Posts Tagged ‘Strategy

07
Jul
10

Halion Hard Mode

The ruby sanctum has come!

I wanted to talk about our strategy for the Ruby Sanctum. This past weekend, we took a 10 man into ruby sanctum to kill Halion. We started off on hard mode and gave it quite a few shots for learning. After about four hours, we concceded and killed him on normal, but I have a feel for the fight, and am confident that there is nothing more I need to do to set our guild up for success. The fight is fairly simple in concept, but quite difficult to execute in practice. For those of you who have not seen the hard mode, enjoy my first thoughts on the fight. After I take our guild back in for the kill on hard mode, I will come back with a full breakdown, pictures, and maybe even some videos.

The most difficult part of this fight is that everyone has to have exceptional situational and environmental awareness. We unfortuantely did not have that and the same people kept dying to the same things every attempt.

Phase 1, yawn…

The first phase of the encounter starts when you pull the boss. we pull the boss and put him tangental to the outside of the circle. If you can get the boss up against the flame ring, your doing it right. We basically start the encounter pulling him to the outer ring and then twisting his body and walking him along the ring. The entire raid stands at the back hind leg closer to the middle of the circle. Periodically someone will get a debuf called Firey Combustion, which needs to be dispelled as soon as possible. The trick is that once it is dispelled it drops it unleashes a patch of fire proportional in size to the number of charges present at the time. This means that they need to be placed somewhere other than the raid.

A bug or an issue: When positioning him, it is possible for you to walk outside of the circle on the ground and lock yourself out of the room when the encounter gets going. I did this, and our other tank did this. Do not panic, as the off tank be ready to pick up the boss if this happens and dont panic. You only need one tank for Phase 1, and in Phase 2 the person who is outside will get ported in…

Now that you have him situated, and no one is locked out, you can begin the encounter in earnest. Since the raid is standing on his hind leg, the person with firey combustion should run parallel to his tail and drop the patch of fire at the very edge of the playable area. This fire ring will persist for two more firey combustion casts. This means that you should only have two circles on the ground at once if executed properly. The other mechanic in phase 1 is a meteor which is very easy to avoid. About 5 seconds before the meteor collides with the ground it will have an aura pulsing on the ground which looks like a flame strike or a paladin consecrate. If you do not avoid this, you will die from the impact.

Phase 1 lasts from 100% to 75%, at which time halion will phase and a portal will appear in his place. As the tank you must spam click this and get into the shadow realm first. Once in the realm, you will see Halion standing in the middle of the room, just as he did before you pulled for the start of the encounter. He does not aggro instantly, however it would be prudent for you to run and hit him with a SoR as soon as possible. I usually flip him 180 degrees and have his tail facing the entrance to the instance. This allows for your raid to run directly from where they zone in to his side where they will start dpsing.

Phase 2, and the LASERBEAMS OF DEATH

One of our officers said it best, this phase is completely controlled by the tank. This is because during the shadow realm phase, you will be tanking him while laser beams circle the room. In hard mode, there are four purple orbs that rotate around the outside of the circle. they are 90 degrees appart from each other and will periodically, on a timer, activate and create laser beams which form a cross and continue to rotate. If any member of the raid is hit by one of these they are dead.

In order to get out of this phase unscathed, the tank needs to execute properly. What this means is that you must watch your cooldown timers as well as the orbs in the room. When the beams activate, you want the purple balls to be at 10 o’clock and 2 o’clock, and the dragon’s tail should be at noon. If this is the case, all you have to do is rotate slowly with circular strafing motions to stay in between the beams.  If you have executed this perfectly, no one is dead, and the boss was spun on a dime, still standing in the exact middle of the room.

PRO TIP: at the end of the clockwise rotation, when the beams dissipate, take one or two steps back from the direction you came (counter-clockwise). This will align the orbs perfectly for the next beam and you wont have to move until the beams appear.

