Posts Tagged ‘Progression


Thoughts on Marrowgar Hard Mode

Lord Marrowgar Hard Mode

Last night was our first time to the big show. We gathered together at our normal raid time, swapped our instance over to hard mode and started to clear the trash on the way to Lord Marrowgar. We have at least 20 people in our raid who had seen Marrowgar on hard mode in 10 man, so they knew a bit of what to expect, however we were not prepared for blizzard’s oldest encounter mechanic, which was revived just for us and our push to get as many hard modes down on Tuesday as possible.

Ghostcrawler: We have assessed the current hard modes and realized that they were slightly under-tuned. As a result, we have implemented a hot fix which rolled over today. Now, when Crypt Friends engages a boss in 25 man Icecrown Citadel, the server will wait 5 seconds before responding, creating significant lag. This will employ new found difficulties, because they will think they are out of the fire but the are really standing in it. LOLZ eat it….

It was quite frustrating that we would get some good attempts in, show progress on understanding the movement and positioning of the raid but then you would have a 6 second delay between the activiation of an instant cast spell and the actual spell landing on the boss. We wiped once because the entire raid looked like they were far away from Marrowgar, only to have people across the instance drop from bone whirl.

In the end, we started seeing some progress even with the lag and were pushing him further and further towards death. On our best attempt we were sub 30% when a lag spike wiped out all of our melee. We decided to combat this with very specific and extensive positioning for bone whirl. I feel that this is something that will help everyone in combating him and avoiding massive raid damage, regardless of lag. We split up the raid by groups and gave them designated positions (red circles) on the “compass” on the ground. They were to crash to those spots 5 seconds before bone storm.

Once they were in their positions, and bone storm starts, we designated two “Crash” areas (in light blue circles) where you can run to if he targets your group. This makes for very predicted positioning for the healers to know that someone is not going to run out of their range. It also makes it easy for us to BoP or DS/DG a bone spiked person in the Bone Storm. Once we sorted this out, we one shot the boss, even with huge spikes of lag. It was messy, and people were dead, but so was the boss, and we were on our way in Hard Mode ICC.

Gear Set and Tanking Thoughts

People always ask me what gear sets I use for what fight, so I figured that now is as good a time as any to tell you what my gear setup was for this fight. I found that it worked quite well, because I never felt like I was taking too much damage. I went into the night prepared for the worst, and it came with Saurfang, but that is another story for another time. For Marrowgar, I was wearing a tweaked effective health set, geared towards max armor while maintaining 60k health. To do this I wore my full effective health set, while swapping out the Skeleton Key for the Unidentifiable Organ. This buffed me up to 60k hp and about 43k armor after all was said and done.

This was the first encounter since Northrend Beasts where we needed three tanks. This was an interesting development and problem for our guild. We currently have four main spec tanks who are geared enough to tank ICC 25 normal, and two who are up to snuff for hard modes. We also have four DPS who have respectable tank sets. Swapping people in and out for gear is something we regularly do, but swapping people in and out because we need x class or x role is something we do not do. We run sans (with out) shadow priest, and have for a very long time.

Because of this issue, and the fact that we heard you need three tanks to absorb saber lash, we had one of our fury warriors go prot for this encounter. With three tanks standing up front, I found that saber lash tickled for anywhere between 8 and 11k. It was definitely hitting our off tanks a bit harder, but nothing that isn’t two tankable once you have the gear from hard modes. Marrowgar hits hard, but this is definitely not a tank check or really a healing check. It is more of a coordination check for your entire raid and ensuring that your  healers can swap and heal x person fast.


Arathas: a day late and a dollar short

Wrathy the Kingslayer x2?

Sorry for the lack of posts, work has been busy. I just wanted to drop by and let everyone know that although I did not get a cool shiny new title, and it was one day late for the non raid buffed kills, Lich King is dead again in 25 man and we are on to hard modes. This week in our 10 man we are pushing achievements and hard modes quite a bit (due to the one day 4 hour clear of ICC 25 this week). I leave you with the screenie…


A weekend wrapup

Repeated Success

There have been a few interesting developments over the past week that merit some discussion, but the most important to us was the 10 man ICC raid we ran last night. While Sunday is normally a 25 man raid night, the Canadians winning the Gold Medal game screwed up our chances of killing the Lich King in 25 man. On Wednesday we showed some very successful progression on Lich King. We got him consistently to 40% and saw a few very good attempts sub 40. The problem became fatigue and lack of concentration towards the end of the night. With our guild still sitting at 11/12 on 25 man, we are feeling the pressure to kill this final boss.

