tactics icc 10,25

25
Lord Marrowgar Health 6,972,500 (10 normal) 23,700,000 (25 normal) 10,500,000 (10 heroic) 31,376,000 (25 heroic) Abilities: Bone Spike Graveyard: Spikes Player dealing 10% dmg every second for 5min or until destroyed (39k on 10man). ColdFlame: summons a line of frost to a random target that hits for 6k/sec to all players that stand within the flames. Bone Storm: whirlwind attack that does dmg depending the rang between you and the boss,6k dmg 0 yards range, 4k dmg inside hitbox, 2k dmg outside he's hitbox and 800 at 30yards range. Bone Slice: Melee range splits 200% normal dmg between tank and 1 nearby ally (10k-15k on 10man). Enrage: After 10min increasing dmg 500%, attack speed 150% and Taunt immune. Tactics: Spikes must be killed because they will kill a player for 100% if not destroyed 39k hp should be killed easy with 3Rdps doing 5k/sec dmg... could be killed within 2-5seconds. Stay out of the Coldflame ability this is harder for melee because the coldflame spawns from the boss.

Upload: andrei-marin-cimpeanu

Post on 20-Apr-2015

106 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Tactics Icc 10,25

Lord Marrowgar

Health 6,972,500 (10 normal)23,700,000 (25 normal) 10,500,000 (10 heroic) 31,376,000 (25 heroic)

Abilities:Bone Spike Graveyard:Spikes Player dealing 10% dmg every second for 5min or until destroyed (39k on 10man).

ColdFlame:summons a line of frost to a random target that hits for 6k/sec to all players that stand within the flames.

Bone Storm:whirlwind attack that does dmg depending the rang between you and the boss,6k dmg 0 yards range, 4k dmg inside hitbox, 2k dmg outside he's hitbox and 800 at 30yards range.

Bone Slice:Melee range splits 200% normal dmg between tank and 1 nearby ally (10k-15k on 10man).

Enrage:After 10min increasing dmg 500%, attack speed 150% and Taunt immune.

Tactics:Spikes must be killed because they will kill a player for 100% if not destroyed39k hp should be killed easy with 3Rdps doing 5k/sec dmg... could be killed within 2-5seconds.

Stay out of the Coldflame ability this is harder for melee because the coldflame spawns from the boss.Best thing to do is interrupt cast and avoid being hit.

main goal with this boss is to survive spikes and coldflame.

With an average raid (6 x 4.5k dps and tanks 2 x 1.5k)you have an average dps of 30k/secthat would take about 4mins to kill the boss and enrage is at 10min

Summery:1.Prevents all incoming Coldflame damage. 2.Controls the location of Impales so they may be quickly DPSed.

Page 2: Tactics Icc 10,25

3.Allows Healers and Caster DPS to remain stationary, maximizing dmg output.

Bored of reading watch clip Tankspot lord marrowgar 10

Lady Deathwhisper

Health 3,000,000/6,000,000 (10 player)13,400,000/26,800,000 (25 player) Mana 3,300,000 (10 player)~11,000,000/13,900,000 (25 player)

Abilities:Death and Decay:Inflicts 4.5k dmg every second to all targets standing inside.

Note: 25man has extra abilityDominate Mind:Subdues the target causing them to become charmed for 20sec(Mind control)

Phase 1:Animate Dead:summons adds Cult Adherent or Cult Fanatic.Adherent => 99% reduce magic dmgFanatic => 99% reduce melee dmg

Add Abilities:Will be added shortly

Shadow Bolt:Inflicts 9k-11k shadow dmg.

Mana shield:replenishes any lose of health at the expense of the caster's mana.

Phase 2:frostBolt:Inflicts 37k frost dmg to a player 2second cast( interruptable)

frostBolt volley:Inflicts 10k-13k dmg to all nearby players

Page 3: Tactics Icc 10,25

Summon Vengefyl Shade:Summons a unattackable Shade that chases a player for a short time and explodes on cathing them.Inflicts 17370 to 18630 Shadowfrost damage to all players within 15 yards of the target.

Enrage:Enrage at 10min (Not 100% sure).

Tactics:Stay out Death and Decay it could kill an average geared player within 5sec.

