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Ciderhelm
07-26-2009, 06:37 PM
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Welcome to the TankSpot Ulduar Raid Guide. This is Ttocs, and this video will go over a strategy for Firefighter, Mimiron's Hard Mode.

If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Susbcribe button to the right so you will be automatically notified as we release movies.

Hard mode is accessed by pressing the Red Self Destruct button in the back of the room, which will automatically start the encounter. Before we push the button, we group up near the button, so we can keep the first fires out of the way. Fires will spawn on a particular member in the raid, but will follow whoever is closest to them. When the first fires spawn, we spread out to begin phase 1. We drag Mimiron to the outer edge of the room to minimize the effect of Shock Blast. We then drag him clockwise around the room, moving him away from mines, and whenever Shock Blast occurs. As a result of pushing the button and activating the room's self-destruct sequence, Mimiron and his adds gains an Emergency Mode buff that increases his health and damage by 30%.

Everyone must be aware of fires following them and remain spread out, as multiple people getting Napalm Blast could lead to an early death. This includes melee, when they spread out for shock blast.

To prevent Napalm Blast from spreading to the tank, only healers should stand in the path where mimiron will be dragged, and they must maintain a safe distance from the tank. He performs all of the same abilities in each phase as he does in normal mode, with one extra ability per phase to extinguish the fires. About halfway through this phase, he will spray a flame supressant, extinguishing all of the flames in the room and increasing the cast time of spells by 50% for 8 seconds. He will only do this once in phase 1.

After that, it's rinse and repeat. Continue to watch for fires that spawn and spread, and watch out for mines, Shock Blast, and remain spread out for Napalm Blast.

During the transition between phases, the raid must group up to control the fires. This is done by having a the entire raid group up on one side of the room. If you picture the room as having 3 parts to the room separated by the spawn points of the phase 3 adds, we have the raid group up next to the fire on the 3rd of the room with the most fire at the end of each phase. We try to fill in as much of this third as possible with fires before the next phase. We try to work from one side to the other, but we may wind up standing between two areas of fire, and filling in as much of that third of the room as possible. Running through a little fire is OK, as it deals about 5000 damage per second, but be aware of fires stacked on top of each other. When there is about 10 seconds left on the Phase 2 timer, we set up for Phase 2, spreading out on the remaining two-thirds of the room.

Controlling the fires between each phase is extremely important, as it gives your raid more room to maneuver at the start of each phase.

In this phase, Mimiron will regularly extinguish fires in melee range, slowing their attack speed, and every minute or so will summon a frost bomb in a random area that's covered in fire. After a few seconds, this Frost Bomb will explode for 50,000 damage to anyone within 30 yards, and extinguish all fires in that area. Everyone must be made aware of its position, should the melee need to run out, or the ranged groups need to adjust. When the fires are extinguished, the ranged groups can spread out and make use of the extra area if they need to, especially after a Laser Barrage.

The three ranged groups are assigned a holy priest, all 3 of which must be appropriately spec'd and glyphed for Holy Nova. These three priests are marked, and they are responsibile for positioning and healing their group this phase. The groups must communicate with each other when to adjust their position to minimize gun damage. Holy Nova is key here for keeping the ranged groups alive on the run. Melee are usually healed by the remaining healers from range. If there are fires in melee range when he starts casting Laser Barrage, the melee have to be aware that things can get a little tight, as he doesn't extinguish fires while casting.

Depending on the timing of the frost bombs to when you finish the phase, you might find yourself fire capped. You'll see the explosions, but fires won't appear from those explosions, nor will the current fires grow. If not, continue to control the fires for the next phase, as shown here.

In phase 3, Blue Beams will appear where Emergency Fire Bots will spawn. These have a Deafening Siren ability that silences everyone within 15 yards, and they have a water spray that hits anyone in it's range for 20,000 damage, knocks them back 200 yards, and puts out any fire in it's path. Any of these that are in danger of being near the raid must be killed immediately. One plate DPS, such as a Death Knight, is responsible for taunting the bomb bots away from the raid and blowing them up. Even without a cooldown, they should not one shot a plate DPS, as they hit for about 20K Fire Damage. Junk bots are picked up by the Assault Bot tank wherever possible. During this, all DPS is focused on killing the firs two assault bots that spawn and assigning someone to loot both cores.