After we realized that we did not have what it took to go and fight Lich King, we formed our 10 man ICC group and stepped back into the instance for some hard modes. It is nice to see that this week was much smoother than last week. While improving our tally on hard modes, we also one shot most of the bosses in the instance, with a few two shots and one three shot. Four hours, 8 hard modes, and 12 bosses later, we had cleared the instance and were happy that the raid week was over. In addition to the lower spire, Festergut, Rotface, and Dreamwalker, we added blood queen to our list. As we regroup and come back next week, we will be looking to clear out everything we can and get a few achievements closer to our drakes.

Blood Queen was somewhat of a pushover on hard mode. There were no game changing mechanics which were implemented, and the tank damage was quite managable in full armor gear. While I probably outgear the encounter, buffing up to 43k armor, it seemed like the tank damage was trivial. We wiped once to death in the air phase, and then came back and one shot her. The fight, from a tanking perspective is exactly the same as the normal mode.

A new challenger enters the ring

This past week, our server saw a transfer guild take over the number one position. A guild named Bad News Bears, from Kel’Thuzad transferred over. While they say that it is because of the server lag, and older hardware, and that they hope that their move to destromath will help them with their progression, I can not seem to understand or figure out why they really transferred over here. We are a launch server, which has been upgraded from a mouse in the CPU to a Chinchilla. Tuesdays bring 4 second lag inside ICC and the lack of ability to kill bosses until after 8 pm. This server can not be any better than the other servers out there, as we have joked many times about going to a new server to solve the lag problems.

While this new guild has brought an element of elitism to the alliance side, and will more than likely effect the dynamic of some of the middle tier guilds, I don’t feel that we will see much change on the horde side. CF is still the best guild on the horde side, and with the exception of some people who wish to waste RL money for a faction transfer, we will not see much shift in talent. This new guild, who is now deep into hard modes on 25 man, has brought back the type of management dynamic that Crypt Friends has fed off of for years. We dont like being the target, we dont like having the pressure of having to race for server firsts. While it is fun when it happens, it is very stressful on the officer corps, considering the fact that we only raid two days a week.

As we push forward now, there will be less of a stress on getting it down now or else. We feel that we are a solid horde guild and can continue to raid at our pace and stay in line or ahead of other horde guilds, but now we don’t have to worry about the other guys (crisis) and if we got a boss before them (which most of the time we don’t).

A shameless Plug

While I do not think that this is the greatest forum for this, and for the most part my blog is very specialized to end game protection paladins, I feel the need to do a little self advertising. It seemed to work for Rhidach, so why not give it a shot. Most of you who come here often know what type of guild I tank for and help lead. We are a progression centered guild who values quality over quantity. We raid two to three nights a week and clear the instances at top 200 pace. We are looking for a few good men or women to fill out our raids. Ideally you could be a shadow priest with excellent skills, a warlock, or a resto druid. We are looking for someone who is deep in ICC, and is looking for a main raid spot (making 90%+ attendance rate). Apply at today, and to show you how silly we actually are, I am going to quote our “almost famous” warrior MT from Sunwell and his post on our realm forums….

You know you want to see me tank in person, so that you can tell me I talk a big game, but actually suck!

The long arm of the recession has reached across America and into the realm of Azeroth, crippling the server of Destromath. Raid repair costs are at an all time high, guild drama rates have skyrocketed, hard working raiders work harder to progress less, and inequality runs rampant from the shores of Desolace to the mountains of the Hinterlands. However, there is a solution…


Yes, its that time again! We are accepting applications….

Raid repair costs burning your gold? NOT HERE

At Crypt Friends, we strive to give our members financial freedom. We will work with you to provide guild funded repairs on progression nights, and eliminate those outrageous repair bills you are currently racking up during your wipefests in your current guild.*

Guild drama rates weighing you down? WE CAN FIX THAT TOO!

