realy like how you have explained this, Im planning on doing this soon and slowly but surely picking player out for next weeks attempt how many trys did it take you with getting used to fight ??
I thought I'd write a little guide to getting Undying. It's really not that hard of an achievement to attain if you have a focused group of raiders with above average raid awareness.
It may not be what you are looking for, I thought it might be beneficial to some people if they read it =). The format is set out on what our goup composition did, so it can be comparable and be adjusted as you wish.
It's imperative that everyone that is attending the run all have all impeccable internet connections. The last thing you want during the run is for one of your member's disconnect during an encounter that involves a particular role or action to be filled. For example, a disconnect during the heigan dance will mean the character will either get hit my waves or die on the platform when the boss teleports.
It would be ideal to stack the group well in synergy for buffs. i.e. Shamans for heroism/totems, priest for prayer of fortitude, a paladin with points in full kings, druid for MoTW etc.
Our group was stacked to benefit mostly the casters.
Tanks
Protection Paladin (Kings/Sanctuary)
Unholy Death Knight
Healers
Restoration Druid (MoTW)
Holy Paladin (Kings/Imp Wisdom)
Holy Priest (Prayer of Fortitude/Shadow Protection)
DPS
Frostfire Mage (Arcane Brilliance)
Arcane Mage
Balance Druid
Elemental Shaman (Yummy totems)
Shadow Priest (Drainei heroic Presence)
By no means must you bring 3 healers, we just brought an extra along for more cushion to overall damage since our dps was high.
Its beneficial for all players to bring consumables to the run, every little bit helps! There's no time limit for the achievement, so take it slow if you must.
We initially started clearing the wings in order of encounter which would seem more prone to player deaths, doing this really sets you in motion and will show you that the group has what it takes.
The following is the list of the boss encounters and how it was best handled for maximum survivability.
PLAGUE WING
Noth the Plague Bringer
Tank Assignments - Death Knight (Noth) Paladin (Summoned Skeletons)
Heal Assignments - Restoration Druid (Rolling Hots on tanks and decurses), Paladin (Beacon OT and heal MT), Priest (Raid)
Paladin just laid a consecrate on the scripted path to the raid whilst everyone was stacked in the middle. Make sure curses are dispelled a.s.a.p. Heroism can be used during the 1st phase of the encounter. When Noth teleports, the adds are AoE'd down. The following adds are then picked up by both tanks and killed, if any get lose, a paladin can holy wrath to give the tank time to pick it up.
Make sure Noth is down b4 a 2nd teleport as the second group of adds during teleport may cause some troubles.
Heigen the Unclean
Tank Assignments - Protection paladin (Heigen) Death Knight (DPS)
Heal Assignments - Restoration Druid (Tank and Raid) Priest (Raid) Paladin (Dispels)
Things can get undone here, if you're running melee heavy here, mark up the MT and make sure all melee are stacked up on them all the time. They should never get hit my waves unless the tank struggles in tanking the fight. The dispels on diseases must be done a.s.a.p. Disease Cleansing totem works also but its on a pulse, so its not as effective.
During the teleport phase, make sure everyone is looking for the bursts, they cannot judge via other characters due to possible latency issues, therefore they must make an individual judgement. Make it clear that you don’t want anyone damaging the boss during this phase, just get them to focus on staying alive. Once the transition from phase 2 to 1 occurs, just rinse and repeat.
Loatheb
Tanks Assignments - Protection paladin (Loatheb) Death Knight (DPS)
Heal Assignments - Paladin (Tank - beaconing lowest hp player prior to heal debuff running off). Druid/Priest (raid)
The only real problems that can occur here is aggro pulls due to the tank getting a "bad" spore or the dps is slow and the raid eventually takes unhealable damage.
Just make sure the raid is vocal in spores and that every dps receives the buff, heroism is best used when majority of the dps have the buff. Healers should be dpsing until they need to heal, cast should begin in time of the debuff running off.
CONSTRUCT WING
Patchwerk
Tank Assignments - Protection Paladin (MT) Death Knight (Hateful Soaker)
Healing Assignments - Restoration Druid (Hot Both tanks) Paladin (OT, Beacon MT) Priest (OT)
Only thing that can go wrong here is if the tanks are undergeared or from lack of heals. The tanks must be shielded, hotted etc prior to the pull. Give them a few seconds for threat before the melee run in. Rest is straight forwards.
Grobullus
Tank Assignments - Protection paladin (MT) Death Knight (Blob Tank)
Healing Assignments - Druid (MT and OT), Paladin (MT beacon OT), Priest (Raid)
NO DISPELS! It's crucial that there are no dispels whatsoever. Majority of deaths occur due to blobs or people standing in clouds.
Be vocal on vent as to who has the mutagen injection debuff, make it clear prior to the pull where it must be dropped. Make sure there person that has the injection has a full health bar before he runs off, rolling hots will also help.
