Inspired by some issues in ICC and Lady Deathwhisper, I have written this post to be quick and informative and to be about doing things you don’t want to do in fights throughout ICC.
Any black text is written by myself, and then I will add on extra bits and pieces as they get given to me by friends/guildies/bloggers.
I am going under the presumption that people know the basic tactics and just go through the particular points for particular classes/specs and basically the things that make the boss NOT a tank and spank.
Lord Marrowgar
Lady Deathwhisper
Gunship
Deathbringer Saurfang
Festergut
Rotface
Professor Putricide
Blood Prince Council
Blood-Queen Lana’thel
Valithria Dreamwalker
Sindragosa
The Lich King
Lord Marrowgar:
Tanks: communication about direction whilst dodge Cold Flame, and on Bonestorm needs to be continual, not just at the start.
Hunters: you won’t be able to one-spot with the rest of your raid. However this means you need to be more vocal about being spiked. Shout out if you get spiked so DPS know to come and release you.
Healers: pay attention if your other healers get spiked – you will have to pick up the slack. If it’s a tank healer, remember lots of little heals = 1 big heal, 1 Nourish will not cover 1 Holy Light. Spam time!
All DPS: when people get spiked, STOP doing your normal job of hitting the boss – the spikes MUST be burned down.
Lady Deathwhisper:
Everyone: ghosts. Ghosts are bad. Especially on heroic. You MUST run away from these ghosts. This INCLUDES melee. Just because you have lich in your face, does not give you any excuse to cause an explosion.
Decursing: Now. Here comes Sophie’s rant. Are you a mage? Do you know the location of your decurse button? If so you must HIT it. Curse of Torpor is DEATHLY. Curse of Torpor will cause whatever spell the cursed person casts to have a 15 second cooldown. If you don’t decurse – NO HEALZ!
The following classes can decurse:
Druids (but only moonkins/restos – it knocks ferals out of form).
Resto Shammies (that are talented)
Mages
This is a big deal. In this fight EVERYBODY who can decurse, should decurse. This includes mages. In this fight, you MUST decurse.
Mind Control:
In this fight your teammates will be mind controlled by Deathwhisper, in heroic 25, up to three at a time.
Regardless of your job otherwise, you MUST make use of your crowd control spells.
This includes:
Druids (cyclone – ideal, only slightly shorter than the time of the MC, and means total immunity. Roots – only good on melee and can be broken by damage, so not so great)
Mages (kings of CC, surely? Get sheeping. SHEEP EVERYTHING. Seriously, no joke.)
Hunters (frost traps)
Paladins (stuns ahoy - although it’s worth noting that this is only 6 seconds in duration, in comparison to the 15 second duration of LDW’s MC)
Shamans (hex)
Priests/Warlocks (get fearing. psychic scream your asses off)
As far as I know, warriors also have a stun ability, but this does cause damage.
In this fight however, the main CCers should be mages, druids and priests – non-damaging, good CCs.
Gunship:
I’m not even going to dignify this with a response.
Deathbringer Saurfang:
Tanks: No AoE. If you pull blood beast aggro you will have a severely pissed off raid leader. No AoE. This includes Consecration for paladins, Thunderclap and Shockwave for warriors, Death and Decay/Pestilence for DKs. Melee DPS, you can AoE, but time it. There is chance the adds will spawn without the 95% AoE reduction buff not instantly applied, and a mistimed AoE will grab aggro.
Ranged DPS: your healers have priority in where they stand. They NEED to be able to reach everyone. Be prepared and on the ball to swap with someone on the outer ring, should they get marked and you not.
Knockbacks are the biggie in this fight.
Make use of your Shamans and their Thunderstorm, make use of your Moonkins and their Typhoon. Also remember fire mages have Blastwave.
To help out, your hunters can place frost traps down, and your warlocks can kindly talent into Curse of Exhaustion.
You should also have a kill order. Learn your skill order. There is no reason whatsoever that this kill order should not be obeyed. Obey the kill order. When you don’t, and you pull aggro, it will become VERY CLEAR.
Healers: when people get marked it will hurt. Pay attention to assignments and shout out if you are struggling. Don’t leave things unsaid.
Festergut:
All DPS & Healers: You may get a spore. If you get a spore, find our where there “isn’t” one – we have 3 groups in 25 man, one for each spore, and head there. Call it out. Know where you’re expected – what you don’t want is 3 spores in one group, and none in either of the others.
If you don’t have a spore, don’t stand around looking gormless. Find someone in your group with one, and mimic their movements. Stand on them. Hug them like there’s no tomorrow.
