A Quick Tanking Guide to Day 1 in ICC10
Alrighty, just had the pleasure of completing the first part of the 10 man raid and I’m definitely impressed. If you want to walk into this blind, hopefully the title was enough of a tip off that this whole post is spoilers on how to do the fights. I’m not a lore guy so don’t worry, I won’t be mentioning anything like that… at least not intentionally. I won’t be talking about any of the trash. I feel like everyone deserves to die on it a bit.
Lord Marrowgar
Marrowgar is a mix of a few fights of old and nothing too terribly challenging to tank, but very costly to your raid if you slip up. You’ll need to be stacked up with another tank during the first phase otherwise you’ll die quickly. Since his whirlwind (phase 2) wipes aggro when it ends, your best bet is to have you and the other tank with you always go to opposite sides of the room when the whirlwind starts. To spell it out, I went left and the other tank went right. It really pays to have a timer telling you when the whirlwind will end so that you don’t waste any threat.
p.s. He’s immune to Taunt. He’s now Tauntable.
Relevant Loot
Lady Deathwhisper
Another fight that’ll have TBC raiders feeling all nostalgic. You’ll be picking up adds in phase 1 while she pelts your raid with shadow bolts. She has no aggro at this time so trying to generate threat on her is pointless. The melee adds cleave so keep them faced away from melee. If one of the melee mobs turns into a mutant, don’t be afraid to use a cooldown. (at the very least, use Shield Block) They hit really hard and this is the only time during the fight that I ever felt the least bit threatened.
p.s. Standing in green stuff is bad.
In phase 2, you’ll have to swap back and forth with the other tank since you’ll get a debuff that reduces how much threat you can generate. Her frost bolts should be interrupted, but at the same time, I didn’t find the few that got through did very much at all on 10 man.
Relevant Loot
The Gunship Battle
If you take the boring job of staying on the friendly ship, you’ll pick up a set of 3 adds over and over again. Save Shockwave and Concussion Blow for the big guys. Avoid getting shot by cannons. While I didn’t, I suspect this fight could be done with a single tank. If you’re doing the fun tanking job, you’ll be jumping over to the other ship and offtanking a guy that hits like a bus. Always make sure you’re the first one over and the last one off the enemy ship otherwise your teammates will find themselves dead in a single shot.
p.s. Offtanking the big dude on the enemy ship near the edge allows you to get healed from the friendly side and makes escaping quick when it’s time to leave.
Relevant Loot
Deathbringer Saurfang
I really love this fight since I feel Warriors really shine on it. When he hits 30%, he’s going to do a lot more damage so it’s best to save your cooldowns for situations during this time when another raider has both the mark and boiling blood and thus requires the healer’s attention. You should never be tanking him if you have the Rune of Blood debuff.
p.s. Tank him where he stands facing sideways so it’s obvious which add the DPSers should kill first.
The adds are where Warriors offer, a lot. Piercing Howl (5/11/55) is amazing for them and will allow DPSers to focus more on dpsing. (Big thanks to my tank partner for having it!) Shockwave is amazing for them. Concussion Blow is amazing for them. Intercept and Charge are amazing for them. Get the idea? You are amazing for them. You can Shockwave the far add immediately since Shockwave will do 95% less damage, (healers will generate plenty of threat) but only use Concussion Blow if the adds are at around 50% health since it will do full damage and threat. (You don’t want aggro) If you aren’t tanking Saurfang at the time, Intercept and Charge both can be used to buy your ranged a few more seconds.
Relevant Loot
Thoughts
An excellent raid experience so far. Healers and DPSers are probably tested more than us tanks. We 3 healed it so our healers probably had an easier time than they will next week when I try 2 healing a lot of the fights. The trash was exciting and filled with surprises especially since we apparently have a blind rogue. As a whole, the first 3 bosses are probably a bit more challenging than the first 4 in ToC, but less challenging than when we first walked into Ulduar. (granted, Ulduar has been nerfed significantly since)
My whole team walking in with full 25 man gear certainly meant that we had an easier time than a dedicated 10 man is going to have (although no bloodlust so probably similar dps levels to a 10s team), but even an exclusive 10 man team that’s properly geared and experienced should expect to see Saurfang this week.
