Lich King Strategy

Please Read this strategy, then watch the videos below. Each strategy is a little different, and the videos do some things slightly differently. The key is communication and understanding what is happening where. I fully expect that we'll easily get into the phase 1/2 transition and even phase 2 on the first night, and the victory on the fight is focusing on phase 2, and winning that is from communication and movement...
So lets get started
2 tanks, 6-7 healers, the rest dps.
Phase 1 will have 3 positions. The first at the base of the stairs, the second by the pillar to the right, and the third forming a triangle point between them standing on the inner circle ring. LK will be tanked at the base of the stairs, the OT will pick up adds and drag them to the position by the pillar, and the ranged dps and healers will stand at the third position on the inner circle.
The LK will summon Drudge Ghouls and Shambling Horrors that the OT will pick up. Dps should ignore these and focus all dps on LK in this phase. The OT will pick up all the adds and drag them back. If you want to misdirect a Shambling Horror heading for you onto the OT that's not the worst thing in the world to happen. The SH will occasionally use Enrage, it should be called out and the hunters should use Tranquilizing Shot on it to remove the Enrage buff. Till that point the OT will need heavier heals.
While that is happening, the entire raid will be cast with 'Infest' at a regular clip. Raid healers will need to heal everyone up to full when this hits to drop the debuff. Anyone below 90% will have the debuff tick damage more and more each time so it gets harder to pull it off them. Heal people up to full FAST, at first it's not alot of damage, but it does really ramp up quickly so don't dawdle or it'll kiill people.
lastly the LK will cast Necrotic Plague on people in the raid. These people will be called out and they'll need to go to the position by the pillar with the OT and the adds, and stand near the adds (not near the OT, near the adds). Then a priest or pally in the raid who is in charge of the NP cleansing will remove the debuff from you. This debuff will kill you in 5 seconds after you get it from a damage tick, and when it gets cleansed off someone, or when it kills someone it'll hop to the next person near it. Also at this point keep cleansing the OT if he gets the plague. This is what kills the adds. They have way too many hit points. Those plagues need to be cleansed with an add near them so it hops to them, so when you get NP run over to the adds, get cleansed, and then run back to position (don't stay there).
When the LK gets to 70% he'll disengage from the MT and head to the center of the platform. At this point everyone will run to the right to the icy edge of the platform. If you stay in the middle and not on the edge you will die from the LK's everlovin' winter ala the Halls of Reflection where you can't stand near him.
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Phase 1/2 transition. It lasts precisely a minute. Everyone will be on the edge of the platform. the OT will drag the adds to the far north end of the platform. Everyone stay away from him, but keep him healed from range. The Necrotic Plague should still be ticking and destroying the remaning Ghouls and Horrors by itself.
The LK will be doing AOE damage in a cone on the raid, so try not to stand on top of each other. Spread out a bit in an arc to minimize the damage everyone in the raid is taking, but don't get too far from each other. Say about 1/4 to 1/3 of the whole circumference of the platform.
He will also summon Ice Spheres that will float in from him to the raid, if they reach the raid they blow up and do a knockback, probably knocking a ton of people off the platform to their deaths. We'll assign some ranged to take care of teh Ice Spheres. STart with 3 or 4 and if they have it well under control we'll drop to 2-3 people to take care of them. The ranged will just dps those ice spheres down as they float in before they reach us.
Lastly he'll be summoning 3 raging spirits. These come from people in the raid, spirits that copy you and show up next to you, large versions of yourself. The MT will be picking these up and taunting as they show up. Once he has it he'll point it off the platform. Don't stand in front of the Raging Spirit. They do a big cone damage attack that also silences casters. This is why the MT turns them so his back is off the platform with the Raging Spirit facing him. EVeryone other than the Ice Spheres then goes balls out dps'ing this spirit. by the time the second Raging spirit shows up hopefully the OT is free and will pick it up. Dps that one down as well. A third will show up a few seconds before the end of the phase. Everyone start blowing it up as much as possible (other than the ice sphere cats).
when the phase ends the Raging spirit will still be up, however everyone needs to get off the edge of the platform as it will collapse. The tank currently on the raging spirit will drag it to the center of the platform, and everyone else will run into the center of the platform as well. The free tank will pick up LK, and the remainder of the raid will stand behind the Raging Spirit (remember don't stand in front of it) and destroy it as quickly as possible.
