Valithria Dreamwalker Boss Strategy Guide Tactics
February 9, 2010 by Zuggy · Leave a Comment
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The battle for Valithria Dreamwalker is truly unique because you’re actually not trying to kill her. You want to save her, so heals are the key for this fight. You’ve got Scourge armies attacking you as you try to save Valithria Dreamwalker, who starts at half health. The goal here is to heal her to full health.
Valithria Dreamwalker Health Points: 12,000,000 (normal) – 30,000,000 (heroic)
Valithria Dreamwalker Boss Abilities
Valithria
- Summon Nightmare Portal: Gives you access to the Dream State
- Emerald Vigor: Regenerates 200 mana every 3 seconds, increases damage done and healing done by 10 percent, stacks up to 100 times, cast every time you kill a Dream Cloud in Dream State
- Dreamwalker’s Rage: 10,000,000 nature damage to nearby enemies, cast at full health
Blazing Skeleton
- Fireball: 4,713 – 5,287 fire damage
- Lay Waste: 3,770 – 5,287 fire damage every 2 seconds for 12 seconds, 50,000 yard radius
Blistering Zombie
- Acid Burst: 9,425 – 13,218 nature damage instantly and 750 – 900 nature damage per second to enemies within 15 yards, lasts 20 seconds
- Corrosion: 2,000 – 2,500 nature damage every 3 seconds, reduces armor by 10 percent, stacks up to 5 times, lasts 6 seconds, only procs when the zombie lands a melee swing
Risen Archmage
- Column of Frost: 11,310 – 15,862 frost damage, 3 yard radius, knockback
- Frostbolt Volley: 8,550 – 13,200 frost damage, reduces movement speed, 200 yard radius, lasts 4 seconds, instant cast
- Mana Void: Burns 800 – 1000 mana per second, 6 yard radius, lasts 30 seconds
Glutonous Abomination
- Gut Spray: 9,425 – 13,218 nature damage plus 2,000 – 2,500 nature damage per second, increases physical damage taken by 25 percent, lasts 12 seconds, instant cast, 8 yard radius
Rot Worm
- Spawned by the Glutonous Abomination when it dies, 4,000 – 5,000 melee physical damage on one target
Supresser
- Supression: Reduces healing received by 10 percent
Valithria Dreamwalker Boss Strategy Guide
- This battle is a very heal-intensive fight. Healers must heal Valithria in addition to their own raid members. Start by splitting your raid into three groups. Two of the groups should include your heavy-hitting DPS, with one ranged tank in each of the two groups. They must focus on keeping the adds from getting past them and hitting the third group, which is comprised of your healers.
- Have all your healers focus on healing Valithria at first, but you should assign two to pick up raid members as the fight goes on. The amount of damage the raid takes will increase as the battle drags on.
- DPS focuses on simply taking the adds down as quickly as possible.
- Healers must run into the green portals as often as they are available. Once inside the portal, the healer then floats through the air and collects as many green clouds as possible. These clouds give the healers a valuable buff that regenerates mana and makes their healing more effective.
- The two ranged tanks should focus on kiting the Blistering Zombies away from the rest of the raid. When the Blistering Zombies are about to explode, run away if you want to live. The two main tanks should focus on keeping aggro off the rest of the raid, especially the healers. Main tanks should pick up any ads, especially the Risen Archmages and the Glutonous Abominations.
- Stay out of the blue portal-like areas that are cast by the Archmages. These do a lot of damage and might kill you.
Rotface Boss Fight Strategy Guide Tactics
January 12, 2010 by Zuggy · Leave a Comment
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Rotface is Festergut’s brother, and the battle against him is simply a case of managing your oozes. That’s right, Rotface comes with two different size oozes, and you’ve got to manage them while you’re taking him out.
