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Notes from ICC 10 man

Posted: Thu Dec 10, 2009 9:08 am
by Texaporte
Deathwhisper:

- Never, ever stand in front of a fanatic.
- Interrupt the adherents liberally.
- Communicate on where the buffed adds are.
- The add pattern is left, right, left. You can have both tanks and two melée dps take care of them with some help from casters when an add is revived.
- KILL DEFORMED FANATICS

Gunship Battle:

- Melee dps in cannons, ranged dps shooting down axe throwers and repelling boarders.
- Make sure your rocket shirt is equipped
- drag boarders to Muradin so he can help
- Don't try and fight saurfang too long, he'll kill you at around 10 stacks
- cannoneers aim for their rockets

More on Saurfang jr. Later

Re: Notes from ICC 10 man

Posted: Thu Dec 10, 2009 10:00 am
by Texaporte
Saurfang Jr.:

- Whatever you do, DO NOT let the blood beasts hit anyone more than once. Saurfang's blood power (you can see it as his "Rune power" bar) gain ramps up over time, and you don't want to give him any help by letting the blood beasts touch you.
- Tanks: Taunt IMMEDIATELY when the other tank has Rune of Blood. We missed this for a few tries, and each swing healed him for 25k.
- Ranged DPS: max range.
- Healers: Stand on top of the ranged dps. The adds will almost always go for a resto druid or holy priest after spawning, and let them. They'll be taken care of (see later notes)
- Melee DPS: DPS Saurfang until an add is out. Once you're sure it's not going to aggro you (Hunters help on this), start wailing on the adds. Cliff and Dorian had good times playing ping-pong with taunts as well.

Class-specific strats:
Warrior:
- Piercing Howl or Shockwave are doubleplus good to keep the adds from getting to ranged.
- Since most of our warriors are tanks now, this is a general tank strategy: never leave Saurfang's side, but if you see an add getting close to DPS, you should feel free to taunt it and forget about it, since it should die before it gets back to you because you're getting double use out of a frost trap/earthbind totem/imp. blizzard/desecration.

DKs:
- See above on the taunting note.
- Army of the Dead is BAD. It almost guarantees a Mark of the Fallen Champion.
- Chains of Ice is good. Use it.
- Dark Command is nice too. Death Grip is not.

Paladins:
- Tanks - watch out for Hammer of the Righteous right as the adds spawn. If you're not careful, the adds will head for you instead of DPS and Saurfang will get extra stacks.
- Hammer of Justice can and will work. Use it. Avenger's Shield is a good slow to use on the adds too.
- See the above taunting note, with the additional perk of doing 3-6k damage (depending on if you're ret or
- HoProtection gives people a few seconds of respite from MotFC. As long as it's not a paladin, you should use it on a ranged player when it looks like the healers are starting to fall behind (and they WILL fall behind).
- Holy: Don't forget that you have a Hammer of Justice button. It can do a lot of good.

Shamans:
- Unglyph Thundershock. Use it when things get too close.
- Earth elemental totem is not a good idea (see: AotD)
- Earthbind Totem, however, is.
- Heroism at the end of the fight, when he frenzies.

Hunter:
- Frost trap.
- Distracting Shot an add to make sure a stray maul/HotR/whatever doesn't make the add stick to a tank. We want max kiting distance.
- Frost trap some more.
- Hildur ran up, put down frost traps, and disengaged to preserve dps time.
- Did I mention putting down frost traps? Because they're important.

Druids:
- Moonkin: unglyph Typhoon. Use it when the mobs get close to the ranged DPS group. This part is important about Typhoon: make sure that they all fly in the same direction
- Roots works. Use it. Maim and Bash also work.
- Bears, feel free to use the taunting note above.
- Trees: This fight's tough at the end. I'm sorry. On the plus side, in early parts of the fight you will probably have a free cooldown or two to cast roots.

Rogues:
- I actually wouldn't recommend crippling poison here. We should have enough slows without crippling poison. Stick to kidney shot. Does Blade Twisting still daze?
- Umm, yeah, do what you normally do. There isn't much to explain for you guys.

Priests:
- Mind Flay's slow is invaluable. Chamomile got tons of mileage out of it.
- If Blackout still exists, it would still be too unreliable to use here, so don't worry about respeccing or reglyphing just for this fight, unlike mages/locks/etc.
- We didn't have a priest healer, so I don't know what to say otherwise.

