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DB&F's SSC tactics

brunson
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HYDROSS

OVERVEIW.
Hydross has two phases. Frost(water) phase and Nature phase. We get to decide when to switch his phases. He has a 10 min enrage timer.

FROST PHASE >>

Raid wide debuff -- Every 15 seconds he puts a stacking debuff on the raid. This debuff adds a %frost damage modifier. After 15 seconds the whole raid gets a "increases frost damage to you by 10%" debuff. 15 seconds later it goes to 25%, then 50%, 100%, 250%. Healing through the 100% debuff is doable, healing through the 250% debuff is not. We try to switch his phases as close to the 250% debuff as possible, without actually getting the 250% debuff.

Watery tombs -- While in his frost phase, he regularly selects a random person in the raid and puts them in a watery tomb. He will not select his current target(hopefully the MT). This watery tomb can chain from person to person so spreading out is necessary. 6s after getting watery tombed, the person will take a large amount of damage. Damage done depends on the stacking debuff currently on the raid. Obviously while the 10% debuff is on, the person takes significantly less damage then while the 100% debuff is on.

NATURE PHASE >>

Raid wide debuff. Exactly the same as the debuff in the water phase, but it adds to nature damage.

Poison -- Similar to watery tombs but instead puts a dot on the person that deals its damage over 24s instead of all its damage after 6s. This is a little easier to heal through.

TRANSITIONS >>

When trasitioning between water and nature or vice versa, he will summon 4 adds and wipe all agro tables. When transitioning from water to nature the adds will do nature damage, and when going to water, the adds will do frost damage. The MT with the right gear HAS to be on top of thier game to pick up Hydross when he does his transition.



RAID COMPOSITION >>

Tanks -- You need a frost tank, a nature tank, and preferably 2 other tanks with a mixture of frost and nature. The MT's need a minimum of 365 buffed resistance in thier selected resist and also be uncritable. This means 490 defense for a warrior or pally. The mixed tanks should shoot for as much of each resistance as possible.

Healers -- we go with 7 healers. 3 MT healers. 2 OT healers, and 2 raid healers. Because of the stacking debuff, the raid and MT will take less damage at the begining of a transition. But with the 4 adds, the OT's will take alot of damage right in the begining but the adds should be down in about 25s. So our raid and OT healers help each other out because of the nature of most of the healing that they need to do happens at different times.

DPS -- There is no "you need at least x of class y" restrictions. A little aoe does help with taking down the adds. The most important thing for dps to do is NOT pull aggro. If you do and bring him across the transition line again, you will summon 4 more adds and wipe the raid. When a transition is happening, you need to stop all dps.

THE PULL >>
We do the pull by having the FrR warrior take a invis potion and running up to hydross and hitting blood rage. There are a few "weak" adds at the begining but those can be dps'd by your ranged people in about 5 seconds. Everyone gets into position and dps's the boss for the whole min.

TRANSITIONS >>
at the 45 second mark or when the 50% debuff is applied, I call for a "stop all dots". We try to transition him everytime at 1 min 10 sec(1 min 15 sec being when the 250% debuf is applied). This gives 25 sec for all dots to get off him. Each Dps class needs to undertand this and cast thier dots accordingly so there will be none on him when the transition happens. Obviously the 12 sec dots can be cast a little later then the the 24 sec dots. At 1 min 5 Sec the tank starts moving him and all dps on the boss is stopped.

As soon as he changes color, Hydross drops all agro and summons 4 adds.

The appropriate tank needs to pick him up immediately. For a warrior, a shield slam and heroic strike is recomended. If anyone grabs agro and pulls him back over the transition line, 4 aditional adds will be summoned and it will be a wipe. Any classes that have a high chance of grabbing agro (think druids with thier hots), we have them run from one side to the other so if they do happen to grab agro, only they die and they dont pull him over the line and summon 4 more adds.

The 4 adds need to be tanked. We ussually have a druid pick up one of them and burn down his add. The pally tank grabs the other 3 and as soon as the first one is down we start to AOE the other 3. We place them near the boss so he can also take the AOE damage. We have a second druid who collects up any of the adds that get away from our pally tank and brings them into the consecrate. It takes us about 30-40 seconds to take down the adds. The dps then turns to hydross and burns him down till he next transition.

Do this over and over again till he dies.

THINGS TO STRESS TO YOUR RAID >>
dont pull agro on transitions. When it happens, it ussually ends up in a wipe.

Dont pull agro on the adds, it wont wipe you, but that person is more then likely dead. To many dead and you wont beat the enrage timer
  brunson edited this message on Friday December 14, 2007 at 16:37  
brunson
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LURKER

OVERVEIW >>
Lurker has 2 phases. when he is above the water and when he is below(add phase). There is no enrage timer, and the healing isnt too stressfull, so as long as people dont die, it is a VERY easy fight.

