Archive for the ‘Ice Crown Citadel’ Category
Good News Everyone! The content is flowing again!
Ice Crown’s new wing, the Crimson Hall, will be opening and available on Tuesday, January 19. I have decided to call this “Twilight”, because clearly there aren’t enough vampire things going on these days and those BELF guys are hot in their dresses! ahem In my efforts to prepare for the new encounters, I will again be adding buffs and debuffs to Grid that I think will help me on my way. Like always, this is all speculative at this time, so you should be flexible and amenable to making changes to your raid frames as you learn new things about the encounters. I will try to update mine as I experience the encounters and have feedback to add. (Again, I’d like to refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs). Also please keep in mind these are largely healer-centric!
The new wing consists of two new encounters: The Blood Prince Council and Blood Queen Lana’thel. Here is what I will be on the lookout for during these fights!
The Blood Prince Council - There is very, very little information about this encounter currently available outside of spell abilities. I have taken my best guess at what healers are going to need to take special note of, but it is likely that after a night with these three gents I will learn there is much more to be added!
- Shadow Resonance (?) – If I understand the debuff correctly, it will be from the Dark Nucleus and cause the nearest target to suffer extra damage until the Dark Nucleus has dissipated. I believe it will be for 6 seconds, but I am not positive.
- Shadow Prison – The player that is caught in this will take some initial damage, but will then take additional damage for each second that they move. Standing still for 10 seconds will reset the stack for them. Therefore, I think it is going to be important to know who has this, as it seems they will need some extra heals!
- Glittering Sparks (?) – I’m not sure if this one will be worth tracking, or if this will even be the name of the debuff. I have added it here, though, because those hit will take extra damage (I think) and will have their movement speed reduced for 8 seconds. They may, or may not, be in need of extra healing.
Blood Queen Lana’thel – I am more confident in these abilities, but I am sure that there will be changes as I learn more!
- Swarming Shadows – This will be an effect very similar to the fire on Lord Jarraxxus, where it will target one person and then they will make a trail behind them. This will cause ~2500 damage every two seconds to the target and will leave a trail that will cause damage to those that cross it.
- Pact of the Bloodfallen/Darkfallen - She will cast this on multiple members of your raid and link them together. While the members are spread out, they will take ~5k damage every 2 seconds. Once they are withing 5 yards of each other the debuff will fade. Think of it as a reverse Mother Sharaz, if you will. However, while they are spread out, the will need some serious heals!
- Frenzied Bloodthirst - This isn’t so much a “healing” debuff as a “need to know” debuff. A raid member will get this debuff and must go “bite” one of their party members to satiate their desires. Failing to do so within 15 seconds will cause them to become mind controlled.
- Essence of the Blood Queen – This may be a buff or a debuff. Those effected with it will have increased damage (by 100%!) and will be healed for 15% of the damage inflicted. Additionally, their attacks will not cause threat while they have the buff.
- Shroud of Sorrow (?) - This will be an aura and I am not sure if it comes from the boss or is cast on a member of your raid. However, it will cause ~4500 shadow damage every 3 seconds to those nearby. This leads me to believe that it will be placed on a raid member.
- Vampiric Bite (?) – I do not know if this one will register or not. When a member gets “bitten” they will suffer ~15k damage and gain Essence of the Vampire Queen/Essence of the Blood Queen.
Remember, stay flexible! Please let me know if you find any changes or things that I need to add that I may not catch.
Good Luck and Have Fun!
It’s not often that I have an entire post writen in my head as I drive to work. But the topic of this post has been gnawing at me since last night, ever since I stepped foot into the Plagueworks. We ran 10s last night, being an off night. We manage two field two strong groups for the zone. The goal: learn everything we can about the 3 new bosses to prepare ourselves for the 25.
I had three reactions to the new content: Confusion, Frustration and Happiness.
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We were told 28 days. That is how long it was going to take that single engineer to bust down the door into the plaugeworks. Now, that same gentleman still tells us it will be 28 days…but making the assumption it was 28 days from that first week, I want to be ready for the Plagueworks! I’m not sure what GridStatusRaidDebuff has updated up to this point for Ice Crown, but in the sake of always being prepared I thought I’d share which debuffs I’m going to be on the lookout for come tomorrow!
