10 Man
Baradin Hold
saedo — Sat, 11/27/2010 - 17:53
This is VoA 2. It's the fortress in Tol Barad (WG 2) and can only access it when your faction controls it.
Cataclysm Cheat Sheets
saedo — Mon, 11/22/2010 - 14:10
This time around, I don't feel like making full out strats copied and adapted from various sources and our own raids.
But what I will do is make a quick reference guide. Maybe just list out abilities, and make very short form notes on the encounter.
Use it so you're not going in blind, and work out a real strat based on your own group/raid, or other sites and vids. And people can comment with their own experience to help out if they want. Assuming anyone even reads the site.
Holy paladin 4.0.1
Ghli — Sat, 10/16/2010 - 14:07
As 4.0.1 came out on Tuesday, new changes came out for paladin healing. Gone are the days of Holy Light bombing to help AoE Via the Glyph of Holy light. Now our AoE heal is Light of Dawn, or rather our flashlight. It appears to not have a cap on the amount of people it can heal at once. Currently it heals for about 2.5-2.7k for 922 mana, but is currently on a 20 second CD unless glyphed down to a 10 second CD and becomes weaker by 20% (not sure if this is a good idea at level 85, but we will see). It’s not a bad way to proc Solace to a full stack for 288 spirit.
Judgment of the Pure has not changed, but with no Judgment of Light around, There’s no reason to judge every 10-15 seconds or so.
Our big heal is now Dawn of Light. Heals for about 13-15k, but costs 1318 mana and has a base cast time of 3 seconds. With the haste that I currently have, this has been knocked down to 1.99 seconds/ 1.82 with Judgment of the Pure.
Holy light is still our main heal, but isn’t as strong as it was. Heals for 5.6k, costs 395 mana, and has a base cast time of 3 seconds.
Flash of light is has changed to the fastest heal that we can do, next to instant casts. Heals for about 10, costs 1186 mana, and has a base cast time of 1.5 seconds. With haste, this is down to 1.19s/1.09s
Beacon of light got wacked by the nerf bat, and did it get nerfed hard. Half of any heal that I do gets sent to the person with the beacon. Costs 263 mana. However, it’s also a combo point generator, if my beaconed target is directly healed
Although Crusader Strike is now a baseline ability for every paladin, it’s still viable to use as it generates combo points. Might as well stay in melee range, and generate combo points as a filler for not needing to Judge every 10 seconds.
Holy shock become a combo point generator with the new Holy Power mechanic that we picked up. Glyphable so you can increase it’s crit rate by 5%. It's still on a 6 second CD. However, casting holy shock now has benefits.
1. A holy shock crit can reduce the next cast of holy light by 1.5 seconds. In 4.0.3, this will make the cast time of Dawn of Light or Holy Light be reduced by 1.5 seconds.
2. Casting holy shock (crit or not) grants 30% haste for the next FoL, HL, or Dawn of light. HOWEVER, when 4.0.3 comes out, this(speed of light) has been changed to only grant 1%/2%/3% spellhaste
Word of Glory is our Holy Power finisher. 1 charge 3k heal, 2 charges 6k heal, 3 charges 9k. Costs no mana.
Protector of the Innocent is not exactly a heal we do, but something like a nerfed Beacon on ourselves. It can crit (this might get nerfed so it doesn’t crit all all). In addition, if you heal yourself, you do gain PotI heals(might get nerfed as well).
Illuminated Healing is our Mastery bonus. This turns us into a weaker (8% baseline)/stronger version of Val’anyr with no 45 second cooldown. I reforged crit on all my armor pieces (down to 32.7%) to mastery (up to 17.93%). However, World of Logs doesn’t take account into Illuminated Healing yet, so I expect the true healing+Absorb for me to go up when it is added.
Going over what happened with half of ICC being completed, healing as expected was strange. Marrowgar, not everyone was grouped up, so the healing from Light of Dawn wasn’t very effective. Then again, we were attempting to do Boned, and failed the achievement, which probably explains why no one was grouped up.
Not sure what was going on Lady Deathwhisper as we were doing Full House.
