Guest Post: 32 tricks for Icecrown Citadel

Icecrown Citadel has been out for eightmonths now, and with the availability of i264 emblem gear and the 30 percent zone buff, it's become accessible to raiders with a wide range of experience. Some players have downed the bosses 100+ times on various alts, and other players may be just starting out.
Regardless of your experience level, there are always interesting tricks about the fights that people learn over the course of time. Here are 32 of them.
- Warlocks, time your Seed of Corruption to hit as Bone Spike cast ends, and if everyone's stacked correctly in melee range, you'll be top damage on Bone Spikes.
- During Bone Storm casts, tanks should run to be farthest away from center of raid. Some 90 percent of the time, he'll target the farthest person away to move to.
- Any time you have to split your DPS into two groups (whether it's Thaddius or adds on Lady D or Valithria), an easy way to get balance is to go through Recount by damage done and put Nos. 1, 3, 5, 7, 9, 11, 13 and 15 on damage done on one side and the rest on the other side.
- Spellsteal or Purge the Vampiric Might on fanatics.
- Boomkin rooting for Darnavan works especially well, but note that he's immune to Cyclone.
- Kiting Saurfang on the Gunship Battle is the best method. Tank goes over, hits Saurfang a couple of times and then jumps onto wall behind where the battle-mages stand. When Saurfang gets up on wall, you just jump down to the battle-mages, then back up. Just position your camera so it doesn't keep shifting.
- When kiting Saurfang, melee players who are not in cannons can stay on the away boat, help kill adds there and make fast swaps to battle-mages, while ranged DPS can AoE down adds on the boat from safety.
- Tanks on Deathbringer Saurfang can watch their own debuffs of Rune of Blood; he generally casts the next Rune of Blood within a second of the first one's falling off.
- Almost too obvious, but having a paladin beacon healing on two marks is generally best.
- For val'kyr trash mobs, have everyone stack up very tight on the tank; it's much, much easier to AoE down Severed Essences.
- If you run into a situation where Severed Essences have gotten out of control because too many DPSers have died, kite them over Crok Scourgebane in front of Frostwing Halls entrance. He and his group are usually happy to help (but don't pull the trash in Frostwing Hall.)
- Precious's Ribbon is not tradeable after being looted, so it's generally a good idea to set the loot threshold to green when killing Precious.
- For Festergut, have healers stand with melee, as long as you have at least eight to nine ranged DPSers. Healers can reach everyone from the boss' feet, and they won't get gassed.
- Mages can Ice Block and spriests use Dispersion on Pungent Blight and not have to worry about getting spores.
- DKs can Chains of Ice on the little oozes on Rotface to make it easier to merge them.
- When Professor Putricide casts Vile Gas, rogues should Vanish and mages cast Invisibility to have some extra DPS time while everyone else is gassed.
- Warlocks should use Demonic Circle and mages should use Ice Block on Professor slimes to give DPS more time on adds. Hunters, be aware if you Feign Death on an orange ooze, it will just retarget someone else, possibly a melee who's not expecting it to suddenly turn on him.
- Kill the archmage that's casting Soul Siphon at start of Crimson Halls super-fast, and one DPSer can click the pedestal in the middle for the buff that increases damage and makes all spells instant-cast. (Note: This does not reduce threat at all; every time I get this buff, I die, but it's a lot of fun.)
- Bears and DKs using Icebound Fortitude can't be sapped by tacticians. For any other tank, kill the tacticians last, because tanks can't build threat while sapped.
- On the Blood Prince Council fight, it's sometimes easy when dealing with bombs and avoiding vortices to lose track of which boss is empowered. Look at the three target frames that come up when fight starts to see which has health (he's empowered), and click that frame to target him.
- Putting a pet on Kinetic Bombs is a good idea, especially pets that have a ranged attack.
- Rogues can use Cloak of Shadows to remove Swarming Shadows on Blood Queen.
- Really, really want to get bitten first? If you can swing it without pulling aggro, have the rogues cast Tricks on you at the start. Vampiric Bite appears to always bite the highest-threat target that's not the target or Blood Mirror, ignoring any threat reductions. However, threat increases (such as Tricks or Misdirection) do work.
- On the first bite, wait 'til two to three seconds are left on Frenzied Bloodthirst to bite. This should make it so that vampires don't have to be right beside someone during the Bloodbolt Whirl trying to bite someone.
- For the adds on Valithria, DPS is less important than control, so some things that would be ridiculous on a normal boss fight actually have a benefit -- for instance, spamming Fan of Knives to put out Crippling Poison on suppressors.
- Tanking adds where suppressors do their channeling makes AoE more effective and generally makes it easier for DPS to see Blazing Skeletons when they start running out.
- Rogues can Vanish during Blistering Cold and use Cloak of Shadows to remove stacks of Chilled to the Bone.
- Standing right in middle of Sindragosa will give you just a little more time to run out during Blistering Cold, because you can start running while other people are still in the air being pulled in.
- During Blistering Cold, the tank for Sindragosa can press his movement key to move backwards and forwards very quickly (jittery, almost) so that Sindragosa won't come up on you so far after the Blistering Cold cast.
- You can make a macro for locations of Frost Beacon placement and spam it when air phase starts. This helps a lot when people are still getting used to where to put beacons.
- Warlocks can put their portals up on side of the Lich King's platform so that when the edge falls off, if you get picked up by a Val'kyr, you can teleport back to platform after dropped.