As always, these are all speculative, and I will update them as I have experiences myself with the encounters and I am open to adding in things I missed, but you found! (Again, I’d like to refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs). Also, please keep in mind, these are healer-centric!
- Mutated Infection – This will be the most important debuff to add for this fight! It will inflict ~4k damage every second for 12 seconds and reduces healing by 50%. Not only will healers need to give the infected person some extra attention, but those that can cleanse disease will need to be able to follow that target and cleanse them once they are in the designated “ooze area”.
- Sticky Ooze (?) – I’m not 100% sure about if this can/will be shown as a debuff. But in reading the abilities in the encounter, it’s one that as both a raid leader and healer I want to be aware who has it. The debuff itself will inflict ~3k damage every second and will decrease movement speed by 50%.
- Vile Gas and Vile Plague – These will be important to note for everyone in the raid, as raid members will need to move away from anyone infected with vile gas/vile plague. Healers will need to know who is infected as it will cause the target ~5k shadow damage every 2 seconds for 6 seconds. If anyone is nearby the person infected it will also cause ~4k damage to those close.
- Gastric Bloat – This will be a debuff that stacks on the tanks. It will be important to note, because we cannot have a tank hit 10 debuffs or it will cause “Gastric Explosion”. What is also important to note about this debuff is that it will inflict significant (~15k?) damage to the tank. It is also important to note that as the stacks of gastric bloat increase, damage done by tank increases by 10% per stack. I mention it because once a tank reaches 9 stacks, they will have to make a concerted effort to stop building threat, so they don’t overtake the new tank.
- Inoculated – As a raid leader this will be the most important debuff to be aware of, as any players that are not properly inoculated will meet their untimely demise when the blight hits. This debuff stacks 3 times, and anyone with fewer than 3 stacks of inoculated will take fairly hefty damage during blight.
- Gas Spore – This will be important for everyone in the raid to know, as they will need to move to this person to become infected with “Blighted Spores” in order to become inoculated. Additionally, it will deal ~2k shadow damage. I would prioritize this over inoculated debuffs.
- Blighted Spores – Healers will need to be aware of who has blighted spores as they will take ~2k shadow damage every second for 6 seconds. Everyone in the raid will have this debuff as they become inoculated, so it appears that there will be some heavy raid healing involved. Those that survive will become inoculated. I would prioritize this over the inoculated debuffs.
Putricide – It should be noted that I am less sure about these debuffs than the others. This is largely because this content was mostly untested on the PTR due to various bugs. As such, please make sure to note what you are or are not seeing and make adjustments as needed!
- Mutated Abomination(?)/Mutated Transformation(?) - I am not sure which debuff will show, but you will want to know who has drunk the potion and has become an abomination for a number of reasons. At some point, it is likely that the party occupying an abomination will need to be freed via a disease cleanse. But, more importantly, abominations will cause ~4.5 damage to all nearby players.
- Gaseous Bloat – This will be placed on players that are targeted by Gas Clouds. The player will start with 10 stacks of this debuffs and will take damage every 2 seconds. It will be very important to keep them alive! It will be equally important for that player to move away from the gas clouds.
- Volatile Ooze Adhesive (?) – I’m not positive how this debuff will be listed, but I think this will be it. This will indicate the target that has been selected by the volatile ooze, and will be stuck to the ground. The party with the debuff take ~6k damage PER SECOND. Additionally, if the ooze is not killed by the time it reaches the target, there will be ~170k damage split between all players withing 10 yards.
- Gas Variable (?) and Ooze Variable (?) – I saw these listed in one of the few write-ups that I found as possible debuffs. Unfortunately, this is all the information I have on them right now.
- Choking Gas (?) – I believe this will be the debuff that is applied if someone gets hit with a Choking Gas Bomb. It will reduce the player’s chance to hit by 75%. More importantly, if someone has the debuff, it is likely they got hit with the bomb and took ~16k damage.
