Archive for January, 2010

Alone in the Darkness

I started this post a while back but then the holiday season hit and I put this on the shelf for a while. I decided it was finally time to sit down and finish this post off. Back before the holidays my 10 man group decided to go back and finish off man our remaining achievements. I’m actually down to 4 left now which hopefully will get completed in the near future. However one of the main reasons for going back was to do Alone in the Darkness which as you all know, is doing YS without the assistance of any keepers. Before we get into strategy and how it all works, lets discuss exactly how this fight differs from YS+1.

I made a post a while back about One Light in the Darkness and the main difference between YS+1 and YS+0 is that you do not have Thorim there to buff you with +10% dmg, +20% HP and most importantly he doesn’t kill Immortal Guardians. Because of this, that means it is necessary for your tank to tank all guardians until Yogg Saron dies as they are unkillable. This alone is not the major concern, the main difficulty in the fight is Yogg Saron will Shadow Beacon his guardians. After 10 seconds Empowering Shadow will be cast on any allies in range which will heal Yogg Saron and as a result if Empowering Shadow is cast in range of YS, he will begin to heal himself for more than you can dps (beacons stack). Due to the nature of where adds spawn, it is essentially necessary for the tank to be within melee range of YS. So, in order to make this work, the strategy (in it’s simplest form),  when YS becaons his guardians (1-2 in 10 man), you must move them out of range so that it YS does not get the healing buff.

We did try and bunch of different tactics so I can give some feedback on different strategies and what worked best for us. From my reserach there are essentially two main theories:

  1. Having your tank move all guardians as one group out of range of YS
  2. Using hunters (or some other class that can pull from range and drop aggro) to pull beacon’ed guardians out of range of YS

Each theory has it’s own pros and cons which I’ll try and elaborate on. There may be other valid strategies out there but these are the two that seemed to make the most sense and most popular. Keep in mind that the timing in which this is being written is well beyond 3.1 (as we’re already into 3.3) so the dps/healing output and tanking abilities have improved greatly which help to add greater flexibility and a much larger room for error.

Strategy #1 – Tanks moving guardians to avoid beacon

Pros: Does not require a specific composition
Cons: Moves tank(s) out of position, tank(s) have to be quick on taunts, requires a lot more healing

I will be honest and I was convinced that this was the better strategy. Seeing as our gear was significantly better I felt that it would be a lot easier to just try and brute force this achievement by having our tank pickup all the adds and move them out once Yogg Saron began casting Empowering Shadow. Instead we ran into a myriad of problems which ranged from our tank not pulling out fast enough, adds spawning in bad locations while they were being moved, errant AOE killing ppl as the adds were being kited away, excessive dmg on from adds due to lack of aoe (when being moved) the list goes on. We tried moving as a group when beacon was cast so that extra adds wouldn’t kill ppl and so that dmg could be dealt to guardians to minimize tank dmg but again that didn’t work (although I think it probably could of).

Strategy #2 – Hunters pulling guardians to avoid beacons

Pros: Tank(s) stay in put and are able to continue to pickup guardians, minimize healing required
Cons: Requires 2 classes that can taunt and drop aggro (we used 2 hunters)

This strategy is what I would call the traditional strategy which requires a lot more finesse and execution rather than brute force.  This completely relies on our two hunters being able to Distracting Shot guardians that have been beaconed to pull them out of range and then Feign Death to let them return to their tank after the beacon has expired. Both hunters are positioned behind YS at the back of the room to maximize their kite distance. This strategy eliminated many of the problems we had run into but pushed a lot more pressure onto our hunters to do their job correctly.

In the end this strategy worked best for us, we ended up using 2 tanks to ensure that all guardians were picked up since our dps was significantly ahead. We also had a a few beaons go off (due to some miscues from our hunters) but again due to us completely outgearing the instance we were able to push enough dps to finish the fight. Wihin a few tries using the second strategy we received our sexy new Vanquished Clutches of Yogg-Saron trinket. Unfortunately I didn’t win the roll on this but I guess that also could be a blessing in disguise as knowing me, If I had won it I would probably be farming C’thun nonstop for a Vanquished Tentacle of C’Thun.

Dude, where’s our proc?!

