Tuesday, November 13, 2012

Resto Druid 10m Heroic Blade Lord Ta'yak strat

Um, this boss is relatively easy... only thing new in this phase is boss does an extra ability that sucks players to him while he whirlwinds. It's not that bad, just makes it so that you have to keep healing while running. And of course, all of his abilities do more damage.

We ran 2.5 healers and as a note, disc priest is godly for this fight. Disc priest spends the whole fight doing 2 things, shielding everyone and smite atonement...

2 Phases, exactly like on normal.

Symbosis: Shaman (spiritwalker + tranq = OP during phase 2), Mage (ice block for Wind Step in Phase 1/getting out of tornadoes in phase 2)

Talents: HotW, I ran Tree form, but next time I'd want to try Force of Nature instead (well :-/.... most of my healing needed is during Phase 2 when tree form instant regrowth lifeblooms are great.... but... feels like less hps during phase 1.)
So I did try out Force of Nature, I like it more, just because during Phase 2, I'm going spiritwalker tranq anyway, so the tree form lifeblooms and regrowths aren't as useful after all. And since the trees aren't blown by the wind, could consider leaving them midway up to the boss to let them heal stragglers, or just blow them at the start of phase 2 to help heal everyone to full faster before run.
Without spiritwalker, tree form is pretty necessary, since other than monks, druids are probably the best running healers.

Phase 1:
Boss does abilities in the same order each time. As long as tanks don't mess up, tank healing is minimal and the rest is a dps check.
Ability 1: Tempest Blade, throws a tornado at a ranged person. The tornado never goes away and knocks back a little bit. Make sure you assign a column for all the ranged, so they can move south in their column gradually as the fight progresses without getting in 8 yard range w/ each other or let the tornado into melee area.

Ability 2: Wind Step. This one ticks 150k per 3 second now instead of 80k on normal, so you can't have 2 in raid at once or else it's pretty OMG for the healers. So every ranged needs to be >8yards apart. So the boss casts this whenever the previous one expires (25seconds or so?), so can never have >1 Wind Step in raid unless dpses were <8 yards and all got Wind Stepped. If mage ice blocks it off, that's basically 25 seconds for healers to relax.  O yeah, never ever let person with Wind Step dip below 40% hp if you can help it especially before ability 4.  To heal the Wind Step, shift lifebloom onto the person + rejuv + regrowth if omen procs + swiftmend + nourish/healing touches. It's pretty painful for druid solo, so probably need other healer to also heal wind steps with you.

Ability 3: Unseen Blade. Everyone except the person with Wind Step needs to stack together and take a huge hit in the face. If the person targeted for Unseen Blade is the person with Wind Step, have a Paladin BoP or priest pain suppression or Ironbark, 'cause otherwise high chance of death from Wind Step ticks after the blade. The stacking must be done well, stand in front of the boss's blade, otherwise if <5 people takes the hit... they'll all probably die.

Repeat Ability 1 and 2 then

Ability 4: I forgot the name, whatever that stupid Whirlwind attack is. Basically, he sucks you in, you run out and keep running until it ends. Stampeding roar is nice, but not necessary. During this time, all healers throw all instant casts on the person with Wind Step. Rejuv, Lifebloom, Nature Swift if necessary.

This cycle of abilities will continue until the boss hits 25% and starts Phase 2, pushing people to one side of the room and making you run tornadoes.

Phase 2:
As soon as this phase starts, don't start running yet, top off raid to nearly full, then start running. When people are getting <50%, Spiritwalker Tranquility! If you get caught in a tornado and fall behind, you might just have to cat form and sprint your way back up and hope other healers didn't mess up and can heal before you get there. O!!!! tree form actually gets cancelled by stampeding roar!! I did stampeding roar in tree form and it turned me into a bear!!! anyway, just something to watch out for.

When boss hits 12%, everyone, except for 1 tank + maybe a dps who can survive without healing for  a while, needs to ride the winds on the side back to the other side of the room while the left behind tank/dps brings the boss to 10% hp and he flies to the other side where the rest of the raid is already waiting. Then dps the boss down and hope it's before berserk.

When we cleared it, we had 2 dead dps when boss was 10% and so we hit berserk timer :). And everyone except our tank died, but he survived just long enough to shave off the final 0.4% hp. Epic epic.

Once again I'll mention we are Recruiting.... 

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