I was able to get through the first part albeit with a couple of wipes while figuring things out. The final gauntlet, though, I gave up after a couple of tries.
I get to the final wall, but there are just too many mobs wailing on you at that point. Has anyone out there done this on a rogue? I want to finish the 3 ICC 5 mans did the other two with no problems so that I can farm trash on heroic modes for the battered hilt, which no one is selling anymore. Just trying to do different stuff to keep from getting bored. Comment by hi, this place keep bugging now and then, spirits pop all around the room, the 2 boss as well, but then, waves dont come I tried many way to get rid of the bug, getting all group out and in, trying to reset the place, to re-queue for HoR, but never managed to do it Comment by oxano Imo some people make it look a lot worse than it is.
Me having 6iLvl items and 1iLvl even. I really don't like the LoS strategy by standing in the cove behind one of the bosses. The footmen can and will shieldbash casters, silencing them for 6 seconds if it's the healer, your party dies In addition if your tank steps out to get aggro on some ranged mob, you loose LoS and the combination of this will most likely cause a wipe.
Personally i prefer to stand at the entrance, everything ranged standing with his back against the gate. Tank up front just inside the "circle" and melee dps just outside it. The tank probably will have the aggro on melee mobs. From the moment a heal from me comes trough i'm most likely going to get aggro from ranged mobs or something from the other side of the circle who haven't been close enough to the tank yet.
It's also less hectic to have some room to move. People don't panic as fast. Between me and the tank is about a 20yards space so mobs will be at about 20 yards from the tank to hit the ranged people including me, healer. Tank can move forward and try to pick them up or just stand still and do 1 of the following: This does require a bit more skill from the tank in order to deal with the ranged mobs.
Paladin, easiest i t hink, hand of reckoning, not only taunt but a fair amount of aggro, exorcism in the beginning, don't do it when too many mobs are on you allready , judgement remember ranged is about 20 yards away, so only 10 yards to move , avenger's shield: massive aggro, and the taunt that's cast on friendly target to take 2 mobs away forgot spell name But even if it's harder, by standing in the corner to use LoS you often have to leave your safe spot to be in LoS of the tank and the same happens.
That includes that healers do it too. I always do Turn evil to fear 1 mob for 20! It makes a big difference. CC ftw! Priests can and should use shackle, Oh, shamans, cleansing totem plx. Comment by My wife wasn't able to queue for this instance on Heroic. She had completed Forge of Souls and Pit of Saron, but the dungeon finder tool said she wasn't geared well enough for it. I've seen other people online complaining that they weren't allowed in, even though they had good GSs, so I'm guessing you have to get Superior first.
Comment by PotatoKing I don't remember the frostmourne being so epic back in WC3 when Arthas as a deathknight held it, took lots of attacks to kill people. Maybe it became more powerful when it's in the Lich King's hands now Comment by When Facing the Lich Kings waves along the last corridor what worked well for our party was to let him pass by standing off to the side careful not to fall off ledge. Then as he pursues Jaina you wont be in a time crunch to slay the waves as he and his damaging aura move forward.
The waves will come to party behind the Lich King so no worries of them going after Jaina. Comment by gearscore aint even important, I've pugged wiht a pally in full greens with barely 16k HP buffed and he was doing the second best DPS on the group cuz he knew how to play his class, that's all there is to it Comment by As of 3. We made everyone, literaly, everyone do single target dps and no AoE. Good luck you all. Comment by batmonkey This one is effing tough.
I just made 80 two days ago and managed to tank both Gundrak and Drak on heroic without a problem with a measly gear score of Got all! If you're undergeared at all as a tank, your healer must be fantastic, and your DPS must have humility and a basic level of intelligence. Make sure that everyone knows what the hell is going on, particularly during the escape - we made it through the 1st 2 bosses easily only to wipe repeatedly when the DPS ran behind the ice wall you would think that after the second time they might have a clue.
Hunters and locks need to control their pets - the wipe that ended the attempt resulted from the hunter's pet pulling aggro on a mob behind Arthas, out of range of taunts, behind the aura. The melee made a grand sacrificial offering trying to charge through it before Arthas reached Jaina, but 8k a sec is no joke, and that's a big aura. On a side note, I had a question for y'all.