The layout where you fight him has a big circular island with a pool of water in the middle. This is where lurker is. There are also 3 small islands around the outside. Only those within melee range can grab agro so the ranged dps can go crazy. Those who dont need to be in melee range stand either on the 3 islands or on the edge of the big circular island. This will get you out of whirl range.

Before you kill lurker's trash, there will be fish in the water. They are nasty. Killing all his trash makes this fight alot easier. It will basically boil the water killing all the fish. But then the water will do damage to anyone in it. It isnt alot of damage, basically a renew can heal through it. If you dont kill lurker by the time the fish respawn (2 hours i think) you will need to go rekill his trash.

ABOVE THE WATER PHASE >>

he has 3 abilities when above the water

1. a single target damage spell. This spell does some damage and has a knockback component. It will also chain through the raid, so spread out.

2. whirl, a short range aoe with a knockback component. Only the melee should have to deal with this. Boss mods do give you a timer so you can back out when this is going to happen and save your healers some mana. He also wirls imediately after a spout.

3. spout... The most important part of this fight. Two times in his above the water phase he will spout.(only once in the initial pull phase) He spouts as soon as he emerges after the add phase, and about 45sec into the phase. He takes a large gulp of water, and starting at his current target (hopefully the MT) he spins in a big circle spiting out this water. Anyone who gets hit by it will get a lot of damage done to them and a HUGE knockback. you will basically die by the time you get back to the raid. The way to avoid spout is to jump in the water. I CANT STRESS ENOUGH HOW IMPORTANT IT IS NOT TO DIE TO SPOUT.

BELOW THE WATER OR ADD PHASE >>

After about 1 min, lurker will dive below the water and his add phase will begin. There are a total of 9 adds. 3 melee adds and 6 ranged adds.

Melee adds-- They swim up to the big circular island at three different spots. We have 3 offtanks pick them up. Our melee dps kills them one at a time. They do a NASTY cleave that will one shot a rogue, so stay behind them. After our ranged gets done killing the ranged adds they turn to the big island and help out the melee. We ussually have the melee get the first one down to about 20% then move on because the ranged can finish him off. The melee stay on the second one till its dead.

Ranged adds-- Two ranged adds swim up to each island. We ussually have 3 ranged dps and one healer per island. One add per island gets CC'd while the other is being burned down. The adds are hunters and have a single target and multi target shot. If a clothie gets within melee range of them, they will pretty much get two shot, so stay away. Once both adds are killed, the ranged dps on that island helps kill the other adds.

after about 45sec lurker will emerge if you have the adds down or not. He will almost immediately spout. If all the adds are not down, everyone in the raid NEEDS to jump in the water to avoid spout. Finish off your adds then start dpsing lurker.

RAID COMPOSITION >>

Tanks -- 1 MT on lurker. he is tauntable. We keep our MT in the water throught his above the water phase. Try to stay at the top of the water as far into the middle as possible so you stay in LOS of your healers. He will knock you back with whirl and the single target bolt. Get back into melee range asap. If you stay near the center you wont get knocked out of melee range.
3 OT for the melee adds. You have to pick these up IMMEDIATELY. If you dont, they will start blinking around and one shotting your clothies.

Healers -- We have 3 tank healers, 3 island healers, and a melee dps healer.
The tank healers will heal the MT during the "above" phase and each will get assigned a OT for the add phase.
The island healers will get assigned a island to heal for the add phase. You can stand on the big island and still heal your assigned people. this allows you to keep hots up on the tank also.

Melee DPS -- watch out for whirls. watch out for spouts. watch out for cleaves on the adds. He has a big hit box. you can stand half way across the big circular island and still hit him. This will allow you to only have to take 2 steps back to get out of whirl range. after a whirl, take 2 steps forward and continue dpsing. dont bunch up.

Ranged DPS -- stand on your island and nuke lurker. you cant pull agro when someone is within melee range. Take out your two adds then help others with thier adds. Dont get in melee range of the adds, they will tear you apart. Avoid spout.

THE PULL >>
you start out the fight by fishing the pool in the center. I think it takes about 300 fishing and a lure. Those with 375 fishing dont need a lure. you want as many as possible fishing cause it can take anywhere from 5 sec to 20 min to fish him up. No one but the MT should be in melee range at he pull. You can fish from the back of the circle. As soon as he is up, ranged can open up, melee allow the tank a few seconds. He will not spout immediately at the pull like he will following a add phase.

THE REST OF THE FIGHT >>
its basically going from one phase to another. when he is up, kill him. When he submerges, kill the adds.