Rotface Boss Abilities
Hit Points: 8,645,000 (normal) – 36,257,000 (heroic)
Mutated Infection
- 3,900 – 4,100 damage per second
- Cuts healing received in half
- Lasts 12 seconds
- Creates a little ooze when it ends
Ooze Flood
- 5,363 – 5,637 damage per second
- Reduces movement speed 25 percent
- Lasts 5 seconds
Slime Spray
- 5,363 – 5,637 damage per second
- Nature damage
- Lasts 5 seonds
Little Ooze
- Sticky Ooze: 2,925 – 3,075 damage per second, reduces movement speed 50 percent
- Weak Radiating Ooze: 3,413 – 3,587 damage every 2 seconds, merges little oozes with big ooze
Big Ooze
- Sticky Ooze: 2,925 – 3,075 damage per second, reduces movement speed 50 percent
- Radiating Ooze: 4,388 – 4,615 damage every 2 seconds, merges big ooze with little oozes
- Unstable Ooze: Increases damage dealt 20 percent, stacks 10 times
- Unstable Ooze Explosion: 9,750 – 10,250 damage, 6 yard radius
Rotface Boss Strategy Guide
- Use two tanks for this fight. One tank stays on Rotface the entire time, while the other breaks off to pick up the little ooze, which is cast periodically throughout the fight against Rotface. Keep Rotface in the center of the room and have your second tank kite the oozes around him.
- Little oozes spawn every time Mutated Infection ends, and they spawn from the location of the raid member affected by Mutated Infection. When the first little ooze spawns, whoever it spawns from will have to kite it around until a second little ooze forms. That is, unless your ooze tank can suddenly pull the little ooze’s aggro off the raid member it spawned from, but this is very hard to do because they hold a huge amount of aggro at the spawning.
- After a second little ooze is formed, bring the two together and get them to merge. It can easily be done by the raid member taking the newest ooze over to where the other ooze is being kited. The healer should then cleanse the raid member when he’s close to the other ooze. This will cause the two to merge and will definitely allow your ooze tank to pick up the big ooze. Then he just keeps tanking the big ooze around the circle. The big ooze will explode after five little oozes have come together, so healers should watch for this to keep the tank alive, and the tank that’s kiting the ooze should steer it clear of the rest of the raid. DPS have four seconds to run from the ooze if they happen to be near it when it’s about to explode.
- Stay out of the Ooze Flood, which is basically the green areas on the floor. The room is flooded periodically with it, which will kill you slowly if you’re standing in it. It’s not difficult to avoid the Ooze Flood.
- Whenever Rotface turns his head, run away immediately to avoid Slime Spray. It’s pretty obvious right before he uses this ability, so just watch for the head turn and run if you’re in front of the direction he turned his head.
Rotface Boss Video Strategy
Festergut Boss Fight Strategy Guide Tactics
January 12, 2010 by Zuggy · Leave a Comment

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The second wing of Icecrown Citadel opened January 5th, and there are three new bosses to kill in the 10- and 25-man raid. There’s a great deal of strategy involved with all four bosses, so you’ll want to study this article before you head in.
Festergut Boss Strategy Guide
The key to beating Festergut is killing him before he berserks. If he goes into berserk mode, he will explode and likely wipe the entire party. You’ve got five minutes to kill him before the berserk phase begins, so make sure you’ve got high enough DPS to take him out in time.
Festergut Boss Abilities
Hit Points: 9,000,000 (normal) – 40,440,000 (heroic)
Gas Spore
- Hits two random party members
- Causes 1,950 – 2,050 damage to nearby party members after 12 seconds
- Physical damage
- Instant cast
Gaseous Blight
- 4,388 – 4,612 damage
- Shadow damage
- Hits all party members
Inhale Blight
- Increases Festergut’s damage by 30 percent.
- 3.5 second cast
Pungent Blight
- 48,750 – 51,250 damage
- Shadow damage
- 3 second cast
- Damages every party member
Vile Gas
- 4,875 – 5,125 damage every two seconds
- Lasts six seconds
- Causes infected party members to vomit and damage other nearby party members for about 4,000 points
Gastric Bloat
- 9,750 – 10,250 damage
- Nature damage
- Damage increases 10 percent each time it’s cast
- Causes Gastric Explosion when it reaches 10 stacks.
- Instant cast
- Lasts 100 seconds
Gastric Explosion
- Kills the infected party member
- 29,250 – 30,750 damage to nearby party members.
- Shadow damage
Festergut Boss Strategy Tactics
- Use two tanks to draw Festergut into the middle of the room. All ranged DPS should fan out around Festergut, keeping at least 10 yards in between them. Melee DPS should take their usual position behind Festergut.
- Unlike most abilities in any other boss you’ve ever fought, make sure all party members get hit by Gas Spore. It causes minimal damage, but protects against Festergut’s Pungent Blight ability, which hits for 50,000 damage. Festergut will cast Gas Spore three times, hitting two players each time. The raid members who were hit by Gas Spore will have a colored ball above their heads. All raid members who were not hit by it should run over to the nearest affected party member to catch the Gas Spores. Infected DPS standing closest to the tanks should also make a point of running to the tanks to make sure they get the Gas Spores. Tanks should hold their position and let infected players come to them. DPS must resume their positions when Gas Spore is not being cast in order to avoid killing each other with Vile Gas.
