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The Icecrown Citadel: The Gunship Battle

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.

The Icecrown Citadel: Lady Deathwhisper

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.

The Icecrown Citadel: Lord Marrowgar

LordMarrowgar

Lord Marrowgar is the first boss of ICC. Here’s how to deal with him.

  • He only has two phases: a melee phase and a whirlwind phase.
  • During the melee phase, stand behind him while staying inside his hit box. He has a frontal attack that requires tanks to stack on top of each other similar to the Patchwerk fight. Don’t make the mistake of standing in front of him. Give him a wide berth.
  • Standing inside his hit box will prevent the fire from touching you. It’s one less thing to worry about.
  • He will cast bone spikes which will impale a few group members and render them immobile. Throw a quick Fan of Knives while you get your bearings and target the spikes. Take them out then resume DPS on the boss.
  • When he does his whirlwind phase, he behaves like a top, moving to a spot, staying there, then moving to another, all while spinning around. Unlike most whirlwinds from other bosses, his won’t one-shot you (at least on normal 10 and 25 versions). Just do your best to avoid him while he does his thing.
  • He will drop blue fire on the ground where he stops. It spreads in an X-shaped pattern and crawls across the floor. Avoid it as much as you can. In my experience, you can jump over it and not take any damage (or it’s minimal damage, I couldn’t tell).
  • If you have to choose between avoiding the whirlwind or the fire, take the latter. It’s more survivable.
  • Once the whirlwind phase is over, wait for your tanks to re-establish aggro because it will reset. Go back to what you were doing during the melee phase.

Here’s the TL;DR version:

  • Melee phase: stay behind him, inside his hit box. Kill the bone spikes when they’re up. DPS the boss.
  • Whirlwind phase: avoid the boss, avoid the fire. Wait for tanks to gain aggro once the melee phase resumes.

The Icecrown Citadel: A Rogue Guide

A quick guide to the 5-man bosses of the Icecrown Citadel:
The Forge of Souls:

Bronjahm:

  • He will create soul fragments from a member of the party. The fragment will spawn from where the party member is located. It will then start moving toward Bronjahm. If it reaches him, it will heal him. Obviously, killing the fragment is a priority. The group also has the option of creating distance between the boss and whichever party member that becomes the fragment source.
  • When he’s close to death, he will move to the center of the room and create a vortex around him. Anyone who gets hit by it is damaged, so move in along with him. He will cast fear on someone, possibly causing the feared player to run to the vortex. This is something that’s more for your healers but watch out for it anyway. Can anyone confirm if Cloak of Shadows works when you run to the vortex?

The Devourer of Souls:

  • This thing reminds me of a quintesson.
  • When it uses Mirrored Soul, stop DPS. You’ll be killing the team member who received the debuff if you don’t.
  • Unleash Souls will spawn adds. Try to avoid them as much as you can. They don’t hurt a lot but become troublesome once they gank you. Use Evasion if necessary.
  • Wailing Souls shouldn’t be a problem for you if you’re doing what rogues were born to do: attacking from behind. Still, if you do see it being cast, move behind the target.

The Pit of Saron:

Forgemaster Garfrost:

  • Permafrost is a problem for healers. The best way to deal with it is to avoid unnecessary damage (meaning don’t get hit by massive boulders) and DPS as much as you can. Killing him faster means leaving less chances for your healer to run out of mana.
  • When he runs to a forge to craft something, you can either chase him (make sure the rest of your party does so as well) or you can hide behind the boulders to avoid Permafrost damage.

Ick and Krick:

  • Make sure your group clears the trash around the boss. Those pats have a nasty habit of inviting themselves to the fight thanks to a party member that isn’t paying attention.
  • There’s a lot of poison to avoid, giving this encounter a lot of movement. Move away from the puddles.
  • If the boss goes after you, run away. Pursuit will one-shot you.
  • When it casts that nova spell, run away from it.

Scourgelord Tyrannus:

  • He likes hearing himself talk.
  • Overlord’s Brand is an ability that’s best understood before the fight begins. If you get the debuff and attack the boss, you’re also hitting the tank. The boss can also get healed by it. The groups I’ve been in have never had a problem with it but it’s better to be prepared.
  • His mount, Rimefang, will cast ice spells that freeze targeted party members. The game calls out who it’s cast on so move away from him or her. The damage itself isn’t too bad so if you get hit, it doesn’t mean it’s a wipe.

Halls of Reflection:

  • Once you’re done with the dialogue, the place becomes a static gauntlet. You fight waves of adds followed by a boss then more waves followed by the other boss. Unlike Violet Hold or Black Morass, wiping after the first boss is downed doesn’t reset the entire thing. You start from first wave after killing the first boss.
  • Once again, this place is more of a problem for your tank. Your job is to DPS as fast as you can. Take down the casters first. I usually just TotT + FoK the entire thing. If you have a death knight in your group, have him or her Death Grip a caster or hunter to the group to help your tank out.
  • The bosses themselves are easy. Well of Corruption from the second boss is the only thing you’ll need to avoid. Getting to the part where you can fight them is the hard part.
  • The next mob after the encounter is a huge undead guy that will spawn copies of your group, similar to what happens with the Herald Volazj fight in Ahn’kahet (AKA OK). There’s no phasing involved this time, so just bring it down as quickly as you can.
  • You’ll run up to the throne room. Move to the right exit and get ready for another gauntlet. Your group along with Sylvanas or Jaina will start to run away from the Lich King. He will block your path with huge ice walls and then proceed to move forward very slowly. Waves of undead will also start attacking you. After you deal with them, the wall will shatter and your group does more running away. You’ll repeat this process three or four times.
  • Don’t get close to the Lich King. He has an aura that deals 6k-7k damage on plate (I was on my DK at the time) per second. Imagine what he can do to leather.
  • When you board the ship, a chest will spawn signalling the end of the instance. Get your loot and celebrate.

