Hyjal Summit - Rage Winterchill (Boss 1)

Started by Shadowwolf, April 23, 2008, 10:12:20 AM

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Shadowwolf

Links:
http://www.wowwiki.com/Rage_Winterchill_%28tactics%29

Video:
[youtube=500,425]9jnBd5hA1GE[/youtube]

Abilities:

Wave Mobs:

Crypt Fiends
Shackle-able / Fear-able / Trap-able

  • ~170k HP
  • Melee - ~2k on plate
  • Spiders - sometimes shoot out tiny spiders at a random person in range. They do about 300-400 damage total.
  • Web - Occasionally web someone, immobilizing them for 10 seconds.

Ghouls
Shackle-able / Fear-able / Trap-able

  • ~140k HP
  • Melee - ~1.5k on plate
  • Cannibalise - When they go low on health, the ghouls will run to a corpse and start cannibalizing it, restoring about 7% of their health every 2 seconds, for 10 seconds.
  • Frenzy - 150% attack speed increase for 8 seconds
Stun, shackle or fear these when they Cannibalise as fast as you can to prevent it restoring health.

Shadowy Necromancers
Sheep-able / Fear-able / Trap-able

  • ~120k HP
  • Unholy Frenzy - Increases an ally's attack speed by 100% for 20 sec, but also inflicts 500 nature damage to that ally every 2 sec.
  • Shadow Bolt - A bolt of shadow dealing 2250-2750 to the current target.
  • Cripple - Increases the time between an enemy's attacks by 100% and decreases movement speed by 50%, in addition to reducing its strength by 50%. Lasts 15 sec. Can be dispelled.
  • Summon Skeletons - Summon a skeleton from a nearby corpse. They can be either a Skeleton Invader, with 32k HP, or a Skeleton Mage with 24k HP. One is a melee type, the other one is a caster. They are no real threat, just an irritation.

Abominations
Shackle-able / Fear-able / Trap-able

  • ~180k HP
  • Melee - ~3k on plate
  • Poison Aura - Sometimes the Abomination will use a poison cloud-like ability, dealing roughly 750 damage to everyone around the Abomination every 3 seconds.

Boss

Rage Winterchill

  • ~4.2m HP
  • Melee - 3k
  • Frostbolt - A single target attack dealing 4250-5750 Frost damage and ice tombs the target for 4 seconds while dealing an additional 2500 damage each second. Instant cast ability and Winterchill will target the person he fires it at for a split second before he returns to the tank.
  • Death and Decay - A channeled spell dealing 1313 to 1687 Shadow damage every two seconds in an area of effect of 30 yards. This effect is positioned randomly on any raid member and can be on his current location. Lasts 20 seconds. He won't use Death and Decay while you're frozen with Frost Nova.
  • Frost Nova - A minimal damage frost nova that lasts 6 seconds. Can be dispelled.
  • Frost Armor - Reduces movement and melee attack speed when striking Rage Winterchill with melee.
  • Berserk (Hard Enrage) - After 10 minutes Rage Winterchill will go berserk, 500% damage increase and 150% attack speed, killing the entire raid in VERY short order

Suggested Strategy:

Trash Waves
Two ranged DPS players, hunters preferably, should be assigned to peel off one weaker mob each, from every wave (like a Ghoul) and drag it back to Jaina Proudmoore and the Riflemen, in order to make them join the fight, since they are a great help. After the back NPCs have aggroed the kited mob, the hunters should try to kite it through the AoE area so it can take more damage.

[attachimg=1]

If there is a mob attacking the NPCs, usually a group of 5-6 NPCs can sucessfully kill it on their own, but 1-2 will die in the process. Since they are valuable DPS, it is a good idea to have any extra non-tank feral druids or warriors, or even the tank themselves, Taunt the mobs off the NPCs so they won't die.

Each wave consists of about 12 to 18 mobs and they come roughly every 2 minutes.

If you kill the current wave before the next one comes, you'll be placed out of combat and you can drink or eat till the next one comes.

In general, if you do not kill all mobs before the next wave, you'll get overrun in a wave or two at most. With good performance you should have about 10-15 seconds break before each wave.

Wave 1
The first wave consists of Crypt Fiends and Ghouls.