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Phase 2. The shitty phase.
Ok Three basic things to keep track of in this phase...EVeryone should be dps'ing LK after the Raging Spirit is down. Before I get to the two main mechanics I want to mention the third. Throughout this phase LK will cast Soul Reaper on the tank. If he does this the tank currently on LK needs massive healing, and the free tank will taunt and pick up the LK. The tanks will continue this tank swap every time Soul Reaper is cast. They'll have to communicate it and ping pong back and forth. LK has no cleave though so the tanks can stack on top of each other.
Also Infest as in Phase 1 continues to be cast. The healers need to pay attention to it and the raid healers need to be in charge of removing infest from everyone as quickly as possible. healers missing people in all the movement to come in this phase is a big way to lose people here and there.
Ok now the big two things. Valkyr and Defile. They are both on timers and need to be communicated. When a Defile timer says it's about to be cast, at about 5 seconds we'll give a warning, and everyone needs to spread out to the edges of the inner circle, run out, don't back out. Defile will be cast on someone when the timer expires, and a second later they'll drop a defile on the ground. they should run right out of it, and then go nowhere near it and get back into the middle. The defile is a black smudge on the ground, and is wider than it looks, so don't cheat close to it, the edge is not well defined. If it does damage to someone, it gets bigger. The more damage it does the bigger it gets. IF it catches enough people it's easy to fill the entire platform with black defile and will wipe the raid. This is a big raid wipe mechanic. mastering running out of the center when defile is going to be cast, dropping the defile out to the edge, and then running back into center is important.
communication and quarterbacking are key here.
SEcond are the Valkyr. In 10 man he summons 1, but in 25 man he summons 3. They will show up when their timer on DBM says so, but they don't pick someone immediately, so if the defile and the Valkyr are coming up at the same time, worry about the defile and then get back to center. Everyone should be standing just off the center dot. Not right on the center. The 3 valkyr will pick 3 people and grab them, incapacitating them, then fly towards the edge of the platform. If they're aren't killed before they reach teh edge they'll drop the person they're carrying over the edge to their death. They can be slowed, they can be stunned, but they can't be rooted or slept. All stuns, particularly the ret paladin one, are great, as well as mage slow, etc. Get them slowed, get them stunned and dps them.
If the entire raid clusters tightly just off center the 3 valkyr will all fly in the same basic direction keeping dps uptime up. Everyone will really need to be clustered as tightly as possible when they pick (which is tough when defile is going on at the same time).
So while Soulreaper can kill a tank, or we can lose people to Infests, the main two ways we'll wipe in phase 2 are people not getting out of teh group with the defile and it going platform wide and killing everyone, or people not positioning themselves correctly when the valkyr come and then we lose 1-3 people every time the valkyr show up and eventually we just run out of dps and time.
Dps action priority in that phase is
1) Get out when Defile is about to be cast, and drop it outside the center
2) DPS any Valkyr that are up, stun, kick, slow, whatever and blow them up
3) If no defiles, and no valkyr then dps the LK.
That phase will continue on timers until he's at 40% and we go to the phase 2/3 transition. IF we get to the phase 2/3 transition with most people up we have a real shot of winning the fight. This is the phase we need to learn.
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phase 2/3. When he's almost at 40% the tanks should drag him to the edge of the platform, doesn't matter really where but near the initial entrance teleport pad is good. Then when he runs to the middle of the platform to start casting remorseless winter again we have time to get off the center platform (the edge has respawned at this point).
