Approaching Hard Modes - TankSpot
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Approaching Hard Modes
TankSpot // TankSpot Strategy // Ulduar and Emalon
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Old 05-19-2009, 07:53 AM
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Approaching Hard Modes (10 man)

The feedback in this post was very useful to us in approaching hard modes, so I thought I'd summarise it.

General Notes
How you approach these depends on your group make-up, strengths and weaknesses. Don't be afraid to try. Broadly speaking, the bosses listed below are all fairly straightforward.

Gear and Complexity
Hard modes in 10 man Ulduar are tuned to be achievable by those with gear from 10 man ulduar (i.e. ilvl~219). If you are coming into Ulduar with 25 man Naxx gear, you are already at that gear level. If you are sporting gear from 25 man Ulduar, you exceed it. If the fight is made 'hard' by having aggressive enrage timers or high dps requirements, gear will be a significant factor. If the fight is made 'hard' by becoming much more complex, perhaps less so. Overgearing makes everything easier.

Iterative Learning Bosses
Flame Leviathan, Freya and Yogg Saron give the option to turn up the difficulty nob one notch at a time. FL +1 is barely harder than normal mode but with better rewards. Freya +1 is a slightly less trivial increase but still not a big deal. If you are making long term plans, consider switching around with +1 or +2 so that your raid can get used to the different abilities that the bosses gain. Both FL+4 and Freya+3 fall into the harder modes not detailed in this overview.


Flame Leviathan
Talk to the Lore Keeper of Norgannon rather than Brann to start the event. On the clear to the boss, you now need to kill 0-4 of the towers (names correspond to one of the four keepers).
Mimiron - Fire - Red lazer beam leaves a trail of fire. Don't drive in fire
Thorim - Storms - Blue lazer beams trigger an explosion, don't get hit by it.
Hodir - Frost - Freezes people in place
Freya - Life - spawns adds
For a first go, leaving up mimiron's tower is as good a choice as any. Leaving up more than 2 towers makes this fight significantly harder, as not only is there extra damage to your vehicles and complexity to the fight but FL gains more HP for each tower. Getting the full hard mode will requires a good strategy for maxing damage from the Demoliser's Pyrite while keeping turret killing going. Consider the following:
2 siege drivers - interrupting flame jets is highest priority, ramming freya adds secondary, avoiding getting ramed and kiting through fire essential.
2 siege gunners - shooting freya adds and pyrite.
2 demo drivers - pyrite stacking on the boss and staying alive.
1 dedicated demo passenger - staying in the demo, refuelling and shooting down pyrite.
2 players rotating 'away team' and demo passenger - You are either killing turrets or refuelling your demo. Only 1 person on top FL at any one time.
1 biker - add control and 'away team' ferry.

Handy macro for demo passengers:
/Target liquid pyrite
/cast grab crate

Don't forget - equipping higher ilvl gear makes your vehicles better.


Razorscale
Not a hard mode, but part of the mount meta, toast a couple of iron dwarfs per week - the 'medium rare' achievement is part of the meta and the kills are cumulative.


XT-002
Start the fight as normal, but when the heart is exposed for the first time, kill it. He will heal up to his new higher hitpoint maximum, so you can choose to ignore the scrap bots, but clear away any bombs or Pumellers. The fight becomes fairly simple now, the major change is that gravity bombs leave a void zone and light bombs spawn a Life Spark (low hp, passive aoe damage). You'll need to create a system for placing the bombs (light is right!) and a plan for stopping the life sparks hitting the raid with their AOE (either tanking or nuking from range can work). Also have a plan for when people take additional damage from sparks or bombs during the tantrums.
A fairly simple fight overall and a good choice for first real hard mode.


Iron Council
There are two 'hard modes'. Steelbreaker last is graded the hardest in terms of loot rewards but in terms of complexity could be simpler than medium mode in the 10 man, provided you have the gear. One tank handles Brundir + Steelbreaker while the raid kills Molgeim. Try to position yourself such that your DPS can make good use of runes of power. Brundir gains lightning whirl, Steelbreaker gains static disruption. Lots of interrupts and stuns on brundir until he's dead, steelbreaker away from the rest. When Brundir dies, it's meltdown time, blow dps cooldowns, be ready for the tank to explode after 1 minute, and for every fusion punch to be mitigated by some kind of cooldown.
In 10 man, this is one of the easier hard modes, especially if you have the gear advantage.