The other mechanic which is employed during this fight is one similar to Firey Combustion. It also needs to be dispelled ASAP and will drop a shadow patch on the ground. These need to be dropped as close to the outside of the circle as possible, with time being an important consideration. If you can successfully complete this, you should be into phase 3 at 50%.

Phase 3, fire and shadow!

The physical and the magical realm, the fire and the shadow, are in existance in this phase, and there is a catch. You have to balance your dps inside the shadow realm  and outside in the physical realm. If one of the realms gets too far ahead the dragon will take 0 damage, and the other one will hit like a mack truck. The key is to ensure that you are with in a few percent of each other. Sounds easy doesnt it?

Well thats because it is, the hard part is that the fire patches which are present in phase 1 and the shadow patches which are present in phase 2 are in both realms. So if you drop a shadow patch in the shadow realm, it also shows up in the same place in the fire realm. Managing these patches, and controlling dps is the key to successfully completing this encounter. All of the mechanics of phase 1 and phase two are still in effect, the only difference is that there are more patches to avoid and to drop, and you have half the healers in each realm so your tanks will be harder to heal, as they are taking more damage and you have less healers.

You should save your cooldowns for when your healer gets the Firey Combustion, or Similar shadow debuf, as they will be running out and dispellign themselves, leaving a gap in their ability to heal you. I will come back in a few days and give you the run down on the fight with screen shots, more pro tips, and possibly a video!

Good luck everyone!

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12
Jun
10

Someone has Hard Mode Gas

Baby Steps

After tweeting to see what I should post about today, I remembered that Rhidach and Anafielle are tackling their first week of hard modes this Tuesday, and I thought it would be a good time for me to see if my memory can scrape together some tips and tricks of tanking some of the hard modes in ICC25 which I have not already covered. My earlier rant on the fact that Hard modes are Hard, and our first night of failure with Lord Marrowgar has that fight basically covered, so I thought I would delve into the plague wing and talk about some helpful things to make rotface and festergut a bit easier.

For the most part, these are two of the easier encounters in the instance, and aside from lootship, they have the smallest learning curve of any of the encounters. With that being said, lets not waste any more time!

Festergut

From a tanking perspective, festergut is the same exact fight (at least for paladins). He employs some new tactics, but because of the fact that our threat is almost entirely based off of instant cast holy spells, one of his new abilities is negated. When hard mode is engaged, Professor Putricide shows up at the balcony to your right and begins to have some fun. He periodically throws malleable goo out which slows your casting and melee speed by 75%. As a paladin tank, this basically is a non issue, and I will never move out of it. Why can we get away with it? Well first things first, Festergut applies the same debuf to the tank as he does in normal mode, so your damage will be through the roof. I average around 8.5-9.5k dps for the duration of the fight, while I know tanks that break 10k.

So since threat is a non issue, what makes this hard? The raid damage from the gas cloud in the room is signficantly more potent, and the tank damage is nothing to laugh at when you get to the third enhale. For the most part this is a coordination fight and a healing check. Before there was a zone wide buff, it was also a dps check, as there is a tight enrage timer. With the 20% buff, the most important things to remember is that your dps and healers should avoid goo at all costs, and you have to work out a system to place the spores so that EVERYONE has three stacks when he exhales.

As a tank, you can afford to miss a spore or two, but that is because you have close to 70k HP. A dps with 20-25k will get one shot even with a hand of sacrafice. In order to do this, we used two warlock teleport portals and placed them at two key positions in the room, creating a triangle between the boss and the two portals. Once these markers are created, you place your dps and healers in a circle around the portals, preferablly with your holy paladins on the portal itself so that they do not have to move when a spore is called. This will give a predictable and visual collapse point for all spores. Spreading out around these circles and learning to collapse will be one of your first big hurdles.

The other thing that we do is have our melee constantly moving from hind leg to hind leg of the boss. Every time Putricide throws goo, it is called and the melee switch sides, left, right, left, right. This ensures that they are never standing in a green goo and get the debuf, which will decrease their dps througput considerablly. This bit of coordination seems very simple, but to get 7-10 people to move together is surprisingly hard.

