General Vezax

He is. Pussy pussy pussy.

Here’s our amazering strat-fu.

Melee and heals bunched up and hit Vezax. All healers were autoattacking the boss for ret pally healing on themselves. This also meant that the green blobs were likely to be hanging around the boss. They were dropped by ranged just outside of melee range, which was totally perfect for everyone involved. We had one downed on the boss, and that caused a wipe!

One healer (our healer lead) went and hung out with the ranged, to cover off when the range ended up OUT of range of the boss. Healer lead kept an eye on everyone’s mana and marked up green sludge for range to drop. No one touched green blobs unless the healer RA called it over vent.

Healer allocated to 2 groups for mana regen and took it in turns to mana up.

We had a DK tanking and using CDs to muscle his way through the mini enrages. Healers were extra spammy to cover it off.

Ranged stacked up and stood in the black stuff. Life leechers ran away from the group. EVERYONE ran away when someone was targetted for the shadow crash (as shadow crash hits a spot on the groud where its target was standing, its not a heat seeking missile or living bomb like life leech)

EVERY.SINGLE.FLAMETHING.WAS.INTERRUPTED. => I think this was the most important thing of the entire fight. I think 2 were let through? Maybe? But everything else was covered off. We had the RL (a rogue) call out the interrupt rotation over vent.

What do I think were the most important things in this fight? Judgement of light by a ret pally on the boss is OP (free healing FTW). A DK tank makes this much easier, not movement for a boss always makes the fight easier. 8 healers is handy (our prot pally tank was ninjaed recently from the healer team). Interrupting 90% of the flame things.

All you do, is you take all of the above and do them all at once, and find that rhythm Vezax has a definate rhythm to him, and once your team hits that groove, you will down him. Don’t panic, and just keep doing your job.

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Mimiron

Mimiron Mimiron

Mimiron comes in 4 phases as you know. He drives legs (p1), body(P2), head(p3), and then Voltron(P4).

Treat Mimiron like a washing machine and all your firestanding stains will be rinsed away.

By which I mean do the following in P2 and P4:
Allocate 3 groups (we used G345 in raid), and give them a third of the space each. Fortunately, this is well marked out on the ground for you already – Left RIght and Back as you enter the room. In each group put some ranged and 1-2 healers depending on the firestandyness of the people in each group. Each group is a self contained unit of healing.

Now, everyone arrange themselves in a little thirdish circle around the boss, as close in as you can get safely, staying nicely spaced horizontally from each other, and also not standing in front of each other relative to the boss. This is important because the cannons do line of sight damage, tearing through everyone in the way to their actual target. I hope that made sense. If not, go look it up, you will see what I mean.

Melee in groups 1 and 2 (with 3 healers – one in each third – we had to use 8 total healers to cover off the sheer output of healing required PS Shammies are OP, we used 2) stay BEHIND the boss at all times, and dodge the cannons by running through the boss to the other side.

Ok the main issue we had was the retard beam. So, we solved it simply by saying: When the retard beam (P3Wx2) starts EVERYONE ROTATES CLOCKWISE ONE THIRD. You have no idea how much easier it made the fight for us. Healers didnt have to worry about moving back to their old positions, people were not running in front of each other and getting smashed by cannons. It was glorious to behold.

There are strats out there that do this by staking in 2 or 3 ranged groups. We found that the cannon damage was somewhat too severe to keep up with and this does a similar job with less aoe.

The healing allocations I gave below, are pretty much similar to this, and generally remain unchanged. We are just adding another group (LR and B now) and allocating healers to it as well.

Oh yeah, and GET OUT OF THE RED FIRE ON THE FLOOR! Do these things and mimiron will go down pretty fast. Actually, we got mimi down second attempt at using this strat, and we only ballsed up the first one cos people didn’t listen between pulls and didn’t realise their groups had changed.

HEALING FOCUS

I am going to talk about healing strat here, because there are plenty of resrouces about the technicalities of the fight and tanking it but I found next to nothing about healing it. And healing this fight is the key to winning – trust me when I say this. We are currently taking 8 healers (we have one DPS dual spec to help on this).