The tanks grab about 2-3 mobs each and start building aggro on all of them. While the tanks are building up aggro, the raid focuses DPS on some Crypt Fiend or Ghoul, which is tanked either by the NPCs or an extra fury warrior/feral druid. When that mob is dead, and by judge of the tanks, AoE can begin. Every single class should try to help the AoE. Mages, warlocks, paladin, warriors, druids, rogues - everyone with some kind of multi-hitting ability should help out.

The next few waves should have a similar setup.

Wave 4
This is when the Shadowy Necromancers join along with the Ghouls and Crypt Fiends.

The Shadowy Necromancers will aggro the first player or mob they'll see, though most often a player. If more than 2-3 Shadowy Necromancers come, and there's a healer or caster in front and he gets targeted, in 90% of the cases he'll die from being hit by 2-3 Shadow Bolts simultaneously.

The Shadowy Necromancers should be sheeped or feared.

In these waves, Melee is assigned to killing the Shadowy Necromancers while mages, warlocks and paladins are assigned to AoE-ing the Crypt Fiends and Ghouls.

When there's only about 1-2 Shadowy Necromancers left alive, the melee should get back and help on whatever's left alive from the AoE, after which the entire raid focuses fire on the remaining Shadowy Necromancers.

It goes on like this for about 2 more waves.


Wave 6
At wave 6, Abominations will start joining the fight. Wave 6 should contain only 2 Abominations. Those are treated as Crypt Fiends.
These phases go like a mix of Wave 1 and Wave 4. Tanks build aggro on all undead mobs. Melee is assigned to killing the Shadowy Necromancers, while the Warlocks, Mages and Paladins are assigned to AoE. When there's only about 1-2 Shadowy Necromancers left alive, the melee should get back and help on whatever's left alive from the AoE, after which the entire raid focuses fire on the remaining Shadowy Necromancers.

The rest of the waves are a mix of Abominations, Crypt Fiends, Shadowy Necromancers and Ghouls and mostly resemble Wave 6. Here's a complete breakdown:
WaveMobsTotal Number
110 Ghouls10
210 Ghouls, 2 Crypt Fiends12
36 Ghouls, 6 Crypt Fiends12
46 Ghouls, 4 Crypt Fiends, 2 Necromancers12
52 Ghouls, 6 Crypt Fiends, 4 Necromancers12
66 Ghouls, 6 Abominations12
74 Ghouls, 4 Necromancers, 4 Abominations12
86 Ghouls, 4 Crypt Fiends, 2 Abominations, 2 Necromancers14


On wave 8, you'll have about 3 minutes before Rage Winterchill spawns so you can drink/eat rebuff, etc.

Boss

After the first 8 waves are killed, Rage Winterchill will spawn and invade the camp.

It doesn't matter where he's tanked, as long as he is away from Jaina Proudmoore, as his spells will kill her and reset the event. He will arrive like the rest of the mobs and engage the person closest to him. Misdirect him to your main tank and let him build up some aggro before you start DPS-ing.

Whilst the majority of the Alliance Base NPCs will be killed by Death and Decay, Jaina will take only minor damage and can therefore engage in combat. It is recommended that Rage be positioned in the middle of the base with the raid spread around in all directions to minimise the likelihood of being affected by Death and Decay (and therefore taking significant damage and having to reposition.) Having a hunter pull with Misdirection will obviously help build initial aggro, and having the Misdirection tank stand by Jaina will engage the Alliance NPCs more efficiently.

When fighting Rage, he will use his abilities like clockwork with the exception that he will not begin casting Death and Decay until all players are cleared of the Frost Nova debuff. Death & Decay has a huge AoE, so keeping spell effects on max in the options menu will help players see the effect.

Frostbolt is the most difficult part of this encounter as it kills almost instantly. Saving one from this ability is as much luck as it is skill. It is strongly recommended that all players (with the possible exception of the mages who can blink out of the Ice Tomb) equip the Level 70 PvP trinket in order to survive.

Healers must keep all players healed to full, keep DPS high because Icebolt is a pseudo enrage timer, and he'll die quickly.

Notes:
If you die in the fight, you can corpse-run back in and rejoin at any time, even midway through a wave fight, but not during the boss itself.

Keep the raid healed to full from any damage done incase they are targetted with Frostbolt since they cannot use any potions or stones.