As the second assault bot is about to go down, the ranged tank must move the Aerial Command Unit to a safe spot, if necessary. When we have two cores, we bring him down, bloodlust, and burn cooldowns. When he comes up, he'll spawn a bomb bot that must be dragged away from the raid. If necessary, we quickly move the Aerial Command Unit to another safe spot and he's brought back down again. At this point the Aerial Command Unit should be below 15% health, and now the ranged stay on the head to finish it off, while the melee clean up the remaining bots. When the Aerial Command Unit is about to die, the Main Tank is to taunt the head, so he gets aggro at the beginning of phase 4. If we have a hunter tank the head in Phase 3, they can then Feign Death, or if we use a warlock, they can Soul Shatter to drop their threat after the taunt.

During the transition to phase 4, clean out the remaining bots while controlling the fire. Plan out in advance where you're going to put him initially. In this phase, the only extra ability he retains is frost bombs, and you must pay attention to those at all times. The ranged groups set back up again and act much like they did in phase 2. You're to keep DPSing and healing while moving the groups to minimize hand pulse damage and avoiding fires, rockets, shockblast, frost bombs, proximity mines, and laser barrage. This is another burn phase, and you'll likely run into the enrage timer on your first kill. When it enrages, the room self-destructs, dealing 12,000 damage every second, only giving you a few more seconds on the boss while survival cooldowns are still up.

Overall, Mimiron Hard Mode will test your players' ability to perform their best while consistently moving. There is a high DPS requirement that is very well-tuned, but more importantly, there's a lot to be aware of. Situational and Encounter awareness from all of your raiders are key to this encounter.

Thanks for watching this movie! As always, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. Also, TankSpot Donors can download all of these movies in High Definition directly from our servers -- click the second link in the movie information box to learn more!

Ciderhelm
07-26-2009, 08:29 PM
Video is encoding now. Took a while (again) because of router issues. It'll be available for donor download in approximately 30 minutes.

ttocs
07-26-2009, 08:34 PM
Extra notes/Q&A For this video:

What was your group composition?

We used one tank (in this case, it was a Feral Druid, but any class works), and 6 healers - 3 holy priests spec'd and glyphed for holy nova. The only difference between the classes is how you're going to plan out external cooldowns in Phase 1 for Plasma Blast.

Aside from the range tank, the only semi-offtank role was dragging the bombs out of the raid. A DK is an easy choice for this, as you can AMS one bomb, then IBF the second, leaving you to only eat one bomb without a cooldown. If you don't have a willing or capable DK, you can have a DPS warrior slap on a shield and pick them up. Just make sure you're in the appropriate stance/presence.

Why did you have the tank taunt at the end of Phase 3?

A plasma ball + a hand pulse (the VX-007's attack in phase 4) will likely kill any ranged DPS trying to tank the head in Phase 4. A tank doesn't have this issue. Each class has a method of holding aggro (Warriors can Spell Reflect, DK's can Pestilence/Howling Blast, Druids can Swipe, etc.) on the head, which should be enough. The head has less HP than the other two parts in phase 4, but if someone rips, they have methods of dropping aggro.

The DPS requirement is really tight, and you don't want to have to sacrifice DPS by having one of them go in PvP gear. Our first two kills were after the enrage timer, and even so much as a 500 DPS loss would have likely cost us a kill.

Is this a Melee-Unfriendly fight?

Not really. They have parts where they may take a little more damage because they're in melee range, but it's offset by the fact that they can more easily avoid gun/hand pulse damage in phases 2 and 4, and they can DPS the boss easier during Laser Barrage. Typically, we bring 10-11 melee, including the tank. In the video, we had 10. Specific composition doesn't matter, as long as you have all of your raid buffs/debuffs covered.

Krenian
07-26-2009, 10:49 PM
Gah, what a mess. So much fire >< Great movie thought Ttocs however I am saddened by your DPS placement ;)

ttocs
07-26-2009, 10:56 PM
It was far from my best, even for doing bombs phase 3.

