Archive for the 'Plague Wing' Category

20
Mar
09

Friday Strats – Heigan the Unclean

"Dance, you disco ducks, dance!"

"Dance, you disco ducks, dance!"

Ah yes, Heigan the Unclean.  One of the more famous fights in the dungeon, this joker is famous for forcing raiders to do “the dance” as it were.  One of the easier fights in the dungeon, this guys should be absolutely no problem for a halfway competent raider who has decent gear and can adequately judge distance.  So pop on your dancing shoes, gentle jerkwads, cause it’s time to show your raid what you got.

The Prep

When you enter the room, you can squeeze over to the corner directly to the right of the door without pulling aggro.  Heigan will be standing on a platform in the middle of the Northeastern wall.  Make sure to rotate shamans one to a group as it will help enormously later on if they can drop a disease cleansing totem.  Other than that, there’s not much prep, simply buff up and pull.

The Fight

When Heigan is first pulled, all ranged DPS and healers should immediately run up onto his platform.  Heigan has an ability called Spell Disruption which has a 30 yard range and will increase casting time by 300%.  Your tank should try to keep Heigan far enough away that casters aren’t affected by this ability, but close enough that he or she doesn’t range the raid.  You can’t always rely on this however, so learn to love your instant spells in this case.

safety-danceTo the right here you can see a handy dandy chart showing the various safe spots your tank can stand while meleeing Heigan.  After eight to ten seconds of standing in the first spot (which is where your tank should pull to), he’ll cause an eruption in all other parts of the room except the platform.  The eruption ability deals up to 7,350 nature damage to anyone on the very edge and quickly escalates in damage the farther into the explosion you are.  Standing more than a yard in will pretty much guarantee a one shot. 

After the first explosion, the tank must pull Heigan to the next spot.  Make sure that the tank gives enough space for the melee dps to be able to stand out of the next explosion.  The order of the explosions will be 1 – 2 – 3 – 4 – 3 – 2 – 1 – 2, etc, etc.  Heigan has a huge reach (described as “monkey arms” in my guild) so make sure the tank understands that he has to move a fair amount to get Heigan to move.  Heigan will also occasionally randomly cast Decrepit Fever on random targets every three seconds.  This ability deals 3,000 nature damage and reduces hp of all surrounding players by 50%, so remove these as quickly as possible.  This phase is usually referred to as the slow dance.

After 90 seconds of the slow dance, Heigan will teleport to the platform and begin the fast dance portion of the fight.  This is the part that will usually make or break the raid.  All the ranged need to vacate the platform quickly because Heigan will have an AoE Plague Cloud ability up while he’s up there.  This deals 7,500 nature damage every second to anyone on the platform, making it impossible to stand near him without dying. 

A few seconds after teleporting, the dance will begin again with 1 being the first safe zone.  The entire raid will have to dance in the same order as the melee and tank did before, except this time there will only be one second between eruptions, meaning you have to be much quicker.  A safe bet is to run and stop before the next explosion, if you’re not in the middle try running a little farther or a little less depending on how close or far you are from the next lava burst.  You can’t just run straight through though as doing so will result in you overshooting the safe zone and getting smacked. 

Heigan is still targetable and able to take damage during this phase so ranged dps might be able to squeeze off a spell or two while running, but the main idea is to keep yourself alive, so don’t waste too much time trying to dps.  After 45 seconds, Heigan will run back into the raid and begin the slow dance phase all over again.  Wash, rinse, repeat.

As I said, healing is going to be all about your instant cast ability.  Though there is a sweet spot where your tank can stand that you’re still in range, but outside of Heigan’s Spell Disruption ability, you can’t count on him to find that spot every time.  You can try adjusting where you stand on the platform, but be prepared to throw out a PoM or CoH if it’s needed.  During the dance phase, you will most likely not have enough time to cast a healing spell, so try to pop CoH every time it’s up, cast renews while running and even use Holy Nova if a group heal is called for.

The big issue with this fight, of course, is the dance portion.  The most annoying part is that if your guild is good at this fight and you are not, you won’t get more than one chance a week to practice it.  Don’t get discouraged though, once you get the timing down, the fight is really a breeze.  Heigan himself is such a weak boss that just a single tank and healer can probably beat him if they really tried.

The Loot

Heigan’s Putrid Vestments – A very very nice dps robe, this bad boy will most likely last you till you can pick up a BiS item.  Holy and Disc should leave this for their shadow brothers unless no one needs it and they want an off spec item.

Serene Echos – These boots will definitely draw the interest of a Disc or Shadow priest and should be rolled on.  Holy should ignore these in favor of more spirit heavy items, but don’t be afraid to pick them up in order to replace a dungeon blue or green.

