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[Raid 10 Man] ICC Heroic Mode
Por el post de rata sobre que iba a abrir 10H proximamente, lo dejo abierto asi se va reportando para la gente que vaya armando la raid.
Icecrown Citadel 10 Heroic
Strength of Wrynn: (?)
Hellscream’s Warsong: (?)
Lord Marrowgar
Bone Slice - Inflicts 200% weapon damage split evenly between the target and its 2 nearest allies.
Coldflame - Inflicts 9,000 Frost damage every 1 second for 8 seconds to anyone caught by the moving line of frost.
Bone Spike Graveyard - Hurls a spike at a random player, impaling the target on Bone Spikes, inflicting 9,000 direct Physical damage, and additional 10% health every second until the spike is destroyed.
Bone Storm - Inflicts up to 12,000 Physical damage every 2 seconds to players in the room. Players closer to Marrowgar take more damage. The entire storm lasts 30 seconds.
Heroic: Coldflame will now stay on the ground for 8 seconds, instead of just 3.
Marrowgar will now continue casting Bone Spike Graveyard during Bone Storms.
He will charge one extra time during each Bone Storm.
Lady Deathwhisper
Phase 1
Mana Barrier - Absorbs all damage done to Lady Deathwhisper, draining her mana instead.
Shadow Bolt - Inflicts 9,188 to 11,812 Shadow damage to the current target.
Death and Decay - Inflicts 4,500 Shadow damage every 1 second to enemies within the area of the spell. The entire spell lasts 10 seconds.
Dominate Mind - Mind Controls 1 player, increasing their damage by 200% and healing by 500%. Lasts 12 seconds.
Dark Empowerment - Empowers a random Adherent or Fanatic, causing them to deal area damage with spells. Also makes the target immune to interrupts.
Phase 2
Frostbolt - Inflicts 44,850 to 47,150 Frost damage to the current target. Can be interrupted.
Death and Decay - Inflicts 6,000 Shadow damage every 1 second to enemies within the area of the spell. The entire spell lasts 10 seconds.
Dominate Mind - Mind Controls 1 player, increasing their damage by 200% and healing by 500%. Lasts 12 seconds.
Touch of Insignificance - Reduces the target's threat generation by 20% per application. Stacks up to 5 times.
Summon Vengeful Shade - Summons a Vengeful Shade from the body of a dead Adherent or Fanatic.
...Vengeful Shade - Pursues a random target and casts Vengeful Blast when in melee range of that target.
Heroic: Cultists will continue to spawn - one Cultist from the entrance of the room on 10-man, and three on one of the sides on 25-man.
She will start mind controlling people on 10-man (one at a time).
Lady Deathwhisper is not tauntable in Phase 2.
Deathbringer Saurfang
Blood Link - Triggers Blood Power every time Saurfang or his Blood Beasts inflict damage with an ability. Also increases Saurfang's energy by 1.
Blood Power - Increases damage and size by 1%. Applied through Blood Link.
Mark of the Fallen Champion - Causes Saurfang's melee attacks to hit the marked target as well as the tank. The marked player takes 4,275 to 4,725 additional Physical damage from each attack. If a marked player dies while the Mark is up, Saurfang heals for 20% of his maximum health. Cast when Saurfang reaches 100 energy through his Blood Link energizing.
Frenzy - Increases Saurfang's attack speed by 30% and size by 20%. Used when Saurfang's health reaches 30%.
Boiling Blood - Inflicts 5,000 Physical damage every 3 seconds for 24 seconds. Used on a random target.
Blood Nova - Inflicts 7,600 to 8,400 Physical damage to a random target and all players within 12 yards.
Rune of Blood - Marks a target with Rune of Blood, causing Saurfang's melee attacks against that target to leech 5,100 to 6,900 health from them, and heal the Deathbringer for 10 times that amount. Lasts 20 seconds.
Call Blood Beast - Summons 2 Blood Beasts.
...Resistant Skin - Damage from area of effect attacks is reduced by 95% and damage from Diseases is reduced by 70%..
Heroic: Scent of Blood - Saurfang buffs the Blood Beasts, causing them to reduce the movement speed of all nearby players by 80%, while increasing the Beasts' damage by 300%. Lasts 10 seconds.
Festergut
Gaseous Blight (0 Inhales) - Inflicts 4,388 to 4,612 Shadow damage to all players.
Gaseous Blight (1 Inhale) - Inflicts 2,925 to 3,075 Shadow damage to all players.
Gaseous Blight (2 Inhales) - Inflicts 1,950 to 2,050 Shadow damage to all players.
Inhale Blight - Increases damage and attack speed by 30% per application through Inhaled Blight. Reduces the damage done by the Gaseous Blight in the room. Stacks up to 3 times. Pungent Blight resets the stack of Inhaled Blight.
Pungent Blight - Inflicts 48,750 to 51,250 Shadow damage to all players. Cast instead of every fourth Inhale Blight. Returns the Gaseous Blight to its maximal potency and resets the stacks of Inhaled Blight and Inoculated.
Gas Spore - Affects 2 random people with Gas Spore. After 12 seconds the spores will explode, inflicting 1,950 to 2,050 Shadow damage every 1 second for 6 seconds to any players within 8 yards range. Players who survive the DoT will become Inoculated, which decreases Shadow damage taken by 25%, stacking up to 3 times. Pungent Blight resets the stack of Inoculated.
Gastric Bloat - Inflicts 12,188 to 12,812 Nature damage to the target and increases the target's damage by 10% per application. Causes Gastric Explosion of it reaches 10 stacks. Lasts 100 seconds.
Gastric Explosion - Inflicts 48,750 to 51,250 damage to all nearby players and instantly kills the target.
Vile Gas - Inflicts 4,875 to 5,125 Shadow damage every 2 seconds for 6 seconds to players in the targeted area, and additional 3,900 to 4,100 Shadow damage to all friendly targets within 8 yards. Disorients the main targets.
