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Home › The Downfall Handbook › Downfall Raid Guides › Icecrown Citadel Strategy Page › The Crimson Hall

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Blood Queen Lana'thel Strategy Page

saedo's picture

saedo — Thu, 10/15/2009 - 11:58

Health:

  • 10 Man - 18M
  • 25 Man - 62.5M

Abilities:

Ground Phase:

  • Shroud of Shadow - An aura of sorrow and despair emanates from the caster, inflicting 3000 (4500) Shadow damage every 3.0 sec. to nearby enemies.  Instant
  • Presence of the Darkfallen - Increases the damage of Shroud of Sorrow by 5% for every vampyr in the room (likely Hard Mode only)
  • Blood Mirror - 100% of damage done to linked source is reflected to you as Shadow damage. This affects the person closest to the tank.
  • Delirious Slash - Inflicts 50% of weapon damage to an enemy and causes it to bleed for 5250 to 6750 damage per application every 2.0 sec. for 20 sec. 10 yd range. Instant (appears to not stack and only on the OT in normal mode at least)
  • Pact of the Darkfallen - Deals Shadow damage to you and nearby non-linked allies.  This effect expires when all linked targets are within 5 yards of each other. 100 yd range. Instant
  • Swarming Shadows - A swarming void consumes the target, causing a mass of shadows to appear beneath the target every 0.5 seconds. 100 yd range. Instant
  • Twilight Bloodbolt - Hurls a bolt of dark blood at the target, dealing 9250 to 10750 damage to the target and surrounding allies within 6 yards. Unlimited range. Instant
  • Vampiric Bite - Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampyr Queen. 100 yd range. Instant
  • Essence of the Vampyr Queen - Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat.  Causes Frenzied Bloodlust after 60 sec.
  • Frenzied Bloodlust - The caster must satiate their need for blood [within 10 or 15 seconds], otherwise they will lose their will to Queen Lana'thel. You gain Vampiric Bite on your action bar when you're under this effect
  • Uncontrollable Frenzy - Mind Controls a player in the raid. Increases damage done by 100%. Health increased by 300%. Increases healing done by 1000%. Unlimited range. Instant

Air Phase:

  • Bloodbolt Whirl - Summons a maelstrom of whirling Bloodbolts, every 2 sec for 6 sec. each one can cast Twilight Bloodbolt (see above)

The Fight:

This is a 2 tank fight, with alternating "air phase" and "ground phase".

First off, there's Shroud of Shadows, which is just a damage aura in the room.    Raid heal through that.

The tanks will be affected by Blood Mirror, well the MT and the person closest to him.   What it does is link the 2, and for each damage done to the MT, it transfers over as shadow (mostly) damage to the OT.  It does not appear to be resistable in any way, so healers just keep the both of them up as they'd be hit the same.

Twilight Bloodbolt is someone she fires at people doing splash damage around the person it hits.   So it's the spread out mechanic for the ranged.   Like Vile Gas, Blood Nova, and many others, spread the fuck out.

Pact of the Darkfallen is like Mother Shahraz's Fatal Attraction, you know, where 3 players get linked, they do damage to each other unless they run away from each other.   Except you run to each other, so more like Yogg's Brain Link, in this manner.   You have to be within 5 yards of each other, though I believe it takes a second so you'll probably just wind up stacking on each other.   Only 2 are linked in 10 man.

Swarming Shadows is the new Legion Flame.   But purple, and all shadowy.   You get it, you move, leaving your fire trail somewhere away from the raid preferably.

On some timer or something, she'll fear the raid and fly up into the air "phase".   All she does is summons Twilight Whirls which in turn, fires Twilight Bloodbolts at us.   All of us.   Same ability as above, the whole splash damage everyone around you.  So the raid has to spread out after the fear wears off.    After 10-15 sec, she'll come back down, we resume the fight.   

Anyways, that's all for the damage portion of the fight you have to heal through.   And yes, it's a lot of damage.   Now for the "fun" part, a major mechanic that you need to even kill the boss before her enrage of 5min 20 sec.

15 sec into the fight she'll randomly (or maybe not so random as theories of threat used for target) a player with Vampiric Bite.   This well does damage, but more importanly it turns you into a Vampyr granting the Essence of the Vampyr debuff.