- Tanks should taunt off each other throughout the fight, keeping an eye on each other’s Gastric Bloat stack. When the first tank’s stack reaches 9, the second tank must taunt Festergut off of him or he will explode, possibly causing a raid wipe. The number 9 is very important because the infected tank’s DPS keeps going up with each stack, so higher numbers are better until 10, when he immediately explodes.
- Healers, be ready for the tank switch and heal other raid members through the other abilities. As long as your DPS follow the pattern of spreading out and running back in to get the Gas Spores, you should be able to focus on your two tanks.
Festergut Strategy Guide Video
Pit of Saron Boss Fight Strategy Guide Tactics
December 17, 2009 by Zuggy · Leave a Comment

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The second wing of the Icecrown Citadel dungeon is the Pit of Saron. It’s a large open area with mobs scattered all around. There are three bosses in this 5-man instance: Forgemaster Garfrost, Krick and Ick, and Scourgelord Tyrannus. You must have beaten the Forge of Souls instance before you can gain access to the Pit of Saron.
Here’s a quick Pit of Saron instance strategy guide.
Pit of Saron Boss Strategy Tactics: Forgemaster Garfrost
The first boss to beat in the Pit of Saron instance is Forgemaster Garfrost. His abilities are mostly frost-based, so use any extra frost resistance abilities or items you have. The battle against Forgemaster Garfrost comes in three phases, and he uses different abilities in each of the three phases.
Forgemaster Garfrost Boss Abilities
Forgemaster Garfrost: 499,000 – 647,000 hit points
Permafrost
- 200 damage
- Frost damage
- Instant cast
- Stacks 30 times
- 200 yard radius
Throw Saronite
- 3,500-5,500 damage
- Physical damage
- Knockback
- 150 yard range
- 2 second cast
Thundering Stomp
- Stuns you for 2 seconds
- 50,000 yard range
- Instant cast
Forge Frozen Blade
- Doubles his frost damage
- 4 second cast
Chilling Wave
- 1,850-2000 damage per second
- Frost damage
- 40 yard range (in front of him)
- 65 yard radius (from the central point where it lands)
Forge Frostborn Mace
- Doubles his frost damage in regular mode
- Triples his frost damage in heroic mode
- 4 second cast
Deep Freeze
- 4,000-6,000 damage
- Frost damage
- Cuts movement speed in half
- Stuns you for 1 second
- 14 second cast
- 50,000 yard range
Forgemaster Garfrost Boss Strategy Guide
- For the first phase, Forgemaster Garfrost utilizes only Permafrost, Throw Saronite, and Thundering Stomp. Start by knocking down the adds which pull with him at the beginning.
- Ranged DPS should watch for this emote: “Forgemaster Garfrost hurls a massive saronite boulder at you.” It means he just cast Throw Saronite at you, so be ready to duck the boulder immediately.
- Pay attention to your Permafrost stack. The spell stacks up to 30 times, which will kill you if you don’t pay attention to it. Healers may not be able to keep with you if your stack gets too high. Remember that Permafrost will stack about every three seconds.
- Phase two of the Forgemaster Garfrost battle begins when he emotes, “Axe too weak. Garfrost make better and Crush you!” At this point he also creates a new weapon, which you’ll find under Forge Frozen Blade. All party members should stand back and let their de-buffs run out while he’s forging his blade. Remember, the new blade doubles his damage output, so be ready for even more damage.
- Phase two also brings the ability Chilling Wave into the mix. The healer and ALL DPS should stay behind Forgemaster Garfrost to avoid this ability.
- Phase three begins when Forgemaster Garfrost is at 33% life. He creates another new weapon at this point, which you can check out under Forge Frostborn Mace. This new weapon doubles or triples his damage output again, so be ready.
- Phase three also adds in the ability Deep Freeze. Healers keep an extra eye on the players who get hit by Deep Freeze because it’s a hard hitter.
Pit of Saron Boss Strategy Tactics: Krick and Ick
The second encounter you’ll face in the Pit of Saron instance is Krick and Ick. This duo works together for a very active encounter. There’s a lot of running in this encounter, so be ready to move with them.