So there ya go, that’s Heigan.  A final note: As my good friend Mella pointed out last week, I haven’t exactly been completely honest with the loot portion of my posts.  There are some items of loot that have a chance to drop from almost every boss in the zone and some that drop from a select few bosses.  I’m planning a post to cover those specific loot drops sometime in the future, maybe as a bonus weekend post or something.  Come on back next week when we’ll finish up Plague Wing by putting down Loatheb.

-Dueg

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13
Mar
09

Friday Strats – Noth the Plaguebringer

Ah, back into Naxx 25 for a leisurely stroll down Plague Wing.  Considered the second easiest wing of Naxxramas, Plague Wing should be a breeze for most guilds who are even halfway geared for Naxx.  So I will now introduce you to what is commonly thought to be the easiest boss in the end game, Noth the Plaguebringer.

The Sauce is Weak with this One

The Sauce is Weak with this One

The Prep

When you first enter the room, you’ll see Noth wandering aimlessly in the middle looking slightly confused.  Everyone should sneak into the corner just to the right of the door and buff up. When ready to pull, make sure everyone runs out of the corner and stays grouped in the middle.  Random mobs will spawn, so if you’re squishie, make sure you have the safety of the herd around you (Discovery channel ftw).  The main thing to remember is don’t stand near the piles of bones.

The Fight

Now Noth hits relatively lightly and healingthe main tank should not be an issue.  The main problem with Noth’s fight is that he will periodically blink away from the tank and melee dps.  When he does this it will be a complete aggro wipe, so the MT will need a few seconds to re-establish aggro. 

He will also cast Cripple on all those standing in the area he blinked from.  Cripple slows movement speed by 50%, attack speed by 100% and lowers strength by half.  It is very important that this is removed from the tank as quickly as possible so he can get threat back, but all melee dps should have this removed before it runs it’s full time.

He will also randomly cast Curse of the Plaguebringer on 10 raid members.  This absolutely must be decursed within 10 seconds or else the target and all allies within 30 yards will be afflicted with Wrath of the Plaguebringer.  Wrath will deal up to 6,450 shadow damage immediately and then a further 3,850 every two seconds for ten seconds after that.  23,000+ damage over ten seconds will most definitely tax your healers, especially if the raid member drops it in a big group of allies.  Wrath of the Plaguebringer is Noth’s one ability that can very very easily wipe your whole raid, so I can’t stress how important it is for your decursers to be on the ball with this one.

Every thirty seconds he will summon a Plagued Warrior Skeleton from a bone pile.  They can cleave and will quite gladly eat your healers and ranged DPS so have a tank prepared to pick them up.  This is also why it’s good for casters to group up in the middle away from the bone piles as they can get torn up pretty quick if the tank is slow for any reason.

At 1:50 into the fight, Noth will teleport away from the raid to a balcony, become invulnerable and begin to summon waves of skeletons.  The ones to worry about during the first teleport phase are Plagued Champions who have an AoE shock ability that deals up to 3,500 shadow damage on all raid members within 25 yards that they cast quite often.  During the second and third teleport phase, Noth will also summon Plagued Guardians, who also have an AoE ability, but one that deals 6,000 arcane damage.  If your raid can down Noth before the second teleport phase (an easy task for a good raid group) then you won’t see the Plagued Guardians.  After 1:10 of summoning Noth will once more become vulnerable and teleport into the raid.  This resets his teleport timer.

If Noth is not dead by the third teleport phase, he will Enrage when he returns and most likely tear your raid apart, so don’t dawdle.  Other than that, he’s cake.  Make sure tanks stay alert and pick up adds and keep your eyes peeled for raid healing as random adds mean most clothies will take at least a swipe or two.  The key is that magic effects and curses MUST be dispelled as quickly as possible.  It can spell doom rather quickly and any raid who can’t down Noth will have the whole server cracking wise about their mommas very quickly.  Only people with promiscuous mothers fail at Noth, it’s a fact, look it up.

The Loot

Bands of Impurity – A very nice wrist slot item, these bad boys will do quite nicely until you pick up the best in slot ones from Sartharion.  More geared for Holy and Shadow, Disc should pick these up only if they’re replacing a blue or green.

Gloves of the Fallen Wizard – Excellent piece of Shadow gear, definitely pick it up if you’re of the dark side.  Disc and Holy should leave it for deeps or maybe pick it up for off spec if no mains want it.

Robes of Mutation – An awesome entry level robe, this one will put a smile on any spirit loving priest until you can pick up your tier robe.  Disc, you know the drill.

An easy fight, Noth should most definitely not be a problem for a raid that is decently geared even if that gear is mostly dungeon blues and greens.  If your guild is banging it’s head against this wall, you might want to evaluate the members and make sure everyone is doing their part.  Join me next week when we’ll be putting on our dancing shoes, dropping that disco ball, and having a little do-si-do with Heigan the Unclean.

-Dueg




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