1. #1

    Mythic Tichondrius

    Our guild is relatively new, we came together about a month ago and were now 5/10m, and begin work on mythic tich next week. Were certainly not going to be competing for realm first against the other top guilds on our server come ToS, but we have a pretty solid roster of people who learn things relatively quickly and were killing bosses in a reasonable amount of pulls. Mostly people are on point with learning new strats.

    For the most part, we dont plan on doing anything majorly tricky, we'll be following the standard "pop first bonds then sit on them for the rest of the fight" strat that seems standard.

    The question I have is if people are leaving the bloods stacked on the boss rather than having the tank run away with them these days. We haven't actually started progression yet so I can't test if this works on mythic like it does on heroic, but on heroic the boss reapplies bloods every thirty seconds and the debuff lasts 45, so there is always an easy 15s where the bloods don't have 300% leech and aren't healing to kill them before the boss reapplies a new set. Not only that, but if a tank is looking dicey from taking too much damage, you can bop them (we have two pallys in the raid) and the bloods don't hit them and heal.

    The hectic-ness of killing the inquisitors or watchers at the end seems like it could be alleviated a little bit if we had one less of them to kill because we were a little further ahead on boss damage with ranged not having to swap off boss and letting natural cleave do its thing. Anybody care to weigh in on whether this is a viable strat now that dps are all hitting 1m+ dps and tanks are approaching 7-9m health?

    Thanks for the advice in advance!

  2. #2
    If a blood hits a tank on mythic and its close to the boss it heals to full. We've had the full raid in full on pad mode and had the tank tanking 12 bloods, I can assure you they won't die until they're pulled out of range.

    Some groups pull out every set, some groups only pull out when pillars are up, some do 6-3-3.

    After the first down phase, keep in mind that humanoids are added to the mix. Depending on which tanks you have is how you have to approach them. A brewmaster ox statue is a godsend, as you can ignore them for a while and the debuff building up doesn't equal a tank getting gibbed.

    Assume for progression you're gonna get to the third "upstairs" phase or whatever you wanna call it and that you'll have to deal with watchers. They really aren't hard you just have your ranged zerg them. Play safe with the adds and make sure your melee dps are zerging the bats from the getgo (blow whatever cooldowns you had saved for bats when the second wave comes, don't wait for there to be 20 bats flying around or you're gonna have a bad time) and the fight falls over. Most of your wipes are probably just gonna be your soakers figuring out how to not die, your healers figuring out that this fight is almost purely tank healing, and figuring out how to nuke the first 6 bats.

  3. #3
    We pull the bloods out in groups of 6, with our add kill team (Windwalker, Ret, Fury, R. Druid) to the back left (facing the boss) corner of the room. This lines up with echoes of the void and has the kill team in position to intercept adds (the tank that had the bloods runs in and tanks the boss).

  4. #4
    Quote Originally Posted by Killface1 View Post
    The question I have is if people are leaving the bloods stacked on the boss rather than having the tank run away with them these days. We haven't actually started progression yet so I can't test if this works on mythic like it does on heroic, but on heroic the boss reapplies bloods every thirty seconds and the debuff lasts 45, so there is always an easy 15s where the bloods don't have 300% leech and aren't healing to kill them before the boss reapplies a new set. Not only that, but if a tank is looking dicey from taking too much damage, you can bop them
    There's some problems with the aforementioned strat:

    First, the healing adds receive comes from Tichondrius' vampiric aura rather than the debuff "Feast of Blood" he casts on tank every time bloods spawn. Only way you could burst the adds without dragging them out would be chaining aoe stuns.

    Second, you can't BoP the tank as it makes the bloods drop aggro, unless BoP has been changed to not do so.

    Third, the humanoid adds which spawn from second phase 1 onwards can not be tanked under the boss as they benefit from Ticho's vampiric aura, and cast "Arcane Wound"-debuff on tank with every auto attack, which can stack super high unless you kill the humanoid adds as soon as they spawn. Their spawn aligns with bloods spawning, so the wisest thing to do is to drag bloods out as soon as they spawn and AoE the bloods and humanoids down simultaneously.

    My guild wiped way too many times on Tichondrius, as we tried to cheese the fight by stacking the adds and only dragging them out every time he casts echoes of the void. If you want to push boss damage you can do the following, but ONLY IN THE FIRST P1:

    Tank A pulls the boss > boss casts Feast of Blood on Tank A > Tank B taunts boss > Tank A taunts boss when there's 2-4 seconds untill the next Feast of Blood > boss casts 2nd Feast of Blood Tank A, followed by tank B taunting the boss immediately after> Boss casts Echoes of the Void almost immediately, during which Tank A drags the 6 bloods to a back left or right pillar, and your raid AoE's them down.