Heroic: Professor Putricide uses Malleable Goo on the raid. The mechanics of the spell is identical to the one he uses when you fight him - a green goo ball flies towards a random raid member, exploding on impact, and inflicting uncomfortable amount of damage, while slowing attack and casting speed significantly for 20 seconds.
Rotface
Ooze Flood - Inflicts 5,363 to 5,637 damage every 1 second and reduces movement speed by 25%. Affects all targets in the flood. Lasts for 20 seconds.
Slime Spray - Targets a random player and shoots a spray at their direction. The spray inflicts 5,363 to 5,637 Nature damage every 1 second for 5 seconds.
Mutated Infection - 3,900 to 4,100 damage every 1 second for 12 seconds, and reduces healing received by 75%. After the Infection is removed a Small Ooze spawns at the target's location.
Small Ooze
Sticky Ooze - Sprays a puddle of green goo near its target, inflicting 2,925 to 3,075 Nature damage every 1 second and decreasing movement speed by 50% for all targets within the 6 yards radius of the puddle.
Weak Radiating Ooze - Inflicts 3,413 to 3,587 Nature damage every 2 seconds to players within 10 yards. Causes the Small Ooze to merge with other nearby Small Oozes. When two Small Oozes merge, they form a Big Ooze.
Big Ooze
Sticky Ooze - Sprays a puddle of green goo near its target, inflicting 2,925 to 3,075 Nature damage every 1 second and decreasing movement speed by 50% for all targets within the 6 yards radius of the puddle.
Radiating Ooze - Inflicts 4,875 to 5,125 damage every 2 seconds to players within 10 yards. Causes the Big Ooze to merge with other nearby Big Ooze. When a Big Ooze merges with another one, it gains a stack of Unstable Ooze.
Unstable Ooze - Increases all damage done by 20% per application. Stacks up to 5 times. Applied when a Big Ooze merges with a Small Ooze.
Unstable Ooze Explosion - The Big Ooze explodes, sending 3 ooze missiles flying at random players' locations. Each missile inflicts 11,700 to 12,300 Nature damage to players within 6 yards. Cast when a Big Ooze reaches 5 stacks of Unstable Ooze.
Heroic: During the heroic version of Rotface, Professor Putricide comes to the balcony and casts Vile Gas on random players. If enough players stand away from Rotface, Vile Gas is never cast on the melee group.
Professor Putricide
Phase 1 (100% - 80%)
Slime Puddle - Spawns a growing puddle of green slime, which inflicts 5,363 to 5,637 Nature damage every 1 second to all players within it.
Unstable Experiment - Used seconds before Putricide spawns a Gas Cloud or an Volatile Ooze.
...Gas Cloud - An orange add. Debuffs its target with 10 stacks of Gaseous Bloat and chases them. The target will lose 1 stack every tick. If the Gas Cloud catches them, it will use Expunged Gas, inflicting damage based on the number of Gaseous Bloat stacks left, to all nearby players.
...Volatile Ooze - A green add. Debuffs its target with Volatile Ooze Adhesive, rooting them in place and inflicting 6,338 to 6,662 damage every 1 second to them. It will chase the target, and if it gets to them will inflict 68,250 to 71,750 split between all nearby players.
Phase 2 (80% - 35%)
Slime Puddle - Spawns a growing puddle of green slime, which inflicts 5,363 to 5,637 Nature damage every 1 second to all players within it.
Unstable Experiment - Used seconds before Putricide spawns a Gas Cloud or an Volatile Ooze.
...Gas Cloud - An orange add. Debuffs its target with 10 stacks of Gaseous Bloat and chases them. The target will lose 1 stack every tick. If the Gas Cloud catches them, it will use Expunged Gas, inflicting damage based on the number of Gaseous Bloat stacks left, to all nearby players.
...Volatile Ooze - A green add. Debuffs its target with Volatile Ooze Adhesive, rooting them in place and inflicting 6,338 to 6,662 damage every 1 second to them. It will chase the target, and if it gets to them will inflict 68,250 to 71,750 split between all nearby players.
Choking Gas - Inflicts 6,338 to 6,662 Shadow damage to players around the bombs, and reduces their chance to hit by 100% for 20 seconds.
Choking Gas Explosion - Inflicts 19,500 to 20,500 Shadow damage to players within 10 yards of the bombs, and reduces their chance to hit by 100% for 20 seconds. Used by the Gas Bombs 20 seconds after they are thrown.
Malleable Goo - Shoots a few Malleable Goos in a straight line at a random target. The goos will inflict 19,500 to 20,500 damage and slow attack and casting speed by 250% for 20 seconds to anyone in their path.
Phase 3 (35% - 0%)
Mutated Strength - Increases Putricide's damage and attack speed by 50%.
Mutated Plague - Inflicts Shadow damage every 3 seconds to the entire raid. Damage increases exponentially as the stack increases. Heals Putricide for 300,000 per application if it falls off. Applied to the current tank.
Mutated Abomination
Mutated Transformation - Drinking a concoction from Putricide's table ("DRINK ME") causes players to be transformed into Mutated Abomination. Mutated Abominations have the following abilities:
Eat Ooze - Reduces the size of a nearby Slime Puddle. Increases the Abomination's energy by 4.
Regurgitated Ooze - Inflicts 8,288 to 8,712 damage and reduces the target's movement speed by 50%. Costs 50 ooze energy.
Mutated Slash - Inflicts 100% weapon damage and reduces the target's armor by 4%. Stacks up to 5 times and lasts 20 seconds.
Mutated Transformation - Inflicts ~2,000 damage to all players every 2 seconds. Passive aura.
Heroic: Putricide will no longer use Tear Gas during his phase transitions. Instead, he will summon both a Gas Cloud and a Volatile Ooze.
Putricide will use Unbound Plague - Spell - World of Warcraft on a random raid member about 1-2 times each phase. The Plague will do increasingly more Shadow damage to that player and will jump to nearby raiders if there are within range. To deal with it, you need to have the infected person step away from the rest of the raid, take the Plague's damage for about 10-12 seconds, then move to another raider and pass it on. The old target will receive a Plague Sickness - Spell - World of Warcraft, which increases the damage taken by Unbound Plague by 250%, so they should never get it again; the new target will receive the Plague with as many seconds as were left before the passing (50-48 ideally). The raid needs to continue passing it until the 60 seconds duration expire.