This phase is just like phase 1/2 transition but there will be four raging spirits instead of three. The tanks will alternate picking up the spirits. If there are two spirits still up at the end of the phase, everyone will have to drag them off the platform to the teleport pad (not the middle) and the OT will have to pick up both spirits, while the MT runs and picks up LK. The dps will focus on killing the Raging Spirits (remembering to not get in front of them) until they're dead.
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Phase 3. lasts till 10%. He keeps doing INfest, so the healers need to watch that. He keeps doing Defiles, so those need to keep getting called out, and dropped away from the raid. He keeps doing Soul Reaper so the tanks will have to continue doing a tank swap once the Raging Spirits are dead. No more Valkyrs though.
What happens is that about 20 seconds asfter the phase starts he'll summon Vile Spirits. When he starts this summon, everyone including the tanks need to run to the opposite side of the platform, avoiding defiles etc. The Vile Spirits will pick random targets and go to them at player walking speed. people need to get their attention, slow, root, stun, knockback, taunt, etc and then kite them, like the ghosts in the back of lady Deathwhisper's fight. After 30 seconds they despawn. If they hit someone they do damage. We can heal through this if it' son one person, but the damage they do should not be sneezed at and if 2-3 vile spirits hit in a pack of people at the same time you'll all die. Spread out, get the attention of one or two, and then kite them, slow stun knockback and try and run from them while healing or dps'ing the LK.
The next time he summons Vile Spirits, everyone runs back to the other side of the platform and repeats the process. Phase 3 is about the Vile Spirits, and watching Defile drops (in addition to the infest for healers, and soulreaper for tanks and healers).
lastly he will occasionally cast harvest Soul on someone. This person needs to be heavily healed for 6 seconds so they don't die, but then they'll get teleported INTO Frostmourne. You'll see King Terenas in there. He'll talk to you. He'll be under attack from a Spirit Warden. If you get sucked into Frostmourne as a dps you need to dps the spirit warden. If you're a healer you need to heal king terenas. If you don't heal him up, or kill the spirit warden by 60 seconds you'll get killed. ONce the spirit warden is dead you'll get teleported back out to the main fight.
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At 10% the LK cheats and wipes the raid. You'll get a rez option. DO NOT RELEASE. When this happens we've won. We'll get a ton of RP, and then get a rez, and then we just spank the rest of the 10% off him in an easy mode gimme and voila we win. Then cutscene.
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I'll put up some graphics later on till then watch the videos that Tankspot has on the fight. Yes it's a two video fight. It's a LONG fight. The enrage timer is 15 minutes. Now THAT's value.
http://www.tankspot.com/showthread.php?62999-Icecrown-Lich-King




















3 Valkyrs? Oh god...
One was a pain in the ass...guess it's time to put the slow curse back in my spec.
Also something worth mentioning for locks that I picked up from watching the Paragon Heroic LK downing. Again, I don't recommend this if you aren't comfortable using your port or don't have the best reflexes or hell even a laggy computer. On Phase 2 I saw locks dropping their portal AND standing on the edge of the platform...always. They never bunched up and before you try to bite my head off, let me explain.
If your close to the edge when a valkyr grabs you, your going to get dropped of quickly. If your a lock, when you get dropped you can teleport back, mid drop. The reason one would stand near their portal is so they don't get taken out of range of it or get pulled an opposite direction of your portal. This also reduces the time your actually being carried and that much sooner you can get in the fight. The biggest advantage I see here, is completely not having to worry about 1 Valkyr, which drops it down to 2 we have to slow and burn down.
FYI - I was just doing some reading up to see if this little trick was ever fixed, I doesn't seem like it has been. It was also mentioned Mages can blink back and POSSIBLY Warriors to do their charge thing to a friendly target. Supposedly its harder to do as a Mage, because you have to turn around and then blink...just a thought.
Is it risky? Yes, but I feel the pro far outweighs the con, especially if your comfortable doing it. I definitely don't suggest EVERY lock to do this, but personally its something I'm giving serious thought to and have been ever since I watched that video a few weeks ago. It's not to say a Warlock is always going to get grabbed, but the time it does happen, it could be a nice sigh of relief.
