Guild Changes - Friday May 21

As of yesterday, there have been some guild changes. LoD was originally founded by some other in game players several years ago. Unfortunately a tragic accident happened and the founders, at that time, decided they didn't want to play WoW anymore. I petitioned for GM to keep the guild up and running.

Unfortunately it has come to a point where in order for me to continue being a GM, I need to start with a guild that is wholly mine and not borrowed from someone else. Therefore I have moved to a guild called Wicked Quarantine and am rebuilding from there. I would like to get at LEAST 2 solid 10 man ICC groups going. Group 1 successfully reached Sindragosa last night and I don't want to stop the momentum.

I do not expect anyone to leave LoD to come to WQ. We still welcome LoD members to raid with us. And if you choose to stay an LoD member, there are no hard feelings on my behalf! We are still happy to raid/quest/pvp with you! Please be aware that I am not writing this to try and steal anyone over to WQ, but merely to inform those who weren't there last night.

I graciously thank the original founders of LoD for allowing me to reign momentarily, to keep LoD alive and grow it to what it was yesterday. I had a lot of fun and hope to continue playing with all of LoD guild members.

I wish everyone the very best. This is indeed a game that is meant to be enjoyed!! :) Thank you!

~Babecake (aka Steph)


Thursday, April 22, 2010

Blood Prince Council (Keleseth, Valanar, Taldaram):

WoWwiki strat:
This is a fairly simple one-phase encounter. The enrage timer is very generous and should not be of any consequence. You will need two regular tanks and either one ranged tank or a third regular tank.



General

Invocation of Blood will randomly buff one of the Blood Princes and only that prince will have a health bar to DPS. The other princes will have 1 HP and attacking them will have no effect. Invocation of blood switches between princes throughout the encounter and DPS must switch with it, however Prince Valanar will ALWAYS be the first prince with Invocation of Blood. He starts out in the middle of the platform.

It is interesting to note that though their level is classified as "Boss", their armor level appears to be that of a "clothie". What this means is that they take considerable amounts of damage very quickly. Heroism or Bloodlust, especially, should be saved for Keleseth since he'll be constantly casting Shadow Lance. Meaning he'll be unable to dodge any attack during the time he's empowered.

The Blood Prince Council will go berserk and instantly wipe the raid after 10 minutes of combat.


Prince Keleseth

Prince Keleseth does not use any melee abilties. Instead, mitigation on his shadow spells is gained via stacking Dark Nucleii. Dark Nucleii randomly spawn around the room, and the Keleseth tank must grab them to gain the stacking Shadow Resonance debuff. Dark Nucleus does not follow normal aggro table, and will follow the last person that hits it. As a result, all four tanking classes are equally capable to grab nucleii and thus tank him. (Warriors use their ranged weapons, druids use Faerie Fire, etc). Melee aoe abilities do not pull Dark Nucleii off the Keleseth tank. Therefore it is safe for the tank to melee Keleseth to gain threat while he's empowered. Alternatively, a ranged tank such as a warlock is also commonly used. The Dark Nucleii destroy themselves over time, necessitating finding more to keep the shadow resistance buff up. Note that the damage reduction from Dark Nucleii is multiplicative not additive and you will still take damage even with 6 or 7 Nucleii on you.


Prince Valanar

Prince Valanar will use Kinetic Bombs which can be targeted and attacked to lift them higher into the air and prevent them from exploding -- if/when a Kinetic Bomb reaches the floor it explodes for 12,000 (or 16,500) physical damage to every player in the room and knocks them back 200 yards. For this reason, it's best to assign one or two ranged DPSers to handle the Kinetic Bombs. They simply need to attack the bombs to keep them in the air and prevent them from hitting the ground. A single attack will stop them for a split second or two, continued damage will push them back up and DoTs tend to slow the bomb for the duration of the ability. The Kinetic bombs die after 1 minute of being spawned. Since keeping the bombs up can be hectic, a macro /target Kinetic Bomb is probably a good idea to prevent one from accidentally targeting a Dark Nuclei. Alternatively, having the clickable health/name plates enabled can help as well. You don't want to accidentally target a Dark Nuclei that's already attached to the Keleseth tank and kill it, thinking you're targeting a Bomb.

An alternative method for handling the Kinetic Bombs is to have Warlocks and Hunters sic their pets on them. The pet will simply sit underneath where the bomb is falling and attack it as soon as it gets in range, causing it to bounce up a few yards before falling down again, only to get bounced back up. Imps are not the best choice as they may unnecessarily burn through all their mana, leaving them unable to do a thing. Any other melee oriented pet will work fine. This technique has the added bonus of not sacrificing a large amount of DPS for a fairly trivial task.