Phase1: Kill adds, Melee focus on Adherents and Range focus on Fanatics

Phase2: basicly Tank and spank beside the fact you would want someone to interrupt Frostbolt.Could 1shot most non-Tanks.Kite the vengefull Shade until they disappear

Summery:1.Avoid all possible damage from Death and Decay. 2.Kill Adds As soon as possible. 3.Interrupt Frostbolts.4.Kite vengefull Shade

Bored of reading watch clip Tankspot Lady DeathWhisper 10

Deathbringer Saurfang

Health 8,785,000 (10 player Normal)31,860,000 (25 player Normal)12,300,000 (10 player Heroic)43,930,000 (25 player Heroic)

Abilities:Blood Link:Each Attack from saurfang or blood beast gives Blood Power.

Blood Power:Saurfang grows 1% larger and deals 1% more dmg for each point.

Blood Nova:

Page 4: Tactics Icc 10,25

Targets a random player that inflict 10k physical dmg to nearby players.

Blood Boiling:Inflicts 9.5k physical dmg every 3 sec for 24sec

Rune of Blood:Steals Health when struck by saurfang healing him for 5-6k, Lasts 20sec

Frenzy:Increasing Attack Speed by 30%

Call Blood Beast:Summons 2 Blood Beasts every 40sec (5 on 25man)

Add Abilities:Resistant Skin: AoE dmg reduced by 95%

Note: Heroic ModeScent of Blood: Reduce players running speed by 80% and increasing dmg by 300% for 10sec.

Enrage:Enrage at 8min and at 30% soft enrage(Frenzy).

Tactics:Keep you Raid spread out in a half circle to avoid Blood Nova dmg.

Have your OT taunt Saurfang when MT has Rune of Blood.

Range kill the Blood Beasts make sure they don't hit a player or saurfang will get 1% stronger for each hit.

Summery:1.Spread out. 2.Kill Adds.

Bored of reading watch clip Tankspot Deathbringer Saurfang 10

Page 5: Tactics Icc 10,25

Festergut

Health 9,412,000 (10-man Normal)40,440,000 (25-man Normal)13,700,000 (10-man Heroic)52,200,000 (25-man Heroic)

Abilities:Gas Spore:Unleashing a Gas Spore inflicting 2 random Players( 3 on 25).The Spores will explode after 12sec inflicting 2k dmg and grant you 25% shadow resist for 2min(Stacks 3x).

Gaseous Blight:Inflicts 4.5k dmg to all nearby players.after 1 inhale 3kafter 2 inhale 1.5k

Inhale Blight :Inhales the Gaseous Blight and increasing dmg and attack speed by 25%.

Pungent Blight:Releasing all the inhaled Gaseous Blight Inflicting 48k-51k dmg.

Vile Gas:AoE attack which incapacitates and Inflicting 5k dmg every 2 sec for 6sec also causing nearby Players to recieve 4k dmg.

Gastric Bloat:Inflicting 10k nature dmg to the target(MT), 10% extra dmg for each stack.After 10Stacks causes Gastric Explosion Killing the player IMMEDIATELY and inflicting 30k Shadow dmg to all players in 10 yards.

Enrage:Enrage at 5min (on 10 32k/sec)

Tactics:Have your Range Dps spread out not to dmg raid members with "Vile Gas" andHave your melee Dps bunch up all behinde fester on the same spot Melee doesn't have to move in this encounter.

Have your OT taunt fester Before the Mt reaches 10 stacks Gastric Bloat.

Page 6: Tactics Icc 10,25

Most Important is to recieve the "Gas Spore" buff to survive "Pungent Blight",All the raid members require to be hit by NO MORE THEN ONE Spore explosion.So Get 1 spore to your Melee Group and 1 to your Range.

If 2 spores appear in Melee have 1 melee run out to your range group and visa versa.Because Range is spread out you will have to move a lot more then melee, so I advise the player targeted with spore to remain stationary and let the other range players come to you.

Extra Info:The encounter is healing intensive so its best to keep your healers in the melee group to avoid moving.first you have lots of raid wide dmg and with each inhale more tank dmg.

For this encounter a larger melee group has the advantage.

Range try to stay inrange of all other range Dps and yet stay far enough to avoid Vile Gas hitting other players.Try to form a traingle(3Rdps), sqaure(Rdps), etc...

Also if there are atleast 3 range players on 10(8 on 25) the "vile gas" will not affect melee group!!!

