Thursday, January 15, 2009

Utgarde Pinnacle

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UPDATED 2/12/09
Recommended Crowd Control: Repentance, Shackle, Sap, Sheep, Sleep, Freezing Trap, Fear Undead.

This dungeon consists of four bosses, undead, beast, and humanoid mobs.

Upon zoning in you will walk into a room with 3 Dragonflayer Ymirjar, an Abomination, and several skeletons. The skeletons are weak but do hit hard. I recommend killing them for the rep (2 reputation per) and to keep them from making an uninvited entrance to your fights with the elites ahead of you.

One of the 3 Ymirjar will walk away from the group and speak with the Abomination. This is the time to pull the remaining 2. Speaking of Ymirjar here is a breakdown of them and the abominations abilities.

Seer: Has a Chain Lightening, Healing Wave, and Lightening Bolt. Tanks and DPS should silence all 3 if possible. Mind control these should you have a priest. They heal is quite nice as are the lightening.

Fanatic: Kill them first. After a few seconds they cast Fervor. This will break all CC on the target and make them immune to all taunts. I found out the hard way that if you have them CC'd they WILL use this mid-fight and kill your healer.

Deathseeker: Basicly warrior mob. He has a Cleave and Grave Strike.

Scourge Hulk: Hits my warrior for around 6-8k. Has Mighty Blow and Volatile Infection which can and should be cleansed if possible.

Now back to the trash pulls.

Wait for one to go back to the Hulk then pull. Kill them and wait for the Hulk and Ymirjar to finish their little chat and he will come back to find his friends dead. Deliver his face to the floor and clean his Abomination friend up as well. To your right is a snow filled hall with more mobs to fight. Kill the pack of 3 in front of the door and then wait for the patrolling Ymirjar to walk away. Pull the set of two, then the abomination, and finally the patrol. Continue down this hall until you find yourself in the chamber of the first boss.

Svala Sorrowgrave ~400k HP
After a chat with Arthas "The Lich King" Menethil you will be able to battle her. She isn't to tough assuming you have good DPS. She casts Call Flames which throws fireballs at your party from the braziers behind her, Sinister Strike, and Ritual of the Sword.

Ritual of the Sword is interesting indeed. She will trap a random party member in a binding channeled by 3 banshees. Killing the banshees will break the binding. If you fail to break it the sword falling from above will hit the altar dealing shadow damage to anyone on or near the altar. The sword will still do its damage even if the binding breaks so get off the altar once you have freed your ally. I am told that spells similar to Iceblock and Divine Shield will break the binding though I cannot confirm it. A warning to those with pets. When she is lowering her sword during Ritual of the Sword pets told to attack her with melee will bug under her and be standing in the line of fire from her sword. Call them back or they will probably die from the ritual.

Other than the ritual she is a tank N' spank. She hits for around 9k.
ACHIEVEMENT ALERT: The Incredible Hulk
Easy as pie. Burn down one of the Scourge Hulk in the room or the hallway to your right to ~5k HP. The tank will have to endure it and Svala Sorrowgrave until the ritual. Free your ally from the ritual and position the Hulk under the sword. When it hits it should kill the hulk and give you your achievement.

After you slap Svala around you should continue down the hall to your right. In the room ahead is a staircase, and 8 mobs. Two are at a table to your left, three to your right, and three patrolling on the stairwell. The hounds here are elite unlike Utgarde Keep so don't take them lightly. They have an ability called Fixate which causes them to focus on whoever they feel like until killed. I suggest stunning them if they do this to anyone other than your tank. The Flesh hunters throw spears, mutli-shot and aim shot. LoS them or they can be quite bothersome. They are also vulnerable to shackle, the hounds are vulnerable to sheep. Clear these pulls and continue up the stairs. Four more mobs will block another doorway. Once through you will see statues. Ignore them and kill the patrol in the center. After that it is boss time!

Gortok Palehoof ~400k hp
To start this fight use the item to the right of you when facing the boss. It will bring all the statues to life one at a time in random order. They wont attack until the previous one dies and each have around 200k hp.

Massive Jormungar: has Poison Breath, Acid Splatter and, Acid Spit. Face him away from your group and the breath wont be a problem. AoE the worms he spawns down as they can get annoying.

Frenzied Worgen: Has two different enrages and uses Mortal Wound. Kill him fast or he can make this a difficult fight for your healer.

