Druid News
Shifting Perspectives: Heroic ICC for balance druids -- Lower Spire and Crimson Hall
WoW News - Druid News
Written by News Bot Saturday, 04 September 2010 01:00
I know, I know: No one cares about ICC any more ... Everything is all about Cataclysm ... So why bother talking about it? That's far from the truth, though. ICC still matters to many people. However, if you happen to be of the more pragmatic sort, then hear me out for a little bit. Most of the server-first and world-first kills may have already been claimed, but there is always loot to be had, gear that can be helpful for either soloing things now or leveling in the expansion. Beyond simple gear, heroic ICC is simply fun. People have argued that hard modes aren't quite the same as a truly difficult raid encounter because they are the same as the standard encounters -- perhaps true to a point, but heroic modes are really fun when they are done correctly. Heroic Putricide feels like a completely different encounter when done on heroic mode and is extremely fun.
Perhaps this issue is a little bit late in coming, and for that
I apologize -- but it's better late than never, aye? To start with,
the first order of business is to ensure that your guild is
prepared to go against heroic encounters. The ICC buff can be very
intoxicating to some players, and it may make you feel more
prepared than you really are for these encounters. Perhaps, in some
cases, you are, and perhaps in others, you are not. Not all heroic
encounters are created equal; some are far more difficult than
others. Since this issue will deal with the opening Lower Spire and
the Blood wing, the three encounters you'd want to start with would
be Marrowgar, Gunship and Blood Princes; Deathwhisper, Saurfang and
Blood Queen Lana'thel would be the three more difficult encounters
in these two sectors.
Lord Marrowgar
Heroic Marrowgar isn't all that difficult of an encounter, nor is it all that different from the standard encounter. There is actually only one difference between the standard encounter and the hard-mode encounter -- that being that Marrowgar will now use Bone Spike Graveyard during Bonestorm. Other than that (and increased damage and health), the encounter is exactly the same as what you've been doing all along.
General tactics
- The entire raid, barring hunters and obviously tanks, should group up directly behind Marrowgar, right inside of the hitbox. This will prevent Marrowgar from using Coldflame on the raid. Marrowgar will still use it on the hunters, who cannot stand inside the hitbox due to their minimum range, and the tanks.
- The raid should spread out a few seconds before Bonestorm starts in order to mitigate the initial damage. Marrowgar's Bonestorm will then follow one of the farthest people from his current location. Having the raid spread out will assist with mitigating damage against the raid.
- Predominantly, ranged DPS will be best choice to deal with Bone Spikes during Bonestorm, due to Coldflame's being spread during this time, which will either cut off melee players from the victims or put them on the spikes themselves.
- Even though Starfall is a great single-target damage boost, you should try and save it for Bone Spikes whenever possible, particularly during phases when the raid is clustered behind Marrowgar. Two stars per second and splash damage will significantly assist in bringing them down.
- At times, it is best to use Wrath as opposed to Starfire when dealing with Bone Spikes, even at the cost of Eclipse. Although this does result in lower overall DPS, Starfire still has a prohibitive cast time and, particularly during Bonestorm, you will have little time to stand and nuke straight out.
- If you find yourself cut off from the raid and taking damage, which can occur during Bonestorm, it is often best to throw a couple of HoTs on yourself as you run back into range of the rest of the group. This will help keep you alive in instances where your healers often cannot.
Lady Deathwhisper
Deathwhisper is one of the hardest heroic encounters within this sector and one of the harder ones within ICC in general. The key differences between standard and heroic is merely a matter of numbers, as she doesn't gain any new abilities. Instead of Mind Controlling a single target, Deathwhisper will choose three victims each time; more ghosts will spawn during phase 2; and three adds will spawn on the standard time frame from either the left or right side during phase 2, as well. The difficulty of this encounter comes more from the chaos that can occur during phase 2; thus, defeating the encounter is more a matter of keeping everything under control.
General tactics
- During phase 1, the raid should be split evenly on either side of Deathwhisper, with the adds being allowed to run up onto the stage. All of the melee adds should be tanked right next to Deathwhisper, with ranged players killing them off while the caster adds are taken down by the melee players and generally not tanked at all.
