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[A] Soulriders of the Felwen, Shadowsong , 25 man raiding 11/14 heroic 3 days a week
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Aliena

Ciderhelm posted this on April 05, 2010 - 9:12 PM

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Ciderhelm posted this on February 24, 2010 - 4:44 AM

You can find a guide to the normal version of this encounter here!





Quote Originally Posted by Aliena
Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the heroic mode 25-man version of the Blood Prince Council encounter. I will assume that you're familiar with the normal version of this encounter. If you're not, I suggest first watching our guide to the 25-man normal mode to learn about the Princes' base abilities.

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 Subscribe button to the right so you will be automatically notified as we release movies.

First of all, I'm sorry for the slightly limited view you get at the start of the fight, but there are really no positioning changes compared to the normal mode, so it won't affect this guide.

The raid setup you're comfortable using for most other fights will do just fine for the heroic council. Personally, for us that means 6 healers, 3 tanks and 16 DPS. The Princes have a shared health pool of 30.5 million compared to their normal 22.5 million, which means a health gain of approximately 35%.

The most noticable change to this encounter is that any movement will put a stacking debuff on you called Shadow Prison. For every second you keep moving, Shadow Prison will inflict an additional 500 shadow damage per second. To illustrate it better, if you've been moving for 10 seconds straight, you take a 5000 damage tick, the next one will be 5500 damage, etc, until you remain still for 10 seconds to let Shadow Prison wear off.

You take absolutely no damage while remaining still, so there's no reason anyone should ever die to Shadow Prison. This greatly limits movement for anyone but the Keleseth tank that can basically move freely to collect orbs thanks to the shadow resistance they provide.

In addition to hitting harder, most of the Princes' abilities will also deal more damage.

Glittering Sparks will inflict 21k damage over 10 seconds and reduce movement speed by 40% for the duration, compared to its normal 20% and 12k damage. You might want to have a mass dispel assigned to your melee team should they get hit by Glittering Sparks while Valanar is empowered, so they're able to move in time for Empowered Shock Vortex.

Conjure FLame will hit for 12k instead of 7k and Empowered Flames can easily kill someone if their size is not reduced and/or people are clustered around their target.

Shadow Lance will hit for 20k and Empowered Shadow Lance for roughly 100k unmitigated, which is why it's recommended to put a regular tank class on Keleseth instead of a ranged tank.

Kinetic Bombs will be summoned closer to the ground and will drop faster. If you're used to just having pets deal with them, you'll more than likely need additional ranged raid members spread around the entire room to help keep them afloat. Should a bomb hit the ground, it can easily mean a raid wipe as they inflict roughly 22k physical damage. Not to mention everyone has to relocate to their former spots afterwards, which will stack up the Shadow Prison debuff to undesirable amounts. In short, don't let Kinetic Bombs hit the ground, ever.


Shock Vortexes inflict 12k damage on top of the knockback when you're within 12 yards of one and Empowered Shock Vortex will deal 8k damage per person - that means chaining empowered shock vortex to more than 2 people will probably cause multiple deaths, so it's crucial all raid members are spread out for this ability. Especially melee need to watch their shadow prison stacks so they're able to move for empowered vortex without killing themselves in the process.

That sums up the changes that occur. By its nature, this is a very messy fight. What we had to figure out to beat this encounter was to assign and spread out ranged DPS properly to make sure no kinetic bombs ever hit the ground and to have our melee watch their shadow prison debuff and properly spread out for empowered shock vortex, the rest of this fight pretty much remains the same.

Disc priests and holy paladins are very effective healers for this fight.

Thank you 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 -- so if you'd like to learn more about that, just click the second link in the movie information box!




Ciderhelm posted this on February 21, 2010 - 3:41 PM

You can find a guide to the normal version of this encounter here!





Quote Originally Posted by Aliena
Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the heroic mode 10-man version of the Professor Putricide encounter. I will assume that you're familiar with the normal version of this encounter. If you're not, I suggest first watching our guide to the 10-man normal mode to learn about Putricide's base abilities.

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 Subscribe button to the right so you will be automatically notified as we release movies.

Compared to 10 million health in normal mode, Putricide sports almost 14 million in his heroic version. Naturally, he also hits harder. Basically everything inflicts significantly higher damage than before - that includes Slime Puddles, the Gaseous Bloat and Volatile Ooze Adhesive debuffs, Choking Gas and Choking Gas Explosions and Malleable Goo which even inflicts double of what it does in the normal mode.

Too long didn't listen version: Don't get hit by stuff.

We used a setup of 2 tanks - one of which controls the abomination in the first two phases - 2 healers and 6 DPS. Since our warlock was dead for most the encounter anyway, it's definitely doable to do this fight with 3 healers and 5 dps and still beat the enrage timer of 10 minutes should your healers have trouble.


