CT Raid Group/Strategy

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Team strategies that are continuously tailored for our team. These do not necessarily represent general strategies that can be applied to other raid teams.


Introduction   Strategy   Progression    



ICC

Lower Spire

Lord Marrowgar

Spell frost wizardmark.jpeg FROST RESIST!

Abilities

  • Coldflame - targets a random person and shoots blue fire directly at them. Strafe to avoid this. 6k dmg per sec for 3 sec
  • Bone slice - Cleave ability in front of marrowgar. Solved by tanks on top of each other
  • Bone Spike - 9000 dmg, and 10% health dmg each second thereafter - DPS should immediately kill these
    • Ranged priority is getting people out of the spike, melee helps if it's in proximity
    • VENT: Call out bone spikes
  • Bone Storm - marrowgar runs around the room - stop dps and avoid the fire

Strategy

Lady Deathwhisper

Spell shadow sealofkings.jpeg SHADOW RESIST!

Abilities

  • Phase 1 - Mana Shield (3.3M)
    • Waves of adds spawn from one side of the room (∆ on each iteration)
    • Melee on dresses, Ranged on melee
    • Death and Decay 4500 shadow dmg every second to all around the player -- that person should run AWAY from raid VENT: call out name
    • Reanimated should
  • Phase 2 - Burn her
    • Watch out for Vengeful shades - they chase random people and despawn after a few seconds. RUN AWAY FROM THEM
    • Melee should try to interrupt her frostbolts - they hurt
    • Tanks will trade off agro after 3 stacks.

Gunship Battle

Deathbringer Saurfang

Plagueworks

Precious

Stinky

Rotface

Festergut

Professor Putricide

Tankspot Strat - 10man

Phase Strategy

  • Phase 1
    • Spawns slime puddles around the room - players must avoid. Abomination can eat this as fuel to slow down adds
    • Start tanking him at the orange jar - OT will grab abomination immediately Abomination Video
    • Green jar will spawn an ooze which targets a random player Call out players name
      • abomination should slow this down
      • all DPS burn down the ooze
      • if it gets to targetted (rooted) player, it explodes. raid should move TOWARDS explosion to share damage
      • repeats target after explosion
    • Orange add will spawn next - gas cloud. Call out players name
      • abomination will slow this down!
      • targets a random player and moves towards them - all DPS should kill this
      • targeted player CAN run - so should kite the gas cloud
      • if it gets to target, raid should move away from the explosion
    • Rinse repeat green/orange until 80%
  • Phase 2 (80%)
    • Identical to phase 1, except there are two new abilities:
      • Malleable Goo - shoots out at players and hurts things in it's path. move to avoid - 15k dmg, slow for 15sec of 200%
      • Gas bombs - look like flasks on the ground. standing on them is bad - explodes and does AoE dmg
  • Phase 3 (35%)
    • OT loses abomination
    • No more slime puddles or adds - still have mallable goo and gas bombs
    • Stacks "Mutilated plague" debuff on the tank. At 6 stacks, this is a wipe.
      • Wowhead recommends tank switching @ 2 stacks
      • Tankspot recommends tank switching @ 4 stacks
    • Slime starts covering the ground -- and grows progressively as time goes on. this is major burn phase
    • BLOODLUST
    • COOLDOWNS

CT Putricide-position.jpg

The Crimson Hall

Blood Prince Council

Blood Queen Lana'thel

The Frostwing Halls

Valithria Dreamwalker

Sindragosa

Spell frost wizardmark.jpeg FROST RESIST!

Tankspot 10man

Tail and Frontal Cone (like all dragons)

Abilities

  • Ground Phase 60 seconds
    • 3k dmg per 3 seconds from frost aura
    • Melee gives you 20% chance of getting "permeating chill" - 1000 dmg per stack. RESET THIS @ a 3-4 stacks
    • Unchained magic - 30 sec debuff on random caster
      • every time spell is cast you get instability - after 8 seconds of not casting you get 2k dmg per stack. Don't go more than 4 stacks
    • Unmitigated dmg for tank is 30k and slows dmg. NEED a tank healer
    • ICY GRIP pulls everyone towards her -- RUN AWAY .. you have 5 seconds to get 20 yds away before major dmg
  • Air Phase 50 seconds
    • First @ 85% health
    • Two random targets get blue arrows - ICE TOMB encase. Move away from them (10 yards)
    • Hide behind ice tombs to LoS her frost bolt -- direct from the blue circle on the floor
    • FOUR ice shots
    • We must destroy the ice tomb after the fourth to release raid members - not until then
  • 35%
    • Mystic Buffet - stacking debuff every 5 seconds - increase magic dmg tank. BAD for tank, big heals on MT
    • Reset buffet with LoS behind frost tomb. When she marks someone for ice tomb, they run to a designated spot so everyone knows where to go to get rid of mystic buffet
    • Reset stacks as soon as possible - tanks need to communicate to switch

Team

Heals: (green dots)

  • One dedicated healer for tank. Other two healers will be focused on the raid.