Blood Prince Council
Keleseth
Shadow Resonance - Summons a Dark Nucleus. The Nucleus channels Shadow Resonance into the nearest target within 15 yards.
...Shadow Resonance - Causes the target to suffer 1,000 Shadow damage every 3 seconds, and to take 35% less Shadow damage from all sources. Stacks (?).
Shadow Lance - Inflicts 15,600 to 16,400 Shadow damage to his target. Empowered through Invocation of Blood.
Empowered Shadow Lance - Inflicts 78,000 to 82,000 Shadow damage to his target. Used instead of Shadow Lance when under the effect of Invocation of Blood.
Invocation of Blood - Allows Keleseth to cast Empowered Shadow Lance.
Taldaram
Glittering Sparks - DoTs players in a frontal cone with Glittering Sparks, inflicting 3,230 to 3,570 Fire damage every 2 seconds for 8 seconds. Also reduces the movement speed of the affected targets by 20%.
Conjure Flame - Conjures a ball of flames that flies through the air toward the target and explodes on impact. Empowered through Invocation of Blood.
...Flames - Inflicts 7,500 Fire damage to all nearby players within 15 yards. Used when the ball of flames reaches its target.
Conjure Empowered Flame - Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. As it moves, the ball of flames does Fire damage to nearby players and shrinks in size. Used when under the effect of Invocation of Blood.
...Flames - Inflicts 7,500 Fire damage to all nearby players within 15 yards. The more flames the balls discharges while traveling, the less damage on impact it will do. Used when the ball of flames reaches its target.
Empowered Flare - Inflicts 1,000 Fire damage every 1 second to players within 10 yards.
Invocation of Blood - Allows Taldaram to cast Conjure Empowered Flame.
Valanar
Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Every explosion sends the bomb back in the air and causes Kinetic Bomb explosion.
...Kinetic Bomb - Inflicts 9,000 to 11,000 physical damage and knocks players back in 50 yards wide area.
Shock Vortex - Summons a Shock Vortex that does damage and knocks player within 13 yards back. Empowered through Invocation of Blood.
...Shock Vortex - Inflicts 5,000 Physical damage and knocks players back.
Empowered Shock Vortex - Summons Shock Vortex near all players within 30 yards. The vorticis inflict damage and knock the players back. Used instead of Shock Vortex when under the effect of Invocation of Blood.
...Shock Vortex - Inflicts 5,000 Physical damage and knocks players back.
Invocation of Blood - Allows Valanar to use Empowered Shock Vortex.
Heroic: Kinetic Bombs will fall significantly faster.
Any movement during the fight will apply a stacking Shadow Prison - Spell - World of Warcraft debuff. For every second of movement, you will gain a stack of the Shadow Prison - Spell - World of Warcraft, which inflicts 500 Shadow damage per application every second the player remains in motion. Standing still causes no damage, and standing motionless for 10 seconds removes the debuff.
NOTA: El daño de esta pelea no esta en heroic, pero calculo que debe ser similar al de 25 man asi que copie del ya mencionado.
Blood-Queen Lana'thel
Phase 1: Land
Shroud of Sorrow: An aura of sorrow and despair emanates from the caster, inflicting 4500 Shadow damage every 2 sec. to nearby enemies.
Delirious Slash: Inflicts 50% of weapon damage to an enemy and causes it to bleed for 4500 to 5500 damage per application every 3 sec. for 15 sec.
Blood Mirror & Blood Mirror: Causes the player closest to the tank to take 100% of the damage done to tank as Shadow damage.
Vampiric Bite: Inflicts 12,025 to 13,975 physical damage to a target, granting them Essence of the Blood Queen
Essence of the Blood Queen: Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat. Causes Frenzied Bloodthirst after 60 seconds.
Frenzied Bloodthirst: Causes Uncontrollable Frenzy after 15 seconds, giving Lana'thel control over the target, unless the player bites a friendly target. Biting another player refreshes the duration of Essence of the Blood Queen to 60 seconds, and also grants the debuff to the bitten player.
Pact of the Darkfallen: Links a number of players together, causing them to inflict 3,500 Shadow damage every 1 second to non-linked players within 10 yards. This effect expires when all linked targets are within 5 yards of each other.
Swarming Shadows: The affected player spawns a mass of shadows every 1 second for 6 seconds. Each mass inflicts 2,313 to 2,687 shadow damage every 1 second to all targets within it.
Twilight Bloodbolt: Inflicts 9,250 to 10,750 shadow damage to a target and other players within 6 yards.
Phase 2: Air
Bloodbolt Whirl - Shoots a lot of Twilight Bloodbolts to random players for 6 seconds.
Heroic: Lana'thel will now have a buff called Presence of the Darkfallen - Spell - World of Warcraft, which increases the damage done by the Blood-Queen's Shroud of Sorrow aura by 5% for every vampire in the raid.
Valithria Dreamwalker
Summon Nightmare Portal: Summons 8 portals to the Emerald Dream. Players that take the portals will be phased out of the room, and enter the Emerald Dream. Players will be phased out of the Dream 15 seconds after entering it.
Nightmare Clouds: Flying through a Nightmare Cloud inside the Emerald Dream grants Emerald Vigor to nearby players.
Emerald Vigor: Regenerates 200 mana per 3 seconds, and increases damage and healing by 10% per application. Lasts 35 seconds.
Dreamwalker's Rage: Inflicts 10,000,000 damage to all enemies. Used by Valithria when she is fully healed, and marks the encounter as over.
Adds
Risen Archmages
Frostbolt Volley: Inflicts 3,535 to 3,965 Frost damage to all enemies within 40 yards, reducing their movement speed by 50% for 8 seconds.
Mana Void: Summons a Mana Void, which drains 1,000 mana every 1 second to players within 6 yards.