Lga45
07-26-2009, 10:58 PM
Thanks for this video & also the Alg10 video. I'm most appreciative that you're using tanks other thank prot warriors to demonstrate fights. I stopped reading TS for a while because, as a non-prot warrior tank, I felt kind of alienated.

Keep up the great non prot warrior tanking work :)

Whrym
07-27-2009, 01:15 AM
Thanks for the guide :)

Kazeyonoma
07-27-2009, 09:34 AM
awesome!

cudmaster
07-27-2009, 09:38 AM
Why are you having the tank taunt at the end of phase 3?

The Leviathan (bottom) agro carries over from phase 1 and head agro carries over from phase 3 independently; so unless you are trying to get a warrior tank to tank the bottom and the top (with spell reflect) or something, it is really just making your lives more difficult since whoever is going to tank the head in phase 3 will need to pull agro off the MT.

For my money it is best to have the two parts tanked by separate folks.

Also note that if you baby spice 2-3 sections melee can dps the head in phase 4 (if you are melee heavy that might be good, but in hard mode you really shouldn't be bringing much if any melee), which means that potentially you can have a plate tank tank the head in p4 as well if that is your aim.

Squirrelnut
07-27-2009, 10:31 AM
GREAT!! My guild is working on this right now, perfect timing :)

Krenian
07-27-2009, 10:32 AM
(if you are melee heavy that might be good, but in hard mode you really shouldn't be bringing much if any melee)

This comment right here? Disturbs me. Greatly.

Warlikes
07-27-2009, 10:36 AM
It is kinda hard to tell on the video. Did you guys use only one tank?

Darksend
07-27-2009, 10:51 AM
Why are you having the tank taunt at the end of phase 3?

so unless you are trying to get a warrior tank to tank the bottom and the top (with spell reflect) or something, it is really just making your lives more difficult since whoever is going to tank the head in phase 3 will need to pull agro off the MT.

For my money it is best to have the two parts tanked by separate folks.

(if you are melee heavy that might be good, but in hard mode you really shouldn't be bringing much if any melee)

maybe in non hard mode but in hard mode a hand pulse plus plasma ball will one shot any range tank.

Swipe hits all 3, as does thunderclap, I think paladin's shield hits all 3 if you target it on the middle one, dks can pestilence.

Any tank is able to tank the head in phase 4 and keep agro.

as to the melee comment don't worry tony, melee do just fine on this I am not sure where this person got his info that you should not bring melee to firefighter

The bottom and middle have 8712000 hp while the arial command unit only has 5808000 hp (assuming the arial command unit retains the same HP pool, the tank and middle definitely do.)


It is kinda hard to tell on the video. Did you guys use only one tank?

It looks like it, the most common tank setup for this is a main tank then a dk or druid on bombs in phase 3. Some guilds have a dk or druid in dps gear as dps spec tank junk bots in phase 3 but in the video the main tank is getting them and the DK is solely doing bombs

cudmaster
07-27-2009, 12:48 PM
as to the melee comment don't worry tony, melee do just fine on this I am not sure where this person got his info that you should not bring melee to firefighter


I'm certainly not saying don't bring melee, the encounter was designed for a normal raid group and melee being somewhat more limited / taking more damage is part of the fight (typical: exploding guys on yogg, rubble on the Kolo, the lightning guy on iron council, etc), what I am saying is that if you are having problems, ranged dps has more movement options to help them dps and not DIAF when melee would be standing about doing no dps or be taking a bunch of damage themselves in order to do damage at some points in the fight.

Also I'm trying to unpack the "get's his information" comment and decide if it was you trying to be insulting and imply that I clearly read it somewhere and just passed it on without thinking about it, or if it is because YOU yourself "get your information" somewhere and take it as truth without considering other options and just think everyone is like that...

I assure you the vast majority of my "information" comes from actual experience, and while we have not yet done mim25 hardmode (because we haven't tried) we didn't use a single melee dps for mim10 hardmode and got it done pretty much instantly, where as with the melee in we were having problems keeping everyone alive.