Is there a reason for this? Comment by I was wondering if anyone was finding this instance to be bugged. The other day I was running this instance on separate occasions, after 3. We're running since we can't do from behind anymore. We were wondering what happened, considering this has never happened before, even before we knew that we could do it from behind.
I'm not sure if anyone else has noticed this or has happened to them. Just wanted to point it out. It says I need better gear, I have min. Should be higher? Comment by gomibako AS OF 3. Try it and he'll one-shot your entire group. There also seems to be a bug where he bolts your group even when in front of him, but I'm sure Blizz will fix this soon. Anyways, a lot of people are upset with the new GS requirement for this dungeon, but I'm glad Blizz made it this way.
Much like item and character levels. Granted that the more skilled you are, the better the numbers you'll be putting out, but in HoR, skill will only take you so far. A lot of the instance is a DPS race, and the adds hurt for a lot. If your numbers can't keep up with your teammate's numbers, then you'll wipe. Simple as that. Add skill and cooperation to that, and you'll have a ridiculously easy run.
Comment by Efflixi You can't rely on the gears core mod or wow-heroes or anything like that. Blizzard doesn't use that to do the equipment check. It's actually far simpler, they use an average item level. I don't know the exact limit but seems about right since that's the level of gear that drops in the normal version and they probably want you fully geared before attempting this place. Comment by Duskdagger I found being a Ret Pally helps a lot in this instance.
Undead mobs! Still, you have to be on top of your game to make it through. Use every trick, and give the healer a break every now and then Its not out of the ordinary for a well geared ret pally who knows his class, to top the DPS chart here even in heroic and by a pretty good margin, at that. Comment by When I get this on random, I leave. Comment by This can get hairy if you aren't on your toes. To all Ret Paladins, be a good pal and work CC abilities as so many have mentioned before. Then hit for general damage with consecration and divine storm.
Also use Cleanse whenever you can. The diseases here are brutal. I keep healbot running on my ret for this purpose, for the times when the healer needs some breathing room. Comment by Archangel76 I'd like to add a few things, some of which already said. I ran as a DK dps, so I'm going to discuss from that perspective.
KNOW how to Off-tank. A lot of the heroics and such you can get away with just letting the tank pull and burn down a target. Not here. In a lot of the fights, the mobs come in staggered. The waves in the first portion, we found it easier to deal with these in the alcove behind Falric. Breaking line of sight initially "can" force the mobs to move within melee range.
The tank, be prepared to move around to grab aggro and pull the mobs onto you. Our casters took the short downtime after each wave to re-juice their mana. Falric and his buddy were both pretty simple to be honest. The tank HAS to keep them focused on themselves. They do have some abilities that can crush melee dps and clothies, but relatively, these guys are both straightforward "boss" fights.
Tank keeps aggro, dps keep off to the sides or back a little bit, healers keep your distance. The Frost General or whatever the large skeleton after that was, I don't know what the tank experienced, but this was another straightforward fight. Some adds drop in mid-fight, so be prepared to pull aggro off healers and pull them back to the tank. The Lich King encounter, again, essentially waves of mobs. Usually kicks off with a pack of ghouls, pretty soft mobs really, but they come in spread somewhat and staggered.
Found usually one or two went for casters as the tank got the first few. If the tank is on their toes, they can move and collect the bunch. The second wave is usually abominations and vry'kul casters. Collecting them onto the tank can be interesting. These come about 15 to 20 seconds after the ghouls and they come in staggered also.
Key to the Lich King "chase encounter" 1 Aggro mobs onto the tank. Off tank any loose ones back to the tank. Keep the mobs in a nice tight group on the tank. All casters need to focus on that target to help keep aggro on the tank and not pulling any of the extra mobs. This is basically a race to eliminate mobs against an "invisible" timer. Our tank turned his back to him and didn't realize how close he was at one point. He got crushed His distance serves as the timer. The closer he gets, well, the more serious you need to be about getting those mobs whacked.
Comment by fanficbug Pallies can also turn on shadow resist aura to make the first boss fight easier. Dunno about everybody else, but I find the first boss to be the hardest part of the instance as a pally healer.