Column of Frost: Inflicts 14,138 to 15,862 Frost damage to all enemies within 3 yards of the marked location. Also knocks players high into the air.
Blazing Skeletons
Lay Waste: Inflicts 5,655 to 6,345 Fire damage to all enemies every 2 sec for 12 seconds.
Fireball: Inflicts 4,242 to 4,758 Fire damage to a target.
Suppressors
Suppression: Reduces the healing done to the target by 10% per application. Channeled.
Blistering Zombies
Corrosion: Applies Corrosion every time a hit lands on a target. Corrosion inflicts 2,500 Nature damage every 3 seconds for 6 seconds and reduces armor by 10%, per application. Stacks up to 5 times.
Acid Burst: Inflicts 14,138 to 15,862 Nature damage instantly and 1,000 Nature damage every 1 second for 20 seconds to all enemies within 15 yards.
Gluttonous Abominations
Gut Spray: Inflicts 14,138 to 15,862 Nature damage instantly and 3,000 every 1 second for 12 seconds. Also increases Physical damage taken by 25%.
Rot Worm: Spawned by Gluttonous Abominations when they die.
Flesh Rot: Inflicts 200 Nature damage every second for 8 seconds. Applied every time the worms hit a target.
Heroic:The Frostbolt Volley cast by the Risen Archmage now burns 2000 mana.
Blistering Zombies run much faster than normal.
Instead of opening portals into the Dream, portals instead open into the Nightmare.
...Valithria does not announce these portals opening.
...Players take damage while inside the Nightmare, and the orbs also apply a DoT in addition to their usual effects.
...Orbs do not respawn in the Nightmare.
Supressors now also do damage to Valithria.
Sindragosa
Phase 1: Land
Frost Aura: Inflicts 4,500 Frost damage to the entire raid every 3 seconds.
Cleave: Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
Tail Smash: Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
Frost Breath: Inflicts 37,000 to 43,000 Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
Permeating Chill: Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
Unchained Magic: Causes every spell cast to backlash with Instability after 5 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
Icy Grip: Pulls all players in melee range. Cast immediately before Blistering Cold.
Blistering Cold: Inflicts 35,000 Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.
Phase 2: Air
Frost Beacon: Marks 5 players for imprisonment by Ice Tomb after 7 seconds.
Ice Tomb: Inflicts 15,600 to 16,400 Frost damage to the target and imprisons all players within 10 yards in an Ice Tomb. While imprisoned, players take 8% of their maximum health as damage through Asphyxiation.
Frost Bomb: Inflicts 23,563 to 26,437 Frost damage to all players within line of sight. 4 Frost Bombs will be cast before the phase ends.
Phase 3: Land
Frost Aura: Inflicts 4,500 Frost damage to the entire raid every 3 seconds.Cleave: Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
Cleave: Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
Tail Smash: Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
Frost Breath: Inflicts 37,000 to 43,000 Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
Permeating Chill: Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
Unchained Magic: Causes every spell cast to backlash with Instability after 5 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
Icy Grip: Pulls all players in melee range. Cast immediately before Blistering Cold.
Blistering Cold: Inflicts 35,000 Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.
Mystic Buffet: Increases magic damage taken by 15% per application. Applied to all players within line of sight every 5 seconds.
Heroic: Instability, the debuff applied to casters by Unchained Magic, it now does its damage to everyone around the affected casters.
Sindragosa will mark an extra player to be imprisoned in an Ice Tomb during her air phases.
The Lich King
Phase 1: 100% - 70%
Summon Shambling Horror - Summons 1 Shambling Horror.
...Shockwave - Inflicts 150% weapon damage to all targets in a frontal cone.
...Enrage - Increases the Shambling Horror's damage by 200% for 6 seconds. Enrage effect.
Summon Drudge Ghouls - Summons 3 Drudge Ghouls.
Summon Shadow Trap - Summons a Shadow Trap under the feet of the targeted player. After about 3 seconds the trap inflicts 23,563 to 26,437 Shadow damage to players inside. Knocks damaged targets off the platform. The trap drops on the place where the player when the Lich King targeted them, so movement allows for all players to leave the trap's area of effect before it is spawned.
Infest - Inflicts 9,425 to 10,575 Shadow damage to the entire raid. In addition, affected targets will take increasingly higher Shadow damage every 1 second, starting at 1,000. Secondary effect is removed when the target is at more than 90% health.
Necrotic Plague - A disease that inflicts 75,000 Shadow damage every 5 seconds for 15 seconds. If the effect ends (it expires, host dies, or is removed with a spell), the plague will jump to another target or disappear if there are no targets within its 10 yards range. If the effect is removed with a spell, the plague will lose a stack; if the target dies while affected, it will gain a stack. Whenever the plague jumps, the Lich King gains a stack of Plague Siphon.
Plague Siphon - Increases all damage done by 2% application. Applied to the Lich King whenever Necrotic Plague jumps.
Phase 2: 70% - 40%
Summon Val'kyr - Summons a Val'kyr Shadowguard.
...Grab - Grabs a random player and slowly carries them away from the platform. If not reduced to 1 health before she leaves the Frozen Throne, the Val'kyr will drop her target to their death. When a Shadowguard reaches 50% health, she will abandon her target and fly above the raid, using Life Siphon. After some time she will descend again and grab another player.
...Wings of the Damned - Unable to be slowed by more than 50%.
...Life Siphon - Drains 1,850 to 2,150 health from a target and heals the Val'kyr for 10 times that amount.
Infest - Inflicts 9,425 to 10,575 Shadow damage to the entire raid. In addition, affected targets will take increasingly higher Shadow damage every 1 second, starting at 1,000. Secondary effect is removed when the target is at more than 90% health.
Soul Reaper - Inflicts 60,000 Shadow damage and increases the Lich King's attack speed by 100% after 5 seconds. Used on the current tank. The haste buff lasts 5 seconds.
Defile - Inflicts 5,000 Shadow damage every second to all players in the targeted area. Every time a player takes damage from this, Defile's damage and area increase.
