Showing posts with label patch. Show all posts
Showing posts with label patch. Show all posts
Cataclysm Priest Changes Part 3: Talents
Aaaaand.... the talented stuff.

  • We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.
We may be seeing the end of Discipline as a viable raid healing spec, folks. Looks like they want to emphasize Discipline as the tank healer and holy as the raid healer. I don't really have any problem with this, as this is currently how I utilize the healing specs. Goodbye shield spamming!
  • We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.
Yay for improving Holy for PvP. I have no idea what to make of the comment about Heal yet.
  • We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.
Seems like this is going to be done mostly through Mind Spike. Also, I suspect large amounts of haste will help with this, since both Shadow Word: Pain and Vampiric Touch will be affected by haste, and ticking more.
  • Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
YES PLZ OMGTHX. Shield spamming is dead, long live Power Word: Barrier! Maybe I was wrong about Discipline no longer being viable for raid healing? Hmmmm...
  • We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
I love love LOVE this idea. They've already been playing around with this a bit with Serendipity, but I suspect this will be a lot more fun. Yay, holyform! I've always thought it would be cool for Holy to have their own version of Shadowform.
  • Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.
I'm trying really hard to imagine something other than a Shammy's Water Shield. BUT PURPLE.
  • Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.
That's probably pretty smart. It's one thing to have a group composition that will make the most of everyone's abilities, but Hit Cap is just that - a cap. You have a minimum number you really need to reach. I don't think it's a good idea to need a certain group makeup in order to reach a minimum number.

Mastery Passive Talent Tree Bonuses


Most of this is actually old news, since Blizz used Priests as an example earlier when trying to explain how mastery would work.

For Discipline:
  1. Healing (this will increase your healing power)
  2. Meditation (this will increase your mana regen)
  3. Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.
"Strength" is somewhat ambiguous for the record, but I'm pretty positive it means it will increase the amount of damage the shields will absorb.

For Holy:
  1. Healing (this will increase your healing power)
  2. Meditation (this will increase your mana regen)
  3. Radiance: Your direct heals add a small heal-over-time component to the target.
I love the fact that they chose the word "Radiance". I'm a bit of a word-nerd, I know, but I love the image this gives. Like... SPARKLES!!!

Blizz is really pushing the HoT mechanic for Holy Priests. I've noticed this more and more throughout Wrath. Druids are no longer the sole provider for good strong HoTs, but they are still the best. To be honest, as someone who enjoys running around with lots of Druids, I'm not very keen on it. There's such a thing as too many HoTs, as far as I'm concerned.

For Shadow:
  1. Spell Damage (This will increase your spell damage... duh)
  2. Spell Crit (This will increase your spell crit... duh - but... why crit instead of haste? hmm)
  3. Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.
Sorry. Water Shield. What?
Cataclysm Priest Changes Part 2: Abilities and Mechanics
Now let's talk about those changed mechanics...

"All HoTs and DoTs will benefit from Haste and Crit innately." This has been a long time coming, and Blizz has done a LOT of testing to see how they can make this work in a balanced way. I can understand why; giving over time abilities the benefits from haste and crit is a huge change, and it's a dynamic one. One of the big changes with this change is this portion: they "will not have a shorter duration, just a shorter period in between ticks". It's better to have this be something that is implemented with brand new content than try to add it in a patch with current gear levels, because it completely changes the value of haste and crit for those that use over-time components. If the duration of the effect is shortened by haste, it can drastically change rotations based on gear levels.

Oh man. The theorycrafters are going to have a FIELD DAY with this change. How much haste will i need for each individual extra tick of heal or damage? GO.

"We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health. " Okay. Uhm, thanks for the info? That was... helpful.

Making Priests viable tank healers.
Well, I would argue, quite stubbornly mind you, that Discipline priests are perfectly viable tank healers, thankyouverymuch. Having said that, I know what they mean. I put a bubble on the tank, and it's gone in one hit, and I can't put another shield on them for 15 seconds or so. Most of my mitigation actually comes from Divine Aegis. I would love a more expensive, bigger shield for tank healing. Greater Heal *should* be the tank healing weapon of choice. That's how I've tried to treat it - much to my own detriment. Just because something *should* work a certain way, doesn't mean that it does. Thing is, all I really need is a big shield on the tank that could reduce incoming damage while I'm casting my big heal.

No More Divine Spirit. This makes me sad, but with the changes coming to how spirit works, it was inevitable. One of the things I really liked about this spell is that it added an extra component to the beautiful synergy between priests and druids. Now I weep. Druids won't want me around anymore. YOU ONLY LIKED ME FOR MY SPIRIT.

No more five second rule. As far as I'm concerned, 5sr has been essentially obsolete at end game since patch 3.1. This isn't really news either. I never really liked the 5sr so I'm not mourning the death of it. It was kinda cool back when Holy Concentration gave you free procs, and you could dance around a bit with Inner Focus in and out of the 5sr.

So... what about Spirit Tap? I'm anxious to see how this will change (if at all). I know that end-game healing priests don't use this amazing talent, but it's integral for leveling.
Cataclysm Priest Changes Part 1: New Spells
Oh yeah. I'm weighing in on the Cataclysm Class Preview Changes as well. Because I have to, duh!

If you are what I would call a "purist", and do not want to be spoiled by any upcoming changes, look no further! I respect your choice, but I'm not always good at giving warnings, so don't hold it against me >.<

There's a lot of information coming, and so I'm going to split this up into multiple posts. I mean, let's face it - news is dry right now. We have to stretch out everything we can!

Heal. (The simplest, most basic name for the most basic and fundamental spell that any healer can have. Look at that, a spell named for exactly what it does. Can you imagine if you had two spells: Heal and Hurt? Anyway.)

You know what annoys me beyond all rational explanation? Waste. Wasted spells. Spells you learn at low levels that are replaced but never removed. Lesser Heal anyone? Heal? Especially when you have talents that affect those spells. I mean, why not just call them "Flash Heal" and "Greater Heal" at lower levels? The mechanics are the same.

So why do these two spells exist right now anyway? Pre-wrath, lots of healers used downranked spells to give their heals significant granularity. This was essentially removed from the game when Blizz increased the mana cost of lower ranked spells. Lesser Heal and Heal were occasionally used for added granularity back in the day - but since the mana cost changes, they were especially useless. Since mana is effectively a non-issue at high gear levels, and since we have significant gear inflation and saturation, most people just spam their quickest, most powerful spells, with little regard for mana cost.

The idea is to bring back that granularity to healing. Priests are arguably the most granular healers as it stands - we have a massive arsenal of healing spells. That's what makes playing a priest especially fun and interesting for me. Lots of decision making when it comes to spells. So, I'm very excited about having that extra level of granularity that was taken away from us with the changes to mana costs for downranked spells. I started raiding right before that change, for the record - I never used downranked spells. I hated it, and managed to heal well without using downranked spells, but I was also not participating in any real progression raiding.

If Blizz can pull this off effectively and bring back the granularity and decision making that has gone out the window in recent patches (and as a fangirl, I have faith that they can), then I think they are heading in the right direction.