THINGS TO STRESS TO YOUR RAID >>

There is no enrage timer, healing is not to intensive, as long as no one dies, its a very easy fight.
DONT DIE FROM SPOUT. let me say it again. DONT DIE FROM SPOUT.
once people start dieing, the add phase gets harder and its a big dominoe effect that ends in a wipe. Stay alive and lurker wont.

oh ya and DONT DIE FROM SPOUT......
  brunson edited this message on Friday December 14, 2007 at 17:26  
brunson
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MORGRIM

ABILITIES:
3-5k melee damage (8k+ crushing) on tanks, roughly 12k-13k hits on cloth.
Tidal Wave - A 35 yard range attack dealing 3938-5062 frost damage and reducing attack speed by 400%. Frontal arc. The debuff lasts 15 seconds. 2s cast time. Can be resisted (binary spell).


Watery Grave - Teleport 4 players under the waterfalls. ~6000 damage after 6 seconds, and some falling damage. ~50 Yard Range from Morogrim Tidewalker. ~ 30 sec cooldown. People close to the watery grave target will also take damage.


Earthquake - 3000-4000 damage. 45-60 sec cooldown. 50 yard range.


Summon Murlocs - After each earthquake, Morogrim Tidewalker summons 2 packs of 6 murlocs. They have low HP (~17000) and hit for ~800 on plate. Around 1400 on cloth.
Summon Watery Globules

At 25% Morogrim Tidewalker stops casting Watery Grave but begins summoning Watery Globules. He summons 4, one from each grave spot, they move slowly towards a fixed player and explodes for 4000-6000 damage on impact.


OVERVEIW:
This is actually an easy fight once you figure out how to keep your tank alive and not pull agro on the murlocs. Its a basic tank and spank with a little AOE action every 50sec or so.

THE PULL:
a hunter misdirects to our druid tank, the raid snuggles in behind morgrim, the watery grave healers go to thier positions. easy as pie. Dps will start damaging morgrim slowly as to not pull agro.

PHASE ONE: 100% health to 30% health
Melee:
you will be constatly on morgrim. Your only job for this whole fight is to do as much damage as you can without pulling agro.

Ranged:
you are split between aoe classes and non-aoe classes. The non-aoe classes (shadow priests, ele shamens, etc.) will be on morgrim the whole time. DONT PULL AGRO.
The AOE classes have a little bit more variety. You will dps morgrim untill our pally tank calls for aoe on the murlocs. Then you will AOE the murlocs down, then continue killing morgrim. We get a fresh wave of murlocs every 50s so make sure you keep your mana up. If the Pally tank gets watery tombed at a bad time, immediately stop AOE and go back to morgrim till the pally tank is back in position.
One special job will be the lifetaping warlock. After every earthquake, you will lifetap constantly untill the murlocks get to our pally tank so he has a target to heal to grab thier agro.

Healers:
There will be two watery grave healers. you will each be assigned two different graves to heal. your ONLY job is to make sure anyone who gets watery graved is at full health before they explode. Most of the time they will be graved with full health. But occasionally, if it happens right after a earthquake, both of your graved people will come at healf health. You have exactly 6s to get them over 6k health. IF you dont, one or both with die. After they explode, its your job to get them to full health asap so they can run back up and keep dpsing.

The rest of the healers will be assigned on the MT, Pally tank, or raid healing. all of these healers will stand on top of the pally tank at all times. You have a VERY hard job. keep your assigned target healed up without pulling agro from the murlocks. What happens is morgrim does a earthquake, damaging everyone within 35 yrds of him. Your first instinct will be to heal up the raid. DONT DO IT. help the MT healers heal the MT so everyone gets a portion of the healing agro but one healer doesnt get a lot of agro. At the earthquake a bunch of murlocks spawn. They have a fresh agro table, and we want them to go hit our pally tank who is healing up the lifetaping warlock and not you. As soon as they start hitting our pally tank, keep him healed and slowly heal up the raid. The main portion of the raid only takes damage every 50s so they dont have to be kept at full health constantly. They just need to be at full health by the next earthquake. One other note - dont heal the lifetapping warlock after a earthquake EVER. and never throw a HOT on him.

Tanks:
MT - basic tank and spank for you in phase one.
Pally tank - after each earthquake, you will heal up the lifetapping warlock to get agro on the murlocks and as soon as they get in range, start aoe tanking them.

Everyone:
if you get watery tombed, make sure you get healed up to full health before you go back up to morgrim, Would hate for you to be at 10% health and be in earthquake range.


PHASE TWO: 30% health to dead.
before phase two starts, we will move and turn morgrim a little. This is to get the raid out of the range of the watery globules. Just stay behind morgrim at all times while he is being moved, and you will have no problems. Watery Tomb healers can join the rest of the raid once the watery globules start spawning. They move slow so just avoid them as your heading up.
There is no more watery tombs, but we still have to deal with the earthquake and murlocks, and they become a little harder. Because of our moving, one group of murlocs get to us way before the other one does. Juat pay attention to when the pally tank calls for AOE. besides that, it is still a basic tank and spank.
  brunson edited this message on Tuesday February 26, 2008 at 02:01  
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FATHOM LORD
     
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Cleri
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Brunson - For Vashj, just send people over to the sticked post of "Kael'Thas and Lady Vashj" in this forum.