to reduce damage taken. This especially includes healers not tunnel-visioning and neglecting to run out when they have Unchained Magic.

Next week.

The good kind of wiping

Last night we spent a good 2 hours on Heroic Sindragosa 25, and while we didn’t down her, we got closer than ever before with 13% as our best attempt.

The whole night was generally moving in the same direction, upward. I remember when we first started working on this fight three weeks ago we were losing five people to the frost bombs every air phase, with a further number being cut down by asphyxiation. Last night, not so much. We had many air phases where no one got nuked. It got to the point where I didn’t have to obsessively watch grid to look for the little boxes to grey out and inform me of deaths, people were taking care of themselves.

Progress!

Unchained Magic was a lot better too, with fewer instances like three weeks ago when a mage blew us all up with some massive stack of Instability immediately following a Blistering Cold. He did more than 1 million friendly fire damage and set a new record I suspect the casters are secretly aspiring to topple. I’m watching them.

But in any case, in the flight to the steps at the beginning of the air phase, people were really good about standing aside and minimizing damage.

Likewise people were amazing about getting on the proper spots when Frost Beaconed. In the 36 air phases we did last night I can only think of two times when someone was in the wrong spot. And we only got an extra block once.

More progress!

Stuff to work on, though: people panicking in phase 3 and forgetting to not blow up the raid, to pay attention to their debuffs, the works. I always shout “Marathon, not a sprint!” when the third phase starts. Not that that helps much, but it carries the philosophy of the fight–phase three is the main show, and it’s about endurance, not zerging down the boss.

We’re getting there. We are totally getting there and I fully expect a kill on this fight, one of the hardest in the game, in the next two weeks. If not next week. It’s just a matter of time.

Despite the fact that we didn’t get a kill last night, I think morale still remains pretty high. We didn’t spend the attempts raging at people who got Frost Bombed to death, or hit some people with Instability. Frank didn’t ever poke up his bilious head at any point. We’re really not that kind of guild ultimately. And besides, that’s what the knee-cappings are for.

Instead people were joking and having fun and trying to keep people positively motivated. We had some good laughs at points like right after a fourth Bomb hit, Falowin was watching his block’s health diminish (but not his DBM apparently) and started shouting “NOT MY BLOCK, DON’T BREAK MY BLOCK” in a blind panic. Once he was broken out he realized air phase was over. We all got a good laugh and I’m sure that will come back to haunt him.

And speaking of events that will come back to haunt people, poor Morvain. The guy last night was hopped up to the gills on vicodin due to a horrible tooth-ache. Ever a trooper (and with a Gollum-like devotion to his Shadowmourne shards) he still raided, without much of any performance lost. Except for one moment last night when we switched it back to normal at the last 30 minutes of the raid to wrap up the LK and were kind of blowing off steam on the far less deadly Sindy Normal.

We’re deep into phase 3, with myself and a swath of people hiding behind a block dropping our Buffet. Morvain is there and gets targeted by Frost Beacon. “Morvain,” someone mechanically notes, reading off DBM. Nothing happens. “Morvain move.” … “MORVAIN!”

Then a woosh and about 10 of us are encased in ice blocks. “Sorry guys,” Morvain meekly pipes up, snapping out of his haze. “I was looking at my cat.”

Everyone is caught up in the sheer absurdity of it all, and in the haze of laughter and tears the other half of the raid gets iceblocked. We lose it, and–of course–the fight. Wipe.

It was kind of worth it. Like Antigen said, definitely the birth of an in-joke. That damn cat.

A night of frost and glory

Interestingly enough, I haven’t done a raid recap post in a long while. Nothing much to report lately–we’ve been plugging along on Heroic Sindragosa, having our first real night on her last night. Our showing wasn’t very impressive, we’re having some trouble with the whole buffet of what the fight demands: block positioning, Unchained Magic people not blowing others up, etc. Survival issues.

So, I’m thinking next week we’ll do what we did when we were learning normal Sindragosa: max survivability. DPS wears extra frost resist gear, add a seventh healer, then the goal is to live til the enrage timer. Once we make it that far we’ll dial back survivability until we can find the sweet spot that gets us in under the clock.