Be sure to spread the raid out due to the Death and Decay ability, which can target any player along with effecting anyone in the proximity.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


JohnnieRat


vakiller

ive always liked it when the game helps u kill stuff...my question is will all the friendly's attack if u pull the mobs twords them?

Air

It's HIGHLY recommended that everyone start working on getting [item]Medallion of the Alliance[/item] for their respective class.  Good chance will be doing rage in the coming month.  This trinket will be a lifesaver for this fight and maybe later for Archimonde.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

Arcdelad

also a good way to get used to a fight with rage is to drive anywhere in philly, where road rage is king...definitely helpful if you can learn to real life trinket out of a dude giving you the finger and yelling while driving maniacially...

Vengeance

World of raids posted about a warrior reaching 6k average dps on this guy due to the Shadowy Necro's buff, "unholy frenzy", which was attained by mind controlling the mob and buffing the warrior. Pretty sure its still possible and above all, the buff stacks. So more or less, its well worth losing a priests dps (dps only, healers cant always be spared  ;)) to give this buff to one melee the entire fight. Note that its only 1 target that can be buffed per necromancer, meaning its not possible to get one necro to buff 2 melee.
http://www.wowhead.com/?spell=31626

Gutboy

Quote from: Airplay on April 28, 2008, 01:45:43 AM
It's HIGHLY recommended that everyone start working on getting [item]Medallion of the Alliance[/item] for their respective class.  Good chance will be doing rage in the coming month.  This trinket will be a lifesaver for this fight and maybe later for Archimonde.

As of 2.4.2, this apparently costs only 8000 honor points. Even I can do that.

GB


"Impossible odds, mentally unbalanced foes, cramped quarters for a good punch-up... and people say Iest has no night life."
-- Cerebus

"I don't know what effect these men will have upon the enemy, but by God, they frighten me."
-- The Duke of Wellington

Arcdelad

Have YOU read/seen this yet?

Also, everyone should remember that there is a person in the Lower City tavern that will port you right to COT.

Kothnok

Zephyr is the person in the Lower City tavern that will port you to CoT, but you need to be at least Revered with KoT before she will do so.
No matter how often you refill the gene pool, there's always a shallow end.

Air

#9
Couple video's I found about the trash before Rage.

[youtube=500,425]http://www.youtube.com/watch?v=pVI6agjQzjM&feature=related[/youtube]

[youtube=500,425]http://www.youtube.com/watch?v=XyoM4yCIht4&feature=related[/youtube]

Something I saw was that they aoed the mobs on all the waves, even for the aboms.  Tanks just mostly pulled off of the pally tank, and than aoe would be called 7 or 8 seconds later.

Also it seemed that they would dps right at the gate so npc's wouldn't screw up cc.  The npc's would eventually run in to dps, with less chances of breaking dps.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

Air

I've also read that [item]free action potion[/item] work well for the aboms. requires 2 [item]blackmouth oil[/item] and 1  [item]stranglekelp[/item].
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

Shadowwolf

We did get progressively better throughout the night and I can say that when we AOE'd groups 1-5, things went really really smoothly. It did seem like when we started to dice up the groups is when things got crazy and people started to die off. As far as CC goes I didnt really see any in either video except for the casters which was mostly just fear and sheep, which on our tries last night, the NPCs never broke sheep, they broke shackles all the damn time tho, was aggravating.

I did see something in the top video where its described in the writeup where 2 hunters grabbed a Ghoul each on either side and kited them around getting the NPCs involved in the fight more. You can see them peel off 2 Ghouls right around wave 4 or so each time and drag them in a V form away from the AOE and back to it again with an army of NPCs.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


khader

Would it be helpful to have one of the warrior/druid tanks pull a mob aside and have everyone burn it down while the pally's build aggro on the AOE group?  After the single mob is down then start AOE.  Once AOE starts non-pally tanks can play fetch the runaway mob should any aggro on healers or ranged dps.  Pally's wouldn't have to worry about chasing loose mobs.

Hunters can still grab mobs to kite and bring'em to the kill zone after NPCs engaged.  We'll try to not fetch those mobs - I was guilty of this several times.

There was much chaos when trying to focus fire down the mobs.   Actually seemed harder given the number of mobs and the time to mark and see the marks.

Riddlerr

The NPC's broke my sheep a few times but after 1-3 reapplying they gave up and ran to something else, which was really nice.