Mind Spike. (im in ur hed hertin ur neuronz! STABSTABPOKE)

I actually have a hard time judging this spell without understanding exactly what the debuff it causes does. First and foremost though, "spell school lockout" has been a significant problem for shadow priests. I haven't forgotten you viscious Brittle Revenants - back when you guys were actually cool, dammit. Reducing the mana cost of Shadowform is great and all but... yeah. A frost spell is a great idea.

Now, back to that debuff. I think that in order for this to work effectively (meaning that this is a spammable spell used in situations where time needed for the buildup for your regular rotation is not available), that debuff needs to be short. Short enough that in order to get any real use out of it, you really will have to spam Mind Spike. And in that case, that's not really that fun anyway, is it?

But then again, in a battleground the other day I was confused about how I got even 1 killing blow... apparently I mistargeted and accidentally Penanced someone to death. As you can see, damage is not really my forte...

Inner Will (vs. Inner Fire)

This has been a long time coming. There won't be charges on the new version of Inner Fire. Why did we have a spell that was an armor boost with charges anyway? Because if it didn't have charges, it would require no decision making whatsoever. It would have just been a flat spellpower/armor boost (also, keep in mind that the spellpower buff was a Wrath addition, and Inner Fire doesn't give spellpower until your level 70s). Taking those charges out and implementing an alternative turns it into a self buff with a decision tagged on to it - much like Mages and Warlocks already have.

I love this idea. Need more throughput? Inner Fire. Need more mana? Inner Will. Lots of adds with physical damage? Inner Fire. Lots of movement? Inner Will. Making the gear switch between a damage spec and a healing spec? Use your buff to help you make the transition (for instance, my damage set may have more spellpower than mana regen - I would turn on my Inner Will to help fill the mana regen gaps until I pick up a few new pieces).

Leap of Faith. (HEROES! TO ME! /Jaina)

The description of this includes the following: "Intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time."

Now wait just one second... Players already have this amazing ability to get out of spot focused damage. It's called legs.

Yanking someone closer to you because they have aggro? Not a great idea. In most cases this will not make them lose aggro - it will just bring the mob closer to you, potentially pulling aggro on to yourself.

Yeah, I can see the PvP argument.

But I find this spell fascinating. So now I'm just randomly brainstorming on non-PvP specific uses for it.

A 30 yard range isn't enough to justify pulling the target in to put them in healing range, since 30 yard is generally within healing range. I can also see this as another indirect form of crowd control. Send one of the melee over to a spellcasting add, have them get aggro, and then yank that member over to you and the group. Seems kinda like a weird way to handle it though, especially if you could just silence the mob or something.

Maybe it's intended to just be situationally useful. Assuming you can use this on people who are rooted in some form, then yes, I likes it a lot. I'm thinking of our recent ventures on Putricide, with people getting rooted in slime puddles. They can't move out of the crap on the ground - for once people have an excuse! Instead of spam healing them, I can pull them to me. Now I'm going to start looking for scenarios in which I can use this spell!
Patch 3.3.3 LOLNotes
There's nothing relating to my priesty audience in the patch notes that I haven't already covered.

And so I direct you to Amber's in-depth and totally analytical and relevant explanation of the patch notes. That is all.

ETA: Here's a linky to the real patch notes, posted by Zarhym. They are too long for me to C&P here for now.


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Cataclysm Stat Changes
If you cannot access the full text of the incoming stat changes for Cataclysm that was posted on the forums today, mosey on over to BigBearButt where he has kindly provided the full text of the announcement.

(If you can't access it from work, add http://thebigbearbutt.com/ to your feedreader)
Making Sense of the PTR Notes
As I'm sure you know, late on Friday Blizz released a fresh PTR build, along with the PTR notes to go with it. Normally I would copy and paste all the notes for you folks at work, but I'm going to assume you've already read them, since you had the whole weekend! You can find the forum post by Zarhym here:

The major things addressed in the PTR notes themselves are:
  • Massive PvP and Battleground changes.
  • Death Knight tanking improvements.
  • Changes that allow some DoTs to crit.
  • Modifications to how some buffs proc and their duration.
  • UI changes for the AH.
  • Dungeon Finder tweaks.
  • Quest tracking tweaks.
  • Frost orbs become a form of currency!
  • Removal of some profession cooldowns.
There's a lot of things covered in these notes, but I'm going to focus on the issues that affect PvE healers.

First off, I'm crossing my fingers that the buffs for Death Knight Tanks will make it a lot easier to keep them alive. In addition to buffing some of their threat generation abilities, Will of the Necropolis may be losing its cooldown and the limitation on the size of damage that can trigger it. Why is this important to healers? Because I can tell you from experience that healing DK tanks can be really stressful due to the amount of spiky damage they take. Anything that helps some of their damage mitigation cooldowns is a good thing for healers. I don't play a Death Knight, so I don't know how much of a buff it really is... but if the changes help DKs maintain control of mobs, that will hopefully also be a help for healers.

A lot of buffs are being changed in ways that may seem pointless. For instance, let's look at the change for Disc Priests:

"Renewed Hope: Now has a 60-second duration, up from 20 seconds, but a 20-second cooldown."

For most of you, that may seem like a silly change that won't actually make any difference. In practice, it won't - however the goal is to make these proc based buffs have 100% uptime, and hopefully to make a small improvement in performance, with less combat log repetition.

From GC:

Basically, they are balanced around more-or-less 100% uptime now. We think talents of the variety when X crits, now you can do Y are cool, but these auras really weren't in that category anymore. They were just cute ways of getting a passive buff up. Nobody tended to think Leader of the Pack was boring because it was just on all the time.

Removing the constant application and removal of these buffs (through both the passive aura and the range increase) might improve performance a tiny bit, will clean out your combat logs (which actually improves performance too), and reduce the UI and in some cases spell effect spam, which might make combat a little more easier to understand.


We'll see if it really makes any difference.

I'm pretty pumped about the Renewed Hope change, because if you are a tank healer, as a Disc Priest,
and you aren't spamming shields, it's not uncommon to forget a shield here and there, and not have 100% uptime on Renewed Hope.

Actually, Dawn pointed something out that I completely didn't know... something about Mages getting a spellpower boost when they have a shield on that absorbs damage? And how that's getting changed? I didn't even know Mages got a boost in the first place. I'm a bad priest to my arcane mage :( Havoca, why didn't you TELL ME?





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Patch Notes 3.3.2
Obligatory and traditional "patch notes post" for those of you stuck at work blocked from the normal sources of this lovely info.

World of Warcraft Client Patch 3.3.2


The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

Dungeons & Raids

  • Icecrown Citadel

    • Frostwing Halls, the final stronghold of the Scourge and their Lich King, has been added.

  • Halls of Stone

    • Brann Bronzebeard has been getting into shape and now feels comfortable walking faster when escorted.

  • The Forge of Souls

    • The Devourer of Souls will now cast Mirrored Souls less often.
    • The Spell Reflect ability has been altered on several creatures. It now has a cast time, only has 2 charges, and has a 75% chance of reflecting spells.