Maybe in non hard mode but in hard mode a hand pulse plus plasma ball will one shot any range tank.

Isn't the whole point of raiding to kill your warlocks as frequently as possible? (Cider should back me up here.)

I'm sure there is another one right behind the first on threat anyway so it'll be fine and if you are extra lucky they will both die and have to be brezed and die a few more times.

Of course you could have them put on some pvp/stam gear and/or assign a disc preist to keep pw:shield up on them if you love them so much.

I've seen ranged "tanks" die to the hand pulse + plasma ball combination even on normal mode, there is a bit of RNG and healers being awake helps too, but honestly putting melee hits + plasma ball + possible hand pulse on the MT seems way more dangerous since the way my healers feel about warriors is very similar to how I feel about warlocks.

I mean if having your MT take that damage too works for you thats fine, I just don't think it is the only way nor imho the best way, and I've never considered these tutorials to be above questioning even if they are very good and quite helpful most of the time, for example didn't the first vid on tankspot for Vezax advise a kite method? How popular is that method now? Is kiting him wrong? No, it still works just fine for some guilds.

Kazeyonoma
07-27-2009, 01:13 PM
Deaths in hardmode = no hardmode.

Tuning is so tight most of the time on these fights, risking the death of someone just to use your backup brez is silly. Guides aren't here to give you faulty "lol" ways to do fights after you've got it on farm, it's here to give you the clear cut answer to how 1 way of doing the fight is working.

Darksend
07-27-2009, 01:34 PM
I'm certainly not saying don't bring melee

but in hard mode you really shouldn't be bringing much if any melee)

in fact, in 25 man you should have EXACTLY 25-(# of holy priests x 5) many melee. Unless you have 4 holy priests having less than 10 melee means you have ranged classes not being hit by holy nova.



when melee would be standing about doing no dps or be taking a bunch of damage themselves in order to do damage at some points in the fight.The only time this happens is phase 2 during spinning up. The reason for this is because he does not do flame suppressant during that. In phase 3 melee always has something on the ground to clean up, or be focusing assault bots. In phase 4 no one should ever be in fire if you manage the frost bombs correctly.



I assure you the vast majority of my "information" comes from actual experience, and while we have not yet done mim25 hardmode (because we haven't tried) we didn't use a single melee dps for mim10 hardmode and got it done pretty much instantly, where as with the melee in we were having problems keeping everyone alive.as does mine, and I have done 25 man. As I explained earlier healing this fight revolves 100% around holy nova. My group uses 4 melee and 2 ranged, a friend of mine did it with 1 ranged and 5 melee.





Of course you could have them put on some pvp/stam gear and/or assign a disc preist to keep pw:shield up on them if you love them so much.You will never have a disc priest in 25 man. Holy nova and coh are far to important. Similarly as kaz already explained you will miss the enrage timer if even a single person dies. His enrage timer is so tight that the dps difference between a warlock in pve gear and pvp gear is enough to wipe to enrage.


I've seen ranged "tanks" die to the hand pulse + plasma ball combination even on normal modethank you for proving my point.

Also, AFAIK, hand pulse does not eat spell reflect if you are using a warrior mt. At first I thought it was just lag getting a hand pulse and a ball with 1 reflect but the next time I reflect 2 hand pulses and a ball with a single reflect. There is no way that occurrence was lag as it happened several times throughout the course of the kill.

Squirrelnut
07-27-2009, 01:53 PM
Anyone have any info on recommended MT class for this fight? The vid obviously uses a Druid MT and I was just wondering if there are any serious problems presented by using a different class.

Also, how many tanks should be used? Is it really only 1 tank and then plate DPS picking up bomb bots and any smaller ads that get away?

I would likely be the MT for our guild doing this so any further info on how tanking both the bottom and the head as a Warrior in Phase 4 with spell reflect goes would be appreciated. Are there any agro concerns with just Spell Reflect and thunderclap hitting the head?

ttocs
07-27-2009, 02:15 PM
We've used a Prot Pally and a Druid, I haven't MT'd 25 man so far (though I've done it on 10). It really doesn't matter which class you use, just be aware of what cool downs you need to use for each instance of Plasma Blast.

