Scattered Shots: Hunting the Lich King

Arthas Menethil, the Lich King, the ultimate boss of Wrath, is now within your sights. I don't care that Ruby Sanctum is coming out; the Lich King is it. He's been haunting you ever since you stepped foot in Northrend, popping up here and there to check on your progress, being amused by you, threatening you, chasing you down long hallways. Now after clawing your way up Icecrown Citadel, you finally stand before the Frozen Throne and Arthas himself. It all comes down to this.
It's going to be a bad day for one of you.
The Lich King is the most complex and demanding fight in ICC. It requires a moderately high DPS throughput, with lots of target switching and burst DPS, situational awareness and unforgiving positioning requirements. With a 15-minute enrage timer, this fight has it all.
Join me after the cut as we take a look at the hunter-specific roles within the Lich King encounter. As always, we are assuming you have an understanding of the encounter mechanics, and we are focusing on tricks and tips for hunters. If you are unfamiliar with the encounter, please check out the WoW.com Lich King tutorial video.
Dear person who named the phases: I hate you
I have no idea who it was that first named the Lich King phases, but whoever it is, I want to kick them in their delicate bits. Seriously, what the heck is wrong with just numbering them in, you know, numerical order? Alas, this silly system is often used in guides, while other guides use a more logical numerical progression. In an attempt at clarity (and pointing out how frickin' dumb it is), I'll be using both systems. But I want it known that it's not my fault that they work like this.
Okay, let's get started.
Phase 1 (the first phase)
Phase 1 lasts from engagement to 70% health. This is the easy phase, and within a handful of attempts, you'll be telling jokes over Vent, discussing plans for the weekend and anything else you can think of to stay awake. For us hunters, this phase is mostly just a tank and spank. You have three jobs during the first phase:
- Single-target DPS the Lich King.
- Move for Necrotic Plague.
- Tranq the Shambling Horror enrages.
Obviously when you get Necrotic Plague, you should run to the off tank at once for a dispel -- don't wait for your shot to finish, just get yer butt over there. I like to run to the OT and then Disengage back into position.
Finally, dispelling the Shambling Horror enrages is important. They only enrage for a small window of time, and two enraged Shambling Horrors at once can be a very bad thing. You will want a macro to deal with it, and there are two macro options: the lazy way and the mouseover way. You can use the lazy way if you want, especially in 10-man, but just be aware of the disadvantages. What you don't want to do is manually click on the Shambling Horror and hit your Tranquilizing Shot, then manually retarget the Lich King. That's just a waste of time.
The lazy tranq macro lets you just push a button to automatically target the Shambling Horror, fire your tranq shot and instantly pop back to the Lich King. It's as easy as can be. The danger is if there are multiple Shambling Horrors up, it may not target the one that's actually enraged, in which case the enrage doesn't get dispelled.
The right way is to use a mouseover macro. This way, you just have to hover your mouse over the correct Shambling Horror and push your macro button. Just like the lazy macro, this will fire just the tranq at the horror and let you continue to DPS the Lich King.#showtooltip Tranquilizing Shot
/tar shambling
/cast Tranquilizing Shot
/targetlasttarget
I recommend using your first two Rapid Fires (assuming you're MM) right out of the gate in phase 1. This will ensure that you have them again in phase 2. Phase 1 ends when the Lich King gets to around 71% to 70% health. He runs to the middle, and you must run out to the edge of the platform at once.#showtooltip Tranquilizing Shot
/cast [target=mouseover, exists] Tranquilizing Shot
Transition phase 1 (the second phase)
The transition phase lasts exactly 60 seconds. During this time you will have to DPS down three Enraged Spirits, which pop out of random raid members. Personally I'm a big fan of angry trees, but Deathbringer's Will procs are also fun and I enjoy killing the mad cows too. Here's the lowdown on the first transition phase:
- As a hunter, you may be assigned to DPS the Ice Spheres. We have lots of instant shots and are good at it. The spheres are squishy like a mage and usually pop with just one or two shots. What this means is you should still have lots of time to DPS the Enraged Spirits, and of course you should do so as often as you safely can.