What that does is increase your damage done by 100%, do zero threat, and heal yourself for 15% (10% in 10) of your damage done.  So, this is a massive DPS buff.    It lasts for 60 seconds (75 sec in 10 man) before giving you the debuff of Frenzied Bloodlust.

That will put you in a vehicle of sorts, replacing your action bars with Vampiric Bite, and Vampiric Bite only.   What you're forced to do is bite another player, another non-vampyr player.    So 1 becomes 2, 2 becomes 4, 4 becomes 8, 8 becomes 16, etc.   You have to pick another DPS to bite, and you have to be in melee range to bite.   You will want to organize propgating this to your best DPS first to get the most out of the Vampyr buff.  It'll be the best way to beat the 5 min 20 sec enrage timer.

Should you fail to bite someone, either by hardcore failing, or running out of people to bite due to deaths (hotfixes have prevented a soft enrage of running out of people as long as long as people are alive)...  You gain Uncontrollable Frenzy, which is a boss MC, you do more damage, have mroe health, and heal for a fuck ton more.   Yea, you die now if you fail.

Anyways, that's about it to the fight.   It's a few abilties we've basically seen before.   A lot of damage, requires quite a bit of dps, but has an aspect of execution you have to perform.    So, mostly a gear check.   Good luck!

 

Achievements:

Once Bitten, Twice Shy - Defeat the Blood Queen once as a vampire and again without becoming a vampire in 10/25-player mode.

  • Scream to the raid "Don't bite me bro!!!" I guess?  

 

Videos:

‹ Blood Prince Council Strategy Page up The Frostwing Halls ›
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  • 25 Man
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carno's picture

Offtank strategy adjustment += 1m dmg

carno — Tue, 02/16/2010 - 00:09

I've noticed on forums that raids are having the offtank go dps with stam gear. This is because the damage done to the offtank can't be mitigated -- it has to be healed through regardless, in fact, the offtank always takes more damage than the main tank because of this. So, fury warriors, dps DKS in frost spec, and retadin w/aura that can keep threat could replace the offtank. Regardless, any type of DPS spec and gear adjustments (rings, trinkets, etc.) would be worth it here.

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Shihli's picture

Some strats recommend a feral

Shihli — Tue, 02/16/2010 - 01:02

Some strats recommend a feral druid in dps gear offtanking.

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saedo's picture

Why would they want to keep

saedo — Tue, 02/16/2010 - 00:15

Why would they want to keep threat as an OT?   And wouldn't blood mirror force them to stand in front near MT, so does parry haste occur?

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carno's picture

good point

carno — Wed, 02/17/2010 - 19:43

I can't think why. Forgot blood mirror worked on distance.

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Agoney's picture

http://www.youtube.com/watch?

Agoney — Tue, 02/09/2010 - 19:06

http://www.youtube.com/watch?v=aXEEWI7VUb4

 

25 man first kill nerd screams included.

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Shihli's picture

Blood Queen Lana'thel - strat refinement images

Shihli — Thu, 02/04/2010 - 02:58

Let me know what you think about these ideas.

Clicking on the images below will show you the full-size original.

I think we have the general idea for Phase 1 (ground) down.  Everything, for us, seems to fall apart during the Bloodbolt Whirl phase (Phase 2).  I don't want to do a full-on Gruul positioning guide, but goddamnit I will if push comes to shove.  This general guide *should* be enough though.

Also, a thought occurred earlier about how to manage the bites.  Let's say we have one vampire in melee (e.g. Deadhli), and one vampire at range (e.g. Knoppix).  I call out "I'll bite Saedo" and Knoppix says "I'll bite Grasen".

Once we've determined who we are going to bite, find their position in the room and stand next to them.  That way, when the time to bite comes, they are RIGHT THERE and you can bite 'em.

Likewise, showing friendly nameplates (Shift+V) should also help in the process of being able to click on 'em.

Another thought occurs now too.  We typically have two raid-wide Divine Sacrifices (typically Kaluu and Elapsed).  Assuming we have access to those, having Kaluu and/or Elapsed in the "innermost dots" on the diagrams below should mean that during a Bloodbolt Whirl, they *should* be able to reach the most possible people with the damage reduction.

