Thursday, April 11, 2019

Kel'Thuzad

Special Notes:
- Read detailed Tactics by Bai Below this Post!
- Mighty Rage Potions (Tanks)
- Greater Frost Protection Potions (everyone prior to pull, during fight only dps)
- All available Consumables and Worldbuffs
- FOCUS!



Kel'Thuzad Encounter, 2nd and last boss in Frostwyrm Lair
Targets: Kel'Thusad, Soul Weaver (Ghosts), Unstoppable Abomination (Golems), Soldier of the Frozen Wastes (Skeletts), Guardian of Icecrown (Crypt Lords)
Fight Duration: 15 minutes.


Kel'Thuzad

  • Stats
    • Level: 63
    • Health: 3,198,000
    • Standard Attacks ~ 3,000 hits on Tanks

Read this:
Bai's detailed Kel'Thuzad explination BELOW
and http://wowwiki.wikia.com/wiki/Kel'Thuzad_(original)


For this Encounter we Require 6 Addons to make it easier
Everyone needs to have the - UPDATED - Versions of those Addons!


KTMod - a Kel'Thuzad Boss mod | Direct Download Link | Addon Thread
RAT - Raid Ability Tracker | Direct Download Link | Addon Thread
KASA - Kourtney's Awesome AddOn | Direct Download Link | Addon Thread
CTW - C'Thun Warner | Direct Download Link
BigWigs VG - Bossmod | Direct download Link | Addon Thread
KTM VG - Threatmeter | Direct Download Link | Addon Thread


Assignments and Macros (They will vary depending on Setup! Be prepared though!)
Idealy we want to have 6 Tanks, 6 Meele DPS, 14 Healers (8 Priests, 2-4 Shamans, 2-4 Druids), 14 Ranged DPS

Tank and Meele DPS Positioning:
Position A (North): Kayser, Urfriendwar | Abraxa, Fofokister
Position B (East): Almisael, Jokamok | Hottoh, Miagi
Position C (West): Morrie, Crymeariver | Hornagaur, Roguemaster

Meele Interrupt Groups:
Position A: Abraxa -> Fofokister | Kayser is Backup
Position B: Hottoh -> Miagi -> | Almisael is Backup
Position C: Hornagaur -> Roguemaster | Morrie is Backup

Interrupt Macro:
use the Macro: /s [YOURNAME] Interrupted - [NEXT NAME] Next!
use 2nd Line: /w [NEXT NAME] [YOUR NAME] Interrupted - You are next!

Mage Sheep Assignments for MC:
Kelseran - 4 (Triangle) | Turtle
Alionex - 5 (Moon) | Turtle
Xlimidrizer - 6 (Square) | Pig
Stygga - 7 (Cross) | Pig or Sheep
Paqman - 8 (Skull) | Pig or Sheep
Do NOT break any Sheeps!

Sheep Macro:
/cast Polymorph | /cast Polymorph: Turtle | /cast Polymorph: Pig
/run SetRaidTarget("target", [YOUR NUMBER])

Phase 3 Guardian of Icecrown Shackle Assignments:
Ryl - 4 (Triangle)
Bai - 5 (Moon)
Healdealz - 6 (Square)
Do NOT Break any Shackels! - Only the Assigned Priests may Shackle, more then 3 Shackles will break ALL!


Phase 1.
The first phase starts as soon as we enter the circle in the room and will continue for 5 min 20 sec.
During this phase, we will all stand in the middle of the room while fighting 3 different mobs type of mobs spawning from the alcoves.

Soul Weavers (banshees)
Inflicts a nasty shadow damage and does a knock back if they come in melee range.
70,000 HP
Unstoppable Abomination (patchwerk JR)
Doing around 1,2k melee hits on the tanks but applies a mortal wound every 10 sec that reduces healing taken by 10%.
97,000 HP
Soldier of the Frozen Wastes (skeletons)
Suicide bombers that explodes as soon as they reach the raid. Doing a nasty shadow damage to everyone.
2,500 HP

Assignments P1
Healers:
Prio 1. Keep the raid alive
Prio 2. Kill the skeletons. If you don’t kill the skeletons before they reach the raid the you'll fail prio 1. The skeletons are not immune to shackle, priest if you see skeletons getting too close to the raid use a shackle spam till they are dead.

Casters:
Prio 1. Nuke the Soul Weavers
Prio 2. If all Soul weavers are dead help the healers with the skeleton, but keep an eye on your mana pool.