Gunship was snoozeship. Nothing unusual except Nuit wasn’t on for his usual kiting duties.
Saurfang was strange to everyone. The order of people getting marked were me, Kish, Crawfeesh, and Puregenius. People healing marks were me, elapsed, raziella, and silentalaram, with kish healing the first melee mark. Since I was marked first, healing became a breeze just for healing myself. Marks were doing about 6k-8k damage per tick. Holy light+PotI would heal myself for 6k+5k +whatever spell decided to crit at that point. Mana was never an issue; I never dropped below 70%, no innervates, and no divine plea(which is 10% mana regained on a 2 minute cooldown now).
Not sure what people were doing on Rotface. We were supposed to Dances with Oozes. I was one of the first people to get diseased. Stood in area away from the other ooze with my ooze just hitting me (2k-3k hits)and let PoiI keep me up while healing Orky.
Heroic Festergut was nothing but full of bugs. Vile gas was being thrown at anyone, and I mean anyone in melee or ranged. It was at the point where I was barely out of melee range, and somehow I got vile gas chained into the melee. I hope this gets fixed by the next lockout.
Other than that (and the nuking of illumination and DI), it seems like we’ll be fine at 80 and ok at 85. We’ll have to see when we get our hands on our level 81+ abilities that we don’t have access to yet to see if we’ll be fine at 85.
Help for the noobishness?
Virgill — Sun, 07/25/2010 - 18:12
I was wondering if i could get some people to help me out in ICC. I have only gotten up to Prof. Putricide and i need to go beyond that to the other bosses of ICC. I have read up on strats and all that but i need hands on experience. I do not feel that it is fair to bog down one of the already made raids, and further more I would feel like i am being carried if I joined one of those.
So what I am asking is if some knowledgable people would be willing to get locked to an ICC 10man in a sort of progression run for myself. I would be tanking since that is what I am applying as anyways. I already have one healer willing to help me so another healer, tank, and dps would be needed.
I am asking all of you because I know a lot of you can be patient, and as all progression runs, patience is needed. If anyone would like to help please let me know what time and day would work.
Thanks all
With the latest Cata Raid where raids will share the same Lockout which raid type do you prefer?
Dragon — Mon, 04/26/2010 - 10:31
ICC Heroic Mode Cheat Sheet
saedo — Fri, 03/19/2010 - 10:51
So I thought I'd nail down the sheet for a quick guide to the differences between the heroic and normal modes. By default, everything hits harder and has more hp, listing mechanical changes. See strat pages for more details.
Marrowgar:
Bone Spikes during Bone Storms - This causes problems in that people can die really fast. Spread out in hopes that it lowers chances of him spinning on top of a spike. So don't clump up for spikes, this means you melee. Only kill what's conveniently in your area, focus on survival. Does mean healers have to keep Spiked people up as they'll remain in their longer.
Coldflame is aimed more - Slightly, it lasts longer moves faster and will be fired towards you. Straight line still, so move away faster
Deathwhisper:
Mind Controls - Starts doing it to 1 person in 10 mans, bumps up to 3 people in 25 man. So more CC.
Faster Add Waves - Kill kill.
Dark Martyrdom is lethal - This goes under the category of everything hits harder, but special note that this really really hurts. So melee run away.
Phase 2 is not Tauntable - Gotta do tank switches like Gurtogg, 2 tanks both get highest threat. It is possible to one tank it with enough MDs/Tricks going to him.
Phase 2 adds still occur - But less numbers. In 10 man, the extra add at the back you see in 25 man, that will start spawning. In 25 man, it'll only spawn one side at a time, so like how 10 man is.
Vile Spirits now explode in 20 yard radius - Before it was a targetted attack on someone, now they explode. So if they don't run, you all get burned.
Gunship:
Rockets knock you back 7 yards - That's all.
Saurfang:
BP Generation up - This kinda goes with the hits harder theme
Adds will do a slowing aoe - Some seconds after they spawn they will emote "Blood Beasts smell the scent of blood" in which they do like a aoe around them that puts a movement slowing debuff, and increases their own damage by 300%. Just means kiting has to be perfect or things die.
