24
Feb
10

Hard Modes in the Upper Spire

This was written while I was sitting in Jury Duty yesterday, I was slow at uploading it…

More Hard Mode ICC!

Last night our 10 man finished up what was left of our 10 man ICC raid before the reset. While we only got a few more hard modes down, we decided that it would be better if we just cleared the instance to get the experience on the Lich King, as opposed to extending the raid lock out and going for more hard modes. When the night was over, we finished up 7/12 hard modes, tackling Festergut, Rotface, and Dreamwalker on top of the first four bosses in the Lower Spire. As I am performing my civic duty today and sitting in a waiting room for Jury Duty, I do not have that much time to discuss the intricacies of the encounters, but rather would like to provide some insight into a few small changes we made from normal mode to hard mode to ensure that it was easier on us.

Had Mode Festergut

Festergut and Rotface have the added pleasure of having to deal with Professor Putricide throwing stuff at you from his balcony. Festergut was the first boss which we pulled, and we actually hit the enrage timer because of the new mechanics. Professor throws goo from his balcony, which slows attack and cast speeds considerably. We countered this with a few simple tricks. Normally our guild tanks Festergut smack dab in the middle of the room. With the new additions on hard mode we found it easier if we tanked him away from the balcony. To initiate the pull I ran at him, HoR’ed, and ran to what would be the west point of the compass on the ground, pulling him to the other side of the room. Our ranged congregated by the runeforge, and our melee stacked at max attack distance. This meant that the tanks (both paladins) could keep Festergut in position and just eat the ooze. The nature of our threat makes it so that we don’t have to worry about the attack speed debuff. From there, Everyone should just position their cameras to line their characters up with Putricide so that you can see where the ooze is being thrown.

Hard Mode Rotface

For Rotface, it took us a few attempts to get the coordination down, as Putricide casts vile gas in this encounter. The ranged had to stay 8 yards apart, but still be in the same vicinity for heals. The kiting was about the same as normal mode, with the exception of the fact that the off tank will want to have the greatest distance possible in between him or her and the big ooze. Periodically the off tank will get vile gas, and if you are too close to the ooze, then you will die. Other than that, it was a fairly straight forward fight. The main tank should be able to take the ooze spray. I stood still and popped cool downs during sprays, usually rotating bubble wall and raid wall.

Raise your hand if you love being a Pally

The next hard mode we killed was Dreamwalker. I do not, for the life of me, know how other tanking classes handle add management on this fight. The worms are insane, and the add management is quite unique. Our first few pulls showed us that this was not a pushover of a fight. We were wiping with 1-3% healing done on the boss. The intersting twists to this fight are that Dreamwalker takes damage now, meaning that you have to ensure that you do as little damage as possible to her, while healing her up to full. The main sources of damage are orbs which are left over in the portal phase, and the exploding corpses. Our first couple attempts showed that we were having problems with add management. To combat this, we went back to tanking all of the adds in the middle to counter the running that our melee was having to do. Adds started dying faster, and we had better control over the encounter. In the end, as most of these fights are, it seemed easy enough once you got the hang of it.

Our AoE tanking skillz, as I would like to call it make this easy enough for us, between SoComm, Holy Wrath, AS, and HoTR, we have a powerful toolset. the only thing that we are lacking for this encounter is an interrupt off gcd, make sure you use them all to the best of your ability.

Good luck to all of you in your raiding this week…

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3 Responses to “Hard Modes in the Upper Spire”


  1. February 24, 2010 at 3:20 pm

    Wow 7/12 hard modes already done is really nice, how are you and your guild finding ICC hardmodes…hard I know, but compared to Uld and ToC?

    • 2 Wrathy
      February 24, 2010 at 3:53 pm

      Honestly it has been a while since those hard modes, but I would have to say they are on par or a bit tougher. I remember getting down Anub in the first week on hard mode in 10 man. The jump from 10 to 25 man on that encounter was quite difficult. As for Ulduar, it took us a while to get all the hard modes down, but that was more of a problem of schedule, and less of a difficulty issue. I would say they are quite hard and almost earn the title of well tuned. The mere fact that we got 7 down in the first week says they are a bit easy, but then again, this is no longer the sunwell era.

  2. February 24, 2010 at 9:47 pm

    I know it’s only in melee-range, and some adds are immune to interrupts, but Arcane Torrent is an interrupt off the GCD;

    source: http://www.wowhead.com/?spell=28730#comments:id=478849 and testing in-game.


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