Mages, ten-man raiding, and other things that are awesome.

Posts tagged ‘guides’

Celestial Blessings – Yu’lon Edition For Mages

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Just this past Tuesday, I finally gathered enough Titan Runestones to proceed to the next stage of the legendary quest chain. Omitting any plot spoilers for folks who don’t like that kind of thing, the next stage involves one of four challenges issued by a Celestial. Each challenge is specific to the Celestial in question, and you only need to do one of them. There’s tanking, healing, ranged and melee DPS challenges. Naturally, being a pure (awesome) class, mages will be doing the ranged DPS challenge.

I’ll admit it here to my great shame: This challenge wasn’t easy. It took me a long time. I am a fully normal-geared raider, I’ve cleared ToT and my ilevel is 530. I also think I’m not generally terrible as a mage, but I really struggled. I died, and died, and died again. There was a shadow priest there doing it at the same time as I was, and we ended up whispering to each other eventually. You can tell someone else is dying because the challenge is instanced, so you ring a gong and disappear. When you die ignominiously, you show up again at Yu’lon’s feet. This shadow priest and I kept running into each other again and again. At first I was embarrassed, then secretly relieved that I wasn’t the only one having such a hard time.

I pulled out the guild bank and took flasks and more potions and some Banquets of the Oven that nobody cares about. I had long since abandoned my purist “I’ll defeat this challenge without outside help” attitude and alt-tabbed out to see what Wowhead and other people had to say. The strat most people seemed to recommend was one that allowed you to ignore most of the mechanics. This was so prevalent that it was tough to find any other information about the fight. I did try this method but it didn’t seem to work and I resolved to do it my own way.

Here’s how the fight goes. You’ll want to stop reading at this point if you’d prefer not to know.

Yu’lon suggests that power without wisdom to guide it is a bad idea. She tells Wrathion this and he scoffs, at which point she suggests that I should fight Wrathion to prove her point. He of course immediately refuses (“I would annihilate my own champion!”) but then she drops the other shoe: he’ll be fighting me blindfolded. It’s a little insulting, but I suppose it is the only way a fight between a black dragon and a single person could possibly be even. So he agrees, and that’s how the fight goes – Wrathion is blindfolded.

Throughout the course of the challenge, he’ll use several abilities to try and locate you. A frontal cone (ground) attack, a large circle of fire, a “rain of fire” type ability, and a series of small ooze adds. Later in the fight he also conjures many copies of himself (Mirror Images writ large!) that you must kill before they complete their cast of a spell called Inferno because it hurts a great deal.

Other key elements of the fight: Wrathion takes triple damage if hit from behind. You can use to your great advantage if you time your CDs when you are able to step behind him. After he casts his frontal cone attack, he’ll shout “A-HA!” and then rush at you. Wrathion does no melee damage so there’s no risk to you by being near him. At first I was instinctively running away from him too but you lose valuable DPS time this way and there’s no benefit to it. Just strafe to the side out of the cone, get behind him quickly if you can and attack him there. I’d suggest setting Wrathion as your focus target so that you can always cast a few quick spells at him, because…

The hardest part of the fight is his ooze adds. You cannot take more than a few hits from any of them before dying horribly. They also buff themselves the longer they are alive, gain a movement speed buff, and continue to chase you. They are susceptible to stuns, slows, and CC, so I suggest you use all of this to your adventure. I did the challenge as a Frost mage, using my WE’s freeze to lock the adds down while kiting them around. The other thing that really made the difference for me in this fight was swapping out the Cone of Cold glyph in exchange for Glyph of Arcane explosion. A combination of Flamestrike, a few Living Bombs on the adds and glyphed AE was enough to kill them relatively quickly. Without the extra five yards from the glyph, you have to get dangerously close to melee range from the quick-moving oozes.

Suggested preparation for the challenge:

Supplies
-Grab a Celestial Offering from the August Celestials quartermaster. It gives you a 10% intellect buff while you are near the Temple. It should be noted, I didn’t find this out until after and I did it without, but it would’ve been a welcome boost.
-Intellect buff food
-Potion of the Jade Serpent
-Flask of the Warm Sun
-Heavy Windwool Bandage (I’m not kidding)

Talents
I used Ice Floes, Ice Barrier, Ring of Frost, Cauterize, Living Bomb, and Incanter’s Ward. An argument could definitely be made for using Blazing Speed if you prefer, and Ice Ward in place of RoF except it requires something to hit you in order to activate and we’re trying to keep these oozes from hitting us. Cauterize can save your bacon at least once during the fight and is highly recommended. You could also use Nether Tempest instead of Living Bomb, I chose LB for its superior single target damage because I wanted to hurt Wrathion as much as I could while I was DPSing the oozes. NT’s no target limit and superior AoE damage is nice though and could likely have worked just as well.

The last talent choice to use Incanter’s Ward instead of Invocation is another personal thing. The damage mitigation is very valuable here, and time to stand and evocate is precious. I found that evocating was interfering with my kiting, so I switched.

Glyphs
Glyph of Arcane Explosion is recommended for all specs. Those extra five yards makes this much, much easier. As a Frost mage I used Glyph of AE, Ice Lance, and Water Elemental.

Strategy
Put yourself behind Wrathion to start the fight. He’ll always be facing towards Yu’lon. You have the option of using Time Warp at the beginning or saving it for later when you’re a bit desperate and things are getting hairy. I’d suggest pre-potting as well – front-load your damage as much as you can. If you are Fire, try to line up a good Combustion ASAP and hit Wrathion with it very early on. He’ll cast 1-2 of his frontal cone abilities, and possibly his rain of fire thing. You can tell where the fire is falling because it casts a dark shadow on the ground – be someplace else. Ice Floes is nice for this time because you can keep DPSing him while dodging around. He usually spawns the oozes about 10-20 seconds into the fight. They will mill around aimlessly in a group for about three seconds and then they will start heading towards you.

You must not let them reach you. Do whatever it takes to achieve this – You can start off with a Ring of Frost to freeze them in place and gain a few valuable seconds of lead time on your DPS. Remember, the longer they live, the faster they get. You must also DPS the oozes while Wrathion is doing his best to hurt you. Blink, of course, is helpful but it’s not available often enough on its own. Having the extra freeze from the Water Elemental and your own Frost Nova helps a ton. Let them get just close enough and then Frost Nova them. Put either Living Bomb or Nether Tempest on them and then run a bit. Try to hit Wrathion as you run by him. Try to drop a Flamestrike and then Arcane Explosion as much as you can (bonus: it will hit Wrathion too).

Once the oozes are dead, they are out of the fight for a little while…but here’s the kicker. You can’t ever really kill them. They will respawn. Also, they will respawn from the position they died at, so try not to be anywhere near their bodies when this happens. Meantime, Wrathion will be casting his next big ability – he will fill the room with duplicates of himself. Use Arcane Explosion to kill them QUICKLY. If you fail to kill them, they’ll cast Inferno. You can likely survive a few Infernos but the entire room doing them will spell your demise. He will summon two rounds of these, but you should be able to make quick work of them.

At this point, unfortunately, depending on when you killed them – oozes are going to begin respawning and chasing you. In a way, you’re fighting a battle against time because you have to defeat Wrathion but the oozes could be a full-time distraction if you let them. Continue to DPS Wrathion whenever possible, especially after the first wave of oozes dies and before they’re able to respawn. Kill them again when they respawn and try to take Wrathion down. This would be a good time for that Time Warp if you didn’t use it earlier. Use another potion. Blow him to smithereens!

I found that even DPSing Wrathion any time rather than waiting until you are behind him still added up significantly over time. Cleave from Ice Lance or other AoE will also damage him a bit. If you can survive the two ooze phases you should be in the clear for finishing Wrathion. Don’t lose sight of your goal and try to stay calm. Once you get the hang of the ooze adds you’re well on your way.

http://www.youtube.com/watch?v=rumYAAJdEa4

This is a good Fire mage point of view for this fight. You’ll see he takes the adds out using a combination of Nether Tempest and single target/Pyroblast procs. He also stuck with Invocation and opted to use Time Warp after the second set of oozes has died. There’s really no wrong choice of talent or strategy, just what works for you personally.