Phase 3: 40% - 10%
Defile - Inflicts 5,000 Shadow damage to all players in the targeted area. Every time a player takes damage from this, Defile's damage and area increase.
Soul Reaper - Inflicts 60,000 Shadow damage and increases the Lich King's attack speed by 100% after 5 seconds. Used on the current tank. The haste buff lasts 5 seconds.
Harvest Souls - Inflicts 7,500 Shadow damage to every player every second for 6 seconds. If the targets are still alive after the channel is over, their souls will be transferred to Frostmourne.
Vile Spirits - Summons 8 (?) Vile Spirits.
...Spirit Burst - Sacrifices the Vile Spirit, inflicting 14,138 to 15,862 Shadow damage to players within 5 yards. Cast 30 seconds after the Vile Spirits spawn.
Frostmourne
Terenas Menethil - The spirit of Arthas' father is trapped inside Frostmourne.
...Restore Soul - Releases the players inside Frostmourne from the runeblade's grasp. This is a 40-seconds channel that starts in the beginning of this "phase". Players must survive for the entire duration to be teleported back to the Lich King.
Wicked Spirits - Wicked Spirits fly in the air, exploding on impact with players.
Harvested Soul - Increases all damage done by the players inside Frostmourne by 100%.
Phase Transitions
The transition phase occurs at 70% and 40% of the Lich King's health. It starts with the Lich King casting Remorseless Winter, lasts 60 seconds, and ends with him casting Quake.
Remorseless Winter - Inflicts 9,425 to 10,575 Frost damage every second to players within 45 yards.
Pain and Suffering - Inflicts 4,713 to 5,287 Shadow damage to enemies in a frontal cone, as well as an additional 800 Shadow damage every 3 seconds, stacking up to 5 times.
Summon Ice Sphere - Summons 1 Ice Sphere.
... Ice Pulse - Inflicts 5,000 Frost damage over time. Has 5 yards range.
... Ice Burst - Inflicts 9,425 to 10,575 Frost damage to all enemies within 10 yards, knocking them back. Used when the Sphere reaches its target.
Raging Spirit - Summons 1 Raging Spirit. Used 2 times during each transition phase.
...Soul Shriek - Inflicts 18,850 to 21,150 Shadow damage and silences the affected targets for 5 seconds. Targets a frontal cone.
Quake - Causes the outermost ring of the Frozen Throne platform to collapse.
Heroic: All three phases are affected by the Heroic difficulty.
During phase 1 the Lich King will gain an ability called Shadow Trap. Dealing with it is similar to dealing with Defile - the targeted player needs to get away from everybody else, as the Shadow Trap will cause everybody standing in it to be knocked off the platform after about 3 seconds trigger time.
During phase 2, the Val'kyrs will not die. Instead, when their health reaches 50%, they will drop their targets and fly above the raid, not attackable. They will drain health from the raid, healing themselves, but don't pick any more players. This adds a burn element to the phase, because dealing with more than 2-3 sets of Shadowguards is close to impossible.
During phase 3, Harvest Soul will become raid-wide. Instead of one player, the entire raid will be sent inside Frostmourne. There, instead of Terenas fighting the Spirit Warden, they will see a lot of Wicked Spirits (adds with very low health), that float above the floor. If they reach a player they do some AoE damage - similarly to the Vile Spirits. There are also "bombs" that fall slowly from the ceiling and explode when they hit the ground. When all the Spirits are dead, Terenas will restore the players' souls and send them back to fight the Lich King. Watch out for Defile when you get out, as you will all be stacked around the boss.
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Re: [Raid 10 Man] ICC Heroic Mode
Ayer fuimos a testear, pudimos matar los 3 primeros boses. No fue una tarea facil la pelea con marrowgar nos demando bastante tiempo.
Tanto Lord marrowgar como Lady Deathwhisper funcionan los dos al 100%.
El nuevo poder de saurfang en heroic anda bien, me tendria que fijar bien con el gm como va aumentando el daño...aunque al final el boss ya estaba pegando muy duro.
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Re: [Raid 10 Man] ICC Heroic Mode
Piola, si necesitas mano con el jeeme avisa >=D
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Re: [Raid 10 Man] ICC Heroic Mode
Hoy estuvimos testeando otro poco:
-Festergut: Anda todo bien, parte a los tankes cuanto mas humo traga y tmb baja el daño del humo, tira el maleable goo y el goo reduce el casteo, atk speed y mete el daño. Las esporas andan tmb, el daño de Pungent blind esta bien, pega duro y el vile gas anda tmb.
-Rorface: Anda bien salvo x 2 cosas, las minibabosas siguen siendo taunteables y el Vilegas ( q ak lo tira en heroico ) no respeta el " tirarselo a rango si o si, si hay 3 o mas rangos a distancia del boss " lo q hace jodido x q t lo puede llegar a meter a melees y kb el chori. El Slime q tiran las babosas chiquitas stackea rapido y anda, la babosa grande no la pudimos ver explotar asi q no sabemos como anda eso.
-Blood council: Anda tood bien, las kinetics caen a los pedos y aplica el shadowprision, con su respectivo daño y duracion. Confirmar daños de golpes melee.
PD: las HPs de los bosses estan bien.
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Re: [Raid 10 Man] ICC Heroic Mode
tenes idea de si se puede cambiar la dificultad de la raid cuando estas adentro, asi ajustar segun los hms que quieras hacer?
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Re: [Raid 10 Man] ICC Heroic Mode
No probamos por q figuran 2 ids distintas de la raid, cuando lo propuse me dijeron eso y no me avive de decirles q lo hagan igual, hoy lo probamos.
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Re: [Raid 10 Man] ICC Heroic Mode
Cita:
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Spirit
tenes idea de si se puede cambiar la dificultad de la raid cuando estas adentro, asi ajustar segun los hms que quieras hacer?
no se puede.