Tips and Tricks:The spore inoculation radius is small. Stack closely for them. Paladin tanks can clear the Gastric Bloat debuff with Divine Shield. Vile Gas can be broken prematurely with a PvP trinket, Every Man for Himself, Ice Block, or Divine Shield. When the tanks switch, the tank that has stacks of Gastric Bloat should immediately receive Hand of Salvation to lower his threat. Ice Block and Dispersion prevent a player from being killed by Festergut's exhale Pungent Blight— , even without any Inoculation. By using these abilities shadow priests and mages can ignore spores and simply not move( not advisable).Similarly, Rogues Vanish and Paladins Divine Shield allow survival without Inoculation. Usually the melee group doesn't need to worry about this, but it may be useful just in case they missed an Inoculation. Vanish is difficult though, it requires immaculate timing and must be used exactly as the cast ends.

Summery:1.Range Spread out & Melee bunch up behinde boss. 2.Never reach more then 10 stacks Gastric Bloat3.Make 2 groups(3 groups on 25) and get 1 spore in each group for 25%shadow resist buff.

Page 7: Tactics Icc 10,25

Bored of reading watch clip Tankspot Festergut 10

Auther info:Hope you understand this, this isn't the easiest encounter to explain.

Rotface

Health 7,320,000 (10 normal)36,257,000 (25 normal)10,458,000 (10 heroic) 47,413,000 (25 heroic)

Abilities:Ooze Flood:Flooding a Big part of the room with Ooze Inflicting 5.5k every sec and reducing movement speed by 25%.

Slime Spray:Inflicts 5.5k nature dmg in a frontal cone every sec for 5 seconds.

Mutated infection:Inflicts 4k shadow dmg every sec and reduces healing recieved by 50% for 12sec.After the infection is removed a small ooze is created at the targets location.

Add avilities:Sticky Ooze: fires ooze inflicting 3k dmg and reducing movement speed by 50%

Radiating Ooze: Inflicts 4.5k dmg every 2sec, it will also merge the big Ooze with nearby oozes.

Unstable Ooze Explosion: inflicts 10k dmg, happens after big ooze merges with small oozes 5 times.

Enrage:NA

Tactics:Stay out of the Ooze Flood.

Side step to avoid Slime spray(Can be outhealed).

Page 8: Tactics Icc 10,25

Kite the small Ooze until you get a big Ooze.(Big Ooze is tauntable small ones follow target).After 5 more have joined the big ooze will explode, make sure your raids knows when this will happen.

Summery:1.Avoid Ooze puddles. 2.Kite Big Ooze

Bored of reading watch clip Tankspot Rotface 10

Professor Putricide

Health 9,761,500 (10-man Normal)42,000,000 (25-man Normal)13,670,000 (10-man Heroic)50,200,000 (25-man Heroic)

auther info:Watch the clips they are easyer.

Abilities:Mutated Slime:Creating a puddle of slime that continuously grows, Inflicting 4.5k dmg every sec can beconsumed by Mutated Abomination.

Choking Gas Bomb:AoE that Inflicts 5.5k dmg every sec and explodes for 15k-16.5k dmg after 20sec.

Malleable Goo:Putricide Bounces a ball of green goo at a random target, inflicts 15k dmg and slowing attack and cast speed by 200%.

Gaseous Bloat:Mainly little brown thing coming after you, targeted player kite and rest of dps kill it.

Volatile Ooze Adhesive:Mainly little green thing coming after you, targeted player is rooted and rest of raid should go stand nearby to take a part of the dmg (39k-41ksplit between all nearby targets).

Ooze Eruption:

Page 9: Tactics Icc 10,25

Inflicts 165k-174k damage shared among nearby targets, knocking them back in all directions.

Mutated Plague:During Phase 3, every 10 seconds Putricide puts one stack of this debuff on his target (= the tanks). Every 3 seconds, each Mutated Plague stack deals shadow damage to the whole raid according to the following list (10 player):1-2 stacks ~500 dmg, 3 stacks ~1,200 dmg, 4 stacks ~2,900 dmg, 5 stacks ~7000 dmg. Each target affected by Mutated Plague deals this damage independently. Whenever a target with the debuff dies or loses his/her stack in any other way, Putricide will be healed for 300,000 per stack of debuff that target had (10 man).

Mutated Abomination:Eat Ooze: eating slime pool.

Regurgitated Ooze: Slow movement Speed of your target by 50%.

Mutated Slash: Melee Attack, inflicts 100% weapon dmg.