MT: (red dot)

  • Positions Sindragosa as the graphic shows below. OT should be ready to take over if MT dies OR if MT gets "chilled" in phase 3.

DPS: (blue for ranged, yellow for melee, orange for OT)

  • Position yourself flanking Sindragosa along her south side.

Points of Failure

  • Be mindful of tail swipe or frontal cone damage
  • GET RID of Chilled to the Bone after 3 stacks. 5 wipes you, taxes healers (stop melee)
  • GET RID of Unstable Magic after 3 stacks. 5 wipes you, taxes healers (stop casting)
  • If you're "cold bombed" at the start of phase 2, run to the ice tomb area (blue haze on map)
  • If you're not "cold bombed" then run to the outside edge of the ice tomb area
  • Clear your debuff behind ice tombs!!! 4 stacks is bad for the raid
  • Remember to break ice tombs, but don't kill them until the fourth shot in phase 2
  • When you get sucked into her -- run away immediately!!!!

Phase Strategy

  • For ground phase
    • Maintain position flanking Sindragosa at max melee range (a bit further for casters)
    • Be sure to manage your stacks by stopping casting and melee once you're at 3 or 4.
    • When sucked into Sindragosa, immediately run away from her back to our flanked position. Avoid the head and tail - get 25 yards distance
  • For air phase
    • Those with blue arrows will become ice tombs. Stay 10 yards away from them. They will split up into the two ice tomb areas. Melee and Ranged will split behind the tombs to take it down and hide.
    • While you're hiding from Sindragosa, destroy the ice tombs. Don't KILL them until the fourth shot is over
    • Hide LoS behind tombs to avoid shot - it's a blue swirl on the ground
  • For 35% phase (all ground)
    • Chilled players get a blue arrow, and they will run to the "ice block" position on the map below. This is where players can go to remove their dmg debuff (mystic buffet) after it gets up to a few stacks - NO MORE THAN 4


Mus Sindragosa.jpeg

The Frozen Throne

The Lich King

Phase Diagrams

Note: phase 3 shares a similar diagram with 2

TLK-P1.jpg

TLK-P2.jpg

TLK-Transitions.jpg


Strat by Phase

3 healers

Phase 1:

  • NO AOE
  • MT pulls arthas near the edge of the platform allows easier transition into 1.5
  • OT is ~5 yards away from MT - lateral - Handles the adds
    • Ghouls are harmless and killed with the necrotic plague debuff
    • Shambling Horrors are hardcore - they have a frontal cleave which must be pointed away from the raid
  • When someone gets Necrotic plague, run to the adds and have it taken off (10yd range)
    • Side effect is you increase arthas' dmg by 2% each time. 40 stacks is ceiling
  • Periodic cast of "infest" - every 20 to 30 seconds - top of targets health to remove the dot. Keep players shielded
  • Should try to end phase 1 with as few adds as possible

Phase 1.5 (70%): (60 seconds)

  • Arthas's stacks of Plague Siphon goto a player, usually a tank. Should be ~ 15 stacks
  • Arthas runs to middle and casts 45 yard AoE. 7K+ frost dmg per sec
  • Any player with necrotic plague must move away from the raid (10 yards) - and get it dispelled
  • BURN ADDS down from phase 1
  • Every 20 seconds, we get a raging spirit - handled by OT. Hard melee and frontal cone AoE silence. Burn these fast.
  • Ranged DPS should be on orbs coming in from Arthas. Low HP. When not on orbs, burn tanks target.
  • At the end of the phase, LK kneels and starts 2.5 second quake. Move into the center of the area so you don't fall off the platform that disappers.