Comment by During the final chase scene with LK heading your way, move the party into the crevase near the walls that appear. You can LoS pull the waves this way to you. As a prot pally tanking this, I've found that cooldown timing for longer CDs with each individual wave is crucial to being able to properly pull waves and keep aggro as they arrive i.
Holy Wrath is a life saver when timed right with the final zerg in wave four. Comment by Salculd As a healer, an extremely common problem I've run into in this instance is the lack of sufficient time to rez people who die between waves. However, tonight I suddenly realized a very easy solution to this, outside of being a druid, which I'd pushed far enough back in my mind due to its otherwise irrelevancy that I'd forgotten about it: jumper cables!
They only have a 3s cast time, its cast time is affected by haste, and there's one built into the gnomish army knife, so engineers do, in fact, have a tool to circumvent that problem. Still very much worth trying, though. Comment by Do i need to complete a quest to unlock the instance? Comment by As a paladin tank farming this to replace emblem gear, I've found this is by far the worst instance I've had to run where I constantly lose gear to ninja plate-wearers.
It's an extra burn that the instance itself is not exactly novice tank friendly, so you work extra hard to be ripped off here. I can't recommend enough that you run this either with hand-picked non-plate puggers or guildies. The random dungeon system will only get you ninjaed over and over and over. Comment by Elarieline My hunter has got 2 peices of teir 10 and 3 of teir 9 with assorted trinkets and what not.
It's farther up vertically on the mountain, starting with a cave entrance at Comment by Managed to run through the walls before The Lich King put up the first wall. Comment by This is a horrifying instance to get when you've just built yourself a fresh healing set and queue up for the experience. Even on a normal random, which I'd selected to ensure I had my hotkeys and addons set, and I got this run for my third go. We succeeded; tank lived, DPS came and went, and that wasn't too bad for a really new healer.
Heroic is even more terrifying. Got this as my second run queuing up for heroics. Holy Pals - you want your mana regen nice and toasty. I very much recommend the Triumph trinket and the ToC trink. If you can get a buff nosh, do it. I didn't, but I'm gonna be packing from here on out just in case Shadow resist aura will help more than Conc on the waves in my opinion, because you don't have to worry about spell pushback so much as pure interrupts or, well, dying.
The resist will mitigate some damage during the waves. Blow your Plea any chance you can get, every chance, whatever chance. I know you're told that, but you'll need it. If you're a belf, hit that torrent. Every little bit. FoL healers, you're boned unless you're geared from here to Hoboken. If you are, you don't need these comments anyway. This is an HL spam city. You don't want to risk an underheal, because the rogue mobs will fillet your tank if you're both unlucky. You're told never to let bacon drop.
And refresh when you can, not just at cooldown, because you may not know when you'll have the next second. Abuse your bubble as needed, but also judge when's the best moment. Avenging Wrath is your buddy, but the mobs will come to you like they smell the bag of candy you're hiding in your pants.
Protect yourself. There is nothing like smelling the end of the instance when you are suddenly both nailed by the CoDoom damage and a just-arrived abom at the exact same second.
This is not advice for the experienced. This is for the frightened novice that sees the Citadel wallpaper come up on zone-in and prepares to cry for mama.
Cry for mama. She's there for you. But you can do it. Comment by Warriors, if you're looking for techniques on tanking this place, then I've got some tips you might want to consider.
I am by no means a "Warrior pro" or anything, but I have done it using these techniques. First you must realize that this may very well be the hardest 5 man heroic dungeon Blizzard has ever introduced. Not only because of the fact the trash mobs are extremely tough to kill and hit extremely hard, but because they are also wave based, giving healers hardly any time at all to drink up, and the area itself is very limited Warriors will have a tough time tanking this thing, there's no doubt about that.
They don't have the AoE that other tanking classes do. If you miss a mob in your Thunder Clap, then that could be a wipe right there if you don't make up for it real quick.
This can be frustrating when DPS start before you get a chance to gather them all up and build up some rage to do a clap. Note that you have very few opportunities to use Charge here, so keep that in mind The best way to do this in my opinion is to go up to the side near one of the bosses and try to pull them using line of sight by having everyone stack up in the corner.