Krick and Ick Boss Abilities
Krick and Ick: 600,000 – 903,227 hit points
Toxic Waste
- Damage 25 percent of your total health every 2 seconds
- Nature damage
- Lasts 10 seconds
- Instant cast
- 40 yard range
Mighty Kick
- 150 percent weapon damage
- Instant cast
- 10 yard range
Shadow Bolt
- 2,125 – 2,900 damage
- Shadow damage
- 40 yard range
Pursuit
- Ick starts chasing one party member
Pursuit Confusion
- Buffs Ick to cut movement speed in half and double damage dealt
Poison Nova
- 12,000 – 30,000 damage plus 1,500 – 6,500 damage every 3 seconds
- Nature damage
- Lasts 21 seconds
Explosive Barrage
- 3,000 – 6,000 damage
- Arcane damage
- 6 yard range
Krick and Ick Boss Boss Strategy Guide
- This is a very simple fight. Ick is the only one who can be targeted, and you may not even notice Krick hanging onto Ick, although he sure does talk a lot.
- The main thing to remember in this battle is not to stand in the green areas on the ground. Stay out of the poison, and you’ll be fine. Tanks can help by keeping the movement going and continually dragging Ick out of the poison areas. Also watch out for Poison Nova and jump away when Ick casts it. Watch for: “Ick begins to unleash a toxic poison cloud!”
- Krick’s main function in the fight is to throw down mines around the fight area, so watch out for those and just keep moving. This is definitely not a fight in which you can just stand in one place.
Pit of Saron Boss Strategy Tactics: Scourgelord Tyrannus
The third and final encounter in the Pit of Saron instance is Scourgelord Tyrannus. He rides on his mount, which is named Rimefang. He dismounts Rimefang at the beginning of the fight, and Rimefang adds to the damage during the battle, although you can’t target him. Just watch out for Rimefang’s effects, but don’t worry about taking him out because you can’t.
Scourgelord Tyrannus Abilities
Scourgelord Tyrranus: 1,078,000 hit points
Forceful Smash
- 28,275 – 52,875 damage
- Physical damage
- Knockback
Overlord’s Brand
- Mirrors all the damage the target is doing onto Scourgelord Tyrannus’ target
- Mirrors all healing from the target onto Scourgelord Tyrannus
- Lasts 8 seconds
Unholy Power
- Increases physical damage 75 percent (or 100 percent on heroic mode)
- Cuts movement speed in half
- Lasts 10 seconds
Rimefang
- Mark of Rimefang: Marks a target for attack
- Hoarfrost: 4,813 – 10,125 frost damage; stuns you for 5 seconds
- Icy Blast: 4,813 – 8,437 frost damage; Reduces movement speed by 75 percent
Scourgelord Tyrannus Boss Strategy Guide
- The battle against Scourgelord Tyrannus is fairly simple. Stay out of the ice patches created by Rimefang. The tank may choose to use the ice patches to help slow Scourgelord Tyrannus’ movement speed, but all party members should keep moving so they’re not on the ice patches.
- The only other thing to watch out for is Overlord’s Brand. Whoever gets this spell cast on them should stop what they’re doing until it’s over. Healers will find themselves healing Scourgelord Tyrannus if they don’t, and DPS will kill the tank if they keep it up during this spell.
Deathbringer Saurfang Boss Strategy Guide Tactics
December 16, 2009 by Zuggy · Leave a Comment

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The fourth boss you’ll face in the first wing of the Icecrown Citadel dungeon is Deathbringer Saurfang. He Is a blood death knight, so bring out all your best abilities against death knights for this fight. Focus on limiting how much blood power he’s able to gather and watch out for all the adds he spawns. A new set pops up every 40 seconds.
Deathbringer Saurfang Abilities
Deathbringer Saurfang: 9,761,000 – 34,860,000 hit points
Blood Link
- Deathbringer Saurfang collects blood power from the damage he deals
- Increases his energy by 1
Blood Power
- Deathbringer Saurfang gets slightly larger and deals slightly more damage
Blood Nova
- 10,000 damage
- Physical damage
- Damages the party member targeted and those nearby
Boiling Blood
- 9,500 damage every 3 seconds
- Physical damage
- Lasts 24 seconds
Call Blood Beast
- Adds 5 blood beasts every 40 seconds
Blood Beast
- Thick Skin: Reduces damage taken by 75 percent
- Scent of Blood: Reduces your party’s movement speed by 80 percent and increases damage by 300 percent
Frenzy
- Increases attack speed 30 percent
Mark of the Fallen Champion
- Adds 5,700 – 6,300 damage to Deathbringer Saurfang’s melee attacks
- Physical damage
- Heals Deathbringer Saurfang 5 percent of total health
Rune of Blood
- Leaches 5,100 – 6,900 health from one party member
- Heals Deathbringer Saurfang 5 times however much it leaches
Deathbringer Saurfang Boss Strategy Guide
- The battle against Deathbringer Saurfang is fairly cut and dry. Ranged DPS should fan out across the battle area so if one of them is hit by Blood Nova, it doesn’t damage anyone else.