We've only used one MT, and I say in the video that the MT picks up junk bots if possible. It's not a huge deal if they run around and hit someone else here and there.

Spell reflect would be plenty I would think, if a ranged catches up to you in p4 most of them have ways to drop aggro.

Krenian
07-27-2009, 03:34 PM
The reason I stated what I stated and quoted that was because the concerning idea that melee shouldn't be brought at all.

I've seen dumb ranged dps that have more 'mobility' die constantly to something silly. I seriously put a lot of effort of not dying often/at all to the asinine stuff so I'm not sure why the comment was made for you to have less Melee. I understand you didn't mean it out of spite but the fact remains that people stating that you shouldn't bring melee or a lot less due to 'mobility' is not an accurate statement. Some ranged individuals fail harder than some melee people. Yes, some things just make melee'ing a pain in the arse, but in the end, I find I do just as well in Melee that warrents my position.

Just comments like that are a little annoying to me because really, they're not right in their assumptions that more ranged will mean more success. Most ranged that must move end up having to stop DPS. While I'm in melee, I can move and still DPS just fine while hitting my damage tools. It's just getting your hands used to the movement + keybindings. Ranged have as much survivability as a good Melee does.

Bihn
07-27-2009, 03:45 PM
Similarly as kaz already explained you will miss the enrage timer if even a single person dies. His enrage timer is so tight that the dps difference between a warlock in pve gear and pvp gear is enough to wipe to enrage.


No less than three people died in ttocs' video.

Ciderhelm
07-27-2009, 03:52 PM
Why are you having the tank taunt at the end of phase 3?

The Leviathan (bottom) agro carries over from phase 1 and head agro carries over from phase 3 independently; so unless you are trying to get a warrior tank to tank the bottom and the top (with spell reflect) or something, it is really just making your lives more difficult since whoever is going to tank the head in phase 3 will need to pull agro off the MT.

For my money it is best to have the two parts tanked by separate folks.

Magnuss on these forums regularly tanks both the head and the body to make use of Spell Reflect. To be clear, Spell Reflect is on too long of a cooldown to be used on every plasma ball, so him being able to do this is a sign he can fully take the damage of the top and bottom simultaneously.

Kazeyonoma
07-27-2009, 04:06 PM
No less than three people died in ttocs' video.

And this is from a guild that has downed it before. Most people coming to these guides are looking for their first downing, and expecting perfect execution is critical. notice also that at least one of the people dying was a priest who goes into Spirit form, so the dps lossed there is not felt.

We're not trying to say, ZOMG wipe it if 1 person dies, but if a strategy is being performed to make sure the heartiest characters are taking the punch, without gimping the overall dps of the raid, in order to meet enrage timers, why would anyone have any qualms over it?

Bihn
07-27-2009, 04:35 PM
And this is from a guild that has downed it before. Most people coming to these guides are looking for their first downing, and expecting perfect execution is critical. notice also that at least one of the people dying was a priest who goes into Spirit form, so the dps lossed there is not felt.

We're not trying to say, ZOMG wipe it if 1 person dies, but if a strategy is being performed to make sure the heartiest characters are taking the punch, without gimping the overall dps of the raid, in order to meet enrage timers, why would anyone have any qualms over it?

I just took issue with the tone. It's someone speaking in absolutes without mentioning counter evidence only several posts above him. I don't think that benefits the discussion and, frankly, detracts from the integrity of the guide.

I'm just looking for a caveat, man.

Kazeyonoma
07-27-2009, 05:11 PM
Caveat:

People shouldn't die. Don't let people die unnecessarily like having a warlock tank the head when a tank would be better in phase 4. Enrage timers are tight.

Bihn
07-27-2009, 05:19 PM
Caveat:

People shouldn't die. Don't let people die unnecessarily like having a warlock tank the head when a tank would be better in phase 4. Enrage timers are tight.

That's not really what I was looking for. :-(

Fayre
07-27-2009, 06:00 PM
Could you explain why Holy Nova is so incredibly powerful vs. (say) Druid HoTs or PW:S spam?

ttocs
07-27-2009, 11:11 PM
We had a really good druid manage it with hot spam/WG, but PW:S isn't really in the same category. If your group gets shot twice/thrice in a row that's not going to save you. It's also one GCD, and doesn't debuff the player from another PW:S if it's really necessary.