Finally from a tank point of view, it is a fairly simple fight. You can skirt the edge of the room and I suggest that you do so before your pull so that you can position him correctly. I like to skirt to the right until you hit the first runeforge looking thing on the wall. This should put you in between the two balconies that are above you. When you pull run in about 4 steps to the grouping of three skulls on the ground and stop. This is where we position the boss, so that the melee has time to react to the goo being thrown at them, and the ranged has enough space to spread completely out. From here on out, it is a tank and spank, and the encounter is the same for us tanks as it is in normal mode. Just a quick side note, on normal mode, our guild tanked the boss in the middle of the room and had the dps spread out. For hard mode, that was not enough space for our portal strat, and as such we adopted the positioning that I described above.

With respect to cooldown usage, I saved my Wings for when I drop RF off, salv myself and see BIG NUMBERS! I also like to chain cooldowns for all of the third enhale portion of the fight. this means that I use bubble wall, get a HoSac from my other tank/healer, ensure my armor pot is still active or pop a new one at this time, and I also save my trinket use for this time. The one thing I will not use during the third enhale is DS/DG. I save that specifically for when he lets his nasty gas loose.  This will ensure that you take some of the raid damage away for the healers. Tomorrow I’ll see what I can do about those pretty pictures to help, and go over rotface as well….

Good luck everyone!

11
Jun
10

A breakdown of Professor Putricide

HARD MODE, that is…

After a long break which consisted of a almost two weeks in Europe and a week and a half of moving into my new house, I have finally settled back into the swing of things, both with respect to raiding, and hopefully blogging. I had been falling off the horse in April, while we were pushing hard modes and I was spending my free time dealing with an escrow account and lots of WoW in game time. Upon my return a few things had changed and I feel that this is the perfect opportunity to revisit some things that our guild tackled months ago but are seeing again. Namely some of the hard mode encounters, our strats, and some helpful tips from the tanking perspective.

While I am probably limiting my audience by starting with the hardest fight first (save Heroic LK), but it is the one that is freshest in my mind, as we wiped on it for about an hour Tuesday night. I want to break down the fight, the mechanics, and some helpful tips which helped our guild get our first kill. As I just got done with a whirl wind trip in Europe where I ate my way through three great countries, here is our menu for tonight: Professor Putricide, with a side of choking gas…

First Course, Whats different?

The first thing that you have to get used to is the new mechanics which are employed as part of the encounter. This is a big part of why this fight will be hard with the buff, and was excruciatingly hard with out it. If you knew nothing of the fight, the first change woudl happen at the 80% mark when we would expect him to throw some tear gas and go to his bench to contemplate grandeur. Instead of freezing you in place, he places a debuf on everyone in the raid. This debuf nullifies your damage to one of the two ooze colors that he is about to summon. Simply, if you have the green debuf you can only do your full damage to the green ooze, and if you have the orange debuff, you can only hurt the orange one. This presents your first challange, enormous amounts of raid damage in the form of the nockback from the green slime. The good doctor is released from his bench on a timer, and will chase after your main tank with or with out the oozes dead, so this is also a dps race to ensure that you maintain control over the fight.

As soon as you kill your first two oozes and you transition into phase two, you are faced with a new mechanic, a plague which increases in damage done exponentially and has to be pased by proximity contact. when you pass the plague, you get a debuf which increases the damage taken by said debuf by 250%. This will be the most difficult part of the fight for most of your raid, the management of the debuf is the make or break of the fight until the second phase transition. At 35%, you get both green and orange slimes again and you have less time before professor is transformed further and you begin phase three.

Phase three is a straight dps race, and you should be shooting to have the oozes dead when he runs across the room to your MT (who should be standing at the entrance to the room so that you maxmimze the time between his release and the application of the first debuf on the tank).