- Your pet is probably fine within the Remorseless Winter zone. Avoidance makes the damage negligible; however, odds are good that you'll prefer to have your pet with you to help DPS the enraged spirits, especially while you're learning the fight. Getting those guys down fast is important.
- Remember that at the beginning of the first transition phase, the Shambling Horrors will still be up, so make sure you're still dispelling the enrages.
- You should be able to use Misdirection on every other Enraged Spirit. You may want to set up a MD rotation with the other hunters or rogues.
- If there are still ghouls clinging to your main tank, now is the time to add Multi-Shot into your rotation to slowly whittle them down.
- Don't fall off the platform.
Phase 2 (the third phase)
Phase 2 lasts until the Lich King is brought down to 40% health. The challenge of this phase is to deal with target-switching burst DPS while still maintaining good DPS on the Lich King. This is the meat of the Lich King fight, where you get to meet Defile, the horrible darkness that spawned the Old Gods. Defile is the grandaddy of void zones, though honestly it wouldn't be that bad if it weren't for the combination of Defile and the Valkyr.
Phase 2 is the most difficult phase of the encounter, and it is by far the most unforgiving. One person making the wrong mistake can easily doom your raid here, so be on your toes. You'll start the phase by finishing off that last Raging Spirit and then position yourself for the Valkyr and Defiles.
Defile for hunters
- We're a ranged class, which makes Defile a bit easier for us. If Defile is coming before the valkyr, stay at range. Don't make the common mistake of running to the center when you're just going to have to run back out.
- When you get those tight situations where Defile will happen just seconds after the valkyr, disengage out the instant the valkyr pick their targets.
- Once you are chosen as the target of Defile, do not use Disengage. Remember that the game does not track your movement when you're in the air. This means if you're targeted for Defile and you disengage out, there's a good chance the Defile will drop where you started your Disengage. Likewise, do not use Disengage to get out of a Defile, because you'll still be taking damage and buffing the Defile while you're in the air.
- As the only ranged class that cannot effectively attack from melee, hunters are pretty screwed with the valkyr. Remember that you can stay just outside of melee range until the last second and then run in those last 5 yards.
- If you're playing it safe and clustering in melee a bit early, remember that Volley will probably do more damage to the Lich King than your melee attacks.
- I recommend using your next couple of Rapid Fires for the Valkyr.
- If your raid is struggling on the Valkyr (and many do), you might want to grab two ranks of Concussive Barrage for an extra slow (and if you are, you may want to use Multi-Shot instead of Aimed Shot for the slow). Note that Improved Concussive Shot is probably not worth it.
- You can also bring a
raptorravager pet to have the occasional extra stun for the Valkyr. - If you screwed up and got carried over a Defile, or your raid just messed up and didn't DPS your valkyr down in time, you can still come back from the brink. Call out for a Slow Fall or Levitate. When the valkyr drops you, you'll be facing inward. It is possible to immediately spin around and disengage back onto the platform after getting dropped. I'm not sure if it's possible without the benefit of Slow Fall -- I've only every managed it while slow-falling.
Transition phase 2 (the fourth phase)
The second transition phase is much like the first. It lasts 60 seconds again, and you have to deal with the Ice Spheres again. This time, you'll have to deal with four Enraged Spirits in the same time span instead of just three. Again, set up your MD rotation, use your next set of Rapid Fires and get those spirits down as fast as possible.
If your group is on the ball, you'll only be dragging one Raging Spirit into the next phase, but it's very possible you'll have two of them. At the end of the 60 seconds you need to run in as, again, the outer edge of the platform falls away.
Phase 3 (the fifth phase)
Phase 3 takes us from 40% to 10% health on the Lich King, and absent the valkyr, the dreaded Defile suddenly becomes nothing more than another pesky void zone. First priority is to finish off those Enraged Spirits.
