1. #1

    Heroic Blade Lord - Tips appreciated

    Afternoon guys,
    I lead a 10 man team on Darkspear (US).16/16N 4/6H-MSV.
    After a very slow start in getting a team together and finalizing our roster (We transferred from Eldre'thalas only 5 of our original raid team moved ) we are finally starting to move through some of the Heroics with reasonably quick kills on the last 2 we did Gara'jal and Elegon.

    We went in for a first look at Blade Lord last night and Windstep among other things hurts pretty bad. We have what I believe to be a fairly decent comp for most of the fights and I wanted to know if anyone had any insight or tips n tricks to make it less painful.

    My group gets easily frustrated so I want to make sure we utilize everything we can to see some solid progress.

    Raid Comp.
    T1-DK
    T2 -Druid
    H1-HPal
    H2-RDruid
    H3-DPriest (main spec shadow)
    DD's-Warlock -Mage-2 X FDK's -Hunter.
    Subs- MW Monk – Rogue – Rshaman

    Thanks in advance and let me know if you need any additional info.

  2. #2
    You have a pretty ideal comp for blade lord from a healer perspective i can give you a few tips

    (1) make sure you have someone keeping an eye on the person with windstep as they will take more damage than even the tanks (tanks actually take very little damage in this fight
    (2) Disc priest should be using spirit shell for every unseen strike (strike is a 1 min CD and alligns with SS CD) and you can have it up for every strike. Use barrier to help with the very last stike as the boss hit progressively harder as time goes on.
    (3) pally can BoP off the windstep debuff from people, mages can also iceblock it off and pally can bubble it off.
    (4) make sure everyone is stacked and getting hit for the unseen strike even 1-2 ppl out can cause people getting one shot. A solid stack of spirit shell should help allow for a few mistakes and if everyone is there it shouldn't hit for too much.
    (5) when you make it to phase 2 heal everyone up then run for the boss having a druid should help with healing while running.

    Your disc priest can do a ton to make this fight much much easier make sure they are aware of what they can do to help out the raid

  3. #3
    You can do a couple of things to make Wind Step a little bit easier. You have BoP, which is good, but try to only BoP if it's the wind step before the Unseen Strike since that is the only real dangerous time for wind step people. As for the other Wind Steps, don't be afraid to use externals for them like Pain Suppression, hand of sacrifice, and personal CDs. The tanks will only really take spikes from the 1 stack strikes and they should have CDs up for those and not be in much danger.

    When you get to P2 your Paladin can use devotion aura on the way down to lessen some of the damage before you have to run. We like to count to 5 and give healers a chance to top us and then run down. This is also a great time for healthstones. We then DPS it down to around 12% and all of the DPS and healers go into the wind stream on the side while the tanks push it to 10%, that way we're all waiting for him when he gets to the other side.

  4. #4
    Drop to two healers. There's not enough damage to justify three, and making P1 last longer sucks very, very hard. I'd keep the Druid and Pally and have the Priest go back to Shadow.

    Listen to what Vanden wrote about BoP'ing before Unseen Strike.

    Actually, if your Pally can go Ret or something, I think having Shaman and Druid would be the better option. The Shaman can Spirit Link two of the Unseen Strikes, which is a good emergency button if someone gets caught on the other side of the boss, and having both Healing Tide and Tranq for P2 is nice. If your Pally can't, then you'll have to weigh your options between the BoPs and the extra cooldown for P2.

    Wind Step is the only really dangerous thing in P1. Everything else is just a derp check. Tell your Hunter not to Disengage out of the sucky cyclone thing. It bugs occasionally and doesn't work. He also risks disengaging into a tornado...

    P2 is trickier. You want to burn a healing cooldown as everyone lands so everyone is topped off as they run. Your tank Druid can HotW (if that's the talent guardians take) and do a marginal amount of healing on other people as he runs. Your Resto Druid should put someone good at it on follow and spam Rejuvs without even thinking about dodging. You want another healing cooldown you can use as you arrive, but that one's not as crucial. If you only have one, burn the Tranq or Healing Tide before your first crossing.

    I'm assuming you know the side stream thing when moving back to the original side (jump into the sides at 12% blah blah blah). Have only your tanks stay and have everyone else move early. Make sure you don't push the boss early, as sometimes when the tornadoes flip, you get inescapable walls.

  5. #5
    your comp is really good for this fight your holy should spec dual bop and only uses them if classe dont have own cds. Wl mage hunter and Sp dont need to be bop if they have their cds up. maybe let your priest do dps and run with mw or rshaman they are really good at the beginning of phase two, if your rdruid gets symbiosis from shaman p2 should never be a problem. make sure during tempest everyones running in the same direction its way easier to heal. If you have dps probs let tanks soak tempest with cd. your paladin can bubble beginning of phase two and just run towards boss, if you are using SP make sure he uses vampiricheal(dont know what its called the thing where u heal with your dmg) once he arrives at the boss in phase two. if your mage gets unseen strike he can blink out of the stun and noone will take dmg.

  6. #6
    1. HPal dual bop the ugly debuff before the unseen strike phase
    2. Put world marks on the floor and make sure everybody stands EXACTLY in them with unseen strike
    3. Make your Mage go cold snap for this fight, then he can also remove the debuff with iceblock on himself at least two times. With some good timing and luck even three times .
    4. You can easily do it with 3 healers if nobody dies. We killed him with three healers.
    5. Make sure that people don't stand to far away if he casts this tornado stuff where you have to run away, because you will loose time to run away if you're flying extra long towards him.

  7. #7
    Pit Lord
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    Bring the R shaman in replace of 1 of the Frost DK's, and have the priest go shadow. Then you will have 2 people that can solo the unseen strikes, mage can blink them and priest disperse them, makes the fight a lil easier. If anyone gets wind step debuff tell them not to stack up, if the debuff is on the person who is the target of the actual strike then HoP them, otherwise try save the HoP's for when the boss is sub 50% due to him doing more damage at that point (gradually does more as fight progresses so they are "worth" more then), everyone should use personals on each strike and rotate raid CD's to assist.

    Have your tanks taunt off on 1 stack, have your dps near to the boss as possible at start and pop BL/cd's, then move to middle and 1 of the sides when tornadoes get in the way.

    Last phase wait for healers to top up, have the tank druid give the SP tranq and have your resto druid symbiosis the shaman so he can cast tranq on the move, SP casts tranq as soon as you are out of tornadoes, stampede roar, devotion aura and run to other side, at 11.5-12% have all dps and healers run down the side wind and let tanks finish off boss to 10%, then nuke until dead.

  8. #8
    The Patient Pippo89's Avatar
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    How does his new ability, Blade Tempest, work in practice? Mass Death Grip & slow 'magnet-effect' and ppl just need to run away as long as he is channeling it while not running in Tornadoes?
    We are as God intended. Fallible, yet capable of great things.

  9. #9
    Pit Lord
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    Ye pretty much, make sure you get close to boss (15 yards ish) just before he casts it then soon as you get pulled in just keep that W key pressed down, and try avoid the 'nadoes

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