Encrypted Text: Rogue tips for raiding Icecrown Citadel, part 1

With patch 3.3's release last week, we saw a brand new tier of raid content released. Our mission to assassinate Arthas while he sits upon his throne has reached its conclusion. After dealing with the immediate threat of Yogg-saron's corruption and proving ourselves in the Argent Tournament, we've been selected as the agents of the Lich King's demise. We haven't come this far to fail now!
Before we can walk in and show Frostmourne and company what's up, we have to cut our teeth on Arthas' doorkeepers first. The first four bosses of Icecrown Citadel are now available to tackle, and provide some of the most interesting and innovative mechanics that we've seen in a boss fight yet. Considering that you'll be facing these same 4 bosses for the new few weeks, it provides a great opportunity to really learn the fights and capitalize on any tricks that will keep you alive. Read on for my analysis of the first wing of ICC from a rogue's perspective, with specific tips and tricks for assassins only!
Trash
Immediately when you step into ICC, you'll find the new T10 gear vendors. Feel free to drool over the new set, and then move on to taking out the trash between yourself and the first boss. Most of it is pretty standard stuff, although there is one specific rogue-only tip I can provide. There are a pair of traps in each of the starting rooms, that are visible while you are stealthed and can be disarmed. These traps will trigger a frost/slowing aura on your raid and will summon a giant skeleton add to come attack your group if they are triggered.
While you can safely disarm them from 20y away while in Stealth, remember that by skipping the mobs, you will lose out on 75 reputation with the Ashen Verdict for each one you skip. For this reason, I suggest you simply mark the trap with a flare or other notification, so that you can trigger it on your own. This will net you some extra reputation, which can be key as you work your way up the food chain towards the very awesome Ashen Verdict exalted rings. Once exalted, and on farm runs later, your raid leader will probably ask for these traps to be disarmed instead of activated.
First Encounter: Lord Marrowgar
The first boss of ICC is a giant flying triple-headed skeleton, and is honestly one of the most amazing bosses I've ever fought from a visual perspective. As a rogue, you are going to spend 99% of this fight burning the boss down. Ranged DPS will be assigned to popping the Bone Spike Graveyards that come up, and they'll be dodging the Coldflame trails that radiate out from the boss. Melee doesn't really have anything to worry about, as long as you remain a safe distance from the tank so you don't get cleaved by his Saber Lash attack. You might get put into a Bone Spike Graveyard (and no, Cloak / Vanish / Killing Spree won't save you), but you simply have to wait for your friends to break you out.
The boss will initiate a spinning whirlwind attack, similar to Skadi in Utgarde Pinnacle, though dealing significantly less damage. You can Feint if you are close to the boss to lower the AoE damage, but just running away will probably be fine. Be sure to avoid the fire during this phase, and also remember to Tricks of the Trade to your tank as his whirlwind is ending. He resets threat during this time, so your tank will need some extra help picking the boss back up. Because this boss is intended to be easily killed for the weekly raid quest, you won't really find too much of a challenge taking him out.
Second Encounter: Lady Deathwhisper
Here's a fight where a well-played rogue can really clean up a fight and make it easier for everyone involved. It plays out in basically two phases: mana shield up, and mana shield down. The 'mana shield up' phase is basically Freya from Ulduar, with the exception that you do need a couple of your DPS sticking on the boss at all times. As a Mutilate rogue, you should really ask to be left on the boss, as your mix of physical/magical damage makes you a bad candidate for taking out the resistant mobs. Your rotation also thrives in a single-target burn situation, and so you should try to get out of add killing duties.
As Combat rogue, you are well suited to handle some of the add control. There are two types of adds: Adherents and Fanatics. Adherents can gain near immunity to magic, while Fanatics can boost their defenses to be almost immune to physical damage. This means that you'll be focusing on killing Adherents, while your casters knock out the Fanatics. You'll want to kick as many of the Adherents' spells as you can, and use your CDs to burst through their Shroud of the Occult damage shield. Using Tricks of the Trade to help your tanks pick up aggro will also help with some of the tricky parts of this fight as well.
Once the boss' mana shield is down, due to the damage of the people on her full time, you'll want to switch to attacking the boss. Her key ability here will be Frostbolt, as it deals massive damage but can easily be interrupted with a Kick. Try to always have some energy in your pool to Kick this spell to save your tank some significant damage. You may get chased by a Vengeful Shade (one of those invulnerable ghosts), just run away!