Note: the method recommended by many casters for this fight is to spec into Greater Invisibility or some other aggro dump and head out to the balcony railing when the oozes spawn, using your invisibility. The idea is that the oozes will just hang out inside the temple and never attack you at all. I did try this just to see if it would keep me from tearing my hair out, but I didn’t find it worked. After my invisibility expired, the oozes headed straight out onto the balcony for me. Moreover, they also became impossible to kill because they’d been alive so long. It didn’t end well. The balcony strat is also supposed to allow you to ignore the mirror images that spawn. I’m not sure if this has been hotfixed, but it wasn’t a viable method when I attempted it.

I’m happy to have done it “as intended” anyway. I will give you one last tip, though – make sure you check the status of your gear. If you’ve been wiping over and over (and the wipes pile up quickly, much like my unfortunate corpse) you can find your gear destroyed in short order. At some point I took a break for supper, came back and had a really good attempt – yesss! I’m finally getting the hang of this! Then I did progressively worse and I couldn’t figure out why, until I looked at my gear, which was entirely and completely red. Effectively, I’d been DPSing Wrathion naked. Hey, at least he was blindfolded!

Good luck with this challenge, even if it’s tough, you can do it! If you have tips or tricks I didn’t think of here, please leave them in the comments! Unless your “tip” is “I one-shot this! It was so easy.” If you’re that guy I don’t want to hear from you.

Mage Gear List – 4.3

With 4.3 nearly upon us, it’s time for discerning mages to ask themselves the eternal question: How do my robes look? (In my case, the answer is purple. Very bright purple).

Soon we’ll be swapping our gear out for the Dr. Who-inspired Time Lord’s Regalia (you can’t convince me it’s not Dr. Who inspired, sorry), but it won’t matter because you’ll be able to transmog your sets to whatever you like! Still, you want your underlying stats to be good, and that’s where this gear list comes in.

I’ve combed the PTR info from Wowhead to try to find all of the new gear. This list also includes all of the relevant VP gear that will be purchase with Justice Points after the patch. These items are listed at the end of each list and are the lowest ilevel I’ve taken the time to list (378). If you haven’t been able to obtain better via Firelands, there’s no reason not to get some of these pieces to fill any odd slots, as you want your gear to be as close to average ilevel 378 as possible. I’ve kept price conversion the same, I don’t know if it will be but it’s a fairly safe assumption at this point.

I’ve included gear from the three new 5-man instances (Well of Eternity, End Time, and Hour of Twilight). There may be gear missing that is in these instances, but I tried to be as comprehensive as I could. A few items are quest rewards well worth getting from those 5-mans, so take note of those!

It’s also worth noting that tier gear, unlike previous tiers, will not be purchasable from vendors. Consequently, it’s listed under the “drop” category, and I hope that RNG is good to you in that regard. If it isn’t, it seems that there are usually off-set options.

Disclaimer: As I said above, I’ve endeavored to be as comprehensive as possible with this list but inevitably there may be items I’ve missed or that were added after the fact. I don’t yet have a list of which boss in Dragon Soul drops items that are raid drop items, but I will add it once the patch goes live and information is a bit more comprehensive. This information is compiled for my personal use, and I share it with you so that you have an easy reference, but it’s not my fault if you buy pants when you should’ve bought a helm.

Head

Purchased/Crafted
Hood of Hidden Flesh – 2,200 VP (Hit/Crit)

Drop
Time Lord’s Hood
(Crit/Haste)

Neck

Purchased/Crafted
Opal of the Secret Order – 1,250 VP (Hit/Haste)
Amulet of Burning Brilliance
–  1,250 JP (Hit/Crit)

Shoulder

Purchased/Crafted
Mosswrought Shoulderguards (Crit/Haste)

Drop
Time Lord’s Mantle
(Crit/Mastery)
Mantle of False Virtue – Archbishop Benedictus, Hour of Twilight (Hit/Mastery)

Back

Purchased/Crafted
Nanoprecise Cape – 1,250 VP (Hit/Mastery)

Chest

Purchased/Crafted
Robes of Searing Shadow – 2,200 VP (Hit/Crit)
Firehawk Robes – 2,200 JP (Hit/Haste)

Drop
Time Lord’s Robes – (Hit/Haste)
Robes of Fate – End Time, Murozond’s Temporal Cache (Hit/Crit)

Wrist

Purchased/Crafted
Chronoboost Bracers – 1,250 VP (Hit/Mastery)
Bracers of Unconquered Power – Tailoring (Haste/Mastery)
Emberflame Bracers – 1,250 JP (BoE, Hit/Mastery)

Drop
Bracers of the Banished (Haste/Mastery)

Hands

Purchased/Crafted
Clockwinder’s Immaculate Gloves - 1,650 VP (Hit/Crit)
Firehawk Gloves – 1,650 JP (Hit/Haste)

Drop
Time Lord’s Gloves (Hit/Mastery)
Gloves of Liquid Smoke (Crit/Haste)

Quest
Archivist’s Gloves – Reward from Archival Purposes (Hit/Mastery)

Waist

Purchased/Crafted
Tentacular Belt – 1,650 VP (Crit/Mastery)

Drop
Sash of Relentless Truth – (Haste/Mastery)
Cord of the Slain Champion – (Crit/Haste)
Chillbane Belt – Arcurion, Hour of Twilight (Hit/Mastery)

Legs

Purchased/Crafted
Lavaquake Legwraps – Tailoring (Hit/Haste)
Firehawk Leggings – 2,200 JP (Crit/Mastery)

Drop
Time Lord’s Leggings – (Haste/Mastery)
Time Traveler’s Leggings – End Time, Echo of Baine/Jaina/Tyrande (Crit/Haste)

Feet

Purchased/Crafted
Kavan’s Forsaken Treads – 1,650 VP (BoE, Hit/Haste)

Drop
Janglespur Jackboots (Crit/Haste)

Fingers

Purchased/Crafted
Seal of the Grand Architect – 1,250 VP (Hit/Haste)
Crystalline Brimstone Ring – 1,250 JP (Hit/Mastery)

Drop
Ring of the Riven – (Haste/Mastery)
Infinite Loop – (Hit/Crit)
Horned Band – Peroth’arn, Well of Eternity (Crit/Haste)

Quest
Ring of the Loyal Companion – Reward from To Wyrmrest! (Hit/Haste)

Trinkets

Purchased/Crafted
Bottled Wishes- 1,650 VP (Haste + Spellpower proc)

Drop
Insignia of the Corrupted Mind (Int + Haste proc)
Cunning of the Cruel (Int + Shadowbolt volley proc)
Will of Unbinding (Increasing Int bonus)

Wand

Purchased/Crafted
Hungermouth Wand – 600 VP (Hit/Mastery)
Trail of Embers – 700 JP (Hit/Haste)

Drop
Finger of Zon’ozz – Dragon Soul (Haste/Mastery)

Two-Hand Weapon

Drop
Lightning Rod – Dragon Soul (Hit/Haste)
Ti’tahk, The Steps of Time – Dragon Soul (Haste + Haste Proc for self and allies)
Stalk of Corruption – Archbishop Benedictus, Hour of Twilight (Haste/Mastery)

One-Hand Weapon

Drop
Rathrak, the Poisonous Mind – Dragon Soul (Proc AoE poison on target of spell)
Fanged Tentacle – Archbishop Benedictus, Hour of Twilight (Hit/Crit)

Off-Hand

Drop
Dragonfire Orb – Dragon Soul (Haste/Mastery)
Orb of the First Satyrs – Peroth’arn, Well of Eternity (Hit/Haste)

Conclusion

I’m going to be identifying my weak slots and aiming to update those with VP gear first (probably a helm, because I’m still using a 359 helm). Because tier gear is not purchasable from vendors, in a way you have more freedom with your VP gear. Usually, if set bonuses are worth it (and I believe T13’s are) you would want to chase the obtainable pieces of tier from vendors as quickly as possible, eschewing slots like rings and necklaces until later. Because of this change, you can find your weakest slot and upgrade it, rather than tying up your VP for weeks while you seek to snag some tier gear.

If, like me, you were a bit late in this tier and still had “regular” VP upgrades, make sure to have a supply of Justice Points laid in to pick those up quickly and easily. Although it’s not the focus of this guide, it should be relatively simple for a new 85 mage to pick up a mix of T12 tier gear, off-set VP pieces, and items from the three new instances.

If you have questions or reference to a specific item you’ve found that I may have missed, feel free to leave it in the comments!

