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Icecrown Citadel *Early Strats* - 2nd Release
So the early strats on the 2nd release containing the next 3 bosses of ICC are up on Tankspot.  Thought i'd link them up here so we can begin noodling about them.

Festergut
  - Tankspot's Festergut
  - wowwiki's Festergut
  - mmo-champ's Festergut

Rotface
  - Tankspot's Rotface
  - wowwiki's Rotface
  - mmo-champ's Rotface

Professor Putricide
  - Tankspot's Professor Putricide
  - wowwiki's Professor Putricide
  - mmo-champ's Professor Putricide


And to add some incentive, here's all the mad lewtz
  - mmo-champ's Loot Table

Study up and Enjoy!

Edited by Stromgald at January 5th, 2010 - 12:30 pm
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Re: Icecrown Citadel *Early Strats* - 2nd Release
I'd like to beat more than 1 boss in the 25-man raid!
Re: Icecrown Citadel *Early Strats* - 2nd Release
/agree

On a happy note, blizz nerfed the 2nd boss in ICC for us :-)
"The Lady Deathwhisper encounter has seen the following changes in the 25 player normal version: mana pool has been reduced, the health on all adds has been reduced, and Adherents will wait a little longer after spawning before they start casting."

So lets rock some more ICC25 :-)  And now that we've all had our rest over the holiday break we can get back to the business at hand.

Stromgald
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Re: Icecrown Citadel *Early Strats* - 2nd Release
"Festergut will berserk after 5-minutes of combat. You will need 145,000 raid DPS to kill him in time, or about 7,500 per DPS class assuming a tank doing 3,000."

7500 dps...time to pick up the slack!

BTW, interesting thing I read about the blood beasts in the Saurfang fight:

"Thick Skin — The thick skin of this creature reduces damage from area effect attacks by 95%, and from diseases by 70%."

What this means:
-pulling them with AoE spells is not very effective
-pestilence may be a good idea since diseases do neglible threat, but buffs spell damage on the beasts by 13%; also the first tick doesn't happen until 3 seconds after pestilence any way
Re: Icecrown Citadel *Early Strats* - 2nd Release

 awesome. so, we'll need about 12k from u suz and about 10k+ from rogues. kgo!

and about the adds in the saurfang fight, last night in our 10man, selten pulled them pretty well with an Explosive trap (hope i got that trap right, looked like a red consecrate to me) and a slow trap. the adds were kited away and handled well. and i got a lil better at not AoE'n when they were timed to show up too. that always helps



Edited by Saleenah at January 7th, 2010 - 2:31 pm
Re: Icecrown Citadel *Early Strats* - 2nd Release
ya, we need some good add strats.  Good to hear on the hunter tricks.  I know like suz said they take drastically reduced dmg from aoe but like on the toc champions there are some aoe effects that usually get thru.  a very doable fight for us, just gotta get some good attempts in so we can learn all the details.

as far as suz's diseases (you should see a Doctr about that) i'm cool with doing as much dmg to those adds as possible without pulilng agro and getting hit.  so if you can pull it off so that you can dmg them a little and boost the other dmg done to them with the adds turning on you and swinging than by all means do it :-)

and i echo sal's admition.  us tanks gotta get better at droppin our aoe effects.  Hammer of the Righteous (and seal of command) are real killers.  even consecration isn't terrible and can usually be out dps'd by the range.  but HotR will stick them to the tanks like glue.  I know cause i did it several times.  The last attempt seemed like we turned a corner in the fight tho, i think we have a solid shot at getting him down next time in there (hopefuly tonight!)  Keep up the good work.  If someone else runs across any more tips while researching the fight let us know.

Strom
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Re: Icecrown Citadel *Early Strats* - 2nd Release
AoE pulling is good for getting in the initial aggro, but the designated blood beast pullers should quickly switch to single target dps.  Once they're hit by any single target ability, any AoE from the tanks/melee shouldn't really matter as they produce almost no threat.

Explosive trap is really good at getting the initial attention since it hits as soon as the beasts spawn, removing any chance of the melee getting hit.  The ranged dps should immediately follow up with an instant ability, such as arcane shot, fire blast, frost shock, etc, to draw the beasts away.  Once the instants land, the tanks/melee can go back to doing whatever, since there's really no way to get aggro on the beasts unless they're being specifically targetted.

So basically the plan should be AoE pull > ST instants.  The less delay there is between the two, the safer we are.