If a tank get a spore – you must go and hug your tank. The tank cannot move. YOU will be moving. This means all of you, melee.
If you are the ranged person moving in to the melee group with the spore, make sure you stand close to the tank so they will also get the benefit of the spore.
Also – in heroic, watch for malleable goo. You NEED to learn to avoid it. You avoid it in Putricide, so you should avoid it in Festergut.
Rotface:
Ranged DPS/Healers: remember your 8 yard range on heroic. Remember to GET OUT OF THE WAY of the big slime pools.
Dispellers – don’t do it too fast or too slow. Time it right. This is a disease, and therefore can be dispelled by Shamans, Paladins and Priests. This should be dispelled ASAP, but it IS the person with the infections’ responsibility to move!
If you have mutated infection then make sure you get the fuck out of the middle so you can be dispelled, as in heroic it adds a debuff on to you equalling NO healing. So, GTFO.
Everyone must run out of the way when there is an incoming explosion, but NOT like headless chickens. Wait, find a new spot, wait again.
Professor Putricide:
This is a world of misery and pain on heroic. Point 1: Set up some sort of system for unbound plague and become familiar with it.
If you are melee and you get it – do not a) stand still, b) run around like a headless chicken or c) run out and in again.
You must run OUT, pass the plague to a ranged DPS or healer, and once you are sure it has passed, run back in again. You have 7-10 seconds to pass the plague on, which is ample time.
If you are a ranged/healer and you get it, keep it for 7-10 seconds (whichever you feel most comfortable with), then pass it on to someone nearby. Voice communication is ideal. Once you have passed it on you will get a mucky green debuff. Get OUT of the way of the plague carrier (ideally moving to your ranged/healer green ooze one spot, which makes you useful). This will stop it being passed back on to you and you getting the debuff twice.
Resto Druids – talent into revitalize and return energy to your Abomination through rejuvenation as much as you can.
About the abomination: If you’re doing this often, you should know what to do. Everybody else? DO NOT DISPEL! Again, it’s a disease, so shammies, priests and pallies – no dispelling!
Malleable Goo – yet more pain. Do not stand in it. Do not stand near it. You will either get a 20 second long horrendous cast time debuff, or splash damage that will wipe out half your health.
You can see where it’s coming from at the top of your screen, so don’t just wait for it to hit – watch for it and get out of the way.
The Oozes: If you become the target of the green ooze, you should be stood in a designated onespot. If you aren’t, do your best to survive. Cooldowns, the works. If you are not the target – stack on the target.
If you are the target of the orange ooze your guild may have a particular strategy – ours involves running to one corner of putricides table, and then anticlockwise along the table. By then, the ooze should be dead. If not, it may well recast.
In Phase 3, do not stand IN FRONT of the tanks. There is no abomination to suck slime, and slime will pool whereever you are. Stand in the middle of the room, or stay tucked in behind the boss. Avoid malleable goo and TRY your best to avoid multiple plague debuffs.
In heroic, if a tank dies, it is a wipe, as this returns massive amounts of health to the prof. THIS IS BAD.
Blood Prince Council
Melee – we do not care about you getting every last bit of DPS in. When Empowered Shock Vortex is called out, watch your range checker and get OUT OF THE WAY.
This applies to everyone – the room is massive and there is enough space for people to be at range almost all the time. Bouncing around is bad for your health, your healers’ health and your raid leaders’ sanity.
Everyone – do not move into someone elses space. FIND YOUR OWN! There is nothing more annoying than having a nice comfy spot to heal from then some FUCKER running into it and standing in it.
Everyone – especially DPS – should watch their aggro. Remember that the purple orbs stick to the last person that touched them/had aggro, and your tank will NEED them to stay alive. Make sure that if you do accidentally grab one, you get to your orb chasing tank and let him/her take them back.
Ranged DPS - if you get allocated the job of keeping a kinetic bomb in the air, DO it. And do nothing else. This is your job – stick to it.
Blood-Queen Lana’thel
Ah, my personal favourite. I do love this fight.
DPS: Having awesome high numbers is great and all, but what is most important is MOVEMENT.
In this fight one of three things will happen to you:
1) You get bitten. You may well have (we do, in 25 man) have a bite order. Make sure you know where the person you have to bite next IS. You need to make sure that with just a second or two left on your 10 second debuff, you bite them. If you know you are to be bitten, try and make yourself obvious and easy to find. Don’t run around a lot.
If you fail at this, you will cause your biter/you will become mind controlled, wreak havoc and possible cause a wipe. This. Is. Bad.