Extra Heroic:...

Enrage:Enrage at 10min.

Tactics:Phase1: 100% => 80%.Ooze pools should be eaten by the Abomination pilot to gain resources and remove hazards. Alternating, an add spawns from the green and orange tanks. The abomination pilot must snare adds using 'Regurgitate ooze'. DPS must priority kill the adds. Ranged must stack on the target of the green add, while the orange add must be kited by its target. Only when no adds are up should you DPS Putricide. Stop near 80% HP to kill oozes, then proceed into Phase 2 with no adds up

Phase2: 80% => 35%.Continue Phase 1's add management. Choking Gas Bombs and Malleable Goo are dropped by/thrown at the raid. They should be dodged. Burn adds that remain before 35% and Phase 3

Phase3: 35% => 0% (BloodLust and other dps cooldowns)Abomination disappears. Avoid slime pools. Adds cease, but Choking Gas and Malleable Goo remain.

Page 10: Tactics Icc 10,25

Burn remaining adds. Activate Heroism and other cooldowns now to avoid a soft enrage and keep this delicate phase short. Tanks need to rotate Mutated Plague to keep it as low as possible, avoiding raid damage - Tank A receives 2, B receives 2, then taunt off every stack (A2/B2/A3/B3/A4/B4 etc). DPS stay on Putricide while avoiding raid hazards (slime/goo/bombs). If not killed quickly, Putricide soft-enrages around 4 stacks of Mutated Plague (approx. 1m20s/80s) and also soft enrages off Mutated Strength if left long enough.

Summery:1.Kill Adds. 2.OT run to Professors Table and change into Mutated Abomination eat puddles.3.Avoid Slime puddles and throw oozes.4.Phase3: soft enrage raid wide dmg, tanks don't get to much Stacks.

Bored of reading watch clip Tankspot Putricide 10

Tremor's Tank PoV Putricide 10

Blood Prince Council

Health 5,620,000 (10 normal)22,500,000 (25 normal)7,624,000 (10 heroic)30,497,000 (25 heroic)

Abilities:

Each current targeted prince, his ability will be stronger.(Empowered .X).

Prince Valanar:Shock Vortex: swirling near a player deals 8k dmg and knocking everybody in 12 yards back(empowered vortex at Prince Valanar feet).Kinetic Bomb: Bomb drifting towards to ground, each hit will propel the bomb higher, on impact deals 10k-13k dmg and knocking back.

Prince Taldaram:Conjure Flame: Conjures a ball of flames towards random target and explodes on impact (minimum 7.5k)(empowered deals more dmg but can be reduced by empowered flare).Empowered Flare: discharge some energy to nearby players, inflicts 1k dmg. Glittering sparks: frontal attack 13k fire dmg over 8sec.

Page 11: Tactics Icc 10,25

Prince Keleseth:Shadow Lance: inflicts 15k-16.5k dmg (Empowered 78k-82k dmg).Shadow Resonance: reduce shadow dmg taken by 35%.

Enrage:Enrage at 10min.

Tactics:watch out for the current prince specials

Prince Keleseth can be tanked by any class with high enough shadow resist

allways dps prince with "Invocation of Blood" ( one with red ball arround him and with HP, others will have 0hp).

Summery:1.avoid getting knocked back by vortex and kinetic bomb.2.Melee follow conjure flame to reduce size and dmg.3.get as much shadow resist to survive shadow lance.

Bored of reading watch clip Tankspot Blood Prince Council 10

Blood-Queen Lana'thel tactics

Please be aware and know what to do and you will succeed.

14,200,000 (10-man Normal)59,400,000 (25-man Normal)18,900,000 (10-man Heroic)71,300,000 (25-man Heroic)