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Re: [Raid 10 Man] ICC Heroic Mode
Hoy seguimos testeando y terminamos con los bosses restantes, algunos tan muy mal, otros muy bien, ak esta el reporte final de lo q se puede testear hasta la fecha y lo que debe ser fixeado con urgencia. NO VAN A FIGURAR TODOS LOS SPELLS FUNCIONALES, ya que estan al principio de la pagina, solo los q no anden.
TODOS los cambios de heroico se tomaron en cuenta a la hora de hacer el report, por lo que si no c mencionan las habilidades es que anda ( por ejemplo, el aumento de 300% de los adds de surfang y red de 80% de vel a enemigos cercanos )
Lord Marrowgar:
Anda todo 100%
Lady Deathwhisper:
Anda todo 99%
El spell Curse of Torpor - Spell - World of Warcraft no anda, lo tira el add http://www.wowhead.com/npc=37949 ( no anda ni en 10 normal ni 10 hero )
Surfang:
Anda todo 100%
Verificar daño melee los que jugaron al oficial.
Festergut:
Anda todo 100%
Rotface:
FIX URGENTE: El modo heroico de este boss tiene un spell extra ( que es el que tiene festergut ) llamado Vile Gas - Spell - World of Warcraft
Lo que funciona mal es que este spell es que toma a cualquiera como objtivo.
Si hay 3 o mas personas a RANGO del boss, el spell siempre se tendria q aplicar a ellos y esto no lo esta haciendo, x mas q esten 6 a rango y 2 melee, se lo tira a cualquiera. complicando muchisimo la pelea, esta casi imposible.
Una ayuda que podes tener rata, es que este spell como lo tiene Festergut - NPC - World of Warcraft tal ves lo podes sacar de ahi por q en ese boss anda bien y es el mismo q esta en hero, si hay gente a rango se lo tira a ellos siempre.
Pofesor Putri:
FIX URGENTE: Este boss casi ni lo pudimos testear por lo siguiente el spell ---- Slime Puddle - Spell - World of Warcraft ---- que es uno de los primeros spells q tira, que consiste en tirar al azar a 2 personas unos mocos al piso q se van expandiendo y tienen q ser devorados x el OT transformado antes q jodan en la sala.
Lo que funca mal es que el moco que cae al piso NO RESPETA EL GRAFICO Y TOMA TODA LA SALA. Por lo que " dejarlos expander " o no es lo mismo, cae y t oneshotea la raid. la mecanica de este boss es comer esos mocos y q nadie se pare encima de eso x q t pega muchisimo, y ak caen y ya le pega a todos esten o no parados arriba del graficio inicial del moco.
Por esto mismo no c pudo testear el boss, rata fijate en 10 normal que ahi anda bien, tal ves podes sacar ayuda de ahi.
Blood council:
Anda todo 100%
Blood Queen Lanathel:
Solo una cosa anda mal en lanathel, es "menor" pero jode, de todas maneras priorisa los " FIX URGENTE "
El spell Pact of the Darkfallen - Spell - World of Warcraft esta linkeando a 3 PERSONAS en este modo, y solo tendria que linkear a 3 perosnas en 25 y 25h. En este modo solo tendria que linkear a 2, la dificultad del modo heroico es que le aumenta 5% el daño de el aura que tiene x cada vampiro en la raid, y nosotros solo llegmaos a tener 2 vampiros x lo que es 10% no notamos mucah dif, pero pegaba mas, le dimos 1 try no mas.
En 10 normal anda bien, fiajte si t podes ayudar con el skill de ese modo.
Valithria:
Anda todo 100%
Esta pelea esta bastante complicada, te vamos a dar mas reports de la pelea cuando le demos mas trys, para verificar bienel decay de vida, pero al principio anda, asi q suponemos que se mantiene toda la pelea. Los nuevos spells de los adds andan todos, junto con la los nuevos orbes, que ahora meten DoT.
Sindragosa:
No testeamos fase 3 pero suponemos que anda como en 10 normal.
Solo una cosa anda mal en 10 hero y es muy menor, en la fase aerea tendria q marcar a 3 para Frost Beacon - Spell - World of Warcraft y solo marca a 2 ( ES MUY MENOR ESTO, NO LE DES IMPORTANCIA x ahora )
PD: Si lo llegas a tocar es EN LA FASE AEREA ( fase 2 ) no en la fase 3 ( abajo del 35% ) ahi tiene que marcar SOLO 1.
Lich King:
Fase 1 -> Funcional.
Bueno como podes ver solo hay 2 fix urgentes por ahora ( ya q no pudimos testear ni 5% de putri ni la fase 3 de sindra x tiempo ) si los podes fixear, junto con lo que tiene lanathel, volveriamos a probar putri, rot y lana ( ademas de la fase 3 de sindra, que nos pondriamos para llegar ) reportariamos eso y ya estaria lista para abrirse con loot, el test de 25 vamos a tratar de hacerlo estos dias si conseguimos gent.
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Re: [Raid 10 Man] ICC Heroic Mode
ah bueno, si ya vieron LK luego actualizo todo con lo que tienen asi queda lindo y ordenadito y les hago la listita de spells de lk aca y en el de 25n =F
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Re: [Raid 10 Man] ICC Heroic Mode
- Slime Puddle, para el próximo restart
- Vile Gas, no lo encuentro en rootface, encuentro el q tiene festergut, pero nada en el script de rootface...seguro q se llama asi?
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Re: [Raid 10 Man] ICC Heroic Mode
Sí se llama asi y en festergut anda bien y en rootface lo tira random, no respeta que no sea nunca a los melees cosa que en festergut si
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Re: [Raid 10 Man] ICC Heroic Mode
capaz no lo encontras pq es un spell agregado de otro npc en hero, creooo creeeeeeeeeeeo se pone putri en el balcon y te lo tira, o como funcionaba?
