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Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Tuesday, September 17, 2013

Siege of Orgrimmar - More Tanking Tips (bosses 4 - 7)

The difficulty in Siege is bothering me a bit. I don't know if it's just dumb plain easier than I was expecting, or if the abilities being used at least in normal mode are scaled so that they can be powered through by out-healing or out-DPSing them by a team with sufficient gear from the previous Heroic tier. The team is certainly well geared, probably averaging out to the high 530s, which isn't that exceptional considering most heroic guilds are averaging in the mid 540s, but it's certainly a hell of a lot more gear than most normal-mode guilds. Anyway, we'll see how it goes in the second half of the raid...

After a (relatively) quick and painless kill of the Sha of Pride, we got a bit stuck on Galakras and wound up spending all of our second night on him, struggling to work out how exactly to transition into phase 2. We came back on the third night, and struggled again for a bit, but after dropping a healer, realized how quickly adds died and that made the transition quite easy. We wound up killing it fairly quickly at that point, I think. With barely an hour left in raid, we walked up to the rather intimidating Iron Juggernaut and after a quick wipe, wound up hitting enrage on the second pull with about 1% left on the boss. Unsure if we just got lucky, we tried again and killed him in a couple of more pulls.

With about forty minutes remaining we walked into Orgrimmar itself and began clearing out a ton of trash. The courtyard is about as crowded as you might imagine a player-populated Orgrimmar might be on a moderately populated server - probably a bit overboard, but at least it was simple trash and went down quickly. I was expecting to spend a considerable amount of time on Dark Shaman, but our first attempt got them to 50% and the second (or third?) one got the kill. I was fairly stunned at that point.

Now, I'm all for taking credit when it's due, and I think our team is quite strong, but this seems ridiculous. To kill the 6th and 7th boss in a raid instance this quickly feels.... weak. Throne of Thunder had Jin'rokh, Primordious and Twins, who were just as silly,  but they were three bosses out of a set of twelve and the others all demanded a fair amount of work. Perhaps these two along with the first two are the "gimmies" of this tier, leaving 10 bosses to work on, which I suppose is okay, but two bosses, back to back, that die quickly, to fairly sloppy play, feels... I guess weak is the best word for it.

Anyway. Last time I covered the first 3 bosses, and now it's tips time for the next 4.

Sha of Pride
This is fairly easy for tanks.

You'll be swapping with your co-tank on a very tight timer, so you need to be extremely alert to the Wounded Pride debuff. Do not let the boss melee your co-tank when that debuff is up, and never taunt while your debuff is ticking. Other than that, we handled one of the two prisons along with a healer who cheated in our direction, and picked up the small adds from casts of Reflection.

Leave the Manifestation of Pride to the DPS - we actually tanked in the opposite direction of the room from him, so that the DPS could take turns soaking the Pride rather than have it splash us all the time.

Lastly, as your Pride grows, watch out for casts of Swelling Pride, step AWAY from puddles below 50 Pride, step INTO your puddle after 50 pride, stand AWAY from people after 75 Pride, and at 100.... well, kill the boss before the next cast of Swelling Pride or you'll be permanently MC'd.

This one isn't too terribly hard. Same Heroism/Bloodlust for when the boss hits 30% and rip into him before he turns your entire raid.

Galakras
You'll either be the tower tank or the add tank. If your Healers overgear the instance, 2 healing it makes the fight a lot more manageable. 3 healing it leads to extra adds hanging about a bit longer, but it's not that big a deal.

Add tanking is fairly simple, keep Shaman interrupted and stunned as much as possible, kill banners, and for gods sake, watch Fracture that the Bonecrushers will cast on the Faction leaders. If the leaders die, the fight will reset. Stuns are great for interrupting them, then taunt them back, or have an Elemental Shaman or a Druid stand behind them and push them away. That's probably the hardest part of tanking the adds.