Abilities

10-player mode

Ground phase

* Blood Mirror 50,000 yd range—100% of damage done to you is dealt to the linked

Page 12: Tactics Icc 10,25

source. This affects the person closest to the tank.* Delirious Slash (Heroic mode) 10 yd range—Inflicts 50% of weapon damage to an enemy and causes it to bleed for 4500 to 5500 damage per application every 3 sec. for 15 sec. Instant. 75% of weapon damage+6125-7825/3 on Heroic* Vampiric Bite (Heroic mode) 100 yd range—Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampyr Queen. Instant. 13875 to 16125 on Heroic. Triggers...o Essence of the Blood Queen (Heroic mode) 100 yd range—You are infused with the blood of the Vampyr Queen. Damage done increased by 100%. Attacks heal caster. Instant. 75 second duration. Healed for 10% of all damage inflicted. Attacks cause no threat. As it wears off, triggers...+ Frenzied Bloodthirst 50,000 yd range—The caster must satiate their need for blood, otherwise they will lose their will to Queen Lana'thel. Instant. 15 second duration. "Vampiric Bite" replaces the caster's action bars. If not sated after 15 seconds...# Uncontrollable Frenzy 50,000 yd range—Charmed. Increases damage done by 100%. Health increased by 5000%. Increases healing done by 1000%. Instant * Pact of the Darkfallen 100 yd range—Deals Shadow damage to you and nearby non-linked allies. This effect expires when all linked targets are within 5 yards of each other. Instant. 5000 Shadow damage every 2 seconds. 2 targets are linked. Triggers...o Pact of the Darkfallen—Deals shadow damage to nearby targets. Instant * Shroud of Sorrow—An aura of sorrow and despair emanates from the caster, inflicting 4500 Shadow damage every 3 sec. to nearby enemies. Instant. 40 yard radiuso Presence of the Darkfallen—The presence of vampyr kin infuses Queen Lana'thel, increasing the power of her Shroud of Sorrow by 5%. Heroic only. * Swarming Shadows—A swarming void consumes the target, causing a mass of shadows to appear beneath the target and dealing 2,313 to 2,687 Shadow damage every 2 seconds. This creates a cloud of shadows on the ground that deals damage to players who stand in it.* Twilight Bloodbolt—Hurls a bolt of dark blood at the target, dealing 9,250 to 10,750 damage to the target and surrounding allies within 6 yards.

Air phase

* Incite Terror—Magic dispellable 4-second fear on the entire raid to begin the air phase.* Bloodbolt Whirl—Summons a maelstrom of whirling Bloodbolts every 2 seconds for 6 seconds.o Bloodbolt Whirl—Hurls a bolt of dark blood at the target, dealing 9,250 to 10750 shadow damage to the target and surrounding allies within 50,000 yards.

25-player mode

Ground phase

* Blood Mirror 50,000 yd range—100% of damage done to you is dealt to the linked source. This affects the person closest to the tank.* Delirious Slash (Heroic mode) 10 yd range—Inflicts 50% of weapon damage to an

Page 13: Tactics Icc 10,25

enemy and causes it to bleed for 5250 to 6750 damage per application every 3 sec. for 15 sec. Instant. 75% of weapon damage+7000-9000/3 on Heroic* Vampiric Bite (Heroic mode) 100 yd range—Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampyr Queen. Instant. 13875 to 16125 on Heroic. Triggers...o Essence of the Blood Queen (Heroic mode) 100 yd range—You are infused with the blood of the Vampyr Queen. Damage done increased by 100%. Attacks heal caster. Instant. 60 second duration. Healed for 10% of all damage inflicted. Attacks cause no threat. As it wears off, triggers...+ Frenzied Bloodthirst 50,000 yd range—The caster must satiate their need for blood, otherwise they will lose their will to Queen Lana'thel. Instant. 10 second duration. "Vampiric Bite" replaces the caster's action bars. If not sated after 10 seconds...# Uncontrollable Frenzy 50,000 yd range—Charmed. Increases damage done by 100%. Health increased by 5000%. Increases healing done by 1000%. Instant * Pact of the Darkfallen 100 yd range—Deals Shadow damage to you and nearby non-linked allies. This effect expires when all linked targets are within 5 yards of each other. Instant. 5000 Shadow damage every 2 seconds. 3 targets are linked. Triggers...o Pact of the Darkfallen—Deals shadow damage to nearby targets. Instant * Shroud of Sorrow—An aura of sorrow and despair emanates from the caster, inflicting 4500 Shadow damage every 3 sec. to nearby enemies. Instant. 40 yard radiuso Presence of the Darkfallen—The presence of vampyr kin infuses Queen Lana'thel, increasing the power of her Shroud of Sorrow by 5%. Heroic only. * Swarming Shadows—A swarming void consumes the target, causing a mass of shadows to appear beneath the target and dealing 2,313 to 2,687 Shadow damage every 2 seconds. This creates a cloud of shadows on the ground that deals damage to players who stand in it.* Twilight Bloodbolt—Hurls a bolt of dark blood at the target, dealing 9,250 to 10,750 damage to the target and surrounding allies within 6 yards.