Our guild was established in 2005, making us the most qualified guild on the server to minimize your in game drama rates. In Crypt Friends, we have provided a fun, low drama raiding environment since the days of Molten Core in WoW vanilla, and we won’t stop there ** Join Crypt Friends today, and we guaranty drama rates as low as 4.5%!!! WOW!!!

Hours of raiding crushing your spirits? GET YOUR LIFE BACK

Tired of spending 6 hours a day, 6 days a week wiping on Flame Leviathan? Well, that won’t happen in Crypt Friends! We raid Tuesday, Wednesday, and Sunday from 6:30-11pm PST, allowing you to focus on more important things in life, like leveling an alt, doing daily quests, running 5 mans, and dating girls***

Officers discriminating your toon based on nationality? PSHAW!!!

We don’t discourage our minority members. In fact, Crypt Friends has a PROVEN record of equal treatment dating back to 2005, including even Canadian guildies! We don’t discriminate against you just because you are Canadian**** and therefore inferior. In fact, we celebrate your quirkiness Our actions have even inspired President Barrak Obama, who said in his inaugural speech:

“I vow to take a Crypt Friends-esq approach to inequality in this nation by providing opportunities to build bridges between our citizens.”*****

Guild at the bottom of a google search? SHOOT TO THE TOP!
Crypt Friends the guild is the top site for web surfers that search for “Crypt Friends” on
Google ****** Catapult out of obscurity and into fame and notoriety

Join Crypt Friends today .We have the president on our side. You should too.

Apply at

*Amount available for repairs is equal to the amount donated to the guild bank.
**We probably will stop there if the lore sucks, or at least I will.
***Not really. Lets be honest, girls are evil. They made us eat the forbidden fruit. They are not to be trusted. Stick to WoW.
****Equality clause does not apply to French Canadians. Take a shower and L2English.
*****President Obama did not really say that. I totally made that up. In fact, he has no idea who we are, and probably could care less. But if he did know about us, he would probably say that.
****** Right behind “cryptfriends bite”. Seriously though, help us make it to the top. That is just embarrassing.


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…


Attitudes and Elitists

I was inspired by a post on my reader today, and so you get a double post! The Hunter’s Mark had a great post regarding hard core raid leaders, and I wanted to share it and some of my own insights with you. While it was a refreshing sight to see another perspective on my guilds style of raiding, and I have to agree that most hard core raiders are similar to the likes of what he described, you do not have to be that way.

The Knowledge of Leaders

One of the things that THM outlined as a reason behind the hard core raid leaders attitudes was the multitude of responsibilities which he or she juggles. While I agree that leaders in hard core, or progression centered, guilds have a lot on their plate, it is still the personality which decides how to deal with people who are not of like mind. While I am not the dedicated raid leader for our guild, it is still my responsibility as an officer and a Main Tank to understand all of the same things that THM outlined. I know what specs are best, and better yet, I know why they are best. I understand the mechanics of the fights, the group composition which is required for the best results, and the expectations of each classes performance metrics.

This is something that most end game leaders should know. They may not always know these things, but if they dont, there is someone behind them in /officer or a similar channel who does. I would not ever claim to know healing assignments for any given fight in ICC, as they are handled by our healing officers, however I completely understand what type of healers are needed and why. These understandings lead to better encounter progression and quicker kills.

Distractions and Responsibilities

One thing that most people do not see when it comes to raid leaders and officers is the massive amount of information they must process at any given time. While you are pleasantly plugging away with your rotation, watching out for fire, a leader is maintaining rotations, avoiding fires, and watching raiders and their peroformance, all while getting whispers from people out of the instance, out of the guild, and from complete randoms some times. At the same time, they are dealing with calls in vent, raider suggestions, and the constant stream of feedback from officer chat.

These things happen on a daily basis while raiding in a progression guild. If you are the best geared tank on the server, you have tanks from all over whispering you asking you about gearing, spec, glyphs, why this enchant, why that gem, etc. You also may have to be watching the newer recruits and judging their performance.

While most people watch a few vidoes, or even come completely unprepared to new progression encounters, leaders come with a very deep understanding of encounter mechanics, positioning, group composition and and overall strategy already planned out. These things are researched before hand and discussed in forums and in vent. All of this is going on at all times, and they are still topping the meters, or being the best they can be.