Melee dps:
Prio 1. Kill the abomination
Prio 2. Help the healers by stunning the abomination while you kill them.

Hunters:
Prio 1. Help where it’s needed. You see skeletons getting close, kill them. You see the Soul Weavers getting close, kill them. You see more than 2 abomination alive, kill them.

Tanks:
Prio 1. Tank the abomination. Remember they add a mortal wound on you so don’t go herro mode and try to tank them all. Let another tank take the next one while you wait for the debuff to drop.
Prio 2. Kill the abomination you aren’t tanking.

Things that can go wrong in P1:
- A banshee or a skeleton reaches the raid and wipes us.
- Melees attacking the abomination before a tank got aggro and dies.
- Someone pulls the idle mobs inside the coves (hunters read no multishot unless the mob is close, TF players don’t fight outside the inner circle because TF jumps can pull, warlocks no tab-dot action here please)
- Our dps is too low and we get overrun.
IT IS VERY IMPORTANT THAT YOU ONLY ATTACK THE MOBS WALKING TOWARDS THE RAID. NEVER ATTACK UNLESS YOU ARE 100% SURE ITS MOVING TOWARDS THE RAID.

Transition from P1 -> P2
After 5 min and 20 sec of making slay in the middle of the room KT comes alive and phase 2 starts.
Might sound simple but it's not. We will have to kill all the residual mobs from P1 while handling KT and spreading out. And as I mentioned above, skeletons explode and banshees do a nasty shadow damage and a knockback when they reach their target.
Judging from our current raid dps we will probably have 1.5 abominations, 1 banshee and several skeletons alive when P2 begins. This means that its time for our dps to use their first 5 min CD and their second 3 min CD here. We need to burst down the last mobs as fast as we can while spreading out in the room (melees must also be able to kick KT's frost bolt, but more about that below). Druids and warlocks should start to apply FF/recklessness on the abominations when there is 30 sec left till P2 starts.

Do not dps the Boss until After the first MC!

Things that can go wrong during the transition:
- we don't have enough dps to burst down the last mobs.
- people die from the skeletons/banshees while we spread out
- Melees doesn't kick KT's frost bolt (read P2 below)

Phase 2
Kel'Thuzad, this is the guy that will give us loot.
He will be tanked in the middle while all casters/healers spread out like we do on C'thun.

KT's spells
Frostbolt
A single target frost bolt that deals around 7-8k dmg. Always cast on the MT, not resistible but you can interrupt it with kick/pummel/shield bash.

Frostbolt volley
A frostbolt volley dealing around 2,500 damage to everyone in the raid.
Cast every 15 sec.

Frost Blast
A frost spell that will hit 1 target and link to everyone within 10 yards. This spell can chain link, just like C'thuns eye beam.
Once hit by the frost blast you will loose 26% of you HP every 1 sec, ticking for 4 seconds. This means that if you don't receive a heal within 4 seconds after a frost blast you are 104% dead😇.
Cast every 30 sec

Chains of Kel'Thuzad
A mind control that will hit 5 players in the raid, one of them is always the MT.
While being MCd you will do 300% increased damage and 600% increased healing.
First MC cast after 30 sec, after that cast every 60 sec.

Mana Detonation
This spell will be cast on a random mana user. Once hit you will explode after 5 sec, burning 50% of your mana and dealing damage equal to the amount of mana burnt to all players within 10 yards.
Cast every 20 sec.

Shadow Fissure
Summons a very noticeable (spell detail set to max please) red fissure around the targeted player which does 62500-137500 shadow damage after 3 seconds
Cast every ?? sec.

How to KT
KT will be tanked in the middle of the room while all the casters spread out like we do on Cthun.
The raid damage will be huge which means that it is important that we spread out grp wise (Prayer of healing will be huge in this fight)

The melees will be divided into 2 groups, one standing SW of KT and one standing SE of KT while the tank obviously stands N of KT (forming a triangle around the boss).
Every X second KT will try to cast his single target Frost bolt. If this isn't interrupted by one of the rogues/furys the tank will take a 8k hit to his face. It is therefore very important that melees make a kick rotation, just like healers do on Loatheb but instead of having 1 player doing the heal we assign 2 melees to kick each time, one from the SW grp and one from the SE grp.
The reason we separate the melees into 2 grps and put 2 players to kick at each frost bolt cast is related to KT's spell "frost blast". This spell will stun the player and everyone within 10 yards range for 4 sec while it removes 104% of your hp. If we have 2 kickers staying in the same grp they both will get hit by the frost blast and stunned at the same time, but by having one in each group you will always have 1 melee able to kick when its his turn to do so.