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Re: [Raid 10 Man] ICC Heroic Mode
Sinceramente no le preste atención a la animación. Pero por videos y por guías creo que es propio del boss
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Re: [Raid 10 Man] ICC Heroic Mode
esta es una pregunta hipotetica, dijeron que para poder matar a arthas (que no creo que muchos lleguemos tan pronto a este pto) tenemos que matar a todos los bosses de icc en hero. por lo que mi pregunta es la siguiente:
¿No cuenta GUNSHIP BATTLE como boss?
ya que la batalla esta deshabilitada se podria decir que nunca se hizo (no cuenta el logro en normal).
es una pregunta nomas para sacarme la duda. :P
Saludos
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Re: [Raid 10 Man] ICC Heroic Mode
Cita:
Iniciado por
Spirit
capaz no lo encontras pq es un spell agregado de otro npc en hero, creooo creeeeeeeeeeeo se pone putri en el balcon y te lo tira, o como funcionaba?
es posible, por lo que pude pispear me parecio que en la IA de putri figuran cosas para las peleas con sus vecinitos
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Re: [Raid 10 Man] ICC Heroic Mode
si en heroic putri se asoma y te tira tiros, en ambos bosses pasa eso, fijate las guias.. Ahora no se como seria esto aca y si trinity tiene soporte para ese script
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Re: [Raid 10 Man] ICC Heroic Mode
Cita:
Iniciado por
pablo5560
esta es una pregunta hipotetica, dijeron que para poder matar a arthas (que no creo que muchos lleguemos tan pronto a este pto) tenemos que matar a todos los bosses de icc en hero. por lo que mi pregunta es la siguiente:
¿No cuenta GUNSHIP BATTLE como boss?
ya que la batalla esta deshabilitada se podria decir que nunca se hizo (no cuenta el logro en normal).
es una pregunta nomas para sacarme la duda. :P
Saludos
No, lo que te habilita para matar a Arthas es matar a los 4 bosses finales de cada Quarter (A saber, DB Saurfang, Sindragosa, Putricide y Blood Queen)
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Re: [Raid 10 Man] ICC Heroic Mode
Claro, tenemos la suerte que JUSTO gunship es opcional.
Con respecto al skill Vile Gas, si, PUTRI LO TIRA DESDE EL BALCON en la pelea. Cuando se inicia la pelea tanto de fester como de root putrice se asoma por el balcon y se queda parado diciendo boludeses, en heroic mode ademas de decir boludeses t tira los 2 skills extras, me habia olvidado de mencionarlo.
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Re: [Raid 10 Man] ICC Heroic Mode
Cita:
Iniciado por
Vaana
Surfang:
Anda todo 100%
Verificar daño melee los que jugaron al oficial.
Con la barra de energia al 100% lo vi pegar guachasos de 34k a un tanke oso de 37k de armor. Creo q suponer q es un daño q se adapta ala raid XD.
Arranca tranqui tipo 14k y despues se pone re violento.
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Re: [Raid 10 Man] ICC Heroic Mode
Habrá que ver si no se pasaron de rosca con el daño por golpe cuando le pidieron que lo suba, cuando en realidad estaba mal el ASPD.
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Re: [Raid 10 Man] ICC Heroic Mode
Esta bien que lanathel le clave el pact of darkfallen a 3, en los cambios no lo marca, pero si uno mira videos y demas se da cuenta que en realidad es asi, y esta muy bueno que lo sea.
Valhalla WoWTales Arrabal de Sangre 10HC - YouTube
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Re: [Raid 10 Man] ICC Heroic Mode
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Iniciado por
Esteporg
Habrá que ver si no se pasaron de rosca con el daño por golpe cuando le pidieron que lo suba, cuando en realidad estaba mal el ASPD.
por lo que vi, los boses de icc pegan rapido todos.
Vos pensa que para hacer icc10h tenes q haber matado a lk10, ese boss ya te sacude hits de 30k...seria lo mas normal que haya boses en hero q lleguen a ese damage e incluso bajo algunas circunstancias lo superen. Por lo que vi de los test es una raid que pide mucho set para los tank y los healer tienen q estar curando el 100% de la pelea. Un errorsito y alguien muere.
Por mas que pongan el buff de 5%, no parece ser una raid farmeable.
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Re: [Raid 10 Man] ICC Heroic Mode
Elore, si bien a todos los buenos pveeros nos gustaria que linkee a 3 personas lanathel, esta mal que lo haga en 10 hero, solo lo hace en 25 y 25h.
TankSpot's Guide to Icecrown Blood Queen Lana'thel (Hard) - YouTube
Este es un video de tankspot del oficial, donde en los minutos -> 0:22 - 0:53 - 1:24 - 1:57 - 2:29 - 3:00 - 3:31 - 4:30 <- linkea a 2 personas, ademas en wowhead marca que tiene que linkear a 2 y no a 3. Asi que rata si podes fixealo
PD: Fajate rata que en el video cuando la matan el boss dropear 2 ITEMS de hero y 1 TOKEN, no 1 item y 1 token, asi desp no tenemos prob con el loot.
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Re: [Raid 10 Man] ICC Heroic Mode
esta aclarado debajo de cada boss que es lo que tiene de especial en hero a comparacion de normal, por si tienen dudas
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Re: [Raid 10 Man] ICC Heroic Mode
Alguna novedad de esto? o algun resumen de lo q quedo sin arreglar?. Asi vamos terminando esto
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Re: [Raid 10 Man] ICC Heroic Mode
Rottface
Se le puede tirar fear y la trampa de hielo delhunter la little ooze
La little ooze deberia spawnear con 500k de agro a aquel que tenga el Mutated Infection
Putricide tiraba el Vile Gas a rango mele apesar de que habia 3 ranged.
Putricide
tengo q testear mejor el tema de las babosas con mas gente en la raid. El slime puddle anda bien ahora.
Sindragosa
Anda 100%
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Re: [Raid 10 Man] ICC Heroic Mode
Lo de que es una raid aparte de 10 normal ya se arreglo? Debería ser una sola, como ya explique cuando lo estaban por abrir para test :P
O es muy difícil de scriptear y queda así con doble todo? :O
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1 Archivos Adjunto(s)
Re: [Raid 10 Man] ICC Heroic Mode
Rune of Blood
saurfang plz
Hice una regresión de heal contra daño y no da nada que ver con una línea... (heal = 10*proc de runa de 7k o algo así). Cortesía de nuestros tanks.