Saurfang is exactly the type of difficulty that I’d like to see all regular content. He rewards a nice, mixed group composition. His enrage timer is forgiving enough that groups shouldn’t hit it if everyone lives, but challenging enough that a single death to his mark is probably a wipe. And most importantly, his adds allow for a number of different, creative solutions. Here’s hoping that the rest of Icecrown is equally and more challenging. ![]()
December 12th, 2009 at 6:39 pm
Shockwave is godly for Saurafang. My tanking partner (another warrior) and I were living like kings. He’d pivot left and I’d pivot right and we’d rip shockwaves on the adds as they came up. It was glorious.
When can we can expect to see an emblem of frost purchase order from ya, Vene? There have been some interesting threads at tankspot. Lots of debate.
[Reply]
Veneretio reply on December 12, 2009 6:52 pm:
Hehe, soon, soon!
[Reply]
December 12th, 2009 at 6:51 pm
Blind rogue… I’m guessing he didn’t do very good spotting Spirit Alarms, eh?
[Reply]
Veneretio reply on December 12, 2009 6:53 pm:
He got the last one…
[Reply]
Tashi reply on December 13, 2009 2:43 am:
Cool tip. You can actually use the Crashin’ Trashin’ racers to drive over and trigger the alarms. The normal mob groups don’t aggro on your raid, and the Ward guys still spawn and start to pat, making them easier to pick up.
[Reply]
December 12th, 2009 at 11:05 pm
Great post. As far as loot goes, there is also a really nice tanking ring that is a zone drop (ie. can drop from any of the trash.)
[Reply]
Cleaved reply on December 13, 2009 8:34 am:
As far as BOE drops go, it is actually better to sell them (if your GBank needs Gold for Raid materials, patterns, etc). In the first few weeks to a month or more, these BOEs will sell for obscene amounts of gold.
You don’t have to sell them, but they will never be worth more than they are in the first couple of months of raiding ICC. Same goes for any new Raid. I believe TotC BOEs were selling for 10-12k each on our server, and are now down to 2500-4000g.
I understand they may be upgrades for some people, but any guild member should have a guild-first mentality, or they are there for the wrong reasons. Most BOE drops are not BiS and will be replaced anyhow
[Reply]
December 12th, 2009 at 11:45 pm
for the adds on saurfang: if your ranged can’t burst them quick enough even with the slows/stuns, taunt them just as they’re about to get a hit off, they’ll run back towards you, then the ranged will get aggro back with in a few seconds. if they’re not dead by then, then :0 !!!
[Reply]
Veneretio reply on December 13, 2009 12:03 am:
Excellent point. There was a few times that I had to Taunt the adds, but they died shortly after. A good last resort.
[Reply]
Aethor reply on December 13, 2009 3:31 am:
And for this you want to vigilance your fellow tank, you really shouldn’t have any problem with keeping agro on boss anyway, and insta refreshed taunts when you are not tanking make peeling off adds that are alive for too long (for unkown reason) even easier.
A
[Reply]
Zellviren reply on December 13, 2009 5:10 pm:
I actually ended up taunting as Fury for this fight, as I jumped into DPS while we used a single tank. We actually got our space chicken to root one while the other was nailed, with a hunter putting down a frost trap 10 seconds before the spawn to slow everything down; with only two beasts, there are actually several CC options you can use depending on set up.
Worked like a charm, but the DPS requirement is fairly high. In my off-spec gear, I managed 5.9k and I’d think that’s around the realistic mark. In addition to that, we went with a single tank (already mentioned) and only two healers, as the raid damage really isn’t that significant.
All told, though, the fights are absolutely unique to one another, all demand different things, and they get DPS to actually think about what they’re doing for pretty much the first time in the expansion.
My only real question is:
What spirit traps? o.o
Belak reply on December 15, 2009 7:41 am:
LOL! Zellviren, I thought exactly the same thing and looked it up. Apparently they’re little blue spots on the floor among the Marrowgar trash packs that activate the big skeletons. Rogues (who are paying attention) can see them and disarm them, preventing the big skellies from activating for an hour.
December 13th, 2009 at 3:22 am
Great tips, makes me really miss tanking as a warrior.
I really liked the Saurfang encounter, and as a DK, spamming chains of ice on the adds is also really useful, and you can do it even if you’re tanking.