Elitists and Attitude

While many elitists and leaders have a lot on their plates, that does not excuse them from having the manners of a descent human being. There is a right way and a wrong way to manage a group of people. The problem with elitists is that you only remember the very bad and the very rare benevolent ones. Your gear does not make you a better person who is above someone else. The Caste system is not part of this game, and you are not entitled to treat people like they are inferior because of your gear or progression.

Just last night I had a random out of the blue whisper from a tank on our server who I had never talked to before in my life. He asked me about my weapon enchant and why I use mongoose. I took about 5 minutes of my time to talk to him, explain his options, and give him some reading material over at MainTankadin. I also explained to him that I have many different weapons for different purposes. I then tried to understand what he was going to use the weapon for and gave him my opinion. He replied with a thank you and a very nice comment that I was much nicer and more helpful than any other tank he had tried to get advice from.

Its the simple things in life. Be kind, and treat others as you want to be treated. We have plenty of people in my guild who do not understand this concept because they are either too young to learn how to deal with people, or they have too big of an internet ego. If you run into these types of people and they are frustrating you, leave. There are plenty of people out there in the game who are just as geared, just as skilled, and have more patience, or compassion to help someone out.

Herding Cats and Bottom Lines

THM compared leading raids to herding cats (or 5 year olds) and he is quite right. It is a juggling act of managing 24 people, each with their own agenda and motivations. This is something which you should think about before you start passing judgement on a leader. Do your goals and motivations align with theirs? If they do not, why is that and is there common ground that you can focus on? In the end you have to understand where the other person is coming from, and if you are willing to put aside the differences of opinions to play a game.

As for the bottom line, I will say that in my personal experience, that is exactly what this game is about to hard core raiders. We are all about the bottom line. You want to spec Beast mastery? Go ahead, just know that you will find yourself kicked from the raid. You want to be a shadow priest, but we gave you a ton of holy gear, tough cookies, your job is to heal and you will do it or we will find someone else who will. This game is about choices, and to progression guilds, the choice is simple, be the best you can or get out of the raid.

If this attitude carries over to a PUG or a 5 man, then there is an issue. This attitude should only be enforced in guild runs where progression is a factor. So, in a PUG, walk away if someone is too elitist, even if it means you dont get that shiny piece of gear you wanted.

/end rant


Heroic: Storming the Citadel

10 mans are serious business

While I have some great ideas for guild management posts regarding some of the things our guild has gone through in the past few weeks, I wanted to talk about hard modes while it was still fresh in my mind. There has been a lot of chatter going around the internet about blizzard and their lack of ability to create difficult content, and that the hard modes they have created are a joke. While I understand the elite complaining about the lack of a “challenge” because they still have Sunwell in their minds, my opinion is that blizzard did a good job of balancing difficult with obtainable and “working as intended.” The concept of wiping for weeks on a boss before getting it down is outdated and unnecessary.

My 10 man stepped into ICC last night, down one person from our Kingslayer run, so that we could run two groups this week. In the end, we are a 25 man guild, and the purpose of 10 mans is to learn the encounters and get gear to defeat 25 man encounters. With this goal in mind, 20 people in an instance is better than 10. I had read a lot of information on MainTankadin and other websites about the challenges of hard mode content, how this boss was a one shot, and that boss was kind of hard. Well I have to say that after last night, Crypt Friends or almost any other guild in the world, is not Exodus, Vodka, Blood Legion, or Paragon. We are a very talented bunch of players who is still sitting in the top tier of guilds around the world, however things dont seem to come as easy to us. These encounters are very, very challenging and should not be taken lightly.

For all of the fights I am about to talk about, in case you were wondering I was wearing a Full Effective Health set, buffed to 56k with 38k armor in a 10 man.

Hard Mode Lord Marrowgar

Facing our first hard mode of the new instance was exciting. Fortunately we are a week or two behind the best, so we knew a great deal about the fights and how we need to execute them. On the first pull, it was quite evident to me that I still out gear at least Lord Marrowgar Hard Mode. I was not getting hit that bad and saber lash tickled between me and the other tank. Furthermore, the flame patch damage was nothing that scared me or my counter part. The same cannot be said for our health challenged healers and dpsers.