Business Time Raid Guide: Heroic Chimaeron (10)

This is the second post in a series of heroic tens encounter guides. The first one covered Heroic Halfus. It’s called a Business Time raid guide because that’s my guild. I don’t take credit for the strategy contained herein;  I have written it out and compiled it based on guild member input and our forums. In fact, entire sections here were written by guildies . The tank healing section was written by one of our resto druids, Ullariend. The tank taunting section was written by Autoriot, our rogue, and reviews and information were contributed by other healers as well. Theirs is the toughest job on this fight, so it is only natural that they had more to say!

Overview

Chimaeron is generally accepted as the “next” heroic mode to tackle following Halfus. Your mileage may vary; we actually defeated both Heroic Maloriak and Heroic Atramedes before getting a handle on Chimaeron. This fight is very similar to the normal version of the encounter and puts a lot of pressure on the healers and tanks. It is a definite gear check. If your healers do not have the mana regen and the throughput to last the fight and keep your raid and tanks alive through Feuds, you won’t succeed. If your DPS is not able to put out enough damage (especially in phase two) it will likewise be impossible.

What’s unique to this fight is that a “Break” or tertiary tank is not optional. This can be any plate-wearing DPS (DK, Warrior, Retribution Paladin) or possibly a cat druid – any class that is able to taunt. This player serves the function of taking the Break debuff so that your real tanks don’t have to, because there’s another twist. During Feud on normal mode, Chim is too busy fighting with himself to attack your tanks directly. In the heroic version, Nefarian interrupts Chim and admonishes him to get back to the business of killing your raid. This means that you’ll need a tank for each Feud that does not have the Break debuff.

The other change from normal is that past 21%, Nefarian emits a shadow aura that will damage your raid for 2K damage each second. As in normal, the raid is unhealable and so this acts as a soft enrage for the battle. If you trigger the final phase with your raid too low in health, you won’t have enough time to DPS him down before you die from unavoidable damage. The key to this encounter is managing your healer cooldowns, tank taunting, and carefully coordinating when you will push the final phase, at which point it’s all on your DPS.

Abilities/Effects

These are Chimaeron’s key abilities.

Caustic Slime – Deals 270480 Nature damage and briefly reduces chance to hit for all enemies in an area. Damage is split between all enemies within 6 yards of the impact crater.

Massacre – Inflicts maximum damage to all players.

Feud – Unable to perform melee attacks while his heads are fighting each other – until Nefarian interferes.

Break – Chimaeron attacks viciously, breaking through his target’s defenses. Increases Physical damage taken by 25% and reduces healing done by 15% for 1 min. Stacks.

Double Attack – Chimaeron will strike twice on his next attack.

Mortality – Chimaeron goes into a rage, rendering him immune to Taunt effects but increasing the damage he takes by 10%. Reduces healing effects for all enemies by 99%.

Special Notes

This fight is unique in that it requires a DPS player to act as a tank. Make sure that the person handling this task is comfortable with their taunt button and understands the mechanics of the fight so that they know when they need to taunt and why. Tank gear is not necessary and in fact will likely make it impossible for you to beat the enrage at the end. Your DPS can wear their normal gear and spec, but they may need to swap stances or forms in order to taunt. Our warrior stance dances from Defensive stance to perform his taunts. Because of their role tanking, your Break tank is likely to be one of the first to die when Chimaeron switches phases. This is actually of great benefit to you if you have a battle rez available. Once your Break tank goes down, have a (druid, preferably) battle rez him or her. They will join the action at full health, and their additional DPS will prove invaluable.

An alternate strategy is to actually have three geared and specced tanks – giving one additional target for Chimaeron to chew through in P2. This isn’t the strategy we used but could be a viable option, although it will put additional strain on your tank healer who will have to top off not two but three tanks just prior to the transition. The battle rez in this case would be saved for the first DPS to die in P2.

Raid Composition

  • Two tanks
  • One Break “Tank”
  • Three healers
  • Four DPS

Healers that have strong AoE healing are very helpful for the Feud phases, and DPS that are able to reset aggro or delay pulling help with the final phase. In our case, we have two mages that save Mirror Image, and a rogue that can evasion tank for a time after the tanks have died. Any delaying tactic could make the difference between a kill and a wipe here! Note that this does not include kiting; it’s not possible to kite Chimaeron and so you may as well stay put with him.

See below for legend.

Positioning

Everyone needs to maintain a minimum distance of 6 yards because of Caustic Slime. We position one healer in a central location (indicated by the green circle). This is where the raid will stack for Feuds, and that healer never moves. Put one of your least mobile healers here. Other healers arrange themselves nearby and the rest of the ranged DPS are arranged around the room (I always go to the far left because it’s easy for me to Blink into the group). The dot marked with a purple diamond on the left is the “Break” tank and the other tanks are in green. We only have two melee DPS at a time but if you have more you may need to adjust positioning to ensure everyone is six yards apart. His hit box is gigantic, so this shouldn’t be a big issue.

Strategy

Your Break tank should begin the fight by talking to Finkle Einhorn. Here is what the tanking should look like from that point. (You have a Break Tank, Tank A, and Tank B).

Fight starts, Break Tank (DPS)  is tanking everything but Double Attacks.
Tank A taunts to take every Double Attack (watch the timers).
Break Tank taunts back immediately following the Double Attack (it looks like a big swoosh in the air). Be careful not to taunt too soon!
Feud starts, Tank A tanks everything and uses a CD for Double Attack. Tank A does NOT collapse with the rest of the raid. All healers must keep the raid close to full as usual, plus heavily focus on this tank.
Feud ends, Break Tank is tanking once again
Tank B now takes Double Attacks.
Tank B will now tank everything in Feud, using a CD for the Double Attack and staying away from the collapse point.
Repeat, always rotating the Double Attack/Feud tank each time so that their stack of “Break” falls off.

The RNG of this fight is how often feud happens. They can happen every 2-3 massacres (not counting the one right after Feud), so if you get them back-to-back too often, you’ll run out of tank and/or healer CDs. This is what the tanks will be doing, while the healers are spot healing members with Caustic Slime and then keeping the raid alive for Feuds. This healing is very intense and all DPS raid members should consider glyphing or talenting anything that will increase their healing received or grant them a self-heal. Draenei are able to use Gift of the Naaru, and our entire raid bandaged during the Feud phases. Feuds should happen more or less often enough to allow you to bandage each time. Every little bit counts!

Once Chimaeron has approximately 25% of his health left, the timing gets tricky. Ideally, you want to push him into the next phase at the very end of a Feud so that your healers are able to top everyone up (but prior to a Massacre). If you wait too long, the raid will be too low to execute Phase 2 correctly. He transitions at 21%. We DPS right up until about 24%, wait for the next Feud, and then time it so that Phase 2 begins before he can Massacre.

At this point, all healing is useless. Your healers should go into “DPS mode.” Your tanks should try to live as long as they possibly can. Use heroism and any other DPS cooldowns, and as mentioned above, have a plan for DPS to juggle the aggro long enough to kill him. If you are a mage, you should use Mirror Images at the very beginning of the encounter and then rather than using it on CD, save it for this phase. If your DPS can BURN HIM DOWN, you’ve won!

Healing! Slime! Orange Fog! Our healers tell me this is their absolute favourite fight! Honest.

Tanks
Timing is everything for this fight, and watching your aggro. This isn’t something a tank usually has to worry about, but when it’s not your turn to be the active tank you must ensure that you do not pass the current tank’s aggro. Even if that means you have to stop white-hits, that’s what you have to do. If you accidentally pull Chim before your turn, you are likely to receive a stack of Break or a Double Attack making it impossible for you to tank when it IS your turn or killing you outright. We have someone announcing who is the current Double Attack tank at each transition so that healers always know precisely who will be taking the heavy hits.

Use a cool-down as soon as Feud begins. The healers (at least 2/3) will be moving into place and preparing to heal the raid. You will be taking heavy damage. This was one of the major blocks we had to deal with as we were learning this fight, and we would often lose tanks at this crucial phase. If you are using your CDs appropriately to help healers and coordinating with your fellow tanks, you’ve got your part of the fight squared away. If you have any cooldowns available to you at the beginning of Phase 2, use everything you have to live as long as you can (but not at the expense of skipping out on these CDs during earlier Feuds).