As always with new content, be flexible! Good Luck and Have Fun!
Ok, I don’t have a lick of my christmas shopping done. It’s not for a lack of effort though! It’s because CERTAIN PEOPLE *GLARE*, you know who you are, won’t provide me with 1) a list or 2) any form of an idea if what they’d like. At this rate, I’m gonna just go get myself something really nice and a bunch of lumps of coal to pass out. Yea…that’s the ticket! I’M GOING TO GO TO THE SPA WITH MY CHRISTMAS BUDGET AND YOUR LUMP OF COAL!
Anyhow…back to WoW related topics!
I managed to snag up an Ephemeral Snowflake for Beru last night. This little beauty is going to be due for a nerf I would bet :) Why, you ask? Because on a druid it ticks 0ff of every HoT tick, and ends up being somewhere along the lines of 600 MP5. (HAH! Nerf hit: “Snowflake now has a very short cooldown to prevent it from restoring inappropriately large amounts of mana”). While I won’t give up either of my two current trinkets for it, I do believe that it will have some situational use on fights that are very mana demanding. It drops from the second boss in the Halls of Reflection, so go snag one up if you haven’t yet!
I gave the Glyph of Rapid Rejuvenation a spin in our TotGC last night. I put it in for Jarraxus, with the thought that it would be quite helpful for Incinerate Flesh. This, in fact, did turn out to be true, people’s debuff came off much quicker than normal and my healing for the fight from the parses was insane. But I learned something about this glyph: it will kill your mana. Last night my rejuvs were anywhere from 9-12 seconds in duration using the glyph. I forgot to swap it out before faction champs, so I had it on for that as well…which actually might have been a good thing. After using it in a raid setting, I think I’m going to say that for a 25 man raider, it will definitely be situational, and only good in certain niches. I am going to toy with it in the 5 mans…when I can remember to swap it out!
I am trucking along with Beru, pugging my way to Perky. I learned last night that if you PuG with 50 random people, you get the title “The Patient”. This title cracks me up. I will have to opt to be Beruthiel the Patient in our raids…to remind myself what I am supposed to be!
I have also decided that I’d like to do the Quel’Delar quest line. I think it would be fairly fucked up for me to do it on Beru, as that would mean that I would mostly likely be taking a hilt from a PuG with me having a legendary in my weapon slot, so I will hope that I can nab it on her in an all guild/main run where no one needs it. In the interim I think I will try to get a hilt for my priest
I took a chance last night, and joined the PuG queue to heal the first of the new heroics on my priest. It felt a bit more hectic that Beru. Granted, Beru is much better geared…but with my disc. spec on the priest I sometimes found myself struggling to keep everyone’s health in order. I don’t know if that’s because I haven’t played the priest for a little while, or if it’s because I’m a spoiled rotten druid that rarely sweats group damage in a 5 man. I didn’t finish the instance, but not without a little elbow grease being expunged!
I also just now remembered that I wanted to share the front page post on the Monolith Front Page from our 5 year anniversay that Brade and I put together (you will now have to scroll down past the ICC update, but it’s still there on the front page). I am fairly proud of how it turned out…I’ve just forgotten to advise everyone to go take a look at it.
In addition to all this new patch WoW fun, I am also currently finishing up the final book in the Codex Alera series by Jim Butcher. It is a really tasty read, and I would recommend the entire series to anyone! I am amazed at how well the protagonist in this book is developed and the story just flows, it’s probably one of the best things I’ve read this year.
How about you?! Read anything good lately? Got your holiday shopping done? Still enjoying 3.3?
Monolith entered the 25 man Ice Crown Citadel last night for the first time. I had spent hours of time preparing for the first four encounters in the zone, and trying to remain reasonable set expectations at killing the first two or three bosses. When we entered the zone, I asked the guild to focus and take the zone with a vengeance.
