ICC trash
Posted: Wed Jan 06, 2010 11:38 am
Just a general thread to take notes on all the little things, and lessons learned. Such as:
Entry Hallway
Nerubians (spiders) cast heals (dark mending) and web-wraps; should interrupt heals, break people out of webs, and generally die first.
Casters cast glacial blast, a straight-line effect, which should be avoided, primarily by being faced away from the raid.
Bone Giants have a saber-lash attack, which splits damage with the target next nearest the tank (is that correct?), these mobs are activated by:
TRAPS! Rogues can detect, and from one past attempt they can be 'disarmed', and I suspect that this makes them not do the slow effect when triggered, but still allows them to activate the Bone Giants. That theory hasn't been tested yet.
Deathwhisper's Audience
Some casters are healers, some casters are warlocks, and the two big guys are cleavers.
The bigger Nerubians make someone The Bomb, whom must move away from others (and others can avoid the person with the pulsing, glowing bomb). In the case of the tank, tankswap!
Towards the Gunship
Groups of Hordie NPCs, a healer or two each, a warlock type casting Curse of Doom, misc melee.
And a Dragon! Means don't stand in cleave, don't get tailswiped, and for this one, don't stand in blizzard.
Central Hub / Plagueworks
Right upon entering, there is a gauntlet of 'flame jets' of cold fog- it may be blue, but it's still fire. Don't stand in it. However, as much fun as timing your run is, there is an Inconspicuous Lever which a stealthed rogue can use to turn them off.
A pair of Val'kyr fly in there, which will periodically cause a ghostly clone of someone of the raid to appear. That ghost clone seems to have the usual abilities of the person's class, so the sooner the Val'kyr goes down the fewer clones there are running about! They also have a 'focused attack' ability which targets a tank, stuns them for 30 sec (really??) and causes all the adds to go after that tank- luckily they may not hit that hard.
Abombs are close to the door with a lot of trash right behind. Ranged pull might prevent the rest of the trash from adding, but it might be all linked! The Aboms have a hooked chain to pull people into close range, which itself might not be so bad except that they either drop a gas cloud, or they are the gas cloud, that being near them causes a debuff. (is it a DoT? or some other effect?)
Pustulant Horrors, these green ugly bastards explode when near death. Very, very powerful explosion!
Plagued Scientists are casters of some flavor, don't seem too dangerous on their own- someone tell me how I'm wrong, especially in the 'OMG ADDS' situation.
Geists, leaping lepers, are also in the mix just to cause more confusion.
MORE TRAPS! These also slow when tripped, so need to try disarming them and see if they still spawn a Geist pack.
Stinky & Precious: Two minibosses, each like Gluth with a Decimate ability (reduces you to 5% health). Stinky has a pulsing AoE that cannot be avoided, not by range nor LoS, but could be mitigated by resistances, and is very likely to kill you after Decimate. Precious spawns skeleton adds, which if not rounded up could also take off that last 5% health you have.
Entry Hallway
Nerubians (spiders) cast heals (dark mending) and web-wraps; should interrupt heals, break people out of webs, and generally die first.
Casters cast glacial blast, a straight-line effect, which should be avoided, primarily by being faced away from the raid.
Bone Giants have a saber-lash attack, which splits damage with the target next nearest the tank (is that correct?), these mobs are activated by:
TRAPS! Rogues can detect, and from one past attempt they can be 'disarmed', and I suspect that this makes them not do the slow effect when triggered, but still allows them to activate the Bone Giants. That theory hasn't been tested yet.
Deathwhisper's Audience
Some casters are healers, some casters are warlocks, and the two big guys are cleavers.
The bigger Nerubians make someone The Bomb, whom must move away from others (and others can avoid the person with the pulsing, glowing bomb). In the case of the tank, tankswap!
Towards the Gunship
Groups of Hordie NPCs, a healer or two each, a warlock type casting Curse of Doom, misc melee.
And a Dragon! Means don't stand in cleave, don't get tailswiped, and for this one, don't stand in blizzard.
Central Hub / Plagueworks
Right upon entering, there is a gauntlet of 'flame jets' of cold fog- it may be blue, but it's still fire. Don't stand in it. However, as much fun as timing your run is, there is an Inconspicuous Lever which a stealthed rogue can use to turn them off.
A pair of Val'kyr fly in there, which will periodically cause a ghostly clone of someone of the raid to appear. That ghost clone seems to have the usual abilities of the person's class, so the sooner the Val'kyr goes down the fewer clones there are running about! They also have a 'focused attack' ability which targets a tank, stuns them for 30 sec (really??) and causes all the adds to go after that tank- luckily they may not hit that hard.
Abombs are close to the door with a lot of trash right behind. Ranged pull might prevent the rest of the trash from adding, but it might be all linked! The Aboms have a hooked chain to pull people into close range, which itself might not be so bad except that they either drop a gas cloud, or they are the gas cloud, that being near them causes a debuff. (is it a DoT? or some other effect?)
Pustulant Horrors, these green ugly bastards explode when near death. Very, very powerful explosion!
Plagued Scientists are casters of some flavor, don't seem too dangerous on their own- someone tell me how I'm wrong, especially in the 'OMG ADDS' situation.
Geists, leaping lepers, are also in the mix just to cause more confusion.
MORE TRAPS! These also slow when tripped, so need to try disarming them and see if they still spawn a Geist pack.
Stinky & Precious: Two minibosses, each like Gluth with a Decimate ability (reduces you to 5% health). Stinky has a pulsing AoE that cannot be avoided, not by range nor LoS, but could be mitigated by resistances, and is very likely to kill you after Decimate. Precious spawns skeleton adds, which if not rounded up could also take off that last 5% health you have.