Another heads up for everyone, coming out of the phase 2 transition (running back in after on the edge)...WATCH FOR THOSE ORBS! I know in 10 man, it's not always possible to drop them in time when we have to run back in and there may very well be a few left up. DO NOT GO NEAR THEM! They will launch you off the platform and you will die. Melee DO NOT engage them, they are only for ranged to worry about.
Not that it's a big deal to know, but it's nice to know game mechanics. Doesn't the Necrotic Plague become stronger everytime it kills someone/jumps?
K...now let's go kill the LK =D
This strat
is actually discussed a lot at the Warlocks Den, and it gets many positive reviews. I think it is worth a try. Here's a link that I picked up from a thread at Warlocks Den. It explains it as well...
http://almostevil.blogspot.com/2010/05/lich-kings-valkyr.html
I've actually blinked back
I've actually blinked back onto the platform after dropped from a Valkyr. I just didn't think to mention it.
I wonder
if disengage would work also? Gonna have to do some research.
Looked it up
and the consensus seems to be that it's possible to disengage back to the platform, but extremely difficult to do because you need to be facing away from the platform (disengage is like a backwards blink, sorta)
I guess it's something to keep in the hunters' back pockets just in case. Wouldn't hurt to try if you're getting dropped anyway.
Maybe
I would definitely have it handy though since it could be useful for moving quickly out of the way on a Defile.
Yup yup
It was also mentioned (not here, on a lock fourm) that the port could be used to drop the Defile on the very edge of the platform or get out of one very quickly. Although I like this idea, it posses two problems I can see.
1) If you get grabbed right after you use your portal for a Defile, you may not be able to use your port after/if you get dropped. It has a 30 sec CD.
2) You drop a Defile at your port...get grabbed by a Valk...your port is off CD...but the Defile is still under your portal, which pretty much means it's off limits.
Personally I'd rather just use my port for the Valk and not the Defile. But we all know how sometimes the not so good idea, becomes an amazing idea given the right circumstances...it's just a matter of quick and RIGHT decision making.
Honest To God
who thinks of things like this.....
No clue...
But when I was watching the video I was yelling at the TV, saying WTF are those locks doing? Saw em get pulled off, then two seconds later they pop back into the portal...my jaw dropped.
Something else about dealing
Something else about dealing with the valks, it doesn't appear that when this video was made DBM marked the valks, it does now though. We can pretty efficiently handle them by assigning groups of 5 to each mark, each having the appropriate stuns/snares. Combine good group coordination in directing the valks and use of cleave damage and you've got a pretty solid strategy.
Yeah good point
I didn't mention that but was going to assign the 3 groups in raid, but yeah. WE make 3 groups of dpsers make sure they have balanced slows and stuns, and try and get them to clump up as it is, and have each group on a mark.
What if two or three people
What if two or three people all in the same group are the ones to get picked up. We will need a plan of some kind in place to divert dps from the other groups.
It's accounted for, if 3 are
It's accounted for, if 3 are picked up in 1 group, then all 5 are active in the other two, they will kill theirs more quickly, and be able to jump to the short one immediately after. Odds are you'll see healers/OT and 1 or 2 dps picked up. It's certainly possible this scenario could occur, but it shouldn't be a raid wiper.
Good Question and Answer
I have a feeling that's gonna be something to adapt to. Once your Valkyr is down move to the one that is highest health. It coudl still be a RNG wipe I think, but we'll just have to hope. Put at least 2 stunners on each one, and if it picks up 3 people from one, and that one has no stuns or slows on it, it might be an issue. We'll have to think fast. Hopefully that doesn't happen though. It sounds like it tries to spread the love to one healer, and the rest dps or OT, and if that's the case, then worst we'll have is 2 out of one group, which will still leave 3 on one....I think it's doable...
But excellent question and response.