Valanar summons the Kinetic bombs regardless of whether or not he has the Orb. There will be no more than 2 bombs in 10 man and 3 bombs in 25 man.

Note:
Sometimes a kinetic bomb will glitch and get stuck in the floor and not go back up, no matter how hard it's being hit. If this is the case, then someone needs to continually beat on the bomb until it dissipates, otherwise it will explode. This tends to happen on the raised stage in the back of the room.

He puts shock vortexes on random raid members which knocks both them and any nearby (~12 yards) raid members back 50 yards. When he gains Invocation of Blood he casts Empowered Shock Vortex which creates a shock vortex on top of every player in the room; melee will need to scatter and get away from each other, while the rest of the raid should already be spread out. Note that if you are within about 12 yards of any other player, you will take additional damage (about 5000 25 man) for every other character near yours.


Prince Taldaram

Prince Taldaram will do a conal fire-attack (Glittering Sparks) and conjure balls of flame which follow a random raid member and do less damage the longer they are kited, minimum 10,000 damage. With Invocation of Blood he will launch Empowered Balls of Flame which do a huge amount of damage on impact and lesser damage to nearby targets along the way, doing less impact damage depending on how many players were hit while the ball was in flight. Melee can help alleviate this damage by running with the ball for a few seconds when it's first cast and ranged and healers not targeted by it can get in its path. The Ball moves faster then players can run, but that few extra seconds might make the difference between a living healer and a dead healer.

Taldaram will cast Glittering Sparks on a random player's direction so spreading out will mitigate it somewhat.



Tankspot strat:
You're faced with 3 opponents in this fight that all share the same health pool. However, you can only damage one of the Princes at any given time. Who this is changes periodically but will always be visible by the red blood-ball surrounding one prince that indicates the Invocation of Blood buff which makes them more powerful but also vulnerable.

We used a setup of 2 tanks, 1 ranged warlock tank and 3 healers to counter the princes, but other setups may work just as well or even better for your raid team.


Prince Valanar is a kinetic element type of enemy whose main ability is Shock Vortex that turns into Empowered Shock Vortex when he is invocated. His cup also runneth over a lot. Shock Vortex creates a white swirling ball on the ground that'll knock back enemies within 13 yards of it and also deal about 6000 damage, but it can easily be avoided after it has been cast.

Empowered Shock Vortex on the other hand will inflict damage to all enemies within 30 yards, but also makes every raid member within 12 yards of one another take additional damage depending on how many people are close and also knocks them back. So pay close attention to whether Valanar casts empowered or normal Shock Vortex and make sure to be spread out if it's Empowered Vortex. Valanar is always the first prince to get empowered.

The other ability he has is Kinetic Bomb which is just a beach ball hovering in the air that drifts towards the ground unless it is consistently damage. When it hits the ground it inflicts raid wide damage with a knockback, so make sure to keep it afloat.



Prince Keleseth is the shadow element prince we used our warlock tank for. He'll consistently cast Shadow Lance at whoever is tanking him, which hits for about 16000 damage without resists. To counteract this, your Keleseth tank needs to pick up the Dark Nuclei that spawn periodically throughout the fight.

Our lock said he just cast Corruption on them to get them to follow him, but either way you always aim to pick up at least three of them. Each of them will decrease your shadow damage taken by 35% and this buff stacks, but it also makes you take some minor consistent damage. When Keleseth gets invocated, he'll cast empowered shadow lance, which hits for about 80k, so you see why you want to keep at least three balls around you at any given time. They disappear after a certain amount of time, so don't stop collecting. Gotta catch em all!

Prince Taldaram is the Fire element prince. He'll consistently cast Glittering Sparks which is a frontal cone ability that deals about 14k damage and slows movement speed of anyone getting hit. Ideally this should just be his tank.

More importantly, Taldaram's main ability is Conjure Flame which summons a flame ball wherever he's currently standing that will then float over to a random raid member and deal some damage to its target and anyone nearby when it hits.


When the fire prince gets Invocation of Blood however, the flame he conjures turns into an Inferno Flame - much bigger than the normal one - and also picks a target and floats over to it. The more people that get hit by this ball while it's traveling to its target, the smaller it gets and less damage it will inflict when it reaches it. However, it'll always cause at least 10k AoE damage, so no one should be near the target after weakening the flame. He will cast this frequently while empowered.

As long as you have the raid awareness to deal with Shock Vortexes and Inferno Flames and your Keleseth tank is competent at picking up purple balls, the Blood Prince council shouldn't cause you much trouble. Coordination and awareness go a long way on this fight.

