Help with Horridon - Drakkari Door nonsense

90 Draenei Death Knight
9670
At the moment, our guild is currently working on Horridon. The raid comp includes:

Tanks
Blood DK
Blood DK

Healers
Disc Priest
Resto Shaman
Resto Druid

DPS
SV Hunter
Arcane Mage
Demo Warlock
Balance Druid
Combat Rogue (Thinking of making them switch to an alt ret paladin)

Farraki Door
No issue, we have enough magic cleanses / co-ordination to minimize damage from sand traps and magic effects. Clearing this door with 10-15 (one attempt 20ish) seconds to spare until Gurubashi Door.

Gurubashi Door
Not an issue anymore, we have enough interrupts to keep the venom priests / effulsions from wreaking total havoc, and worst case scenario we have two druids who can cleanse poison. Clearing this door with a bit of time to spare and AoE down the last non-elites.

Drakkari Door
Raid falls over, no idea what to do. Many clothies being hit by fixating adds while trying to kill Frozen Warlords. Our raid has one person who can cleanse disease effects. Very punishing when it takes 80 seconds to cleanse the entire raid, and they will probably just have the disease dot on them again from random target fixating adds.

Not a whole lot of damage was taken from frost orbs, on our attempts some of the time people were hit 2-5 times, but that is far less to worry about than 4-6 stacks of disease on everyone.

Blizzard, what do.

Amani Door
If we make it through the Drakkari phase, we'll let you guys know if this gives us a problem.
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90 Worgen Druid
9290
we used stun, slows, knockbacks to keep the warriors from running around applying the disease as much as possible. It's a very chaotic gate to deal with though. You can check our our guide on the encounter. Maybe it'll help push you guys through.

http://www.youtube.com/user/AvailedGuides/videos?view=0&flow=list&sort=dd

Horridon - http://www.youtube.com/watch?v=jwhtCP6hwa4

We also stream our raids that you can check out during offtime at http://www.twitch.tv/Shiftlolz
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100 Pandaren Hunter
19830
We grouped up tight right outside the third gate to confine add movement. We burned the first two adds immediately then made it a point to kill the first warlord before the group of 2 warlords arrived. One of our tanks picked up the two Warlords and kited them towards the final gate. We focused the lesser adds and immediately focused the Dinomancer down to end the phase. Then we killed the Warlords with just enough time to position for the final gate.

On gate four, and all gates we aim to burn the first major add (Wastewalkers, Venom Priests, Frozen Warlords and Warbringers(?) before the set of 2 spawns. We found that not having three up at once helped a lot.
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100 Troll Druid
19645
We grouped up tight right outside the third gate to confine add movement. We burned the first two adds immediately then made it a point to kill the first warlord before the group of 2 warlords arrived. One of our tanks picked up the two Warlords and kited them towards the final gate. We focused the lesser adds and immediately focused the Dinomancer down to end the phase. Then we killed the Warlords with just enough time to position for the final gate.

On gate four, and all gates we aim to burn the first major add (Wastewalkers, Venom Priests, Frozen Warlords and Warbringers(?) before the set of 2 spawns. We found that not having three up at once helped a lot.


That's more or less what we did - also, just lust on the 3rd gate. You don't need it anywhere else and it makes it way easier.
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90 Tauren Druid
15770
we just focused the smaller adds, ignored the bigger ones and nuked the dinomancer when he lands, then turn on the 3 big adds. had some issues with frozen orbs due to being melee heavy, but kiting them against the wall seemed to do the trick.
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90 Tauren Druid
11295

Combat Rogue (Thinking of making them switch to an alt ret paladin)


Figured I'd mention this anyway, but as I'm sure you already know, this will give you two additional disease dispellers as well as an extra poison dispel via symbiosis, making that phase much less stressful on healers.

Good luck :)
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90 Pandaren Priest
14930
I found that prioritizing the add tank for dispels, and then anyone who started spiking, worked much better than trying to completely control the debuff. It's simply not controllable in that fashion - you're going to HAVE to heal through some of it.
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100 Blood Elf Priest
12825
Drakkari Door
Raid falls over, no idea what to do. Many clothies being hit by fixating adds while trying to kill Frozen Warlords. Our raid has one person who can cleanse disease effects. Very punishing when it takes 80 seconds to cleanse the entire raid, and they will probably just have the disease dot on them again from random target fixating adds.

We actually have very little trouble with this door, and we only have one disease dispeller. The keys are:

(1) Keep the group a good distance away from the door. Say, 30 yards is close enough to see nameplates and hit mobs the instant they spawn, while forcing them to run a bit to get to you.

(2) Pop Army as soon as the adds start spawning. You might also try treants, wild imps, mirrors, and other ways to multiply your forces, but I know for sure that Army soaks a lot of diseases. You have two Armies, so you can pop the second when the first goes down if you like.

