My guild's first foray into ICC 25 a little over a week ago brought down only the whirly bone dude, although most of the first night folks went back in the next night and were eventually able to bring down Ms. MANY-ADDS-DEAL-WITH-IT.
Due to a number of reasons the 10-man I was running gets trumped by 25-man runs, on which I have been relegated to my off spec.
We went back in this week, and in the first night we were able to clear Marrowgar, Deathwhisper, and Orgrim's Hammer. I suspect that by the time this post goes up, folks will have given Saurfang a shot, at least once or twice.
I've learned a couple of things on these runs, and I'd like to share a bit.
The Relative Difficulty of Trash
As a tank, I was in the thick of every single fight from the front door in. Every fight, every enemy, required me to do something, turn this away from the raid, taunt that, swipe, maul, mangle - and more as a raid leader, because it was up to me (and my co-leaders) to decide which enemy needed to die first, get the raid where it needs to be, and lay out strategy to proceed. While there is trash that is harder or easier, it's not exceptionally noticeable because there's always something to do. I suppose that's part of why I like tanking.
In my tree form of a 25-man raid, with 6 other solid healers, the trash fights, especially those leading up to Marrowgar, are boring. Not just any boring, either, but sleep inducing, I-want-to-go-on-follow-and-go-afk boring. I cast approximately 20 spells before we got to Lord Spin-a-lot's chamber, most of which were Wild Growth when skeletons blew up. It's a striking change when you actually get to the boss and you have to kick it into gear and really heal. A comparison for thought: on the trash, every single one of our healers was over 70% overhealing. For our successful attempt at Mr. Whirly-bones, only 1 of us, and that one a Paladin, was over 60%.
The one time any player died, it wouldn't have mattered how much on the ball I was. A rogue got Saber Lashed by one of the Deathbound Wards and died in 2 hits.
I really didn't understand how different the trash was until I saw it from the healer's perspective.
Healing Assignments are Important
I'll just say this. In the last two weeks we've had 6 attempts at Lord Marrowgar. In attempts in which there no healing assignments given beyond "heal the tanks and your group," we were 0-4. In attempts in which the healers were given specific tanks to heal, we went 2-0.
Lady Deathwhisper Requires a Bit of Luck
Despite Blizzard's recent trend for trying to remove the RNG from having such a huge impact on success or failure, there are some situations in which it still is.
It's a bit rough on healers, sometimes, when she decides to MC one of us. The difficulty increases when she does this right as adds are spawning, because this is when the tanks take the most damage. It's just dumb when she does this, a couple of random attacks from pets or players hit the MC'd one before a hunter or DK CC's them, and then a DnD appears under their feet right before the MC breaks. Admittedly, this is a relatively rare event, but there are some combinations of abilities during her fight that are very hard to keep everyone alive through.
It gets just about as bad in phase 2. I watched, during our success this Wednesday, as four ghosts spawned literally one each side of one of our other trees, and before he could realize it and move, they had collapsed on him and he popped like all his sap had frozen and made him explode.
The Gunship Battle is Easier Than I Thought
I already thought it was fairly easy, but we were probably making it harder than it had to be anyway.
Although I was told by several guild members that I could, healers standing on the edge of the Skybreaker cannot heal raid members doing melee damage to the battle mage on Origrim's Hammer. They are too far away. However, just as one member mentioned to me, it doesn't matter. The only raiding party member that should take any damage AT ALL is the tank on Saurfang. Those that can't be healed while they're over there don't need it. What this means is that the strategy I was using when leading 10-man raids, which included sending a healer with the boarding party, is a little off and could be improved.
Now if I could just convince my raid leader that he should let me tank every once in awhile...
Showing posts with label Lord Marrowgar. Show all posts
Showing posts with label Lord Marrowgar. Show all posts
Friday, February 12, 2010
Thursday, December 17, 2009
The Trash of Icecrown Citadel
I had originally planned on titling this post the Guns of Icecrown Citadel. Turns out I was a little ambitious in thinking we would make it to the gunship battle on our first trip in.
I had heard that the trash in ICC was rough for any ill-prepared groups. In ways it was better and in ways it was worse than I had expected... but I'll get to that.
We decided to try to get as good a group together as we could, focusing on getting our best DPS. We struggled to find healers in our guild willing to come, one of them flat out stating that she was afraid of the place. We pugged in an excellent but very slightly under-geared priest for the final healing spot... Here's the breakdown:
Tanks (2):
Me (Bear) and Illorien (DK)
Heals (3):
Holy Paladin (Renakashin, co-leader), Tree Druid and Holy Priest
DPS (5):
Warrior, Hunter, Rogue, 2 Mages
The TRASH!
The first thing you encounter on the way in the door is a pair of undead that are pure melee but explode when killed, doing a fairly decent chunk of damage. Plus, every so often, another one paths in from the next room. A little mismanagement of this led to us losing a couple of folks while we cleared them out - once you've taken the top of that set of stairs, they stop coming in from the next room. There's another group of these that run around the room - we pulled them out and downed them fairly easily. Illorien held them in place, I pulled them out one at a time for the DPS to go nuts on.