[Reply]
December 13th, 2009 at 3:59 am
i agree that the raid was fun, but i thought incredibly undertuned in 10 man. 3 wipes on marrowgar, 1 wipe on deathwhisper and gunship, and zero for saurfang.
that’s a little ridiculous for the last tier of raiding in an expansion, but i guess the hard modes have yet to be revealed.
i do hope the wings get progressively more challenging.
[Reply]
marklar reply on December 13, 2009 10:24 pm:
PS - you definitely want to 2 heal saurfang. more dps = less blood power = much easier encounter. 1 ranged can handle each add and everyone else on the boss. we got the 1st mark out at
[Reply]
December 13th, 2009 at 7:57 am
Lady Deathwhisper: we have a hunter kiting the mutant, or any other range should work, (meanwile range dps nuke her down) since they are pretty nasty, especially on 25man with hits up to 40k-ish,
as for saurfang, really quick taunting on the boss is a must when the other tank gets blood-rune-thingy.
So a macro for /tar and taunt should help your reactions abit
[Reply]
Libicocco reply on December 14, 2009 12:35 am:
Haven’t thought about trying on 25m, but on 10m my other tank peoples didn’t have trouble just kiting them themselves. You have 2 tanks and at most 2 fanatics if everything goes according to plan, whoever’s fanatic mutates just runs off in the direction of the other side of the room where the next wave will spawn.
Curse my paladins for convincing me to go fury for the night. I could have used that Bonebreaker Scepter.
[Reply]
Veneretio reply on December 14, 2009 2:50 am:
Loot based on what spec you are that night? Can’t say I’ve heard of that one before. Was this a pug? Although, I suppose that’s what you get for trusting p*****ns.
[Reply]
Libicocco reply on December 15, 2009 9:21 am:
Actually, we were all messing around on our alts. Late at night, not many people on, we decided to just take whatever half-geared alts that were around and see what would happen in ICC 10. I was honestly expecting us to get gear checked hard by Marrowgar, but a couple hours later Saurfang hits the ground.
The unstated joke (my bad, I guess) is that the noobadin in question is my cousin anyway. I don’t really mind if his alt gets something over my alt, but I’m honorbound to call him names every time it comes up anyway.
Roff reply on December 14, 2009 5:59 am:
on 25 man, instead of 3 adds spawning, you have 7 adds = lot more deformed fanatics (mutants) than on 10man,
[Reply]
Veneretio reply on December 14, 2009 10:20 am:
It’s 2 adds on 10 man and 5 on 25 man.
Roff reply on December 15, 2009 5:53 am:
well if you want to be precise:P 3casters 3meelee +1random on25mand
And on 10 man, left side spawn is 2melee+1caster right spawn is 1melee+2casters.
Bah! :p
Libicocco reply on December 15, 2009 9:42 am:
The left spawn is 2 fanatics + 1 adherent in both modes, the right spawn is 1 fanatic + 2 adherents in both modes. The difference is that in 10m the spawns are sequential, and in 25m they’re simultaneous with a spare add in the back.
The fun thing about having the tank “kite” in 10m is that you just kite to the right, and then it conveniently puts the tank in place to pick up the wave on the right side. The tanks and melee were going to be going that way anyway, so it isn’t any trouble to drag a mob along that moves at subpar movement speed.
December 13th, 2009 at 8:49 am
I went as a mage this week and overall enjoyed the fights. Marrowgar is a bit basic, but each of the others requires different people in the raid to deal with specific mobs. Saurfang seems like a fun fight, and as you say had me thinking how best to organize kiting and killing the adds with the other DPSers.
[Reply]
December 13th, 2009 at 10:44 am
For Saurfang, it’s not true that people dying to mark means a wipe. In fact, it’s the easiest way to beat the fight. Once someone gets mark, his blood power generation rate gets much higher, and exponentially so as more people get mark. He didn’t seem to have a hard enrage time as far as I could tell. The enrage just seemed to be that if you don’t kill him before too many people get mark, you’re going to be overwhelmed. We just had the first person to get mark not get healed and die ASAP. This leaves his blood power generation rate at exactly the same level as it was at the beginning of the fight. The beginning is not stressful for healers, so we losing one healer as we did was not a problem. We killed him before the second mark even went off, so we definitely would have been fine losing a dps to the first mark. We did not have a high dps raid. We decided to try this strat because we did not have the dps to kill him while keeping everyone alive. By around 10% doing it the “normal” way, we would have five marks up, which was just too much.