This is a strong contrast to last night with our second kill of Heroic LDW where we were mastering the hardest parts of the fight, people were failing at the easiest, most fundamental part of the fight: the ghosts. A ghost would pop up next to someone–melee, ranged, heals, whatever–and they wouldn’t notice til it exploded, or notice late and not be able to get away. We did about four attempts of differing degrees of success, each splashed with the delightful stench of ghost ‘splosions, and each time I got a little closer to completely Franking out. (Yes, it’s a verb now.)

Finally, before the last attempt I snapped and let Frank take over. I told everyone that we were not going to spend two hours on the fight. I don’t care if we wipe, but it was not going to be to ghosts. Everyone was on notice, one more ghost-induced wipe and we would switching it to normal and move on. I felt like crap after declaring that, cause I don’t want to be that raid leader, the Troxxed-style douchebag that issues ultimatums and leads by making people feel bad.

Frank was vindicated when we then went on to perfectly kill H LDW, with no deaths by ghosts. It was… shocking. I don’t know if I should feel good that we pulled it off, or worse that it could so easily be done. I guess we’ll see next week!

Anyway, back to last night. As I tweeted yesterday we were starting the night with our Shadowmourne guy, Nordicslayer, having 48 shards. He’s been collecting them slowly, but surely, since May 11th and we’ve had the extra drop chance of heroic modes since the beginning of June. His poor luck aside, the raid was pumped for him to finally finish the damn axe that night. Or to listen to him cry when he only got one shard from the five bosses we were doing. Either way.

Much to my surprise, a shard dropped off of heroic Festergut, first boss of the night. And then the last one he needed dropped off of heroic Rotface. Finally, some luck!

A parade of us then ran downstairs to watch him turn in the quest and the shards and finally collect his damn axe. Nevertheless, this was months in the making–congratulations Nordicslayer!

I tried to get a nice screenshot of him for the guild site, but he must have moved at the last second, only leaving behind the swirling soul that apparently used to inhabit Antigen’s mortal shell.

We reached Sindragosa at around 7:45 server time, giving us a good 2 hours or so to work on the fight. But you know the rest.

To give us a break, I switched it to normal and we dropped her easily and then moved on to the Lich King to collect the Sealed Chest. The Lich King was another clean kill, excellent for the second wave of dpsers getting dropped off the side of the map. Oops. Personally, I was most excited that that was the first time in a long time I didn’t have to go into a rambling 10 minute explanation of the fight for some new person. I’m sure everyone else was pretty stoked about that too.

Nordic looted the Sealed Chest, and per our agreement he kept one of the vanity items for himself and gave the other four up for the guild. He chose the mount, I took three items to hold to give as prizes in a series of off-night guild events/games, and then per my constant nagging requests over the last four months, took the tabard for myself.

It’s weird. Achieving Shadowmourne feels like we’re turning the page on one of the last chapters in ICC. I know we still have Heroic Sindragosa to kill, then Putricide–and then by some miracle a choir of angels is going to come down and push Arthas off the side of the Frozen Throne for us–but it feels like we’re running out of time in there. Maybe it’s just me, but I’m starting to get some major ennui about ICC. Not bad ennui (if there’s such a thing), just… 9 months is a long time to do an instance, you know? It’s time to move on to bigger Internet dragons.

But then again, we have a much more literal Internet dragon to work on right now.

Sidenote on the latest beta build: I’m not going to do too much prodding with the changes, because we know things will be majorly changing again soon. I will however check out how hard ShoR is hitting for tonight. I’m hoping to have a post titled “IT’S OVER 9000″ tomorrow.

Ten of one, half-score of the other

I had forgotten how much fun 10man is. And no, that isn’t sarcasm, last night’s ICC-10 was the most fun I’ve had in WoW in a while.

25s is all business for me (I can’t help it, I’m too focused on the success of the raid to really ever enjoy myself), but 10s is where I let down my hair. So to speak.

Last night was the first time in a long time I’d managed to get “Team Alpha” together for an ICC run. We initially were going to go and bang out some more hardmodes, and hopefully catch up to the much-more progressed Bravo Team. Unfortunately, the OT didn’t show, so Cendra got on his 232-geared Druid tank and we still went through the first three hardmodes. We opted to skip Saurfang’s hardmode, because the general consensus was both Cen’s Druid and the healers weren’t equipped to handle a frenzied Saurfang mashing up some bear paste.