As for the Valks...
I'm pretty sure I know how they work...but not 100%. My only question is, do they pick people at random or those who are closest to the edge? I've been trying to find Warlock videos of the LK 25 fight and for some reason, they seem to like the locks that stick to the edge with their ports.
It's random short of Arthas'
It's random short of Arthas' target, though it does seem to uncharacteristically often pick the one straggler running around. It would be nice if they could be forced to pick a certain target though.
Yeah it's random
Random other than the current threat target. They pick the target up from whereever that target is and then fly the shortest distance possible to the edge, so if you're standing at the edge of the platform your'e gonna get dropped really fast. That's why everyone clusters up near the middle, but not at the middle, so the Valkyr all go in the same direction when they pick people up, otherwise they could fly to opposite sides of the platform and we couldn't help the dps on each....
Random
They pick random people up. It's important with the valks to have everyone be clustered close to the middle as much as possible, to put the greatest amount of distance between the pickup point and the edge (the drop-off point). When we divide groups up, I'd like to have as many stuns/slows/snares as possible available to us, because it makes a WORLD of difference in getting them down. Valks will always be the dps priority so when they are up, get off LK and start hitting them hard ASAP.
Edit: What Tal said.
High Five!
TOOOO SLOOOOWWWW!
http://en.wikipedia.org/wiki/High_five#.22Too_slow.22
lmao
Yeah, yeah, yeah...rub it in why don't you :P
Although, to be fair, Cacc beat both of us to the reply. So guess that would make you slow too. *pokes*
Bump
In hopes the maintence doesn't kill the raid tonight. Don't forget though, it's 10 man on Tuesdays, 25 on Thursdays. The strat doesn't differ to much between 10/25, I know we have one 10 man lock out now on LK and the other with Sindy and then the LK.
Mage's thoughts on LK-25
Few observations on phase timing and use of cool downs here
I've noticed that from pull to phase 2 is damn near exactly 3 minutes - never less than 2:52 and never more than 3:00. This should mean that everyone with 3-min trinkets or cooldown abilities can use them at the pull and they'll be available again later when needed.
Phase 1 is generally pretty boring from a dps perspective - it's just tank and spank, but you have to be sure to keep a close eye out for necrotic plague either being cast on you or jumping to you because it wasn't handled on it's initial cast. DBM has a ton of warnings going off in phase 1 though - I recommend turning off almost all of them except the ones about the plague
I can generally go balls out in phase 1 from the instant of the pull and right at the transition point I'll be at 40% mana - perfect time to evocate and I'm back to full mana by the time the first raging spirit spawns on phase 1.5. I probably have a bit more haste than most mages, so if you aren't naturally burning though 60% of your mana, then switch to a higher mana usage rotation (keep your AB stacked longer), and you may be able to squeeze out a little more dps.
Phase 1.5 is pretty boring again, but we seem to have a problem with pulling agro the instant a raging spirit spawns. I believe Phase 1.5 is exactly a minute long and the spirits spawn every 20 seconds or so, but the first one doesn't come until about 10 seconds into phase 1.5. This means the 3rd one spawns just a few seconds before the phase is over - you can use this to time when you have to move. If my usual 4xAB, AM rotation takes 7 seconds to cast - I can time my move across the line so as to minimise any loss in dps.
Phase 2: There's nothing that says you need run to the center as soon as P2 starts - you have to get off the very outer edge, but standing just inside that ring is perfectly safe. If you have a buff stack going that you don't want to loose, go ahead and finish of your rotation before you have to spend about 5 seconds running to the center. The first group of valks doesn't spawn until about 10-15 seconds into phase 2. The first defile doesn't come until about 10 seconds after that. I think this is about the largest gap between those events that we get to focus on dpsing the boss. If you pop'd your 3-min cool downs early in phase 1, they'll be available again for phase 2 - be sure you use them.