- During phase 2, ranged DPS will be the primary source of damage against Deathwhisper. The only melee DPS that should be attacking her should be those responsible for interrupts; all other melee need to be dealing with the additional adds that spawn.
- You only need to use a single tank on Deathwhisper during phase 2, as she is untauntable, making tank-swapping difficult. All Misdirects and Tricks of the Trade should be focused on this tank, since their threat generation is going to be diminished. If ranged DPS gets close to pulling threat, they can peel off and assist with adds to allow time for the tank to get a larger threat lead.
- Crowd-controlling the mind-controlled characters is extremely important, and as a balance druid, you have the best method of doing so. Cyclone lasts just about as long as the effect does, and it prevents cleave or other AoE effects from hitting the players or breaking the CC. Personally, I use VuhDo and have it set up to where I can simply right click the MCed player's name in order to cast Cyclone on them; this allows for a fast response.
- Starfall is very tricky to use at any period during phase 1, and usually, it's best to just forgo the ability completely. Although its damage is high, since the adds take time to travel to the tanks and there are MCed players running around, it can be fairly risky to use. During phase 2, it's easier to use; just watch for the MC timer.
- Threat on Deathwhisper should never be an issue for a balance druid, provided you have enough hunters and rogues. If you do have threat issues, your only option is to assist with adds for a while.
Gunship Battle
There is no difference between the standard and heroic version of this encounter beyond additional health for the other gunship. This is the easiest encounter in the entire instance and frankly is something of a joke in...
Read more: Shifting Perspectives: Heroic ICC for balance druids -- Lower Spire and Crimson Hall
Shifting Perspectives: Healers, selfishness and trouble ahead
WoW News - Druid News
Written by News Bot Tuesday, 31 August 2010 21:00
To be frank, it really is too early to evaluate whether the 5-man experience is representative of what we can expect in raids at 85, but I'm not worried about the numbers themselves. As Ghostcrawler (lead systems...
Read more: Shifting Perspectives: Healers, selfishness and trouble ahead
Shifting Perspectives: Healers, selfishness and trouble ahead, part 2
WoW News - Druid News
Written by News Bot Tuesday, 31 August 2010 21:00
Shifting Perspectives: Healers, selfishness and trouble ahead, part 2
by Allison Robert
Aug 31st 2010 at 5:00PM
I don't expect (or want) to be handed other classes' buffs, and I have no idea what our mana efficiency is going to look like at 85. I will be the happiest druid in the game if it turns out I've written this article for nothing. But everything that Blizzard's done so far has convinced me that it wants the druid to remain a healer whose sole contribution to raid survivability is high throughput, and if that's correct, I don't understand why most of our heals are so frustratingly expensive (and the cheap ones frustratingly ineffective). We are literally designed to do something for which we are...
Read more: Shifting Perspectives: Healers, selfishness and trouble ahead, part 2
Shifting Perspectives: The sun and the moon
WoW News - Druid News
Written by News Bot Friday, 27 August 2010 21:00
Greetings again, fellow moonkin. It's probable that I may start to sound like a broken record, but barring any significant changes of note, I want to visit the concept of Eclipse one last time. I know, I know ... It is something that I've spoken about before -- several times, in fact -- but it is a highly important concept for all of us. One might argue that it is the most important concept. I am not interested in the rotational aspect of Eclipse this time, although it is a factor that will be mentioned; instead, I would like to discuss the other aspects of Eclipse.
You see, there is a very specific reason why I feel compelled to speak about Eclipse one last time. Since its inception in Wrath, Eclipse has become everything to balance druids. It is the focal point of our damage; it is the core of...
Shifting Perspectives: Beta build 12803
WoW News - Druid News
Written by News Bot Tuesday, 24 August 2010 23:00
Beta build 12803 dropped late Friday, and with it a number of changes to the feral and restoration specs. Some are what you'd expect after some recent forum conversations with Ghostcrawler (lead systems designer), and others came out of left field. We'll take a look past the cut.
Feral- Lacerate now stacks up to three times, down from five times.
- Mangle (bear) no longer has a cooldown.
- Improved Feral Charge is now named Stampede.
- Heart of the Wild moved to tier 1 of the restoration tree.
- Furor is now a tier 1 feral talent: Gives you 33/66/100% chance to gain 10 rage when you...
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