Note - In 10 man, we 2 heal this to get it all down faster. But hybrid it to switch to 3 healing at the end.
Rotface:
Vile Gas - Putricide joins the fight and throws Vile Gas on the ranged. Keep 3 minimum at ranged now, 7 in 25 man. The Vile Gas is similar but not Festergut's version. It does damage people around you, but it only roots you for a couple seconds, not the disorient so can still cast and all.
Festergut:
Malleable Goo - Putricide joins the fight and chucks these at the raid. Just like the one he throws himself. The raid should be spread out as much as possible so Putricide has more targets to aim at. Try not to get hit. It is healable, but with the cast/attack slowing effect, it's gonna make it tougher on you.
Putricide:
Unbound Plague - Think like the Frost Giant weekly except longer. There's a plague for every second it's on you it'll put a stacking debuff which increase it's damage done to you. It also jumps to the nearest player, prolly within 8 yards. The goal is to pass it around the raid, about 5 players can do it, 1 -> 2 -> 3 -> 4 -> 5 -> 1, or something. So spread out, take a few sec of it, then run it to the next guy, spread out again.
Transition Phase spawns both adds - Instead of a Tear Gas stun, he'll spawn both Gas Cloud and Volatile Ooze at the same time. He himself willl still go through his roleplay drinking potions for a bit so you have time to deal with these. Suffice to say, kite Cloud, grill Ooze.
Gas and Ooze Variables - Only in 25 man, but they make random members of your raid only able to attack Gas or only able to attack Ooze.
Blood Princes:
Shadow Prison - Every time you move, you get hit with shadow damage, and it stacks every second you move. Lasts 10 seconds. Similar to Hodir but opposite, moving hurts you. But it's not a dot, it's damage per movement.
Damage Note - The fight is the same otherwise, but due to the damage increases, basically means you'd need another near perfect execution. Kinetic Bombs are lethal, Empowered Fire Orbs are lethal, etc, etc.
Blood Queen:
Shadow Aura increases as more Vamps are out - That's about it. Well again another tight execution due to higher damage from everything. Also might want to consider staggering bites in 10 man cause you will run into the problem of the final bites occuring right at the 2nd fear.
Valithria:
Shadow Aura - There's an aura now that hurts her and the raid, so she'll start dropping hp at first. Emphasis on stacking fast and never losing them. (and adds spawn faster)
Sindragosa:
Instability backlash is a 20 yard explosion - So if they fail in the group, the group will know it. Basic goal is to run out to do your thing. Alternatively, casters just cast 1 spell, heal through that, cast 1 spell again, repeat.
Lich King:
Shadow Traps in Phase 1 - Black swirly things I think, you touch him, you're gone (huge knockbacks)
Valks stay up in Phase 2 - You get them down to 50% or so, and they drop the guy, but they fly up into the air and start Siphoning Life from the raid. Ranged can still kill them.
Everyone gets to see Shadowmourne in Phase 3 - Yes, everyone gets sucked in, the outside Vile Spirits will be stunned in the meantime like Yogg tentacles. Inside, there are other spirits in the air, they drop bombs, and they hurt. Ranged kill those.
Halion, Ruby Sanctum Strategy Page
saedo — Sat, 02/27/2010 - 12:03

Health:
- 25 Man: 43.5M
Abilities:
- Twilight Precision - Halion's insight into movement between phases allows him to deal unexpected strikes, increasing his chance to hit by 5% and reducing the enemies' chance to dodge his attacks by 20%.
Phase 1 (100-75%): Physical Realm
- Flame Breath - Inflicts 39375 to 50625 Fire damage to enemies in a cone in front of the caster. 45 yd range. 2 sec cast
- Fiery Combustion - Engulfs an enemy target in flame, dealing 4000 Fire damage every 2 sec. Every time Fiery Combustion deals damage, it generates a Mark of Combustion charge on the target. When Combustion fades or is dispelled, it unleashes a patch of fire proportional in size to the number of charges present at the time. Either curse or magic removal may cleanse this affliction.
