05-27-2010, 02:32 PM
ok i posted yesterday or day prior about putricide and i got some good advice so I thought i would aim to get some more.
Dreamwalker is apparently supposed to be an easy fight. people can down this with sub par gear and not supposed to be that rough. I do not see my raid with a lack of skill or lack of numbers but somehow it was wipetown usa.
we did dps in center and bring mobs there while kiting the one guys. the best we did was splitting tanks apart where the suppressors go and split melee with tanks and ranged stays in middle with the healers. we got half way to the goal. raid heals went oom but still healed everyone fine and the other tank and 2 melee droped at exact same time and it was a wipe.
any suggestions to make this easier.
05-27-2010, 02:38 PM
I'll give you the strategy I wrote for our guild for the 25 player version of this fight. The kill priority and strat is generally the same for 10 man. Use 3-4 healers sending 2-3 in and keeping 1 out. Hunters can solo the zombies in 10 as well.
The Ranged and Melee DPS will be split into 2 groups assigned by the Raid Leader.
There are 4 main adds in this fight, I will list them by priority to kill when active.
#1- Burning Skeletons, when one is announced on vent the Melee on that side and ALL the Ranged nuke it. If you are melee DO NOT run to engage it if it is around a corner in the back, it will start casting sooner.
#2- Suppressors, when these are called on vent they should be slowed and killed ASAP. These adds reduced healing done to the boss by 10%, it is critical they be engaged away from the boss to prevent them from channeling.
#3- Zombies (Ranged Only), There will be a Hunter (or another ranged if you do not have x2) assigned to each side of the room to kite Zombies. The 2 adds listed before this have priority but be ready to switch targets and take these out before your Hunter becomes overwhelmed.
#3- Mages (Melee Priority, Range Secondary), Mages should be interrupted and stunned when they cast to prevent slows on raid members. These go down fairly quick when focused.
#4 Abombs, these have the last priority but must be taken down so 2 do not pile up on the same side. When they die melee should BACK OUT and give the tank room to pick up the worms they spawn. The tank will call for AOE to finish them up.
Only the Abombs and Mages (their melee will kill non tanks) need to be tanked. Vent needs to be clear for this fight. You want the 2 tanks (one per side) calling out for example: "Zombie back left" or "Skelly front right". Where as the the back is the gates behind the boss and the front is near the door where you stage to buff. Really anyone can call out Skeletons since they are that critical you want everyone to know there up. The rest should be left to the tanks and your main portal healer when their out to call for hero.
ALL healers should bomb heal the boss as soon as we pull. Keep nuke healing her through the first wave of adds as raid/tank damage is very light or non-existent.
Best Healing Classes for this fight:
#1 - Holy Paladins
#2 - Resto Shamans
#3 - Resto Druids
#4 - Priests of both specs.
Here's how we handle the portals:
Portal 1 - Send in 4 of your best healers
Portal 2 - Send in 3 of your best healers
Portal 3 - Send in the same 3 healers as 2
Once those 3 healers are out of the 3rd portal you heroism and all healers stay out and heal the boss till the fight is over. If you find your healers are loosing stacks you can alter who goes in cause even though some classes put out less ideal HPS than others, if the player cannot hold stacks, it hardly matters.
We mark our main portal healer with a blue square and have the other healers meet him inside the dream world, stack up on him, and then stay with him grouped up tightly working around the dream in a clockwise direction. This prevents people from hogging all the clouds. Since they aoe splash when broken everyone in the group gets them. Otherwise people just Free For All ninja clouds from each other and reduce the overall stacks they can get.
The healing strategy is the part you have to tailor to your guilds strengths and weaknesses.
05-27-2010, 03:13 PM
we actually had a lot of damage to tank and raid. we could not devistate these ads as it is suppose to be done or something we would have 2-4 ads up on both sides most of the fight. the healers were going oom. I dont get it though cause our dps put up fine numbers on other bosses and on this one. but this might also be part that the tanks were tanking everything.
05-27-2010, 04:27 PM
Not met this Boss yet, but will read http://www.wowwiki.com/Valithria_Dreamwalker
Or use Add on in game Boss Tactics. It says :
Valithria Dreamwalker, a captured green dragon, is the first boss of the Frostwing Halls wing of the Icecrown Citadel raid. The encounter with Valithria is very unique, as players must heal her in order to save her but the massive waves of scourge soldiers will attempt to flood you and stop your efforts.
This is not a real dps encounter, but it requires your heal skills. But still there spawn a lot of adds so you will need one tank. And the adds will spawn faster, so you need dps to kill them fast.
* 1 Tank
* 3 Healers
* 6 Damage Dealers
Buffs, Drinks and Equipment
The healers could use special glyphs, like "Guardian Spirit" for priests or "Nourish" for druids.
Hitpoints: 12,000,000 (6,000,000 at the beginning)
Enrage: the adds will spawn faster
Regenerating 200 Mana every 3 sec. Increases Damage done by 10%. Increases Healing done by 10%. Instant. 10 yd radius. 35 sec duration. Stacks to 100. Cast when a Dream Cloud is killed in Valithria's dream state.
Summon Nightmare Portal
Instant. Nightmare Portals allow players access to the Dreamstate, where Dream Clouds spawn.