[Reply]
Veneretio reply on December 13, 2009 11:36 am:
Very cool idea. I might have to give that a try. I assure you though he definitely does have a hard enrage timer. You may very well get to experience it next time if you let a dpser die
[Reply]
Libicocco reply on December 15, 2009 12:11 pm:
DBS gains 5% of his health every time someone under the effect of Mark dies. So maybe you’d have had 5 marks at 10% - but maybe he’d have been dead 15% ago.
Even more fun, its a 20% health gain on heroic. You might be able to get away with spare deaths on normal, but it’ll be lethal on heroic.
Actually, while there are zero marks up one of your healers can throw DPS at the boss too. Even 2 healing 10m normal, I was able to throw Starfires around in between Rejuving the tanks.
[Reply]
December 13th, 2009 at 11:36 am
my friend suggested that you can just kite the boss in “gunship encounter”. Jump to their ship + shield slam + jet pack kite around their boat = profit. no healing needed. we tried it and worked perfectly lol
[Reply]
December 13th, 2009 at 4:02 pm
Hmm..
Here’s my tips from our 10 man attempts so far (only had four hours in there so far, up to Deathwisper, expect her down easily now we’ve sorted ourselves out).
*** SPOILER ALERT***
If you love working out fights for yourself stop reading here…
(we like to try and figure out the bulk of the details ourselves and only resort to detailed strats when we’re really hitting a wall)
Lord Marrowgar
If you’re struggling use four healers. It’ll help everyone learn the different things that happen… the fight can take a while, but he doesn’t appear to enrage…
If you have a pally, Hand of Protection makes you immune to the cleave, while still taking your share. Result… excellent Oh SH** button for when our disc priest got spiked.
Take care to cycle CDs if you’re group is not heavily geared. Usually only needed them when a healer was spiked.
Lady Deathwisper
Tank only the melee adds initially. Ranged adds can be left until all melee is down. For some reason trying to tank (or at least keep taunted) the ranged adds kept getting us killed. Once we “ignored” them we were able to easily keep the trash down and through to phase two. Pity we found this out on the last try for the night.
***End of spolilers***
Overall. I’m loving ICC. It’s a wonderful mix of trash (and you can utilise CC to ease up the pulls!!!) and some interesting bosses. I think most of my team (I’m so happy to be back with them full time) have no pre-wrath raid experience, so this is all mostly new mechanics for us.
[Reply]
December 14th, 2009 at 5:49 am
Great read Vene. I just started a new 10 man guild last week after a hiatus, we’ve just nearly finished recruiting and plan to hop into ICC on Tuesday. So far this sounds like it’s going to be great fun! Thanks for the post!
[Reply]
December 14th, 2009 at 6:08 am
I am a tank in a 10-man guild and our members are free to PuG 25 man raids when they want but most of us have only 10 man gear and perhapse 1-3 items from ToC 25 but mostly just ToC 10/ToGC 10 and Ulduar hardmode gear and i have to agree with most of your post, we used 3 healers in all fights except Saurfang where we had to drop to 2 to manage the dps needed.
For a 10-man guild Marrograve clearly was the hardest boss, since it’s a healing intensive fight.
Deathwhisper was easy and the best way to deal with the mutant adds is just to kite them since they move very slowly after the mutation.
The gunship was a blast and thanking the Commander was done by giving him 1-2 nice slams in the beginning and then rocket jumping around to kit him, only had to leave the ship once to let the buffs fall off.
Saourfang was nice and warriors are truly great in that fight, 2x Elemental shamans to knockback the adds was also wonderful.
Perhapse Boss 2 and 3 could be a bit harder but it’s a nice start of the instance.
[Reply]
December 14th, 2009 at 7:35 am
I’m in a 10-man friends guild that raids. We don’t have a raiding team at all, we just raid with whoever shows up.
We got Marrowgar after 3 or 4 wipes, people just weren’t dpsing the spiked folks. Once we finally drilled it into their brains that they need to switch for spikes, we did pretty well. One note I have is on the tanks going in two different directions. I and my fellow tank basically stayed together and followed him around during the WW. That way we were on top of each other when he came out of it. The one time we didn’t do that, when he came out of his WW he sabre lashed me and owned my face before the other tank could get to me. Staying together didn’t seem to hurt us too bad, his WW is weak and the frost doesn’t even do that much damage as long as you don’t camp out in it.