- Ranged DPS should also switch from Deathbringer Saurfang to his adds whenever they spawn, which is once every 40 seconds. The Blood Beasts give Deathbringer Saurfang blood power if they damage any party member, so it’s best to take them out before they get close to anyone. Melee DPS should stay on Deathbringer Saurfang the enter battle.
- Use two or three tanks in the fight, and the tanks should taunt off each other every time he casts Rune of Blood to avoid letting him heal himself.
- Deathbringer Saurfang casts Mark of the Fallen Champion when he reaches 100 blood power. Healers should watch for this to be cast and heal the target through it. If the target dies, it heals him 5 percent. Assign one healer to take on the task of healing whoever gets hit with Mark of the Fallen Champion.
Icecrown Gunship Battle Strategy Guide Tactics
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The third encounter in the first wing of the Icecrown Citadel dungeon is the Icecrown Gunship Battle. This is a unique encounter which involves gunship battles between the Horde and Alliance. Muradin Bronzebeard commands the gunship Skybreaker for the Alliance, and High Overlord Saurfang commands the gunship Orgrim’s Hammer for the Horde. The abilities are the same for both sides.
Icecrown Gunship Battle Abilities
- Cannon Blast: 1,000 siege damage
- Incinerating Blast: 1,000 siege damage plus damage per point of heat used to launch
- Muradin Bronzebeard/High Overlord Saurfang
- Battle Fury: Adds 5 percent damage
- Cleave: 120 weapon damage
Skybreaker Sergeant/ Kor’kron Sergeant
- Bladestorm: Instant whirlwind which hits up to four targets
- Wounding Strike: 200 percent weapon damage; reduces effectiveness of healing on target by 25 – 40 percent
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
- Desperate Resolve: Increases armor and attack speed 60 – 120 percent
Skybreaker Mortar Soldier/ Kor’kron Rocketeer
- Rocket Artillery: Fire damage to party members and siege damage to gunships
- Explosion: 6,300 – 7,700 fire damage to party members and siege damage to gunships
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
Skybreaker Marine/ Kor’kron Reaver
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
- Desperate Resolve: Increases armor and attack speed 60 – 120 percent
Skybreaker Sorcerer/ Kor’kron Battle-Mage
- Below Zero: Freezes a party member
Skybreaker Rifleman/ Kor’kron Axethrower
- Hurl Axe: 3,800 – 4,200 physical damage
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
- Desperate Resolve: Increases armor and attack speed 60 – 120 percent
Icecrown Gunship Battle Strategy Guide
- Divide your party into three groups. The gunners should be DPS party members, and their job is to damage the other gunship as much as possible. They can also target enemies on the other ship. Sometimes a mage will pop up to freeze your guns, and when this happens, the gunners will switch over to defending the ship.
- Defenders stay on the gun ship and destroy the enemy boarding party. Assign one tank and one healer to the defender party.
- The third group is your boarding party, and they will jump over to the enemy ship using rocket packs. Assign your main tank and one healer to this group. The healer doesn’t necessarily need to jump back and forth with the group, but he can if you want to do it that way. If the healer is not jumping over, then he needs to stand on the edge of the ship, closest to the enemy ship. All members of the boarding party must remember to grab a rocket pack from the engineer and equip it before the battle begins.
- The boarding party’s tank takes on the enemy commander after they jump over to the other ship. All members of the boarding party must keep an eye on the mage and kill him as quickly as possible so the guns thaw out and become useable again.
- Kill all the enemies as quickly as possible. The longer they stay alive, the higher in the ranks they rise. For example, the rifleman or axethrower will move from experienced to veteran and then elite if you don’t kill him quickly.
- As you’re killing the enemies, make sure you’re dealing damage to the enemy’s siege ship. The whole point of this battle is to do more damage to their gunship than what they do to yours.