Dream Slip ()
Teleports the caster to the Emerald Dream.
Deals 10,000,000 Nature damage to all surrounding enemies.
Auferstandener Erzmagier (Risen Archmage)
Inflicts 8550 to 10450 Frost damage to nearby enemies, reducing their movement speed for 4 sec. 1.5 sec cast. 200 yard radius. 10800-13200 on Heroic (8 sec cooldown) (This can be interrupted)
Summons a Mana Void at a random enemies location. This Mana Void burns 800 mana per second to all enemies within a 6 radius. Lasts 30 seconds. Instant. 1000 mana on Heroic
Column of Frost
Marks the location under a random player target. After 2 seconds a column of frost erupts from this location, dealing 11310 to 12690 Frost damage to all enemies within 3 yards, knocking them into the air. Instant. 3 yd radius. 14138-15862 on Heroic.
Any time the caster deals melee damage, the target is sprayed with acid dealing 125 Nature damage per second for 8 sec.
Deals 2000 Nature damage per second and increases Physical damage taken by 25% for 12 sec. Instant. 8 yd radius. Disease. 9425-10575 Nature damage inital blast. 11782-13218+2500/sec on Heroic
Inflicts 4,713 to 5,287 Fire damage to an enemy.
Surrounds the caster in flames for 12 sec, pulsing 3770 to 4230 Fire damage to all enemies every 2 sec. Instant. 50,000 yd radius. 4713-5287 on Heroic
The caster explodes, dealing 9425 to 10575 Nature damage instantly and 750 Nature damage per second to all enemies within 15 yards. Lasts 20 sec. 11782-13218+900/sec on Heroic
Whenever the caster lands a melee swing, the target takes 2000 Nature damage every 3 seconds and their armor is reduced by 10%. This effect can stack up to 5 times. Lasts 6 sec. 2500/3 on Heroic.
50,000 yd range — Reduces healing received by the target by 10%. Lasts until cancelled. Cast on Valithria.
Valithria starts at 50% health and the objective is for players to heal her to full. This is accomplished through the raid healers healing the boss, in addition to the remainder of the raid. While this is being done, waves of adds will spawn and rush your position, to try and stop you from healing Valithria. These waves spawn progressively faster as the fight goes on, so it's important to have a good mix of DPS to keep the adds down, as well as healers to heal Valithria. Tanks are also useful to protect the healers and divert the adds.
A basic strategy is to split the raid into 3 groups. 2 of these should comprise of a healthy DPS component, and will be concerned with shielding the final group, by keeping the waves at bay. The final group will be concerned with healing Valithria at all times.
Within each shielding group, one person should be assigned to kite Blistering Zombies well away from the main groups, in order to mitigate the effects of Acid Burst. This should ideally be assigned to members who are skilled in ranged kiting, not only to aid in kiting, but also to minimise additional healing required, after being hit by the Corrosion debuff.
Healers should also be aware of the Emerald Vigor buff, and aim to have as many of these active as possible, not only to reduce the amount of casts required, but also for mana management. If your healers are able to manage this helpful debuff, then mana should not be an issue at all. DPS players should also be on the look out for this, as the increase in damage dealt will provide a small amount of breathing space as the waves spawn faster.
The key to this encounter is for your shielding groups to be able to produce the DPS required to eliminate each wave before the next spawns, and also to minimise the healing that is directed away from Valithria. Healers should be suitably geared in order to not only produce the massive healing requirement on the boss, but also to be able to heal through any unavoidable damage.
There seems to be a 7 minutes soft enrage at which point the Supressors and Blazing Skeletons are coming out one after another, quickly wiping the raid.
Recommend Add on Boss Tactics version 2.18 from Curse.com . Can seen on top of WOW screen in game and can Ctrl C to copy and Ctrl+V to paste to Raid chat to convince others of Strategy and Tips etc. Every Heroic and Raid Boss is there. Mind load each raid Module after Main BT is loaded. Feel free to message me if unsure or just to Tear me to Shreds :o)
05-28-2010, 12:59 AM
We single tank it and have done from the start - this obviously gives you either more DPS or more healers allowing you to balance add control against healing VDW speed.
Tank only tanks Aboms and Mages and does so in the middle of the room whilst calling out on Vent which adds are coming in so DPS get a simple "go kill thing on right" or "go kill thing on left". As the others have said the priority is Blazing Skeletons first, Supressors next or you may favour the Archmages if you're melee heavy and not interupting their slowing frostbolts. Do not underestimate the suppressors!
Ask your healers how many stacks of the buff they are getting and make sure they're picking the last one up as close as possible to the end of the portal phase which will give them maximum uptime for the buff whilst healing VDW.
We normally use 3 healers; resto druid on raid, Shammy and Paladin on VDW/portals. and you need to cut them some slack (the portal healers) as they're going to need some time to learn the specific mechanics involved in the encounter.
When we first started the problems were all around the healers not getting enough stacks of the buff and being tempted to throw out raid healing which slows the VDW healing, which leads to a longer fight, which leads to an increased spawn rate = death. Allow the portal healers time to learn the mechanic and make sure they're only healing VDW and not the raid.
Obviously this is 10 man! using Unholy DK tank (yes really), 3 healers, 2 melee and 3 ranged