We all know the phase 2 (and probably the biggest pain in the entire fight) is managing defiles and the valks. That's been discussed quite a bit already - the only point I'll add is that us deeps really need to focus our fire when the mechanics allow. Be sure you're planning ahead on when to pop your cool downs so that you don't blow one only to loose 1/2 the benifit of it because you need to move for a defile. This phase seems to be all about burst dps either on the valks or on the boss.
Phase 2.5 is pretty much a repeat of phase 1.5, except there's more raging spirits and no plague or spirits - watch your aggro here. You get a few seconds between P2 and when stuff starts happening in 2.5 - take this time to spread out nicely and take a quick inventory of what cool downs you have available. About 30 seconds into P2.5 we generally have multiple spirits to dps - hold off on your cool down until the RL calls for blood lust though to maximise dps.
Phase 3 seems similar to phase 2 in that we need to manage defiles, except we replace the valks with some ghosts that us clothies need to stay far away from - with the 30% buff, you probably won't get 1-shot, but a 2-shot is very likely if any of them start exploding around you. Where P2 is all about control with burst dps, P3 is much more about control and keeping yourself alive. If we can make it P3 and get the remaining raging spirits down from P2.5, we only really need about 1/2 the raid alive to dps down the rest of the boss. In P2 you have 10 second gaps (at most) to dps the boss - in P3 you have larger windows betweem movement so don't worry so much about burst, focus on sustained dps and keeping yourself in the right place (spread out for defiles and away from the ghosts)and alive.
LK spec
After having spent months of doing nothing but this fight - I'd like to think that we got pretty good at it. At least those of us that came every time. Our problem wasn't that the majority of the peopel knew what to do, but that we'd always have 1-2 people that didn't. The fight mechanics are such that 1 person not moving for their necrotic poison will cause a death - 1 person dropping their defile in the middle of raid will cause a wipe - 1 person out of position when the valks come (Murphy's law says the 1 person out of position will always be the person grabbed) will cause a death - one person below 50% health (Murphy again) will be dragged into the sword and killed.
Having said that - this fight will be very, very tough on everyone. I'd hightly recommend that when you're picking your spec, glyphs, enchants etc - you do so SPECIFICALLY FOR THIS FIGHT. There's not much point in specing for big AOE dps when we just don't have raid content that requires it. On the flip side if you spec for LK you may do a little bit less dps on the Loot Ship - but it doesn't matter because that's an easy win anyway.
I fully realize that N.O. isn't a hard core raiding guild or anything like that - but please do your homework and know the fight. We can probably handle it a few people show up in a sub-optimal spec, but if 1/2 the raid comes with nothing but a PvP spec it's going to be that much harder. I will say though that there are quite a few "PvP talents" that are very useful for this fight. Things like a Mage's Nether Vortex are great for the valks, although stuff like Imp Counterspell and Invocation would be worthless.
Doing a bit of reading about mage BiS gear and stuff, and for the most part themajority opinion is that http://www.wowhead.com/spell=47901 is now a better dps boost than the old standby http://www.wowhead.com/spell=60623, especially in fights like LK and Halion - even for us stand and nuke type casters.
The part that surpised me isn't that people argue that it's a better overall enchant (stam + movement speed vs. hit + crit), but a majority of mages on EJ feel its better even from a pure DPS improvment standpoint. And we're the class the probably benifits the most from always standing still.
The basic theory crafting is that the ~8% movement speed increase results in 8% more dps in about 1/10th of the fight. 12 crit rating + 12 hit rating is less than a 0.8% dps increase for all classes. This doesn't even account for the fact that you should take 8% less damage from getting stuck in a defile, or that you should (in theory) have an 8% less chance of dropping your defile where you shouldn't or and 8% less chance of getting run down and 1-shotted by a ghost in P3.
The +15 stam will of course be further increased by things like kings and the 30% ICC buff - so it end up not being totally worthless for, even for some of us dps types.
If you are a type that gets some benifit out of agility, you can always go for http://www.wowhead.com/spell=34007 instead, but good luck farming primals
.