In 'medium mode', kill Steelbreaker first, then Brundir. In the final phase, Brundir will turn to face a random player (but not target them) and start casting Rune of Summoning. A rune will appear in that spot, then a bunch of little elemental adds will appear. These adds move quite fast and explode, but can be snared. You'll want a strategy for moving the raid and snaring/dpsing those adds before they reach the group and blow you to bits. Frost Mage with improved blizzard really handy but by no means the only way of doing this.

Medium and Hard mode kills both drop the Archivum Data Disk that you'll need to start working towards Algalon.


Thorim
Complete the gauntlet and agro Thorim before Sif leaves to trigger the hard mode. This might mean allocating more dps to your gauntlet team. Once the arena starts, Sif will add some extra raid damage and effects. Dispel frost novas (especially when it's rooted people in the path of lightning), avoid the blizzard, avoid the lightning, while staying spread to avoid the chain lightning and healing through the rest of the damage.

Another of the easier hard modes, provided your raid can not stand in stuff!


Hodir
Kill him within 3 minutes for extra loot. Hitting this target is about:
- Making the most from the npc buffs. Storm Power is a bigger deal than you might realise, the moonbeams are good too, and toasty fires help those dps classes that hate moving.
- Reducing healing requirements. If you can do this with 2 or even 1 healers, you'll have that much more dps. To do that, the raid needs to be avoiding the various elements of splash damage.
- Dealing with agro. If DPS are uber buffed and cranking the damage, they are probably going to push more threat than the tank can match. If you have rogues and hunters, they can help, but it might also be necessary to do some controlled 'over agro then taunt' type tricks. Beware of taunt diminishing returns if you do this. Remind your ranged dps that standing by bosses is dangerous when pushing the threat cap.

Last of the easier hard modes.


Freya
Leave up 1-3 of the guardians to give Freya extra abilities and increase damage output. The trees do NOT join the fight in an S3D style.
Ironbranch - Increases physical damage done by Allies of Nature by 50%, Freya can root people. The roots make things like kiting and 'moving away from lashers' suddenly a lot harder, so you'll want them killed quickly. "/target strengthened"
Brightleaf - Increases magical damage done by Freya and Allies of Nature 50%, Freya can fire sunbeams. This add has the hidden side effect of making the lasher waves much more dangerous - the lasher explosions become a bigger factor. See the marmot strategy addendum for tips on how to handle the new harder lashers.
Stonebark - Increases physical damage done by Freya by 50%, Freya get's Ground Tremor (aoe damage and spell interupt).

Freya +1 is fairly easy and probably the first to leave up would be Ironbranch. +2 is harder and probably means adding Brightleaf, +3 is proper hard. Note that you don't get emblems of conquest until you go for +2. The step change in difficulty comes from the overall damage taken by the raid. Good control, especially of lasher waves, and quick response to nasty roots are key.

General Vezax
Fairly challenging but very controlled. The fight goes as normal, but no green saronite clouds are killed. When the final cloud spawns, they will all rush to a spot just behind Vezax and coalesce into a new mob, the Saronite Animus. He needs to be picked up (like vezax, is untauntable) and killed very quickly, before his stacking debuff (Profound Darkness - Spell - World of Warcraft) overwhelms whatever mana your healers have left.

Key to the fight is in preparation and positioning. Healers and caster DPS need to use their most mana efficient specs and get maximum benefit out of shadow crash. You need at least 4 people at range to avoid shadow crash targetting melee. Rest (including some healers) should stand up close. The 4 at range will need to be reacting quickly to every crash and every life leach. Some healers can make good use of shadow crash (Disc priests casting low cost shields, resto shaman cheap earthshields, druids lifebloom). Paladins can adopt a protection spec (something like a 28/43/0 build, down to touched by the light) for very mana efficient heals, since deep holy mana regen through illumination is irrelevant.