So as to avoid any problems any stinkers might want to raise, I acknowledge that I shamelessly borrowed this still image from "Icecrown Citadel Preview" video, posted by Boubouille, from MMO Champion (http://www.mmo-champion.com).

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Elapsed's picture

The only issue with Div sac

Elapsed — Mon, 02/08/2010 - 13:15

The only issue with Div sac is the 30 yard range on it (as you said "most of the raid"). If we were to count on only a single air phase I'd say stick me off on a side and kaluu on another and have us both pop em! but I'm guessing we shooting for 2 air phases so divsac in combination with a shadow resist aura mastery will have to cover it

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Shihli's picture

Blood Queen - survivability

Shihli — Tue, 02/02/2010 - 00:35

The following is the average survivability of each raider tonite:

Craeg 97.1 % 92.7 % 100.0 % 91.2 % 99.9 % 99.9 % 98.3 % 53.7 % 91.6 %
Deadhli 93.0 % 98.5 % 80.9 % 46.4 % 94.3 % 99.4 % 93.5 % 96.3 % 87.8 %
Quisjaa 45.2 % 97.0 % 95.0 % 99.9 % 98.9 % 99.4 % 96.3 % 86.1 % 89.7 %
Druid
Carno 95.5 % 82.0 % 13.5 % 46.6 % 83.4 % 76.2 % 91.7 % 96.0 % 73.1 %
Disrupta 99.9 % 100 % 71.2 % 100.0 % 99.9 % 81.9 % 99.8 % 100 % 94.1 %
Nuitarin 45.1 % 97.2 % 94.2 % 52.0 % 99.5 % 99.9 % 93.7 % 89.5 % 83.9 %
Primistic 99.6 % 97.5 % 78.0 % 98.3 % 99.9 % 99.4 % 48.5 % 13.9 % 79.4 %
Starshift 10.0 % 53.6 % 70.6 % 98.5 % 93.2 % 99.4 % 100 % 96.3 % 77.7 %
Hunter
Aeolyn 21.8 % 11.1 % 67.4 % 61.2 % 93.5 % 99.4 % 86.5 % 100 % 67.6 %
Grasen 46.5 % 62.4 % 69.3 % 51.3 % 99.3 % 99.4 % 99.7 % 96.3 % 78.0 %
Luminaire 48.4 % 81.3 % 87.7 % 64.9 % 95.1 % 99.4 % 96.3 % 94.8 % 83.5 %
Mage
Poisondonut 52.1 % 89.2 % 71.2 % 89.7 % 99.3 % 99.9 % 99.3 % 100.0 % 87.6 %
Paladin
Elapsed 92.7 % 91.7 % 95.0 % 80.0 % 86.9 % 99.4 % 81.3 % 88.7 % 89.5 %
Haleth 100.0 % 52.1 % 96.1 % 89.3 % 98.5 % 99.4 % 94.0 % 100 % 91.2 %
Âce 95.7 % 100.0 % 96.7 % 98.5 % 97.4 % 99.0 % 92.7 % 91.8 % 96.5 %
Priest
Knoppix 76.2 % 58.9 % 99.2 % 45.8 % 99.9 % 99.4 % 100 % 100 % 84.9 %
Talisdar 45.1 % 11.1 % 100.0 % 98.5 % 90.5 % 98.7 % 81.3 % 77.7 % 75.4 %
Rogue
Capinbill 45.1 % 89.2 % 78.6 % 89.3 % 100.0 % 99.4 % 47.2 % 1.8 % 68.8 %
Saedo 45.1 % 53.0 % 79.0 % 93.6 % 99.3 % 49.3 % 48.0 % 51.3 % 64.8 %
Shaman
Iteabagyou 62.0 % 57.2 % 58.2 % 45.8 % 96.9 % 99.4 % 95.6 % 67.5 % 72.8 %
Kishinryuu 96.7 % 100.0 % 88.6 % 98.5 % 89.0 % 99.4 % 90.5 % 78.4 % 92.6 %
Onrique 98.9 % 95.6 % 78.0 % 18.3 % 86.0 % 98.9 % 94.3 % 98.5 % 83.6 %
Zariyah 49.0 % 87.9 % 79.9 % 75.9 % 99.9 % 98.7 % 95.7 % 97.5 % 85.6 %
Warlock
Constantinne 99.4 % 89.2 % 92.3 % 48.6 % 99.3 % 81.6 % 83.9 % 94.7 % 86.1 %
Warrior
Orky 97.0 % 96.6 % 95.5 % 90.0 % 97.8 % 98.6 % 93.5 % 58.6 % 91.0 %