Third Encounter: Gunship
The Gunship Encounter is one of the easiest (and most entertaining) raid fights I've had the pleasure of conquering. Pick up a Rocket Shirt from the engineer on-board your ship, and get ready to fight the opposing faction's Gunship. I find that rogues are best delegated to add duty on this fight, as Tricks of the Trade and their melee nature make them perfect candidates. Adds will spawn via a portal on your ship, assist your tank in killing these adds swiftly. Use Tricks and your other available tools to keep them at a minimum level. If you do get asked to visit the other ship, you simply use your Rocket Shirt to hop over and destroy the Battle-Mage that is freezing your guns. Killing Spree or Overkill would be utilized perfectly for this bursty phase, simply remember to jump back once you're finished!
Fourth Encounter: Deathbringer Saurfang
Saurfang rounds out the first wing of ICC, and his difficulty is definitely a step up from any of the prior 3 fights. He functions on something similar to a Runic Power / Rage / Energy system, where he builds up a primary resource, and then empties it once his tank is full. Your goal is to minimize how fast that tank fills up, while burning him quickly due to his soft enrage timers. The rule of thumb is that every damaging ability he uses will generate 1 energy for him.
The most prevalent mechanic on this fight is Saurfang's Mark of the Fallen Champion. Once Saurfang reaches 100 energy, he'll unleash this via a short cast on a raid member. Once cast, his attacks start hitting that target for a few extra thousand damage on every swing. This damage causes him to build up energy even faster, and he'll cast another mark, which eventually escalates into chaos. He also heals back up 5% of his HP if someone with the Mark dies, which means that the entire fight starts slowly and ramps up quickly. Save your CDs for the late-fight, as he has a Frenzy move that means you'll want to end the fight ASAP.
Rogues have a unique way to deal with this issue: Vanish. If a rogue uses Vanish to avoid Mark of the Fallen Champion, they can avoid having the ability cast at all. Note that if you Vanish too early, he'll simply cast it on someone else. But if you time it just right, you can Vanish/Immune the ability, effectively resetting his energy to 0 and yet not ramping up the pace of the fight at all. It's a trick maneuver to pull off, but there's no real reason not to blow a nearly-useless Vanish cooldown to switch this fight from difficult to cake. If you manage to be hit by the Mark anyway, reports are indicating that Feint will reduce the damage you take from the Mark. Doing so may or may not be worth using, depending on your healing situation. For further research on this, feel free to read the Elitist Jerk's thread on ICC rogue optimization.
His second core ability is summoning a few Blood Beasts which will then start chasing after your healers and ranged DPS. You can use Tricks to help one of your ranged classes gain aggro, or some raids may have melee pile onto one of the adds to burn it up. Whatever you do, be sure to NOT be hit by this add. Use Evasion, Kidney Shot, Vanish, anything that will save you from being hit. If you are hit, it starts feeding into Saurfang's energy timer, increasing the tempo faster than it should be. Don't bother using AoE on these adds, as they have the same passive aura as the Faction Champion that makes them super-resistant to it.
Conclusion
The first few bosses of ICC will give you plenty to practice on, especially if you're planning to tackle hard modes in the months to come. Luckily, there is still plenty of time for you to go back and work on ToC and Ulduar for achievements and gear, as we won't see any new encounters for another 3 weeks. Please share any other ICC tips you have in the comments, or ask any encounter-specific questions you may have.
Filed under: Rogue, Tricks, Raiding, (Rogue) Encrypted Text






Reader Comments (Page 1 of 1)
Docp Dec 16th 2009 5:12PM
Doesn't Marrowgar have 4 heads?
Barinthos Dec 16th 2009 5:13PM
Yeah he does.
Docp Dec 16th 2009 5:21PM
Also you say vanish is nearly useless, but as a mutilate rogue I use it to get another Overkill for 20seconds more of 30% increased energy regen. Am I right for doing this or is there something I'm not seeing that makes this a bad choice?
Sparcrypt Dec 16th 2009 8:09PM
@Docp
You're completely right - is a damage boost and should be used as such during any burn phases etc - it might not rival combats cooldowns, but it certainly is an energy boost worth using.
