Zone Flag: | None | |
Event Key: | None | |
Group Mission: | None | |
Event Flags: | Storm the Citadel (Raid) achievement (4/4) |
Creeping Chill of Death (http://raidloot.com/Spells.aspx?id=48077) | AE 1-3k DoT, recourse (http://raidloot.com/Spells.aspx?id=48078) 10s Stun if not cured. | |
Move 60' to cancel effect before recourse OR get Corruption cured (30 counters). | ||
If you end up stunned, try SITTING to remove the stun effect. | ||
Main Tanks can ask for Corruption cure in group. | ||
Dreadfrost (http://raidloot.com/Spells.aspx?id=48031) | 40k DoT + Melee SLOW + Snare (single-target, 12s) | |
Icesplosion (http://raidloot.com/Spells.aspx?id=48033) | PBAE 145k DD + Knockback (50' range) | |
Death's Curse (http://raidloot.com/Spells.aspx?id=48034) | Targets Clerics and Paladins with a 34k DD + SILENCE (6s). | |
Dread Hoarfrost (http://raidloot.com/Spells.aspx?id=48037) | Debuff decreases heals taken by 20k + 40k DoT + Melee SLOW + Snare (single-target, 12s). | |
Paralyzing Touch (http://raidloot.com/Spells.aspx?id=48032) | Stun 7s (single-target) | |
Frozen Bones (http://raidloot.com/Spells.aspx?id=48036) | 34k DD + Stun (single-target, 6s). | |
Ice Slab Rk. III (http://raidloot.com/Spells.aspx?id=35891) | Root (single-target, 3 min) |
Skeletons | Susceptible to snares and stuns. | |
(a sceltori gelu) | ||
Golems / Zombies | Coldest Touch (http://raidloot.com/Spells.aspx?id=48028) - PBAE 41k DoT + SLOW + Snare (30s) | |
(a mortuis vifens) | * Lifetap that heals itself 10% for each player in range the AE hits. | |
Specters | Shock of Death (http://raidloot.com/Spells.aspx?id=48029) - Targeted AE 144k DD + Knockback (25' range) | |
(a phasma frigasia) |
Creeping Chill of Death (http://raidloot.com/Spells.aspx?id=48077) | AE 1-3k DoT, recourse (http://raidloot.com/Spells.aspx?id=48078) 10s Stun if not cured. | |
Move 60' to cancel effect before recourse OR get Corruption cured (30 counters). | ||
If you end up stunned, try SITTING to remove the stun effect. | ||
Main Tanks can ask for Corruption cure in group. | ||
Ice Slab Rk. III (http://raidloot.com/Spells.aspx?id=35891) | Root (single-target, 3 min) | |
ddd |
A quick few thoughts on this raid:
Main tank Group makeup:
I would like to change up the MT group compositions a little for this event to help combat the negative heal amount associated to the auras in play while tanking the boss.
Warrior
Warrior
Paladin
Bard
Cleric
Cleric
Paladins have two amazing abilities that will go a long way on this event to help our #1 reason for wiping on this, along with there own healing capabilities.
As well as all of the songs that will add an abundant amount of AC.
Rampage:
Rampage needs to be set and maintained. We have it bounce around and kill too many people. She will assist off of her adds as a means to set her rampage, so even the MT and the other warriros standing next to the boss targeting her with auto attack on, will not get ramapge even when the first MT swaps out. Every run I have seen her ramapge on the knights who are targeting the adds with autoattack on. And every time I have watched that knight die and then rampage gets loose which usually ends up on FV at some point, leaving less healers focused on the MT to have to heal up FV. One way we can set up a RT is to have all of the knights assigned to an add go in and get your assigned on pre-target, then back out of the room. Have a warrior start the event with Fortitude on, then the knights go in and pop Undivided attention disc on thier add and move it to the designated kill location. We will also need another warrior then at the same time take agro and end up tanking, leaving the first warrior who started the event on rampage. This warrior needs to stay relatively close to the boss at all times or Rampage will bounce. Staying just outside of her blue aura will work.
Runes:
Enchanters to keep up runes on the MT to help soften the blow from the very large AE dmg. The AE Iceplosion is what seems to tip my health over the edge, or far enough below Zero on me to kill. This is a timed AE and is part of the GINA set, so you can use that as your timer of when to refresh or put up a rune on the MT perhaps. Healers can also use this timer and try to top off the tank before the AE fires, like we do for Zebuxoruk in the Void raid.
I've already gone over it a few times in the tank channel, but warriors try to save your flash disc for when the healing totems are active which is every 10%? I think someone said.
For the adds at the start, knights just stick to where your mob on it's first death and wait for it to pop up again to snag it. Think of the red skelly's in Demiplane that pop up soon after they die!
We really need to get better at keeping the tank up on this, the few suggestions I have will help with that, and then gearing up the warriors will go a long way as well ~ But if we keep letting the MT die as often as we do, we will just be killing adds during the undead phase and nothing else. We need every type of healer to help during the undead phase as Her aura seems to get buffed up in terms of the Negative heal portion of it's effects.