Who’s Healing Valithria?

February 9, 2010

I’m all about putting the right person in the right spot to do the right thing.  When I had initially heard about Valithria and that it was a healing fight I was absolutely a flutter.  I was downright gleeful.  Then we got to it on 10man and I realized that maybe I wasn’t cut out for the job.  The biggest reason that I personally can’t do it is that I’m a huge micromanager.  Having to focus on one thing isn’t something I do well so I passed the job up to two other great healers Kahnti and Conifer.  They rocked the joint out and setup the stage for our 25man.

In 25man we had a variety of healers, a paladin, a shaman, a druid, and a priest (initially) healing Valithria.  It quickly became clear that not all healers were created equal.

(Disclaimer: This is a VERY limited pool of test subjects (ie. my raid) but just giving my opinions and observations on healing this fight.)

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Sindra-boring-as-fuck-gosa

February 6, 2010

Ever put kittens in a bag and drop ‘em into a river?

Why not?

You probably haven’t gotten to Sindragosa yet.

Let me explain.  The frost wing started out phenomenally.  You have a mini event that gets you a frost badge and then you get to do the Valithria boss (which for some reason I’m HORRIBLE at).  You clear some more trash and then you get to Sindragosa.  You may or may not watch a video on how to do the fight (if you do I suggest this one).  You realize the fight looks somewhat complicated but doable.

You start your first attempt and wonder… why did they say to use 3 healers again?  Who cares… oh I got sucked into her cavernous chest… run run run… woot I’m alive!  Heal tank… check.  Heal raid… check.

Ice blocks?  Oh yea, hide behind them.

1…

2…

3…

4… frost bolts.  Okay now we break them out and back to p1.

(elapse time it takes to ride a hot air balloon to the moon)

35%!  That means p3.  /loosen up

Dodge iceblock, duck behind ice block… oops not my turn yet, tank low, heal, heal, HEAL!  raid needs heal, uhoh I’m at 17 stacks of unchained magic healer (cuz its ALWAYS ON A HEALER!) and 4 stacks of mystic lunch so I can’t heal for 8 seconds and now I’m dying to a constant AE (now I understand why there is 3 healers).

Roughly the time it takes for heroism to fade you wipe, actually I’m not even sure if we did live 45 seconds.

That’s how p3 is… quite frantic.  I’m not bitching about p3 though.  I like p3… its where the fun lives.  My problem is the first 65% of the fight where you do fuck all.  The fight basically doesn’t even start until 35% and that ends so quickly you are wondering if the hooker took off with your wallet.  We were taking AFK pee breaks and I took some time to order a pizza (srsly… I did… cuz I was chained for almost an entire attempt).

I should probably tie in the kittens now huh before you call PETA on me.  The frost wing started out fantastic, tons of fun and then you get to Sindragosa and her first half is painful… painful like watching kittens drown.  See, I tied it in.

She should just start at 50% so that you get to experience that p1 and p2 which aren’t bad and quickly progress to the difficult part of the fight.  I just expected so much more after Valithria and it’s a serious let down.

On another note any priests that have been doing Valithria?  I did lose my stacks a few times on 25man which accounted for some very bad attempts from me but even on the good attempts I wasn’t pushing anywhere near the pally / shaman / druids that were going inside.  I tried a variety of healing but I’m not sure if flash x3 then g.heal is greater than just spamming flash (especially since I have 2p t10).


Valithria & Stuff

February 3, 2010

When your desire to play WoW begins to decline… so does your ideas on things to write about.  I’ve sat down several times and just stared at a blank screen… but you aren’t here to read about my QQs.  On to the new raid content!

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Crimson Halls Review

January 21, 2010

Tuesday night Zordon sent us to ICC10 for the new Crimson Halls.  We headed for the Crimson Halls first, wanting to take a peek at it…

Trash: D+ (boring, the + is for lich slap)
Mostly a letdown, just gather it up and AE it.  The lich is kind of funny though because he casts an ability called lich slap… lich plz!  hahaha… love that.

It can be shield reflected though, then you get to yell out, “Stop hittin’ urself!”

The commander’s put a bleed debuff on whoever is tanking them that stacks to 3 and was doing 10k dmg a tick.  Pretty nasty, especially if he gets stunned with a bunch of mobs on him.

Blood Princes: A- (hella fun!)
REALLY fun fight, completely mechanic driven and has people doing all sorts of shit!  You have 3 mobs that share an HP pool but only one of them can be dealt actual dmg (that counts towards their HP) at any given time.  When they are the mob with the HP they become ‘empowered’ and hit like a mach truck carrying photon torpedos.  There’s a whirling thing that knocks peeps back, a giant fireball that you have to semi kite, some black clouds that pew pew and buff you and some bombs falling from the sky.

Its like droppin’ a rabbit into a pit of lions fun.  Mainly because of the vortex that gets created and knocks peeps around (the bombs that fall to the ground can do it to).

Queen Lana’thel: B (a mix tape of boss abilities)
First of all… does anyone realize what lana spelled backwards is?  Just thought I’d point that out so you adults can nix your kids from playing such a perverse game.  Someone should start an online petition to make it more ‘kid friendly’.