We found early on what others have conveyed about this fight. The hardest part of the fight is surviving the Bone Whirl phase, including breaking out bone spikes as marrowgar flies at you like a Barbarian in Diablo II. For us, it took a few different attempts at positioning to figure out what we wanted to do. In the end we settled on a tactic for P2 and began to execute. We had a few sub 10% wipes which were frustrating, before finally killing him and collecting our first set of heroic epics.

As we were taking with two paladins, we had a distinct advantage with respect to cool downs. One of the things as a tank that you can do to help mitigate the damage during phase 2 is to save your DS/DG for when one of your healers gets spiked, and marrogar decides to whirl over that spike. When we started to mitigate that damage, as well as using every other trick in the book including BoP and Sac, we saw progress and proper execution. The key from a positioning stand point is to ensure that everyone is in range of everyone else, so that spikes can be dpsed down, and people can be healed by all your healers.

Hard Mode Lady Deathwhisper

One hard mode was down, and we had our game faces on. Lady Deathwhisper was a step up on normal from Marrowgar and we did not expect anything less from heroic. We were right. While it took us more time to do Marrowgar than it did to do deathwhisper, it was still a difficult fight and I think our raid was more prepared for some of the tweaks. We started off trying to do the Juggernaut strat (the video which was on MMO-champion), however we found that it was really unnecessary and not plausible to tank the adds on the boss with out death grips. Two pally tanks and long cooldown interrupts means casters stay put.

We settled on doing phase 1 exactly the same way we did it in normal. The next two surprises came with the mind controls and adds abilities. On our first attempt our ret paladin got mind controlled in the middle of the room and proceeded to one shot three people with a Wings / Divine Storm. CC on MCs was fixed real quick after that one. The second thing that we noticed was different was that when the adds transformed, some of them exploded for tons (read 35k) damage. We lost a few melee to this.

Once we got the adds under control and we transitioned to phase 2, we realized two things. First we now know why Juggernaut tanked her on the stairs. An add spawns periodically on the stairs and has to be tanked or it will run around killing people. Secondly the boss is taunt immune! Our strategy, which will more than likely not work for 99% of guilds was for me to start off on the boss and the first add. At three stacks our off tank started building threat. When I got five stacks, I bubbled them off and tanked for another minute or so. At which point the other tank overcame my threat and tanked the same manner, 5 stacks, bubble, 5 more stacks.

At this point we had such a threat lead that it was no longer an issue. All we had to do now was kill the boss and avoid the ghosts, which are on steroids compared to the normal mode. When the touch a player the explode for 15k AoE damage. We collected our shiny purples and proceeded to the “HARDEST” fight in the instance (dripping with sarcasm).

Is there such a thing as Hard Mode Gunship?

Honestly, I dont even think it warrants any discussion beyond this. Hard Mode gunship is a loot pinata, and is no more difficult than the normal one. The boss hits harder, and you should retreat after every mage is killed, however it is still a joke.

Hard Mode Deathbringer Saurfang

This was by far the most difficult fight so far in the instance, not because the mechanics were different or there were new and exciting elements to the fight, but simply because of the amazing amount of RNG that is thrown out on this fight. Ragingsoul said it best on the 10 man Deathbringer thread:

…we tried him too, and yes, it’s quite hard and inconsistent from try to try. some tries he had a mark really late, sometimes, even with everybody spread out, he gains 30 BP instantly. quite annoying.

The problem with this fight is that you can go into the soft enrage with one or two marks. In our experience, two marks is bad, one is good. We had attempts where our first mark was out at about 65%, and we had attempts where our first mark was out at 40%. Either way, the burn from 30% to 0% is a very tight dps and healing check. If you get someone with Blood Boil and Mark, they are going to drop fast and hard. We countered that with BoPs on anyone who got a Blood Boil in Phase 2. Other than that, it was a lot of RNG, and we had a lot of wipes due to a death in the sub 5% range where healing just gets too intense.

I don’t want to spoil this fight for too many of you, because I think it is something you should learn on your own, how to use your cooldowns and deal with the mechanics. Each raid will have different utilities which will benefit them, and they should use them to the best of their abilities. To all of you who are attempting hard modes this week, good luck and remember to have fun, because sometimes we forget its just a game.