Filed under: Raiding, Guest Posts






Reader Comments (Page 1 of 7)
Sandslice Aug 9th 2010 8:09PM
Specifically to the boomkin root-kiting Darnavan: if you use Nibelung, switch to an alternative before attempting this. The val'kyr proc is enough of a sneeze to break those roots, and reclaiming Darnavan is not the easiest thing to do after that. He won't bladestorm to break a root, but he can't be rooted (or taunted) while storming.
urk.wow Aug 11th 2010 1:04PM
Why kite? Rooting him does damage, potentially killing him. And he can still cause melee damage while rooted, so he has to be taken away from the group.
I have said this before, and I'll say it again. Darnavan is undead. Shackle Undead is far superior. He is out of the fight while shackled. He can be reshackled as part of your rotation. And he can be left in the middle of the group, because all the AoE takes place on the sides. And best of all, he takes no damage.
Scunosi Aug 14th 2010 2:48AM
I don't know about you, but if your roots are killing him, you're rocking some crazy gear.
Moonkin tanking him is an easy way for raids where a shadow priest doesn't want to lose dps Shackling (assuming it'd drop Shadowform since it's Holy), and it's not like a Moonkin can't just go into Bear form and taunt if needed.
Cliffbar Aug 9th 2010 8:11PM
As a whole I really liked these tips, except for the Tactician one. Since while sapped you cannot build any threat at all, shouldn't the Tacticians die first so the threat preventer (as well as extra damage from not being able to dodge block or parry) is no longer there?
Oh, and Putricide casts Tear Gas, not Vile Gas (And on heroic, neither)
Zhiva Aug 10th 2010 12:09AM
I believe it's a typo: should be "fast", not "last".
Solitha Aug 10th 2010 1:17AM
No, I would agree with "last". If you split your tank targets right, you should have one tank with adequate threat to hold up against DPS; meanwhile, the tank getting sapped gets more time to build threat between saps.
Otherwise, if you put DPS on the tactictian and try to burn him down while the tank is sapped, you end up with a bunch of dead DPS.
Hazerduz Aug 10th 2010 1:38AM
Warrior tanks can have fun on this trash by using Spell Reflect on "Lich Slap", knocks the Lich mob back instead of you. Tough to time with only a 1 second cast on Lich Slap, but oh so fun if the rest of your raid doesn't know about it.
Kordes Aug 10th 2010 3:44AM
I'm sure "last" was meant.
The trick here is to put Tacticians into some form of Crowd Control at the beginning of the pull (Shackle Undead and Repentance work great). It's best if you manage to do that before they reach the corridor. Then just kite the rest of their group out of the chamber and kill without being bothered by Blood Saps. When there are only Tacticians left, they are no longer as big a threat as usually.
BlackTiger™ Aug 10th 2010 5:30AM
We are putting tactician down first.
He/she is not tauntable and almost 1shooting everybody.
Heilig Aug 10th 2010 9:49AM
Ret paladins can render this entire conversation moot. With Divine Purpose, hand of Freedom removes stuns, and Blood Sap qualifies. Have your ret make a mouseover macro for HoF and pop it on whoever gets sapped and Presto! Tank is back in business.
Jimbo Aug 10th 2010 11:20AM
Hi guys,
Yes, Vile Gas is a typo. That was meant to be Tear Gas. Sorry about that.
And the tacticians should die last. If you assign a tank to pick them up, there's generally no problem with the tanks surviving the Blood Sap, they just can't build threat.
The only real "threat" from the Tacticians is if they start attacking someone else in the raid.
Generally I use 3 tanks and just give each tank 2 mobs to pick up. If you only have 2 tanks, I'd use some sort of Crowd control on 2 of them and have 1 tank on tacticians and 1 tank on the first 2 kill targets.
(cutaia) Aug 10th 2010 11:28AM
Don't forget you can always shackle the tactician until everything else is dead. Then it can sap it's little heart out...'cause it's still gonna die.
DavidC Aug 12th 2010 12:04PM
Kill Tacticians First. If one tank gets sapped, the other tank can taunt.
Also, last time I checked, the Tactician can be stun locked during Blood Sap ... oh wait, DPS is too busy looking at trash meters to do their job ... nvm, carry on.
Matthew Aug 9th 2010 8:11PM
Wow! You've raided plenny! Thanks for sharing the tips.
Aruhgulah Aug 9th 2010 8:17PM
If you have a pally -- Hand of Prot to get Darnavan's attention, then just kite Darnavan back & forth in front of the stairs, with only Righteous Defense up, Devo Aura, and Sacred Shield. No attacks, nothing. That's what I did; easiest time we ever had with that quest, and I had a lot of fun making "Scooby Doo" comments in raid chat. :)
Richard Aug 12th 2010 6:42PM
Err, I think you mean Hand of Reckoning (that's our taunt), Hand of Protection is the bubble that we cast on other people.
Dreamstorm Aug 9th 2010 8:23PM
"Mages can Ice Block and spriests use Dispersion on Pungent Blight and not have to worry about getting spores."
HOWEVER, if they get a spor themselves they may have to move for others to get the effect.
Stirb Aug 9th 2010 9:05PM
Also, unless I'm mistaken it also reduces the damage you take from the room-wide gas which will take strain off your healers.
razion Aug 10th 2010 4:35AM
While I don't believe Dispersion will remove your spore stacks, I do know that Divine Shield and Ice Block will. They also prevent them from being re-applied. If your group can kill the splurge-rs faster than three minutes between Pungent Blights, and even if they can't, make sure you save your immunity for the last time the Blight is being released because without spores and just that CD to save you, you better be darn sure you'll be alive for using it!
mark Aug 10th 2010 5:13PM
its not just mages and shadow priests.
paladins divine shield
hunters deterrence
theres might be more