As ranged DPS, we hunters are likely to be assigned to kill and/or kite the Vile Spirits at some point during the phase. They have a lot more health than you'd think, and honestly hunters aren't great at burning them down since our Volley doesn't hit them way up in the air. However, kiting them around and headbutting them one at a time is something we can certainly do well.
The important thing here is to make sure that under no circumstances should you allow then to reach the melee cluster. If you see some heading that way, use Distracting Shot and any other shots possible to pull them away. A Vile Spirit exploding on the melee cluster is bad, but several of them exploding there is a wipe. And the dirty truth is that your dying to them while keeping them away from the melee might just save the raid from a wipe. Note that Deterrence will not prevent Vile Spirit damage to you.
Whether or not you're on Vile Spirit duty, you still want to maintain as much DPS on the Lich King as possible. Always DPS him from range, so that when you get Defile it's easy to go dump it somewhere appropriate.
It is also possible during phase 3 that you will get pulled into Frostmourne's room. If so, you have only two jobs.
- DPS the heck out of the Spirit Warden.
- Interrupt the channeled Soul Rip.
They key to killing the Spirit Warden is to interrupt the Soul Rip, which is channeled over 8 seconds. For most hunters, this means that you will use Silencing Shot and will have to remove Silencing Shot from your macros that tie it in with your other shots. If you are BM, you can use Intimidation to interrupt the channel. If you are SV, then you will need to bring along a pet that can do the interrupting for you. The Ravager's stun will work, of course, as well as any other pet with a stun or silence. Happily, while only one hunter spec comes with an interrupt, our pets give every spec a way to handle this mechanic.
Once you have pushed the Lich King down to 10%, you have won the fight. As a reward, the Lich King kills you all, and your little dog, too.
I Win Phase (the sixth phase)
The I Win Phase is basically a role-playing celebration. You're brought back from the dead (but sadly, your pet is not) and you get free rein to take away the last 10% free of consequence. If on the off chance that you managed to climb to the top of the meters over the cleave and aerial AoE classes, this is where they'll smack you down again -- especially those darned mages who can dump their entire mana bar in the 30 seconds or less that the phase lasts.
But of course it's not about topping the meters (though you should always try to do so), it's about killing the boss. Despite the many aspects of this fight that are very unfriendly to hunters, we can play many vital roles, from MDs to Icy Sphere management to excellent movement tools that will make the fight easier for the whole raid.
So congratulations, Kingslayers; Icecrown is now yours.
You want to be a hunter, eh? You start with science, then you add some Dwarven Stout and round it off some elf-bashing. The end result is massive DPS. Scattered Shots is the WoW.com column dedicated to helping you learn everything it takes to be a hunter. See the Scattered Shots Resource Guide for a full listing of vital and entertaining hunter guides, including how to improve your heroic DPS, understand the impact of skill vs. gear, get started with Beast Mastery 101 and Marksman 101 and even solo bosses with some extreme soloing.
Filed under: Hunter, (Hunter) Scattered Shots






Reader Comments (Page 1 of 2)
jeff85 May 31st 2010 4:19PM
For interrupting soul rip, I'm told SV hunters can distracting shot and then feign death. In fact, any spec can do it.
Heest May 31st 2010 4:48PM
This!
Thanks for a great guide :)
Basil Berntsen May 31st 2010 6:30PM
I heard that this no longer works. Haven't gotten there myself though.
Rainee Sue May 31st 2010 6:45PM
It worked for me a couple of weeks ago when we downed him. (I'm Marks at heart, but had to go SV for our ten-man because we have no replenishment, and my sub-part Surv DPS is still better than our arcane mage's OOM DPS.)