Players with high (>90%) survivability:  Craeg, Disrupta, Haleth, Ace, Kishinryuu, Orky

Players with good (>80%) survivability:  Deadhli, Quisjaa, Nuitarin, Luminaire, Poisondonut, Elapsed, Knoppix, Onrique, Zariyah, Constantinne

Players with decent (>70%) survivability:  Carno, Primistic, Starshift, Grasen, Talisdar, Iteabagyou

Players with poor (under 70%) survivability:  Aeolyn, Capinbill, Saedo

Those people under 70% survivability should strive to get above 80% survivability, be it by better cooldown use, more health pots/stones, or whatever.

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Knoppix's picture

Not like I can choose who the

Knoppix — Tue, 02/02/2010 - 11:24

Not like I can choose who the MC'ed people attack, go go DK with Shadows Edge (w/e it's called) and a Boomkin crit for 16k.


EDIT: Was wrong, the fights that lowered the average where fights where fear hosed the bite and I got MC'ed and got brutally murdered by the raid :(.

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I call BS on the first two

Aeolyn — Tue, 02/02/2010 - 10:34

I call BS on the first two pulls. One death to not getting healed while running with the fire debuff (first fire debuff of the night, I ran south and around the room in a half circle and died). One death in the same fight after being brezzed and dying instantly to, my combat log says the fire debuff, but I rezzed near to the center in the room and was nowhere near the fire. I know that for sure because I was the one laying the fire down and nobody else had yet to have the debuff that spreads it. Both of those were the first pull and no health pot or anything I could have done on my end would have helped my survival. Especially when I die instantly on a brezz.


Second pull and once near the tail end of our pull attempts I died in the center of the room while shedding the purple beam link thingie. Even if I'm first to arrive in the center it chews through my health  because the dumb beam likes to linger for a couple seconds before fading. The beam killed me once as it faded and the other time the beam faded and then her aura ticced over. >.>; Obviously I can help push through this with the helm of a healthstone or potion. And thats fine. But I maintain that I'm not dying due to lack of spacial awareness.

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saedo's picture

Save for Divine Sac, external

saedo — Tue, 02/02/2010 - 02:33

Save for Divine Sac, external CDs aren't used right?   I request a Pain Suppression when I'm feared as a vampyr needing to bite chase someone to bite while the boss is aoe'ing the raid.   Those were 90% of my deaths.   10% would be a battle rez'd then getting blown up soon after by somethine else.

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Pain Suppression NP, just

talisdar — Tue, 02/02/2010 - 08:46

Pain Suppression NP, just call it out!!!!  I suffer from Gridlock on that fight.  Too many sparkles.

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carno's picture

Idea for vampire biting

carno — Mon, 02/01/2010 - 23:46

It would be great if we could make a macro which every raider used to mark who they're going to bite. Healers are staring at grid and can throw 50k of healing on them before they get bit. Another possibility is that the macro also whisper the healers. This gives us one more thing to watch but at the same time vent is busy with rune pact and other mechanics, so, every bit helps.

It seems we'll be doing solid once we're doing better with vampire bytes. I think every 2-fear attempt we had 1-2 die from MC which was a large nerf to DPS. Considering we got to 14% with several dead dps, and before our new positioning, we should be lined up for a kill. A few things...

  • There is 7-10 seconds prior to fear when she stops casting Twilight Bloodbolts
  • her sorrow aura keeps ticking during fear

Based on this we're doing aura mastery 3-5s before the fear and divsac right after fear ends. Tonight we only had one paladin doing so; we might see if we can have another spec into it if kaluu and garreth aren't on. This way we'll have another ready for the 2nd fear, and then another for end of fight. (unsure if haleth and/or ace could spec into this)

We've stabilized fears, healing just past 2nd fear, and starting to get bites down. Just have to stabilize (read: focus better on) biting + healing biters after the 2nd fear.