Professor Putricide

Professor Putricide: This is the final boss in the Plagueworks wing of the instance.

http://www.wowwiki.com/Professor_Putricide

You will want an offtank to click the table Putricide stands at before he is pulled to become the Abomination for the fight. Then at 35% the offtank will help tank Putricide. This encounter relies heavily on high DPS and 2-healing can be helpful as most damage is avoidable.

Phase 1: 100% to 80%.
Putricide will spawn growing slime pools throughout the encounter. Your abomination pilot will eat these to gain ooze power, if you are almost out of ooze stop eating the puddle to retain your source of ooze power. You will need the ooze power to snare the Volatize Oozes and Gas Clouds in the encounter. You will cause 4,000 damage every 2 seconds to the raid while an abomination is piloted. Your abomination may die, if so you can click the table again to obtain a new one.

Putricide should be tanked next to the Orange tank on the left side of the room to start with. Not long after the pull you will see a raid warning for "Unstable Experiment" which causes a Volatile Ooze to spawn next to the Green tank on the right side of the room. Ranged DPS should switch to it immediately and melee DPS should switch to it as soon as it is clear who it is targetting. The Volatile Ooze will root a player in place and move towards them, your abomination pilot needs to snare it with Regurgitated Ooze. It will explode for 175,000 damage split between every player standing on top of the affected person. When the Volatize Ooze is close all players should collapse on the affected player. If the Ooze is not yet dead it will acquire a new target and do the same thing. It needs to die quickly.

After the Ooze is dead move Putricide next to the Green tank. He will soon cast another Unstable Experiment and spawn a Gas Cloud next to the Orange tank. The Gas Cloud also follows a random player, applying a dot called Gaseous Bloat on them, they will need lots of healing. Gaseous Bloat starts with numerous stacks that decrease over time, should it reach the player with stacks remaining the raid will take a large amount of raid wiping damage. The targetted player must kite the cloud around the room while everyone else kills it. The abomination pilot should also snare it.

After this Putricide should be moved back to the Orange tank. The add spawns alternate in a predictable manner.

Alternate Tactic
A different approach to dealing with the Volatile Oozeis to have the raid stack where the Volatile Ooze spawns. Healers will be near the ranged, but will move away from the target of the Volatile Ooze. When the Volatile Ooze spawns, melee and ranged will quickly kill it. If a healer is the target, ranged will move and stack with the targeted healer. Damage will be split between ranged and melee and they will be thrown back. Quickly finish off the Volatile Ooze before hitting another player. AoE heals can start pre-casting to quickly bring the health back up. With sufficient DPS and less movement, the raid should enter phase 2 before the first Gas Cloud spawns. Handling the Gas Cloud remains the same. This approach works in phase 2 for the Volatile Ooze as well, the raid will still need to watch for Choking Gas Bombs and Malleable Ooze.

Phase 2: 80% to 35%
Putricide will cast Tear Gas stunning the raid for 10 seconds while he phases.

All previous abilities continue in this phase. He will also gain Choking Gas Bomb and Malleable Ooze.

Choking Gas Bombs will be thrown on the ground and appear as Orange beakers that explode after 20 seconds killing nearby players.

Malleable Ooze is targetted on a random ranged player and flies towards them, causing 20,000 damage and slowing attack/cast speeds by 200% on impact in an aoe. Easily avoidable by moving out of the way of the ooze.

You will need to keep killing adds and controlling slime pools while dealing with these abilities.

Phase 3: 35% to 0%
Professor Putricide will cast tear gas again and phase. No more adds will spawn, adds that are up will remain.

Heroism/Bloodlust should be saved for this phase. Your abomination driver will need to tank Putricide now. Malleable Ooze and Choking Gas Bomb and Slime Pools continue. You cannot get rid of slime pools anymore so they will grow until you are overrun or putricide dies.

Putricide will stack a debuff on his current tank every 10 seconds called Mutated Plague. This will cause damage to the entire group and should a person die from Mutated Plague, it will heal Putricide for a massive amount. Tanks should switch off at four stacks. Furthermore if a tank is going to LOSE their mutated plague stack they should taunt since the debuff expiring after one minute will also heal Putricide.

Putricide will also stack a buff on himself called Mutated Strength, causing him to do more damage over time. Phase three is a burn phase in which Putricide must be killed in short order or he will wipe your raid. After about 80 seconds when someone gains a 5th stack of Mutated Plague it will cause too much damage to handle.

Putricide will berserk after 10 minutes of combat.
 

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