Methinks chase spent far too long as a combat rogue ;).
noelkytty Dec 19th 2009 11:10AM
Aside from the Overkill buff, Vanish is also good to throw on a garrote if nobody else is supplying bleeds and Hunger For Blood is about to expire, especially if you don't want to spend your combo point[s] on a Rupture.
Barinthos Dec 16th 2009 5:12PM
Loser!
Meijnrr Dec 16th 2009 5:14PM
Hey Chase I've always wondered this but have never been high enough on the comments for you to see, but what guild are you in? And what is your rogue's name and realm location? (Also email me if they're looking for a 6k+ rogue)
Chase Christian Dec 16th 2009 7:20PM
My server is Azgalor, my guild is (we do 10 man runs exclusively), and my favorite rogue is Madsushi (though I do have more than one).
TTFK Dec 16th 2009 9:17PM
Now that the DC's have (for the most part) subsided, we had the chance to go through all four bosses last night.
Saurfang was a huge letdown. We went with 3 healers, but could have easily done it with two. Even with the lowered DPS we reached the achievment for less than 3 Marks.
Lemons Dec 16th 2009 6:26PM
"While you can safely disarm them from 20y away while in Stealth, remember that by skipping the mobs, you will lose out on 75 reputation with the Ashen Verdict"
that's why it's bittersweet to disarm the traps. Sure it keeps your raid from inadvertantly activating a bone giant, but then you'll lose the rep you would have gained if you had activated that gaint.
I think that once the traps are disarmed the bone gaints should work more or less like a nuetral mob. It won't aggro on its own, but you can choose to aggro it at any time by attacking it. It's great we get to disarm traps again, but it should be more cut and dry, rather than just marking the traps and then pussyfooting around them.
I can already imagine some retard is going to walk right into the trap even after it's been marked.
Lemons Dec 16th 2009 6:42PM
@Docp
You're right about using vanish to gain Overkill, it's quite a potent buff (and one of the few CDs mutilate has). 30% more energy regen over the course of 20 seconds grants an additional 60 energy (unless my math is just plain wrong), and more energy is always a good thing.
It's funny seeing combat rogues who just specced mutilate run into an encounter instead of opening from stealth, they obviously didn't read the overkill tooltip when they hastily specced 51/18/2.
Lemons Dec 16th 2009 6:42PM
comment system fail!
Dawts Dec 16th 2009 8:31PM
I bet you clip envenoms or cap energy a lot don't you?
Myf Dec 16th 2009 9:26PM
Theres isnt always "a pair of traps"
The first room can be 1, 2 or no traps.
The 2nd room is always 2.
In the case that there are less than 2 traps in the first room, missing traps will spawn when you trip an existing trap, and that existing trap can be in either the 1st or 2nd room.
The safest way to trip them is a hunter with Eyes of the Beast, or with Crashing Thrashing Racer.
I grinded that trash until exalted, so trust me on this.
Xan Dec 17th 2009 4:45AM
Protip: On the gunship fight, when you rocket pack over to kill the mage, once done killing the mage you can use the portal that the adds are taking over to your ship to teleport back to your ship instead of jet packing back.
kev-dogg Dec 17th 2009 5:52AM
I don't get it. Why do people still post "First!"? Did you win a prize? Do you feel better about yourself knowing that you were the first person to provide exactly zero related feedback or commentary on the article? Does it make your life complete to have a blacked-out post on a WoW.com article comment page?
Just give up. No one cares that you were the first person to post on a blog.
Thanks for the article, Chase. I've been reading up on this stuff on EJ for a while, but unfortunately haven't had the opportunity to go into Icecrown Citadel [other than for rep grinds]. When my guild does get in there I'll know a little more about the fights than I would have otherwise. These fights sound like a lot of fun, heh it'll be good to get in there and kill more than the trash =D
Cyberziggy Dec 17th 2009 7:33AM
I think the reason some people post "first" is just to see if they can get a rise out of someone.
Ttam Dec 17th 2009 11:00AM
During the Whirlwind phase of Marrowgar, Rogues can pop evasion and avoid a chunk of damage.
Myf Dec 17th 2009 7:47PM
You can also pop fient if he targets onto you.
Just feint and stand there and take it.
Cyno01 Dec 17th 2009 12:31PM
Thank you for not writing a "How to be a good PuG Rogue" article like every other class column this week.
For those who were expecting that...
"Keep ToT on the tank and spam FoK on trash. Dont spam FoK on bosses, but keep ToTing the tank. Dont be a 'tard."