Tower tanking is also fairly simple, run in, agro the adds at the bottom, run up the stairs, don't fall down, engage the mini-boss at top, don't get knocked off. I found turning off unit frames and turning off floating combat text for this fight helped considerably, as the area is small, the graphic is confusing, and doesn't display the area affected, and your line of sight is interrupted by flying drakes. Once the mini boss dies, drag any adds up to the archers and cleave everything down. Do that twice and you're ready to transition.

Ideally, you want to transition without any adds. Shaman will heal the boss and Bonecrushers will still try to kill the Faction leaders, and if they die, you will still wipe.

We wound up lining up in a row, everyone stacked behind the boss, person with the Flames of Galakras ran to the back of the pile to allow the orb to be soaked, and people moved in and out to manage their own stacks. We tank-swapped at about 5 stacks, and then whenever the debuff dropped after that point. Make judicious use of raid-wide CDs, Warlock cookies, personal CDs and so forth as Pulsing Flames will start to hurt quite a bit about half-way through.

Iron Juggernaut
Position the boss close-ish to a wall so you don't get tossed too far during Siege Mode, have the raid spread out between the boss and the wall, and we held the boss parallel to the wall, to keep range on the tanks. We swapped at 3 stacks, making sure the first swap came just before Crawler mines came out.

The most important job for tanks on this fight is to dodge shit in the ground, swap for stacks of Flame Jet and soak as many Crawler Mines as possible. I found that I could easily soak 2 each time, and if they weren't too spread out, I could soak all 3. Since the damage is physical you can mitigate quite a bit. If you time it right, you can have Shield of the Righteous up for the first, heal up and take the 2nd one with a Glyph'd Divine Protection. If you need to take a 3rd naked, it shouldn't kill you with ~800k health. With a 30 second DP you should have it up every time your turn to soak comes up.

You can also Bubble-soak all 3 during Siege mode quite easily and take no damage at all as everyone is being tossed about, though watch out for the oil puddles. Honestly, that's all there is to this fight.

Taunt as stacks reset, use a cool-down for the third cast of Flame Jets (it starts to hurt quite a bit around there), have a plan to soak mines, collect loot.

Kor'kron Dark Shaman
I don't know how much I can say about this fight. I'll just outline our plan going in:

- Each tank picks up one Boss and one wolf
- Kill the wolves quickly without putting any damage on the bosses
- Swap Bosses every time stacks of Froststorm Strike every time they reset
- The tank not currently soaking Froststorm Strikes should  pick up adds spawned from Foul Gyser from range (they do a huge amount of pulsing damage around them and do further damage in the spawning area) and then kite them while ranged DPS burn them down
- Move away from.... pretty much everything else

We started near the barrier by the Bank, kited back towards the gates, then moved up towards the Drag. That's it.

--

New week tonight - hopefully we can put these seven on farm and move into the second half of Siege. Other than the wonky difficulty, I'm enjoying the tier quite a bit. I only wish I was under a Blue banner instead of Red.

Wednesday, September 11, 2013

Siege of Orgrimmar - First Impression & Tanking Tips (bosses 1 - 3)

First night into the raid wasn't as productive as I'd hoped, but it was still a very good evening and nothing to cough over.

The first three bosses went down in Normal mode with a little over two hours of actual work - we had some trash wipes to overpulls, and some connection issues, and stopped a bit early for Flex - and then we took another hour to clear through all 4 bosses available in Flex.

There's not much more to say about Immerseous other than that it's the loot-pinyata of this tier. After looking over the journal, I was worried about the Fallen Protectors - it looks extremely complex with 8 NPCs all using different abilities, and I thought, similar to Horridon, it might become a huge stumbling block for Normal mode and more casual guilds. In execution, it was ridiculously simple, we 2-shot it rather easily with three healers and no issues over enrage.

After an absurdly long train of Sha-trash through the Dark Heart of Pandaria scenario space, we came up to Amalgam of Corruption (aka Norushen) and that was the first encounter that required a few eipes and planning and positioning but even that only took two attempts after we swapped in a third healer, though the kill was razor-thin, as the killing blow landed at the same second as the insta-wipe Enrage. But that's more of an optimization issue. Fun times.