  • The Nexus

    • Anomalus will now use the Create Rift ability only once, down from 3 times.

  • The Old Kingdom

    • Elder Nadox now only gets one Ahn’Kahar Guardian during the encounter.
    • Jadoga Shadowseeker now only ascends once during the encounter.
    • Several enemies between the Befouled Terrace and The Desecrated Altar have been removed or had their pathing altered.

  • Pit of Saron

    • Players can now zone back into the instance if they are dead while encounters with Krick and Ick or Forgemaster Garfrost are in progress.

  • Utgarde Pinnacle

    • Skadi the Ruthless can now be removed from his drake with 3 harpoon strikes, down from 5.
    • Svala Sorrowgrave now casts Ritual of the Sword 1 time during the encounter, down from 3.

  • Vault of Archavon

    • Toravon, the latest boss to join the Vault’s giants and masters of the elements, is now accepting challengers in 10- and 25-player formats.

  • The Violet Hold

    • The time between a boss being defeated and a new portal opening has been decreased.

PvP

  • All healing abilities (including items such as potions) will be decreased in effectiveness by 10% when in Battlegrounds, Arenas, or Wintergrasp.
  • Arenas

    • Season 8 has officially begun featuring all-new rewards!

Druids

  • Talents

    • Balance

      • Earth and Moon: This talent now increases the druid’s spell damage by 2/4/6%, up from 1/2/3%.

Shamans

  • Talents

    • Elemental Combat

      • Shamanism: This talent now provides 4/8/12/16/20% extra spell damage to Lightning Bolt/Chain Lightning, up from 3/6/9/12/15%, and 5/10/15/20/25% to Lava Burst, up from 4/8/12/16/20%.

Warlocks

  • Talents

    • Affliction

      • Shadow Embrace: This effect can now stack up to 3 times, up from 2. However, the periodic healing reduction effect has been reduced from 3/6/9/12/15% to 2/4/6/8/10% per application.

    • Demonology

      • Demonic Pact: The damage bonus granted the warlock by this talent has been increased from 1/2/3/4/5% to 2/4/6/8/10%. The buff granted to a raid or party by this talent remains unchanged.

    • Destruction

      • Conflagrate: The damage-over-time effect of Conflagrate has been increased to 40% of the spell’s total damage, up from 20%.
      • Empowered Imp: The pet bonus damage provided by this talent has been increased to 10/20/30%, up from 5/10/15%.
      • Improved Shadow Bolt: Damage done by Shadow Bolt increased by 2/4/6/8/10%, up from 1/2/3/4/5%.

Warriors

  • Talents

    • Protection

      • Concussion Blow: The damage done by this ability has been reduced by 50%, but its threat generation will remain approximately the same.
      • Devastate: This ability now deals 120% of weapon damage, up from 100% of weapon damage.
      • Shield Slam: The damage scaling from block value for this ability now diminishes faster and diminishes starting at a lower block value. The difference should be negligible for players in high-end tanking armor. In addition, the threat caused by Shield Slam has been increased by 30%.
      • Warbringer: This talent no longer allows Charge and Intercept to break roots or snares. Intervene remains unaffected.

User Interface

  • The party leader is now referred to as Guide in chat when a group is formed via the Dungeon Finder.
  • Fixed a bug where players with Raid Assist capabilities were unable to perform a Ready Check.
  • Fixed a bug where the first couple of tutorials were not displaying upon logging into the game.

Items

  • New strength-based melee DPS rings are now available from representatives of the Ashen Verdict.
  • Tier-9 Sets: The Aspirant vendors at the Argent Tournament grounds have worked out a deal with merchants in Dalaran so that all item level 232 set pieces will now be available on armor vendors in the city. Set pieces which require trophies will still be available for purchase only from vendors at the Argent Tournament grounds.
  • Tier-10 Balance Druid 4-Piece Bonus: Fixed a bug to allow for this bonus to properly trigger.
  • Tier-10 Elemental Shaman 4-Piece Set Bonus: Redesigned. Successful Lava Burst casts now increase the duration of Flame Shock on the target by 6 seconds.
  • Tier-10 Tank Sets: The gloves and chest pieces for warrior, death knight, and paladin tanks have had their stats adjusted slightly to provide additional armor value.
  • Tier-10 Warlock 4-Piece Bonus: This bonus should now correctly be applied to the warlock’s pet.

Technical Support

  • The cvar ‘processAffinityMask’ controls which CPU cores are available for the World of Warcraft client to use. Previously the game client was limited to 2 cores as a default which players could override in the configuration file. In the past this provided a performance boost on some CPUs and operating systems. We have identified several systems that are experiencing severe performance issues with this restriction and have removed it. Players who would like to restore the old behavior can do so by updating the Config.WTF file by adding: SET processAffinityMask "3".
Jaina says I'm a Hero!
The strangest thing has happened over the course of the past week or so. Somehow I suddenly became - dare i say it? - a good healer.

Now, I'm not saying I wasn't a good healer before. To be quite frank, I really don't know if I was a good healer or not. I tried to make up for whatever I lacked by being generally jovial and apologetic. Oh and being a dwarf, and therefore awesome. It's not like you have to be some expert WoW player to surf on over to blogger.com and create a healing blog after all. Don't be fooled by all the *sparkly* rhetoric.

While this revelation did not occur to me until last night, it began on Monday night in our regular 10 man ToC run.

For various reasons, the entire night was somewhat frustrating for me because I am the kind of person that really needs to focus in order to do well. Some people can pay attention to 18 different things at once, and still do a great job - not me. One thing I canNOT multitask is conversation. When one person is talking to me IRL, someone is asking me questions in vent, I'm trying to keep up with both raid and guild chat, and then multiple people are sending me tells, I just lose it. It probably comes from deep seated guilt issue involving a childhood friend and a dog, or an abusive half aunt twice removed or something, but I can't drop a conversation when someone is talking to me. I feel like I need to keep up my end, or else I'm a total failfriend.

Yet somehow, through the tears and frustration, and arguments, we got to Anubrekhan for only the second time in our short ToC10 experience, and we two shot him. And it was the best New Patch Eve raid ever. I was finally able to accept that 3.3 was coming, and embrace the new content knowing that I had finally seen the last of the old. True, it wasn't hard mode, and it wasn't 25 man, but I don't really care.

And the best part is, we successfully made it through phase 3 the very first time we'd ever seen it. I thought for sure it would be a struggle for us healers. But as a Disc priest? It's just awesome. I spent the entire time throwing bubbles and making last second saves with uber bursty Penance. Three times I let someone get below 5% health before I finally blasted them with a Penance. It was like this delicate ballet, and I was in the middle doing my Penance Pirouette.

And just as I'm really starting to have fun and get my groove on, SHAZAM I have a new achievement, and I'm looking around me saying "What? That's it?"

****

Yesterday I successfully pugged several of the new 5 mans as well as some other random heroic dungeons.