It took us quite a while to get Deathwhisper. We wiped about 4 or 5 times the first night, with our last 2 attempts finally getting her into phase 2 and the last attempt hitting the enrage timer.
The second night, we took some serious steps back due to a couple people who weren’t there the first night being new to the fight. (and one person who was there having to take on a new role) After some tweaking and the tanks doing some excellent target switch calling in vent, we finally got her down.
2 sessions, 5 hours, 2 bosses down. I was pretty happy for our little guild. Knowing our guild, we’ll wipe once on both bosses next week, then roll through them and start working on gunship. Hopefully we’ll be able to get to Saurfang.
[Reply]
December 14th, 2009 at 9:12 am
Regarding Marrowgar’s whirlwind, we noticed that he basically moves/changes target 4 times each whirlwind, so we simply waited outside, following him at a distance, and charged in on the 4th movement.
Deathwhisper we used the pillars to get the targets to come near the boss instead of having to move them. I don’t think we kited anything, that being said our best tank was on the melees and i was on the casters (he’s 25 man geared, and we had 3 healers). Was very easy (though we did wipe on the first pull for people to discover what happens and bad positionning)
Boat : seems there are multiple strats. One of our 10 mans did dps the boss and mages only (boss damage seems to be transmitted to the ship), the other did it more normally (ie wasting the adds and just using cannons to dps the ennemy ship. In my group, the offense tank had some problems kiting while staying in healing range so we ended up just tanking him for some time (10-15 stacks) and then jump back to let the stacks go down. The end was a bit chaotic but we still got him even with that badly optimized strategy.
Saurfang : a bit of adaptation regarding fast taunts (ie better communication) and handling the beasts (ie the melees were jumping on them as soon as they spawned :/). I do totally agree with the help we can provide in terms of stuns, but also found that taunting is something that really must be used, especially by the currently tanking tank. Any other CC’s are nice but forcing them to come 3/4 back to you and then go back to the casters without hitting anyone is especially good.
[Reply]
December 14th, 2009 at 9:45 am
We cleared 10 man Friday night once the server were finally stable (ish). The encounters are really well done and the instance kind of reminds me of BT in a way. I do have a question though about Saurfang. In 10 man we just used 1 tank (me) and 2 healers 7 dps, seemed to work ok.
My Question is on 25 man…. We had a pretty good go of things last night, Marrowgar 3 attempts, Deathwhisper 5 attempts, and 2 shotted Gunship (Server lag FTL) But Saurfang was a different story.
We were only able to get him to about 9 million hp after about 5 attempts before we had to call it and we were only using one tank again (me). Have you guys been using 2 on him for 25 and does it make that big of a difference?
Also - our dps was not low, our pures are doing over 8k and in some cases 9k and everyone seemed to be over 5k, even range that had to kill adds.
[Reply]
Veneretio reply on December 14, 2009 10:18 am:
25 man is always 2 tanked. The amount of healing he gets from his life leech just can’t be made up for by a single extra dpser.
[Reply]
Seph reply on December 14, 2009 12:03 pm:
OK, we will do that on Thursday, Several strats I saw only used one. These could have been PTR strats though since the boss just came out.
[Reply]
Aethor reply on December 14, 2009 4:05 pm:
Actually we did 25m with 3 tanks, can’t recall exact time of debuff and cd, but seems 2 might not be enough.
A
Roff reply on December 15, 2009 6:09 am:
2tanks really is enough, Tankspots guide reccomend using 1tank only but then their dps is higher than most averege guilds.
Kavtor reply on December 15, 2009 11:04 pm:
The tankspot guide recommends one tank for 10 man, where the healing is trivial and the extra DPS can overcome it (especially if you use some avoidance CD’s while the dot is up)
Pretty sure they’d recomend 2 tanks for 25.
Seph reply on December 17, 2009 11:03 pm:
Just downed Saurfang 25 after 2 attempts employing the new strats and even got the achievement ‘gone and made a mess’. Thanks for all of the good advice. I would highly suggest the ‘letting your first mark person die’ method. It worked like a charm.