Ferocious Rhino: Gore is going to be on your tank until it dies pretty much. He will charge and apply Grievous Wound to whoever he charged which can get annoying if it hits more than one person. Lastly he does Stomp so keep him away from your casters.

Ravenous Furbolg: uses Chain Lightning quite often. Also has an AoE fear that lasts 5 seconds and an enrage.

After all this you get to fight the actual boss.
Gortok Palehoof: Throughout the fight he will do Withering Roar making this fight at an instant wipe should it stack to high. Has a frontal cone attack called Arcing Smash so face him away from your group. He will also hit random party members with Impale. He will keep your healer on their toes the whole fight. DPS as hard as your group can and you will down him in no time.



Hello to all 3 of my fans. Sorry for the lack of updates. I hadn't received many comments or anything really so I wasn't even sure if people read this!. I will be putting up a new guide soon though.

Monday, December 8, 2008

The Oculus

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First post. Hope people enjoy these guides and use them to reduce wipes in dungeons.

Recommended Crowd Control:
Sleep, Sap, Sheep, Repentance, Banish, Fear, Freezing Trap.

When you zone in you will see several Azure Ley-Whelps. They Cast Arcane Bolt which does roughly 1K per whelp. I suggest pulling them and running away and make them all run up to the same spot. This will make tanking and AoEing easier. Occasionally there will be an Azure Inquisitor or Azure Spellbinder mixed in with them. I suggest killing the whelps first. There will be a pull of 3 mobs before the portal to the first boss containing a mix of Inquisitors and Spellbinders. CC and Kill them and portal up to the first boss.

Drakos the Interrogator ~400k HP
This boss if easy for everyone but the healer. Tank him in the center. Avoid the orbs once they stop as they will exlode shortly after. He also casts Magic Pull which brings all players up to him. Run back to a safe location after this as he will spawn several orbs after pulling your group to him. The tank will occasionally be tossed into the air by Thundering Stomp bit it is nothing to worry about. Keep dancing the dance and he'll be dead in no time.

After this boss dies 3 NPC will be freed from the cages on the same platfrom as Drakos. The one on the left will give you a Emerald Drake. The one on the right will give the Amber Drake. The center NPC gives the Ruby Drake. The Emerald Drake is your healer later on, the Amber is your DPS, and the Ruby is your tank. I suggest 1 Ruby, and 2 each of the others.

Ruby Abilities:
Searing Wrath: Your only damage attack and only way to generate threat. It is a chain lightening that increases in damage per new target it chains into.
Evasive Maneuvers: As you take damage you gain Evasive Charges. You may avoid 1 attack per Evasive Charge when you cast Evasive Maneuvers until no charges remain. I find taking 3-4 attacks then using this is the best way to optimize the use of your charges.
Martyr (After Mage-Lord Urom dies):Protect everyone in your party from incoming spell and redirects them to you. Keeps healing focused on you more than your teammates. I used it constantly. And I always had Evasive Charges this way.

Emerald Abilities:
Leeching Poison: Stack it 3 times and keep it that way! Heals you for the damage it deals. Your only self heal.
Touch the Nightmare: Takes 30% of your Drakes max HP and uses it to do 25000 damage to the target. It also reduces the targets damage by 25% for 30 seconds.
Dream Funnel(After Mage-Lord Urom dies): Channeled. Transfer 5% of your max HP to the target. Lasts 10 seconds. Combined with your Leeching Poison you are an HP battery!

Amber Drake:
Shock Lance: Deals damage. Deals additional damage per Shock Charge on the target. (Read the next one to learn what these charges are.)
Stop Time: Stops time for 10 seconds and applies 5 Shock Charges. One minute cooldown. Useful in oh so many ways. Spam it constantly on trash.
Temporal Rift(After Mage-Lord Urom dies): For each 15000 damage the target takes while under this a shock charge is placed on it. This spell also increases the damage they take by 100%. Only problem is it is channeled. Communicate with your teammates to use it efficiently.

If you want the achievements for not using a color I have some theoretical strategies for this.
Use 5 Amber drakes for 2 achievements @ once. Rotate time stop every 12 seconds. That means 10 seconds of every minute will be damage. Barely enough time for damage to be done. Use the time dodging the orbs to take out the smaller whelps.
If you want the achievement for not using amber substitute them for an additional ruby and emerald drake (2 ruby 3 emerald).