As we were headed towards Princes to maybe get the guild first heroic kill for that (our 10s are woefully unprogressed, as you can see) the OT logged on. We did a quick roster shuffle with Gulliveig dropping out, since he was having router issues. Cendra got back on his hunter, and Nordic came in to OT.

We then proceeded to one-shot heroic Princes.

It was a little hairy, with Princes being one of those fights that is markedly harder on 10man than 25. The room stays the same size, and you have to cover orbs that spawn throughout the width and breadth of it with fewer people. Rather than having one pet class watching each corner of the room, I had one on each half. A little too close for comfort!

Having two melee for the attempt made it a lot easier. Rather than a pack of floor-huggers-to-be scattering like cockroaches when the kitchen light is turned on, I had to worry about two Rogues breaking in opposite directions every time Valanar went to do an empowered vortex. Indeed, tanking Valanar is a pretty boring affair. I mostly spent the encounter just watching other people and agonizing over perceived eventual demises that would be visited upon them. And judging when possible to get the Heart of the Crusader debuff up.

We then plowed through heroic BQL, Festergut, and Rotface until we reached Putricide. The goal was to put away an actually meaningful hardmode kill, and match Bravo Team in the tennis game we call competitive progression. It was about an hour before end time so we’d have to move fast.

It’s a pretty hectic fight, to say the least. But a lot of fun. There’s so much crap going on you’ll find your head spinning.

We did about six attempts, getting it to 27% our last try. The biggest thing we need to work on execution (obviously) considering this fight is like an execution ballet.

What usually did this in was diseases being passed to the wrong person, or hitting one person in melee, then another immediately, throwing off the order. We got six solid attempts in, making progress each time. Despite having to call it, we’re all pretty pumped for future attempts and will probably end up downing the sucker on Sunday.

And then the 264 Unidentifiable Organ will be mine. Oh yes.

ICC25HM: Rotface

So, what’s different?

  • Vile Gas–so keep people at ranged
  • Raid damage is higher, especially the ooze rockets
  • Big Ooze can one-shot your tank
  • Ooze spills reduce movement speed a lot more

For positioning the raid in this fight, I have two ranged park in front of each of the three skull/barrel spots in the cardinal points of the room, as well as in front of the door. When spills come down they can just side step out of them. Melee stacks on one of Rotface’s legs, then when a Big Ooze ruptures and the rockets hit the air, they immediately shift to the other leg and hopefully avoid any splash damage.

Now, let’s practice maintanking this fight. Stand up from your computer. Face whatever door you used to enter the room you’re in. Now stand there. Now, hold that position. This’ll get tough, but I recommend practicing for about two hours a day for the next week to perfect the technique.

While MTing, since your job is cake, you have the spare time to make your healer’s lives easier. Use a mouseover Cleanse macro and take it upon yourself to immediately Cleanse people as they get diseased. It’ll save the healers some GCDs, and it’s not like you have anything better to do other than maintain a high threat ceiling.

While, it’s stupid easy to maintank this fight, thankfully, offtanking is another matter. The poor OT will be circling the room, doing their best to zip through ooze spills with minimum contact and minimal slowdown. Having Hand of Freedom is a must, as you do not want the Big Ooze catching up with you while dashing through a spill. Same rules for Ooze Kiting apply in heroic mode. Ultimately, don’t let it catch you, and try to keep a wide berth of the ranged and melee to prevent a Vile Gas from splashing onto you.

If you do get pinched by the Gas, have your bubble/cancel macro ready to go to quickly knock it off. You do not want the Ooze catching you, or your kiting career will be cut to an abrupt end. Likewise, if an emergency occurs and for some reason you need to change directions while kiting, pop a cooldown to pass by the Big Ooze.

As a whole, this probably one of the easiest hardmodes. The first time we did it, we almost downed it after losing most of the raid around the 30% mark. Just keep the raid from standing in an ooze rocket, or from screwing up delivery of their little oozes and you’re golden. Autopilot to victory!

The lewt!

Not a fluke

Like I said on Thursday, I was concerned the make-up raid scheduled on Sunday wasn’t going to happen. Thankfully it did, everyone showed along with some standbys and on-time we assembled inside the instance.