Anyway, here are some quick tanking tips:

Immerseous

You cannot take a  Corrosive Blast with the debuff. Just don't do it. Flank him and leave about a 45 degrees gap between you and the other tank. Don't stand in puddles, kill adds, and then collect loot

Fallen Protectors

Leave Sun Tenderheart alone, she's untankable, one tank should hold Rook Stonetoe next to her for the initial burn to get some good cleave action going, while the other tank kites He around the outer perimeter to drop off poison puddles. The only thing that the Rook tank needs to worry about is positioning so that no one else is hit by Vengeful Strike. The He tank should be careful to avoid Gouge by turning away from the boss or use a CD if you did get hit.

Pro-tip: Glyphed Divine Protection with a 30-second CD thanks to the new Unbreakable Spirit is awesome for both He and Rook. Especially since you can use it while stunned.

Desperate Measures: Rook spawns three adds that should be tanked, keep avoiding Defiled Ground and don't run into Inferno Strike or you'll bring the ground debuff with you. Interrupt Embodied Gloom if you can, and this is a very easy phase. You can't do much to help with He's Measures, but you can provide Hands of Protection and Hands of Sacrifice if the person with the mark needs help. Lastly, Sun's Measures require you to be inside a small dome to avoid taking the raid-wide AoE. You can soak it with chains of CDs but there's no need - position yourself right at the edge with Rook facing you out of the sphere, and no one else will get hit by his frontal cones.

Amalgam of Corruption (aka Norushen) 

Survive the tanking challenge, tank swap the boss on high stacks of debuff, pick up the big adds, help kill/interrupt/stun small adds when you're not tanking, soak 4 puddles of Residual Corruption each, and dodge the cutter. That's honestly all there is to it. The amount of AoE damage going out is very high, but three healers eased that part of the fight considerably, along with liberal use of Devotion Aura and other raid-wide CDs for casts of Icy Fear sub-40% or so depending on how many CDs you have (Devo, Tranq, HTT, Spirit Link, etc.)


Tanking Challenge: This one is pretty damned simple, once you realize you don't have to kill the add, you just need to survive for one minute. Shield of the Righteous (and I imagine, other Active Mitigation abilities) will diminish most of the physical damage you take. He uses four abilities more or less on cool-down. Most dangerous to least, and what you do:

1. Titanic Smash - 2 second cast spell, can't interrupt. Frontal cone attack. Run through him or strafe well to the side. It hits for 1 million damage (before armor, absorbs, etc.) You can (barely) survive it with ~800k health, but there's no reason to get hit.

2. Hurl Corruption - 2 second cast spell, you need to interrupt it, the cooldown is a second or so longer than your interrupt cooldown so you can get every single one. Make sure you're in range if you're strafing too far for Titanic Smash. If you have it on CD for some reason, Avenger's Shield will do the trick. It hits for ~700k Shadow damage and is painful. Watch the timer and don't get hit.

3. Piercing Corruption - 1 second cast spell, can't interrupt. Physical attack that hits for 600k, Shield of the Righteous makes it very trivial.

4. Burst of Corruption - 2 second cast spell, can't interrupt. 300k health shadow damage AoE. Heal it with WoG/EF or soak it with SS, it's not a problem.

Also, keep using your defensive abilities, it's more important that you survive. No need to save them for later.

One minute of that and you're done.

--

Sadly, no loot for me so far, but I've only used one coin, as the second and third bosses aren't offering great items for upgrades. But I did finish off my Legendary cloak, and that's pretty awesome. However, it doesn't feel awesome. More of that in a later post, I'm sure.

Anyway, I'm not going to comment about Flex as we it was very late, and we burned through it rather messily with 15 people with eyes drooping. You'll be fine.

Tonight, I'm hoping we make it at least past Galakas - though I secretly hold out hope for killing Iron Juggernaut. Enter the gates of Orgrimmar will be very satisfying.

Good luck. everybody!

Wednesday, June 15, 2011

Tier 11 done - again

My first major project on this blog is now finished. I wanted to write detailed and full guides to doing every boss in Tier 11 and I posted the last of it yesterday.