Legs: We split into 4 groups, one in the left third (G3, ranged DPS, 1 Raid healer, 1 MT healer), one in the right third (G4, ranged DPS, 1 Raid healer, 1 MT healer), one in the back third (G5, ranged DPS, 1 Raid healer, 1 MT healer), and one melee (Gs 1 and 2, one MT and one raid healer). Total - 4 MT healers, 4 raid healers (one of each in each “group”). “oh shit” order allocated for the punches ie GS, pain suppression and as a last resort, Hand of Sanc. Try not to use hand of sanc as there is enough pressure on healers as it is let alone spreading damage further around. It also leaves the pally at risk of sudden death if they get a random damage target. Raid healers were marked. It was DPS’s responsibility to be in range of their healer in their section. Everyone should be alive at the end of this phase. Conserve as much mana as possible.

Body: This is where it is balls to the walls guys. Stay in your allocated areas. Again, L, R, B and Melee focussing on their groups, but now the MT healers are helping out as much as possible as well in their allocated group. There is no other way to describe this other than, HEAL AS HARD AND AS FAST AS YOU CAN, keep your group alive as a priority. Everyone needs to move out of the rocket target or you die (that’s seen as a red thing on your feet). You need to run away from the lurker style retard check.  This is when it is most likely people will die, but there is not alot you can do about it. The trick to this phase is to spot heal as much as possible, and try to keep the ranged loosely grouped together to assist with AoE healing. Shammies really shine in this phase.

Head: You will mostly be oom at this point. There is a looooong talk time, this is where you top the raid up and get out of the 5sr and regen your mana as much as possible. Everyone will stack (either in 2 or 1 groups). The ranged tank wont requite much healing, 1 perhaps 2 healers will suffice. There will be OT healing, but not a lot. Apart from that ensure you finish this phase on full or near to full mana. And help out on smashing the head when it is down.

Voltron: Back to allocated sections just like P2. 2 healers on MT (no oh shits required thankfully) 1 on ranged tank and everyone else is balls to the wall crazy healing. Again, a lot of this will depend on people doing thier jobs and not fire standing. If you move, get back into position, but dont sacrifice healing out put to do so. If the MT healers get a chance to throw off the odd heal on anyone else, do so. Healers should NOT stop casting this entire time.

(Updated for Washing Machine AWESOME strat)

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Freya – no elders

180px Freya Freya   no elders

To be honest, I did not pay a lot of attention to Freya. She has a lot of trash, and is basically a Sarth 3D fight all on her own. She has 3 Elders that you can leave up to increment Hard Mode, in exactly the same way that Obsidian Sanctum did it. We had enough trouble learning in no adds mode, so I dont recommend you start on and Elders until you really have the boss herself sorted out.
Ok, so the strats for the add packs are well established, you can go look them up for yourself. The MT on Freya doesn’t actually take much damage at all, and a holy pally/ret pally keeping light up on the boss will go a long way to topping the MT up.
The main trick to this boss making sure your DPS know how to follow instructions and to stop DPS and switch targets when the RL says to. That was our main issue. So, after a little pep talk on my behalf “Pull your finger out, now hover it over the escape key. When you are told to STOP DPS hit the escape key a lot. Got it? Good.”
Flayer pack – bunch up but the main trick is to know when to stop AoEing (currently we are stopping when they are at about 20%), and how fast you can take down the flayers one at a time. Ensure you have a main assist to single target them down. Healer yell out if they are going too fast. If you are taking too long, AoE to less than you are, but somewhere around 20% should be fast enough.
3 twins – all need to go down at the same time. This seems to be a bit of a WotLK favourite at the moment. We found leaving the snaplasher (the one with the debuff) till last was the way to go, and to tank rotate on that boss too. Good Vent/TS calls from RLs are essential and deadly boss mods/bigwigs boss health bars are invaluable. It’s Romulo and Julienne on steroids.
The other one – this one is pretty trivial. Mushrooms FTW! Run away if you have the bomb. Aura mastery will stop the silence and help the healers until they get to their first mushroom.
Trees – we allocated about 4 ranged DPS who had to drop everything and kill the trees. Worked well.
Now, this is a CRAZY fight, there are people running everywhichway, yells over vent, splash damage, aggro dumps and all kinds of other hyjinx. But as long as you do your job, listen to the calls and make sure you are on the right target doing the right kind of damage, this boss doesn’t take too long to get the hang of.