Mimiron
Still one of the hardest, but recently nerfed, Mimiron hard mode is triggered by pushing the big red button at the back. Throughout the fight, doomfires will spawn and move around the room - slowly but attracted to players - often put out by one of mimirons creations. Mimirons own damage and health are increased to boot. Phase 1 plasma blasts and napalm hits are more scary than normal mode. Mimiron will extinguish any fires around the 2nd shock blast. Phase 2 is much the same as normal mode but with extra fire making the healers job even harder. Mimiron will do a close range fire suppresant frequently and a ranged frost bomb less often. Phase 3 and phase 4 are much the same as normal but made more complex by the addition of the fire and some fire extinguishing robots. The fire extinguisher shots do damage, which on it's own wouldn't be that threatening but combined with all the other damage can be fatal.

Keys to success are a good plan for moving around the room, high dps and hps, without getting hit by mines, rockets, shockblasts and without standing in too much fire. Warriors make great tanks here, with the ability to taunt the head and spell reflect.

Yogg Saron
Hard mode means not asking for help from one or more of the keepers. True hard mode means only asking for help from one (typically Thorim). Super hard mode (not described here) means no keepers at all. Effect of removing the keepers:
Mimiron:
Buffs:
player gains 10% damage and 20% speed boost. Tentacles in phase 2 are debuffed with a cast slow.
Implications: Cloud dodging is harder. 'tank ferrying' strategies are less attractive. Brain room portal teams lose extra travel time. Corrupter tentacles spam debuffs like crazy in p2 and can easily become overwhelming.
Hodir:
Buffs: player gains 10% damage and reduces incoming damage by 20%. Lifesaver iceblocks.
Implications: Mistakes (and some semi-random elements like crusher spawns) will not be tolerated and punished by death. Damage from dark volley and sara's blessing are a much more serious threat in phase 1. Damage from constrictors is more dangerous.
Freya:
Buffs: player gains 10% damage and 20% healing received. Freya gives 4 sanity wells.
Implications: Sanity is a one-way trip as there are no sanity wells, sanity draining effects need to be avoided as much as possible; Malady of the Mind (jumping fear) being a key one as it is avoidable. Players are likely to be on reduced sanity entering phase 3 and getting hit by Lunatic Gaze is not an option.
Thorim:
Buffs: player gains 10% damage and 20% total health. Thorim kills immortal guardians in phase 3.
Implications: phase 3 becomes a whole different ball game. Tanks will be holding multiple low health adds that can't be allowed to drain life too much. Periodically Yogg Saron will do Empowering Shadows, which will do a massive heal on any adds he's marked with Shadow Beacon - needing them to be spread apart and moved away from yogg saron.

- For each keeper removed, you lose 10% raid dps. Obviously this all adds up. DPS will need to be slick and efficient in getting onto their targets (whether top side or brain room).
- When you had +20% healing and -20% damage buffs, things like Sara's Blessing or Fervor were almost ignorable, easily healed through as random raid splash. When you get into the harder modes, you'll start needing to react specifically to those threats.
- Most common first keeper to remove is Mimiron. From there, Hodir or Freya are a matter of preference - both will reduce player survivability more significantly than Mimiron.

------ Original Post ------
Having gotten YS down in 10 man, I am looking to plan our approach to some of the hard modes. I'm not in a big rush to push the group into these, I'd like to pace things out a little, and would like a view as to which are the 'easier' hard modes.

From what I've read, XT002 and Thorim are considered to be on the easier side, along with medium mode Iron Council. With Freya and Flame Leviathan, we can turn the difficulty up in increments. However there seems to be a lot less information (guides etc) on the hard modes at the moment while the progression races are ongoing.

Anyone got advice about how to approach these? With of Freya's trees to leave up first, which of the hard modes to avoid until later?

Last edited by swelt; 07-21-2009 at 09:11 AM.. Reason: Content Add
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  #2  
Old 05-19-2009, 07:56 AM
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On 10 man, Iron Council is quite easy, followed by Hodir and Thorim. We also did Yogg with 3 keepers quite easily.

