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    Icecrown Citadel (10) Strategies

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    Zero
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    Icecrown Citadel (10) Strategies

    Post  Zero on Thu Nov 10, 2011 2:32 pm

    This will be a place for all Icecrown Citadel quick reference strategies.
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    Zero
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    Lord Marrowgar

    Post  Zero on Thu Nov 10, 2011 4:17 pm

    Marrowgar - The First Boss of Icecrown Citadel -

    A fairly straightforward boss. In 10 Man Mode he has a few abilities.

    First is his annoying Flame Ability. Coldflame. This ability will choose a target. Start out below him. and then go towards whoever it was that was targeted. It will deal significant fire damage if you stand in it. So run away and out of it.

    He will do this up to 6 times. During which time he will use Bone Spike Graveyard. Which will spike one player on 10man mode. All DPS will have to focus on that spike to keep the person spiked alive. On dethpod you can stun the spike to prevent the person from getting damaged.

    And finally. Bone Storm. His "Ultimate" Ability will cause him to start doing a whirlwind which damages everyone in the raid. Closer you are more damage you take. On top of that he will cast 5 coldflames that go out in a star shape around him. All melee should leave him be during this phase.

    Once you understand his abilities his strategy is fairly straight-forward. Melee DPS should stand behind the boss at the edge of his attack range to allow for time to move out of Coldflames. Beyond that, Melee Should not DPS during Bone Storm. Or if they do. They should be very twichy and move asap. RDPS are the least endangered but are vulnerable to spikes. As are healers. If a healer dies to a spike then you can pretty much kiss your ass goodbye (Especially if it is your only druid). So kill spikes asap.


    Last edited by Zero on Fri Nov 11, 2011 4:18 pm; edited 1 time in total
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    Zero
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    Lady Deathwhisper

    Post  Zero on Thu Nov 10, 2011 9:22 pm

    "The Lady" Deathwhisper

    Death And Decay - A green AOE like the DK skill. However it does substantially more damage. Run out of it.

    Shadow Bolt - It is what you think it is. A regular shadow bolt that does lots of damage.

    Frostbolt - Same as Shadow Bolt but slows instead of shadow damage.

    Frostbolt Valley - A frostbolt that is cast on everyone in the raid also slows and does frost damage.

    - Those are her average abilities now for her strategy -

    To start the fight you should ideally have a DK deathgrip her into the middle of the room. From there the main or off tank needs to go to the left side of the room and await the adds. Once they spawn. Kill them fast. Focus all your dps on them or they will get more powerful. If you decide to wait on them. They will be "Buffed" by the Lady, and grow more powerful. Beyond that switch sides every time you kill one side of adds.

    Phase 2 begins once you destroy her mana shield which depletes as you damage her (it heals her as you damage her but costs her mana) At which point the adds will stop and she will begin casting...

    Touch of Insignificance - Stacks 5 times. Each time the tank's threat is reduced by 20%. Up to 100%. Ideally you switch at 3 or 4.

    She will also summon a ghost that will explode and deal massive damage to those nearby. 17k to 18k.

    Keep dpsing her and she'll go down.
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    Gunship Battle

    Post  Zero on Fri Nov 11, 2011 1:18 pm

    The Good Lootship Battle.

    For When The Gunship Battle Works Properly here is the strategy -

    To start out you board your own gunship (You can see your faction's gunship flying around Icecrown all the time). The gunship has two abilities.. -

    Cannon Blast - Which is what it says. It shoots a cannon at the enemy gunship and does siege damage (Damage that hurts walls and structures and tanks and the like)

    and Incinerating Blast - Which fires a fire cannon ball at the enemy ship. Dealing 1000 Siege Damage + However much "Heat" (Rage/Energy) you have.

    The battle starts out as a aerial battle. You shooting at the enemy and them shooting at you. After a little while enemy npcs start boarding your ship. They come in several varieties. Sergeants, Marines and Rifleman. And of those. They can be Experienced, Veterans, Or Elites.

    If they are Experienced, they have a 30% Increase to Damage done and 20% increase to movement Speed.

    If they are Veteran, they have a 60% increase to damage done and 40% increase to movement speed.

    If they are Elites, they have a 120% increase to damage done and 80% increase to movement speed.

    Depending on how long they stay alive they "level up". From no rank to Experienced to Veteran to Elites.

    Now. For raid makeup you will have to split up into two groups. a Defensive and Offensive group. Ideally, you should have 2 Melee, A tank and a healer for the "Offensive" Group which includes mounting the cannons and protecting them/healing them from cannon blasts from the other gunship. While the defensive group has everyone else.

    The Defensive team should keep the deck clean of all mobs. Dealing with the waves as they come. If another wave does appear before you clear the last one. Focus on the ones that were still alive. or they will eventually hit elite and become VERY dangerous.

    Meanwhile the Offensive team shoots the enemy gunship until it is stunned. The stun occurs every 45 seconds or so. They will then use the jump packs provided to jump ONTO the enemy ship. The tank, does his thing and tanks the enemy commander while the melee kill the enemy mages on the ship. Once the mage is dead. Jump back to your ship. Rinse and repeat until the enemy ship is sunk. Or.. Blown up. Whatever you want to call it.

    - Currently the boss is just Muradin, so the fight is rather simple but still hard. If you have a warrior tank it is easier, as his Shield Slam will remove some of his buffs. Only tanks are to stand in front of him, Melee DPS behind.

    He casts bloodthirst which will give him back 5% Of his HP Every strike. Use dodging abilities will help sometimes, or parrying skills.

    He will silence healers, and cast a dot on the tank, so switch off when you feel you need too.


    Last edited by Zero on Mon May 21, 2012 6:38 pm; edited 1 time in total
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    Deathbringer Saurfang

    Post  Zero on Mon Nov 14, 2011 3:48 pm

    Saurfang the Lesser.

    - Saurfang here has several abilities that are all Death Knight Related as he is now a Death Knight.

    Blood Link—Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures. Also increases his Energy by 1 each time Blood Link triggers. Accompanied with this is Blood Power. He grows 1% and gains 1% increase to damage for each Energy he has from Blood Link.

    Blood Nova—Blood explodes outward from a random enemy target, inflicting 10,000 Physical damage to nearby enemies.

    Boiling Blood—Boils the blood of an enemy, inflicting 9,500 Physical damage every 3 seconds for 24 seconds.

    Blood Beast- Summons two blood beasts every 40 seconds.

    *Mark of the Fallen Champion—Causes Deathbringer Saurfang's melee attacks to splash to this target, inflicting 5,700 to 6,300 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health. Cannot be dispelled or removed by any means, including death.* IMPORTANT

    Rune of Blood—Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5,100 to 6,900 health from an enemy target and heals Saurfang for 10 times that amount. Lasts for 20 seconds.

    So. The overall strategy for Saurfang is rather simple.

    Saurfang starts with 0 Energy. All mages can place amplify magic on the dps, tanks and healers. Because Saurfang uses all physical spells. Heals can be extra strong on him due to the amplify magic.

    Two tanks are required thanks to his Mark and Rune of Blood. When the first tank has the Mark on him. The second tank is to take aggro and start tanking him. Melee dps are to stand around him (Not infront) Ranged are to stand between Melee and Healers. and Healers are to be furthest away from the boss. At 30% of his total hp, he will do a Soft Enrage. All dps cooldowns should be saved for this point.

    Beyond the mark. Just spam heals on the tank and those wounded and he goes down pretty quickly.

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