The menu that night was Heroic Dreamwalker, then normal Sindragosa and Lich King. Assuming we made it to Arthas, this would be the first time we’ve faced him since our first kill a few weeks ago. We’ve been bogged down progressing through hardmodes, and with our two raids a week schedule, didn’t really have the time to get to him on the second night. However, after our amazing showing on Wednesday, he was definitely within reach.

Anyway, Heroic Dreamwalker first. If you’ll recall on Wednesday (last callback to an earlier post for now, I swear!) we had some wipes. In hindsight this was clearly because one of our best portal jockeys was having connection issues and DCing, based on the success we had when he could actually stay on and heal. Last night, we were going through the paces, as I frantically tried to manage adds on my side and keep healers from getting eaten (I think a zombie got through).

I honestly thought we were going to wipe that attempt, we hit the 75% mark–”Press on heroes!”–and then a blazing skeleton got three ticks of Lay Waste off. Miraculously, no one died. Probably thanks to the warbling solo provided by Garrosh. In any case, we pressed on, and before I knew it the dragon stood up and blew the Scourge all to bits.

At the moment we succeeded I felt like I was drowning in a rotting sea of zombie parts, all hope lost. It was kind of amazing seeing the dragon suddenly lift up and end the encounter. Like Gandalf cresting the ridge, but less dramatic, and I don’t remember any white light.

Dorkiest simile ever; I apologize. Either way, it was pretty sweet to one shot the fight after the initial trouble we had Wedne–DAMMIT.

After Dreamwalker came Sindragosa and this was going to be the first time we did her since AVR was broken. As I’ve always maintained, I loved AVR for its ability to put marks on the ground, which removed a lot of the thinking from Frost Beacon placement. … Ok–ALL the thinking. Nonetheless, I read off the beacon placements and everyone wrote it down on a piece of paper in front of them (how… antique) and we got to work.

We didn’t have much of any issue with the beacons and easily dropped her. There was a short hiccup at the end where I disconnected but thankfully I’m not that critical. It was at like 3% and everyone autopiloted the encounter to its conclusion.

Two one shots and we were only like 45 minutes into raid time. That gave us a solid (almost) three hours to go tussle with the Lich King. And, dontcha know it, we one shot him too. Scored achievements for a swath of folks that couldn’t make our first kill, along with the 2H sword and the caster staff. Of course, by the time that was done we still had about two and a half hours left in the raid.

There was some discussion what to do with the rest of the night and we eventually we decided to go to Ulduar and bang out some hardmodes and hopefully grab some more shards for Ildara’s Val’anyr (heh, now that’s a work in progress to say the least).

We ended up getting Orbituary, additional Ignis and XT achieves for those who needed them, and then spent about 30 minutes working on the Iron Council. A lot of people left between ICC and Uld and unfortunately we didn’t have enough folks to push that last 20 seconds of the fight. On the bright side, we did get a shard for Val’anyr, so that expedition wasn’t a complete wash.

One day we’ll finish that stupid mace. I’d like to do it now, but it’s impossible with our two-night schedule to dedicate any time to a raid two tiers back, so the pieces that Ildara has now will continue to rot except for occasional half-hearted attempt to augment their numbers. Even if the mace still BiS, from the looks of it.

At least we’ll be making a Shadowmourne pretty soon! That’s a bright spot on my otherwise abyssal Legendary record.

ICC25HM: Festergut, like Brutallus dual-wielding Algalons

I must say, I am disappointed I didn’t face this boss back when the buff wasn’t at the absurd heights it is now. There something I’ve always found appealing about being reduced to a fine paste between the ulcerated knuckles of an infantile flesh giant.

To start, I apologize for skipping the three fights between this and my first ICC25HM strategy post–ie, LDW, Lootship, and Saurfang–but of those Lootship is a joke and a one sentence post seems like a waste of the tubes it could have potentially been printed on, and the other two I’ve yet to do. 10s hardmode, sure; not 25s. And I’m surely not going to write how to do a fight I’ve yet to do myself. What do I look like, a paid WoW writer?

Another sidenote: I can’t take credit for the subtitle to this post. I first read that phrase in this thread on the tanking forums way back in February and it remains one of the more hilarious descriptions of the fight I have ever seen.

So, what’s different?

  • Festergut hits like a Mack Truck
  • Raid-wide damage is much more intense
  • Putricide tosses Malleable Goo at players

First, let’s talking about this fight from the tank’s perspective. It hurts.

