Nymarie has MAD SKILLZ! And is way behind....XD

This is going to be a long one.  (Well a bunch of little ones in one post.)
Anub-ToGC25
Last Thursday, I was able to step into a ToGC25 on Anub with 50 attempts left.  It was very much a mix between ToC25 and ToGC10.  The strategy was fairly simple.  Three very spread out ice patches were dropped (four if you include the "tank" patch).  The person targeted in Phase 2 ran to the outside of one of the ice patches (order was back, front, back).  A paladin would bubble the raider, allowing the raider to stand in the spikes until the bubble is almost up.  Then the raider runs onto the ice patch, stunning Anub.
On Phase 3, the healers focused on keeping Penetrating Cold targets alive.  The groups were kept up with passive healing.  However, this isn't failproof.  Myself and a couple others died from the Leeching Swarm at the very end.
With 48 attempts left, I finally finished ToGC25.  And we got our Mad Skills achievement.
Update:  This week we had some major server lag on Tuesday. Both guilds in the race for server first Tribute to Insanity wiped on Anub25 heroic. Next week, we have it!

Yogg +0
Monday night, we worked on Yogg +0.  Fairly simple until Phase 3.  You just don't have Hodir's random ice block if you die or Freya's beams of sanity.  So you have to really watch your sanity.  What does Mimiron do again?  Oh well, I guess it wasn't important.  Phase 3 gets very difficult.  Thorim is not there to kill the adds so they will continue to spawn until Yogg dies.  The good thing is that their damage is minimal when at 1% health.  They have to be dpsed down just as much as Yogg.  I'm not sure if we have decided on a strategy for this yet.

Blood Prince Council
Now that we're up to speed...this week.  Curious, we went to the Blood Prince Council first after the first wing.  When you enter the room, you see three dead princes lying on a platform.  Above them Blood Queen Lana'thel hovers, channeling a spell.  On the left we have Keleseth from Utgarde Keep, Valanar from Naxxanar, and on the right we have Taldaram from Ahn'kahet.  After killing the trash and walking a little bit further into the room, you will see Lana'thel rez the three princes and fly up into her room.
The princes have a "shared" health pool, however only one will have the health pool at any point in time.  This is the one that must be dpsed.  They gain a buff called Invocation of Blood, and they basically become more annoying.
Keleseth
This one needs to be range tanked.  His abilities are single target only.  He melees for around 60k so the ranged tank must stay away.  He does a Shadow lance for a good deal of damage.  His Empowered Shadow lance will one shot the ranged tank if he does not have any Dark Nuclei.  Dark Nuclei are large purple orbs that spawn around the room.  They attach either to the closest raid member or the last raider to hit them.  They decrease shadow damage.  The ranged tank must have three to survive Empowered Shadow lance.  They will slowly kill themselves.  The best plan, it seemed, was to have another ranged pick these up and bring them to the ranged tank.  At the beginning, the ranged tank will probably be hit by a few Shadow lances before he has any Dark Nuclei.  Healers should use cooldowns to keep him up.
Valanar
This prince to me is the most annoying.  First he throws a kinetic bomb into the air.  It must be kept in the air or it will explode, dealing a ton of damage and knocking over everyone back.  His main ability is a shock vortex.  It appears as a small circle of electricity on the ground.  All raiders must get 13 yards away from it.  It deals damage and a knockback.  Empowered Shock Vortex is much more difficult.  All raiders within 30 yards will get this under their feet.  All raiders within 15 yards of them will be hit by it.  Melee must get out and away from other raiders.
Taldaram
This is the fire prince.  He inflicts Glitter upon his enemies.  Yes....glitter.  How threatening.  This can be dealt with by simply dispelling any raider who has it.  Conjured Flame targets a player and flies towards them.  Any player near the targeted player should move away to avoid extra damage.  The Empowered Conjured Flame does much more damage but will do less and less the more flares it throws out.  These are little flames that do a small amount of damage to nearby raiders.  
That's the fight in a nutshell.  Not too hard when you get it down.