Tips for dealing with defile
If you haven't already - go into your interface on turn on the chat bubbles - the things that make people talk like they're in a cartoon. When someone gets defile cast on them - they will say "Defile on me" (if they have DBM installed - which I'm sure we all do). A quick visual that "oh crap, the guy right beside me is going to spread black goo all over the floor in about 2 seconds" can really help getting people out of the way.
Also - all the tanks and dps should make the LK their focus target and be sure to display the target of your focus target. When the LK gets ready to cast defile he will change his target away from the tank and to whoever he is going to cast it on - the cast istself takes about 2 seconds also. DBM is pretty poor about annoucing who is going to get defile (the lag about 2-3 seconds behind for some reason), but by watching your focuses target you can see who it is - and if it's you, you'll have plenty of time to get away from the raid and drop it in a safe place.
Which comes next - Valks or Defile?
Borrowing this from a former guildie - the text isn't mine, but his analysis did prove to be dead on. As much as we should all be wathching the timers, it does really help to have someone in vent calling out which is comming next and whether we all need to be moving in or spreading out.
OK I was frapsing last night and after watching the first 10 of our wipes I noticed a few inconsistencies. Not with us but with the LK. Ill explain in detail in a few but first let me give you some details. First we seem to get him to the second phase between 12:15 and 12:20 on the beserk timer. So we are consistent with that. Second the difference between casting the first set of Valk's and Defile is 18 sec. Which means we have 18 sec to dps down the Valks before the first defile is casted. But then the inconsisticies come into play and the raids wheels comes off. I will break it down for ya.
Our first Wipe:
We enter phase 2 with 12:19 sec on beserk timer
First valk CD is 19.5, Defile 37.5 18 second difference
Then when the Valks CD is cast it resets to 44.5 sec always
When Defile is finished casting it resets to 32.2 sec
So the difference between to 2 now becomes
Valks CD 30.5, defile CD 32.2, a 1.7 second difference between the Valks and Defile. HOWEVER!!! he does not cast valks first, he casts Defile then Valks even though Valks CD is before Defile.
Our second Wipe
We enter phase 2 with 12:18 sec on beserk timer
First valk CD is 19.5, Defile 37.5, again 18 second difference, This is consistent so I wont repeat this part of the analysis
Valks CD resets to 44.5sec and defile is 32.2, again consistent so I wont repeat
Now the diference in times
Defile is set to 32.2 with valk CD timer winded down to 29.9
This is a 2.3 second difference and Valks were cast first
Third Wipe
Enter Phase 2 with 12:17 sec on beserk timer
Defile resets to 32.2, Valks has winded down to 29.8
2.4 sec difference
Valks summoned first
Fourth Wipe
Enter phase 2: 12:18 sec
Defile resets to 32.2, Valks CD timer has now winded down to 26.9
5.3 sec difference
Valks summoned first
Fifth Wipe
Enter phase with 12:20 sec
Defile resets to 32.2, valks CD winded down to 29.4
2.8 sec difference
DEFILE casts First
I got more data that shows the difference ranging between 2.5 sec to 5.4 seconds and defiles being cast first before the valks.
To sum it up, the first difference between the first cast of valk and the first cast of defile is consistent. The second difference between the second cast of valk's and Defile is between 1.5 to 5.4 sec, (Inconsistent). Also when the cooldown for valk is up doesnt mean he will cast it next. But if there is more than a 3.5 second difference he will cast Valks first. If there is less, then it becomes a guessing game and we have to wait for the emote.
After this however the difference between the two spells is always greater than 5 seconds so we will know what is coming next. So getting past this hurdle will be somewhat a challenge.
Where to place the defile
Here's some tips and tricks we came up with for hadling the defile. Again, not my work - but the strat is sound. It looks like this is the same thing Tal posted at the top - hopefully some pictures will help.
The simplest way to deal with melee Defiles is to have all melee clustered on the throne-side of the Val'kyr, strafing sideways along their flight path, finger poised over the "W" key (or whatever mechanism you use to move forward rapidly) ready to hammer it down the instant you get tagged for Defile.