Dhryke Jun 1st 2010 2:21PM
The DS + FD trick no longer works
Jason May 31st 2010 4:39PM
Arthas Menethil was his name, not Arthas of Menethil. It would be Arthas of Lordaeron if anything.
zdave May 31st 2010 4:45PM
"...you risk the wrath of your priests (which admittedly is a kind of cute, cartoon-like wrath -- but still)."
no heals for you! next!
but seriously, yeah when my rapture procs get f-ed up, i'm a sad panda.
onecrazytrol May 31st 2010 6:17PM
well since fight sorta ends at 10 percent im guessing that pretty much makes other glyphs better than kill shot glyph. Any recomendations of what to use instead?
thebitterfig May 31st 2010 6:50PM
barring kill shot, the best glyphs are going to be, in no particular order: aspect of the hawk (more haste is good), serpent sting, steady shot, and chimera shot.
thebitterfig May 31st 2010 6:52PM
"You can also bring a raptor pet to have the occasional extra stun for the Valkyr." I think you probably meant "Ravager" rather than raptor. Heyenas have a slowing attack, too, which might be worth considering, but slows are probably covered by other classes. Not sure if the snare a crab has works on a valkyr, but that also might work, and it lasts for 4 seconds if it does work and doesn't have diminishing returns.
thebitterfig May 31st 2010 6:53PM
I should say that the article is pretty good, and that is basically just a typo, so... anyhow... :D
Tolstoy May 31st 2010 7:26PM
Any chance you can start writing the Mage column? ;)
Seriously, this is a great guide. This and basically every other entry you've written make me want to level my hunter to 80.
Eliott Jun 3rd 2010 10:10PM
That"s the Frostheim effect!
nubbie May 31st 2010 7:28PM
When you're stacked up for P2, drop an Explosive Trap. That thing does amazing damage for 1 GCD. Snakes Traps are good too if you're desperate enough to rely on RNG and don't want to obstruct view of Defile with Frost Trap.
If your raid doesn't need help with the Raging Spirits and you're on the orb, it's possible with Hawk Eye to continue attacking LK through the transition phases (good to keep those buffed up Serpent Stings :D).
Skarn May 31st 2010 9:33PM
Eh, I like the "3 phases plus Transitions" style better. It describes the fight better. The "transitions" aren't true phases, they are transitions between phases. And they're identical, except for an extra raging spirit. I do see the draw of "1-5" though. :)
Skarn May 31st 2010 9:37PM
It IS fairly silly to call them "Transition 1 and 2" though, IMO. Just call them "the Transition phase." There's no strategy difference between the two except maybe popping Heroism during the second one.
sherekhan88 Jun 1st 2010 1:19AM
Can you chug a Noggenfogger while caught by the Val'kyr? Or is it a completely paralysis? You MIGHT luck out and get a Slowfall just as it releases you to Disengage back.
Also, one plan I've thought about using for a case like that is I'll hit my rocket boots tinker (Engineer only) if I'm off the ledge. The thing I'm hoping for is that they WILL malfunction, and act like rocket helm to let me fly straight back up and give me enough time to rotate and Disengage back home.
Of course, this hasn't exactly worked yet (only tried this twice when I've actually been dragged off the ledge).
bahzob Jun 1st 2010 5:12AM
Hi, some comments based on our kill
Overall: Most important advice is last paragraph. Its hard but forget DPS rates*. Key to success is dealing with the challenges of each phase and the transitions. Doing your job and avoiding risk are the most important, not topping DPS. If you do this you will get a kill as the enrage timer is plenty generous. Re Glyphs, Chimera shot is my vote instead of Kill shot since good in combination with Concussive Barrage.
* One thing that helped us get first kill was RL ordering all to switch off Recount et al. This made a noticeable difference. From later tries, with it back on, the surprising thing is how low DPS can be to get a comfortable kill. Mine is just 5k, 3k or so down on normal, with other classes similarly "low".
P1. An easy phase once you get the hang of it. Main thing is to avoid errors and for this reason the lazy way is IMO the best way to tranq shot the shambling horrors, since its risk free. I slightly amend to set focus on the first that spawns and just keep tranqing via @focus macro. Once dead reset focus to second. In practice if 2 shambs are up then it means u will not be able to tranq both in any case due to cooldown. This is not a disaster, in fact in one of our runs I died early and group managed to get through P1 without any problems despite constant enrages. (btw important: if you get plague don't worry about tranq shot. Move asap.)