DPS
I’m going to be honest with you here: Prepare to be bored as your raid learns this fight. There will be many learning wipes, and it will feel out of your control – because it is. Your primary goal is to 1) live, and do everything you can to keep yourself alive and 2) do not push the transition into P2 early or late. You won’t get to practice that until your raid actually gets here, though. Once P2 begins, then it’s all up to you and you must kill him and kill him as quickly as you can. You will learn the rhythm of the fight and when to use your cooldowns so that they’re available to you in the final phase when you most need them.

As our gear has improved, we spend some time standing around at the end; the first part of the fight isn’t exactly a DPS race (although of course you want to get him down to 25% ASAP). The fewer Feuds your raid has to deal with, the better your chances. Above all, remain patient and remember that your tanks and healers are juggling some pretty crazy feats. If you are a hybrid DPS, your services may be useful in off-healing during Feuds (Healing Rain, Tranquility if you are a druid, etc.) Coordinate these with the healers.

Soon, it will be Phase 2. An incredible amount of burst DPS is needed to push Chim from 24% to 21% at the end of the last Feud. If you push him too soon, the raid might not be healed up. If you don’t push him quickly enough, a Massacre will happen and it’s game over. Once you’ve successfully transitioned, check Omen and your raid frames so you can see who is still alive, and who has threat, and whether a really big hydra is soon headed your way. Plan to use any threat reduction you have to live as long as you can.

Healers
This is a somewhat gimmicky healer fight. Some healers enjoy that (most of the healers I’ve talked to hate this fight). There’s something about seeing almost the entire raid at 1% health that gives healers the shakes. You’ll want to give specific healing assignments as well as have a plan in place for coordinating healing cooldowns on the raid during Feuds.

  1. Healer – Tank healer
  2. Healer – Raid healer/Targeting Group 1 for low health
  3. Healer – Raid Healer/Targeting Group 2 for low health

The RNG of this fight makes it impossible to determine exactly when Feuds will occur, but you can plan a sequence for when they do occur. This will vary depending on what healers you have available to you. Our raid plans for one druid to use Tranquility on the first Feud, and the second druid to use Tranquility on the second. Discipline Priests could of course use Power Word: Barrier (and Discipline priests in general could buy you some extra time in the final phase, because “reduced healing” does not apply to shields, and such a priest could shield the whole raid.) The healing for the final Feud is something that will vary depending on your group’s overall DPS. I’ve been told that when DPS is high enough, it deemphasizes the need to have the entire group at maximum health (because the burn will be completed before the soft enrage). If your group’s DPS is a bit lower, you will definitely want to make sure that healing CDs are available to top the raid off as much as possible before the second phase.

The Caustic Slime can sometimes hit two people in the same group. If you are assigned to heal Group 1 and no one in your group is affected, you should help out the other healer and try to discuss beforehand how you will do this. (i.e. make sure your raid frames show people in the same order and agree that outside of your own group you will heal the person lowest on the list, or similar. It doesn’t matter how you arrange it, just so that all of the targets are covered!) I would add that making sure your frames are set up to display relevant debuffs (Caustic Slime, < 10K health) is pretty much mandatory here. You will need to get a feel for which of your heals can bring someone above 10K without wasting too much mana, because when learning this fight mana can definitely be a concern.

Paladin Specifics
Our paladin recommends using Avenging Wrath for the first Feud, Divine Favor for the second and then continue to rotate the two when they are off CD (but it’s unlikely you’ll have a CD for each). He recommends saving Guardian of Ancient Kings for the final “top-off” Feud. Beacon should be placed on the Double Attack tank.

Paladin healers should also activate Righteous Fury for this encounter; this will generate aggro throughout the fight so that you will be the next target after the tanks die. What you’ll want to do is at the start of P2 run to a corner, when he gets aggro on you let him run towards you and BoP yourself. He will run back to the stacked group, cancel your bubble and he will run back to you. This helps buy the DPS some valuable time.

Druid Specifics
Our raid healing druid recommends Glyph of Regrowth for additional healing. As mentioned above, strong healing CDs might be needed at the last Feud, and our druid used Tree Form along with Wild Growth and Tranquility at this point. The following is also druid-specific, but focused on tank healing.

Tank healing

Your responsibility will be to keep the Break Tank above 10k, to top up the tank following Double Attacks and Massacres, and heal that tank during Feuds.

Break Tank: Chimaeron has a 5 second swing timer, so you will need to heal 10k every 5 seconds, except where the Break Tank skips a swing due to double attack. Lifebloom, so long as you don’t let it fall off will be enough to keep the break tank alive. It does cut it pretty close, but there have been two times in all of our attempts where Lifebloom hasn’t been enough. Unfortunately, I can’t give advice to other classes for the best spell to rely on for this

Tanks: The tank taking the Double Attacks must be completely topped-off after a Massacre before the next Double Attack. If the tank is missing any health, and does not avoid or block the first swing, it can take them below 10k causing the second swing to kill the tank.

During Feud that tank should be healed as quickly as possible after the Massacre and kept topped off. The tanks should be using cooldowns during this phase, but they can still take a huge amount of damage very quickly, and the closer they are to full health the more likely they are to survive.

Massacre Timer Awareness

These two jobs sound simple enough, but it can be difficult to get healing out fast enough to get the Tank topped up in time, and to have enough mana to maintain the throughput for the full duration of the fight.

The key to getting through the fight is watching the ability timers in whatever bossmod you use. You should always be aware of when the next massacre will be cast. Doing so will allow you to do two things:

1. Get a head start on topping off the Tank by pre-casting your largest heal on the Double Attack tank so that it lands immediately after the Massacre hits.

2. Save mana by knowing when you don’t need to top up the Tank. When a Double Attack will be followed by a Massacre you don’t need to top the Tank off, just get them to 10k. If there are less than 10 seconds till the next Massacre when the double attack happens you will be okay.

Druid Glyphs for Tank Healing

I strongly recommend Glyph of Healing Touch for tank healing. Since you will be using Healing Touch so much, this Glyph will reduce the CD of Nature’s Swiftness so that it is available every Feud. A +50% instant Healing Touch is very helpful for topping the tank up following the Massacre that begins the Feud.

Glyph of Regrowth is often recommended for druids, but I have found there is little benefit to it with the healing strategy I have described. You will not need to use Regrowth on the Break Tank to keep him healed above 10k, Lifebloom plus passive healing like Healing Stream Totem and Vampiric Embrace will do this on its own, so casting Regrowth on the Break Tank is wasted. The Tanks will rarely have the Regrowth HoT effect on them when they take damage as you will be relying on Healing Touch to top them off as Regrowth is too mana inefficient for that task. (Regrowth should pretty much only be used to trigger Nature’s Grace every 60 seconds)

Pro-Tip: Don’t have the “Interact with Target” function bound to the same key as your Push-to-Talk key. When you are standing within melee range and try to say something in vent, fun things happen. And by ‘fun things’ I mean everyone dies.

Conclusion

Heroic Chimaeron is a gear and coordination check for your entire raid. Most wipes will happen as your tanks grow accustomed to the taunting and timers involved, and as your healers learn to balance intense healing with mana conservation. If you can execute the first phase of the fight and learn to anticipate and manage Feuds, you’ll soon be tackling P2 which is a really easy burn comparatively. Good luck, and if you have any questions feel free to ask them in the comments!

Business Time Raid Guide: Heroic Halfus (10)

First, a brief preamble. It’s been brought to my attention that there aren’t many heroic tens guides out there – or many guides assume that you are a twenty-fives guild (with a twenty-fives roster to draw from) for these heroics. There are, of course, many strategies and what you choose to do will be based on the classes you have available to you. I’ve never written an actual boss-strategy guide, so bear with me here. This strategy may not be the one that your guild uses, in which case, feel free to offer your suggestions below. Keep in mind, though, that I run a troll-free operation. If you aren’t respectful and constructive in your remarks, they’ll never see the light of day.

If these prove useful to folks I might consider writing more; your feedback is welcome as to format and key information! Guides are so much more work than any other blog posts; this post alone has taken me many hours to write and research. Thanks to BT members that read and reviewed the strat for me; I wanted to make sure it contained key information for all roles.

