Archives for January, 2010

I tend to think of this fight as ICC’s version of the Chess Event in Kara because of how easy it is. Your goal is to bring the enemy ship down using the cannons mounted on the side. But I’m getting ahead of myself.

The first thing you want to do is to talk to the goblin near the boss on your ship and grab a jetpack. Equip it then map it to a key in your action bar. Try it out and get an estimate of its range. Your raid leader may or may not assign you to a gun. Since you’re melee, there’s a good chance he or she will so here’s how to use it:

  • Spam the first button until you get to 80-90%.
  • Hit the second button. Repeat step one.

If you’re confident about your latency, I recommend waiting until you’re at 90% before hitting the second button. Shooting it as early as 80% is just a safe number for those who have relatively high lat. Since you’re basically spamming the first button it’s possible to lag a bit and then find that you reached 100%, rendering the cannon useless for a few seconds.

If you’re not assigned to cannon duties then help out with the adds that will spawn on your ship. These will spawn in the center and will be tanked by your OT. They spawn one at a time, so watch your threat. Don’t find yourself in a situation where you pick up an add that your tank hasn’t even touched yet.

The last thing to worry about on your ship is that the enemy ship will fire rockets at you. There will be a mark on the floor that will symbolize where they’ll land so watch out for it. They look like small arcane circles.

At some point during the fight your cannons will freeze. This means that a sorcerer (I know it’s a mage, but Bronzebeard keeps calling it a sorcerer for some reason) has appeared on the enemy ship. Use your jetpack to jump over and kill the mage. She’s in the center, stuck in a channeling pose. She does not need to be tanked so feel free to go all out on her. Note that Bronzebeard is the true threat here and your tank has to pick him up as soon as he lands. It’s a good idea to watch your tank and wait for him to jump over before you do so yourself. This way, you’re sure that someone’s going to pick the boss up while you make your way to the mage.

Once the mage is down, jump back to your ship and resume add-killing or cannon-shooting duties, whichever case applies. Repeat this process until the enemy gunship is down.

Obligatory TL;DR version:

  • If you’re on cannon duties, spam 1 until you’re at 80-90% then hit 2. Repeat.
  • If you’re on adds, DPS as you see fit. Watch your threat. Look out for rocket marks on the floor.
  • Jump to the other side of the ship when the cannons freeze and kill the no-need-to-be-tanked enemy mage. Make sure your tank jumps first so he can pick up the boss. When the mage is down, jump back and resume whichever role you were doing.

I got asked about Tricks of the Trade twice this week and it wasn’t by fellow rogues. The questions came from two tanks that I regularly run with. For the purpose of this post, I’m going to name them Tanks, Cow and Mandy. If they ever read this post, they’ll appreciate the subtlety behind the naming. And yes, I realize that I said two tanks yet named three. We’ll get to that in a bit.

During a 5-man run:

Cow: Do you have to cast Tricks every time I pull? Am I having aggro issues? Do you do the same with Tanks?

Me: Yes. No. Yes.

During a different 5-man run:

Mandy: Do you hold back when I pull? Like, wait for me to get aggro before you attack? Do you do the same with Tanks?

Me: No. No. No.

For the tanks out there, let me say this: we’re not casting Tricks on you because we have issues with your tanking. It’s not because we think you don’t have enough aggro. Tricks is there to ensure that aggro does not become a problem for the entire group, not just us rogues. It also allows us to unleash our DPS without worrying about threat (for 6 seconds, at least). Overall, it benefits everyone. Tricks + Fan of Knives does wonders for group AoE. Tricks + Blade Flurry + Adrenaline Rush + Fan of Knives spam makes rogues smile. So please, don’t worry about getting the buff from us. We like killing things. Tricks is there to ensure that those things don’t kill us back.

Lady Deathwhisper is the second boss of ICC. Here’s how to deal with the fight as a rogue. Be prepared for a very long read (at least by my standards).

The fight has two phases. The first phase involves burning down her mana shield. Once it reaches zero, phase two starts. The key to the fight is controlling the adds in the first phase because it’s easy to get overwhelmed if they’re not handled properly. Recognition of which mobs to DPS is important.

Phase 1

At the start of the fight, ranged DPS has a few seconds to kill the boss. After a while, the first wave of adds appear on the alcoves on the sides of the room. For the 10-man version, they spawn on the left side first then the right. For 25, both sides spawn adds simultaneously.