Its Festergut with a twist.  She has like double his HP but she initially bites someone which increases their DPS by 100% and after 50 seconds they have to satisfy their craving for blood by biting someone else.  If they don’t then they become MC’d and you gotta kill ‘em.  As you can imagine… that’s bad.

In the meantime you will get other debuffs like Mother Shahraz’s Fatal Attraction (only the opposite of it cuz they have to run together instead of apart).  You’ll also get a wonderful continual AE going on like the two trash mobs before Lady Deathwhisper.  Next on the menu for abilities is Lord Jaraxxus’ flame poop ability (but this one is a pretty purple and lasts twice as long).  She will debuff the person closest to her other than the MT and hit them for the same dmg that she is hitting the MT (but its shadow instead of physical).  Overall though its very easily managed stuff…

Until she decides to go vampire bat-form so she can hop into the sky, spinning around and spraying fecal matter like some rabid monkey that’s been hittin’ the pipe too hard.  She hits people with some bolt that explodes, doing damage to them and people nearby which quickly adds up and toasts the raid if you aren’t spread out enough.  This is going to be stupid painful on 25man, not looking forward to it.

If you live through that you get a chance to go back to p1 and start it all over again.

Seems fun though!  We’re going back in this coming Monday to try and take her down.  11 attempts left so I think we have a good shot of getting her down.

Overview: B
The trash in this wing is just that, trash with no interesting abilities or real thought put into them.  They hit hard and can easily wipe you if you just fuck around but not ‘interesting’ (not counting lich slap).  The Blood Princes are a great pick me up and tons of fun.  The Queen is a nice entree with a variety of spices that make you ask, “please daddy, can I have some more?”


Marrowgar Nerf and ICC25 Review

December 17, 2009

Just like the title says… he got a nerf to his melee damage.  A SUBSTANTIAL nerf.  Last week Conifer and I had issues two healing Mr. Marrowgar just because the damage was so crazy on the two tanks plus you had the random burst on raid.  This week however, no issues at all.  It wasn’t like we suddenly got a bunch of better gear (same gear actually), he just got WAY easier.

Last Friday we went into ICC25 and tried it out, full cleared it which I’m happy to say but it was definitely different compared to ICC10.

Lord Marrowgar:
Oddly enough I did find this considerably easier on 25man.  The concept is exactly the same except you are using 3 tanks instead of 2.  The only difficult part was making sure everyone was covered on healing when he whirlwinds.  We assigned healers to each cardinal direction and that made the fight about 50 times easier.

Lady Deathwhisper:
This was the fight that punched us in the testicles (or ovaries if you are so inclined).  We started out using the strat that I thought was best, having healers on the platform and using healer aggro to suck everything that direction and tanks picking up adds on the stairs.  I know it works… another charter uses it, but it wasn’t going so well for us.  We switched up to a modified version of what Bosskillers.com uses.  On the east side where the two adherents spawn we had 3 melee that would kill one as soon as it spawned, move to the next one, and then go to Lady between waves.  The melee on the west side killed their adherent and moved to whatever showed up from the stairs or mop up fanatics left on their side.

After everyone got used to what was not supposed to be tanked or what was dying to magic vs. physical it went down pretty well.  The ghosts in p2 deal a substantial amount more damage than in 10man (which this fight is cake in).

Gunship:
Thanks to both of our tanks having already done this on 10man we one shotted it.  I’m not even sure if 1/2 the raid knew what was going on.  They’ve since fixed the bug but we had our gunship never land so we lost the loot (master looter wasn’t on the boat) =(.

Deathbringer Saurfang:
This fight is still finger bleeding fun on 25man.  Here’s how we did it…

First we start with the tanks tanking Deathbringer so that he faces the door he is coming out of.  Next we have the melee doing NO AE attacks.  Then we move to ranged positioning.  Everyone had problems getting just far enough away from each other so in comes the buddy system.  Every ranged stands with 1 other ranged.  It guarantees a 2 on every blood nova… BUT, it guarantees only 2 on every blood nova.  Next we put 3 healers, the strongest of the MT healers (helps if one is a paladin with righteous fury going) where Muradin spawns.

This means that when flesh beasts spawn they go running for those healers… but wait, here’s the tricky part.  We have a team at the base of the steps a hunter, a druid, and an elemental shaman.  The hunter plants a slow trap which… well… slows them.  As they come down the steps the druid will typhoon them, knocking them back up so that they never hit anyone.  The shaman goes next with thunderstorm knocking them back up and for good measure we had a destro lock that could stun them if need be.  It worked great.

The only other thing I noticed was that whenever someone gets the mark… it seems best to just let them die immediately.  If they aren’t up then he doesn’t start crazy generating energy.  The HP he gains is certainly a detriment but seemed the lesser of two evils.

Trick Note: We soulstoned one of the pallies and when he got to 30% we DI’d the person with the mark to slow the energy gain.  Neat trick… but probably not all that useful.

Overview:
Lord Marrowgar = Easy
Lady Deathwhisper = HARD
Gunship = Void Reaver (read: loot pinata)
Deathbringer Saurfang = Medium to Hard

Some other good reads for 3.3…


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