Trial of the Crusader 5: Anub’arak

This is it. You’ve skinned the beasts, banished the demon lord back to his realm, made short work of the opposing faction’s champions and clipped the wings off the twins. It’s time to face the Nerubian Lord Anub’arak, who’s back for round two.

Phase One is a tank and spank with adds. Anub’arak has a cleave attack so make sure you’re nowhere in front of him during the fight. DPS the boss, switch to the adds when your off-tank picks them up (one add in 10-man, 2 in 25) and then go back to the boss. A second set of adds will spawn shortly but we usually ignore those until the boss burrows.  The adds can also burrow and then pop back later. To prevent this, they have to be tanked on frozen ground. If they’re not, you can interrupt their burrow cast by using Kidney Shot.

When Anub’arak burrows, Phase Two begins. Kill the adds that your off-tank is dealing with then proceed to killing scarabs. These do not need to be tanked so just DPS away. They cast a stacking damage debuff on you so watch for it. If it becomes tough to handle you can use Cloak of Shadows to get out of it. The boss himself will cast spikes that chase random raid members. Just stand on frost (or get frost between you and the spikes) if it targets you. The spikes will hit the frost in a rather violent animation and then switch targets. Once Anub’arak pops from the ground, it’s back to Phase One.

Phase Three starts when the boss’s HP hits 30%. He’ll stop burrowing and will cast a life leech spell that will drain HP from the raid and give it back to him. This phase has more to do with your healers than you but the idea is to keep everyone except the tanks at 30-50 percent HP throughout the remainder of the fight. Just DPS the boss, pop your trinkets and enjoy the loot.

That’s it. I hope you enjoyed this guide to Trial of the Crusader. I know it’s delayed as hell but real life got in the way again. I was actually forced to a 3-week break from the game because of Ketsana and other shit (and when I say it’s shit, it really is shitty).

Trial of the Crusader 4: Twin Val’kyr

The fourth fight of TotC pits your group against Fjola Lightbane and Eydis Darkbane, the Twin Val’kyr. Four portals will spawn, 2 light and 2 dark. When you click one, you will see a matching aura on your feet, indicating what color you’re attuned to. The gimmick of the fight is knowing when to use which color.

• The fight itself is a tank and spank. Seriously.

• Install DBM or any similar addon. DBM will literally tell you what color to use if you need to switch. The version I downloaded today also tells me if I need to switch targets and it also shows when I should use Kick to interrupt the heal. We’ll cover that later, but what I want to emphasize here is that the fight is simplified exponentially by using DBM.

• You will always DPS the target opposite your color. If you’re white, you DPS black and vice-versa.

• Black and white orbs will spawn around the area. Grabbing orbs that have the same color as your attunement will buff you. Touching different colored ones will hurt you. So if you’re white, grab white.

• At certain points during the fight, one of the twins will cast one of two abilities. One is an AoE ability called Vortex. To avoid taking damage from it, switch colors to match the caster’s. If Eydis Darkbane is casting it, switch to black. If your color already matches that of the caster’s, then you don’t need to do anything.

• The second ability is Twin’s Pact, which heals the Twin Val’kyr for 20% of their health. One of the twins will cast it. The spell has a long cast time and can be interrupted, however the caster will have a shield up. Burn the shield, interrupt the spell. Remember that you have to switch colors if the caster happens to have the same color that you do so you can bring that shield down faster.

The Faction Champions match is a PvP fight done in PvE gear. You’ll be up against members of the opposing faction. For this round, your ability to survive is more important than your DPS. It’s also a good idea to have your crowd control abilities within easy reach. Evasion, Cloak of Shadows, Kick, Blind, Gouge, Vanish, Dismantle, Cheat Shot and Kidney Shot are all going to be vital for the fight.

Since this is a PvP match, there are no phases or gimmicks. The key to winning is to know which target to prioritize. Obviously, healers are on top of the list. Your raid group should be able to identify which is which and mark them accordingly.

Stay away from the melee members of the enemy group. From what I’ve seen, they all have a habit of using some AoE ability such as Whirlwind that literally drops your health to half or more. On normal mode, they can be taunted, so your tanks should be able to keep them distracted.

Your targets can be stunned. It’s a PvP fight, so both Cheap Shot and Kidney Shot work. If you’re having a hard time bringing a healer down, stun him! Like I said, DPS is only a secondary concern for this match, so don’t feel bad about not using those precious combo points on a damage-oriented finisher like Envenom or Eviscerate. When you’ve stunned a target, call it out on Vent so your teammates know they can unleash more DPS if they want to.

Get ready to interrupt! Kick should be your primary interrupt ability, but keep in mind that Gouge, Kidney Shot and Blind work as well. If you have Throwing Specialization, Fan of Knives can interrupt, but it’s getting nerfed in 3.2.2 so don’t get used to it.

Regarding survivability, Dismantle works on anyone, but it’s better to save it for melee targets. If you’d like to get someone off your back, Gouge works well. Just make sure your target is facing you. You also have Blind to fall back on. If all else fails, Vanish.

Still on survivability, Cloak of Shadows and Evasion will keep you alive if you use it well. Don’t expect your teammates to be constantly on the money when it comes to dispelling debuffs on you. A well-timed CoS will remove them and grant you near immunity to spells for a few seconds. Got melee AoEing? Evade before you run away if they happen to be too close.

That’s it. Like I said, it’s a PvP fight so there’s a bit of unpredictability involved. Keep yourself alive, tweak your group’s strategy to match your opponents’ abilities and you should be able to push past them.

 

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