Melee can take excess damage in this fight due to some not seeing the cloud beneath Grobullus feat, so they may assist the blob tank if you forsee a problem. The encounter doesn’t end until the clouds disappear! So don’t run in and kill yourself looting.
Gluth
Tank Assignments - Prot Paladin (Gluth) Death knight (Gluth) Holy Paladin (Zombies - with Righteous Fury on)
Healing Assigments - Druid (both tanks), Priest (healing zombie tank if need, otherwise on tanks and raid)
Deaths occur on this fight due to mortal wound stacks becoming unhealable, tank getting gibbed during decimate or the zombie chow tank getting too many stacks.
The tanks would taunt of each other every 2 mortal wound stacks to ensure that they were easily healable, the zombie chow tank had an earthbind totem from the ele shammy whilst kiting the chows with RF on.
During decimate, whomever had gluth at that time shield walled and got a quick Lay on hands to ensure a non gimp.
Zombies were frost novad, holy wrathd, typhooned and thunderstormed away from gluth. Gluth should be dead after 1 decimate.
Thaddius
Tank Assignments - Prot paladin (Thaddius)
Healing Assignments - Druid (MT and raid) Paladin (MT) Priest (Raid)
Just make sure the raid kill both stalag and feugen within 15 seconds of each other, everyone should know which side corresponds to which polarity charge is given out. Everyone must make the jump, if not it puts a large strain on the raid, If someone doesn’t make the jump initially, get them to run back and sit on the edge of the platform waiting for a charge, once the charge is given out, they can get to their respective side.
Remember, the encounter doesn’t end until the charge wears off! So don’t kill each other with charges.
DEATH KNIGHT WING
Intstructor Razuvious
Tank Assignments - Tanks are the NPCs. Prot Paladin and Death knight Tank Both MC'd
Healing Assignments - Druid (NPCs and raid) Paladin (NPC) Priest (Raid)
This can be really tricky if you dont have an MC'r thats confident, make sure the mc's are very communicative to each other on when they are taunting, dropping and bone shield cds. Basically relies on the mc's, very straight forward fight.
Gothik the Harvester
Tank Assignment - Prot Paladin (Dead Side) Death Knight (Living Side)
Healing Assignments - Druid and Priest Healing Dead Side. Paladin healing living side
We had 3dps on the dead side and 2 dps on the living as the dead is more dangerous if the dps nuke the living side too quick, a good balance in all. Have the dead side tank stand in one of the corners and lay a Consecrate or DnD with all the dps and healers behind them. Therefore that eliminates the healer grabbing initial aggro. Have the dps be careful that they dont nuke suddenly before threat is established. If someone happens to grab uneccesary aggro, use a cd to save them such as bop etc. Once Goth comes down, blow heroism straight away so both sides will get the hero with minimum debuffs. Tank and spank from then in.
Four Horseman
Tank Assignments - Prot Paladin (Baron) Death Knight (Thane)
Healing Assignments - Druid (healing back 2 ranged tanks) Paladin (Prot Paladin) Priest ( Death knight)
The whole raid must be on their game and alert in this encounter. We have the shadow priest and Balance druid up the back getting healed by a restoration druid, therefore theres no spike in damage and therefore more of a cushion. (Many variations but we found this the most safe, you may swap out for 1 healer/ dps up the back if dps up front maybe lacking)
Holy paladin pulls with a JoL on zeliek for reactive initial raid heals on the shad prest. Thane is taunted and heroism is used soon after, Thane is killed before the 4th stack, if you happen to get the 4th stack, you may stick it out and killl him if you can, as long as the healer is confident healing through it. Once thane is down, the Death knight taunts off our Paladin, who than drags it back to their dps and kill it on the 4th stack. Once the front two are down, the two tanks up front must take a target each at the back with their designated groups. From then on in, noone should die, make sure there is always a healer each side and noone stand in the void zones.
SPIDER WING
Anubrekhan
Tank Assignments - Prot Paladin (Adds) Death Knight (MT)
Healing Assignments - Druid (MT and OT) Paladin (MT beacon OT) Priest (Raid)
Only death here is going ot be from Locust Swarm, keep an eye on the timer and make sure people prepare accordinly beforehand, keep hots etc on the MT always, snare or root the scarabs and aoe them down.
Grand Widow Faerlina
Tank Assignments - Prot Paladin (Worshippers) Death Knight (MT)
Healing Assignments - Druid (MT & OT) Paladin (MT beacon OT) Priest (Raid)
Have the shaman put down a poision cleansing totem, its easy enough leaving the adds up, if you're concerned the enrage damage is too much for healers, the adds tank can solo one down to 5% and nuke it once she enrages. Fire resist aura will help cut the raid damage down.