Freya is harder, as is XT. FL4 would take up a lot o time so we're skipping him atm.
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Old 05-19-2009, 08:25 AM
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We left up one tower on FL, didn't make it much harder and meant he dropped badges of conquest, so that much at least is probably worth doing. Interesting to see you mention council as quite easy - I guess that's because tanking steelbreaker with 25 man gear in 10 man makes it less hairy?
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Old 05-19-2009, 08:59 AM
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We left up one tower on FL, didn't make it much harder and meant he dropped badges of conquest, so that much at least is probably worth doing. Interesting to see you mention council as quite easy - I guess that's because tanking steelbreaker with 25 man gear in 10 man makes it less hairy?
Tanking him becomes easier and DPS will be higher in P3, where the shit really hits the fan
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Old 05-19-2009, 11:15 AM
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Hey all, we're actually in the exact same situation. Having just killed YS, I'm looking to move our group into the hardmodes. We run only 10's.

I was thinking of starting with:
FL+2
I Choose You, Steelbreaker!
Thorim
Freya+1

Do these seem like reasonable (the MOST reasonable) choices to start out hardmodes with?

Also, for those of you beginning Yogg short watchers, which watcher do you abandon?
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Old 05-19-2009, 12:15 PM
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10 man hard modes are not too bad, not really soul crushing at all like 25s. Of course I've been doing them in 25 man gear, so keep your gear level in mind.

Intro Hard modes:
Flame Levi. Leaving up the ice tower is easiest, followed by lightning. 3 or 4 towers up gets pretty tough.

Iron Council. Steelbreaker last is almost shockingly easy in comparison to 25 man if you know the correct tactics and raid layout. 2 tanks, 2 healers. If Steel last is too much, doing runemaster last is easier.

Thorim Hard isn't too bad at all in ten either. With fewer people, you have more room to spread out. And he doesn't hit nearly as hard on the tanks.

Freya 1 elder is also a good intro hard mode. The mob that gives roots is the easiest to deal with, the sunbeam elder is next hardest. The ground tremor elder is the most annoying, imo.


Yogg 3 lights, was surprisingly annoying. I believe that not using mimiron is considered easiest. The cast speed debuff he does just means there is more decursing and cleansing to do.

After those consider exploring Hodir hard, Freya 2/3. XT hard is probably at this level as well.

Mimiron hard, Yogg 1 light, are probably the hardest, you'll want to avoid them until you have significant hard mode experience.
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Old 05-19-2009, 07:39 PM
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They have changed XT considerably:

Hard Modes
- The hit point increasing hard mode ability for XT-002 Deconstructor has been reduced to 50% in the 10 player Normal setting, and 60% in the 25 player Heroic setting. The corresponding damage increase for XT-002 has also been reduced to 15%. Life Sparks also have half of their previous hit point values.

Source: World of Warcraft - English (NA) Forums -> Ulduar Tuning (May 19 2009)
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Old 05-20-2009, 07:44 AM
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FL with 1-2 towers is very easy, I wouldn't say frost tower is easiest though since it snares all your vehicles. We saved frost / life til last 2.

XT is ridiculously easy on hard mode now. Took 2 tries because our ret LD on the first attempt so we only got the heart to ~5% (3 healers).

Steelbreaker last may even be easier than Runemaster if you have problems with people snaring / killing adds quick. Three healers should be fine too unless your dps is bad.

Hodir should be no problem, all dps (including the tank for threat) should use haste moonbeams. 1-2 dps (hunters) should use toasty fires to stack the debuff. Use 2 heals.

Thorim isn't bad, use 3 healers if dps is good to make P2 super easy. If dps isn't too great drop to 2 healers but may take more attempts.

Freya+3, General, Yogg are all quite a bit tougher than the others listed.

Mimiron - don't do this
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Old 05-21-2009, 06:27 AM
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Great info here, thanks.

So about hodir... I can't help notice that in their infinite wisdom they put both the tank weapon and shield in the rare cache. Is this just a case of 1 tank, 2 healer, 7 dps zerg?