Positioning in Phase 1

I think this is where we have kind of diverted from the status quo and come up with something that is a little less conventional than the videos you see out there now a days, and it has worked wonders for us, from a stand point of passing the disease, and time on target for all phases and transitions. We tank the boss at the lab bench with the Main tank’s back to the bench. A select few melee who have ramp up or raid beneficial debufs will go in and spread themselves out to ensure that if one of them gets the plague that they can back away and transfer it to a ranged. The ranged create a chorus line across the room from wall to wall, so that we can easily spread the disease in a predictible fashion.

In phase 1, the boss is a tank and spank and you do not even need to move him at all, as he does not do anything to special. You should concentrate on building as much threat as possible because you will be kiting him in phase 2 and at least my dps ride my threat pretty well now. While phase 1 is going on, he will still cast unstable experiment, and oozes will appear, for us, there are two collapse points which our raid will have to huddle on when a color comes out. We collapse at NNW or NNE points of the compass on the ground (if you are looking at it from the entrance). This allows for a predictable pathing for all oozes and maximum time on target. These collapse positions will hold true for phase one, phase two, and the transition phases. With the 20% buff, you should only see one ooze before you get the boss below 80%, but if it is getting close, my rule of thumb is call dps off at 83% as the dots will tick him down quite a bit.

During transition, everyone of with the same debuf huddles at their designated points, and the melee waits to go in until a target is selected, while the ranged open up right away. I usually use an Exo, AS, Judge during this delay. While you can try and stay to do as much damage as possible to the ooze that you are assigned to, it is much more important that you are controling the fight from the stand point of being in position for the release of putricide. I usually get enough attacks off to get my 5 stack of vengeance/corruption up, and then get back to the boss to get my debufs up on him.

Positioning in Phase 2

At the start of phase two, according to how we set up the encounter, the tank should be back at the lab bench, ready to tank professor in the same position as phase 1. The new twist for the tanks in this phase is that you will have the Flasks of choking gas to manage, as well as the occasional malleable goo. The goo is something that will have to be dealt with on the fly, but the choking gas is predictable and can be managed in a way that everyone in the raid will know where it will be at all times. When the first choking gas cast is about 8 seconds away, you move the professor away from the bench to one of the points in the wall close to the orange or green orbs. When he drops his gas, you move him back to the bench.

This kiting back and forth provides maximum dps time for melee (because they can just turn around and walk less than three steps), and keeps him in range of all of the ranged dps. For the most part, as a tank this is the rinse and repeat of phase two. You create a triangle on the floor, and strafe to the right point, and then back to the middle; strafe to the left point, and then back to the middle. While this is going on, you also have the Unbound Plague and Plague Sickness to deal with. By spreading your ranged dps out in a zig zag line across the room, you have a linear transition for the unbound plauge, and people only have to move to their right or left (depending on the origination of the plague) to pass the disease.

While disease management is difficult, and the person with the disease has to be quick on their feet, it is probably not the most challenging part of the fight for most people. The oozes continue to spawn as professor putricide casts unstable experiment, and as the fight drags on, dps on the oozes will probably drop a bit due to the hectic nature of the fight. It is very important that the oozes are the number one dps priority throughout the fight because they are the difference between a very controlled fight, and one that is getting out of control.

Transitioning and Phase 3

The final transition, from phase two to phase three, is the most important part of the fight for your raid, because you want the oozes dead as putricide chases after your MT. During the transition phase, the tank will go to their assigned color and side, and dps the ooze for a while, once again getting a five stack of corruption/vengeance up and debuffing it. However, as soon as that is complete, you need to make sure that you run to the entrance of the room, and put your back to the gate. This is because professor putricide will place a debuf on you shortly after engaging in combat with you (aka hitting you). The longer you can prolong this, the more time you can give your raid to kill the boss.

