Tanks
http://www.youtube.com/watch?annotation_id=annotation_222149&feature=iv&index=2&list=PLG5fOiB4ZdJLjS4_e3oOinQZRld3Yd9zn&src_vid=yU40fmyJsHk&v=hy7UQdjR8AE
Dps
http://www.youtube.com/watch?annotation_id=annotation_4529&feature=iv&index=2&list=PLG5fOiB4ZdJItq04eD_ZnXhXSXBdVhk0J&src_vid=yU40fmyJsHk&v=b95gnkJMXFs
Healers
http://www.youtube.com/watch?annotation_id=annotation_40055&feature=iv&index=2&list=PLG5fOiB4ZdJJCfV5T7z2IKr-wr3wrNmWK&src_vid=yU40fmyJsHk&v=6K4NAMDey_o
Look video above for tactics
And this one to see the fight https://www.youtube.com/watch?v=bSIBZEfAjUY
| #7488537 Mar 07, 2013 at 07:59 AM | |
|---|---|
![]() Raider 657 Posts | |
| #7490467 Mar 07, 2013 at 04:42 PM | |
|---|---|
![]() Social 27 Posts | Check http://www.mmo-champion.com/threads/1271675-Horridon-overtuned Highlights: Gurubashi Venom Priests need to be interrupted every time! most do it by marking them and assigning interrupters on each mark. Their Venomous Effusion must be killed ASAP if they happen (only got around 800k HP). Fight is easier if Venom Priests are single-targeted instead of aoe. Ice trolls do MS debuff on tanks, might need CD support for tanks there when two of them come from third door wave. Dynomancers need to be interrupted. Boss healing should not happen. Horridon tank debuff can be cleared with Divine Shield or Hand of Protection. Using Shield Block/Shield of the Righteous on each Triple Puncture and cooldowns can allow you to survive going as high as 15-25 stacks. Most groups use bloodlust to help clear either second or third door, end of fight doesn't need it. You can kite him for quite a while even if you hit enrage. Unless we'll lack dps somewhere, this fight seems to be easiest with 3 tanks 2 healers in our usual setup :) |
| #7494102 Mar 08, 2013 at 09:12 AM | |
|---|---|
![]() Social 325 Posts | I read this part on MMO-Champion. Might be worth giving a read! The thread is too long for me to read it all so I'll just throw some thoughts in here and ignore whether this has been covered before. Background: Our guild was 7/16HC in T14, so yes, above average. Our ilvl's were in the range of 494-500. Comp was 3 healers, 3 ranged, 2 melee, 2 tanks. No monk healer. First night we tried without doing that much research it felt horribly messy and we were getting raped by doors 2-3. Second night we made some specific assignments and it became very much manageable and we killed it straight away. The assignments were basically the following: - On all doors 2 of the ranged were assigned to dinomancers when they spawned. - First door pretty much just kill as stuff spawns except the dinomancer assigment. - Second door nuke down the first venom caster before it spawns an effusion. When the 2 next spawn, have two melee dps put a skull and cross on the venom casters respectively and all except one melee interrupter go on skull and keep killing it first. When dino spawns, assigned range go on it, rest stay on target and also try to kill effusions as they come up to minimize spells that need to be interrupted. Keep assignments and mop up the adds while moving to the next door. - Thrid door. Burn down the first big guy as far as you can before the next two spawn. When the other 2 spawn, blow bloodlust and nuke the hell out of them, while moving towards the next door each time frost orbs spawn. Be ware not to put frost orbs around the next door though. - Last door, just kill stuff as it appears and stay close to the door to get all casters picked up and interrupted as much as possible. - Move raid to the side of the arena where the second boss jumps down and nuke him asap. Make sure tanks switch just as the second boss is going down to make sure stacks are low when Horridon enrages. - Last phase spam heal tanks and wait for loot. Wooopwoopwoop |
| #7497572 Mar 08, 2013 at 11:36 PM · Edited over 13 years ago | |
|---|---|
![]() Raider 657 Posts | |
| #7507721 Mar 11, 2013 at 10:58 AM | |
|---|---|
![]() Social 100 Posts | Horridon is really just all about priortising adds innit? |
| #7507832 Mar 11, 2013 at 11:35 AM | |
|---|---|
![]() Raider 657 Posts | Yes.It's important that kill first elite add first then when 2 of them spawn we need to kill 1 before that dyno-guy. |