Sorry, I can be more descriptive. Thanks to this buff that Festergut will be stacking up to three in a rotation, by the time he gets to the third stack he’s going to be mashing you into hamburger. Lets look at a log snippet.

[20:53:19.080] Festergut hits Rhidach Parry
[20:53:19.954] Festergut hits Rhidach Dodge
[20:53:20.932] Festergut hits Rhidach Parry
[20:53:21.844] Festergut hits Rhidach 36036 (B: 2028)
[20:53:22.840] Festergut hits Rhidach 29806 (A: 2818, B: 2028)
[20:53:23.725] Festergut hits Rhidach Dodge
[20:53:24.743] Festergut hits Rhidach Parry
[20:53:25.649] Festergut hits Rhidach Parry
[20:53:27.131] Festergut hits Rhidach 31705 (B: 2028)

You might look at that and say, “oh 36k, that’s not that bad.” Check the times between attacks–he hits every 9/10s of a second.

Even with phase 3 being so ominous, the hardest part of the fight for your healers will probably be two stacks, when the damage is still rampant for the raid and the tank is being hit 60% harder. Try to avoid panicking and popping a cooldown early, you’ll need it very shortly.

When the third inhale happens and Festergut is rocking a 90% buff, you’ll probably need to rotate cooldowns. I’m a huge fan of using everything at my disposal: raidwall, an armor pot, bubblewall, my 4pc bonus, and external cooldowns. Don’t blow everything at once, obviously, but pay attention to the damage as it’s coming in and choose which card to play wisely.

Still, chug that Indestructible Pot ASAP. A healer will probably external cooldown you right off the bat (or, at least, mine do–they barely trust me to tie my shoes in the morning). Follow that up with a bubblewall, then close with popping a trink or the 20% absorb of your raid wall. With the buff at 25%, this should be pretty smooth sailing.

With all the excitement of this fight, it’s easy to forget the rest of the raid has a role to play as well. (Ah, the joys of tank checks.)

To start, position Festergut on the far left wall, facing the skeleton face, with the melee stacked behind him and the ranged in an arc behind that. Ranged needs to be conscious of Vile Gas, just like in normal. Don’t get that in melee!

As a whole, the raid will be most concerned with two things: beating the enrage timer, and dodging Malleable Goo. Failing at the latter will likely make the former impossible, because every time the Goo splashes on a character their casting and attack speeds are slowed 250% for 20 seconds. That is crippling in a dps check.

For melee, they should stack on the boss’ leg. Start on the left leg, diagonally left of it so the space in between Festergut’s legs are absolutely clear. Then when Goo is cast, strafe over to the right leg and stand right of that. Every Goo cast should be met with a strafe.

When spores go up, the way we handled them were ranged would stack on one spore in the back. Melee would get another one. And whichever spore was extra in ranged or melee would dash to the tank and stack on them. This way everyone got their inoculation and we didn’t have to worry about extra damage from someone getting two spores. The only downside is one Malleable Goo can hit all your ranged or melee when they are at their most vulnerable, so coordination and attention is so very key to make sure people more out of any incoming Goos.

The entire fight is much like normal: a dps check coupled with a tank check. Dodge Goos, don’t get crushed into kibble, and you’ll be golden. Victory in this fight is directly, inversely proportional to how many people get hit by Malleable Goo. If you’re missing the enrage timer, that is the likely culprit.

The lewt!

A full quarter more badass

I love each time Garrosh manages to get his Warsong out a little louder. Last week we killed 5 of the twelve heroic fights, with multiple wipes on Festergut and Blood Queen. This week we one shot both of those, easily. Part of that was of course knowing the intricacies of the fight a little better after the kill, but another huge help was surely another 5% more awesome.

Not to mention all the delicious HPs! I wants them all.

Er, but moving on… To add to our plate, the schedule called for adding Heroic Princes and Dreamwalker. I was initially (hell, still am) concerned about the raid schedule this week ever since Tuesday was a no-go. We have a make up night scheduled for Sunday, but even so I was very worried my all-important goal of Heroic BQL or bust every week was out of reach if we didn’t get to her last night. Mostly because Sunday has the possibility of being iffy.