The crowning moment each time for me was Ick & Krick. Similar to the rogue in ToC 5 man, there are pools of poison that spawn in which you do not want to stand. But what I noticed was that you can see the pool splurge poison thingies being thrown at you, so you can move out of the way before they land (although you do seem to take one tick of damage before they even land, which is rather annoying).

I guess to many others this wouldn't be that big of a deal, but to me it was. For once, I proved that I am capable of good situational awareness. Before I specced Disc, I was always staring at healing bars, and never noticed these things. The difference is that as Holy, you are reacting to the damage people take, whereas for Disc, you are primarily trying to prevent it. Since you are attempting to prevent the damage, you need to be more aware of what damage is coming in - and if you have everyone shielded, you can afford to spare a few more glances around instead of glaring at green bars the whole time.

I'm not saying one spec is better than the other. But, having now healed higher end content in both specs, I'm integrating the lessons I learned from both of them and becoming a better healer because of it. (I was also quite proud of myself for spontaneously remembering to use Shackle Undead during Halls of Reflection on annoying random ranged ghosts.)

The point of this post is not to toot my own horn. My entire premise for writing this blog, and for reading so many other healing blogs, is that I firmly believe that we become better healers by learning about other healing classes. Although Holy/Disc are not two different classes, they are vastly different specs. And I can say, without any hesitation, that learning both specs has improved my healing skills for each one. It goes beyond healing better with members of different classes and specs, and relates more to the different skills used for each healer type.

Holy taught me trigger finger reflex response.

Disc taught me awareness of incoming damage.

Shadow taught me that just because a spell looks weak on the tooltip doesn't mean it's not super strong in practice. (Why hello there Vampiric Touch, so nice to meet you.)
If there's a bandwagon, I want to drive
First, the requisite "What I Did On Patch Day" component.

When I left work on Tuesday, I went straight to the store, bought "Harry Potter: Half Blood Prince" on DVD, and watched it twice before going to bed early. While watching my movie, I logged on to wow only to throw some new glyphs and items on the AH. Turns out this was a very smart thing to do, as I somehow raked in 2k gold in that one night, and I'm notoriously bad at making money via the AH. I had no desire to deal with too much patch drama after a long day at work.

Yesterday I woke up early, and decided there was no way I was venturing out into the awful outdoors because it was all cold and wet and stuff. I had told Ful I had no plans to stay home the day after the patch was released, but I'm finnicky and change my mind at the drop of a hat. Call it spontaneous if you like. Sorry, Ful. I slept most of the day anyway.

I enjoyed the new LFG tool. I ran the new dungeons several times on regular, so that I would not be saved when my guildies logged on later, in hopes we could run heroic versions then. Unfortunately, that did not happen - when a few of my guildmates logged on, we decided to try it on regular first. Despite breezing through it in pugs, we really struggled last night as a group. I think part of it was being tired, part of it was group makeup. I don't know.

Now I'm trying to assemble the perfect ICC 10 man group. Headaches galore.

This post is so booooring that it's putting me to sleep. So you get a pass for skimming through it amongst the other 127 blog posts about first day patch impressions!
3.3 Icecrown Citadel 10 Man - First Phase

I'm going to repeat what I said earlier for emphasis.

NONE OF THIS IS MY WRITING. Every speck of this came from the lovely folks at WoWHead, via ArgentSun explanations, or comments from generous readers - all from WoWHead. The ONLY thing I have done is compile it in one spot, for those of us who are lazy and need one place, and also for those of you who cannot access wowhead from work and are desperate for new patch stuff today.


Lord Marrowgar

Icecrown Citadel

The Lower Spire
Lord Marrowgar
Lady Deathwhisper
Gunship Battle
Deathbringer Saurfang

Overview

Being the first boss of a new raid, Marrowgar is not an overly complicated fight. You will need at least one soaking offtank, because of the Saber Lash cleaves (think Nalorakk). He will also shoot a line of Coldflame at a random target. The projectile moves like a spear until it hits a wall, but inflicts large amount of damage per second to anyone caught in it - simply making a few steps aside is enough to avoid it. The tanks are immune to Coldflame. Bone Spike Graveyard is another thing to watch out for - Marrowgar will choose 2 (25-player: 3) people and impale them on ice spikes. The people will take some physical damage, become incapacitated, and continue losing 10% health for every second they remain impaled. The DPS should kill the spikes as soon as possible.


The last thing to watch out for is the Bone Storm. A few seconds before it's cast, Marrowgar will emote a raid-wide warning "Lord Marrowgar falls apart and his bones begin to spin!". The spell works very much like Stormcaller Brundir's Lightning Tendrils - Marrowgar chooses a random target and pursues them for a number of seconds, moving in a whirlwind of bones, switching his targets periodically. Anyone caught by the whirlwind will take physical damage and have a physical damage DoT applied to them every 2 seconds. Must be avoided.

Normal 10-Man Abilities

  • Saber Lash - Inflicts 200% weapon damage split evenly between the target and its 2 nearest allies.
  • Coldflame - Inflicts 6,000 Frost damage every 1 second for 3 seconds to anyone caught by the moving line of frost.
  • Bone Spike Graveyard - Hurls a spike at a random player, impaling all players between the boss and the target on Bone Spikes, inflicting 9,000 direct Physical damage, and additional 10% health as damage every 1 second until the spike is destroyed.
  • Bone Storm - Inflicts 6,000 Physical damage every 2 seconds to players caught in the Bone Storm. The entire storm lasts ~20 seconds.

Lady Deathwhisper

Icecrown Citadel

The Lower Spire
Lord Marrowgar
Lady Deathwhisper
Gunship Battle
Deathbringer Saurfang

Overview

The key element of the fight is management of DPS, that will need to be split between the adds in phase 1, and Deathwhisper's mana shield.

During phase 1 Lady Deathwhisper will have a mana shield that will absorb all the damage done to her. She will attack the raid with Death and Decay, Shadow Bolts, and occasional Mind Controls, none of which should be too dangerous. The second component of the phase, the adds that come, could cause troubles.

Adds will come in waves from the sides of the room - 3 Adherents and 3 Fanatics total per wave. Adherents can only be DPSed through physical damage, and Fanatics - only by spells. The important things to watch out for with the Adherents is the Shroud of the Occult + Deathchill Blast combination used right after Lady Deathwhisper casts Dark Empowerment on them. Curse of Torpor should be removed as quickly as possible, and Dark Martyrdom should be avoided. For the Fanatics, a paladin tank is recommended. They are nothing special overall. Burn them when they have Vampiric Might, and run away from Dark Martyrdom.

Phase 2 begins when Lady Deathwhisper's mana barrier has been drained - which means that either some of your DPS should stay on the boss, or you should have everybody clear the adds quickly and use the time until the next wave to burn the boss' mana. Either way, in phase 2 she becomes active and a tank needs to pick her up quickly, as there is no threat reset. A second tank will need to be ready to pick up the boss, since she will periodically debuff her current tank with threat generation reduction debuff. The two will switch every 2-3 stacks. Everybody else should be mindful of the Vengeful Shades that will be spawned and will chase people - get away from them, let ranged DPS kill them from afar. Melee DPS might want to set up an interrupt rotation, since the Frostbolt can hurt a lot - or you can have a tank with 1-2 pieces of Frost resistance gear, Deathwhisper is not a very tank-heavy fight.