- Combustion - Deals 7000 to 9000 Fire damage and causes an additional 2000 Fire damage every 2 sec to targets that remain within the explosion area. 6 yards radius.
- Meteor Strike - Deals 75000 to 85000 Fire damage to enemies within 12 yards. The Meteor lands after a few seconds and shoots lines of fires throughout the area. In heroic mode, it also spawns a Living Inferno add.
Phase 2 (75-50%): Twilight Realm
- Dusk Shroud - An aura of twilight energy emanates from the caster, causing nearby enemies to suffer 6000 Shadow damage every 2 sec. Affects all player in the Twilight Realm.
- Dark Breath - Inflicts 39375 to 50625 Shadow damage to enemies in a cone in front of the caster. 45 yds. 2 sec cast
- Soul Consumption - Engulfs an enemy target in dark energy, dealing 4000 Shadow damage every 2 sec. Every time Soul Consumption deals damage, it generates a Mark of Consumption charge on the target. When Consumption fades or is dispelled, it unleashes a dark explosion proportional to the number of charges present at the time. Either curse or magic removal may cleanse this affliction.
- Consumption - Deals 8750 to 11250 Shadow damage every second to targets within 6 yards.
- Twilight Cutter - Fires a beam of concentrated twilight energy, dealing massive Shadow damage to any enemies that make contact with it. The Twilight Cutter beam is created by the two spheres rotating around the area during the Twilight Realm Phase. The beam lasts 10 seconds and appears every 30 seconds.
Phase 3 (50-0%):
- Corporality - Phases the caster between the physical and Twilight realms, causing him to deal and receive normal damage in both.
The Fight:
Phase 1 (100% - 80%)
First off, the area around Halion will be surrounded by a ring of fire cutting everyone in, and out. So the should move in together for the pull.
Secondly, he's a standard dragon. You don't want to be in front, there's Fire Breath and cleaves. You don't want to be behind him either due to the tail swipes.
Tank her near the wall of fire, this would allow the most room for the rest of the raid to work with.
Fiery Combustion
This would be the major ability of this phase. What it does is, a random player gets a debuff. It is a DoT that can be cleansed or decursed off, and when it does, or when it expires naturally, drops an area of fiery hurt around them (big bright yellowy circle patch), Combustion, which also knocks back players around it. The size of that patch is proportional to how long you took to cleanse it off, the longer, the bigger.
So you might want to think of this like a hybrid of Necrotic Plague and Defile. You don't really want to instantly cleanse it, or it leaves a big fiery puddle in the middle of the raid. And you can't ignore it or you'll leave a big fiery puddle under the entire raid. You want to give the player like 2-3 sec to run to your designated spot, probably along the edges of the wall, then cleanse.
Meteor Strike
This is the other major ability of the fight. The ground will look like its Hellfiring, then the Meteor will come and basically kill everyone still there. Also, shooting out lines of fire to not stand in.
Pretty simple, don't stand under fire.
Heroic: These will also spawn fire elementals, one big one to be off tanked, and a bunch of small ones to be aoe'd down.
Phase 2 (75-50%)
Halion shifts into the Twilight Realm and a portal opens up for the raid to go through to face him on the other side. Leave a tank and a healer behind if you want for quicker pickup in the next phase, while the rest of the raid goes in.
In here, the raid will start taking some shadow damage (DuskShroud). And standard dragon positioning procedures remain. Tank it just like Phase 1.
Soul Consumption
This is exactly like Fiery Consumption in Phase 1, except in shadow form, and it sucks players into it (think Gravity Bomb). Do the same thing, run to the wall as quickly as you can, wait 2-3 seconds before the cleanse giving him that chance.
To repeat what this ability does, it leaves a DoT, which can be cleansed or decursed. When that happens, or it expires naturally, it leaves a giant puddle of nasty behind to not stand in. The longer you take to cleanse, the larger that puddle will be.
Twilight Cutter
This is the other major ability in this phase, and it's not a shadow based Meteor. Instead, there'll be these 2 big purple ballz. There'll be a big beam connecting them. It will rotate around the room. Those that touch the beam, die.