We were at last able to begin moving into the room. It has essentially 5 sets of mobs, one group in each corner and one dead ahead in the back half of the room. It also has a special secret surprise, that I'll get to in a moment. The right and left corners closest to the door each have a humanoid Undead caster and three of the Damned - the exploding undead I mentioned previously. The corners further from the way in each had a spiderlike Undead caster as well as the groups of the Damned. The spiders throw random web wraps around that players must be broken out of, and don't appear to have a threat table, or at least cast randomly enough that the threat table doesn't seem to matter. The group in the middle is made up of 2 of the spiders, 1 of the humanoid Undead casters, and 2 non-explosive melee Undead. Our general plan of attack for the four corners was for the DK to hold down the melee while the DPS and myself burned down the caster, then for me to pull out the Damned one by one for the DPS to burn.
The corners went smoothly. The casters really don't like to move, and it's impossible to move the spiders via LOS if any member of the raid is in its LOS. We discovered with the last group that the DK's death grip can yank the spider out and (at least sometimes) not disturb the group of melee. It worked, though, and we decided to use a similar plan of attack on the group in the middle, singling out a caster at a time for death, followed by the melee.
Illorien dropped a Death and Decay, and I charged a spider. It was well on it's way to dying when I hear over Vent, "There's a giant coming... Giant coming!" I turned around and saw two gigantic undead slaughtering the ranged DPS and healers. It was the first of our wipes trying to deal with those two giants. The one spider went down, but that was it.
Those two giants were epic trash for us. We tried several strategies for fighting them, all of which failed for various reasons. You can't pull them out of the room - they run back in and reset. We tried several different methods to split them up so that the DPS could burn one down without worrying about the other one. We tried pulling them into the corner of the room... None of our methods worked... they were too close to the other group so we pulled them, or they managed to take out DPS somehow... Illorien noticed that they were using Saber Lash - an ability Lord Marrowgar also uses - that does melee damage to the target (tank) and his nearest ally... which meant that we absolutely had to have the tanks on top of each other to take the Saber Lashes.
When we realized that, we decided to stop trying to separate them. Illorien and I grabbed them and brought them to the front edge of the room, just inside where they would step out and reset and far enough away not to aggro the other mobs. Then we turned them away from the raid and let the DPS burn down one target, while the two of us prayed for healing fast enough that double Saber Lash wouldn't do us in. It worked like a charm.
The last group of mobs, already down one member from our first run-in with the giants, went down with ease.
The next room, smaller than the last, has just one group of adds in the center, but has two of the giants sleeping on opposite sides of the room, and there's not much room to maneuver without almost certainly waking them up.
Illorien was trying to scoot in a little bit and pull some of the smaller trash and one of the giants woke up. Since nothing else aggro'd, we counted our blessings and downed it. We were then able to move in to the now-vacated side and aggro the smaller trash while keeping some distance from the other giant.
It woke up after we had started in on the smaller trash. I picked it up and burned a couple of cooldowns to stay alive while the DPS dealt with the smaller casters, then Illorien pulled everything else with him to stand in front of the giant. With both us there, the giant wasn't going to kill us by itself, so the DPS burned down the smaller melee mobs and then we brought down the giant.
After a grueling hour plus we had made it to Lord Marrowgar.
We wiped several times on him before we ran out of time, as our pug healer had to go guild raid on his main, and several of our guild folks were itching to end early due to early mornings. We learned a bit, and tried a couple strategies, but I think our group as a whole might not have quite been there, gear-wise. We tended to do alright in Phase 1 - our folks moved out of the fire and broke down the bone prisons fairly efficiently, our healers were generally able to keep up, and things went smoothly. Then Phase 2 - the whirlwind - came along, and as long as it wasn't badly timed with respect to a bone prison, we usually handled that fairly well. Usually the issue came at the end of the whirlwind, when we had a little trouble with folks struggling to keep away from the boss while the tanks dragged him back into position while still staying out of the mass of cold fire on the ground. Several times we lost people as the second Phase 1 started because of how crazily spread out folks were and the healer's need to focus on the tanks. I think a combination of being a little short in a couple of places lead to everybody needing to be danged near perfect.
We got him down to almost 50% on one run.
For being our first ever time going in to the instance, I think we did fairly well, especially considering basically none of us have any Heroic ToC gear.
I'm not sure if we'll try again next week, or perhaps give a go at Heroic ToC10. That was pretty rough on us.
Good luck and hope you get a chance to clear it!
I had heard that the trash in ICC was rough for any ill-prepared groups. In ways it was better and in ways it was worse than I had expected... but I'll get to that.
We decided to try to get as good a group together as we could, focusing on getting our best DPS. We struggled to find healers in our guild willing to come, one of them flat out stating that she was afraid of the place. We pugged in an excellent but very slightly under-geared priest for the final healing spot... Here's the breakdown:
Tanks (2):
Me (Bear) and Illorien (DK)
Heals (3):
Holy Paladin (Renakashin, co-leader), Tree Druid and Holy Priest
DPS (5):
Warrior, Hunter, Rogue, 2 Mages
The TRASH!