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Thorim

200px Thorim New Thorim

Thorim currently has issues with lag and DCing, and if it coincides with Wintergrasp we have zero chance of doing anything useful on this boss. Anyone with a slightly dodgey connection, Thorim will eat your connection and spit it out covered in goo. As you run in, it is guaranteed 1-25 people will DC. No jokes. Just hold off DPSing down the initial “entertainment” before engaging the boss until all the DCers are back online. We do a ready check before starting the event.
Thorim has a lot of aoe, and many many many adds. Do everything in your power to minimise CPU/GPU/bandwidth issues on your PC. Turn graphics down, turn OFF as many mods as you possibly can, stop FRAPSing, face walls etc etc. This place is WORSE than Dalaran.
Anyway, assuming you get past the DCs, there are a few tricks you NEED to do.
Arena: 2 tanks – one for champions, one for evokers. Evokers heal, so they need to be interrupted and killed asap. Champions are just plain nasty and need taking out. You can and should Disarm them to prevent WW, get your rogues, surv hunters and DPS warriors onto it. Your DPS MUST assist the 2 tanks when they call for DPS. Apart from that, AoE mobs and do your best to stay alive. All your healers should be raid healing in there, the splash damage is NUTS!
Gauntlet: If your team know what they are doing, I solo healed this (with an OH throwing up some Hots occasionally) as a Holy Pally. So very doable. Its preferable to have at least 1 CC (hunters, shammies, mages) 2 if you only have 1 tank. Engage mini boss as soon as possible. With the second mini boss, have an OT pick up the adds and get a hunter up the stairs and MDing the next miniboss to the other tank ASAP. And I mean, as soon as the doors open. Burn the mini boss down at the bottom of the stairs for more room for running away from people with the bomb. Then run up the stairs (ignore the adds completely). DO NOT run into the big circles or big purple bubbles will make life unpleasant (run left or right of them).
Then engage thorim.
Run away from the lightning on the floor (the further away from thorim you are the further away you have to run from the lightning) and BURN LIKE CRAZY!
That’s about it. Enjoy!

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Kologarn

200px Kologarn Kologarn

This one will be short, because there really is not a lot to be said about this boss.

The trash to this boss is annoying without a warlock. But judicious use of CC and you will be ok.

Kologarn himself is a very bug dude, I mean, we are the size of his belt buckle. The set up is easy, as per the standard you need 3 ish tanks, but you can probably do it with 2 if you had to.

There is a lot of directed and non directed damage in this fight, healers need to be on top of it.

The key to this fight is dealing with the eyebeams in such a way that your raiders don’t run them through your raid exploding everyone in their path. The structure of the boss itself was something I really came to appreciate last night. There is a zone around the body of Kologarn where he does NOT target you for eyebeam, possibly for fear of missing and getting his nads. Pop your tanks and melee in there. Now, the hit box of the arms is HUGE, why is it huge? To cover the no eyebeam zone. This actually prevents hunters from being in there. The other mechanic to force ranged out is that this area silences casters. Neat huh? I thought so.

OK so melee are snugly in with the tanks stabbing at his stomach or arm uninterrupted.

Ranged, it’s your time to shine!

We ended up in 2 ranged groups, one left one right with a healer allocated to each group. We spread out as much as we could, trying not to be one in front of the other. We also kept a path at the back free for kiting eyebeams. So, what we did was, eyebeam on you? run directly to the back wall and out the door. DO NOT run over someone else (hence the not trying to be in front of each other comment). Stay away from the adds (pew pew range them down).

That’s it, that is the main trick to this fight. Really. Thats all! That is the main thing you need to do. And doing it right is not something you can explain. You just need to be aware and put in contingency plans for moving healers.

Eyebeams. Dont kill your raid mates with ‘em and you will collect phat lewtz.

If you are having issues, try to melee stack the raid as much as possible.

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