(3) Slaughter the warriors. They have very little health. If people are good at switching, you can have them dead before they get a chance to touch anyone. We have mediocre DPS and still took less than 1M total damage on actual players from them - the vast majority of which was on one person who was standing too close.

(4) Kite the champions. With two DK tanks, you're guaranteed to have a DK in the add group, so they should be getting FF all over everything. Your rogue can also passively apply a slow. Again, we only took about 1M damage from them, and it was entirely on two people who weren't kiting.

That should keep disease levels down to a minimum; it'll be focused on a couple of poor kiters (likely healers) who will take several stacks. Focus healing on those targets and just cleanse at 3 stacks or so.
Edited by Kaels on 3/11/2013 12:04 PM PDT
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90 Draenei Death Knight
13815
We pushed through it with Army of the Dead - when the first Warlord drops, drag it right where the subsequent left-side Warlord spawns (toward the poison door) and use army - mark the first one with skull to be killed first. When the next pair drops go get the one to the right (toward toward the bear door), and pull it to where your army is going - mark it X, that will be killed next. Make sure you have sufficient threat on the warlords so they don't go off on DPS when the army expires. Army should eat 6 or so Mortal Strikes, and it helps keep the frozen orbs reasonably well contained
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90 Draenei Death Knight
9670
Thank you for everyone's help. As we are a ranged heavy comp, we can make use of slows/army and just ignore the frozen warlords until we have the dinomancer dead. It was silly not to utilize the kiting abilities of our comp.

Probably going to try and pop Hero during that fight, and burn the adds.

Each of you provided some valuable insight into tailoring our strategy, and thank you all for your contributions. (Hopefully our rogue doesn't need to bring a ret paladin for symbiosis here.
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90 Tauren Warrior
11955
2 heal it.
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100 Worgen Druid
15105

Drakkari Door
Raid falls over, no idea what to do. Many clothies being hit by fixating adds while trying to kill Frozen Warlords. Our raid has one person who can cleanse disease effects. Very punishing when it takes 80 seconds to cleanse the entire raid, and they will probably just have the disease dot on them again from random target fixating adds.


They are stunnable, snareable and knockbackable.

I don't know how the 10man tuning is, but if your add tank can tank all 3 Frozen Warlords without dying, then the phase is easy: He kites the 3 warlords along the wall towards door 4, with melee following and focusing htem down while the ranged stand at max range and snare+nuke the small adds, swapping to Frozens when they can, and moving back if small adds start to get close.

The Frozen Warlords are stunnable too, ideally stun each one as it is casting Mortal Strike.

Some people advise using Time Warp for this door.

On 25man this door is the other way around (the Mortal Strike hits for 300K after damage reduction, but with 6 healers we can heal through a lot of disease , so we prioritize the Frozens).
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90 Draenei Hunter
VS
10230
The way my guild beat the 3rd door was for everyone to group up on the tank as we wiped the Warlords and then the adds. He would walk everyone out of the Orbs and be able to get adds off of everyone else. Third door was fine after we got that strat down.
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100 Worgen Druid
15105
BTW there is no rush to kill the Dinomancer. We actually found all 3 of the first doors worked a lot better if we didn't activate the orb until after the 3 large adds were dead; then everyone can take a few seconds' breather and get into position for the next door .

The fight timing doesn't seem to have been changed from when the adds came down at 10/30/50 , so the Dinomancer is landing 20 seconds earlier than he did on PTR. So if you don't start on the Dino for 20 seconds after he hands you're still on track with the timing intended by Blizzard.
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100 Troll Shaman
17270
One piece of advice is that we lusted on the 3rd door.
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90 Night Elf Druid
10625
2 heal it.


This, we were struggling till we went down to 2 healers, the extra dps more than makes up for the loss of a healer. Once we went down to 2 healers we got it down after a couple more attempts.
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90 Draenei Paladin
0
My guild got it with three healers, but all of us were able to cleanse the debuff - if you only have one person who can get rid of it then you may as well 2-heal.
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90 Pandaren Priest
14930
My guild got it with three healers, but all of us were able to cleanse the debuff - if you only have one person who can get rid of it then you may as well 2-heal.


You may want to consider that there are multiple debuffs that go out, and not every class has the same dispels available to them. We 3 healed it without ever getting close to the enrage.
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Just want to thank everyone in this thread for their suggestions. My guild was having the same problem at the same spot in the fight with this boss as the OP, and using this info we were able to down him today.
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100 Worgen Druid
15105
Have the ranged stack up (and attack Frozen Warlords).

Melee cleave/AOE down the small adds while they are walking to wards the ranged pile. Small adds should be snared.

Close door ASAP. You can kill the Frozens after that, it's OK if there's still two up when fourth door opens.

(edit: different to my original advice, after doing it a few more times :)
Edited by Autumni on 3/23/2013 8:55 PM PDT
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