TP1: If on ice orbs use downtime to DPS raging spirits. Its a long fight so think about switching to viper at the start as there wont be much to dps until orbs/raging spawn.
End TP1 - rush off edge but DO NOT rush to centre. Orbs spawn til end and there may be one still up so group needs to hold back til its dealt with. In any case group should be focused on last raging spirit.
Our group didnt need MDs on spirits, tanks had no problem picking them up provided people with them moved promptly to assigned tank. If hunter on orbs then I'd suggest not also make them fret about MD as it only takes one missed orb to wipe.
P2. This is the hardest phase. But easy once you get key message:
- Hug for valk, spread for defile.
---> Hunters its hard but you need to suck up and really hug so you will lose your best shots (hence volley if your mana can take it). Once they pick up victim Valks take shortest route to edge so if you hang out so you can continue DPS you hugely increase risk you will be dropped if picked)
- When valk up ALL dps switch, slow and nuke. Failing this is single biggest reason for wipes (I use /tar macro to do asap on emote, just word of caution use full Val'kyr Shadowguard name so as not to be confused by any friendly Valks spawned by trinkets...)
Key is use DBM or whatever timers to anticipate next challenge and move accordingly. If both seem to come at same time assume valk and hug since thats biggest risk. Just be quick on toes for the defile.
I strongly recommend dropping frost trap right in centre of platform. This guarantees that valk will be slowed from the off. (Only risk is it can obscure a defile but if a defile is in the centre then you are screwed anyway). Definitely think spending point(s) in concussive barrage is worth it too (will be useful not just this encounter but in others once you start hard mode).
TP2: RL and/or DBM will warn end P2 arriving. Safe way to handle is ease down on LK DPS to deal with any immediate defile or valk. That said if Valk spawns and transition kicks off you can ignore it since the party member will be dropped safely on the platform.
Otherwise TP2 same as TP1 but even more important all focus on raging spirits and not immediately retarget LK just because you can.
P3. Easier than it appears provided folks focus on priorities, not try to go mad on LK because scent of a kill is in the air...
- Gettting the last raging spirits down asap is key, so now is good time for heroism. Once done its simple case of keeping well spread to allow for defiles, letting melee focus on LK and some ranged working on viles. Hunters are OK at this but other classes better, Shadow Priests for example.
- Viles hit but not too hard (around 10K). A good way to deal with them is for some folks to just soak rather than DPS. Key thing is just to make sure only one gets soaked at a time and it only hits one person. Hunters can do this by pulling one to soak then moving to a second to DPS then, possibly a third to soak.
- Inside Frostmourne: I think safest is to go MM and use silencing shot. This is in accordance with the overriding rule for this encounter, keeping things as risk free as possible. (I was SV and changed to MM for this reason. Pets should survive the encounter but crap happens and sod's law clearly states that the only time you will be drawn into Frostmourne is the time your interrupting pet has just died. You (and more importantly your pet) will not be popular if raid wipes due to this.)
Good luck and good news. Apart from the glory of killing LK this means that the rest of ICC starts getting interesting all over again as many of the bosses are a lot different in hard mode....
sikkemrex Jun 1st 2010 7:25AM
Just a lore question:
What do you mean by, "Defile, the horrible darkness that spawned the Old Gods"?
Is that just rhetorical? Or is there some lore as to the origin of the Old Gods?
Thanks.
Galestrom Jun 1st 2010 10:17AM
Solid huntering advice. The only thing I'd elaborate on is, well...
DO NOT DISENGAGE OFF THE PLATFORM!!!!
Dudes, I've done this not once, but twice. The first was sort of excusable; the Valkyr had dropped me /right/ on the edge. I thought she'd dropped me off it, so I quickly turned before I landed and attempted a disengage. The turn didn't register, and fml.
The second time, I missed the edge by mere inches while backing up to avoid very bad positioning. It was slow motion at its worst. "Noo!!!"
Hi, my name is Galestrom, and I've disengaged off the Frozen Throne... Twice. -.-