So after two wipes on heroic Blood Princes, Frank started whispering into my ear dark tidings and it being an hour away from raid end I was beginning to debate in officer chat if it made sense to kill Princes on normal to guarantee BQL being down this week. The other officers (rightly) told me to simmer down and we did another go.

And killed them that next attempt. Egg on ma face!

As we running up the ramp and clearing to BQL I noticed my ShoR icon was faded out. My shield was also unequipped. I immediately panicked, thinking I sold it or destroyed it by accident, and searched my bags for them. I looked up at the top of my screen and my durability number was at 44%.

Not able to find the shield, and in near full-blown panic, I opened my character sheet and saw the shield still equipped, but at 0/120 durability. All my gear was at 44% but my shield was completely broken. Ye gods.

I don’t know why I announce these things in vent. I’m just giving Anafielle fodder for her eventual coup.

Anyway, we briskly one-shot Heroic BQL, which was pretty impressive. Though, after my moment in the sun, any plain-jane kill just feels so… pedestrian. Loot dropped and it was basically a carbon copy of last week. Anafielle got the heroic token, another Dying Light went to another mage, and everyone else groaned. At one heroic token a week right now, these things are hot commodities.

With about thirty minutes left in raid, the lot of us dodged over to Dreamwalker to start plugging away on her heroic mode. We had a few abortive attempts with one of our best portal-jumping healers disconnecting, so didn’t get very far unfortunately. 10 server rolled around and the sun set on our second, and best, night in 25 heroic modes yet. Very exciting stuff, 6/12 in one night.

Now let’s hope Sunday happens!

ICC25HM: Lord Marrowgar

This is the first in a series of guides to the bosses of Icecrown Citadel 25man Heroic Mode. I’ll be adding more of these as time goes on and as we down new bosses.

So, what’s different?

  • Bonestorm will probably kill anyone in the epicenter
  • Coldflame does more damage, stays up much longer
  • Bone spikes occur during Bonestorm

Group composition we used: 2 tanks, 6 healers, 17 DPS.

The trickiest part of this fight is going to be the Bonestorm. You’d think Marrowgar would hit harder on the tanks but, honestly, he doesn’t. He was hitting me for an average of 26k last week, which on a tank pushing 70k hp is a tickle. I’m very comfortable two tanking this fight and freeing up one dps, rather than splitting the Sabre Lash three ways.

Coldflame turns into a fun game of hop-skotch. You and your partner tanks will be spending any non-Bonestorm moment of the fight strafing left or right. Likewise, I usually mark myself and the other tank, and then (because such is privilege of MTing) I call out in vent which way I’m going during each burst of Coldflame. Usually left four times, then right, rinse, repeat, etc.

To make it easier on the rest of the raid, they can just hide in the red circle under Marrowgar. Coldflame trails form just outside it. Tanks could theoretically do this too, but with only the two of us I’m worried about the tight confines of the inner hitbox leading to accidental Sabre Lashings. Plus, strafing is much more fun.

So, like I said: Bonestorm hurts. But, thankfully, it’s easily mitigated by a strategy posted by Rilgon on Stabilized Effort Scope. There is a cast time when Bonestorm is about to happen, so as soon as I see him casting it, I split one way, my co-tank splits the other. We spread to opposite ends of the room along the base of the ice. Likewise, a pre-appointed Hunter goes to one side of the door, and a Boomkin heads to the other. Four points to a square. Everyone else clumps in the middle.

The reason four of us spread out is Marrowgar will generally target the person farthest away from him to park a Bonestorm on top of. If it’s a tank, great; if it’s the boomkin, he can Barkskin; if the hunter, he can use Deterrence.

Ranged need to kill spikes that pop up in Bonestorm ASAP. Coldflame likes to worm its way under those people. If the Hunter or Boomkin that eat Bonestorms get spiked, I throw a Hand of Sacrifice on them to be safe.

If Marrowgar jumps into the middle, I pop Divine Sacrifice (the whole thing, not just Divine Guardian) and soak up some of that damage. Putting your healers in a group with you isn’t a terrible idea to give them some breathing room in those “oh crap” moments.

Honestly, this fight is a cakewalk and you’ll probably one shot it on your first attempt like we did. The hardest part for your raid will be scattering out of the middle of the Bonestorm if Marrowgar dives into the quivering pile your raiders are surely forming.

The lewt!