So think of it as another C'thun Eye Beam, Lurker Water Spit, or any of those things. Sweeps the room, don't get hit. Tank would be rotating the boss along the beam to avoid it himself.
Heroic: There will be 4 orbs, making your rotation a bit more tighter.
Phase 3 (50-0%)
Halion will start attacking in both realms at the same time. The portals are open up permanently so split the raid up and send half back into the Physical realm.
Ideally, send your ranged dps in the Physical realm, and melee dps kept in the Twilight realm. The Cutter will be easy for the melee to rotate around while the fire easier for ranged to simply move out of.
Corporality
What this is, each time you do damage in one realm to him, he gets pushed into the other realm. Both sides start at 50%, so say you do more damage to him in the Physical Realm, he starts being 40% there, while 60% in the Twilight Realm.
But, the more in one Realm he is, the more damage he does, and more damage he takes. The important part is, he does more damage, so one shotting tanks are imminent. You want to maintain a balance of dps in both realms to keep it in a 40-60% range.
Also note, if you simply stop dps on one realm, Halion will start to rapidly regen health, so that's not an option. You must keep dps on him in both realms, at all times, so just have people take the portals to balance out the dps when need be.
That's about it to the fight, good luck!
The Ruby Sanctum
saedo — Sat, 02/27/2010 - 12:01
Coming in 3.3.5! The main boss in Halion. There'll be 3 sub bosses, kinda like Sartharion/Freya, that'd drop nothing but Frost Emblems. There will be a Hard Mode, but triggered like Icecrown, through the UI so it's not a Sarth every drake joining in the fight thing. Anyways, there's loading screens and maps.


While I'm here, I will post up my speculation of how this place fits in. And imo will make Cataclysm have a more "personal" stake for your character.
Black Dragon Emissary comes up to us.
Emissary: Yo dooods! There's somethng funky going on in this Ruby Sanctum. I think some Old God or that Arthas guy corrupted it. You guys better go in there and check things out.
Us: Ehhhhh, I dunno about this...
Emissary: Come on..... There's gonna be phat lewtz afterwards. And cake!
Us: Sweeet! Let's go!
Cue Emissary's shifty eyes.
Upon entering the Ruby Sanctum
Halion: TRESSPASSERS!!! GTFO!!!
Us: GIVE US YOUR LEWTZ!!!!
Battle... ???... Profit... Halion dead.
Us: YAY! LEWTZ!!!
Alexstrasza flies in
Alexstrasza: DOOOD! WTF DID YOU DO???
Us: Huh?
Alexstrasza: WTF????
Us: Wha?
Emissary walks in, gives us a projection of Deathwing
Deathwing: SUCKAS! Thanks dooods! Been a great help! Bai!
Alexstrasza: This is bad this is bad... You guys! Fix this!
Us; Huh???
Alexstrasza: ARGHH!!! I got some stuff to do. But Ima gonna call you guys later. This is your fault! You better help fix it!
Us: Uhhh....
A few months later... The world explodes....
Us: Ah... shit.
Based on Sound Files leaked, looks like they're going another direction, typical just Sanctum being attacked thing.
Help! I am trapped within this tree! I require aid!
Thank you! I could not have held out for much longer. A terrible thing
has happened here...
We believe the Sanctum was well fortified. But we were not prepared for
the nature of this assault.
The black dragonkin materialized from thin air, and set upon us before
we could react.
We did not stand a chance. As my brethren perished around me, I managed
to retreat here, and bar the entrance.
They slaughtered us with cold efficiency. But the true focus of their
interest seemed to be the eggs kept here, in the Sanctum.
The commander of the forces on the ground here is a cruel brute named
Zarithrian. But I fear there are greater powers at work.
In their initial assault, I caught a glimpse of their true leader: a
fearsome, full-grown Twilight Dragon.
I know not the extent of their plans, heroes, but I know this: They
cannot be allowed to succeed!
Posting this as a reminder that we're going back for more(now that saurfang got hotfixed)
4:00 pm start up (hopefully) so we can get as much done as possible
Which Flash Strat Layout do you prefer?
saedo — Sun, 01/31/2010 - 03:26



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