1. #1

    Heroic Horridon 10M

    So we will be starting progression on Heroic Horridon tomorrow, we have done about 20-30 pulls in the past (Dont have logs) and got it to the 3rd door most of those pulls. Our current progression is Jin,Ji-Kun,Qon. Our problems in the past were interrupts which is easily fixable. And add damage, we would be fine for the first 2 doors (for the most part) and then after the 3rd door finished we would have a ton of adds up and would be delayed in killing them. Towards the end of the attempts we had our Monk tank (Me) tank the 2nd and 3rd door adds which seemed to help a little but we only got one pull in like that.

    Possible Raiders to bring in
    Tanks:
    Brewmaster Monk
    Blood DK

    Healers:
    Disc Priest
    Holy Paladin
    Resto Shaman (Ele OS)
    Mistweaver Monk
    Resto Druid (Possibly schedule is sometimes weird)

    DPS:
    Warrior
    Mage
    Warlock x2
    Ele Shaman
    Rogue (Undergeared)

    Also any tips for Brewmasters on the 3rd door would be appreciated because the 1 pull I did tank that door it was not a very fun experience :P

    SO any tips will be appreciated!

  2. #2
    Start the tries 3 healing it, and learn when to use the defensive and healing cds, make sure everyone get to see how the direhorn spirit works and set the proper macros to deal with it if needed. Get as far as you can and learn the first phases, starting from the 3rd door the main issue will be dps, if you are struggling early on the last phases drop a healer. 2 healing it is pretty intense the first times, but the extra dps will make the phases and the encounter shorter.
    Dps requirements are pretty easy to test: on each door (except the 3rd one) the 1st big add must die before the 2nd+3rd come down.
    First door is the easiest one, the only problem could be the magic debuff. It always goes on the 3 closest players, and can be adressable and easily mass dispelled by a priest.
    Second door is all about interruption and control, focus the priests and assign interrupts, aoe down the effusions asap and move from the pools.
    Third door is all about positioning, make sure to have the tank between the door and the rest of the group in order to get the adds. The big adds have a crapton of health, we found that the best way to deal with them is to aoe them while moving from the orbs, together with the small adds. Dispellers need to choose who they want to dispell, stacks can go skyhigh in a matter of seconds, and it's near to impossible to keep everyone dispelled. The tank on the adds is going to get a mortal strike debuff, use the single cds (sacrifice, bark, suppression) on him. This is the hardest door to get used to.
    Fourth door is again about control and execution. Make sure to have at least 2 curse dispel, everyone should stop the dps while cursed... it's like 75k per hit, and every ranged and probably a healer has already the spirit on him by this time. Kill the first bear as it comes down, and the shaman right away, split the 2nd and 3rd bears on the 2 tanks, kill one bear and his shaman before switching to the other bear in order to keep the curse amount low. Range-interrupt the spellcasters as they spwan to bring them in melee range. Clear everything and go to Jalak.
    Hero/BL as soon as jalak spawns, keep an eye on the dire call timer because roar+dire call can easily end in a wipe without the proper CD, you should kill Jalak before the 4th roar.
    Burn Horridon down, the only raid damage is the dire call, while the tanks are dealing with increasing triple punture and massive melee swipes.
    Last edited by noskillz; 2013-07-30 at 02:03 PM.

  3. #3

  4. #4
    Two healing this encounter makes it much easier; you will blow faster through the gates, and your healers won't get a Pink Rhino before the 4th gate, which really hurts their healing. It's rough on the healers, if you have a Paladin tank (or Retri), make him dispel on gate 2 and 3 to help out. Use personal cooldowns as much as possible on Dire Calls. Once you get Jalak down it's basically a kill, just spam heal the tanks, and rotate cooldowns on them.

    On the third gate we stack on the offtank and kite the frost orbs as a group, so the adds aren't all over the place. This is imho the hardest gate.

  5. #5
    Is this booz still hard? Legendary meta, cloak, all resets since launch :P ? Bring phat dibs and kill boss after third door np.

  6. #6
    Quote Originally Posted by Cairhiin View Post
    On the third gate we stack on the offtank and kite the frost orbs as a group, so the adds aren't all over the place. This is imho the hardest gate.
    This is a key to realize on the 3rd door. The reason you do this is the little adds don't have an aggro table, they just fixate and switch to random raid members. If you all are loosely grouped together, it makes it easier to aoe. It also means as the tank, just focus on getting and controlling the big guys that drop the orbs. You are wasting taunts if you are trying to round up any of the little adds on this door.