It's very gratifying to wrap up writing projects, and I hope the guides will be of some use to people, particularly the guilds going into T11 after 4.2. I will likely do a pass over all the bosses in one post as an addendum after the nerfs hit but the guides should work fine after 4.2 as well. If anything, they'll play things a bit too cautiously and that's never a bad thing.

Whew. I'm kind of exhausted after that and I'm surprised how much I thought about having to finish this up - but I'm glad it's done. Here is everything:
I'm hoping to be more timely with the Firelands guides - I'll probably wind up writing them up as we kill bosses.

Speaking of killing bosses in Firelands, we seem to have had a steep drop-off in raiding interest since killing Nefarian and I'm looking for some folks who actually want to continue raiding consistently and pushing into heroics - I play Alliance side on Moon Guard and raid twice a week (Tuesday and Wednesday nights from 7 to 10 server, which is Central).

You should come help me kill Ragnaros. Hit me up here, or on our guild forums.

Thursday, May 13, 2010

The Queen Is Dead

Tuesday night, it all came together.

The funny thing was, we had 2 PuGs last week that we replaced with guildies this week, and I said to myself, I said, "Joachim, we're going to spend some time catching these folks up to Phase 3, so be ready for a few wipes."

"But Joachim," I said to myself, I said, "I don't understand, we just spent a while learning the fight, I don't have the patience to sit through two hours of wipes again!"

But of course, you do what you have to do, so I girded my loins, took a breath, skipped Plague and Blood wing entirely, and dove right into the Frost wing. We approached Dreamwalker with our usual swagger and realized that we'd done her on 9-man before, so we could easily get Portal Jockey, and I volunteered to catch the 3rd portal (we typically have 3 healers, 2 taking every portal, our magnificent Guild Leader heals the raid on her Holy Priest, while we use one tank to tank everything, 1 DPS on the Suppressors and everyone else eats everything else).

Since we could obviously afford 1 extra DPS doing nothing I decided to take the portal. Of course, I never realized the portals move around so when the 2nd set of portals spawned on the other side of the room, I missed them while killing a Blazing Skeleton and there went the achievement. Oh, well. Next week.

After the Elevator Boss and Spider Room of WTF we came up to Sindi, and pulled. First two attempts were cluster fucks. People spreading tombs everywhere in the air phase, people not LoSing the Frost Bombs and I hit that vent button, like I meant it, and I said, "I don't know what the hell is going on. And I don't care. Now shape up, or ELSE!"

Else what? I dunno. But the threat worked. And the next attempt we get to phase 3 with no deaths or anything. So I go, FINALLY! And get ready to start calling out names for people to move and do what they need to do but.... after about two tomb runs I realize I don't need to because everyone, including the 2 folks who've never seen this phase, and doing everything right!

People move out, ranged switches over to explode one, then clip their debuff on the other, people give each other room, when we get a double tomb at one point, nobody panics and they clean up both of them. At about a minute to go, while I'm LoSing, we loose the tank but somehow I was still 2nd on the meter so she rushes up the stairs at me, I pull her into place away from the raid, raid gets to her side, I realize her health is down to 1% and two more seconds later, she's keeling over, and the raid is spamming achievements.

It was a good night. We went and cleared through a few more bosses before calling it a night. Tonight, we kill Putricide, and then the blood wing, before going in to work on the Lich King.

I am fucking excited. And really proud of my boys and girls. Way to go, my turtles. Way to go.

Thursday, March 25, 2010

The PuG Raid: ICC Through Rotface

So, as per my last post, you might imagine me being relegated to the PuG raid completely, standing alone on the steps of Tanks For Everything, with a sandwich board around my neck - "Will Tank For Emblems of Frost " - but you'd be wrong. Sort of.

My current guild is a collection of old friends that forms most of a really good group and a new PuG or two that we've met and grown fond of, who have thrown their lot in with us. However, that still leaves us short a few folks to field a team of our own, so I'm more likely standing at the Landing, begging for another DPS slot or two to be filled up.