Last edited by swelt; 05-21-2009 at 06:32 AM..
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Old 05-21-2009, 07:11 AM
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we ran with a 1 tank 1 healer 8 dps setup but thats just because we were attempting the 2min one the week before nerf and only were like 15-20 secs off then and after nerf we had a kill in 2min 15 secs
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Old 05-21-2009, 10:17 AM
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Great info here, thanks.

So about hodir... I can't help notice that in their infinite wisdom they put both the tank weapon and shield in the rare cache. Is this just a case of 1 tank, 2 healer, 7 dps zerg?
That raid layout will work. The real trick is using the buffs from the npcs properly. Spreading Storm power, and using the light beams well. My raid found, in both 10 and 25, that its best to keep the boss stationary. Moving him around to reach lightbeams seems to lower raid dps, at least in 25.

Oh and give mages storm power. Something about the buff synergy on hodir makes mages godly, 15k+ dps is possible in 25s.

For 10 man though it doesn't matter as much, melee can get storm power and you still reach the timer.
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Old 05-21-2009, 11:44 AM
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Hey all, we went ahead and started on the hards last night. Just wanted to share some of our experiences.

FL2 - Storm + Fire. I'm our RL and decided that by choosing Storm + Fire we wouldn't add any significant new logistical challenges that required tactics modifications. I would definetley recommend that people new to towers start with these two. Our raiders focused on killing him as quickly as possible and he went down in 3 overloads. Very simple, easy way to get Conquest emblems for guilds starting out.

XT-002 - Had some problems here. Our healers weren't being quite aggressive enough healing during the tantrums. We ran 2 healers and ocasionally if we got a light spark during the tantrum wed lose a player. They corrected this by simply being a bit more spammy and she / he / it went down fairly painlessly. Definetley encourage your healers to sacrifice efficiency for security during tantrums to help lessen the "dice roll" of an untimely light spark.

Steelbreaker - Easy. Shockingly easy. Ran 2 healers 2 tanks 6 DPS Steel went down with ~20S left on the second tanks overload. Some tactical considerations: we had me (warrior) tank Steel + Brundir while DPS focused Molgeim. Ensure, as usual, raiders are ever vigilant of overcharge. During "P2", if debuffed, the CL from Brundir can be lethal. Ensure that your interrupters coordinate effectively. Also during phases 1 + 2, make sure that everyone who does NOT NEED TO BE IN RANGE OF STEEL is not in range of Steel. The aura, while not powerful, soaks up a bit of healer mana. Finally, during P3, simply turn up the heat and explode him. Nothing fancy required.

Auriaya - "Crazy Cat Lady" - not a legitimate Hard Mode, but thought I'd share a little bit here as well. Her HP on normal is comically low. Only marginally more than Steelbreaker. We had one tank hold the boss and another hold the adds. At 50%, they swapped and she went down without a hitch. The only significant consideration is ensuring that your add tank is covered during fears. The few seconds of hangtime can be fatal.


Tonight we're going back to work Thorim / Freya1 and possibly Hodir. Will update with more thoughts when we finish.
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Old 05-21-2009, 12:34 PM
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Having tried all hard modes -

As difficulty ramps up.

FL2 > Hodir > XT > IC > Thorim > Freya1 > Yogg1 > General > Mimiron.

also tried..yogg 2...probably still easier than general..but we had trouble in phase 3 cuz we left up Thorim....gotta change our keepers a bit.

Same with freya 2 - it gets significantly harder than freya 1.

and Mimiron phase 3/4 is just a cluster fk..we need more practice.

Note:
We Destroy - Frost/Life on FL (life spawns adds..frost slows movement..which kinda sux - we also designate a demolisher just to dps..while the gunner picks up (forgot the blue fuel thingy name lol)

Hodir - we attempted this guy even before the nerf with 1 healer..got it to 2.05 (with me tanking..with a feral it prolly couldve been done)..so we just stick to 1 healing it..but we just did a hardmode+champion of Ulduar hodir with 2 heals.