And we did just that. No boss took us more than a handful of pulls, and in our 3.5 hours of raid time, we cleared the 4 bosses available to us. remember above when I said I was hoping for 2-3? Yea, that was a lie. I was trying to convince myself that it would be just fine if that is all we got down. But I knew that deep down inside that I wanted to have the wing cleared or I’d probably be disapointed…I just wasn’t admitting it to myself
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Living on the West Coast has some significant advantages when it comes to patch day. Most namely, the servers being live by the time I get off of work ;) I did not have to sit around and wait for them to go live while twiddling my thumbs, which was nice.
I was able to get most of my mods updated, but I am still missing a few that I don’t know if there are updates for (anyone know if oRA2 updated?). And for those using X-perl as your party and target frames, there is a fix for the “target” issue over on WoWAce, just download the most recent “beta” version, and you should be fine.
By the time I got logged in last night, the server had already been live for at least and hour, if not two. We had 40(!) people online in our guild. Most of them were already taking advantage of the new 5 man zone, I was still working out all my mods. In fairly short order, however, everything seemed to be functioning, and I seemed quite ready to raid. Read the rest of this entry »
3.3 is today, and you can almost feel the air crackle with the excitement in the community. A new 5 man, a new raid zone, perky the pug…what isn’t there to be excited about! Well for those of you venturing into Ice Crown Citadel with your maces, daggers, swords and staves polished to be the backbone of your raid, let’s discuss which of these new maladies we will be seeing this week and want Grid to communicate to us. (As always, I refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs.)
Please keep in mind that these debuffs are from my encounter research and best guess, and are not set in stone! If you get into the encounters and realize that a debuff is different, please update your debuffs accordingly! I will do my best to keep this post updated as I learn new things from my experiences with the encounters :) Additionally, if you come across anything new, please let me know, so that I can update my lists! These are not exhaustive lists, and I may have missed somethings.
Lord Marrowgar - You will likely want to be aware of the following debuffs on players:
- Bone Spike (debuff may be named differently, potentially “Impale”) Impaled - This one is going to be hugely important for healers! A player impaled with a bone spike will be taking 10% of their health in damage every 5 seconds, and quick heals will be crucial to their survival.
- Cold Flame (may not place a debuff) – I am going to add this one, just in case it places a DoT on the person that can’t gtfo of the fire. Why? Because it’s 7k damage a second to someone who is standing in it!
- Saber Lash – This will probably not be hugely integral as far as knowing who to heal, but as a raid leader, I want to make sure that all three of my tanks are receiving the debuff. *May not show as a debuff.
- Unknown Debuff associated with Bone Storm – Possibly called “Bone Storm” or “Whirlwind of Bone”. This will be another debuff that will be important for healers to be aware of as anyone that gets hit by Marrowgar while he is whirlwinding will receive a bleed effect debuff and will need extra heals. ***edit – try as I might last night, I could not find a debuff to put with this. Party member indicated that they were taking some damage, but no one could find a debuff, and no one could determine if the damage was from being nicked by the boss or a DoT.
Lady Deathwhisper - You will probably want to be aware of the following debuffs on players:
- Death and Decay – your basic stay out of the bad shit…but those who fail will need extra heals
- Dominate Mind – Know who is mind controlled, and who needs to be CC’d until their MC wears off.
- Frost Fever – A clensable disease that will be placed on players by the adherants.
- Curse of Torpor – an unconfirmed curse that is cast by the adherants.
- Necrotic Strike – this will reduce healing on your tank and is cast by cult fanatics. It will be important that tanks will this debuff get fast heals to offset the strike and so that heals can resume normally on him/her.
- Touch of Insignificance (potentially a “heroic” ability) – This will be a stacking debuff that your tanks may or may not receive that stacks up to 5 times, reducing their threat by 20% for each stack. It will be important to know how many stacks a given tank has to facilitate tank switches and heals. All DPS needs to keep in mind that both of the tanks need to be 1-2 on the threat meters!
Gunship Battle - True Story…when I heard about this fight, and then thought about my guild doing this fight, at blizzcon I /facepalmed in real life!
- Wounding Strike – This will be a MS effect that will be placed on the tank who is tanking Sergeant Kor’kron/Skybreak. Healers will need to be aware of when this effect is active on their tanks.