Archivo Adjunto 50701
El loot con CDs separados de normal y heroico es lo más fruta que hicieron en PvE igual, en esta rev.
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Re: [Raid 10 Man] ICC Heroic Mode
Cita:
Iniciado por
Esteporg
Rune of Blood
saurfang plz
Hice una regresión de heal contra daño y no da nada que ver con una línea... (heal = 10*proc de runa de 7k o algo así). Cortesía de nuestros tanks.
Archivo Adjunto 50701
El loot con CDs separados de normal y heroico es lo más fruta que hicieron en PvE igual, en esta rev.
este...no entendi lo q me quisiste decir...no conozco ese programa :S
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Re: [Raid 10 Man] ICC Heroic Mode
Sólo decía que no veo un patrón discernible en los heals de Saurfang (se curó entre 21k y 198k; no está relacionado ni con el golpe melee ni el proc del debuff Rune of Blood que pasan al mismo tiempo que el heal), salvo que aumentan con el Blood Power. No sé cuánto cura en el offi, pero la descripción del debuff parecería indicar que Saurfang sólo se tiene que curar 10 veces lo que pega Rune of Blood en el tank.
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Re: [Raid 10 Man] ICC Heroic Mode
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Re: [Raid 10 Man] ICC Heroic Mode
Blood Prince Council
Valanar
Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Every explosion sends the bomb back in the air and causes Kinetic Bomb explosion.
Por mas que le pegues no cambia su trayectoria, es decir, podes subir la kinetic pero sigue bajando, cuando deberia seguir bajando cuando dejas de pegarle por un tiempito.
http://www.youtube.com/watch?v=6F2D6g1jY0A
Las kinetic son una bola que va bajando.
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Re: [Raid 10 Man] ICC Heroic Mode
Fijate en el próximo restart lo de la bomba y el Vile Gas
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Re: [Raid 10 Man] ICC Heroic Mode
Entre 2 pets y yo tirando searing pain podía mantener 2 orbes en el aire, bajan a la velocidad del video pero no puedo ver bien cómo suben, el sprite de la bomba da saltitos (Edit: parece funcionar igual en 10N salvando la velocidad de caída). Si meto otro try después lo filmo con Fraps.
El cofre de Gunship que spawnea después de matar a Festergut tira loot 251 (10 normal).
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Re: [Raid 10 Man] ICC Heroic Mode
Marrowgar está pegando de más, el daño base del bonestorm deberia ser de 10k pegadito y ahi se reduce según la distancia.
http://img12.imageshack.us/img12/928...garsuperop.png
Casi 16k de daño (soy cloth pero con 25% redu mas o menos con raid buffs), me parece que exigieron demasiado el aumento del daño.
Fuente: Lord Marrowgar - WoWWiki - Your guide to the World of Warcraft
Otro bug, los spells de los bosses criteando (ningun spell de ningun mob debería critear):
http://img836.imageshack.us/img836/5...gxdxdddddd.png
Claramente se ve que me critea, oneshot :'(
Fuente: Spell critical strike - WoWWiki - Your guide to the World of Warcraft
Cita:
Mobs are unable to get critical strikes with spells.
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Re: [Raid 10 Man] ICC Heroic Mode
Saurfang
Las 2 blood beasts q summonea ni bien salen de los costados del boss le pegan al primero q este cerca, segun un compañero que jugo al offi, las beasts deberian ignorar los players a rango melee de saurfang, (melees o heals estando a rango melee).
Los rangos deberian kitear a las beasts y estar lejos y preparados cuando salen, pero los melees no. Esto perjudicaria una eternidad a raids con varios melees por el dps q pierden esperando q salga y que esten lejos asi volver al boss, es mas a mi siendo heal me pegaron sin tener aggro encima, solo por pasarme cerca (no se si esto deberia ser asi pero me hiteo sin tener aggro alguno sobre el add y fue onehit 26k(no criteo eh) si no mal recuerdo).
Se podría ver?.. la pelea es posible pero en 25 esto va a ser una cagada terrible.
Marrowgar:
El coldflame sigue saliendo en varias situaciones desde el centro del boss (el coldflame si ves cualquier video se ve que empieza desde la parte exterior de su gran hitbox, dandote espacio para usar una zona libre de peligro), haciendo que la estrategia de pararse adentro de su hitbox junto a los melees no se pueda realizar pasado el 1er bonestorm.
Lady Deathwhisper:
El cultist(1) que deberia spawnear frecuentemente desde las escaleras, comenzada la fase 2 del encuentro, no aparece jamas. (las tandas x3 de los costados no continúan en fase 2 y esta bien)
El frostbolt de lady en fase 2 sigue siendo parcialmente interrumpible, mind freeze kick de rogue y algunos mas siguen sin tener efecto... todo interrupt deberia afectar al cast no solo algunos, quizas sea algun tema de interrupt+silence para q afecte.
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Re: [Raid 10 Man] ICC Heroic Mode
el cultist aparece en lady.
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Re: [Raid 10 Man] ICC Heroic Mode
No aparecio en nuestro try.
nunca.
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Re: [Raid 10 Man] ICC Heroic Mode
Cita:
Iniciado por
rblanca
Fijate en el próximo restart lo de la bomba y el Vile Gas
Siguen bug las 2 cosas. El kinetic, sigue sin cancelar el movimiento cuando le pegas.
Alguno podria confirmarme que clase de inmunidades deberian de tener las big oozes de rotface? No puedo encontrar nada, pero se me hace muy raro como anda ahora.
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Re: [Raid 10 Man] ICC Heroic Mode
lo probé solamente en 10h asi que lo pongo aca. las cadenas del dk no le entran a las blood beast de saurfang. el post que pusieron antes (Deathbringer Saurfang - WoWWiki - Your guide to the World of Warcraft) aclara que si le deberian entrar.