Normal 10-Man Abilities

Lady Deathwhisper

Phase 1

Phase 2

  • Frostbolt - Inflicts 40,950 to 43,050 Frost damage to the current target. Can be interrupted.
  • Death and Decay - Inflicts 4,500 Shadow damage every 1 second to enemies within the area of the spell. The entire spell lasts 10 seconds.
  • Dominate Mind - Mind Controls 2 players, increasing their damage by 200% and healing by 500%. Lasts 12 seconds.
  • Touch of Insignificance - Reduces the target's threat generation by 20% per application. Stacks up to 5 times.
  • Summon Vengeful Shade - Summons a Vengeful Shade from the body of a dead Adherent or Fanatic.
    • Vengeful Shade - Pursues a random target and casts Vengeful Blast when in melee range of that target.

Cult Adherents & Reanimated Adherents

  • Adherent's Determination - Makes the Adherent nearly immune to magic damage. Passive.
  • Frost Fever - Inflicts 2,375 to 2,625 Frost damage every 3 seconds for 15 seconds, and reduces attack speed by 14%. Disease.
  • Shroud of the Occult - Deflects all harmful spells back to their caster. Also prevents cast interrupting. Absorbs 50,000 damage before breaking. Cast when Empowered.
  • Deathchill Bolt - Inflicts 6,938 to 8,062 Shadowfrost damage.
  • Deathchill Blast - Inflicts 9,250 to 10,750 Shadowfrost damage to all enemies within 10 yards. Cast when Shrouded.
  • Curse of Torpor - Increases a player's spell cooldowns by 15 seconds. Curse.
  • Dark Martyrdom - Inflicts 12,000 Shadowstorm damage to players within 15 yards. Cast near death.

Cult Fanatics & Reanimated Fanatics

  • Fanatic's Determination - Makes the Fanatic nearly immune to physical damage. Passive.
  • Necrotic Strike - Inflicts 70% weapon damage and applies a debuff Necrotic Strike that absorbs the next 9,000 healing done to the target.
  • Vampiric Might - Increases all damage by 25% and heals the Fanatic for 300% of the damage he inflicts. Cast when Empowered.
  • Shadow Cleave - Inflicts 14,250 to 15,750 Shadow damage to enemies in front of the Fanatic.
  • Dark Martyrdom - Inflicts 12,000 Shadowstorm damage to players within 15 yards. Cast near death.

Gunship Armory

Icecrown Citadel

The Lower Spire
Lord Marrowgar
Lady Deathwhisper
Icecrown Gunship Battle
Deathbringer Saurfang

The Icecrown Gunship Battle is a unique event that serves as the third boss encounter in the Icecrown Citadel. During the event the Skybreaker and Orgrim's Hammer race to the second level of the Citadel. All players can talk to a goblin/gnome on their gunship and obtain a jetpack that allows them the jump between the two ships.

Overview

Winning the battle between the two gunships will require your raid to be carefully split between people defending your own ship, and people assaulting the enemy one.

Players staying on your faction's ship have two things to take care of. First, 3 people will need to man the cannons and attack the enemy ship. Rcoketeers will mark areas on the board and shoot (slow) rockets at them - it's easy to move away, do so. Axe Throwers/Riflemen will also shoot at people from across. Every 25% of the enemy gunship a mage will appear and freeze all of your cannons. The assaulting players will need to deal with him (see below), while the defenders deal with the squad of Reavers/Marines and a Sergeant that is being teleported. Both types gain damage and attack speed over time - so the longer they live, the more dangerous they will become. It is probably a good idea to have your ranged DPS defending, as they can avoid the Sergeant's whirlwind, and can also help the attackers (without using the jetpacks) when given an opportunity. As soon as the mage is dead and your board is secure, 3 of the defenders can re-enter the now-working cannons and continue shooting at the enemy's gunship, restarting the cycle.

The attackers have a couple of things to worry about as well. Saurfang/Muradin will try to annihilate your raid - have a tank on him, and be mindful of the stacking Battle Fury buff, which increases the commander's damage. If the buff starts getting to high, you will need to leave the ship for about 20 seconds and let it fall off. DPSing the leader is useless - have your DPS quickly burn the mages whenever they appear, and killing Axe Throwers/Riflemen and Rocketeers/Mortar Soldiers when no mages are present.

Normal 10-Man Abilities

Gunship Cannon

  • Heat - Gunship Cannons use Heat as a resource. Cannon Blast generates heat, Incinerating Blast consumes it. When a cannon's heat level reaches 100, the cannon becomes inactive for some time.
  • Cannon Blast - Inflicts 1,000 Siege damage and generates 6-10 Heat.
  • Incinerating Blast - Inflicts 1,000 Fire damage and additional Fire damage per point of Heat. Consumes all of the cannon's heat.

High Overlord Saurfang & Muradin Bronzebeard

  • Battle Fury - Increases all damage by 10%, stacking. Lasts 20 seconds, refreshed with each stack. Applied every time Saurfang or Muradin strike a target.
  • Cleave - Inflicts 110% weapon damage to up to 3 targets in front of Saurfang of Muradin.

All Troops

  • Experienced - Increases damage by 30%, and attack and casting speed by 20%. Applied if a soldier has been alive for more than ~20 seconds.
  • Veteran - Increases damage by 60%, and attack and casting speed by 40%. Applied if a soldier has been alive for more than ~40 seconds.
  • Elite - Increases damage by 120%, and attack and casting speed by 80%. Applied if a soldier has been alive for more than 60 seconds.
  • Desperate Resolve - Increases armor and attack speed by 60%. Applied when a soldier's health gets below 20%.

Kor'kron Sergeant & Skybreaker Sergeant

  • Bladestorm - Inflicts weapon damage to up to 4 nearby targets every 1 second for 6 seconds.
  • Wounding Strike - Inflicts 200% weapon damage and reduces all healing done to the target by 25% for 10 seconds.

Kor'kron Reaver & Skybreaker Marine

  • No unique abilities.

Kor'kron Axethrower & Skybreaker Rifleman

  • Hurl Axe - Inflicts 3,800 to 4,200 Physical damage.
  • Shoot - Inflicts 3,800 to 4,200 Physical damage.

Kor'kron Rocketeer & Skybreaker Mortar Soldier

  • Rocket Artillery - Targets an area on the players' ship and launches a rocket there. The rocket travels for a few seconds, causing an Explosion when it lands, inflicting 6,300 to 7,700 Fire damage to players and Siege damage to the gunship.

Kor'kron Battle-mage & Skybreaker Sorcerer

  • Below Zero - Freezes the enemy gunship's cannons, rendering them inactive. Channeled spell. Cannot be interrupted.