Unfortunately, people don't always like to remember to stack up again before each wave, so you'll have to watch out for that. Things to watch out for: Ranged mobs. These can be deadly if not picked up right away. They usually like to go for the healer as soon as they spawn because he's the one putting beneficial effects on everybody else, which tips the aggro scale to focus on him right away. If the healer is smart, he'll be in the corner. If not, then you'll have to pull some quick tricks to get the mobs where you want them.
Below are some techniques you can try to get a ranged mob gathered up with the rest. I will list them one mob type at a time. Riflemen: If you see a Rifleman out by himself, then you might want to first do a Thunder Clap on the mobs already at you, keeping your aggro up with them, then quickly targeting the Rifleman, charging him, disarming him, then either intercepting one of the mobs you just charged away from, or using intervene on a party member near the action intervening the healer is recommended.
Disarming him forces him to close in to melee range to attack you. Note: You might want to throw a taunt of some sort on him to ensure that he will focus on you.
Mages: Mages can be deadly if left alone to attack whomever they choose. You need to grab these pretty quickly. If a Mage is out there being a pain and not coming in within Clap range, then use a Heroic Throw on them.
Doing so will silence the mage, forcing it to close in to melee range. Heroic Throw deals a lot of aggro itself, so you may not need to taunt it. If not, then go ahead and throw a taunt on it. Any healer will love you if you use spell reflection effectively. If your Heroic Throw is on cooldown, then try the trick with the Riflemen mentioned above, but instead of disarming, use shield bash not to be confused with shield slam.
Edit: I will continue this for the other mobs in a reply to this comment. Comment by Another thing about the Mages is that they'll use hallucination, which clones themselves. The hallucination has less damage resistance and dies much faster than the Mage itself. A shield slam crit can do well over 10, damage on the hallucination, so killing that first might be a good idea. Whatever you decide to do, just make sure to pick up the hallucination quickly, as it will be a fresh mob who will jump to the first person to get aggro on it.
Now that we've covered the ranged mobs, let's talk about the melee ones. Footmen: They're not all that bad. They don't have much in the way of special abilities, but they make up for that by just hitting very hard each attack.
If there are no Riflemen to worry about, then sticking a disarm on them might be a good idea. It has certainly worked to my advantage before. Disarm prevents them from using Spectral Strike which is a VERY good thing, as an attack that ignores all of your armour is pretty powerful. Note that this mob also has shield bash, which interrupts spellcasting. They're like rogues on steroids, so leaving one of these alone for more than a couple seconds could mean a wipe.
Pick these up ASAP! They have that annoying kidney shot ability which they'll often throw on you or a healer. They also have an annoying poison ability which can stack, making them a big threat. Kill these second! Note that Kidney Shot is the only ability they have that requires a melee weapon, so disarming them may not be the best thing to do. If you have a rogue in the group, get him to dismantle it instead, so that you can focus on other things.
This last one belongs in its own category, because he's not ranged, nor is he a melee fighter. Ghostly Priests. Kill these first! They heal, they fear, they do AoE damage. If you see him casting Dark Mending, then interrupt him by any means, as a heal done by him could be costly.
Some final notes: If you're a Tauren, then save your War Stomps for when the mob count is equal to your target cap for War Stomp, or when things start to get hairy. That's about all for now. I hope this helps Warriors who are struggling with this instance. Absolutely agree, the first mob that needs to die is the priest or you are asking for a unecessarily prolonged fight I think ranged dps should be in charge of marking targets, I think a group should spend the intial time setting up the kill order instead of worrying about burning mobs down, take seconds, meanwhile the tank has had a chance to tag all mobs and gained additional aggro I' am going in with old friends I used to raid with a long time ago, we will wipe a couple of time but we will get it down Comment by alexataide I am feeling kind of stupid of never trying it on the waves, but does anyone know if Priests are able to schackle those dudes?
Comment by Zaratha Hasn't anyone thought of why The Lich King doesn't just walk into you with that instakilling aura of his, instead of sending pesky undeads your way?
Comment by A part of me hates this instance, but i keep getting the urge to do it as the music in the "chase" part of the instance is epic :.
Comment by Tanked normal a few hours ago with my pala,3,5gs 1st time. No noticable problems but it was quite difficult to hold aggro from the 5,5k gs pala Comment by karlww Spectral Footmen have a reasonably damaging melee attack, but that's about it.