| #7512303 Mar 12, 2013 at 06:41 AM | |
|---|---|
![]() Social 27 Posts | Hotfix was applied today that lowers health of adds in Horridon encounter by 15%. Still think we should lust on 3rd door, since 3rd door provides highest random raid + tank damage, which leads to highest chance of failure. By contrast, the only problem with Ja'lak is tank cds running out (since people can easily stacks up for aoe healing there), and in our raid that can be solved with proper use of Hand of Sacrifice. People report being able to tank 20+ stacks in final phase of Horridon, so final burn after Ja'lak is down isn't too important (and we can remove Triple Puncture stacks from tank every minute). |
| #7512667 Mar 12, 2013 at 09:30 AM | |
|---|---|
![]() Officer 1204 Posts | Hmmm I think that 15% nerf makes the encounter trivial for us, or at least significantly easier. I'm betting he drops pretty fast now. |
| #7512771 Mar 12, 2013 at 10:17 AM · Edited over 13 years ago | |
|---|---|
![]() Social 27 Posts | Also, for tank swaps, first set of adds on 3rd and 4th platform doesn't require tanks since they don't hit that hard, so there should be enough time to get previous platform adds down first then swap tanks on boss. |
| #7512962 Mar 12, 2013 at 11:28 AM | |
|---|---|
![]() Social 269 Posts | on third door there is only one add that have aggrotable, can only taunt the others and have aggro on htem for 3 sec then they start random target again. |
| #7513247 Mar 12, 2013 at 12:55 PM · Edited over 13 years ago | |
|---|---|
![]() Social 27 Posts | #7512962 Warelord wrote:It's actually better to not taunt anything but warlords, since each hit from random-aggro mobs adds disease stack; on one try you died from two ~250k warlord hits + 200k disease tick in one second. Just use army there and let it soak diseases instead, and once it runs out ignore them. It's better for everyone to have small stacks instead of tank having big stacks. |
| #7517998 Mar 13, 2013 at 08:37 AM · Edited over 13 years ago | |
|---|---|
![]() Social 27 Posts | Now that we got a kill, i still think we should refine last door slightly. It seemed that people went for bear-shaman-bear-bear-shaman-shaman order, while bear-shaman-bear-shaman-bear-shaman would do less raid damage, less totems, less hexes, just easier overall :) And i still would like to see actual discussion on bloodlust point (that's what forums are for, civil discussion :) ), now that you've actually seen that phase again. Looking at combat log, tank damage on Jalak (where we used bloodlust) was one swing for 196k, bestial cry, two swings for ~250-300k with 2s timer, _7 second delay_ (during which Wheiler is death striking him, so he IS in melee range), bestial cry, three swings at 250-360k _stilll at 2s swing timer_, bestial cry, Jalak death. So it looks like dungeon journal is lying about increased attack speed, and that part of the fight is actually "one extra attack at 2s swing timer after each bestial cry, bestial cry every 11 seconds" - so it's 1 attack before bestial cry, 2 attacks after first bestial cry, 3 attacks after second bestial cry, then probably 4 attacks after third bestial cry with delay before _starting_ attacks (but not actual attack swing delay) lowering each time, so it would actually cap at 5 attacks between cries, where he will only increase swing damage. So first two cries require no tank cds at all, about 5s after third-fourth cry looks like perfect point to use minor tank and/or raid support cds, and fourth looks perfectly survivable by using major cd there :) It might be possible that some attack breaks were due to movement - since he stops to cast bestial cry, seems to move pretty slowly, and his initial position on kill was pretty far away (same pattern doesn't seem to appear on our monday try - it might be hotfix change though), in which case you can probably avoid several swing just by moving away (or simply taunting him away by tanks or even dps who can drop aggro) Bestial cry also capped at 135k raid damage for second and third bestial cry, while first was just 90k. |
Page 1
Add Reply
Icon