 / comments

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saedo's picture

I hate the 2nd bite.   It's

saedo — Tue, 02/02/2010 - 00:14

I hate the 2nd bite.   It's basically timed right now so that fear happens just as you have to bite.

And this is kinda due to the "fix" they did to kill the kill the vamp strat.   They bumped Vampyr buff up 10 sec.  The old timers would have had 50 sec bite -> 100 sec bite -> 120 sec fear -> 150 sec bite  vs now of 60 sec bite -> 120 bite and fear

I wonder if Blizz is gonna let it remain this way...

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Knoppix's picture

Something I noticed looking

Knoppix — Fri, 01/29/2010 - 13:49

Something I noticed looking at the fight and going over the parses, shadow priests can keep their group up pretty well for the most part.  They can just about pull 3K HPS once bitten (if they don't get unlucky and linked 4x as well as have to move 2x for fire), plus the extra damage is a good combo.

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saedo's picture

10 man vid added.

saedo — Fri, 01/29/2010 - 13:12

10 man vid added.

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carno's picture

Parse Analysis

carno — Tue, 01/26/2010 - 11:10

Of our 7 attempts, we hit "Incite Terror" every time. I noticed (and read) the timers for Incite Terror are first @ 2m24s then every 100s after that. Here's what our attempts looked like for Incite Terrors:

  1. 1 fear, wipe after 67s
  2. 2 fears, 61s
  3. 2 fears, 32s
  4. 2 fears, 84s
  5. 2 fears, 97s (3 sec shy of next fear)
  6. 1 fear, 38s
  7. 2 fears, 37s
  8. 2 fears, 30s

As best we survived 84-97s after the 2nd fear. However, prior to most of the second fears the raid was diminished.

There are 3 sources of nasty damage everyone was getting gibbed by, and not just after fear:

  1. pact of the darkfallen - we got better at this but our first attempts show clusters of players = death
  2. twilight bloodbolt - this is #1 dmg that we're wiping to; this is cast every 7-8s on 2 targets, not just after fear
  3. #2 after fear which when it's cast on every raid member (3 raiders close to another = 21k dmg to each other)

Several deaths were attributed to twilight bloodbolt which sucks and here's why:

  • instant cast so DBM won't have a mechanism to tell you if you're next
  • bloodbolt hits everyone around you for 6-9k
  • it can target you twice (this may only be after fear during whirls, not sure; this is fucked up!)
  • entire fight: sends out two at once throughout raid; after fear: 6 at once to entire raid for 15s

So, the #1 thing we can do to improve survivability on this fight is probably to either have the raid maintain 6yd from everybody, limit melee head count, and separate melee such that no more than 3 melee are within 6yd.

When there are 5 melee within 6yd of each other we're hitting RNG as to whether they'll survive. If 3 of the 5 melee get one of the two buffs that go out (pact, bolt), all 5 melee will experience 9-21k of dmg plus the damage they are already getting from the shadow aura. If 4 melee get then all 5 melee are insta-gibbed.

However, as we know from other bosses it's possible to position 3 groups of melee around a boss which is what I'd recommend here. That can give us 9 melee and we'll be relatively safe from being gibbed -- worst case is only one group of 3 melee will be gibbed.

Groups of 3 and mandating /range 6 for the rest of the raid is required as well. Having more than 4 players close to each other for ranged increases the chance of 3-4 players getting hit by bloodbolt + pact and wiping all 4 players. This is throughout raid; keep reading for after fear.

So to summarize:

  • melee in groups of no more than 3 (we can have 4 in a grp but RNG CAN cause instagib)
  • ranged ALWAYS 6 yards apart or in groups of no more than 3
  • tremor totems, fear ward someone not in tremor group (who has no selfbuff)
  • healers stand still, rest of raid reposition

I really can't think how to mitigate fear aside from divsac. I suggest tremor totems as even 1 second of uptime will increase healing and proactive healing and give players more time to position. The option of using tranquility is not viable because there will almost always be 3 fears in a kill.