Hail to the Kingslayer

A week behind…

The first week in which the Lich King was released, we had a very successful week as a guild, killing all the new bosses, and snagging a world 73rd kill on Sindragosa. While this was the highlight of the week, and we were done raiding on Wednesday afternoon for the entire week, we still had 10 mans to go. While we understand that 10 mans are an integral part of raiding progression for a 25 man guild, and that the gear out of the hard mode 10 man instances is very beneficial to the guild, we had some faults in our raiding design. Over the past few months we have picked up a handful of exceptional players, increasing out raiding corps well beyond 25. This led us to attempt 3 10 man raids with mains. We quickly found out that healing balance issues were hindering progression.

You are not seeing things, that is four paladins in the front!

Last week, the officers in my guild discussed a different path forward, and one which was inspired by the elitism of a few of our guildies. We have a small contingent of very talented players with quite elitist attitudes. They have, over the past few weeks, created a rift in the guild which needed to be stopped. With respect to 10 man raiding, the major problem was that we were missing specific healing and tanking classes to make 3 groups possible. The elitist group had these deficiencies in the form of extremely geared and talented alts. However, they were unwilling to help the guild by sacrificing their own personal ambitions to help out our main raiders. The officers decided as a result that we were going to drop 10 mans from the organized schedule.

Everyone was free to go as they pleased, forming their own 10 mans, and running in cliques and groups to kill the Lich King. Unfortunately, in their shortsighted thoughts of gearing their alts and getting titles and achievement points, the elitist group neglected to see that their mains would be left behind to fend for themselves. The officers arranged their own 10 man group and headed out to have some fun.

Raiding is Fun?!?

The thing that I neglected to mention about the 10 man that I ran with last week, which included some of our best raiders and all the officers, was that we took three of our best healers, and both our Main Tanks. What goes around comes around. Well I have to say that two bosses into the instance, I was having more fun than I have in a very long time raiding. No one was bitching and moaning, no one needed to be carried, and with the skill level of all of the players in the raid, no leadership was really needed beyond leading by example.

Our dps was stellar, our coordination was top notch, and bosses died hard and fast. Pretty soon, less than two hours after first pull, we were standing face to face with the Lich King. We knew what to expect out of the first three phases, as we had seen it in 10 mans the week before, and in 25 man that week. What we didnt have was a coordinated plan on how to deal with Defile and the Valks. That plan came quickly and decisively. Phase 1 was pretty easy, people learned how to move with Necrotic Plauge quite fast, the AoE damage on the adds was impressive, including a whopping 7k by yours truly in effective health gear. Phase 2 was also a simple exercise. The only thing we needed to fine tune is when the off tank peeled the Raging Spirits off of me so that I could re-engage the Lich King on the transition.

Defile and Valks

Defile was the thing which gave us the most trouble. We had a few wipes and we had a few completely covered platforms. After coordinating rotations and movement strategies, we came back with a vengeance, and plowed into phase 4. This is where the first bug happened. On our first glimpse of phase 4, our off tank, who was handling a few adds from the ledge phase, was ported into Frostmourne and the adds immediately aggroed our healers and one shot them. Since this happened, it is my understanding that blizzard hot fixed the issue, however it was very frustrating for us. After a few more learning attempts on Phase 4, figuring out how we were going to handle the vile spirits, and just suriving the damage, we found ourselves face to face with a boss at 11 percent.

We called for a burn, and I even popped wings and started hammering away as fast as I could, and instantly I was dead! The boss was at 10%, and the lore began. We had did it, we had killed (or almost killed) the lich king. A complementary free dps burn from 10% to 0 later and we had epics and a shiny new title.

Thoughts on The Lich King

I found the fight very fun, and quite challenging for a 10 man. I am curious to see how long it takes some strict 10 man guilds to kill him, because we were all decked out in 264, and still had quite a hard time with him. He was regularly hitting me for 35k plus during phase 1, and even more in P3 with his Soul Reaper ability, which leads me to believe that this fight is an everything check, tank check, dps check, healing check, and coordination check. All in all, a well designed fight. While about 1200 guilds have killed him as of today, he is not bleeding edge progression, however he is still quite the challenge.


  • What is this nonsense? HoPo and a total overhaul. It's going to be a long weekend of playing around.. 8 years ago