    ^After this the boss will enter P2/Night phase. From second P1/Day phase on you would do as follows:

    Tank A tanks the boss, until he casts Feast of Blood on Tank A, after which Tank B taunts boss > Tank A drags the bloods out of Vampiric aura range, humanoid adds spawn during this time, and they are misdirected to Tank A >Raid kills Bloods AND the humanoid adds > rinse and repeat, except next time Feast of Blood is cast it will be cast on tank B instead, while Tank A will be taunting the boss as Tank B drags the bloods out. During this time there will be no humanoid adds, but the boss will cast Echoes of the Void, so tank B must drag the bloods behind a pillar.

    Because Feast of Blood debuff, which increases physical damage taken by 50% per application doesn't drop between blood spawns, you will have to rotate your tanks as explained in the above. Sorry If my explanation is hard to understand, as it is quite hastily written and english isn't my first language.
    Last edited by Frostyb; 2017-05-09 at 01:19 AM.

  5. #5
    We run out with the bloods and simply have the ranged kill them.

  6. #6
    Quote Originally Posted by Drish View Post
    If a blood hits a tank on mythic and its close to the boss it heals to full. We've had the full raid in full on pad mode and had the tank tanking 12 bloods, I can assure you they won't die until they're pulled out of range.

    Some groups pull out every set, some groups only pull out when pillars are up, some do 6-3-3.

    After the first down phase, keep in mind that humanoids are added to the mix. Depending on which tanks you have is how you have to approach them. A brewmaster ox statue is a godsend, as you can ignore them for a while and the debuff building up doesn't equal a tank getting gibbed.

    Assume for progression you're gonna get to the third "upstairs" phase or whatever you wanna call it and that you'll have to deal with watchers. They really aren't hard you just have your ranged zerg them. Play safe with the adds and make sure your melee dps are zerging the bats from the getgo (blow whatever cooldowns you had saved for bats when the second wave comes, don't wait for there to be 20 bats flying around or you're gonna have a bad time) and the fight falls over. Most of your wipes are probably just gonna be your soakers figuring out how to not die, your healers figuring out that this fight is almost purely tank healing, and figuring out how to nuke the first 6 bats.
    There's your first issue. The tank debuff mechanic in this fight not only increases damage taken overall, but also increases the effect of the healing aura.

    With a Bear/BrM tank, you can nuke them down on the boss since they have superior dmg reduction compared to other tanks. Generally not really worth it though.

  7. #7
    You'll gain more dps from doing 6 bloods at once, but it's more tank healing.

    At this gear level I think it's safer and easier to pull them out 3 at a time and kill them. We do that and still kill the boss 90 seconds before berserk.

  8. #8
    Deleted
    Our BrM does all bloods and we kill them in the pillars on first P1, on second P1 we just do it normally. Been doing this for almost 3 months and i think is the best strat if you are cheesing brands and want one tank to soak seekers.

  9. #9
    Quote Originally Posted by Tehterokkar View Post
    There's your first issue. The tank debuff mechanic in this fight not only increases damage taken overall, but also increases the effect of the healing aura.

    With a Bear/BrM tank, you can nuke them down on the boss since they have superior dmg reduction compared to other tanks. Generally not really worth it though.
    Those are literally the tanks we used. We couldn't burst the first 3 down, and then with everyone using cooldowns on the 12 couldnt get those down, when they were pulled out they seemed to vanish.

  10. #10
    Seems like the moral is, have a tank collect 2 sets of bloods, not bother to get off the boss, and then bop him and have everybody cleave/aoe. Repeat until second p1

  11. #11
    Quote Originally Posted by Frostyb View Post
    Second, you can't BoP the tank as it makes the bloods drop aggro, unless BoP has been changed to not do so.
    They haven't changed BoP, but it doesn't matter here - the bloods fixate, they don't have an aggro table. You can BoP away happily.

    However, while it is useful to reduce the damage on the tank, it doesn't help kill the bloods on Mythic. On normal/heroic, it works fine - the bloods attack the tank, he's immune and takes no damage, so they don't heal. On Mythic, some undocumented effect means that they heal anyway even if they deal no damage, so you end up having to take them out.

  12. #12
    Quote Originally Posted by ThePants999 View Post
    They haven't changed BoP, but it doesn't matter here - the bloods fixate, they don't have an aggro table. You can BoP away happily.

    However, while it is useful to reduce the damage on the tank, it doesn't help kill the bloods on Mythic. On normal/heroic, it works fine - the bloods attack the tank, he's immune and takes no damage, so they don't heal. On Mythic, some undocumented effect means that they heal anyway even if they deal no damage, so you end up having to take them out.
    Pretty much this, we tried BOPing the tank and keep the bloods at boss, they were still healing. The bloods will always be glued to the person who got the debuff unless that person dies.

    Killing bloods every 2 waves of them was what worked for us as it coincides with the pillar hiding phase, blood tank goes to back pillar and few good aoe dps just kill the bloods while they couldn't be on the boss anyway because of echoes of the void.

  13. #13
    What we did was 6 bloods all the first P1 when BoPs were up, and then just played safe for the future P1s when the Elf adds join and do 3 + 2 Elf adds.

  14. #14
    our tank holds until 6 and kills them during pillar phase.


    after the first bat he switches to 3 and pull them out

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