In the hard mode version, the stacking debuf is a soft enrage timer, meaning that when you get to a fourth stack, your raid will be dead from the MASSIVE amount of aoe damage that is flying around. In order to take him from 35% to 0% in this short amount of time, four tanks are used to spread the debuff out. The main tank takes him back at the entrance of the room and holds him until he gets the first debuff, at which time the second tank will taunt off him and take it for one debuf as well. The third and fourth tanks will take him for two debuffs, ensuring that the diminishing returns on taunt are cleared, only to come back and have the third tank take it for one, the second tank take it for one, and then the third and fourth take it for one as well. So it goes, 1,1,1,2,2,2,3,3,3,4, 4. If he isn’t dead at this point, your raid will be.

Phase three is a straight dps race. The only things that require any coordination is the movement of the boss when he dropps choking gass, avoiding malleable goo, and placement of the raid so that you ensure that the ooze puddles are managed well. To do this, you want to keep the ranged spread out behind the tank on the compass on the ground, while you kite the boss around the very outside of the room (where the melee will be dropping their oozes. You only move the boss for choking gas, and ensure that the raid moves as one. After that, its just having everyone up to dps and enough mana to heal the raid, and you should have a kill. Although it is easier said that done when learning the encounter.

Good luck everyone!

23
Apr
10

Hard Mode Lady Deathwhisper

Lightknight: You ask and you Shall Recieve

Hey Wrathy, i am a german Paladin Tank from Cologne. I enjoy reading your Blog and your Tips for the ICC25 Hard Mode Bosses. I am very interested in your Guilds Lady Deathwhisper Strat. We are at 7/12 Hardmodes. Can you write about it?

So, as promised I am going to have a double post today. Since Lightknight asked for some strategy regarding Lady Deathwhisper, I figured what better time than now to write a post about that specific encounter. I am going to assume that anyone who is reading this is deep into ICC hard modes and has the basic understanding of the encounter mechanics. I figure that since I am a tank, and I write a tank blog, I will touch specifically on the things that I do during the fight. I can comment on almost every aspect of the fight. The only thing that I do not have any experience on is tanking the adds in Phase 2, because our other tank does that. However, I have tanked both sides in phase 1, and since i’m not on adds in phase 2, obviously I have tanked the boss.

One more important thing of note is that because the most threatening attack to the MT during this fight is a frost bolt, Frost Resist gear is suggested. For this fight I use my progression gear set (double Stam trinkets) with three pieces of frost resist gear, the Belt, Chest, and Boots from the Naxx crafted set. This brings me up to 485 frost resist. Our other tank wears high health threat gear because he is dealing with snap threat on 3-4 adds at any time. It is also important to remember (because blizzard made us forget about it) that Lady Deathwhisper is one of the two bosses in Icecrown Citadel who has parry haste enabled.

Phase 1 positioning

For our guild we had to change up our positioning from normal mode. In normal mode, we all just stand in the middle section of the room, split up the melee and tanks to the right and left sides, and tank the adds by the cubbies. This is the first major change in hard mode. We place the whole raid behind the boss, as most guilds do. You can get behind the boss and stand there prior to the pull if you hug the wall, so positioning and raid placement is easily done with out worry of pulling the boss. We place all of our melee on the 2 caster side (right side looking at her from the front of the room), and spread our ranged out  along the middle to left side. This creates seperation between the melee and the ranged for mind controls, and ensures that we have a very nice area designated to cleave all the adds down near the boss.

We basically use the pillars as markers and line of sight for caster mobs. We tank all the adds in between the right hand pillar and the boss, so that cleaves and 8 yard AoE can hit all adds and the boss, while at the same time creating a LoS issue for NPC casters which will force them to run to you and join the pile. In order to get all the adds there, we employ the following tactics. The Tank on the two caster side picks up the melee add and positions himself in the correct place. One of the casters is gripped into the melee, and the other is MD / LoS’ed into position. Truthfully, as our dps got better, our hunters just killed the other caster before it ever got into position.