There are also a couple actual mechanic changes you're faced with. For one, Putricide won't stun the raid with Tear Gas on his phase changes anymore, but instead release both a volatile ooze and a gas cloud at the same time on both phase changes. Outside of phase changes, he'll spawn oozes alternately one by one. Both add types have about 70k more health than their normal version counterparts and obviously still have the highest kill priority.

To make sure we kill both oozes during the phase change and without losing any players, we stack up on the volatile ooze side of the room and focus it down as soon as it spawns while having everyone that is not followed by the gas cloud stack up on it, so no one takes lethal damage in case the green ooze doesn't die before it reaches its target. Meanwhile, the person chosen by the gas cloud kites it as best as they can and if consistently slowed by the person controlling the abomination, it should not reach its target.

Abilities, enchants and items such as body and soul, swiftness pots, tuskarr's vitality boots enchants and other movement speed enhancements are useful for this part of the encounter.

The other new mechanic is a debuff called Unbound Plague Putricide will toss out at least once every phase on a random player. This can target melee, so be forewarned. When you get it cast on you, it has a one minute timer, but unbound plague will inflict increasing damage every second that it remains on you, so after about 12 seconds you have no choice but to pass it off to another player, which you do by moving close to the raid member you want to pass it off to.

Their plague will start with as many seconds as you had left on the disease, so if you passed it off after 12 seconds, they'll start with 48 seconds left, and if they pass it off after another 12 seconds, the next person will start with 36 seconds left and so on until it runs out.

Once passed off, you get another minute-long debuff called Plague Sickness that increases damage from Unbound Plague by 250%, so it's crucial to not tag the same player twice with the same plague. Players with Plague Sickness are easily visible by the green disease aura that surrounds them.

Having a pre-assigned chain for Unbound Plague is useful, but since your raid is consistently spread out, you may have to change the order on the spot, so make sure to have good vent communication so people are aware the order has changed. If you're a current plague carrier, make sure not to get close to other players unless you're attempting to pass it off.

Everything else in the encounter stays the same, so if you're able to handle the double slime attacks on phase changes and the disease cycle on top of Putricide's normal abilities, you should be able to beat this encounter. Good luck!

Thank you 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 -- so if you'd like to learn more about that, just click the second link in the movie information box!




Ciderhelm posted this on February 18, 2010 - 3:57 AM

You can find a guide to the normal version of this encounter here!





Quote Originally Posted by Aliena (10-man)
Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the heroic mode 10-man version of the Blood-Queen Lana'thel encounter. I will assume that you're familiar with the normal version of this encounter. If you're not, I suggest first watching our guide to the 10-man normal mode to learn about Lana'thel's base abilities.

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 Subscribe button to the right so you will be automatically notified as we release movies.

In her heroic version, Lana'thel sports 5 million more health than her normal counterpart, which puts her at around 19 million. Her enrage timer on the other hand does not change, so the DPS requirement of this fight greatly increases. We used a setup of 2 tanks, 3 healers and 5 DPS. You probably can't get away with less than 3 healers on this, I would not recommend trying.

Very little else changes for the majority of the raid group, though. Vampiric Bite inflicts slightly more damage when used and Delirious Slash now inflicts 75% of weapon damage and causes a 7000 damage dot instead of a 5000 damage dot on the tank.

The main change to this encounter is Presence of the Darkfallen. This is a stacking buff Lana'thel gains everytime a raid member gets turned into a vampyr. For each Vampyr present, her Shroud of Sorrow - that's the raid-wide pulse damage you take every 2 seconds - will inflict 5% more damage. In other words, the more the encounter progresses, the more damage the raid takes.

Coupled with Bloodbolt Whirl, this makes her airphases very menacing, particularly the second one. Depending on your raid setup, you may want to assign some cooldown rotations for this. What we did was to have our shaman fearwarded so he could put down a tremor totem to pulse as soon as Incite Terror hits, which minimized downtime for our healers. We also had two divine hymns available that we used on the bloodbolt whirls as well as one tranquility.

If you have fewer cooldowns available, I suggest saving them for the second bloodbolt whirl as that one is a lot more likely to kill raid members.

If you can deal with the increased raid damage while beating the enrage timer, Lana'thel should not pose a big problem for you as the rest of her mechanics stay exactly the same. Good luck!


Thank you 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 -- so if you'd like to learn more about that, just click the second link in the movie information box!




Ciderhelm posted this on February 16, 2010 - 2:47 PM

You can find a guide to the normal version of this encounter here!





Quote Originally Posted by Aliena (10-man)
Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the heroic mode 10-man version of the Valithria Dreamwalker encounter. I will assume that you're familiar with the normal version of this encounter. If you're not, I suggest first watching our guide to the 10-man normal mode to learn about this fight's base mechanics.