Professor Putricide
Finally got this down on 10 and 25.  It's a three phase fight.  Each time he drinks a new flask, he gains a new ability and gets uglier.
Phase 1
For the first phase he summons slime pools around the room.  The person in the Abomination (this should be your offtank) needs to eat these to keep them under control.    Putricide casts a spell called Unstable Experiment. This experiment switches back and forth between spawning a green ooze and spawning an orange ooze. DPS should kill these quickly. The fight starts with green. The green ooze will pick a target a few seconds after it has spawned and attach itself to that target with a long green tether. That raider will take damage and be unable to move. When the ooze gets to its target it will dish out an AoE that will one shot if several raiders aren’t stacked on top of the target. A spread out/collapse rotation must be used. The orange ooze uses a tether as well but the raider is able to move. Nothing will save the raider if the ooze gets to them so they must kite him against the wall while the ooze is quickly killed. (Body and Soul is great for this.) At 80%, Putricide will cast tear gas, freezing everyone in place and run to his experiment table. Try to get him to 80% when there are no oozes up.
Phase 2
Putricide will drink one of the flasks on his table, causing him to sprout tentacles from his back. This gives him a couple of new abilities. One is a gas bomb, which appears as two small orange flasks on the ground. The tank must now begin kiting him. The second is Malleable Goo, which our raid refers to as “flippies”. He also retains the abilities he had in phase 1. At 35% he casts tear gas again to go into the last phase. Watch for the oozes; it’s even worse to have one up in Phase 3.
Phase 3
The tank in the abom will get thrown out and the abom will despawn. The two tanks must now start a taunting rotation as Putricide gets stronger. Towards the end of the fight, tanks and healers must pop cooldowns on the tanks to keep them up. Beware of the slime pools, flippies, gas bombs and ticking AoE. Get through this phase quickly and you have him!

Best in Show
We went back and killed Festergut and Rotface.  When we killed Precious, I noticed the loot was assigned to me.  I crossed my fingers and searched the corpse.  There it was!  My very own Precious's Ribbon!  It gives a silly little buff that says "Best in Show" and doesn't look too bad.

I also received my Perky Pug.  Cute little thing.

I’m absolutely loving the new guild. I feel like I’m already starting to fit in and find my place.

I apologize for the long blog.  I've been busy still unpacking!  I'll attempt to keep up with it more.
Plague wing healing guide to come soon!

Loot from the past two weeks:
Ashen Band of Endless Wisdom-finally got my rep ring
Kilt of Untreated Wounds-last week's ICC 10 man, gemmed with spell power and intellect (since I needed a lot for BQL)
Amulet of the Silent Eulogy-got this for offspec, but it's better than what I was using for mainspec! (Gemmed with hit for my offspec set...not sure what to do about that just yet.)
As of right now, I’m still using Nibelung to heal because of the increase of spell power over Illumination. Planning on Frozen Bonespike and Shadow Silk Spindle.
I have killed Blood Queen Lana’thel in 10 man but not 25. I’ll go over her abilities when we down her in 25.

2 comments:

Sinespe said...

"The Empowered Conjured Flame does much more damage but will do less and less the longer it is kited."

Nnnoooot quite. The little flames it fires out at other people on the way to its target are the key to stopping it exploding for massive damage. The Empowered flame starts large, and as it passes by raiders other than its target, it will fire out these minor fireballs. As it does that, it gets smaller, such that when it reaches its target and explodes it should only be doing about 10k at most.

If it's kited, but other raiders don't intercept it on its route so that it loses fireball "charges", it will hit the target at full power regardless of how far it had to travel to get there.

Nymarie said...

I did not know that...course I was speaking from a 25 man standpoint mostly and it is very difficult for that Flame to not hit raiders on its way to its target.
Thanks Sin! Will change asap!

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