So I’ve finally sat down to take a look at whats available on ICC and try and plan a course of action. Generally speaking, I tend to like to wait a bit before making gear choices to ensure I don’t make any rash decisions. Specifically, I was looking at weapon upgrades and something interesting struck me. I took a look at weapons available in ICC and noticed that quite a few of them have some interest bonus procs. I compiled a little loot list of all the weapons I found that have a proc.

2H Axe -  Bryntroll, the Bone Arbiter Chance on hit: Steals 2138 to 2362 life from target enemy.

Caster Staff - Nibelung Equip: Your harmful spells have a chance to cause you to summon a Val’kyr to fight by your side for 30 sec.

Bow – Zod’s Repeating Longbow Equip: Your ranged attacks have a 4% chance to cause you to instantly attack with this weapon for 50% weapon damage.

Phys Dagger – Heartpierce Equip: Your melee weapon attacks have a chance to trigger Invigoration, granting you 2 energy, 1 rage, or 60 mana every 2 sec for 10 sec.

Fist Weapon – Black Bruise Equip: Your weapon swings have a chance to grant you Necrotic Touch for 10 sec, causing all your melee attacks to deal an additional 9% damage as shadow damage.

Spell Mace – Trauma Equip: Each time your spells heal a target you have a chance to cause the target of your heal to heal themselves and friends within 10 yards for 217 each sec for 6 sec.

Tank Mace – Last Word Equip: Your weapon swings have a chance to grant you Blessing of Light, increasing your strength by 100 and your healing received by up to 300 for 10 sec.

My first thought was…DUDE, WHERE’S OUR PROC?

I think almost every class and spec is covered in the above weapons but it seems feral druids have been left out? Granted we get an awesome trinket in Deathbringer’s Will but that is something that can be used by other classes as well so why don’t we deserve a kickass weapon with a proc? I’m still hoping that perhaps there are some items later on that have not yet been discovered that could correct this injustice but for now it seems we’ve been left procless :(

Then again, I’m not picky I’d kill for a 258 weapon. 12 weeks and counting, at this point I’m more likely to see a 264 weapon

Hello 2010, Goodbye Anub’Arak!

Hope everyone out there had a great holiday season, I definitely enjoyed some time away from WOW, raiding and blogging but I’m back and ready to continue on from where I left off last year. I have a bunch of new ideas and topics I’d like to discuss but for now I’ll just report in on my guild’s recent success in killing Anub’Arak in heroic mode + Tribute to Mad Skill!

We had been pushing this off for a while due to some attendance issues and what I would call general fear of the encounter but starting in December we started to make our push and made some fantastic progress right up until near Christmas. We actually got Anub down to 6% the week before Christmas but had to take a 2 week hiatus. It was excruciatingly painful to have to wait until the holidays to get back to work but we went back in last night with what I would call far from an optimal group. We actually still had most of our healers on holidays so 3 of our 5 healers were actually offspecced (including yours truly) which added some extra challenge. I wish I could have done the fight as feral but it definitely is much more challenging as a healer. Tunnel visioninig penetrating cold in phase 3 is awful and I really hope I don’t have to heal again on Anub anytime soon!

I can’t even begin to express how proud I am that we were able to finish this encounter. Being a somewhat casual guild that only raids 3 days a week, we never used all of our 50 attempts that were alloted per week. I’m really happy that we were able to pull this off before we outgeared and cheesed the encounter with ICC gear. Sure we did pickup some upgrades that helped but we’re all still mostly in 258 gear at best. For the first time in a long time we (Daybreak) are finally on par with the progression curve which is a breath of fresh air, hoping that 2010 is the start of a new chapter for us and that we can continue to maintain a high lv of progression!

ps. Still no 258 weapon, I seriously cannot catch a break :(

Congrats Daybreak!

I’m Retired!

As of 04/04/2011, I have officially retired from WOW. This blog will remain as a archived resource for those who know that CAT DRUID IS 4 FITE!

About Me

A blog for the ramblings and thoughts of Vallen, a full time raiding cat druid from Auchindoun-US with a passion for raiding & achievements. An avid wow player since 2004.

For any questions or concerns contact me via comments or e-mail

Achievement Points
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Mimiron's Head
Amani War Bear
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Tabard of the Lightbringer

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