As for the left side (or the one caster side), There are two melee which you have to pick up and move into the AoE area. I can provide a bit more insight into this since this is the side that I tank. The caster that spawns on the left side is burst down by all of our ranged, and is usually dead before I can pick up and move both the melee adds. I hit the closer melee add (the cubby nearest LDW) with a HoR then SoR and use AS and Judgement to pick up the melee that spawns nearest the stairwell. Before they can hit me I have already begun to run back to the AoE area, and get a few more attacks on them. I swap between the two adds for the first 5 to 10 seconds to establish aggro on both and then allow the cleave damage to kill them.

If there is a melee add which spawns from the back of the room, our other tank just taunts it and pulls it into the pack, if there is a caster add, we have to get quick taunts and LoS on it so that it will run into the pack. Once the caster’s shield goes up its much harder to move them around. Finally the other thing which needs to happen very quickly is identifying when one of the adds gets empowered and focusing it down. If it is the caster add, you do not have to worry so much about moving around, but if you get a Deformed Fanatic, it is imperative that you move IMMEDIATELY because they will hit you for 40k. Begin to kite them away from the melee, as the deformed adds cleave.

Avoid killing your own

The first major problem we encountered was the fact that we were killing our own melee when the mind controls go out. This is combated by a few things. First and foremost people have to be cognizant of the boss timers, and their surroundings and stop any AoE abilities when the MCs go out. However the other thing that we can do as tanks is move the adds away from the group. I usually back them up another 10 yards towards the cubbies so that the melee can be closer to their CC’s when they get MCed. Lost dps because you wait for people to be cc’ed is less than lost dps because you killed your fellow raiders.

From here, it is basically rinse and repeat until about 10% mana. You want to bring the shield down when the adds that are out are at about 50% hp. This will allow for all of your dps (except rogues and hunters) to be on the adds when your MT establishes initial aggro on the boss. She is not tauntable in hard mode, and it provides for some sticky situations if there are a lot of dots and aoe from the melee on her. I usually swap over to her at 5% and start to attack her with the adds that I am tanking just beating on me. I use this time to swap my seal from Seal of Command to Seal of Vengance/Corruption to get a 5 stack up before she is released. Once her shield is depleted, she wipes aggro and starts moving. This is when you need to be getting some serious threat on her, from both your own abilities, as well as MD and tricks.

I usually hit her with a SoR, HotR and AS as I run away. We place her in the middle of the room, but I know there are guilds who put her on the stairs. Either place is fine but you have to place her in such a manner where people have room to move when the ghosts spawn.

Phase 2 Logistics

This has been said in many places and in many ways, but the frost bolts she does are much less threatening than ghosts blowing up. Any rogues who are on the boss for interrupts (and dps) should be aware of this fact. You can easily eat a frost bolt when wearing your frost resist gear, but a ghost blowing up has the ability to kill everyone around it. Phase two from the MT’s perspective is a tank and spank, where your only job is to avoid ghosts. You dont even have to produce threat, because after you hit 5 stacks you wont be. You will be doing marginal dps on the boss and helping her life go down, but you are in a great situation to call ghosts out around the melee and move accordingly to help them.

Other than that, the whole fight in phase two is a balance of avoiding ghosts, and ensuring that the adds are killed fast enough that your ranged can get some time on the boss. A few other things I do when I am tanking the boss that can help are throw hammers out on MCed people so that they dont kill your raid, or run into the AoE and get killed themselves, call out ghosts, move accordingly, and establish excellent initial aggro. If your dps is getting close to your threat, and they do not have a threat reducing ability, you can bubble /cancelaura macro off your stacks and establish some more threat, but threat should not be an issue because you should be getting tricks and misdirects on cooldown. I usually wait until I get to 5 stacks at the beginning of  phase 2, then bubble them off and get some more initial threat while I still can. But once into phase 2, as long as your dps can avoid ghosts, and your healers can keep people alive from the frost bolt volleys, you have a kill.

Good luck!