Varos Cloudstrider: Probably the hardest boss in the duengon. He has 3 main abilities.

Amplify Magic: Increases magic damage taken by 1800 and healing taken by 3600. A double-edged sword. I suggest removing it from everyone but your tank. As he shouldn't be in the majority of lightening.
Call Azure Ring Captain: Summons an Azure Ring Captain that occasionally channels a blue laser that follows a random party member for 8-12 seconds. Run away from it and try not to lead it into your teammate.
Energize Cores: This is the biggest ability to watch out for. Imagine his platform is a tasty pie. This pie is cut into 3 slices.
One of the three slices will be filled with thin violet lightening. This is telling you that you need to get out of that area. After a few seconds it will be electrocuting everyone in this area with thicker lightening that does a very large amount of damage. It moves counter- clockwise (to the left) so if the bottom slice was the dangerous one, move to the left, you will only have to dodge once every three casts. as you wont be moving into the next danger area.
Continue dodging lightening and lasers and you will shock this boss to death in no time!

Fly up and to your left and you will see the third boss, Mage-Lord Urom, evocating. Attack him from 30+ yards. He will spawn 5~ mobs or different races. If he spawns Humanoids kill ogres first as they can stun. Then kill the naga as they net and cast Water Tomb. If he spawns Elementals kill the fire elementals first as they cast blaze which puts fire on the ground that damages those who stand in it. If you don't notice it you can die fairly quickly. Then the air elementals to keep them from cycloning your healer.Finally kill the the water elementals. If he spawns Beasts kill the serpents first, their chain lightening can be annoying. Then the mammoth and finally the wolf. After confronting him he will teleport to the next chunk of island and spawn one of the two groups he hadn't spawned yet. This will happen one more time until you have fought all 3 types of his minions. After the 3rd pet show he will portal to the blue ring a little below you. This is where the boss fight will take place!

Mage-Lord Urom:
Time Bomb: Does damage to you then explodes hurting your teammates for damage equal to the hp you have lost (I.E. you have 10k and your at 8k. Your teammates in range take 2k.) Try to spread out.
Frostbomb: Tosses a bomb at the feet of your main tank that deals damage every 3 seconds to anyone in the area of the snow it creates. It also slows anyone in it.
Teleport: Teleports to the center of the circle and begins casting Empowered Arcane Explosion. There are 3 pillars you can hide behind. If you don't you will probably die. Don't tempt fate.
The fight is fairly easy. The tank will face the boss and everyone will be fairly far behind the tank. The tank will walk backwards as nessecary to avoid frostbombs and the dps/healer will back up as well. When he teleports everyone hides until the AE finishes. He will re-teleport to your tank after this. Continue to circle the platform until he breathes his last breath. After he dies fly up and find the loot chest on one of the highest platforms and wait for your party to assemble. The last fight is entirely on your drake vehicle.

Ley-Guardian Eregos:

Enraged Assault: When he casts this have an Amber drake cast time stop. If you have no Amber drake then just take the extra damage or use Evasive Manuvers.
Arcane Volley: I believe it is his main ability. Just arcane damage, nothing fancy.
Arcane Barrage: Another Arcane attack. I think this is the one that hits people other than the tank at random.
Planar Shift: He will become immune to all damage during this phase. He will also spawn Planar Anomalies which are large orbs that follow your party and explode for high damage. I suggest flying as far away as you can with your party to guarantee you don't get hit by it.
Whelps will spawn throughout the fight in groups of 4-5. The Ruby drake will take care of them with its main attack.

The fight is a long one so stay on your toes. Emerald drakes should keep their poison stacked and heal as necessary. If they are comfortable with their HP they can use their nightmare ability as well. Amber drakes DPS as normal. Ruby drakes tank as normal but stay in melee range to keep the whelps from getting past you. When whelps spawn target a whelp instead of the boss. This will boost the damage you do overall to the boss and can speed the encounter up quite a bit. When he shifts and spawns orbs run as a group extremely far away. It feels like a long fight and having people die does not guarantee a wipe. (My last group did the last 25% with only 2 emerald and a ruby drake.) Succeed and you are rewarded with Badges and phat lootz!

I hope you get some use out of this, it took me a decent amount of time to write. I'd love any constructive criticism you have or advice. I hope to do this for every heroic by the end of January.