So last night finally after numerous false starts including a 3% wipe on phase 4 the brave troopers of Kingdom of Rust finally got Firefighter in Ulduar down. Also this was the final keeper hard mode we had to do so now we can access Algalon to finally go Ulduar 14/14.
After kicking Mimerons bum we finished of by doing the hard mode on General Vezax for all the people who missed out on him last time. This also went well and we downed him in 3 tries this time despite several of the dps not having tried hard mode before and one never having seen him.
Now only Yogg stands in our way with one keeper aiding us to get our drakes!
What can I say what a fight nothing I have done in WOW before was close to this. When it comes down to it Blizz have designed a very nice fight that you just cannot bull through no matter what gear you have. If people don’t spread out at the right point, control the fires, group together when needed and basically keep situationally aware its over.
One top tip I found for the resto druids out there is consider re glyphing with Glyph of Rejuvination this helps a lot during phase 2 when the whole raid is basically taking a spanking and people do drop below 50% health on a regular basis the extra bit of healing helped a lot.
Our setup for this was me (a resto druid), A holy priest and a shaman and on our successful try/ good tries we found it was best for me to concentrate fully on raid healing. In phase 2 where there is constant raid damage I basically concentrated on rolling Rejuvination on the whole raid while the priest and the shaman took care of the spike damage when someone was targeted by rapid burst. This would vary depending on you healer setup of course but this tactic got us through phase 2 with everyone on a consistent basis.
Zetter
Thoughts and experiences of playing through Star Wars The Old Republic
Tuesday, 8 December 2009
Friday, 20 November 2009
OUCH Time in TOC Heroic
Well the guild after a successful kill on Dr Zoidberg (Ze General for his proper name) on heroic mode had only Yogg left to down this reset. As a few of our guildies hadn’t done Yogg we set about the great blob with gusto. After 3 wipes as people got the feel for the tactics we got him down with no one being either dead / driven bonkers.
Overall a good start to the evening especially as at least half the raid had never seen past Yogg phase 1 before.
So with Ulduar cleared and our tails up we started on TOC 10 man Heroic. OMG can anyone say OUCH TIME.
We came close on the Northrend beasts with a wipe at 8% when Mr Icehowl went nuts and blew the raid to bits with an enraged stomp (I ate 48K damage which was nice). I must admit as a healer the damage on the tanks was insane both our tanks are in the I level 232/ 219 area they were eating massive spikes at certain points basically requiring spam healing all the time to keep the tanks topped off in case of a run of big hits.
The 10 man TOC heroics really do require pure 10 man guilds like ours to have farmed 10 man normal TOC to death. You do need to squeeze every bit of DPS, Avoidance, and Healing out of your raid to beat the enrage timers 25 man raiders who are having a bash at 10 man heroics really do have an advantage with being able to access weapons and gear of (I) level 245 before they go into heroic 10 man. Pure 10 man guilds basically don’t get this unless they pug 25 mans or run VOA/ Ony pugs and hope to get lucky.
With the new instances and Icecrown radiance they are supposed to be balancing the loss of tank avoidance with more predictable steady damage that peaks and troughs with boss abilities. This in my opinion can be no bad thing as the heroic TOC Northrend Beasts just seem to be massive spike damage on the tank that require spam healing. Take the twin worms for example our disco priest got a poison on him requiring him to move to the tank to get it burned off by the tanks fire debuff. This means he had to stop casting big heals so he could inch his way towards the tank. I was support healing on the raid and running what HOTs I had time for on both tanks, before I had chance to really run up spam healing with nourish the tank ate 2 big spikes went from hero to zero within a second.
Compare this to Ulduar hard modes and it is completely different Ulduar makes fights more difficult by requiring the raid to tighten up on their performance and use environmental conditions to their advantage. Sure the tanks / raid get hits hard/ more but not insanely so to pass these challenges you need to stop casting at certain points, stand in buff effects, taunt when the other tank gets a debuff and everyone’s favourite DON’T STAND IN THE FIRE!
I am hoping Icecrown will be similar to Ulduar rather than TOC. TOC was a nice filler but I don’t like the fights a lot and oddly enough I miss trash, it was nice to warm up on trash before the fights kicked off. Also the step change from normal to heroic mode massive and the ramp up is of the order of upping the incoming damage to the tank to insane levels.
Zetter
Overall a good start to the evening especially as at least half the raid had never seen past Yogg phase 1 before.
So with Ulduar cleared and our tails up we started on TOC 10 man Heroic. OMG can anyone say OUCH TIME.
We came close on the Northrend beasts with a wipe at 8% when Mr Icehowl went nuts and blew the raid to bits with an enraged stomp (I ate 48K damage which was nice). I must admit as a healer the damage on the tanks was insane both our tanks are in the I level 232/ 219 area they were eating massive spikes at certain points basically requiring spam healing all the time to keep the tanks topped off in case of a run of big hits.
The 10 man TOC heroics really do require pure 10 man guilds like ours to have farmed 10 man normal TOC to death. You do need to squeeze every bit of DPS, Avoidance, and Healing out of your raid to beat the enrage timers 25 man raiders who are having a bash at 10 man heroics really do have an advantage with being able to access weapons and gear of (I) level 245 before they go into heroic 10 man. Pure 10 man guilds basically don’t get this unless they pug 25 mans or run VOA/ Ony pugs and hope to get lucky.
With the new instances and Icecrown radiance they are supposed to be balancing the loss of tank avoidance with more predictable steady damage that peaks and troughs with boss abilities. This in my opinion can be no bad thing as the heroic TOC Northrend Beasts just seem to be massive spike damage on the tank that require spam healing. Take the twin worms for example our disco priest got a poison on him requiring him to move to the tank to get it burned off by the tanks fire debuff. This means he had to stop casting big heals so he could inch his way towards the tank. I was support healing on the raid and running what HOTs I had time for on both tanks, before I had chance to really run up spam healing with nourish the tank ate 2 big spikes went from hero to zero within a second.
Compare this to Ulduar hard modes and it is completely different Ulduar makes fights more difficult by requiring the raid to tighten up on their performance and use environmental conditions to their advantage. Sure the tanks / raid get hits hard/ more but not insanely so to pass these challenges you need to stop casting at certain points, stand in buff effects, taunt when the other tank gets a debuff and everyone’s favourite DON’T STAND IN THE FIRE!
I am hoping Icecrown will be similar to Ulduar rather than TOC. TOC was a nice filler but I don’t like the fights a lot and oddly enough I miss trash, it was nice to warm up on trash before the fights kicked off. Also the step change from normal to heroic mode massive and the ramp up is of the order of upping the incoming damage to the tank to insane levels.
Zetter
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