Phase 2:

  • Everyone hundle in the middle of the platform.
  • Valkyr will pick up players and head to platform to throw them off. SNARE THEM (musonimun) and burn. All DPS should focus on these.
  • After valkyr comes to get someone, everyone spread out to edge of platform to avoid defile (debuff on target - spreads to players)
  • Tanks switch whenever one gets Soul Reaper


Phase 2.5 (40%):

  • Same as 1.5, except there are four raging spirits - 1 every 15 seconds.
  • Common to use DPS cooldowns here

Phase 3 (60 sec later):

  • Similar to phase 2:
    • Defile is still cast (stay spread out)
    • Soul Reaper cast on tanks
  • Unique to phase 3:
    • No more valkyr
    • Vile Spirits are triggered. These have 66k health. Ranged DPS should burn them
      • Vile spirits can be slowed, and they should be as they start at a fast gate.
      • One trick is for tanks to have arthas at one edge of the platform, then after a vile spirit is spawned, move arthas to the other side along the diameter.
    • Arthas castas Harvest Soul every 70 seconds on random raid member. Causes 45k dmg over 6 seconds. If you survive, you go into "frostmourne"
    • Arthas will ENRAGE after 15 souls harvested
  • Frostmourne:
    • If summoned into frostmourne, there is an NPC fighting a Spirit Warden. Healers heal NPC, DPS burns Spirit Warden, Tanks pull threat on Spirit Warden.
    • You get out of frostmourne when mob is dead, so it must happen in 60 seconds.
    • Stun the mob if you can
    • If player or NPC die, arthas gains +200% dmg for 15 seconds

Phase 4 (10%):

  • We win.
  • Arthas kills everyone, then some RP happens.
  • Menethil will res everyone, and we can leisurely burn Arthas (he'll be permastunned)


Strat by Role

All

Phase 1

  • Give MT ~5 sec to get agro on Arthas
  • Slow burn of arthas - don't let big adds get out of control. Have them down to 1 horror for transition

Phase 1.5 and 2.5: calling these transitions.

  • Move to outer platform at beginning of phase (1-2% left on Arthas)
  • They're the same, except the second has more frequent spawns of raging spirits
  • At the end of the phase, get off outer platform
  • Avoid the OT cone of silence. Will be towards the outside edge
  • Phases start @ 70% & 40%
  • When moving back to the platform, all players run ahead of OT - give him enough time to get back on the platform. Might require going a second or two early

Phase 2:

  • At start - move to center of the room with MT and Arthas
  • After first Val'Kyr, spread out along the inner circle.
  • Defile is a black swirling cloud on the ground which gets bigger whenever someone is in it. Don't be in it

Phase 3: (use phase 2 graphic)

  • Same as phase 2, except start spread out.
  • Tanks will move arthas along circle diameter after vile spirits spawn. Ranged needs to AOE these down
  • If you go into frostmourne, assist Menethil in killing the Spirit Warden. You'll have 60 seconds
  • If vile spirits come after us, MOVE! They explode when the come down.

Melee DPS Specifics

Phase 1:

  • Help OT with adds if there are multiple horror's up

Transitions:

  • Your job is to DPS adds down first, then Raging Spirits.
  • Use CD's for second transition (Phase 2.5)

Phase 2:

  • Stun / Slow / Snare Valkyr!
  • We may ask you to switch to valkyr if they're not going down fast enough.

Phase 3:

  • You are Arthas DPS!
  • If you find yourself in frostmourn, DPS down the NPC

Ranged DPS Specifics

Phase 1:

  • Help OT with adds if there are multiple horror's up

Transitions:

  • Two ranged (primary and backup) will need to kill frost orbs before they get to us. 6k health
  • Stay OUT of silence cone, especially when transition ends

Phase 2:

  • Immediately kill valkyr when they spawn.

Phase 3:

  • AoE down Vile Spirits. There are about 10 in the air above arthas.

Frostmourne:

  • Help Menethil DPS down his mob

Tanks/Healer Specifics

Phase 1:

  • Only OT should be using AoE threat
  • Disc Priests keep shields on people for "infest"

Transitions:

  • OT uses AoE threat on adds. MT acts as DPS and shakes off threat from adds

Phase 2:

  • MT tanks arthas in middle
  • Tank switching when one gets Soul Repear (50k dmg over 5 seconds)
  • No need for MT/OT time to be equal. MT should re-pickup arthas once SR debuff is gone

Phase 3:

  • MT moves arthas away from Vile's when they spawn
  • Continue tank switch on Soul Reapers.

Frostmourne:

  • Healers heal Menethil and dispell his debuff
  • Tanks can take aggro on NPC (paladins continue to dispell yourselves/Menethil)