If you get selected, mash your forward-movement key/button, run through the Val'kyr, and keep going. If you're a second late and happen to poop out the Defile early, at the very least it will be on the OPPOSITE side of the Val'kyr from the rest of the melee, and since you're still moving, it will be a very small smudge.
Constant motion for the Defile-ee is key. Move as soon as you know you've been selected, and don't stop moving until you're well clear of the black oil slick. Its as simple as that.
My ms-paint skills suck, but here's what I'm talking about:
melee_defile.JPG [ 19.33 KiB | Viewed 39 times ]
The white circles are the Val'kyr, all flying in tight formation, moving east (white arrow). [yes, east... south is UP in this picture... blame Blizzard for not putting the Frozen Throne on the north side of the room.] Green oval is melee, yellow is me, red is Arthas. Pink & Blue are healers and ranged, who have started to spread out for Defile.
Melee sets up on the throne-side of the Val'kyr flight path, faces them, and DPSs while strafing to their right (green arrow). Cleaves will hit all 3 Valks and potentially Arthas too. If someone gets tagged for Defile, they run FORWARD (black arrow).
Regarding the "pile up for valks", generally there's one of two scenarios:
valks1.JPG [ 21.09 KiB | Viewed 38 times ]
-or-
valks2.JPG [ 20.99 KiB | Viewed 38 times ]
... depending on which side of the platform has the worse defile placements.
Arthas does not cleave, so feel free to PILE UP ON THE TANK. I will do my best to get him positioned to one side, or the other, of that red center dividing line. He's got a big-ish hit box, and when he stops to cast Infest its kinda hard to get him moving again, but I'll do what I can.
The tighter we all pile up, the more likely it is that the Val'kyr will all go in the same direction. If someone's off to one side, and gets picked up, they're going to go for a bumpy ride.
In order to get the pics,
In order to get the pics, you'll have to download them and re-host somewhere else, and then fix the links. Cross-site linking of the images won't work, because the URLs embedded in MM's forum posts download links, not image links.
Coordinate Stuns & Snares
On of the biggest problems with 25-man is dealing with 3 valks at once. They have a dimishing return on stuns - the first one hits them for full duration, the 2nd one for 1/2 and the 3rd one for 1/4 duration. After that stuns will be ineffective. The problem is that if not coordinated correctly people may pop all 3 stuns at the same time so that they cannot be stunned later.
We ended up having somewhat set stunning assignments - that is we had a group of people who would do the first stun as soon as someone was grabbed. Then we had a 2nd group to do the 2nd stun when the valk passed the inside ring. Finally we had a 3rd group (some of which were people from the first group if they have a short cool down on their stun) that would do the 3rd stun just before they went over the edge. It doesn't really matter who does the stun, but we do need to be sure that we don't have multiple people all trying to stun at once.
Snaring wise - they can be snared up to 50% movement speed. All manner of snares works and they can all be snared as many times as possible. Several classes have abilities that will slow them at least 50%. It works best to be sure that the classes that do that as part of their normal dps burn rotation are picking those up (e.g. Frost Mages and now Arcane Mages will slow as part of thier normal rotation, but Fire mages don't - they could do it, but only by dropping to a lower dps spell and we need all the dps we need to kill all 3 before they go off the edge.)
I did see some talk about the various "exploits" available to get out of being dropped. There are a few than can work, but the only one that we ever got to work consistantly was the lock's portal. If we had a lock grabbed, he'd call it out over vent and we'd all stop dps on that valk. For all the other classes with escape techniques, we'd try to get the free as well - but it was just too inconsistant whether it would work or not - so they did not call out when they got grabbed.
Wow.
My God, Mage wrote a lot of his thoughts down. I read them and they're REALLY useful. EVERYONE DOING LK SHOULD READ THIS THREAD. PERIOD.
/bump
Pushing this up so that those who need a refresher can see it