Air phase

* Incite Terror—Magic dispellable four second fear on the entire raid to begin the air phase.* Bloodbolt Whirl—Summons a maelstrom of whirling Bloodbolts every 2 seconds for 6 seconds.o Bloodbolt Whirl—Hurls a bolt of dark blood at the target, dealing 9,250 to 10750 damage to the target and surrounding allies within 50,000 yards.

Preparation

She should be tanked right at her starting position. She requires two tanks, because she links her primary tank to the player standing closest to the tank (Blood Mirror), which means the linked target takes the same amount of damage as the tank. Shamans should use Tremor Totem, and it's a good idea to have all healers in a group with a shaman. If no shamans are available, Priests should Fear Ward healers.

Page 14: Tactics Icc 10,25

The raid needs to stay distributed throughout the encounter (6 yards away from everyone else). It's a good idea to keep a circle of about 10 yards free of players right in the center of the room, and also to have everyone stay away from the walls. Ranged DPS make a semicircle at maximum range.Strategy

The fight has only one phase. Although every two minutes she performs a very short air phase, the mechanics of the fight remain basically the same at all times.

Every player constantly takes damage from her aura (initially 4.5k per tick, increasing with each vampire in the room).

At random intervals, a random raid member gets Swarming Shadows, which makes them drop Shadow Fire on the ground until the debuff expires. Affected players can avoid taking any damage by running. It's a good idea to keep the walls free of other players, so that players with Swarming Shadows can simply run along the walls.

Another ability which she randomly uses is Pact of the Darkfallen. This links 2/3 (10/25 man) players to each other, they take increasing amounts of damage until they stand on top of each other. Linked players should meet in the center of the room.

Every two minutes she takes off, fears the whole raid and launches three extra Blood Bolts at every player. When she takes off, ranged DPS should run to the walls of the room while melee spread out in the middle. Healers should be in a circle between melee and ranged. After the fear is over, players must spread out again very quickly, else the Blood Bolts can be lethal. Healers should move only minimally after the fear and instead start a massive spam of AoE heals right away.

Vampire debuff

The Blood Queen has an extreme amount of hitpoints and a 5:30 minute enrage timer. An average of 9.8k/7.8k (25/10 player) DPS is required to beat it (assuming 2 tanks and 5/3 healers). Virtually all raids use the Vampire debuff to boost their DPS (although it's theoretically possible to beat her without using it).

15 seconds after the start of the encounter Blood-Queen Lana'thel bites the highest threat player which is not tanking, dealing the Vampire debuff. Becoming a Vampire has the following effects:

* Targets deal 100% more damage while also creating no more threat* Targets heal themselves for 10% of the damage they deal* After 75 seconds, targets must bite other non-Vampiric players or become mind controlled after 15 sec

The Blood Queen bites only one player throughout the whole fight. After 60 seconds, this person must bite another raid member. After 60 more seconds, both need to bite two

Page 15: Tactics Icc 10,25

more players, next four, and so on. It's extremely important that damage dealers get bitten first (starting with the highest DPS first), and healers last. DPS cooldowns should only be used after all damage dealers are bitten.

Some raids establish a fixed bite order. One damage dealer can use all cooldowns while the others hold back a little, making sure who gets bitten first. Assuming 8 melee and 8 ranged DPS, everyone biting within 3 seconds after the Vampire debuff expires, an example bite order can go as follows:

0'15"

* Bite 1o Melee 1 gets bitten

1'18"

* Bite 2o Melee 1 bites Ranged 1 who comes into melee to get bitten then moves back to range

2'21"

* Bite 3 meleeo Melee 1 bites melee 2 * Bite 3 rangedo Ranged 1 bites ranged 2

3'24"

* Bite 4 meleeo Melee 1 bites melee 3o Melee 2 bites melee 4 * Bite 4 rangedo Ranged 1 bites ranged 3o Ranged 2 bites ranged 4

4'27"

* Bite 5 meleeo Melee 1 bites melee 5o Melee 2 bites melee 6o Melee 3 bites melee 7o Melee 4 bites melee 8 * Bite 5 rangedo Ranged 1 bites ranged 5o Ranged 2 bites ranged 6o Ranged 3 bites ranged 7

Page 16: Tactics Icc 10,25

o Ranged 4 bites ranged 8

16 vampires are out, Bloodlust or Heroism now. It may be advisable to delay the first two rounds of biting a little, in order to avoid conflicts during the air phase - else it's possible that some players must bite during or shortly after the fear, which may mess up the bite order.

