1. #1

    10m Council Help! Please!

    Can somebody please explain their tactics with Frostbite (and in general, this boss)? This is our biggest problem, as it is insta-gibbing people as soon as it goes out half the time, and the other half, one missed interrupt on a sand bolt into that group spells death. There is just so many variables that factor into this fight, and on 10 man, it seems insane...

    I just honestly don't understand this boss (well, I get the mechanics but dealing with them in 10 man seems kinda ridiculous), and after 3-4 hours of wiping without ever seeing Marli empower is really starting to frustrate me. Oh, and we were 6/16H, and yet this is supposed to be easy for us??

    Yes, this boss was nerfed (health wise), but in my opinion it's the absurd damage combination from frostbite and sand bolt that make this fight hell (yes we have a melee sitting on Sul at ALL times)

    We do the "lust and burn Sul till first add, then switch to Malakk after add, then back to Sul till Kazra at 30-40 energy).

    Our raid comp for the record is;
    Tanks: Myself (Druid) and DK
    Healers: 2 Pallies
    DPS: Ele shaman, 2 hunters, Ret, Shadow priest, and Mage
    Last edited by Arcangel14; 2013-03-13 at 04:02 AM.

  2. #2
    for frostbite
    if Malakk empowered u need to stack 2-3ppl at frostbite target to minimize the dmg ( stacks will drop from 5 to 1 if ppl stack )
    if malakk is not empowred no need to stack ,ppl that get frostbite stay away from raid (6-7yards)

  3. #3
    u tank this video for tanks hope it help u to kill this boss
    1 more thing u must be the main tank who will tank the frost king and sul coz u druid and u can dodge alot


  4. #4
    Deleted
    Quote Originally Posted by Xexphone View Post
    for frostbite
    if Malakk empowered u need to stack 2-3ppl at frostbite target to minimize the dmg ( stacks will drop from 5 to 1 if ppl stack )
    if malakk is not empowred no need to stack ,ppl that get frostbite stay away from raid (6-7yards)
    This right here for frostbite. Frost guy always gets empowered first it seems, so tell your ranged/healers to watch out for it from the start. Maybe most mobile specs can be assigned (hunters and elemental) to always go hug up.

    If you want to make it easier, you can ignore a lot of the mechanics. The stun on the tanks doesn't really seem to do that much, you can just heal through it. Ignore the healing add, they barely heal much compared to their own HP and target-switching + stuns/slows will make it a wash at best; this means yes, just group all 3 up and cleave your heart out. What matter is getting Sul down before his empower, and interrupting as much (preferably all) sand bolts, while ranged/healers deal with the frost debuff. For your comp I'd try:
    - Ret always 100% on Sul, same with you and elemental shaman. The 3 of you should be able to catch most if not all interrupts. You can probably sit your mage on Sul as well. DK obviously takes priest and you take the frost guy too, switch frostie if you're up for it, if not, it matters little.
    - Hunters and shadowpriest dps the empowered one. The only trickier one would be perhaps the charger, since he won't get cleaved off all the time. Tell your mage to help on that if needed (it wasn't needed for us, but then again we are melee-heavy so he passed by in meleerange a lot). Tell your shaman to glyph grounding totem, take call of the elements, put 2 hunters + mage + shaman in either group 1 or 2 (it's groupbased) and drop it when he reflects damage. You can catch 2/3 of these for 75% of the duration.
    - Make sure you assign 1 stunner for when priestess is empowered. Spawns every 30 seconds I think, so your ret can spec into fist of justice.

    That's pretty much it. Once Sul is dead just dps the empowered one and outgoing damage is A LOT lower. Trickiest part is to not pump too much dps in frost guy and priestess when empowered, so that they don't break around 50-70 since you'll have a ton of cleaves on them. Just make sure you let them empower enough to burn down Sul.

  5. #5
    Grounding totem trick doesn't work anymore, we were using it but after the nerf to their hp, it doesn't appear to reflect the damage back anymore.

  6. #6
    Thanks for the tips!

    But yeah, we know to group 3 people obvi but it still seems to be causing some issues (damage intensity wise). With frostbites, are you having assigned people to group up? Having the targeted person run to a specific area? Or just having the closest 2 people group on the Frostbite target? We currently have it as 2 assigned people, but it seems that can be iffy (having someone a few yards too far, being in a bad position, etc), because it seems if it takes half a second too long to get onto the person, it almost always results in an insta-death

    Also, our shaman was using the grounding totem method, but it didn't seem to be working? Is there a specific time it's supposed to be dropped? Or just any time he is in overload

  7. #7
    In our group we have the frostbite run to the melee on Sul, always going to be in the same place and there should never be sand on the ground. A couple of seconds before Frostbite is about to go off, we move to about 10-15 yards of the melee and whoever gets it runs in. We have 2 melee though, but you can just make sure the tank and your melee are almost under the boss and then get the frost bite person to literally stand under Sul. One good reason to do it this way is quicksand will never spawn on that location, as it only spawns on range. And we had a tank, 2 melee and the range stacking and it would still cast on the other range, so 1 tank, 1 melee and 1 range in should work fine.

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