Comment by Lindaron I have no clue why everyone says this instance is so "hard".. Lol i healed this on my pally with a ungeared tank just hitting 30k hp and decent dps.
I imagine its because my sacred shield absorbs 7k damage plus the HoT i leave on him. Not a hard instance at all just do your thing like any other. Comment by A few comments about this instance: There are only 4 waves of undead spirits before each of the bosses, not 5 the bosses themselves counts as waves.
Priority shackle goes to the mage, she can dish some really nasty damage. This is exceptionally important for healer if your tank didn't see the mage, and possibly forgivably so since the melee mobs are huge. The mage will most likely go for the healer when they are out of range of the group, since it is the only person that can generate aggro without any LoS. Healers doesn't have to deal with hunters so much, their normal shot doesn't do nearly as much damage.
If you have to choose between mage or hunter to CC, mage wins. Also, you can use your Shackle undead as a mini interrupt. It won't lock them out of anything at all, but when you notice the mage casting Flamestrike, throw a shackle on it.
It will interrupt it even if she is being attacked by 20 mobs, and she will most likely cast something afterwards. Death Knight tanks: use your Strangulate and death grip healthily, they are your best tanking assets.
These, and Anti-Magic shells are exceptionally useful against the mages. Icebound fortitude is a godsend here as well. If you try to tank the ghouls, you will find yourself completely out of runes or moves to tank the far more damaging Abominations and witch doctors. The ghouls do little damage even on cloth, so there is no point trying to tank them. Comment by Kattenh I've ran this instance alot both normal and heroic on my holy pally, granted it was hard in the beginning but once I got the hang of it i never had any problems unless the group was extremely undergeared or didnt know the encounter at all.
Tried heroic today with my resto druid, relatively new dinged 80 but good enough gear to heal this anyway. Each and every time a new wave would spawn, they would come for me because of some heal over time still ticking on someone in the party. The tank took like seconds before even trying to get them off me, at which point I was dead. Tank leaves, we find a new one. Same thing happens. I tell the tank he has to be quicker grabbing that aggro in the start.
I die again in an instant when they come, tank seems to have really slow reflexes. At this point im fairly frustrated with the tank, and also people seem to blame me, someone asked "healer why are you dying".
Weird question, obviously cause the tank is not picking up the aggro initially. We get to the first boss, all is going well until I get Impending Despair debuff, the 6 sec stun. We got a pally in the group but of course he's not cleansing before the stun hits. So im stunned and the tank goes down. I immediately combat res after the stun, and start healing everyone up who have been taking heavy damage.
I get Impending Despair again, no cleanse, and the tank dies again. I still get mauled in the beginning of the waves and barely survive. If i stick my nose out from behind the corner i get targeted by the ranged mobs, but if I stay in the corner im not in line of sight of the group and cant heal.
During the first wave after the wipe i get this ridiculous comment from the rogue: "drud plzz heal tank". I reply sarcastically with "rog plz do dmg". The warrior calls me a noob and gives a wide variety of less than flattering remarks. I get unlucky in the corner and get hit by the footmans silence, and of course the tank cant take a few seconds without healing and dies. Combat res is on cd, so we wipe, and everyone leaves. Comment by To make things easier for myself warrior tank and my party, i made this 2 button macro for marking and telling kill priority.
Thought someone else might find it handy : Click this macro once after each spawn to mark up all the mobs. Change the priority as you see fit. Comment by Kazi12 Last fight is bugged, we had a pally tank and we wiped, when the lich king did the aoe one shot, ardent defender kept our pally live, he then heald up and rezed us, the event how ever reset.
I would assume rogue cheat death would save your ass, as well as pally bubble. Doesn't rly change anything but odd indeed. Black Morass, Old Hillsbrad, and the Hyjal raid can all take flying leaps. So much time waiting for new spawns or thralls slow ass. Twice impeached, one-term President Donald J. Trump: Officially the worst president in American history after his seditious, traitorous acts on Jan 6, Idk I think the crypt fiend slayer looks way cooler Imo.
And yea back when transmog first came out I think I had to do HoR like 15 times to get it to drop More topics from this board How to see the weekly event calendar? How do I get Pet's Hunter?
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