    A tip for the 4th door is to leave a melee or two on the flame caster adds while everyone else blows up the bears and shaman. The flame casters actually hurt pretty badly so if you have some melee locking them down, it makes that phase a little easier. Just don't outrange heals.

  7. #7
    Designate a ranged assist that knows the target priorities for all the doors. Make sure all the ranged are following that person's target. On door 3 that means being able to ID small adds that get through and need to be burned while also targeting the large trolls at times.

    Melee are best used for interrupting and door control on 2, 3, and 4. We have two melee (warrior and DK) that handle door 2 interrupts on Priests. On door 3 they stay up by the door to help cull the add spawns there and rejoin the ranged just before the Dinomancer drops. On door 4 they split between the first bear/shaman and the Flame casters with the flame casters being priority.

    On door 4 the mage and shaman NEED to prioritize decursing the DPS over anything else if you are two healing.

    For tanking, I would suggest you tank Horridon on the 3rd door because it makes it a lot easier for you to split your attention to help Detox on that door. The add tank only needs to worry about the large trolls, the small trolls just need to be focus DPSed down as they stream out.

    Your warrior should be ready to toss demo for the third Bestial Cry and the following Dire Call. Failing that, personal CDs and healthstones should be used.

    When Jalak is about down one healer needs to always be spam healing the Horridon tank. I don't know how well a DK can handle the enrage but an attentive monk that doesn't need to split his attention with a pink dino can last between 4 to 8 Triple Puncture stacks depending on gear and procs without using major CDs and having a healer spamming them. When you tank swap, one healer needs to be spamming the new tank BEFORE he takes over. A CD for that swap can also help to keep it stable.

  8. #8
    my personal best was 17 stacks at the end as a BrM tank =D

  9. #9
    Quote Originally Posted by Hulkovius View Post
    Is this booz still hard? Legendary meta, cloak, all resets since launch :P ? Bring phat dibs and kill boss after third door np.
    Your post was about as useful as a heart attack.

  10. #10
    So the best advice I can give is definitely having you as the 2nd and 3rd door tank due mostly in part to Ring of Peace. Not only is it wonderful for a mass interrupt on the last parts of the 2nd door, but when the big adds on the third door that drop the frost orbs (forget th name) are disarmed with it their Mortal Strike does laughable damage. On top of this your Mistweaver can put it on you again, and that door becomes much simpler. When those wear out you can still Grapple the weapon from one, and ask The Mistweaver to do the same on another. It ups his healing and you take less damage during so it's a win win. Best of luck to you

  11. #11
    Quote Originally Posted by Lunasta View Post
    So the best advice I can give is definitely having you as the 2nd and 3rd door tank due mostly in part to Ring of Peace. Not only is it wonderful for a mass interrupt on the last parts of the 2nd door, but when the big adds on the third door that drop the frost orbs (forget th name) are disarmed with it their Mortal Strike does laughable damage. On top of this your Mistweaver can put it on you again, and that door becomes much simpler. When those wear out you can still Grapple the weapon from one, and ask The Mistweaver to do the same on another. It ups his healing and you take less damage during so it's a win win. Best of luck to you
    It also doesn't require him to be add tanking to do it. He can RoP the other tank and Grapple from the mobs from where he would be tanking Horridon.

  12. #12
    For your group, I actually think it's better to have your dk tank 3rd door, pop army (unglyphed) when 2nd wave of adds up. It will make it harder to group adds up and aoe, but you will get much less disease on everyone since army is randomly taunting everything which helps healers. At least our healers tell me that makes it easier. We 2 healed this with no de-curse...
    Last edited by jasonleekungfu; 2013-07-30 at 08:30 PM.

  13. #13
    Quote Originally Posted by Orion Antares View Post
    It also doesn't require him to be add tanking to do it. He can RoP the other tank and Grapple from the mobs from where he would be tanking Horridon.
    That's true, I just assume them to never be within range. Always feel like I'm having to go back and forth to heal.

  14. #14
    Thanks for all the great advice going to go knock out Jin'rokh now and head to Horridon!

  15. #15
    Well good luck to you tonight!

  16. #16
    Okay the tips are definetly helping! We are now making it to the transition between 3rd and 4th door ands are just dying slow We are going to keep working on it for the rest of the night (2 hours) and I have high hopes for it as people are dying still in that phase so if we can cut out deaths we should be able to down all the adds.

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