The first thing you encounter on the way in the door is a pair of undead that are pure melee but explode when killed, doing a fairly decent chunk of damage. Plus, every so often, another one paths in from the next room. A little mismanagement of this led to us losing a couple of folks while we cleared them out - once you've taken the top of that set of stairs, they stop coming in from the next room. There's another group of these that run around the room - we pulled them out and downed them fairly easily. Illorien held them in place, I pulled them out one at a time for the DPS to go nuts on.
We were at last able to begin moving into the room. It has essentially 5 sets of mobs, one group in each corner and one dead ahead in the back half of the room. It also has a special secret surprise, that I'll get to in a moment. The right and left corners closest to the door each have a humanoid Undead caster and three of the Damned - the exploding undead I mentioned previously. The corners further from the way in each had a spiderlike Undead caster as well as the groups of the Damned. The spiders throw random web wraps around that players must be broken out of, and don't appear to have a threat table, or at least cast randomly enough that the threat table doesn't seem to matter. The group in the middle is made up of 2 of the spiders, 1 of the humanoid Undead casters, and 2 non-explosive melee Undead. Our general plan of attack for the four corners was for the DK to hold down the melee while the DPS and myself burned down the caster, then for me to pull out the Damned one by one for the DPS to burn.
The corners went smoothly. The casters really don't like to move, and it's impossible to move the spiders via LOS if any member of the raid is in its LOS. We discovered with the last group that the DK's death grip can yank the spider out and (at least sometimes) not disturb the group of melee. It worked, though, and we decided to use a similar plan of attack on the group in the middle, singling out a caster at a time for death, followed by the melee.
Illorien dropped a Death and Decay, and I charged a spider. It was well on it's way to dying when I hear over Vent, "There's a giant coming... Giant coming!" I turned around and saw two gigantic undead slaughtering the ranged DPS and healers. It was the first of our wipes trying to deal with those two giants. The one spider went down, but that was it.
Those two giants were epic trash for us. We tried several strategies for fighting them, all of which failed for various reasons. You can't pull them out of the room - they run back in and reset. We tried several different methods to split them up so that the DPS could burn one down without worrying about the other one. We tried pulling them into the corner of the room... None of our methods worked... they were too close to the other group so we pulled them, or they managed to take out DPS somehow... Illorien noticed that they were using Saber Lash - an ability Lord Marrowgar also uses - that does melee damage to the target (tank) and his nearest ally... which meant that we absolutely had to have the tanks on top of each other to take the Saber Lashes.
When we realized that, we decided to stop trying to separate them. Illorien and I grabbed them and brought them to the front edge of the room, just inside where they would step out and reset and far enough away not to aggro the other mobs. Then we turned them away from the raid and let the DPS burn down one target, while the two of us prayed for healing fast enough that double Saber Lash wouldn't do us in. It worked like a charm.
The last group of mobs, already down one member from our first run-in with the giants, went down with ease.
The next room, smaller than the last, has just one group of adds in the center, but has two of the giants sleeping on opposite sides of the room, and there's not much room to maneuver without almost certainly waking them up.
Illorien was trying to scoot in a little bit and pull some of the smaller trash and one of the giants woke up. Since nothing else aggro'd, we counted our blessings and downed it. We were then able to move in to the now-vacated side and aggro the smaller trash while keeping some distance from the other giant.
It woke up after we had started in on the smaller trash. I picked it up and burned a couple of cooldowns to stay alive while the DPS dealt with the smaller casters, then Illorien pulled everything else with him to stand in front of the giant. With both us there, the giant wasn't going to kill us by itself, so the DPS burned down the smaller melee mobs and then we brought down the giant.
After a grueling hour plus we had made it to Lord Marrowgar.
We wiped several times on him before we ran out of time, as our pug healer had to go guild raid on his main, and several of our guild folks were itching to end early due to early mornings. We learned a bit, and tried a couple strategies, but I think our group as a whole might not have quite been there, gear-wise. We tended to do alright in Phase 1 - our folks moved out of the fire and broke down the bone prisons fairly efficiently, our healers were generally able to keep up, and things went smoothly. Then Phase 2 - the whirlwind - came along, and as long as it wasn't badly timed with respect to a bone prison, we usually handled that fairly well. Usually the issue came at the end of the whirlwind, when we had a little trouble with folks struggling to keep away from the boss while the tanks dragged him back into position while still staying out of the mass of cold fire on the ground. Several times we lost people as the second Phase 1 started because of how crazily spread out folks were and the healer's need to focus on the tanks. I think a combination of being a little short in a couple of places lead to everybody needing to be danged near perfect.
We got him down to almost 50% on one run.
For being our first ever time going in to the instance, I think we did fairly well, especially considering basically none of us have any Heroic ToC gear.
I'm not sure if we'll try again next week, or perhaps give a go at Heroic ToC10. That was pretty rough on us.
Good luck and hope you get a chance to clear it!
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