So ends my wall of crit.

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saedo's picture

A tip I've gotten is Fear

saedo — Tue, 01/26/2010 - 11:40

A tip I've gotten is Fear Ward -> Mass Dispel.    There should only be 2 fears in the fight before she enrages.    We got exactly 2 priests so that works.

Another thing is the timing of the 2nd round of bites greatly coincides with the first fear.   People have said to either...

  • The 1st Vampyr must bite the very first second you can so you can beat the fear timer
  • The 1st Vampyr must bite the very last second so you can outlast the fear timer.

Either way is the risk.

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saedo's picture

Another thing, we can prolly

saedo — Tue, 01/26/2010 - 12:08

Another thing, we can prolly pull some of the healers into melee.    Mass dispel that clump.    Though it does mean more pressing need to spread out manually.

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saedo's picture

Updated.  Flash and text

saedo — Fri, 01/22/2010 - 14:27

Updated.  Flash and text strat.   Starts paused too.   So meh, your only warning again!  ;p

Anyways, I think that's everything covered, unless some one got something I missed.

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saedo's picture

There's a rumor of the hotfix

saedo — Fri, 01/22/2010 - 01:34

There's a rumor of the hotfix in 25 that the Vampyr buff is now 60 sec, up from 50.

This would mean in the whole normal strat thing, assuming 65 sec avg...

  • 15 sec:  1
  • 1 min 20 sec:  2
  • 2 min 25 sec:  4
  • 3 min 30 sec:  8
  • 4 min 45 sec:  16
  • 5 min 20 sec:  Hard Enrage
  • 5 min 50 sec:  The would be Soft Enrage where MCs start happening but we'd all be dead at this point

Meaning, soft enrage no longer occurs, there is only the hard enrage.   If this is true.   Anyone confirm?

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saedo's picture

Rumor confirmed: 

saedo — Fri, 01/22/2010 - 02:13

Rumor confirmed:  http://forums.worldofwarcraft.com/thread.html?topicId=22418851790&sid=1

  • Blood Queen Lana’thel will only be available after the Blood Prince Council is defeated.
  • Blood Queen Lana’thel's Essence has a longer duration.
  • Kinetic Bombs no longer aggro Blood Queen Lana’thel during the Blood Princes encounter.
  • Blood Queen Lanathel should no longer cast Vampiric Bite on pets.

 

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saedo's picture

Also more confirmation: 

saedo — Fri, 01/22/2010 - 11:20

Also more confirmation:  http://forums.worldofwarcraft.com/thread.html?topicId=22748955714&pageNo...

Blizz did hate the killing people off strat and this was their solution.

 

A hotfix was deployed earlier today that increased
the duration of Essence of the Blood Queen from 60 seconds in 10 player
mode to 75 seconds and (from) 50 seconds in 25 player mode to 60
seconds. While we hate to make hotfixes to limited attempt encounters
in the middle of a play week, we felt it was necessary to correct an
issue with the Blood Queen encounter which involved intentionally
killing a member of the raid. I think it's generally accepted that
letting someone die should continue to remain a "bad thing."



We also made a number of changes to 10 player Blood Prince Council
which I'll detail in the morning. We'll be watching both fights closely
in case any other issues arise.

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Major bug in this fight.

Aeolyn — Fri, 01/22/2010 - 05:57

There is apparently an issue with people under costume effects not being able to bite or be bitten by other players.

If you use a cooked deviant fish, noggenfogger, boot flask, ect you won't be able to participate in the bite mechanic at all and will be mind controlled.

This means that if your Deathbringer's Will trinket procs while you are infected it may result in badly hurting the raid.


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saedo's picture

Quick notes from the 10 man

saedo — Fri, 01/22/2010 - 00:20

Quick notes from the 10 man kill tonight.