Deathbringer Saurfang

Icecrown Citadel

The Lower Spire
Lord Marrowgar
Lady Deathwhisper
Gunship Battle
Deathbringer Saurfang

Deathbringer Saurfang, formerly known as Dranosh Saurfang, son of the most prominent orcish general, is the final boss in the entrance to the Icecrown Citadel. He is also the last boss players can fight in the first week(s) of the new patch. After him the raid instance splits into 3 wings (Crimson Halls, Frostwing Halls, Plagueworks), and progression between the wings becomes non-linear.

Overview

Saurfang is a tough fight. He does a lot of damage, he heals a lot.

There is only one phase to the fight, but that phase will really strain your DPS and Healers. Two tanks are required for this fight. The OT will be helping to kite the Blood Beasts and taunting Saurfang off the MT when they get Rune of Blood.

All players need to be spread out, so Blood Nova doesn't hit multiple people. Several hits mean Saurfang will gain more damage and energy through Blood Power. Boiling Blood is just a DoT healers will need to take care of - the fact that it does physical damage suggests that it might be removable by Hand of Protection and Iceblock. Use those abilities if you can, they will keep the Blood Power stack lower.

When Rune of Blood happens on the MT, the OT should taunt the boss at least for the duration of the Rune - or the MT can pick the boss back up when the OT gets Rune.

Mark of the Fallen Champion will happen several times during the fight. Players marked with it will likely need massive heals and survival cooldowns. Hand of Protection and Iceblock help here too, you might want to save them for Marks instead of Boiling Blood. The damage is transferred after armor reduction, so a tank with high physical damage reduction is especially helpful. With all the healing going on in this fight, it is very important not to lose people - especially when they heal the boss even more. The mark is permanent, so it is possible that you will have somebody die.

And finally, the Blood Beasts. Saurfang will summon them around him, and he will summon them frequently. You can either assign certain DPS to peel off the boss and kill the adds whenever they spawn, or you can have everyone moving off the boss. The balance between boss and adds seems similar to the last phase of Yogg-Saron's encounter. I would recommend having just enough DPS to kill a set of adds before the next one spawns, and everybody else staying on the boss at all times.

Normal 10-Man Abilities

  • Blood Link - Triggers Blood Power every time Saurfang or his Blood Beasts inflict damage with an ability. Also increases Saurfang's energy by 1.
  • Blood Power - Increases damage and size by 1%. Applied through Blood Link.
  • Mark of the Fallen Champion - Causes Saurfang's melee attacks to hit the marked target as well as the tank. The marked player takes 4,275 to 4,725 additional Physical damage from each attack. If a marked player dies while the Mark is up, Saurfang heals for 5% of his maximum health. Cast when Saurfang reaches 100 energy through his Blood Link energizing.
  • Frenzy - Increases Saurfang's attack speed by 30% and size by 20%.
  • Boiling Blood - Inflicts 5,000 Physical damage every 3 seconds for 24 seconds. Used on a random target.
  • Blood Nova - Inflicts 7,600 to 8,400 Physical damage to a random target and all players within 12 yards.
  • Rune of Blood - Marks a target with Rune of Blood, causing Saurfang's melee attacks against that target to leech 5,100 to 6,900 health from them, and heal the Deathbringer for 5 times that amount. Lasts 30 seconds.
  • Call Blood Beast - Summons 2 Blood Beasts.
    • Scent of Blood - Saurfang buffs the Blood Beasts, causing them to reduce the movement speed of all nearby players by 80%, while increasing the Beasts' damage by 300%. Lasts 10 seconds.
    • Resistant Skin - Decreases damage taken from AoE effects by 95%, from diseases by 70%, and from Shadow spells by 100%.

3.3 New Five Man Dungeons

I have a word document in which I compiled all this info from wowhead PTR yesterday. Unfortunately, Blogger flips out when I try to copy and paste stuff from a word document, which gives me all kinds of headaches.

NONE OF THIS IS MY WRITING. Every speck of this came from the lovely folks at WoWHead, via ArgentSun explanations, or comments from generous readers - ALL from wowhead.com. The ONLY thing I have done is compile it in one spot, here. Normally I wouldn't even post this here, but if I can get the formatting correct, perhaps it will help some of you who want a one stop shop of reading - especially if you can't access these places from work.

I also have a word doc of the bosses from ICC 10 man that will be available starting today. If I can get this pasted in properly, I will do a separate post for the 10 man stuff.


Forge of Souls -> Pit of Saron -> Halls of Reflection


Must be completed in this order.


The Forge of Souls


Requirements: Level 80
Number of bosses: 2
Quests:

Bosses

  • Bronjahm: Stay either in melee range, or at 20+ yards away from him. At 20% he will use Soulstorm, which will damage everybody standing 15 yards away, and will occasionally fear the tank through the storm. Kill the Shattered Soul Fragments that will spawn throughout the fight.
  • Devourer of Souls: Healing intensive fight. DPS him hard, and move when he spawns a Mirror of Souls (raid warning and a charge-like mechanic will precede it). He summons an army of souls that will do damage to the entire raid (it may be possible to interrupt it somehow, but normal interrupt mechanics don't work).

Bronjahm

Bronjahm Bronhahm, the Godfather of Souls, is the first boss in the Forge of Souls. He oversees some of the most disturbing devices the Scourge engineers have ever created - the Soul Grinders.

Abilities:

  • Shadow Bolt: Inflicts 2,500 - 3000 Shadow damage, but Bronjahm will only cast this if the tank is out of melee range.
  • Magic's Bane: Bronjahm will spam this ability throughout the fight as this is his 'base attack'.
  • Corrupt Soul: This spell causes no damage, but lasts 4 seconds on a player. After 4 seconds a 'fragment of your soul' will spawn which will walk towards Bronjahm. If the soul is near him, he will be healed for a large amount.
  • Soulstorm: At 30% health, Bronjahm will teleport to the center of the room and begin channeling this spell. It will deal 1000 shadow damage (2500 on Heroic) a second and will slow your movement speed by 50% for the rest of the fight.
  • Fear: This will only be cast during Soulstorm.

Devourer of Souls

Devourer of Souls

The Devourer of Souls is a being of unknown species, the second and last boss in the Forge of Souls. It also guards the Crucible of Souls, needed to temper Quel'Delar.

Devourer of Souls

The second boss of The Forge of Souls.

  • Phantom Blast 15 yd range - Inflicts 11700 to 12300 Shadow damage. It's a 2 seconds cast.
  • Phantom Blast (Heroic) Inflicts 17550-18450 shadow damage. It's a 2 seconds cast.
  • Mirrored Soul 100 yd range - The Overseer of Souls mirrors the targets soul! A percentage of damage from the Overseer of Souls is being mirrored with you. It's a 2 sec cast.
  • Well of Souls 40 yd range - The Overseer of Souls leaps towards a target, slamming the ground creating a Well of Souls. Inflicts 2925 to 3075 Shadow damage. It's a instant cast.
  • Well of Souls (Heroic) 40 yd range - 3900 to 4100 Shadow damage. It's a instant cast.
  • Unleashed Souls - The Overseer of Souls is releasing tormented souls periodically. It's a 0.85s cast. Lasts 5 seconds.
  • Wailing Souls - Lets loose Wailing Souls, inflicting 4875 to 5125 Shadow damage to anyone in front of her and knocking them back. This is the initial warning debuff cast on the starting player. Does not do any damage. It's a instant cast. Lasts 4 seconds.
  • Wailing Souls (Heroic) - Inflicts 6825-7175 Shadow damage. It's a instant cast.