XT - 2 heal again - with 1 tank (I pick up initial adds and boss)...well we also just use 1 tank in our regular kills so its no differnt

IC - this isnt one of the dps races..so pretty easy...as long u can bring down steelbreaker in 2 deaths. (we soulstone first tank at the start of phase 3..and BR 2nd if needed) Kill order is - Molgeim - Brundir - Steel.

Thorim - we have some trouble on him...esp at around 8+ stacks with tanks dying...but its quite easy.

Freya1 - we have done this fight leaving up each elder up..and the ground tremor one gives us the most trouble and beams the least. However the beams do 9k dmg a tick if stood under.

yogg1 - we leave up mimiron...and for 2s..I think it would be easier to do Hodir rather than the other 2..but tanks gotta be extra careful on crushers..and more healing due to extra dmg...we also had few ppl intentonally trying not to use sanity wells..and had less than 10 at the end of the fight (with 1 keeper up)..so thas also quite possible.

General - this fight is much easier with a DK tank...this pisses me off...as I tank most bosses in ulduar..Kiting him and tanking animus gets hard sometimes...as sometimes he likes go into kite phase as the animus is forming and since the animus is immune to taunt..i have to run...heroic throw and pick up animus or pop CDs (given that i stil have them up)..also lose quite a bit of dps by moving. (FIND A DK TANK!@)

Mimiron - well its mimiron with doomfires...3 of em..they follow the closest person..so its possible for ppl to kite it away from raid...also they switch if the kiter is far away...with health gains...a warrior with 4 pc t8 is pretty good on him ( i solo tank all plasma blasts...goes through about 5 before phase 2..but prolly done in 3-4 with enough practice)..he douses the fires priodically and spawns 3 new ones...weve only got to phase 3 and phase 4 to wipe..gotta try more!

Forgot to mention..its easy to do 4 min Ignis and crazy cat lady fairly simply in 10 man...id put them up with XT's difficulty.

Last edited by Aggronaught; 05-21-2009 at 12:38 PM..
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Old 05-22-2009, 01:41 PM
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You'll have to tailor the order you attempt them to the strengths of your group, but we're doing them in this order:

FL+2 -> Iron Council -> Thorim -> Hodir -> Freya -> Mimiron -> Vezax -> Yogg -> FL+4

I left XT out since we got it immediately post-nerf. We're on Mimiron right now, so I haven't tried General Vezax and Yogg+1. Note that my group is significantly overgeared in 25-man gear now, but when we first started trying hard modes we were mostly in Naxx25 gear with a few assorted Ulduar10/25 pieces.

Iron Council is a healing/positioning check for the first two mobs, and a DPS check once Steelbreaker is left. If you can't kill Steelbreaker before the second tank dies, I would not suggest trying other hard modes until you can comfortably do so. Our last kill ended with 13 seconds to spare before the FIRST tank's death.

Thorim is mainly dependent on competent tanks that pull at the right pace in the gauntlet, can control adds alone in the arena, and can taunt immediately. Other than that, the harder parts of the fight on 25man vanish because there's so much space for you to spread out. Getting to phase 2 with everyone alive is typically a guaranteed win for us.

Hodir is a very simple DPS burn. If DPS is competent enough to stay out of icicles, the job of the healer/healers will be very easy.

Freya+3 is a fight where every player has to juggle many different responsibilities. It's extremely strategy-dependent, and that strategy will change radically based on your raid composition. It's like Sarth+3 in the sense that the difficulty of jumping from 2 to 3 adds is tremendous. Freya+1 is barely harder than Freya+0. Freya+2 is good practice due to the fact that sloppy elemental/lasher phases can wipe you, plus you can practice breaking people out of roots and dodging sunbeams.

Mimiron hard mode is pretty gnarly. Just started attempts on him earlier this week. Careful doomfire management is key. There are many contradictory elements to this fight that make it difficult and interesting to learn, and it's going to turn your normal Mimiron strategy completely upside down.

Flame Leviathan is trivial with 2, tricky with 3, and extremely challenging with 4. For 2 I'd suggest leaving up Thorim and Mimiron.

