[THRONE of THUNDER] - Horridon (2)

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Rublupine
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Rublupine » Sun Mar 10, 2013 4:49 pm

Well, taking Icy Veins at face value the DPS requirement is around 90-100k. Subject to composition (can range 6-7 heals and 2-3 tanks).

Worth remembering that there is opportunity for aoe cleave during Troll phases and that Horridin will have 200% dmg debuff in last phase.

We should be ok DPS wise, real requirement is clearing mobs between phases.
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Giruy
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Giruy » Sun Mar 10, 2013 5:17 pm

Doesn't state in the video whether that was PTR or not (hope so).

If not then Icy Veins is wildly inaccurate, they met enrage and had to dps down 150m as the raid died one by one.

As for AoE, there's opportunity throughout the entire fight and should be used extensively, only specific adds need single targeted, which they were, by all accounts reasonably well, the other night.
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Flexie
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Flexie » Mon Mar 11, 2013 9:29 am

Icy Veins are usually inaccurate because while they claim they'll update the info once given patch goes live they never do.
Anyway, here's the fatboss guide, it's for 10man, but it does show a nice way to deal with the charges. Not sure what was being done about them yesterday.

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Re: [THRONE of THUNDER] - Horridon (2)

Post by Rublupine » Mon Mar 11, 2013 6:43 pm

We tried having Horridon in front of the door. People with charge rant o the tank. it worked, but might not be the best approach. The Tankspot video looks clean. Wonder how 10 compares to 25 in terms of floor space and aoe effects...
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Rublupine » Tue Mar 12, 2013 10:06 am

Blizz has adjusted the Troll health, should ease the problem of having adds up when transitioning between doors.

"Reduced the health of the Gurubashi, Amani, Drakkari, and Farraki adds on the Horridon encounter."
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Tan
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Tan » Mon Mar 18, 2013 11:51 am

As i see it right now, we still have these problems:
-Charge (people not running from raid fast enough = charge into the raid)
-Puddles (people dying from Sand and Poison patches, if you're one, get the GTFO add-on asap)
-Adds (people being munched by adds)

- A few raids ago i tried having people running towards Horri's head/tail when they were being charged, which went quite well. Maybe we could try this again? It was meant so that Horri wouldn't turn at any point in the raid once he's positioned. Problem here still is that dbm announces it quite late, so having some kind of speed boost is quite mandatory.
Hint from Fagan last night: turn your chat bubbles on if you don't see Horri charging you soon enough.

- If you have an add munching you, don't run away anywhere, run towards the tank, or at least stay in the neighbourhood. We're already having trouble gathering all without having to run after them, while trying not to spread out yucky patches all over the place.

Positioning of the boss (further away from the doors) went better. It doesn't work though if Horri still manages to charge the raid.
Horri charging raid -> Horri close to door -> Horri will stay close to door
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Giruy
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Giruy » Mon Mar 18, 2013 1:57 pm

Tan wrote:Hint from Giruy last night: turn your chat bubbles on if you don't see Horri charging you soon enough
Fixed
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Tan
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Tan » Mon Mar 18, 2013 1:59 pm

LOL, sorry i missed that :lol:
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Flexie
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Flexie » Tue Mar 19, 2013 12:42 am

Lots of talking on my side tonight, here's a recap of the approach that seemed to work the best:

Gate 1: Business as usual, Dinomancer nuked down ASAP.

Gate 2: 2 teams of 2 melee interrupters, first set goes on the #1 priest and ideally by the time priests #2 and #3 drop down the first one is dead. Once #1 is dead the first team goes on #2 and second team goes on #3. They are assigned to sides to make this easier to manage.
Melee that are not interrupting are tasked with keeping an eye our for effussions and nuking/interrupting them asap.
Once priests are down and effussions have been mopped up the Dinomancer is the next target. IF a volley goes through everyone able to dispel poison should do so.

Gate 3: Make sure Bloodlords are down(charging adds from Gate 2), tank the Gate 3 adds along the wall to save up space for Phase 2. Ideally dps should be helping with dispelling from this point on.

Gate 4: Warbears->Shamen->Flamecasters->Protectors. Flamecasters need to be interrupted from range, otherwise they will start to pick people off with fireballs(~120k each!). Heroism once the Dinomancer drops down to quickly dispose of everything before Jalak comes along. As with Gate 3, dps should be helping with dispelling.
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Re: [THRONE of THUNDER] - Horridon (2)

Post by Vigil » Tue Mar 19, 2013 9:46 am

A question, shouldn't the order for gate 4 be: first warbear->first beast shaman->second warbear-> second beast shaman-(if we can make that dps wise)>Dinomancer->etc.

Also, I think we have plenty interrupters in the raid. If we stick to our current tactic, would it be worth if 1 or 2 interrupters get assigned the dinomancer at gate 2. Preferably ranged players if thats possible, although we should have two priests down by then freeing enough people up to control effusions and the dinomancer. Point being, if we keep the dinomancers from healing the boss, last phase will likely (hopefully) start with boss health being at some 85%. That would give us some more breathing space instead of a situation where one or two deaths likely mean a wipe.

And would like to add, no battleresses unless being asked for by the RL.

Besides all that, bit more focus and we have this......

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