[Reply]
December 14th, 2009 at 11:24 am
I quick note, if you tank them with your back to the wall on 25 man, they all have to spawn in the same place rather than in a circle around you (which makes shockwave WAY more useful). Since they are in the same spot, you can SW and stun them all…. its a huge help.
[Reply]
Seph reply on December 14, 2009 12:05 pm:
Good idea! We were actually discussing different places to tank him to group those damn things up. I will try that as well this week also. Thanks for that tidbit!
[Reply]
December 15th, 2009 at 4:07 am
Concerning the Gunship battle, you DON’T need to be the last one leaving the enemy ship.
The boss you’re supposed to tank will still keep aggro on you for a while, using ranged attacks.
I found this the hard way. In our first try i was waiting for everyone to leave the ship before i did so, and this included my healer that would stop healing me for a while and i’d take a few too many hits with no healing and ended up dying mid air. Next tries (this was in 10 man) i just left as soon as the battlemage was dead and he’d keep aggro on me and everyone managed to leave safely. When we later went to 25man, knowing this in advance, we had no problems with the fight.
Note: does anyone else had problems with the boss on the enemy ship evading attacks and not going straight for you.. unless you were either near the battlemage or charging him (the boss)?
[Reply]
Seph reply on December 15, 2009 3:00 pm:
I had one case in which he was not where he was supposed to be. he was actually on the ledge waiting for me but when i jumped across he mini-bugged out and just stood there not attacking. It seems there are still some issues with the fight.
[Reply]
December 15th, 2009 at 6:24 am
Vene,
Are you sure that Marrowgar is completely taunt immune? I definitely got “Immune” errors if I tried to taunt him during phase 2, but I’m almost positive that taunting him during phase 1, especially right after the aggro wipe, does actually work. Was I imagining it?
[Reply]
Halandir reply on December 15, 2009 7:42 am:
I had the same question… I’m sitting here thinking through both times I did the encounter trying to remember if he was tauntable once phase 2 ended
I thought he was, but then again I always open with a shield slam anyways so it’s hard to say… I know an easy way to test it out tonight!
[Reply]
Dreador reply on December 15, 2009 7:46 am:
Tonight’s the night to try. If you use Forte for your cooldowns, the Warrior part of the mod will make a noise and tell you if your taunt was resisted or if the mob is immune.
[Reply]
Belak reply on December 15, 2009 8:59 am:
We’re not going back until Thursday (RL wants to use Wednesday night for trash-rep runs for those who are interested). Will definitely check then though.
[Reply]
blackmambism reply on December 15, 2009 1:41 pm:
i’m 99% positive that it is immune.
Seph reply on December 15, 2009 3:01 pm:
He is in fact taunt immune. Just tried to taunt and did not do any other attack and my shammy got eaten alive.
[Reply]
Veneretio reply on December 15, 2009 4:27 pm:
Haha, I guess sometimes you have to see for yourself
Tell your shaman it was all in the name of science.
[Reply]
Belak reply on December 16, 2009 7:02 am:
LOL! Thanks for confirming! And yeah, we’ve been known to sacrifice a gnome here or there in the name of science. For example, our first attempt on Sarth +3…
“Ok guys, not sure if we need to clear out all the trash or not for this fight since the drakes will come to us. Bob, go aggro Sarth while we all stand outside the instance and report on your findings…”
Belak reply on December 17, 2009 6:23 am:
And from today’s patch notes:
“Lord Marrowgar is now tauntable.”
A) That was obviously my future self who thought he was tauntable the last 2 weeks. Yeah, that’s it…
B) Is it just me, or do the nerfs to him seem significantly quicker than the usual Bliz nerf cycle? Wacky.
[Reply]
Seph reply on December 17, 2009 12:03 pm:
His nerf was extremely fast to say the least….. Funny because he is not even that hard, even on 25 man. This will be our 2nd 25 man day in ICC tonight so hopefully we can get old (Sour Fang, what we call him now) down on 25 man with all the new knowledge we learned about him this week.
Nomiss reply on December 18, 2009 5:53 am:
That was exactly what i though aswell, before the nerf he hit fairly hard and now its just no damage at all.
Though he was a good boss, not the easiest to heal and not the easiest to pick up since you couldn’t taunt. That made him less pug friendly, but now its a complete different story.