I know of no other debuffs that we need to be aware of at this time, but will update it if/when I learn of more abilities that we will need to know about.
- Mark of the Fallen Champion – This will be of the utmost importance for healers to know about. It will cause each person with this debuff to take significant amounts of damage throughout the encounter, and they will require dedicated healing for the duration of the fight. Healers must know who has this debuff!
- Boiling Blood – this will be a DoT that can be placed on up to 6 members of the raid at a time, and must be healed through. The DoT will tick every 3 seconds for 24 seconds. It will be imperative that healers are aware who has this debuff.
- Blood Rune – this will be a debuff that is placed on the tank. If tank switches are possible (likely, and semi-confirmed), it may be is important to know which tank is effected with this debuff.
Again, this is just what I have pulled together from my research and is likely not an exhaustive list! Please remember to be flexible throughout your raid nights ahead of you, and make changes as needed. If you learn of any new debuffs, please share.
Have fun, and good luck to everyone as you travel forward on your quest to Arthas!
***edited 12/09/09 to add in what I learned from 12/08 raid.
I am not.
The rumor mill has been grinding out speculation on a release date for this patch, with the most popular believe being that it’s going to hit a week from today, on December 8. I am hoping that it’s later…but with reality (and another push on the downloader) setting in, it probably is going to be sooner rather than later. *grumbles* I would have liked another few weeks to seal the deal on HM 25 Anub. I would have liked to not have to worry about progression over the holidays. It is looking, however, like my only hope is that we can plow through the first wing before Christmas and the next wing won’t be released until after the new year.
Well…rather than sulking over things I can’t control, I suppose I should embrace all of the things that patch 3.3 is bringing with it:
- Cross Server LFG - this should be a good thing for all those who are looking to PuG. It’s hard enough sitting in LFG trying to get a group going, but it’s even more disheartening to realize that you are one of two people in LFG. This should help make groups more prevalent.
- Ice Crown Citadel 5 man – this is a 3 wing tiered 5 man, with lots of shiny new loot. Cool…I think. I haven’t really been following up on this much, but I am sure I will run it ad nauseum on any number of my characters. Here’s hoping it’s a cool place!
- Ice Crown Citadel 10/25 Raid – I always enjoy new raid content, but we’ve got two bosses to finish up still in the old content! Algalon 25 and HM 25 Anub! I imagine that there will still be time in our raid schedule to finish them up, with the tiered release. But still…would have been nice to get them done before the next tier of content!
- With this comes the next legendary, Shadowmourne. If you are in a position to make a decision on how this newest orange is awarded, be sure that you finalize that decision before going into ICC!
- Prepare for new gear! Start stockpiling your gems and enchanting materials for the new items that will be coming along in ICC.
- Make sure that your herbs are in order for flasks and potions that may be needed for progression content.
- Strategies! Start thinking about them. While there isn’t a huge amount out there yet on these encounters, there is enough information to start forming preliminary ideas for how you want to tackle something.
- Achievements – If you like them…there will be several new ones to start working on.
I, personally, have started digging up what information I can surrounding the first four bosses being unlocked in the Citadel: Lord Marrowgar, Lady Deathwhisper, Gunship Battle and Deathbringer Saurfang. I have also been hording some of my gems, rather than selling them, and making sure I have lots of flowers to make potions with!
How about you? Are you ready for the patch? What are you doing to prepare?
Daelo has just given us some insight on how things will work with Ice Crown Citadel. It is a very interesting read, so if you haven’t had the time to read over it, I would recommend giving it a gander.
I will repost one of the more interesting things in Daelo’s post below:
The first section that opens will include the Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Deathbringer Saurfang encounters. Progress beyond that point will be prevented for several weeks. Then the Plagueworks will open with Rotface, Festergut, and Professor Putricide becoming available. After another period of time, the Crimson Hall will open and you can then fight the Blood Princes and Blood-Queen Lana’thel. The final Frostwing Halls unlock then occurs after that, making Valithria Dreamwalker, Sindragosa, and the Lich King available. We believe a staggered release of the content will allow players to experience Icecrown Citadel at a sustainable, measured, and ultimately more enjoyable pace.
