I know I’m way behind the curve on this, but I just returned to raiding this week after a 5 month hiatus. I was able to get in on our ICC25 clear this week, and I can finally strut my feathers around random heroics with my “Light of Dawn” title.
If you haven’t had a chance to do Lich King in any form, I suggest you try to find some sort of group or guild that can. I personally think it’s the most fun (and diverse) fight in the game, and heroic is just a blast.
“We have increased the potency of the Strength of Wrynn and Hellscream’s Warsong buffs in Icecrown Citadel by an additional 5%. These buffs now increase total health, healing done and damage dealt by 15%. In addition, the number of attempts allotted for all final bosses on Heroic difficulty has been increased to 45.“
Zarhym posts that the Icecrown Raid Buff has been increased to 10%. I predict more Lich King heroic kills shortly.
“We have increased the potency of the Strength of Wrynn and Hellscream’s Warsong buffs in Icecrown Citadel by an additional 5%. These buffs now increase total health, healing done and damage dealt by 10%. In addition, the number of attempts allotted for all final bosses on Heroic difficulty has been increased to 40.“
The Lich King becomes available in two weeks. Are you ready?
The Crimson Halls were supposed to unlock today, however it appears they are not properly unlocking on most servers. I guess the ONE thing Blizzard had to worry about by gating the instance every two weeks is making sure the gating actually, you know, works.
The Crimson Hall wing of Icecrown Citadel is set to unlock this Tuesday, allowing you to access both The Blood Prince Council and Blood Queen Lana’thel.
Gear of importance to moonkin:
[item]51381[/item] (Blood Prince Council)
[item]50173[/item] (Blood Prince Council)
[item]50182[/item] (Blood Queen Lana’thel)
I’ve been remiss in my goal to give brief previews of the different battles for those who have yet to see Icecrown Citadel, or want a very topical description of the fights. This is in no means a fully inclusive boss strategy, just a high level view of the fight, and those things pertinent to a moonkin.
This is in the point of view of Alliance. The character names/models are changed if you’re Horde, but the abilities are the same.
There are several different elements occuring at the same time of Gunship Battle. I’ll try to break them down.
Cannons: (4 on 25man, 2 on 10man)
There are cannons which are used to attack the opposing gunship. Generally melee are placed in these, and they attack the [npc]36982[/npc]. If the rocketeers are dead, they can begin to attack the [npc]36968[/npc]. The cannons have two abilities, first they use [spell]69399[/spell], which produces an energy bar called “Heat”. Once your heat is 80+, you should use the “finishing move”, [spell]70175[/spell]. If your heat reaches 100, however, you will begin to [spell]69487[/spell], which will lock out the cannon for 3 seconds.
The rocketeers will launch rockets at your ship, and their destination is marked with a large cross on the ground. Dodge the rocketstrikes. The cannons should be attacking them.
The axe throwers will randomly attack people on your ship. Your ranged DPS should be killing these.
[npc]36960[/npc] / [npc]36957[/npc]
These mobs will teleport onto your gunship and need to be offtanked. Casters should occasionally AoE them down, as they will begin to do more damage as time goes on. The Sergeants will also use [spell]69652[/spell] and [spell]69651[/spell].
The Battle-Mage will arrive and [spell]69705[/spell]. This will cause your cannons to be frozen and unusable. Your melee will need to jump over and kill the mage.
High Overlord Saurfang needs to be tanked when the melee go over to kill the Battle Mage. The offtank should jump over BEFORE the melee, and return AFTER them, so Saurfang does not attack any of the melee. He cannot be killed, and his damage grows in time as he’s in combat, so it’s important to recall totems and return to your own gunship after the mage is killed.
Moonkin loot of interest:
A few hotfixes went out for the Putricide encounter today:
- Professor Putricide’s Tear Gas will no longer remove player auras.
- The Growing Ooze Puddles in the Professor Putricide encounter will no longer continue to grow while players are stunned.
A few heroic dungeons were also nerfed to allow faster clears.
On a side note, the 2 piece Balance T10 proc is called [spell]70721[/spell]. Doing 20k+ Starfires and 14k+ wraths is pretty neat.
Although I had to go with our alt group this week, as I somehow fell asleep before raid and slept through half of raid time, *toe*, our main group downed Professor Putricide this week. I went with our well geared alts, and we were able to get him sub 15 percent a few times, but we didn’t have the right group composition or gear to nail the kill. Everyone else took their mains back in and finished the job. I apoligize for the sparse posting lately. This was my birthday weekend and I’ve had a friend in town all weekend. I hope to be ramping up again now.
I’ve also been getting behind on my previews for Icecrown, I hope to have time to write one tomorrow.