Overview

So, your guild has cleared all of the normal mode content in this tier! Or maybe you haven’t, but you’re working on Nefarian and you’ve killed Cho’gall and you think, hey, maybe we could do some of the easier heroics. Well, Halfus has a reputation for being “the easiest,” and once you get a handle on it, it’s definitely doable by most ambitious raid groups. It is intense, and requires coordination from everyone to understand what’s going on. Heroic Halfus varies from the normal mode encounter in that you don’t have specific “active” drakes week to week. They are all able to be active. Everything does more damage (duh, I know). After six minutes, Halfus will use Berserk and the fight is effectively over, this is the enrage. This guide assumes that you are familiar with the normal mode Halfus encounter and all of the abilities.

The key to this encounter is the debuff Dragon’s Vengeance. After you kill one of the dragons, Halfus will take 100% more damage. This ability stacks up to five times. The fight will start out incredibly hectic and become much more manageable as each dragon dies. Less damage will be going out, and Halfus himself will take more. At the end, when Halfus has a full stack of this debuff it is generally easy to bring him down.

Abilities/Effects

These are Halfus’ key abilities. Where applicable, variations applied by releasing a drake are noted in blue.

Frenzied Assault – Increases the caster’s attack speed by 120%. Nether Scion: Nether fog blinds Halfus, reducing his chance to hit, attack speed, and damage done by 25%.

Malevolent Strikes – Halfus’ attacks wound the target, reducing the effectiveness of any healing on it by 8%. Stacks up to 12 times for a max reduction of 96% to healing. Slate Dragon: Once every 35 seconds or so, Halfus will occasionally become stunned for 12 sec.

Shadow Nova – [0.25sec Cast] Dark magic is unleashed, causing 47500 to 52500 Shadow damage and knocking back all enemies within 50000 yds. Storm Rider: Slows the cast speed of Shadow Nova by 500% (to 1.50 seconds) and makes it possible to interrupt.

When his health is below 50%, Halfus will be able to cast Furious Roar – [1.50sec Cast] Halfus roars periodically, inflicting 19000 to 21000 physical damage and knocking his enemies to the ground.

Activating the Time Warden allows the raid to dodge fireballs, and activating the whelps decreases the amount of damage done by the fireballs.

Special Notes

You’ll want someone in the raid providing Shadow and Fire resistance. Sub-50%, someone has to be able to break out of a stun in order to interrupt a Shadow Nova, as Halfus will cast Furious Roar. He roars one, two, three times and then immediately begins to cast Shadow Nova. A mage can do this if positioned far enough away from Halfus that a Blink will land you facing him. (You can practice this on normal, too). I count his roars aloud, and on the third roar (immediately after I’ve been stunned) blink and then counterspell. Our raid has two mages doing this so we’re double protected. A human can also do it using Every Man For Himself, but regardless of how your raid handles it, someone has to or you’ll be eating Novas in that phase.

Raid Composition

Two tanks (three tanks)
Three healers (four healers)
Five DPS

It is worth noting that our initial H Halfus kills were accomplished with a slightly different layout than this; we used one Atonement/smite specced priest in place of a DPS, bringing the number of healers to an effective 3.5 or so. This additional healing allowed us to survive longer and we were still within the enrage timer, but better gear has allowed us to do it with only three healers. Another factor to consider is what type of tanks you have. A paladin is able to cleanse stacks of Malevolent Strikes off him/herself. Our paladin healer can do the same for our warrior tank, but not for both a warrior and a bear. This ability is huge in this situation. I’m sure it’s possible to use another composition (I’ve heard of both three tanks and four healer compositions, although naturally you can’t have both three tanks and four healers). This is the strategy that worked for us, it is by no means the only option.

See below for legend.

Positioning

Your tanks should be close together to facilitate AoE damage to drakes and whelps and for ease of taunting. The rest of the raid should be loosely spread out on the right side of the room. Not so far as to be out of range of healers, but for much of the fight you can’t dodge fireballs and so should arrange yourselves accordingly. If you stand on a buddy, you will get fire dropped on his head.

I made the diagram above to illustrate this. Here’s the legend:

Skull: Storm Rider

Cross: Nether Scion

Star: Whelps

Square: Time Warden

Orange Circle: Halfus

The DPS on the far right is someone releasing Nether Scion and then joining the group. The melee DPS by star is someone releasing the whelps; he/she will then move in to begin DPSing skull.

Strategy

Your goal here is to kill one of these dragons so fast they don’t even know what happened to them. Ideally, you want to kill the second two in rapid succession/simultaneously. The longer the drakes are active, the greater the chance that something will go wrong with the tank swaps and your raid will be taking heavy AoE damage as well so you need to burn them down. We use the following drake order:

1. Storm Rider – the off-tank releases Storm Rider at the beginning of the fight, and it is the priority kill target. All DPS focuses on him.

2. Nether Scion – Someone has to release Nether Scion at the same time; I usually do this and then blink towards the group (but not INTO it). Our hunter misdirects to the OT; but in the absence of a hunter we have also used healer aggro to draw the dragon across the room and have the OT quickly taunt it.

3. Whelps – Released simultaneously with Storm Rider and Nether Scion. A special note about whelps; their ability isn’t particularly noteworthy however it is worth your time to kill them, and many classes are capable of doing so while simultaneously killing their primary target. Hunters and rogues have excellent AoE for this purpose, and fire mages are absolutely ridiculous. If you can get a good Combustion rolling on Storm Rider and then use Impact to spread it to the whelps, you will be laughing. Heavy AoE can bring the whelps down almost exactly when Storm Rider goes down, and so you already have two stacks of the debuff on Halfus!

4. Time Warden – Released only after two drakes are down.

5. Slate DragonIgnore, do not release, although on our very first kill of this our OT ran over and released him and the subsequent stun on Halfus allowed us to get the kill. Use at your own risk, but 5 stacks of the debuffs are not necessary to complete this encounter.

I’ll get into specifics for each role after this, but basically the fight goes like this: Chosen drakes/whelps are released. The tanks will do some swapping. Storm Rider dies. Nether Scion and the Whelps die (likely together). After two drakes are down, Time Warden can be released. Once Time Warden is down, DPS Halfus. Below 50%, he begins to roar – but so long as you make sure to interrupt his shadow novas (and even if you miss one, perhaps) you win!

This is what "winning" looks like. I PROMISE.

Tanks
One tank will be tanking lots of things (many whelps, handle it). This tank handles Storm Rider, Nether Scion, and the whelps at the same time to start the fight. The challenge here is maintaining aggro on all of the targets and using your CDs simultaneously so that you don’t keel over. Any debuff you can put on the whelps and dragons to reduce their damage done will also be a boon (Demoralizing Shout, Thunderclap, etc.) All of the adds and Halfus should be tanked in the same area to allow for easy taunting.

The other tank initially handles Halfus. Note if you are a warrior tank (and usually charge to begin the fight) do not charge towards Halfus. Pull him and make him come to you at first. The reason for this is because the Halfus tank will be gaining stacks of Malevolent Strikes quickly. If you acquire these before Halfus receives the debuffs from the released drakes/whelps, a dead tank could result! With MS stacking, this tank can’t take Halfus for too long before becoming unhealable. If your main tank is a paladin, then they can let their MS strikes accumulate to ten and then cleanse them by quickly using bubble and then canceling it. Here’s a macro to help you handle that, straight from Rhidach. You have to hit it twice.

/cancelaura Divine Shield
/cast Divine Shield

The tank will begin to gain fresh stacks of MS. At five stacks, the OT will taunt Halfus off of the main-tank and the MT will taunt the two dragon targets (It can be too messy to pick up whelps, but for a short time the OT can handle Halfus and the whelps).

At this point, another exchange is performed when the MT’s five stack drops off naturally (after thirty seconds). If you have access to any other spec of paladin, they can use Blessing of Protection (quickly followed by Blessing of Freedom) to ‘cleanse’ a stack of debuffs from a non-paladin tank, thereby easing the difficulty of one of these exchanges. The “quickly” part here is important; every paladin healer knows what happens when you just BoP the tank!  Learning how to handle the tank swapping is a major obstacle in the fight.

The other factor here is Shadow Nova. Our raid is geared enough now that we can afford to leave one melee DPS on Halfus throughout the entire fight (and this is what we do). Their sole responsibility (in addition to damaging Halfus) is to interrupt Shadow Novas. In the absence of the raid DPS necessary to accomplish this, tanks can now more easily interrupt Shadow Nova, but beware of Shadow Novas going off during a tank swap. It’s extremely helpful if ranged DPS in particular focus Halfus and be prepared to back-up Shadow Nova interrupts during the first few minutes of the fight. The damage from these is punishing, and can wipe your raid if even one goes off (considering the other AoE and heavy tank damage going out).