Still have my hopes up for the hardmodes though.
December 15th, 2009 at 8:13 am
Hi, Vene, good post yesterday I was in ICC tanking first boss only was great. and we are in 245 items. so kinda rough but ok.
I am looking foward for your list “frost emblem pick order”! haha thanks.
[Reply]
December 15th, 2009 at 1:17 pm
“Since we apparently have a blind rogue”
YOU DO KNOW I READ THIS STUFF RIGHT? “Oh sorry Vene! Guess I didn’t SEE that trap you just ran into…”
[Reply]
Kavtor reply on December 15, 2009 10:57 pm:
Quiet you! No rogues allowed here! Tanks only.
[Reply]
Aiztabju reply on January 10, 2010 10:36 am:
Now I’ll admit it has been a very, very long time since I looked over “disarm trap” but if I recall correctly, it requires stealth. Do y’all really plan to give your rogue time to fiddle around with all these before he exits stealth to start, y’know, fighting?
[Reply]
December 15th, 2009 at 11:48 pm
Hey Vene - great read once again!
Just on a side note, on the Gunship Battle, jetpacks are actually of use outside of transporting your crew back and forth the ships. If you land on top of an enemy mob, it leaves a debuff on that mob which slows their casting/attacking speed which is quite nice to have on enemy captain the whole time. Also, when the mobs come out of the portal to your ship, just have someone bounce around with jetpack and debuff the whole 3-pack.
[Reply]
December 16th, 2009 at 3:11 am
I will have to try the jet pack kiting/debuffing method the next time I’m there. I wouldn’t have risked it on our first go though, we got [I’m on a Boat] and I’m not sure if multiple jetpack lands on the enemy ship would trigger the achievement fail. One thing I did find out (and this is especially helpful if you are going for Im on a Boat like we did) is that if you are tanking Saurfang, you can have someone taunt off you at range (in our case, holy pally) and he will not run to melee, but instead throw his axes. You can let him do this for a bit (until the other person has too many bleed debuffs to be considered safe) and then taunt back, and, If you yourself are at range, he should axethrow you aswell. It’s MUCH MUCH easier to heal through early stacks of this debuff than stacked-buff melee swings (BONUS! The +% damage buffs on Saurfang fell off while he was axethrowing). Hope this helps.
[Reply]
December 16th, 2009 at 6:47 am
My new guild went into 10 man the first time today, about 4 of the members of the guild we absorbed cleared it last week, so we had the advantage of experience. Got through the first 3 easily, Saurfang gave us a little bit of trouble, but we’ll get him tonight.
[Reply]
December 16th, 2009 at 10:05 pm
Okay ran the 10 and 25 man ICC’s twice, multiple achievements and finally got the badges for the stam trink so 60 in all.
No drops other than the tanking gun for me so far but I will say is that I am not impressed to be quite honest. The trash is a joke as even in 25 man you can pull it all and simply AoE down everything spam shackling to stop casts, making a joke of CC. Gunship fight was very fun, saurfang was simple enough once you get a strat that works with the first two bosses being easy enough if just a little irritating. The rep ring is lovely (good to see they are putting hit back into tank gear) but it will not be a straight upgrade until a few more runs for rep.
I can see this becoming quite boring, even compared to ToC, II am glad it’s over the christmas period though so easy enough farming to get a piece of gear or two for the second wing which should hopefully be alot better both in challenge and innovation.
[Reply]
December 18th, 2009 at 9:40 am
I had myself way too much fun on the Gunship encounter. I got over-excited and even fell off of the ship because I was failing at aiming. I feel bad for it, ‘cos since I was tanking Muradin, it forced a wipe.
[Reply]
December 30th, 2009 at 12:44 am
Didn’t read the comments but it’s also very good to shield bash them for the daze if you don’t have howl for aoe slow. Shockwave and shield bash works great just make sure to watch threat and GL!
[Reply]
January 20th, 2010 at 5:44 am
i don’t know if blizz tweaked things; but i tried the piercing howl the past 2 weeks on lord saurfang; and my combat log from both runs said the adds were immune to it …
[Reply]
Veneretio reply on January 20, 2010 11:46 am:
Good to know, I’ll definitely check that this weekend.
[Reply]