How do I not get owned by The Devourer of Souls
The Devourer fairly continuously casts Phantom Blast on the main tank if she is not doing anything else. You can intercept Phantom Blast, which I strongly recommend to do. This is her 'main' attack. While Mirrored Soul is active, any damage dealt to the Devourer will be mirrored proportionally with whoever has the debuff. This means you need to stop attacking her or you will die. Another ability of hers is called Unleash Souls. The Devourer will on occasion stop whatever else she is doing and summon a very large number of wraiths. They do not hit very hard but there are a lot of them and they cannot be targeted. Run away if the damage taken winds up being too great. And as her final ability she's having something called Wailing Souls. The Devourer will unleash a wail of souls. She does a 90 degree sweep of the room starting from the position of a random, but debuffed player. She starts wailing around three seconds after casting the debuff, and will wail for 15 seconds. Anyone caught in front of her takes a very high amount of damage ticking every 0.4 seconds.

Pit of Saron
Requirements: Level 80, Forge of Souls completed
Number of bosses: 3


Quests

  • The Pit of Saron - Given when you complete the Forge of Souls.
  • The Path to the Citadel - Given by Sylvanas/Jaina soon after you enter the Pit of Saron. The slaves are all over the area, and Garfrost is on the east side of the dungeon.
  • Deliverance from the Pit - Given after you complete The Path to the Citadel. Krick is on the west side of the dungeon, and Tyrannus is on the north one, after a cave tunnel.
  • Frostmourne - Given after you complete the instance. Go through the gate on Tyrannus' platform and enter the Halls of Reflection.
  • Reforging The Sword - Part of Quel'Delar's chain, which starts with The Battered Hilt. Saronite Bars all over the area where the slaves are, and the Forgemaster's Anvils are around Forgemaster Garfrost, who drops the Hammer.

Bosses

  • Forgemaster Garfrost: Spread out and avoid saronite chunks; break LoS with the boss (using saronite or anvils) to drop the debuff stack.
  • Ick & Krick: Avoid the poison pools on the ground; run away when being Pursuit. Focus on avoiding the Explosive Barrage when he casts it - easily avoidable by constant movement. Break LoS during Poison Nova, or be 20+ yards away.
  • Scourgelord Tyrannus: Stay out of marked circles on the ground, and run away if you are targeted for a frost attack by Rimefang (red hunter's mark-looking spell). Kite the boss when he "surges with dark might" if you are not overgearing the place. Optionally you can slow DPS down during Overlord's Brand.

Forgemaster Garfrost

Forgemaster Garfrost is a flesh giant covered with ice, whose duty is to forge saronite weapons and armor for the Scourge. He is one of the two encounters you will need to defeat before "unlocking" the passage to Scourgelord Tyrannus and the Halls of Reflection. Garfrost is considered the first boss encounter in the zone.

Overview

Engaging either Garfrost or one of his skeletal smiths will cause all the smiths and the boss himself to attack you, so mind your pulls.

Garfrost has only a couple of abilities you will need to watch out for. He has a party-wide aura that inflicts Frost damage and applies a debuff that increases Frost damage taken. The debuff is applied every 3 seconds and stacks. The solution to this problem lies in the other thing he does - throwing saronite boulders. Garfrost will aim at a player and throw a huge saronite chunk at them. The stone will do damage and knock the player back (unless they move), but will also provide cover for the entire party to hide behind, break line of sight for 3 seconds, and let the Frost debuff fall off. Tanks can use the boulders when Garfrost runs to one of his forges to grab a weapon.

Regular Abilities

  • Permafrost - Party-wide aura that inflicts 200 Frost damage to enemies in line of sight, and applies a stacking debuff that increases Frost damage taken by 10% for 3 seconds. The aura ticks every 2 seconds.
  • Throw Saronite - Throws a saronite boulder at the location of a random target, knocking any players in 6 yards range away, and inflicting 3,500 Physical damage.
  • Forge Frostborn Mace - Increases Frost damage by 100%. Used when Garfrost's health reaches 66% and 33%.
  • Chilling Wave - Inflicts 1,850 Frost damage to enemies 65 yards in front of the caster.
  • Deep Freeze - Reduces the movement speed of a random target by 50%, and causes them to take 4,000 Frost damage after the spell expires. Lasts 14 seconds.
  • Thundering Stomp - Knocks enemies in melee range in the air and stuns them for 2 seconds.

Heroic Abilities

  • Permafrost - Party-wide aura that inflicts 400 Frost damage to enemies in line of sight, and applies a stacking debuff that increases Frost damage taken by 20% for 3 seconds. The aura ticks every 2 seconds.
  • Throw Saronite - Throws a saronite boulder at the location of a random target, knocking any players in 6 yards range away, and inflicting 5,500 Physical damage.
  • Forge Frostborn Mace - Increases Frost damage by 200%. Used when Garfrost's health reaches 66% and 33%.
  • Chilling Wave - Inflicts 2,000 Frost damage to enemies 65 yards in front of the caster.
  • Deep Freeze - Reduces the movement speed of a random target by 50%, and causes them to take 6,000 Frost damage after the spell expires. Lasts 14 seconds.
  • Thundering Stomp - Knocks enemies in melee range in the air and stuns them for 2 seconds.

Krick

Krick is a leper gnome in service of the Lich King. He is part of one of the two encounters you need to defeat before "unlocking" the passage to Scourgelord Tyrannus and the Halls of Reflection. Ick & Krick are considered the second boss encounter in the zone.

Overview

The fight is fairly simple and straight-forward, as can be expected from a 5-Player boss. Avoid the Toxic Waste and Explosive Barrage; run away when Pursuit is cast, and run out of line of sight when Krick casts Poison Nova. As soon as Ick is dead, a short scene will be triggered, and Krick will die at the end of it - without player intervention.

Regular Abilities

  • Pustulant Flesh - Inflicts 3,750 to 6,250 Nature damage to a target, and additional 2,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 12,000 Nature damage to enemies within 15 yards, and additional 1,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 50%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Heroic Abilities

  • Pustulant Flesh - Inflicts 5,625 to 9,375 Nature damage to a target, and additional 3,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 30,000 Nature damage to enemies within 15 yards, and additional 6,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 100%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Ick

Ick is a plague eroptor that serves as a mount for the leper gnome Krick. He is part of one of the two encounters you need to defeat before "unlocking" the passage to Scourgelord Tyrannus and the Halls of Reflection. Ick & Krick are considered the second boss encounter in the zone.