DPS
Your task in this encounter is actually fairly straightforward: kill the first and second dragons and whelps before they can kill your tank. Initial aggro here is going to be shaky – we’ve had some clumsy wipes from pulling aggro on Halfus himself before we really figured out the encounter. DPS on Halfus hardly matters, especially initially. Don’t even attack Halfus right away. Give your tanks time to position all of the drakes. Your first target is going to be Stormrider. Depending on your class, you may also be responsible for releasing one of the drakes (I always release Nether Scion and blink, as noted. Our rogue usually releases the whelps and then uses Tricks to direct them towards the OT). If you’re a hunter, misdirecting Nether Scion to the OT is incredibly helpful. Once the tank has aggro on Storm Rider, we use Heroism/Bloodlust.

Classes with the ability to do incidental (cleave, DoT) AoE damage to whelps and other drakes are invaluable here. As a fire mage, it is no DPS loss to use Impact to spread your DoTs to the whelps – in fact, it will help you to do ridiculous DPS (upwards of 50K). The reason for this is also because of the way the damage debuff stacks on Halfus, you can attack Halfus and chain your DoTs to other dragons to do 100 (200, 300%) more damage as the fight goes on. I’m not going to speak to every class’s abilities, here – I know our rogue does very high AoE in this encounter, as does our hunter. One thing to note though is if you are using a method that allows for direct damage on Halfus and splash damage on the dragons, be careful. His health drops very quickly; and if you mistakenly push him below 50% while your group is still handling drakes and whelps, you will very likely wipe. I usually swap around targets after the first drake is down to make sure to not push Halfus too far while still gaining some benefit from his debuff.

Other than that, be aware of the kill order, watch your aggro and be prepared to use any threat drops you have available to you. Help with Shadow Nova interrupts if at all possible; I use the following macro:

/cast [modifier:Alt, target=focus, exists, nodead] [] Counterspell

This will interrupt your Focus target if you hold down Alt as you press whatever key it’s bound to. Replace “Counterspell” with your interrupt of choice.

Healers
This is not a kind fight to healers, especially initially. Everything is happening simultaneously here. You have two tanks, both taking heavy damage. They are also trading a debuff that makes them unhealable. On top of that, you have an incredible amount of raid damage happening in the form of fireballs hitting the raid. They can’t be dodged until Time Warden is released. Make sure healers are assigned to specific roles, and plan to use any cooldowns you have to keep the tanks and raid alive in this crucial first phase. You’ll want:

  1. Healer – Halfus Tank
  2. Healer – Drake Tank
  3. Healer – Raid Healer
  4. Optional: Fourth

Another option is to just assign one healer to a specific tank. I conferred with one of our guild healers for this section of the guide, and he wanted me to mention that a four-healer strategy is highly recommended and will help with the significant raid damage going out until Time Warden is released. You will, of course, need to have the DPS to compensate for the loss of one healer, and if you have the option of something like an Atonement priest, by all means use it. They do DPS and healing. Also, as a healer, use any mana regen abilities early on. You will get a brief reprieve (before Halfus hits 50%, and after drakes have been dying) and you won’t need much mana until phase two at that point. Paladin healers should save their personal bubble for phase 2; much like a mage’s Blink it can be used to escape Furious Roar and begin healing immediately.

Our paladin, Sinpree, describes H Halfus as a pretty basic fight from a healing perspective. The biggest thing is maximizing mana regen at the beginning and making sure you put out the HPS to keep everyone alive, and then leaving yourself enough mana to finish the fight.

Conclusion

Heroic Halfus can seem like a very complicated fight with so many things happening. You will probably wipe most while your tanks and healers sort out the initial damage and taunting mechanics. Above everything, keep your cool and remember that if you can survive the first portion you are well on your way to defeating the fight. Apart from interrupting Shadow Nova in P2, it’s all downhill after the first few drakes have died! Good luck, and if you have any questions feel free to ask them in comments. Here’s to more dead internet dragons!

Kill It With Fire: A Pyromaniacal Mage Flowchart

I have to thank Runzwithfire for the idea of making a flowchart – although I hear he’s more Runzwithfrost these days. I didn’t want to make a frost chart, so I made a fire one instead.

Read this with a few caveats.

  1. This is primarily for single target fights. The chart does mention adds in a roundabout way, but they are not prioritized. This changes for special cases, e.g. Halfus Wyrmbreaker’s heroic mode. Because of the debuff on Halfus and the nature of Impact procs as well as the need to DPS the whelps, Impact becomes much more important in this fight. But for the majority of boss fights, this is what you’ll do.
  2. I’ve never made a flowchart before so it may not work in a perfect loop. When in doubt, cast Fireball, and never stop casting something.
  3. The initial “rotation” works because it’s stuff you can do as you are moving into position. Scorch on the move, put up LB, summon your orb and your mirrors and then go to town. Always keep as many dots as possible. Never cast Combustion without Ignite. If you’ve been very unlucky with hot streak you may cast it without Pyroblast, but never without all your other buffs!
  4. I assume any on-use trinkets will be used along with your main nuke. It’s beneficial to refresh DoTs when a trinket procs to give you more Int/Spellpower but that’s beyond the scope of a flow chart.
  5. Combustion Helper is an excellent addon for fire specs to easily manage all those DoTs, I highly recommend it.

It burrrrns us.

So there you have it, my first flow chart! Thanks to Voss for help with Visio thing (ridiculously easy to use). They’re fun! It got a little bit silly at the end there.

Cataclysm Heroic Tips and Strategies for Mages (Part 4)

This is the fourth and final installment in my series of heroic tips and strategies for mages. I know it was a long time coming – raid start hit me pretty hard and I just haven’t had the time to sit down and write this. Better late than never, right? As always, please feel free to add a comment if you have anything to contribute that I’ve neglected to mention!

This is part four in a series of mage-specific heroic Cataclysm instance guides. This part deals with only The Deadmines and Shadowfang Keep.

Part one includes some basic instancing strategies, as well as tips for Blackrock Caverns and Throne of the Tides. You can find it here.

Part two covers The Stonecore, Vortex Pinnacle, and Grim Batol and is located here.

Part three talked about Halls of Origination and Lost City of the Tol’Vir and you can find it here.

These are not the full strategy guides for each instance – only mage-things that may prove useful. This guide assumes that you are familiar with the basic strategy for each encounter. For instance cheat sheets, you can check out the guides a guildie of mine wrote over at Sword and Board.

And now you will have this song stuck in your head, for which I apologize (but it’s so catchy!) “Well, there was this one time…”

Heroic Deadmines

Trash: Pay attention to the Defias Envokers – they have a passive ability up on them called Envoker’s Shield that protects them from most crowd control. You can spellsteal it and then sheep them, which you may be called upon to do.

Later in the instance you will encounter Defias Blood Wizards. They do two useful things – they put a big red bubble on the ground that will give you the buff Ragezone. You will both cause (and take) 50% greater damage. Watch out for if you have the spinning swords around you (or are standing near a companion who has them). These guys also cast a haste buff called Bloodwash that can be spellstolen.

Finally, the Defias Squallshapers on the ramps leading to the ship have an cast you should interrupt called Seaswell. When their health gets low they’ll cast Riptide on themselves. Spellsteal it quickly – it helps your healer and prevents them from healing themselves.

Glubtok

  • This fight is really not very complicated if you just avoid things that are clearly going to hurt you. Phase one has fire and ice patches on the ground. At a predetermined amount of health, he’ll move to the center of the room and conjure a rotating fire wall.
  • The wall moves clockwise, so what you’ll want to do is strafe over to the left side of it and continue to DPS as the wall approaches. Melee DPS can’t do much to Glubtok at this point and the phase includes adds being tanked and more patches of bad things on the ground.
  • I use Time Warp to minimize time spent in this phase – especially if the group has other ranged DPS it should be over pretty quickly.
  • If you do this correctly and never take fire wall damage, you’ll get an achievement – Congratulations, you’re Ready For Raiding!