Last edited by Kristoph; 05-22-2009 at 01:47 PM..
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Old 05-24-2009, 02:11 AM
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with the recent Xt nerf, he's fairly easy.

Freya while leaving the iron roots keeper up is the easiest of the 3.

Thorim is not too difficult, but people need to be paying attention to avoid standing in the lightning charges.

Haven't done medium mode IC yet, but i can say that hard-mode is a good challenge, and i would probably suggest not pushing too hard for it early if you're looking to pace your raid group early on.
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Old 05-24-2009, 07:35 AM
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Most of my raid is in 7.5 gear and we almost knocked out Steelbreaker and Thorim 10 hard modes. If we had a bloodlust present we would've killed it easily. Bring the player, but only if its a shaman.
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Old 05-24-2009, 08:59 AM
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Most of my raid is in 7.5 gear and we almost knocked out Steelbreaker and Thorim 10 hard modes. If we had a bloodlust present we would've killed it easily. Bring the player, but only if its a shaman.

We felt this too, this week. We did Xt, Iron council, Hodir and Thorim hard modes this week for the first time, and a shaman was absolutely essential. kinda lame.
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Old 05-24-2009, 10:15 AM
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To clarify, we seriously attempted XT, Iron Council and Thorim hard modes and without a bloodlust we had these problems:

-On XT, we first tried 2 specced healers and our 3rd healer specced DPS but going heals during hard mode. We simply got overwhelmed and could not heal through the damage. After switching to 3 specced healers, we could not get the heart down in time, with its % of health ranging anywhere from 2-6% left. Again, with a bloodlust we easily could've gotten the heart down with 3 specced healers.

-On Iron Council, we would get Steelbreaker to roughly 40-45% before I would die. With a bloodlust he would possibly be 15-20% lower, especially with our DPS saving their cooldowns.

-On Thorim we were consistently wiping around 30%, we would have saved the bloodlust for around 50% or so to not only help with DPS but heals during the part of the fight where he starts cranking tanks.

Guilds on my server have beat these hard modes but their players are in mostly 8.5 gear, with some DPS in 4pc. I would love to do these encounters in Uld10, Naxx/Malygos/Sarth25 gear but really it doesn't seem very doable, at least without a shaman in group for bloodlust. We haven't killed Yogg 10 but the loot off him is so terrible we've kind of decided it better to get hard modes done both for gear and for recruiting/enjoyment.
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Old 05-24-2009, 10:32 AM
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Thorim 10

Is Thorim 10- 2 healing (would be me [shaman] + Pally) really the way to go if you're having problems the last 20~25%? I've got my qualms about it just because having a single AoE healer sounds a bit rough.

Tank death is our current issue, and our warrior tank is starting to believe this is untankable for him
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Old 05-24-2009, 10:48 AM
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My thoughts on Thorim 10 hard mode:

-Overgearing your DPS will trivialize it. If you have 8.5 gear available to you, it will be so so so much easier. Our DPS had nobody in 8.5 whatsoever.
-There doesn't seem to be a way that a tank can gear to really help out. Unbalancing Strike can't miss or be dogded/parried and towards the end it hits for over 30k, meaning 1 quick melee after can possibly kill you. You can't avoidance gear like for Brutallus back in the day and this fight on hard mode really, really reminds me of that. You take insane damage towards the end. You just have to kill him before he insta-gibs your tanks.
-Unless you can massively outgear it with 8.5ish stuff, I would say a bloodlust in necessary, and a cooldown rotation on the tank as well.
-The best possible scenario in my opinion would be burning him to about 40% or less and then having tanks and others try and time their cooldowns to correspond with Unbalancing Strike. Can anyone help provide some info on this ability and when it is cast? Does it seem to be every 15-20 seconds or is it totally random?
-Towards the end of the fight, if you don't have a cooldown timed to an Unbalancing, there is always the chance of an Unbalancing Strike followed almost instantly by a crit. This happened to me around 30% where I took about 25k and then a 23k crit almost instantly after before my OT could react. It is maddening, but it is par for the course.
-I can't comment on 2 healing it, but with the tank damage, it seems to do this you might need a paladin.
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