Even with a few DPS, some of whom are occasionally new to ICC, we manage to make pretty good progress. Last night, in about two hours, we cleared through RotFace on 10s, for example, including some silly wipes that shouldn't have happened at all, and without them, we could probably have done it in about an hour and a half, which is about ideal.

So, how is this accomplished? With two healers and six DPS.

The Two Heal Raid

We have been running with an amazing holy priest and an awesome resto shaman to pull this off for ages, and with both healers being used to the fights, we can easily two-heal all the content up to Festergut and Rotface's doorstep. Six DPS also allows you to do things like easily clean up the Boned and I've Gone And Made A Mess very easily, and we always clear up Deathwhisper's first phase in about 2 add phases which is super fast.

In the Plague wing, I still see people wipe on the dogs in the Plagueworks, so here's how I do it:

Precious: One Big Gay Pile on the tanks. Yeah, melee will bitch about their DPS being curbed due to standing in front, whatever, just make one big pile so the adds all come to the same spot and your healers or DPS won't get eaten when they sprout agro, this lets you burn them down as they spawn with a ton of AoE and incidental damage will just kill the boss anyway. Tanks swap as per normal, etc.

Stinky: The opposite of the big gay pile - ranged and healers stay at maximum range, and melee run out to the ranged group just before the Devastate to avoid his AoE. Paladin tanks can pop party-wall here but shouldn't be neccessary if Melee are quick on their feet and get out of range. This way healers can get tanks up quickly, and as melee get healed, they can run back in. Tank swaps, etc, as per normal.

Festergut and Rotface: You can do these bosses with 2 healers, but 3 are just a nice security to have since the enrage meters are really not a danger for Festergut anymore with so much 251 gear in our hands, and Rotface is more about control than zerg-speed-burn anyway.

Fester is easy, so I'll just give a few tips on how I do Rotface as people are still wiping on him a lot:
  • If you're injected, get to the Ooze tank. Stop what you're doing, and move. Your job now is to make sure your ooze gets to the big ooze, drop that spell, don't finish your rotation, get your ooze out there. This is even more important as the injection rate speeds up. With 3 healers, you shouldn't have an issue even dropping that big heal you've got queued up - trust the other two healers to pick up the slack.
  • When Rotface starts to cast Slime Spray, get the hell out of his way. There's no reason to finish whatever you're doing, you have a 1.5 second cast to just even run through him if nothing else, so no reason to get hit and make the healers heal unnecessary damage.
  • Watch the ooze chunks when the Big Ooze explodes. Don't just collapse blindly after x-seconds or whatever, let the ooze explosion chunks hit and then move into position.
Also, some general tips for kiting the Big Ooze:
  • If you're tanking the Big Ooze, be aware that some AoE will build agro on the Big Ooze. You're not just beating the healers but also any stray AoE that might hit the Ooze. Watch Omen.
  • I've tanked this fight on my bear and my paladin, here are notes from both. Both classes are equally capable of tanking and I'm sure DKs can do it just as easily with Icy Touch spam, Death Coil and Dark Command. Frost Tanks also get Howling Blast.
  • Bear tanking: I found this to be the easiest as I could keep FFF ticking on every CD without ever stopping my run, and that build a lot of threat. Just keep running, kite smart, and Rotface will be dead before you know it.
  • Paladins also have an easy time with Avenger's Shield, Hand of Reckoning, Judgment, and when you have a lot of range, Exorcism. It also helps if you take responsibility for cleansing the infected folks so healers have one less thing to do. You're running with Decursive or something similar, right? *arched eyebrow*
  • If you need to run through ooze, make sure you're getting a snare removing buff like Hand of Freedom or something. Watch your health, and be smart about when you go in to take damage, as slime spray might also hit you.
  • If you get injected, get cleansed immediately and try to hook the slime into the big ooze by stopping short, turning towards the big ooze, and then turning around again away from the big ooze so the small slime swings around you and winds up in the big ooze.
I'll talk about Dreamwalker and the Blood Princes once I get more experience running PuGs through them. Of the end-bosses, I imagine Blood Queen will be the easiest of the 3, and Putricide will be less difficult than Sindragosa.

Good luck out there, folks!