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 Subscribe button to the right so you will be automatically notified as we release movies.

While she doesn't have a bigger health pool, the most obvious change you'll notice in this fight is that Valithria consistently loses a significant amount of health. The only way to counteract this mechanic is to properly utilize portals to the Emerald Dream. As you will see in this video, more than the first half of the encounter is spent slowly getting Valithria past 60% health until our healers acquire high amounts of Emerald Vigor stacks, but more about that later.

We went with a setup of 2 tanks, 3 healers and 5 DPS. The healers we had were a holy paladin, a resto shaman and a holy priest. You will want two of your healers to enter the Emerald Dream on every portal phase, while your weakest single target healer stays outside and heals the raid.

Don't assume healing the raid is an easy task, though. Both raid and tank damage are increased significantly. The add kill order remains roughly the same, but here are some things you should know:

-The skeletons' Frostbolt Volley drains approximately 2k mana per cast.
-Gut Spray is cleansable and should be removed from your tank as soon as you see it, since it increases physical damage done by 50% and can quickly wreck a tank that has a lot of mobs on him.
-Corrosion is another move that tends to drastically change a tank's survivability - to avoid having it stack up, you can kite the zombies.
-Lay Waste still hurts.
-Don't leave any suppressors up.

This seemed to work out well for us.

Mana conservation is key for the outside healer and taking as little damage as possible while killing adds efficiently is key for the rest of the outside team. If available, keep an innervate ready to use on your outside healer as they will not be able to enter the Emerald Dream.

The healers taking the emerald portals (note they're red in the heroic version) cannot, under any circumstances, let their Emerald Vigor stacks fall off. High stacks are an absolute necessity to win this fight. It's worth noting that the nightmare clouds in the emerald dream do not respawn like they do in the normal mode of this fight and that touching one will inflict some minor damage. Heal yourself if necessary.

Make sure to pick up a cloud right before your time in the Emerald Dream runs out and take a new portal as soon as it opens, then immediately float up and hit another cloud to avoid having your stacks fall off. If your outside healer is doing their job well, you should not need to spend any time healing the raid, but do keep an eye on your tanks especially if they have multiple stacks of corrosion on them.

Don't be irritated by the slow start of this encounter, as long as your portal healers keep up their stacks, you'll see an exponential increase in healing quickly.

Thank you 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 -- so if you'd like to learn more about that, just click the second link in the movie information box!




Ciderhelm posted this on February 16, 2010 - 2:47 PM

You can find a guide to the normal version of this encounter here!





Quote Originally Posted by Aliena (10-man)
Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the heroic mode 10-man version of the Deathbringer Saurfang encounter. I will assume that you're familiar with the normal version of this encounter. If you're not, I suggest first watching our guide to the 10-man normal mode to learn about Saurfang's base abilities.

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 Subscribe button to the right so you will be automatically notified as we release movies.

In his heroic version, Saurfang has approximately 13 million health as opposed to his 9 million in normal mode. Naturally, he also hits harder, but his base abilities stay the same. The simple fact that he has 35% more health than before however results in a longer fight, which in turn results in more Marks of the Fallen Champion, which will put a strain on your healers towards the end of the battle.

We used a setup of 2 tanks, 2 healers and 6 DPS, since we figured the faster we kill him, the less marks we have to deal with. If your healers have a ton of trouble you may be better off with a setup of 3 healers, though. You cannot let a raid member with Mark of the Fallen Champion die at all costs. Should this happen, Saurfang will instantly be healed for 20% of his max health, which can easily mean a raid wipe.

What really sets this encounter apart from its normal mode is a change made to the blood beasts, the adds Saurfang spawns occasionally. For one, they move a lot faster than they do in the normal encounter. Secondly, they gain a buff called Scent of Blood, which makes the Blood Beasts deal 300% more damage for 10 seconds - IE, they one shot just about any non-tank - and it reduces nearby players' movement speed by 80%.

This means you need to figure out a reliable way to snare every blood beast as well as have the ranged raid members that are killing the beasts break their own snares so they don't risk getting hit.

Any snare break will work - improved fade, blink, hand of freedom, etc. What we did was to have our death knight chains of ice one of them while our ranged team killed the other one. Mind Flay helped a lot to keep them slowed. Other options would be frost trap, slow, frost shock, earthbind totems, etc. To reiterate - should a Blood Beast reach its target, it will most likely one-shot it, so avoid this at all costs.

Once you have a tactic figured out that works for your raid setup, the fight is pretty much the same as its normal mode, with more marks going out and slightly higher tank damage.

The damage done by Blood Nova, Boiling Blood and Mark of the Fallen remains the same.

Thank you 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 -- so if you'd like to learn more about that, just click the second link in the movie information box!




Ciderhelm posted this on February 15, 2010 - 10:20 PM