Tempestas
07-27-2009, 11:57 PM
It also is instant healing vs a HoT which ticks and only "negates" the damage of sorts since a lot of the damage is not just a single big hit but rather just burst DoTs combined with the laser hits the damage is really nasty.

Meloree
07-31-2009, 04:00 PM
Our priests do this fight disc, and frankly, we normally only have one priest, we can't meet the often quoted priest-stacking requirement. It's certainly doable, post-nerf, with druids and disc priests healing the groups. We didn't get 25man down pre-nerf, but there's no reason druids can't deal with the damage on a group now. We've even done it with a resto shaman.

--
Meloree, <Edge>, Garona

kivnel
07-31-2009, 08:17 PM
In regards to holy nova spam, from a purely single group healing perspective (which is what you seem to be focusing on) I'm fairly certain you'd want to run with at least one group being healed by a disc priest. Unless I'm mistaken you're going to get overall higher healing done on your group being discipline. Permanent borrowed time haste (the 25% extra haste on next cast after a shield isn't consumed by instant cast spells), permanent 4 piece 250 spellpower bonus, 30% of crit heals (even overheals) as divine aegis shields for absorption reducing overall actual damage taken as well as being able to throw out a power word shield in every 5 second rotation on any low health individual in the raid. You get 4 holy novas and a power word shield off every 5 seconds, whereas as holy you get 4 holy novas in 5 seconds (assuming any reasonable level of haste). Although the healing is slightly lower per cast, you're getting more casts off and you get an extra cast per rotation for shields.

I've only done Mimiron hard mode on 10 man so I can't speak from experience but from the way you're doing it being fairly similar I'd say that one disc priest and 2 holy priests instead of 3 holy would be beneficial what with the increased mitigation for your group, overall similar actual healing done to that group and the ability to throw out large shields on spike targets more frequently than a holy priest (and to greater effect). Furthermore Pain Suppression is better for plasma blast than Guardian Spirit, and having a disc priest in phase 1 to shield+hasted penance+hasted flash heal combo the napalm shells is amazing.

Dubzil
08-02-2009, 03:18 AM
1 thing I find a little odd, which I have not done this on 25 man, only 10 man.. it may be different.. but in P2 (which along with P3 is one of the hardest parts of the fight) we had to have all melee stack on the opposite side of the casters. Since melee generally has more HP than casters and caster standing with ranged get pushback from the cannon.. melee standing 180 degrees from casters (directly opposite) then moving 90 degrees (not facing casters) to move out of the cannon seemed to help with all-around heals and prevent deaths in P2.

It seems like your melee is all over the place in P2, doesn't matter if they are on the same side as the casters. Is this a strategy flaw or is there a reason this does not matter?

Rak
08-02-2009, 03:31 AM
caster standing with ranged get pushback from the cannon.

07/01/09
* In the Mimiron encounter, the abilities Rapid Burst and Hand Pulse no longer cause spell pushback.

ttocs
08-02-2009, 01:20 PM
It seems like your melee is all over the place in P2, doesn't matter if they are on the same side as the casters. Is this a strategy flaw or is there a reason this does not matter?

Melee aren't in static spots - we run through/around him to minimize the damage we take from the cannon.

And yeah, no pushback.

Arianne
08-03-2009, 01:27 AM
We're working on this in 10 man and having a few problems:

Phase 1: There's one bomb spawn at the beginning after you press the button. There's another bomb spawn after the 1st plasma blast (or thereabouts). These always pick at least one ranged in the middle. This means that the middle gets filled with fire. Additionally, it usually picks one of the healers that's behind the tank, thus leading to a wall of fire between the tank and the healers (which means the tank has to move fast past those fire spawns, which then forces ranged/healers to move even farther). How do we avoid these things?

The video doesn't show the middle a lot of the time and as far as I can tell you don't even get any fire bombs spawning in the middle. It also doesn't say how you avoid getting napalm on 3-4 people because all of the ranged are standing in the middle.