Overview

The fight is fairly simple and straight-forward, as can be expected from a 5-Player boss. Avoid the Toxic Waste and Explosive Barrage; run away when Pursuit is cast, and run out of line of sight when Krick casts Poison Nova. As soon as Ick is dead, a short scene will be triggered, and Krick will die at the end of it - without player intervention.

Regular Abilities

  • Pustulant Flesh - Inflicts 3,750 to 6,250 Nature damage to a target, and additional 2,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 12,000 Nature damage to enemies within 15 yards, and additional 1,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 50%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Heroic Abilities

  • Pustulant Flesh - Inflicts 5,625 to 9,375 Nature damage to a target, and additional 3,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 30,000 Nature damage to enemies within 15 yards, and additional 6,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 100%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Scourgelord Tyrannus

Final boss goes RAWR!

This boss has quite a bit of health for a 5-man (over a million in heroic) but the fight is very straight forward.

Occasionally Rimefang will mark a target. The mark stays where the target was standing and the marked player must run away from the mark. Rimefang will bombard the marked area with a patch of frost.

The boss hits pretty hard and also has an array of attacks at his disposal: notably an AoE stun, a knockback, an enrage, and a debuff.

Of his abilities the debuff is the most dangerous (Overlord's Brand is the name of it if I recall). It will cause any damage the debuffed target deals to the boss to also deal damage to the tank. This can make short work of even a very geared tank. The player afflicted by Overlord's Brand should cease DPS immediately.

His enrage is also very important as it makes the boss untankable for a short period of time. The boss, in addition to dealing incredible melee damage, will also have his speed increased. He will always knock the tank back before enraging. He also momentarily loses his target and takes a couple of steps backward. The only way to survive this enrage is to put permafrost left over by Rimefang in between the tank and the boss, because this slows him and allows him to be kited.

Tip: If you tank the boss with your back to a patch of permafrost, his knockback will send you over the frost forcing him to immediately walk over it and become slowed.

The AoE stun is very brief and can be mostly ignored. HoTs on the tank are helpful as the boss continues to melee.

All of this information is pertinent to the PTR and is subject to change.

Halls of Reflection

Halls of Reflection is the third and last wing of the dungeon complex known as the Frozen Halls. The Forge of Souls and Pit of Saron must be completed before a player can enter the Halls of Reflection.

Falric

Falric, a captain for Arthas in both life and death, is the first boss in the Halls of Reflection. He will engage the party after 5 spirit waves have been defeated.

Overview

After the event with the Lich King, Uther, and Jaina/Sylvanas, the Lich King will summon Falric and Marwyn, who in turn will summon a group of ghostly soldiers. The soldiers will come in waves of 3-4 per wave, and after the 5th wave Falric will engage the group.

The fight against the dead captain is mostly about quick removals of magic effects. Impending Despair will stun its target after 3 seconds if not removed, and Quivering Strike will frequently drop the tank's dodge by 20%. Other than those two, Defiling Horror will send the entire party fleeing in horror for 4 seconds, while taking damage, and Falric's Hopelessness aura will reduce all players' damage and healing done by 20% (Heroic: 40%).

Regular Abilities

  • Hopelessness - Reduces all damage and healing done by players by 20%.
  • Impending Despair - Causes Despair Stricken, stunning the target for 6 seconds, if not removed after 6 seconds. Magic effect.
  • Defiling Horror - Inflicts 2,500 Shadow damage every 1 second for 4 seconds, and sends all players fleeing in horror. Falric will not attack while the Horror lasts.
  • Quivering Strike - Inflicts 60% normal melee damage and reduces the target's chance to dodge by 20% for 5 seconds. The dodge reduction component is a magic effect.

Heroic Abilities

  • Hopelessness - Reduces all damage and healing done by players by 20%.
  • Impending Despair - Causes Despair Stricken, stunning the target for 6 seconds, if not removed after 6 seconds. Magic effect.
  • Defiling Horror - Inflicts 4,000 Shadow damage every 1 second for 4 seconds, and sends all players fleeing in horror. Falric will not attack while the Horror lasts.
  • Quivering Strike - Inflicts 100% normal melee damage and reduces the target's chance to dodge by 20% for 5 seconds. The dodge reduction component is a magic effect.

Marwyn

Marwyn, the Lich King's second captain from his life as a paladin, is the second boss in the Halls of Reflection. He will engage the party after the 10th spirit wave has been defeated.

Overview

There is a short break betwee Falric's death and the 6th spirit wave, during which the party can replenish mana and health. Another set of 5 waves follows the break, and then Marwyn attacks.

If Falric is more of a warrior-type of boss, Marwyn is more of a death knight. He uses Obliterate frequently, and focuses on corruption attacks. Well of Corruption, spawned underneath a player, will cause Corrupted Flesh, which stacks a Corrupted Touch DoT on its target. Shared suffering causes damage done to the boss to be transferred to the target of this removable magic effect.

Regular Abilities

  • Obliterate - Inflicts 18,000 Physical damage, mitigated by armor.
  • Shared Suffering - Inflicts 4,000 Shadow damage every 3 seconds for 12 seconds. If dispelled, splits the remaining damage equally between all players. Magic effect.
  • Well of Corruption - Causes Corrupted Touch every 2 seconds, increasing Shadow damage taken by 30%, stacking. Affects only players in the well. Lasts 8 seconds.
  • Corrupted Flesh - Reduces maximum health by 25% for 8 seconds.

Heroic Abilities

  • Obliterate - Inflicts 26,000 Physical damage, mitigated by armor.
  • Shared Suffering - Inflicts 6,000 Shadow damage every 3 seconds for 12 seconds. If dispelled, splits the remaining damage equally between all players. Magic effect.
  • Well of Corruption - Causes Corrupted Touch every 2 seconds, increasing Shadow damage taken by 75%, stacking. Affects only players in the well. Lasts 8 seconds.
  • Corrupted Flesh - Reduces maximum health by 50% for 8 seconds.

The Lich King


Wrath of the Lich King

Wrath of the Lich King is actually a gauntlet event where you must escape from the Lich King, that serves as the third boss encounter. It has no single strong elite to be fought as a boss.

Overview

Soon after defeating Falric and Marwyn, players will find Jaina/Sylvanas locked in combat with the Lich King, with the latter clearly winning. Moments before your leader dies, she will freeze the Lich King in place and urge you to run and try to escape.

The gauntlet event consists of the party killing waves of undead, while Jaina/Sylvanas break 4 walls of ice. Each ice wall is broken as soon as the current wave of Scourge minions dies. The time bomb in this event is the Lich King, who slowly catches up with the group; if he reaches Jaina/Sylvanas, he will kill her and then proceed to annihilate the entire party. Fortunately he is surrounded by the Remorseless Winter aura, which reduces his (and players?) movement speed by 75%.

Every time Jaina/Sylvanas break an ice wall, the Lich King summons more minions than he did in the previous wave.

Waves

The waves consist of 3 types of adds: Raging Ghouls, Risen Witch Doctors, and Lumbering Abominations. Each subsequent wave has more of what the previous one had (the only exception is the first wave, which doesn't have abominations at all, while the second one has one).

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