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
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Reader Comments (Page 3 of 7)
zainwolf Aug 9th 2010 9:45PM
I've seen a hunter disengage off the LK's platform... that was unbelievably funny!
Sokzernkal Aug 10th 2010 1:26AM
*ahem* my rocket boots beat your cheetah form mr drood >:)
Xaklo Aug 10th 2010 4:56AM
Enh shammy's (talented) ghost wolf is on par with that, holy priest's Body & soul PW:S works as well, as does blink, sprint, as well as a warrior's intervene and to a certain extent a Dk's unholy presence. The only class/specs that should really have trouble with it are resto/ele shams, disc/shadow priests, and all sorts of pallies.
Agni Aug 10th 2010 5:48AM
No can beat warlocks on getting away from Blistering Cold, kkkthx. Portal ftw ^^
lolikitty Aug 10th 2010 6:01AM
We don't need your slimy portals .. we have blink !
Sindy does her grip thing, you turn your camera around, high-five the other mage while mid-air, aaaand blink.
vazhkatsi Aug 10th 2010 8:37AM
yep just put the portal on the lower steps and port and soon as you hit the ground
jmyson Aug 10th 2010 8:44AM
Nobody can touch locks on getting out of blistering cold. You can hit your portal mid-air be back dps'n Sindy before anyone else can even turn around. Suck it magi!
Desmentia Aug 10th 2010 9:21AM
Why would shadow priests have trouble getting out? 1.25 minute invincible cooldown, which we're not allowed to use on Unchained Magic anymore now that it blows up the whole raid if we let it stack to the mid-40s.
mark Aug 10th 2010 5:26PM
my favourite version of this warlock trick?
1) warlock starts showing off
2) warlock jumps off pre LK fight and portals up (priest levitated him for more effect)
3) clever mage asks to see it again
4) warlock spams a button and yells on vet "THERES A COOLDOWN!!!"
5) giggles
Ringo Flinthammer Aug 9th 2010 9:14PM
I think I might raid with you, Jim -- these are all things my raiding group does.
rhorle Aug 9th 2010 9:15PM
I disagree about warlocks using demonic circle on putricide oozes. If a warlock uses their circle on the green ooze then they run the risk of having less people around them if the ooze does catch back up. It really isn't as beneficial as iceblock which will make the ooze target the highest aggro person until iceblock wears off.
For the gas cloud circle is of course a help since it allows you to kite easier.
Micheal Aug 10th 2010 1:04AM
unless your melee are sitting with their thumbs up their bums, they will be following that green ooze until it blows up.
Jimbo Aug 10th 2010 11:26AM
Unless you're short on melee, then melee attacking the ooze should be enough to distribute the explosion. Plus, using the teleport just grants MORE time for melee to actually get to the ooze.
There's no downside to it unless you don't have enough melee attacking the ooze. Then you want all the ranged folks stacking on your teleport. :)
sherekhan88 Aug 9th 2010 9:25PM
I placed ranged pets on Kinetic Bombs before, though in general, and I'm not sure why, it doesn't appear to really help. I've placed a Serpent pet on them (which shoots a DoT poison bolt) and also my Spirit Beast (during Kinetic Bomb, I used to switch to BM since I had the Longevity talent which made my pets attack with their ranged abilities more often).
However, I think DoTs don't really help. Putting a regular pet is enough apparently since the rapidness with which they attack once the ball is in melee range is sufficient.
Also some tips for Hunters!
During BQL's air phase, right after or a second or 2 out of the AOE fear, quickly pop DETERRENCE and spin to face her. You will safely deflect all her Blood Bolts (but remember to still stay further away from people! I'm not too clear on the mechanics of the skill but I think people around you are still at risk with you nearby!)
On Sindy, mash Disengage the moment Blistering Cold is cast. Depending on your latency, you might just hop in the air and stay where you are, or start flying back midway!
This can also be used if you're unlucky enough to be picked up by Valks and it's too late to be saved. Though the problem being you are facing TOWARDS the platform when dropped by the Valks, meaning you have to spin 180 degrees and THEN hit Disengage. I myself have not succesfully done this, although just ONCE, I had a once in a lifetime stroke of lucky where I hit my Rocket boot enchanted boots, and it MALFUNCTIONED, shooting me straight up past the platform and I had plenty of time to spin and Disengage back safely!
So Engineers with rocket boots enchanted, remember to hit the boots when you're dropped and you just might get that stroke of luck!
priestessaur Aug 10th 2010 9:20AM
Dots don't work on kinetic bombs.
Kasila Aug 10th 2010 10:08AM
In order for the LK disengage trick to work you need to be slow falled/levitated before the Valks drop you since that buys you enough time to spin and disengage in the correct position. Usually this becomes a problem as a single hit of damage from infest or otherwise will pop off the slow fall/levitate.
On Sindragosa as she pulls you in hunter's can switch to Aspect of the Pack to give the raid a run boost speed and then shift back to Hawk.
Finnicks Aug 9th 2010 9:30PM
Demonic Circle seems like the most underused warlock spell.
I know so many warlocks who never, ever used it, even though you can find a use for it on nearly every boss fight. Even on fights where teleporting isn't useful, as a raid leader I've used my circle as a marker since it lasts twice as long as a flare and and I can move it with impunity.
Marrowgar - Incredibly useful as a stack-point maker.
Deathwhisper - drop it near the middle and use it as a quick escape if you get death and decay.
Gunship - Instantly return to the ship (useful it you're on cannon duty).
Saurfang - Kite the Blood Beasts.
Festergut - Drop it at your spot and teleport back when the spores pop.
Rotface - Drop it next to the boss and use it after getting rid of your slime.
Putricide - Drop it near the raid and run out and DPS the slime early. If the slime picks you, teleport at the last possible second.
Blood Princes - Drop it near the middle of the raid. Use it to get extra time on Flame Orbs, or, if you're tanking Keleseth, to quickly return to healer range after chasing down a rogue Dark Nucleus.
Blood Queen - Drop it near the wall and use it to quickly exit the raid during Swarming Shadows, keeping the fire out of the center.
Valithria - Yeah... maybe not useful here. If your raid leader is insane and wastes your talents on Suppressors I supposed you could drop it on one side and use it quickly switch between sides?
Sindragosa - I found it very useful not only as a quick escape from Blistering Cold, but also as a marker so that the DPS and Healers can see how far they have to run to escape it. I was careful to always drop it right abou the 26 yard mark.
Lich King - During phase 1, drop it at the stack point and use it to quickly return after taking Necrotic Plague to the offtank. Alternatively, you can drop the circle behind the Shambling Horrors and teleport when you get the plague and then run BACK. In Phase 2, as the author said, drop it near the edge of the platform and position yourself between the center and your circle (preferably as close to the edge as possible). When the Val'kyr grabs you, the raid can ignore it and you can teleport to safety after being dropped. During phase 3, you can use it as a quick escape from Defile and also to escape an exploding Vile Spirit.
Emoroan Aug 10th 2010 2:42AM
"Gunship - Instantly return to the ship (useful it you're on cannon duty)."
Can't be used on gunship.
Finnicks Aug 10th 2010 3:03AM
I hacked the game so I could use it. :P
>.>
Clydtsdk-Rivendare Aug 9th 2010 9:33PM
One for every boss plus an extra for the Lich King?
:P