Helix Gearbreaker

  • This fight begins with killing Helix’s oaf, and then once he’s dead you kill Helix himself. Periodically he’ll jump off the oaf and onto a person or onto the ground.
  • Someone set us up the bomb – you can tell when these are going to explode because the fuses change in appearance. Don’t be near them.
  • If Helix puts a bomb on your chest, stay away from the group so you don’t explode on them. It’s the gift that keeps on giving!
  • You may have Helix himself jump on your face at some point – you probably shouldn’t panic and run around in circles like I have been known to do (just once!) because the melee people in your group are trying to attack him.
  • The oaf can also pick people up and smash them against the wall – just don’t be in-between them and the wall. If you are the one picked up, unfortunately you can’t Iceblock out of it.

Foe Reaper 5000

  • Someone has to be the DPS controlling the Prototype Reaper. I prefer it not to be me (or other ranged DPS) because we can keep DPSing the boss while melee DPS has to run away from his AoE. Still, if you’re stuck doing it at any point remember to keep yourself between the fire adds and the ramp – your task is to tank them and keep them from the group, and this is a task I cannot advise you in. Next time nobody else gets into the Reaper I’m just going to play dead.
  • The Reaper has two primary abilities – Overdrive (AoE centered on himself) and Harvest. He marks a location on the ground and destroys everything between him and it. Be somewhere else (blink for the hills!) You can still DPS him from a safe distance. You may spend much of this fight doing a bit of running back and forth.
  • Use Time Warp when he enrages (it emotes “Safety Restrictions Off-line!) because this is the toughest time for your tank and healer.

Admiral Ripsnarl

  • Make sure you have nameplates enabled so that you can see any Vapors spawning. Contrary to usual, I save Fire Orb for the first Vapor phase because it provides a convenient passive way to DPS these. Depending on your spec and mana you can AoE to hit them, or single target them – I use Fire Blast and Scorch, myself, but you can use whatever tickles your fancy (and kills them).
  • This can get intense if your DPS are not focusing on the vapors as they spawn – depending on your tank and healer, too many Vapors growing large can and will wipe your group. Make sure you’re not the only one attacking them!
  • Other than vapors, just attack Ripsnarl himself as you are able and he’ll die soon enough.

Captain Cookie

  • You have some options here. Cookie throws out various types of food – it’s either bad (green and with a painful aura) or good food (sparkly and delicious). When you eat the good food you gain one stack of the buff Satiated. This can stack up to 99 times(!). Yes, you read that correctly. Eating bad food will give you the Nauseated debuff.
  • When we do this, we pretty much just ignore the bad food and treat this fight as a DPS race – keep stacking good food to infinity and kill Cookie before your mana runs out. This is harder on the healer though, and you still shouldn’t stand in the green AoE clouds even if you’re ignoring good food.
  • It’s worth noting that to get the I’m On A Diet achievement you do need to get at least one stack of Nauseated, so you will need to eat bad food just once, according to Wowhead commenters.

Vanessa VanCleef

  • This encounter is a gauntlet with a series of challenges. For phase one, you have to dodge fire while running down the Foe Reaper’s ramp. Don’t try to run straight down the ramp, you have to jump off the right side at one point. Use Mage Ward to mitigate some of the damage from either the fire or the ice patches on the ground.
  • Don’t bother with attacking the spiders that spawn – make sure you keep the boss targeted.
  • There’s no magical mage trick to get past the “Mario” portion of this gauntlet, you’re just going to have to edge along around the beams with everyone else. Iceblock does not work here, the beams go straight through it, and Blink is liable to just get you killed. There’s a safe spot to the left where you can group up and wait for people once you’re through.
  • Before the ship is a DPS race with an incredible speed buff – stick with your tank and be careful not to fall off the edge.
  • During the actual encounter with Vanessa many adds will spawn. You can DPS her when she isn’t deflecting, otherwise kill the adds. You’ll remember the Defias Blood Wizards from the trash earlier – they drop a Ragezone and cast Bloodwash so use these tools accordingly (stand in one, spellsteal the other!)
  • Try to position yourself and DPS from a place where you’ll be ready to grab a rope when it spawns, there’s no reason for you to be anywhere else (barring Ragezones).

Heroic Shadowfang Keep

Baron Ashbury

  • This fight depends on coordination of interrupts. Ashbury has several things that must be interrupted. It’s better to talk about this beforehand so you know who is interrupting what. Since our interrupt is on a relatively long cooldown, many groups may assign other interrupters, but be prepared to assume responsibility for one if need be.
  • Pain and Suffering will damage the entire party and also must be interrupted.
  • Approximately every 40-45 seconds, he will Asphyxiate everyone. You can Iceblock out of this.
  • Immediately after Asphyxiation, he will begin to channel Stay of Execution. This heals your party and him – let it tick 1-2 times before interrupting to let your healer get a handle on things. This ability is the objective of an achievement – Pardon Denied. To get the achievement you don’t let him channel the ability at all, so it’s really a challenge for your healer. Make sure you know whether your party is attempting to do this or not before interrupting it, lest you cause an inadvertent wipe!
  • At 25% he enrages and begins to cause unavoidable damage to the party. Use Time Warp here to get it over with quickly.

Baron Silverlaine

  • This guy is really pretty simple as a DPS player. He summons adds that should be killed; I like to spread the damage around with various AoE effects and multiple Living Bombs. A fire mage with a lucky Hot Streak can get lined up to cast Combustion on Silverlaine just before he brings out his first add, so you are doing maximum damage to him at the same time.
  • Be careful not to pull aggro on any of the adds until the tank has a solid threat lead.

Commander Springvale

  • Springvale can be a bit tricky if you haven’t done him before (specifically if you’re trying to get his achievement).
  • Unfortunately, our CC is not useful here, so the only thing we can do (if no Undead CC is available) is to burn his adds as they spawn. One is called a Wailing Guardsman and one is a Tormented Officer. We usually assign DPS to handle each. These adds will attempt to cast Unholy Empowerment, which can and should be interrupted. Especially if your tank is moving out of Desecration, he/she may be unable to interrupt this at range so use that counterspell!
  • Make sure you’re behind him wherever he is being tanked. He does a massive damage AoE frontal cone ability and also puts Desecration on the ground. Don’t stand in either of these and you should be fine.

Lord Walden

  • I have a ridiculous amount of fun during this fight. It’s easy – it’s just a big game of Traffic Light.
  • If there’s a big column of green in the center of the room, don’t stop moving (or as my guildies know, “Hey guys, I’m casting scorch while moving!”)
  • If there’s a big column of red in the center of the room, don’t move. It also grants a tasty crit buff, so go wild!
  • He also drops ice shards but these are largely inconsequential and very easy to dodge.

Lord Godfrey

  • I hear that the curse from Cursed Bullets really hurts. As usual, we can help with that, so make sure you’ve got some easy way to see a cursed friendly player and quickly remove it.
  • Do not stand in front of his Pistol Barrage. Depending on where your tank is facing him this can be pretty easy – I’ve noticed some ranged like to stand at the very edge of the top wall, which is possible but mildly annoying. I tried this the other day and it causes my Flame Orb to just sit there stupidly and then explode. They aren’t smart enough to figure out pathing. Mind you, the damage from the orb is negligible so if you prefer to just stay out of harm’s way it’s certainly an option.

And that concludes the series about heroics for mages! I hope they were helpful to someone out there just getting their feet wet as a fresh mage. If you are more of a veteran and you’ve thought of things I haven’t, please feel free to leave them in the comments!

(p.s. Thank you all for your kind words on my previous post. I have read and really appreciate each and every one. I will be replying to them individually, meantime I didn’t want anyone to think I was just ignoring them, far from it! You are all awesome.)

Cataclysm Heroic Tips and Strategies for Mages (Part 2)

This is part two in a series of mage-specific heroic Cataclysm instance guides. I’ll be covering The Stonecore, Vortex Pinnacle, and Grim Batol.

Part one includes some basic instancing strategies, as well as tips for Blackrock Caverns and Throne of the Tides. You can find it here.

These are not the full strategy guides for each instance – only mage-things that may prove useful. This guide assumes that you are familiar with the basic strategy for each encounter. For instance cheat sheets, you can check out the guides a guildie of mine wrote over at Sword and Board.

This is what my rogue friend was doing in Stonecore. I don't recommend it as a long-term strategy, though.

The Stonecore

Trash: I can’t remember any noteworthy spellstealable buffs off the top of my head, but the trash in general is annoying. The first three pulls in this instance, on Heroic, are some of the toughest pulls in any instance. Your CC will be invaluable here. Keep as many of these guys under control as possible. The trash later is a series of annoying, constant add spawns and that one guy who jumps on everyone. Just take it one pull at a time and you’ll be okay.