There are other elements that gate access along the way. Players may not attempt any Heroic versions of 10 player encounters until they have defeated the Lich King in a 10 player raid. Similarly, players must defeat the Lich King in a 25 player raid before they can attempt a Heroic 25 player encounter. So players must master every normal difficulty encounter in Icecrown Citadel before attempting Heroic difficulty.
The Lich King may not be attempted until Professor Putricide, Blood-Queen Lana’thel, and Sindragosa are defeated. Furthermore, the Heroic difficulty of The Lich King encounter may not be attempted in any week unless the three aforementioned encounters have been defeated in Heroic difficulty that week.
Interesting. So, Blizzard is going to be gating the content, similarly to how Sunwell and ToC were released. Not only that, but you won’t be able to do hard modes for what appears to be months after the first batch of normal mode content was released. Blizzard is definately forcing a progression chain with this release format.
What do I think about it? Well, I think I like it. Maybe. I think that as long as the encounters are engaging and challenging enough to warrant an average progression raiding guild the amount of time given to clear the content it’s going to work out very well. But I do have a fear: what if the content is as face-rolly as ToC was? What if it only takes us a night or two to clear everything. What are we supposed to do then, while we wait for the next portion of the zone to unlock?
In addition to the tiered release of the zone, we will be seeing a return of limited attempts:
The Ashen Verdict provides reinforcements and material for players to assault Icecrown Citadel, but this support is not endless. Raids will have a limited number of attempts total each week to defeat the four most difficult encounters in Icecrown Citadel: Professor Putricide, Blood-Queen Lana’thel, Sindragosa, and the Lich King. As these boss encounters are unlocked, the number of attempts available per week will increase. The initial number of attempts provided for defeating Professor Putricide is only five. When Blood-Queen Lana’thel unlocks, the amount of total attempts remaining will increase to 10. Then when Sindragosa and the Lich King unlock, 15 total attempts will be available to defeat all four bosses. After a raid has exhausted their attempts for the week, the Ashen Verdict must withdraw their support and the four most difficult bosses all despawn and become unavailable for the week. The limited attempt system is a feature of both Normal and Heroic difficulty.
Ok, I’m going to start out now by saying I’m not a fan of the limited attempt methodology. I understand why Blizzard is implementing it, but I also pretty firmly believe that it hampers a good number of guilds that don’t need this kind of artificial choke point. (Hi…we suck at faction champs, we know this, please punish our further progress in the zone because we can’t PvP, thanks!). One thing that I am pleased about, and I think assuages some of my concerns with this system, is that as time goes on the available number of attempts increases.
I guess generally, I think the system is going to work well, if it’s been done properly. I also think that Blizzard is absolutely buying themselves time with tiered release of the content. It definitely has the feel of Blizzard deciding when we will see things, and how long it should take us to get there. I don’t necessarily think that this is a bad thing, per se, but if they have overdone it, I think people are going to be frustrated.
So…now the million dollar question: When is it going to be released? Well, here is my take on it. I 100% believe that the 3.2 protodrakes are going to be removed with 3.3, as new drakes have been added to the 3.3 content. Blizzard has already stated that they will give us a month’s notice before removing the drakes. To date we haven’t received that notice. Therefore, I think that it is highly likely that there is at least a month before we see 3.3 release. (Yes, I know the downloader is available already, but we’ve seen downloaders available well ahead of patch dates before). Of course that puts us right up at Christmas Holidays. Will Blizzard release a major content patch right before the Holidays? Your guess is as good as mine.
So, here is my best guess: The patch is either going to hit on December 22 OR not until after the New Year. I, personally, find it unlikely that they are going to unleash a major patch that will hinder their employees ability to enjoy the holidays. So I think we are going to see it some time around January 5, but I wouldn’t take that to the bank. I’ve been wrong before, and I’m certain to be wrong again!
What do you think? Do you like the tiered release? How do you feel about the return of limited attempts? What is your guess for a release? Inquiring minds want to know!