Mages:
- Improved Blizzard: good.
- Frost Nova: Not a good idea to use it. This'll make them turn and attack the melee.
- Blast Wave: Unglyph it. The knockback is useful again.
- If you're Arcane, you might want to think about speccing back into Slow, or dual speccing into being a frost mage for this fight.

Warlocks:
- Shadowfury: Good.

Re: Notes from ICC 10 man

Posted: Thu Dec 10, 2009 3:39 pm
by Daewen
Rogues:
- I actually wouldn't recommend crippling poison here. We should have enough slows without crippling poison. Stick to kidney shot. Does Blade Twisting still daze?
- Umm, yeah, do what you normally do. There isn't much to explain for you guys.
Blade Twisting does still daze, but it's a Combat Talent. I'm back into Combat for raiding mostly. In Assassination, Deadly Brew is the talent which applies crippling poison any time instant, wound, or mind-numbing poison is also applied. Generally that's a pvp talent though, so I don't even have that in my Mut spec, but just to note that it's there.

Re: Notes from ICC 10 man

Posted: Thu Dec 10, 2009 6:39 pm
by Ishildur
Additionally for hunters on saurfang fight, con shot is wonderful when it's out of the trap or hasn't triggered it yet. This is the single fight in ICC so far where tab targetting can be your friend just to make sure you get the beasts asap since except for when the beasts are up it's just him. Two extra steps up the stairs before disengage lands you further away. You have less dps time between traps and getting beasts than most fights so even something as small as that helps, you really need to both try to maximize dps time and make absolutely sure that beasts are properly controlled, even something that small helps. Oh and if your beast dies at the exact time your distracting shot fires and it goes to Saurfang, make sure you have FD up - it's pretty much the only time you will ever need FD so should not be a problem, and yes, that's a scary thing to see Saurfang start to beeline for you.

And let me say ahead of time, this is going to be a very intense fight on 25m difficulty. It was quite grueling and a very intense experience on 10m - more so than the other 3 fights IMO.

Re: Notes from ICC 10 man

Posted: Fri Dec 11, 2009 9:35 am
by Ustinov
Oh, wow. Con Shot as mainstay? Distracting Shot mob tennis? I might just spec back into Concussive Barrage just for this. This sounds like a fun fight. :D

Re: Notes from ICC 10 man

Posted: Fri Dec 11, 2009 1:11 pm
by Chamomile
I think you meant, 'interesting' instead of 'fun'. At least at first.

Re: Notes from ICC 10 man

Posted: Sun Dec 13, 2009 10:37 am
by Akane
Hmm, looks like I'll have to spec into Typhoon again ^^

Re: Notes from ICC 10 man

Posted: Mon Dec 14, 2009 11:19 am
by hung
are the Deathwhisper/marogar encounters different in anyway for 10?
(not mentioning the other 2 since we haven't seen them in 25 yet)

Re: Notes from ICC 10 man

Posted: Mon Dec 14, 2009 11:52 am
by Dengeki
Marrowgar is much easier since a smaller percentage of the raid is spiked on each bone spike (only one person). This makes it pretty easy to get them out, especially if ally the healers and melee are stacked up inside Marrowgar's circle.

We unfortunately can't have all the dps inside the box or all of the flamepaths get aimed at the tanks, which would be bad.


I dunno much about how much harder/easier Deathwhisper's adds are in 10 man as I was just focused on DPSing the boss.

Re: Notes from ICC 10 man

Posted: Mon Dec 14, 2009 11:53 am
by Camyu
Daewen wrote:
Rogues:
- I actually wouldn't recommend crippling poison here. We should have enough slows without crippling poison. Stick to kidney shot. Does Blade Twisting still daze?
- Umm, yeah, do what you normally do. There isn't much to explain for you guys.
Blade Twisting does still daze, but it's a Combat Talent. I'm back into Combat for raiding mostly. In Assassination, Deadly Brew is the talent which applies crippling poison any time instant, wound, or mind-numbing poison is also applied. Generally that's a pvp talent though, so I don't even have that in my Mut spec, but just to note that it's there.
So it seems Daewen and I have traded specs. I'm in Assassination now and he's back in Combat. Before the fight, I switched back to Combat just for mind-numbing, as Assassination build relies heavily on deadly poison to envenom. Now that I've seen how it works, I think I don't need to do that anymore. For future Saufang Jr fights, I'll be back in Assassination with instant/deadly on boss, but have crippling on a 3rd off-hand weapon so that I'll swap to it when the adds come, shiv them, and then swap back. Should be easy.

BTW I don't have deadly brew either.