Phase 2: We've been spreading out into 2 groups of ranged (2-3 people each) and have each group move clockwise as the fire spreads. The people always end up dying when there are 3 bursts on the same group or when a laser barrage starts on their position and they can't run fast enough at the range that they're at. We always end up with lines of fire from the center to the walls because of the bombs spawning on people in the middle during phase 1.

Phaild0rf
08-20-2009, 04:46 AM
Hello all,

I just registered a minute ago to ask you guys a question.
As I was watching the video (awesome) I noticed something that was kind of remarkable to me.
As the fight is going on I can see the dk crit for like 15k all the time, this is a mystery to me , but I wanted to know how and what.
So , I thought maybe armory would show the spec , but sadly the Dk in this video doesnt have the frost spec anymore you see in the video.
My question is; Is this kind of gameplay still possible? Or did it change during 3.2? I'm sorry if there's already a post about this, if there is , please show me where to find it , since I have been looking for a while now...

Best regards

ttocs
08-20-2009, 08:44 AM
The frost tree has changed quite a bit in 3.2. 2H Frost isn't nearly as effective as it was there and Frost Strike had it's damage reduced as well as the Sigil. So, it's unlikely you'll be seeing those 15K crits in 3.2.

Phaild0rf
08-21-2009, 12:55 AM
Ah too bad , thanks for the reply though :)

Lofarl
08-27-2009, 05:37 AM
Tried this last night. Had trouble seeing the frost bombs so I got gimped ;(

Arca
09-06-2009, 04:58 PM
ok, my guild tried this for the first time last night and couldn't get beyond p2. our raid group consisted of warlock/mage/hunter ranged dps, pala/blood dk as melee, prot warr and frost dk as tanks and shaman/druid/holy priest as healers. any advice as to how we could possibly survive p2 blasts as it kept killing the healers. guild is strict 10-man btw, so that's the sort of level gear we are in, and only yogg and mimiron hard are left for our rusted drakes

Squirrelnut
09-08-2009, 07:36 AM
You shouldn't need two tanks, add an extra dps to down it faster.

Vetrosian
09-09-2009, 08:30 PM
I'm the Blood dps mentioned in Arca's post, like he said the issue we faced during our attempts was surviving phase 2, dps wasn't an issue, if we later run into dps problems or if a tank feels superfluous then a change of spec wont be a problem, but primarily we need to work on staying alive for the moment. I suspect positioning may be an issue, had a few ideas float around since, our next attempts will hopefully go smoother.

agranyoch
09-15-2009, 04:21 PM
ok, my guild tried this for the first time last night and couldn't get beyond p2. our raid group consisted of warlock/mage/hunter ranged dps, pala/blood dk as melee, prot warr and frost dk as tanks and shaman/druid/holy priest as healers. any advice as to how we could possibly survive p2 blasts as it kept killing the healers. guild is strict 10-man btw, so that's the sort of level gear we are in, and only yogg and mimiron hard are left for our rusted drakes
First of all, like Squirrelnut already said, use your best geared tank and have him solo tank the encounter - protection warrior is excellent for that due to being able to Spell Reflect tank the head in P3 as well as hold the Assault Bots while the raid burns them down.

What comes to P2, shammy/druid/priest combo is just perfect healer composition for the fight. Have your priest spec and glyph into Holy Nova and keep the ranged group alive on the move, this is quite crucial. Druid can HoT the raid (HoTs rule on P2) and shammy can chain heal the melee and so on. What's really important is, that melee NEVER turns their back on the ranged groups - this minimizes the gun damage greatly as melee and ranged should never take damage from the same focus burst. Also, possibly even split your ranged group in two and have them positioned as far apart as it requires for the both groups not to take the same burst at the same time to further minimize the burst damage. After barrages or frost bomb evacuations, get in positions again quickly.

When learning P2, you can also pop BL and try to get through the face as quickly as possible. Although, this requires pretty fast and flawless P3 execution as the enrage timer is kinda tight.

EchoEcho
04-09-2010, 03:34 PM
Can someone please tell me the name of the song, I really like it a lot.