Every 60 seconds (first one cast at 30sec according to GGCs KT video) KT will do a Mind control, this will be cast on the player having KTs aggro and 4 random selected players. While you are MCd you will do 300% dmg and heal KT for 600% of you normal healing. You will also use spells, such as CDs, stuns, buffs and many other spells. It is very important that mages CCs the MCd target asap and keeps a detect magic up on the boss in case one of the MCd players buffs him. MCd players will also do decurse/dispels on KT which means that we should always keep an eye on the debuffs (specially the locks with CoE/S/R)
Since KT always MCs the player having aggro each MC also includes a tank swap. This means no one should every be above the third highest tank on the KTM and tanks should always fight for threat. The combination of 5 MCd players running around doing CCs/dmg to the raid while a tank swap occurs can sometimes feel a bit chaotic, but if we all stay focused and mages CCs (locks can also fear) the MCd players asap we should manage.


Assignments P2

Mages
Prio 1. Stay alive, don't link other players, don't stand in the shadow fissures and don't go close to others when you have the detonate mana.
Prio 2. Sheep mind controlled players
Prio 3. Don't go above the third tank in threat
Prio 4. Keep detect magic up on the boss
Prio 5. Do damage

Warlocks
Prio 1. Stay alive, don't link other players, don't stand in the shadow fissures and don't go close to others when you have the detonate mana.
Prio 2. Don't go above the third tank in threat
Prio 3. Keep your Death coil on CD
Prio 4. Keep an eye on the curses, MCd players can dispel them from KT
Prio 5. Do damage

Hunters
Prio 1. Stay alive, don't link other players, don't stand in the shadow fissures and don't go close to others when you have the detonate mana.
Prio 2. Do damage (lol)

Priests
Prio 1. Stay alive, don't link other players, don't stand in the shadow fissures and don't go close to others when you have the detonate mana.
Prio 2. Keep your fear on CD
Prio 3. Don't go oom from flash heal spam.
Prio 4. Keep the raid alive

Shamans
Prio 1. Stay alive, don't link other players, don't stand in the shadow fissures and don't go close to others when you have the detonate mana.
Prio 2. Keep the raid alive

Druids
Prio 1. Stay alive, don't link other players, don't stand in the shadow fissures and don't go close to others when you have the detonate mana.
Prio 2. Keep the raid alive/stay alive so the casters can get your crit.


Tanks:
Prio 1. Stay alive, don't stand in the shadow fissures.
Prio 2. Fight for threat

Melees:
Prio 1. Stay alive, don't stand in the shadow fissures, stack tight with your grp, don't link anyone outside your grp..
Prio 2. Kick/pummel the single target frost bolts
Prio 3. Keep your fear on CD
Prio 3. Don't go above the third tank in threat
Prio 4. Do damage

Things that can go wrong in P2:
- People link the Frost blast.
- Melees don't kick
- People are too high on the KTM - gets aggro - tanks/melees starts to chase the boss while a frost blast is cast - everyone gets linked.
- More than 2 tanks gets MCd (I posted "dont go above the third tank in KTM", but shit can happen and we can end up with both top tanks getting MCd)
- Shadow fissure is cast on one of the melee grps - they spread and a frostblast links everyone around KT. (melee grps should always run away from the boss if they there is a fissure cast on the grp)
- Priests doesn't keep aoe fear on CD

Phase 3
Inc

Some thoughts/questions:
We should make sure people use their Cds at the end of P1 to burst down the last P1 adds.
When you get MCd u will always try to use a CD at the start. Better use them at P1 have them on CD for P2 and be able to use them in P3 again.
How will grounding totem work for spells like Frost blast ?
How many melees do we need?
Should tanks stack on each other or should they split into the melee grps.
According to video Frost blast and MC are both running a multiple of the frost volley's CD. This means that we will always have a frost blast followed by a volley atm. And at some point a MC on top of that. (think there will be 1,5 sec duration in between each).
If a frost blast is cast on one of the melee grps followed by a volley they will most likely die within 2-3 sec if we don't assign healers to precast heavy chain heals/prayer of healing etc.
Guess the fight is "learn by doing" but we should at least be prepared for some situations that might happen. 

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