There are two types: melee mobs named fanatics and caster mobs named adherents. Your role is to DPS the caster mobs. On the left side of the room, the adherent is always in the center alcove. On the right, they’re on the front side (near the boss) and the back area (near the entrance to the room). This means that only one adherent will spawn on the left while two appear on the right.

For the 25-man version, an extra add spawns in the back of the room where the entrance/steps are. This can be either an adherent or a fanatic. Obviously if it’s the former, you have to kill it too.

Adherents do not need to be tanked. When they spawn, DPS them ASAP. They start out as regular adds but if they don’t die fast enough, two things can happen: they either become Empowered Adherents or Reanimated Adherents. The crucial thing to remember when this happens is that the casters won’t be able to help you with them at this point (they can with the regular ones), so it falls to you to take them down. It’s kind of your fault for not killing them quickly enough anyway. It’s very unlikely that you’ll run into this problem with the left side of the room since only one adherent spawns there but, with two adherents, the right side can be a problem.

I can offer no shortcut here. Simply put, the adds have to go down. Some people have trouble recognizing which add to kill. When that happens, it causes a delay in taking them out. You can avoid the confusion by answering the following:

  • Can you identify which alcove they spawn from?
  • Do they have the word “adherent” in their name?
  • Are they casting spells?
  • Do they have a mana bar?
  • Do they have a staff?

If the answer’s “yes”, you can identify the right mob. Here’s a hint: if they’re hitting you with a big axe, it’s unlikely that they’re casters.

Oh, keep out of the Death and Decay.

Phase 2

When phase 2 hits, it’s mostly a tank and spank. Mostly.

Avoid the blue ghost-like things that approach you because they go boom. They’re actually tough to see in 25-man so keep an eye out for them.

Make sure you interrupt frost bolt whenever you can. I know, it’s KT all over again. For the 10-man version, Kick should be enough to cover it. She’ll cast the spell, you interrupt it. By the time she tries to cast it again, Kick should be available. You’ll see her use frost bolt more often in 25-man. Interrupt when you can.

Use Tricks on the active tank whenever you can. The boss casts a debuff that reduces threat. You can use Tricks to counter it.

Here’s the TL;DR version:

Phase 1

Kill the caster adds. Identify their spawn points and learn to recognize them. They do not need to be tanked so just burn them. Stay out of Death and Decay when it’s cast.

Phase 2

Interrupt frost bolt. Use Tricks on the active tank. Run away from the blue ghosts. DPS the boss.

Post-Nerf DPS In Icecrown

dps-post-nerf

[Report Link]

Okay, there it is. The DPS you see above is post-nerf. ICC 25, Saurfang plus a few pulls on Festergut. See anything different from the last time?

On 25, it’s not too much of a difference given that you get all the right buffs. The nerf becomes more evident on 5 and 10-mans. We did a quick TotC 10 afterwards just to get Jaraxxus down for the weekly raid and a hunter managed to outDPS me cleanly. I think the new change warrants more testing just to see how much of a decrease it really did to us. Or maybe the number’s already out there. I’m going to need to review.

Ninja Nerfed

I hate to say it, but I saw it coming:

  • The base damage bonus from Hunger for Blood has been reduced from 10% to 5%.
  • The bonus damage rogues gain from attack power for poisons has been decreased. This applies to Instant Poison, Deadly Poison, and Wound Poison.

[Source]

Dinaer posted that the number crunchers at EJ are saying that this means a 7% decrease in damage for Assassination. I was doing nearly 7K on Festergut last night. The nerf brings that down to 6500, give or take. The actual numbers are still out so I’m waiting for the results. While I expected the nerf, the manner in which it was implemented is disturbing. Rogues are doing too much damage? Nerf HfB AGAIN. Nice. Thanks for making us WoW’s guinea pigs.

The Numbers Don’t Lie

This is what I’m worried about.

DPS

[Report link]

This was taken from ICC 25 earlier today.

I’m not going to write about it anymore because I don’t want to sound like a broken record, but the chart illustrates my point. A gap of nearly 2K DPS looks OP regardless of how you look at it.

 

About Author

Welcome to Zeroinitiate.com. Here you’ll find gaming news, previews, reviews along with the occasional guide/walkthrough. This site is what you get when you mix writing and gaming. Aside from informing you about the latest news and updates, we’ll throw in our thoughts as well. Of course, feel free to add your own via the comments section.

Read more>>

Resources

  • We'll gather resources soon!

Meta