29
Jan
10

Best in Slot? It depends…

Between all the stuff going on I have been neglecting the blog quite a bit lately. The now 20 page thread on armor versus stamina over at MainTankadin is hard to keep up with, and when you get behind you have about an hour of reading at the least to catch up. Also our guild has been having some issues which have occupied a lot of my time. For once it is not attendance, but given the circumstances and attitudes of the past week, I think I may welcome the 20 raider Wednesdays to the 35 players and drama now. Honestly with all of the discussion about armor versus stamina, it is hard to think about anything else to blog about, however I will not indulge in more of that banter, the discussion has been beaten to death in my opinion.

Achievements galore

Last night we went into ICC 10 man and decided that since we had a great group we would knock out all of the achievements. Unfortunately we decided this after we passed up Lady Deathwhisper, so I have one more to go on the available content.

I was surprised at how easy they were. We were plowing through the instance one shotting everything that was trivial and taking a few attempts here and there to understand some modified strats for the achievements. What it came down to is that we still wiped on blood princes more than any of the other fights. Queen was a one shot, dances with oozes on putricide was a one shot, Rotface was the only other boss where we needed a few attempts to get dances with oozes.

Best in Slot dogma

In light of the long thread that started early in the week, which has morphed from a flame thread to a very important piece of our communities theorycraft, I wanted to talk about the concept of best in slot when applied to tanks. For a few months now on MainTankadin, there have been many threads and posts regarding the 3.3 Best in Slot lists. All of these have contained the question “when are we going to see your BiS List?” Well I believe that we have gotten to the heart of the matter to why you have not seen one yet. If we have learned anything from this 20 page thread, it is that there are a lot of different variables which we must take into account when trying to gear ourselves for a fight.

I used an analogy regarding Theck’s great work on Total Effective Health (TEH), and I believe that it can not be said enough with regards to gear selections and making generalizations about best in slot gear. The analogy says that

A hammer is an amazing invention that changed the way in which we perform construction but you should never use a hammer to put a screw in a board….

While this is a bit anecdotal, it proves a point regarding Theck’s work. You have to understand the purpose of the tool and use it only when it is applicable. The same goes for general gearing philosophies and gear sets. An extreme example of this lies in the passively unhittable set, aka the Anub’arak Hard Mode gear set. While it is powerful when tanking 4 adds during the Anub’arak encounter, you would not want to wear it to any encounter in ICC. The same holds true to a lesser extent for any of your other gear sets (if you have them), or your coveted BiS gear.

The gear on your back is only as good as the knowledge you use to apply said gear to a specific encounter. I am going to repeat that statement, bold it and italicize it because it is just as important as understanding what gear to wear to be a good tank, why there is a defense minimum, and what stats you should prioritize. The gear on your back is only as good as the knowledge you use to apply said gear to a specific encounter.

Before you walk into an instance, as a member of your main tanking core, you should understand what each boss does, what your raid will need to be doing, and what you can do to make the rest of your raid’s job easier. Once you have understood all of this, you can then tailor a gear set to help you ensure either maximum survival, maximum threat, or a balance of each depending on the fight, and its ease of completion with in your guild.

17
Dec
09

Icecrown Trash Explained

I finally got to uploading Screenies!

I wanted to let everyone know that I finally uploaded the screen shots that I took in the last ICC and have a mini explaination for each of the trash packs so that you can better understand what to do when faced with problems. I will continue to improve upon the post and add difficult trash packs as they appear throughout the instance. Good luck!

Link to the Icecrown Trash Thread

P.S. I found this in my screen shot folder, and I just felt like saying what up! Brutallus on 5/13/2008. I’m the wings on the right hand side…

09
Dec
09

Icecrown Strats

New Section on Avenging Wrathy

I wanted to put a brief post up to let everyone know that I created a “tricks and tips” section for Icecrown Citadel on the blog which highlights most of the little things I picked up last night from tanking the encounters. As I learn more, I hope to share more with you guys to make your jobs easier. I know that MainTankadin has the ICC forums, but as of today they are still locked so I will post things here until they open up. Good luck to everyone in ICC!




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