2) You get Swarming Shadows – don’t stand still. Don’t finish your cast. Run to the OUTSIDE of the room, and towards the BACK of the room. Do not stand still to cast or do any DPS until the purple fire coming out your arse has gone away.
3) You get Pact of the Darkfallen (or something similar named). Run to the middle. Stand into the middle til the massive RED FIRE has stopped coming out your ass. Make sure all 2/3 of you are stacked. Do NOT run out until you are sure it has gone away.
One final note – during Bloodbolt Whirl (her big shooty thing when she’s in the air) – you do NOT need to run around post-fear like an idiot. It’s only got an 8 yard range. Have your range checker on, and find somewhere safe. It’s not hard. The room is plenty big enough.
Valithria Dreamwalker
Valithria is, in a lot of ways, unique to WoW and in particular to WotLK. Here, your healers get to shine.
The things to note are:
There is a KILL ORDER for the adds that must be obeyed.
This is: Blazing Skeleton -> Festering Zombies -> Risen Arch-Mage -> Abomination. Suppressors must also be burnt down straight away as they slow healing on the dragon.
You MUST always kill the blazing skeleton first. He MUST go down, ideally before he casts even a SINGLE “Lay Waste”.
Don’t AoE the abomination down unless you are bloody well prepared to stay there and AoE down the rotworms that spawn from its corpse – these MUST be destroyed as soon as they spawn as they are A BIG PROBLEM.
Outside healers: every spare cast should be going on the dragon. HoTs on the dragon at all times. Watch your tanks and careful because it’s easy for melee to pull aggro.
Inside healers: especially on 25 man heroic, stick as a group. Grab your first bubble as soon as you’re in but then STICK to being a group. Don’t wander off. You MUST NOT lose your stacks.
Also watch your own health – it is a problem in heroic as you do get hit pretty hard.
Sindragosa
This fight is essentially about coordination, one spot work and watching your debuffs.
Things you MUST do: be spatially aware. Do not cast if you have unchained magic on heroic, and if you do, get the fuck out of the pack so your backlash does not wipe everyone out. Take a max of 5 stacks.
Ranged DPS must never cast – only healers.
During Phase 3 NObody with unchained magic can cast anything.
Put a rotation on your healers during phase 3 – some of you are going to have to stay out in order to keep LoS on the tank. If you are a tank healer, create a macro for your healer channel/raid channel, stating you have unchained magic, so people can cover your targets.
Do not multi-ice tomb – spatial awareness again – leave good distances and go where your raid leader tells you.
If you need to, have your air phase ice tomb marks written on a post it on your screen – I do.
On blistering cold, hunters can help by hitting Aspect of the Pack just after Blistering Cold is cast, in order to help people get out that little bit faster.
The Lich King
I have no experience of this on heroic so I can’t offer assistance, although in my regular (now!) ICC 25 PuG on a Saturday with my hunter, I did have to translate the entirity of the tactics into Italian.
It wasn’t easy.
I can’t write a whole coherent strat for this so it is purely a case of – things you must do for your particular class.
WATCH your debuffs in the first phase – everyone. You must must must move AS SOON as you get necrotic plague, to your offtank. You must.
Hunters: when a Shambling Horror becomes enraged, you must use Tranquilizing Shot on it to remove the enrage. Keep an eye out – they do classically become red when enraged, which makes them easy to spot and target if there’s more than one up.
Ranged DPS: you may get allocated in the transition phase to deal with the orbs. Deal with them! Even if there’s more than one of you! These frozen orbs must go down.
In the first transition, raging spirits will spawn – your tank will pick these up and face them away from the raid. When the transition ends, if a raging spirit is left you MUST dps it down before returning to the Lich King.
The biggie is then, of course, Defile.
Watch your DBM.
The strat in easy steps:
1. Run into the middle. When valkyrs come and pick someone up, SPREAD out if the time for defile is LESS than the timer from the next valks.
2. If the timer for the next valks is LESS than the one for defile, stay onespotted in the middle.
3. Defile – as soon as it hits, if it’s on you, RUN THE FUCK AWAY. You MUST stop this pool from spreading and that means get out of the way. Know who’s around you so you know if it’s someone near you getting targeted.
4. Reonespot for the next set of valks.
5. Rinse and repeat.
This applies to everyone.
Next stage: vile spirits. Nuke em and run. Seriously. Think Lady Deathwhisper but MUCH MUCH WORSE.
Oh and and 10%, don’t release, k?
This colour text belongs to Jakerel, ret pally and paladin class leader in PG.