Heroic baby steps
Last night we took our first cracks at heroic ICC-10. Personally, I was not in the best condition for the venture, sporting a pounding headache and a fuse about three sizes too small. Despite my condition, everyone put up with my shenanigans and we made some good progress into the hard modes.
I’m going to spend this post talking about the four hard modes we did: Marrowgar, Gunship, Saurfang (though we didn’t down this), and Festergut and impart anything we learned.
Lord Marrowgar
What’s different?
- Bone Spikes happen during Bonestorm
- Coldflame hurts more, stays up longer
- Bonestorm will probably kill you if you are in his hitbox
The first time we tried this fight we lost six people on the first Bonestorm. It was then I realized we weren’t in Kansas anymore. I think it woke everyone else up, as well. This isn’t your father’s pug’s Marrowgar.
Mark the tanks up so people are *especially* careful not to stand on them over the course of the fight. I’m not certain (thanks to borking the combatlogs) but it looked like a Rogue ate a Saberlash at one point. So make sure no one gets too close.
When you pull try to keep him in the center of the room and have melee and ranged (minus hunters) stand inside Marrowgar’s hitbox. Coldflames start outside the hitbox and spread from there, so there’s a safety zone within. The only caveat is to watch the timers, because once you hit 5 seconds til the Bonestorm you want people to scatter so they don’t get taken out right off the bat.
Bonestorm can be painful, and will be the most dangerous part of the entire fight. You’ll have about five of them. Just make sure everyone stays generally in the same circular area, but spreads out. If two people are next to each other you might get a delicious RNG sandwich where one person gets Spiked and the person next to them is targeted for Bonestorm/a Coldflame drop. Basically, guaranteeing the Spiked person is a goner. For that reason don’t pile up on each other.
The fight is pretty straight forward but there is a serious RNG element. Everytime a healer gets Bone Spiked (especially during a Bone Storm) you’ll find yourself short for breath. Save Divine Sacrifice for those times when you only have two healers.
Basically hold it together through each Bonestorm and you should be fine.
The SS Lolship
What’s different?
- Rockets have a knockback
- Mages have more health
- Enemy ship has more health
There’s really not much to say about this fight. You might at the end find yourself questioning whether this was on Heroic or not. I suppose the only thing you need to watch out for is people on the side of the boat getting knocked off after eating a rocket.
Two words: Loot. PiƱata.
Deathbringer Saurfang
What’s different?
- Blood Beasts will one-shot your kiters
- Blood Beasts will gain Scent of Blood, fun for the kiters
- Blood Power stacks faster
- Saurfang hits harder (thus, more damaged on the Marks)
On the bright side
- Still only two Blood Beasts
We only did three attempts on this, getting to 41% our last go. I wanted to keep going and see how far we could get in ICC-10 that night, but in hindsight we totally could have downed Saurfang if we spent the last hour of the raid on this guy, rather than moving on. The fight isn’t that rough for the tanks. It’s your healers that are going to be pulling their hair out by the end of this. You think they were white knuckle healing the Frenzy phase before?
We had a hunter kiting on one side, an Ele Shaman on another, with an Arcane Mage assisting both. When Beasts came up, a DK would Chains of Ice the one heading for the Hunter, giving Cendra extra time to pump damage into the Beast before it reached him. Then, when the Beast was closing in, I would taunt and before it could get to me Cendra would finish it off. On the other side the Ele Shaman/Mage pair didn’t have much trouble with theirs.
I found that playing taunt tag with the Blood Beasts to be crazy helpful in keeping them away from your kiters. If those creatures reach their target, you’re going to be down a kiter and they probably end up finishing off a healer in the ensuing chaos.
I’ll report more on this fight when we actually down it.
Festergut
What’s different?
- Oh god, three stacks, it hurts
- Malleable Goos away!
- Much tighter enrage timer
This fight is very easy once you get the hang of it. For one thing, don’t want your healers in melee anymore. If they get hit by Malleable Goo they suffer a 250% casting speed debuff, and that’s murder with so much AOE and tank damage, so keep them out with ranged.
When you pull Festergut, run him over to the left, far away from Putricide’s balcony. This will give you maximum viewing range to watch the Malleable Goos get tossed down and to predict who they’re heading for. Likewise, a small green puddle will appear on the floor to presage where the Goo is going to hit. Ranged and Heals can adjust accordingly, though melee has a somewhat harder job with it.
Because Festergut is so big it’s going to be hard for melee to see the puddle if they’re directly on top of the boss. Instead they should stand to the left or right of the boss (next to his leg) so they can see under themselves when a green puddle appears. If ones does appear, melee should immediately shuffle over to the other leg. This should put them out of the range of the Goo.
Being hit by the Goo will also give you a movement debuff. Watch for this to happen when Gas Spores are up, in case someone needs a Hand of Freedom to help get them over to the ranged Spore in time for the debuff.
The three-inhale period for Festergut is going to be a test for your tanks. He hits like a truck then (again, I wish I had logs) and you’ll want to use everything in your arsenal to mitigate the damage. Use bubblewall, pop an armor pot, pop trinkets. External cooldowns. Whatever you need to do! Moreover, don’t be afraid to put a Hand of Sacrifice on the other tank during their turn at a three-inhale phase.
Pop Divine Sacrifice during the Pungent Blight.
Like I said, the fight is generally pretty easy (in the sense it’s not hard to adapt to the mechanics). Don’t get hit by Malleable Goo, get your three spores, don’t die to anything stupid. Use your cooldowns to not get gibbed by Festergut during his soft enrages.
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