  • Pact of the Darkfallen is 2 targets, must stack with each other for a sec to get rid of it.
  • The Bite mechanic thing appears to be 90 sec iterations, instead of 60, with a 15 sec window to bite.   That is, 75 sec buff, 15 sec to bite, rather than 50 sec buff, 10 sec to bite.
  • Air Phase starts off with a fear, spread out asap after that
  • Vampyrs heal for 10% of damage done
  • Vampyr Bite replaces your action bars so you can do nothing but bite

 

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saedo's picture

Almost forgot, here's a full

saedo — Thu, 01/21/2010 - 13:21

Almost forgot, here's a full vid of a kill:

 

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saedo's picture

Here's the vid that's

saedo — Wed, 01/20/2010 - 12:07

Here's the vid that's circling around...   Only starts from 50%, but shows the fight basically.

One additional note to add for Live, the bleed appears to not stack.

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Blood-Queen strat? Maybe?

Aeolyn — Thu, 01/21/2010 - 12:48

The goal here is not to run out of players to pass the buff on to. Mind Control = wipe.

So here is an idea: Player suicide to slow the infection snowball effect.

Example: Player 1 gets bitten by the boss.

Wait until passing the infection is necessary. Player 1 bites Player 2.

Wait until passing the infection is necessary. Player 1 bites Player 3.

Player 2, instead of biting someone else, suicides via Hellfire, Divine Intervention, or good old fashion standing in fire or taunting the boss and getting one-shot.

At this point Player 2 can be rezzed via Battle Rezz or, since we know who "Player 2" will be in advance (barring really unfortunate RNG in which they become the starting bite victim) a soulstone would work equally well.

Upon being rezzed Player 2 will no longer have the infection. Rate of infection spreading at that point gets cut IN HALF. Because every player that Player 2 would have needed to bite and all the extra bites needed by the people who would have been infected by Player 2 no longer will occur throughout the fight.

The only trouble with this is that we effectively lose a battle rezz that we could otherwise use. I personally believe that the resource would be better spent in helping to prevent the infection spread in the way I described above; as by the time a brezz would normally be used on a decent boss attempt you're likely not in a recoverable position seeing as how this fight snowballs so sharply the way it does due to the infection mechanic.

This should provide the raid an extra 60 seconds that they otherwise wouldn't have before the Mind Control forces a wipe. Considering the insane damage the infected DPS will be doing that should easily, easily pay for the battle rezz.

Now all we have to do is avoid her spells and not die to hazards and I think we have this.

I will add that I think this is a superior idea than killing the absolute first person who gets infected because the infection does provide a DPS buff and we want some degree of it present in the raid. Killing one of the players at the point where 2 infections would become 4 infections seems like the most cost effective manner of still gaining its benefits but stalling its progression towards wiping us.

*Edited for clarity

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saedo's picture

Ok this extends the soft

saedo — Thu, 01/21/2010 - 13:05

Ok this extends the soft enrage, but lowers raid dps at the same time due to less infected DPS early getting the 100% damage boost.    Is it really a benefit?   There's still a hard enrage.

There's also some RNG on who gets the first bite.   Could wind up being a healer, which means less dps...

Killing the first one might mean she bites again right away, or maybe 15 sec.   She appears to bite if there's no Vampyrs left in the room.

I just think we have to make sure people bite our highest dps first.    Doubling the highest dps' dps will be the best benefit.

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Well I suppose we need to see

Aeolyn — Thu, 01/21/2010 - 13:43

Well I suppose we need to see how quickly we damage her.

I really think the soft enrage is going to be more the problem. There is an overwhelming chance that a DPS will get infected. I agree that a healer can get selected as the first target and thats not fun but it really seems like the DPS are going to spread the infection amongst themselves quickly enough as it stands seeing as how we can pick and choose who gets infected and who doesn't beyond the initial one selected by the boss.

The infection should still be spreading quickly enough considering we have, what, seven players (healers and tanks) that we don't want the infection on. When it comes time to heroism I really do not think we stand much if any risk of hitting the five and a half minute hard enrage timer. The infection spread is really the single biggest threat to us. Keeping it under control really is the core mechanic of the fight.

We apparently need 9711 DPS (not counting the seven above) per player to beat her enrage timer. I 100% believe we can meet that while taking the precautions I mentioned in my previous post to keep the soft enrage from killing us. Its also worth noting that her aura damage gets steadily worse for each Vampire in the room. So we'd be protecting ourself twofold by lessening the spread early on.

 

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