Maexenna
Tank Assignments - Prot Paladin (MT) Death Knight (DPS)
Healing Assignments - Druid (MT and raid) Paladin (MT) Priest (raid)
This will be the most testing fight during this quarter. Have the shaman place a PC totem down. the druid must be rolling hots and abolish on the MT at all times. The spiders may cause a bit of a problem during the web wrap phase beating on squishies. So prior to spiders, make sure you have either a frost nova or consecrate/DnD ready to pick them up off the healers.
Beat maex down till she is sitting on about 32%, after the web wrap, blow all your cd's and heroism to burn her through enrage, first web wrap should be shield walled, a paladin can sacrifice the mt and bubble to reduce incoming damage if needed.
SAPPHIRON
If you've got this point without dying, your raid is doing very well. Its normal to get abit nervous at this stage.
If you have 3 healers wearing one piece of frost resist gear with frost aura will mean you'll have at least 210+ Frost Resist. Meaning that blizzards and frost ticks wont be much of a problem to heal through at all. But its not neccasary and frost aura is all thats really required.
Tank Assignments - Prot paladin (MT) Death Knight (DPS)
Healing Assignments - Druid (MT and Raid) Paladin (MT beacon raid healer) Priest (Raid)
This fight is fairly easy providing people realise its not a dps race and survivability is the key. Moving out of blizzards and spreading out accordingly is essential and the healers will thank you for it.
Curses must come off asap, make sure no raid member is anywhere near saphs tail, as it easy to get knocked out of heal range and into a blizzard. Phase 2 must be communicated via vent early, call out when the first person is blocked so the raid can start moving towards them, but dont stack until the 2nd has come down, make sure everyone is at least 8 yards or so away to avoid chain effect. Whilst behind the ice tombs, all classes that can heal should do so, its pretty much a free heal phase to get everyone topped up again.
KELTHUZAD
So you've got this far. This is the deciding encounter and chances are the raids both excited and nervous. Most undying and immortal runs will be decided at KT and unfortunately, no matter how well you play, RNG may not favor you.
Before you engage the fight, make sure everyone in the raid know their role backwards, their exact positioning when KT becomes active etc.
Tank Assignments - Prot Paladin (Guardians Tank) Death Knight (Main Tank)
Healing Assignments - Druid (MT and Raid) Paladin (MT beacon a healer, phase 3 Guardian tank), Priest (MT and Raid)
Phase 1
Make sure the tanks are given sides to look after, they must always be on the lookout for Abominations, a lose one in the raid will mean a one shot on a healer. Skeletons must be killed before they reach the raid, Shadow Resist aura or Protection is helpful. Banshees should just be nuked as always,
Phase 2
Have the dps run to their assigned positions. Holy Paladin runs frost resist aura, i cant stress enough how important it is to interrupt frost bolts, if left alone, its could lead to ridiculous spike damage. Pretty much all classes have an interrupt, so there shouldnt be an excuse. We had rotations with mage counterspells, hoj, earth shocks.
Make sure all 3 healers are inrange of the whole raid to assist in ice blocks.
Everyone should be 10 yards or so apart, if your running melee heavy, use a triangular max hit box formation to minimise stacking. The only movement during the rest of the fight should be due to fissures, have a look where your running and make sure not to run towards a healer.
Tombed players must be instant healed asap.
Phase 3
2 guardians come into the fight, its dangerous to have the OT running through the raid picking them up, so have either a hunter md it or a holy paladin use ritcheous fury in the centre so they run straight to them for an easy taunt. Heroism should be blown at this stage and dps go all out. Phase 2 abilites must still be taken into account.
I hope this guide helps somewhat, thanks for taking the time to check it out! And best of Luck, let me know how you guys go!![]()
realy like how you have explained this, Im planning on doing this soon and slowly but surely picking player out for next weeks attempt how many trys did it take you with getting used to fight ??
can definately be done with different comp, we had DK & prot war tanks, shammy & druid healer, 5 dps were 2x mage 1x fury war 1x DK 1x warlock (yea we 9 manned it)
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Got this achievement done last wednesday while we were trying for the 8 man achievements. We found that with less people in the raid, it was less that the healers had to worry about. The hardest fight to do with 8 people and not have anyone die was 4 horsemen. The way we solved it was that we brought along an ele shammy who was in healing gear for this fight until the first two horsemen were killed.
?? you mean they healed until the front two were down, then dps'd.. obviously they didn't switch gear, or do you mean a healing weapon?
yup as i said before. the comp isnt ideal by any means, just a guide you may relate to. Any comp can be taken in their provided you have 2 tanks and 2 healers
Thanks
We one shot it fairly easily, only close call was when our priest was iceblocked on KT and i wasnt paying attention, got a holy shock up just in time.
Any raid composition can be taken in, but its more so the player you should be confident in
GL and tell me how u go!
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