After the 5th round of bites, there's no need to bite anyone anymore, because she enrages at 5:30. With this organization no one should ever get mind controlled as long as they memorize their targets before the encounter begins. Healers should keep in mind that when a bite round is occuring, especially the final bite round people absolutely have to bite their targets even if they have Pact of the Darkfallen or Swarming Shadows. Divine Sacrifice or Aura Mastery Shadow can mitigate this if used at the right time, assuming they're available since they're also highly useful in the air phase.TipsEdit Tips sectionEdit

* Hunters may use Deterrence during Lana'thel's air phase to mitigate damage done to the raid.* Use Fear Ward on ranged DPS or a priest before she fears the raid to put in some extra damage or to dispel fear.* For 10-man at least, it is possible to have a holy pally OT and heal by beaconing himself if your MT is over geared for the fight.

Don't even dream about heroic, learn, i know you can and again learn, andna after that watch the 10-man BQL http://www.youtube.com/watch?v=ZdRvXHzSDD0

and after the 25-man BQL http://www.youtube.com/watch?v=YtzGKqaLUeE

it consumes a bit of your time but it is rewarding. I ask you to learn it again!

Valithria Dreamwalker

Health 12,000,00035,999,000

Abilities:

Valithria:Nightmare Portal: Summons a Nightmare Portal to allow players access to the Dreamstate, where Dream Clouds spawn. (8 portals each time on 25-man) Emerald Vigor: restores 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.

Page 17: Tactics Icc 10,25

Cast when a Dream Cloud is killed in Valithria's dream state. Dreamwalker's Rage: Deals 10,000,000 Nature damage to all surrounding enemies. Cast after reaching full health. Will not hit players.

Add Abilities:

Blazing Skeleton:Fireball: Inflicts 4k-5k Fire dmg to a player. Lay Waste: Surrounds the caster in flames for 12 sec, pulsing 3.5k-4.5k Fire dmg to all enemies every 2 sec.

Blistering Zombie:Acid Burst: The caster explodes, dealing 9k-10.5k nature dmg and 750 Nature damage per second to all players within 15 yards. Lasts 20 sec.Corrosion: Whenever the caster lands a melee swing, the target takes 2k Nature dmg every 3 seconds and their armor is reduced by 10%. This effect can stack up to 5 times. Lasts 6 sec.

Risen Archmage:Column of Frost: Marks the location under a random player target. After 2 seconds a column of frost erupts from this location, dealing 11k-13k frost dmg to all players within 3 yards, knocking them into the air. Frostbolt Volley: Inflicts 8k-10.5k frost dmg to nearby players, reducing their movement speed for 4 sec. 1.5 sec cast. 200 yard radius. (8 sec cooldown) (This can be interrupted, as well as dispelled.) Mana Void: Summons a Mana Void at a random player location. This Mana Void burns 800 mana per second to all enemies within a 6 yard radius. Lasts 30 seconds.

Gluttonous Abomination:Gut Spray: Deals 2k Nature dmg per second and increases Physical damage taken by 25% for 12 sec.Spawn Rot Worms—Spawns 8 to 10 Rot Worms after the abomination dies.

Rot worms: rot worms inflict 4k-5k dmg.

Suppressor:Suppression: Reduces healing received by the target by 10%. Lasts until cancelled. Cast on Valithria.

Enrage:NA. But Waves of adds will come faster.

Tactics:

Page 18: Tactics Icc 10,25

The add portal groups should use the following priority list:

1:One raid member per portal focuses on Suppressors (Cat druids are quite effective). 2:Everyone else kills Blazing Skeletons first. 3:Zombies are kited by a predesignated ranged DPS. 4:Archmages get tanked and taken out by melee. 5:Abominations get tanked and taken out by ranged DPS.

Healers take portals to dreamstate to increase healing on Valithria you will need to heal roughly 6mil on 10 (18mil on 25).Best is to take an extra healer for this encounter any hybrid healer could also help.

Summery:1.Kill adds.2.Heal Valithria to max.

Bored of reading watch clip Tankspot Valithria 10

Tankspot Valithria 25 Healer PoV