Corborus

  • This is pretty self-evident, but Blink is useful to keep yourself out of bad things (dust clouds, adds, pink shards, etc.)
  • Your biggest priority in this fight is to slam the pink shards down as quickly as possible – I find a well-placed Blast Wave + Flamestrike will pretty much handle this. What the initial burst doesn’t kill, the Flamestrike takes care of. Any similar AoE effect will do, though.
  • The adds that spawn when he is burrowed don’t have much HP – don’t waste too much mana on them. I dispatch them with a series of quick scorches or fire blast if mana allows. Substitute your quick abilities according to spec!

Slabhide

  • In terms of DPS this fight is pretty easy. You can continue nuking him for most of the fight, with the exception of the time when you must duck behind a stalactite to LoS his Crystal Storm AoE.
  • Try to find where your healer is and stay within LoS, it will make their life easier (and prolong yours). LoS is hell in this fight for healers, they are struggling to make sure they can heal the tank, so it’s your responsibility to make it easy for them to heal you, too.

Ozruk

  • Fortunately for us, we don’t have to worry about the annoying things this guy is doing to the tank. Our primary concern is making sure we aren’t paralyzed for too long.
  • Use his Spell Reflect ability to place a DoT on yourself – the damage will break you out of Paralyze. I tend to use Living Bomb for this purpose. An added benefit (depending on your perspective) is that LB will explode on you and if you’re standing near group members, damage and break them out of Paralyze, too. This can help out healers who may not have had time to place a DoT of their own. Make sure to ask about this first, though, and if it’s not needed keep yourself far enough away that you aren’t causing unnecessary collateral damage to the folks around you. Use Mage Ward to absorb some of your own fire damage after you’re freed!
  • It’s worth noting that his Elementium Bulwark can be Spellstolen – but be careful with this! If you steal it before all your party members can DoT themselves, you’re going to mess them up. It is nice to steal it so you can keep DPSing him, just be judicious about it. And to my guildies who may or may not have said “Where did his shield go? Crap, I’m paralyzed” – I had nothing to do with it.

High Priestess Azil

  • You can help Decurse in this fight. You have unit frames and an easy keybind set up so you can see and remove curses, right?
  • Help lead adds into void zones if any aggro onto you, if necessary. If not – just stay out of the void zones, watch out for rocks and burn her down. Don’t expect loot, though – rumours of the cloth boots she drops are greatly exaggerated in my experience.

Encounters aside, Vortex Pinnacle is visually my favourite instance so far in the game. Even running it at different times of day changes the way it looks completely. It's gorgeous!

The Vortex Pinnacle

Trash: You can spellsteal Vapor Form from the Empyrean Assassins. It doesn’t increase your DPS, but it’ll help your group be able to kill them (otherwise it reduces their incoming damage by 75%).

Later in the instance, watch for Hand of Protection on Servants of Asaad. It looks and acts just like the paladin version we all know and love.

Grand Vizier Ertan

  • Standing in the exact center (inside of his hit box) will prevent you from being hit by the tornadoes.
  • If your DPS seems to need it (or if your healer is having trouble with the AoE damage) you may use Time Warp, but I prefer to use it for Altairus.
  • Remember that because you are in melee range, you don’t have the threat buffer you ordinarily would at range, so keep an eye on your threat. If you pull aggro, nothing’s going to save you from being a mage-shaped splatter on the ground.

Altairus

  • Advanced blinking skills come into play here. You can blink to get upwind more readily but be careful not to do it straight into a tornado! They’re always moving around so this is a tall order. You may find it safer to just run. If you’re able to stay upwind of him for any significant length of time, the fight should be fairly short and sweet.
  • Time Warp can be used at any time when your group is situated appropriately. The more folks benefiting from both it and the upwind buff, the better!

Asaad

  • In the heroic version of this, the range for his chain lightning is ridiculously huge. It’s serious business. I was used to blinking to safety to avoid chaining it, but this requires a bit more finesse. Blink is still very useful for getting into his electricity triangles, even if you do get a chain lightning. Don’t use Time Warp during one of his “in the air” cycles because it can be tough to get LoS on him properly (he flies up), but you can keep DPSing him if you back your rear up against one of the points of the triangle. Just don’t go too far. Immediately after an air phase would be a good time, if you don’t have Temporal Displacement from the previous fight.
  • You can jump to avoid his Static Cling spell before it finishes casting. This isn’t mage specific, except you know what Static Cling can do to robes, right? Don’t be a fashion disaster.

I used to feel that Grim Batol's only redeeming factor was the amount of cloth that drops here. Now I think its only redeeming factor is the sword I got here, AND the amount of cloth that drops here.

Grim Batol

Trash: The trash here is unique in that the red dragon flight at the beginning of the instance can make it ridiculously easy. If your party is skilled, you can bring all of the groups along your “path” to very low-health without killing them – so much sweet, sweet rep!

If you have a tank that is a huge fan of CC, remind him gently that while a mob is polymorphed, it regenerates its health. Polymorphing something that is more than half dead is counterproductive when a few solid shots would just kill it outright and get it out of the way.

General Umbriss

  • We have no excuse to ever get hit by a Blitz here, it’s so easy to blink out of the way.
  • Someone (and it may be a mage) is going to be in charge of handling the purple troggs. You have to hit them with enough burst to pull them away from the tank, but not kill them before they’ve come towards you – if they are killed within his range they’ll enrage Umbriss. (This is an achievement, but not to be attempted unless everyone in your party is prepared for it). They don’t have a ton of health so it’s pretty easy to pull and kite them if necessary.
  • Alternately, sheep the purple trogg and just keep an eye on it for the fight, just be sure to have your tank positioned away from their spawn point so you have enough room to work with.
  • Umbriss enrages at 30% of his health and you can’t avoid it. Use Time Warp here to get this burn phase over with as quickly as possible.

Forgemaster Throngus

  • His sword phase doesn’t have much of consequence for you – he’s hitting the tank hard, though.
  • During his mace phase, use blink to relocate strategically and avoid his fire trail. Your biggest concern in this phase is to not pull aggro. Your tank will be kiting him, and he won’t be generating as much threat as usual. I tend to use Invisibility near the end of this phase, just to be on the safe side.
  • His shield phase includes a brutal fire AoE cone that is targeted on a person. Collapse on him and remain behind him as you DPS to avoid fireballing yourself in the face. Use Mage Ward to give yourself a bit of leeway to move out of the cone when you see it coming your way.
  • When/if Time Warp is used will depend on your group and which phase is giving them the most trouble. You want to push him out of his most difficult phases as quickly as possible – Sword (if the healer is having trouble healing massive tank damage), or shield (since it damages the whole group) but not mace since threat is already more likely to be an issue in this phase.

Drahga Shadowburner

  • Your mission, should you choose to accept it (and you really don’t have a choice) is to burn down Invocations of Flame before they reach whoever they are targeting. You can use Blast Wave to slow them, or Slow, or Frostbolt, whatever your flavour of magic. They don’t have a lot of HP, but watch for them and if one is spawning near you, blink to safety before attacking it.
  • That’s the only specific mage thing I can think of, apart from the “don’t stand in fire and dragon breath” caveats that apply to the whole party.

Erudax

  • This fight is fun, as you enjoy separating Good Purple Things on the Ground from Bad Purple Things On The Ground. You don’t stand in the Binding Shadows one, but you do blink to the Shadow Gale safe spot. (If it helps, one of them is the “eye of the storm” and looks like a hurricane on the ground, and the others just spawn on random players and are targeted.)
  • When we run this, it’s the task of all ranged DPS to sprint back towards the door (yes, blink!) and get ready to slow and burn those adds before they hatch any eggs. For frost mages, Cone of Cold is best for this, as a fire mage you can drop a Blast Wave that will hit both of them and slow them significantly. Then hit it like you mean it! This is another easy heroic achievement to snag because it just means doing your task well. If you keep his adds from hatching any eggs, you win!

That’s three more heroics covered. In the next part I’ll be talking about Halls of Origination, Lost City of the Tol’Vir, and possibly Deadmines and Shadowfang Keep, depending on length. As always, if you’ve thought of or know of any tips or tricks I didn’t mention here, please share them in the comments and I will add them! Many mages are better than one.

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