- Avoid enemy fire from the other ship by paying attention to the white patterned circles which appear on the floor. You’ve got time to move out of the way, so it’s fairly easy to dodge their fire.
Lady Deathwhisper Boss Strategy Guide
December 16, 2009 by Zuggy · Leave a Comment
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The second boss in the first wing of the Icecrown Citadel dungeon is Lady Deathwhisper. This is a bloody battle because she spawns more adds about once a minute. Tanks also won’t do much good against Lady Deathwhisper.
Lady Deathwhisper stats:
- HP – 3,000,000 – 13,400,000
- Mana – 3,300,000 – 14,000,000
Lady Deathwhisper Boss Abilities
Mana Barrier
- Automatically replenishes Lady Deathwhisper’s health, taking from her mana to do so
Animate Dead
- Reanimates cult adherent or cult fanatic
- Usually raises three of each kind once per minute
Death and Decay
- 4,500-6,000 damage per second
- Shadow damage
- Lasts 10 seconds
- 8 yard radius
- Instant cast
Dominate Mind
- Cast in 25-player mode only
- Increases damage by 200 percent
- Increases healing by 500 percent
- Instant cast
Dark Empowerment
- Grants AoE damage abilities to cult adherents raised by Lady Deathwhisper.
- Makes you unable to interrupt spellcasting by adherents
Dark Transformation
- Transforms cult fanatic into a behemoth
- Increases cult fanatic’s size and damage dealt
Shadow Bolt
- 11,813 – 13,187 damage
- Shadow damage
- 100 yard range
Adherents
- Adherent’s Determination: a buff which makes them almost impervious to magic damage
- Curse of Torpor: Increases ability cooldowns by 15 seconds
- Shroud of the Occult: Absorbs 100,000 damage
- Deathchill Bolt: 8,788 – 13,437 shadowfrost damage
- Frost Fever: Frost damage done every 3 seconds; reduces attack speed by 14 percent
- Deathchill Blast: 11,563 – 13,437 shadowfrost damage
- Dark Martyrdom: 12,000 shadowstorm damage
Fanatics
- Fanatic’s Determination: a buff which makes them almost impervious to physical damage
- Vampiric Might: Increases damage dealt by 25 percent and heals 300 percent of his damage dealt
- Necrotic Strike: 70 percent weapon damage; negates the next 14,000 – 20,000 healing received
- Shadow Cleave: 15,913 – 21,000 shadow damage
- Dark Martyrdom: 12,000 shadowstorm damage
Frostbolt
- 50,700 – 61,000 damage
- Frost damage
- Cuts movement speed in half
- 2 second cast
Frostbolt Volley
- 14,400 – 17,600 damage
- Frost damage
- Reduces movement speed
- Instant cast
Summon Vengeful Shade
- Creates an add that chases a party member and casts Vengeful Blast on them
- Vengeful Blast: 23,160 – 24.840 frost damage
Touch of Insignificance
- Reduces threat by 20 percent
- Stacks up to 5 times
Lady Deathwhisper Boss Strategy Guide
- Your tanks automatically become extra DPS players for this encounter due to Mana Shield. Split your party into two groups: ranged DPS and melee DPS. Ranged DPS should focus on Lady Deathwhisper, while melee DPS will run around the room and take care of the many adds she spawns constantly.
- Lady Deathwhisper spawns a new round of adds every 60 seconds, on alternating sides of the room, so melee DPS should clean up one side before heading over to the other side to work on the next set. All physical damage melee DPS should focus on the adherents, while magic damage melee takes out the fanatics. Watch out for the adds to explode from time to time, dealing a lot of damage.
- Lady Deathwhisper periodically casts Death and Decay on a party member. It shows up as a huge green circle on the floor. Make sure you run out of it as soon as it’s cast to avoid the damage from it.
- If you’re playing in the 25-player mode, Lady Deathwhisper will take over control of one (or three in heroic mode) of your party members at any given time. Use your crowd control tactics on any players under the spell of Dominate Mind.
- Phase two of the battle against Lady Deathwhisper begins after you’ve knocked down her Mana Shield. Tanks head back into a traditional tanking role. They’ll need to use all powers to hold aggro on Lady Deathwhisper at this point because of her ability Touch of Insignificance.
- Party members who can interrupt spellcasting should keep interrupting her Frostbolts because they do a lot of damage.
- Lady Deathwhisper’s adds during phase two are ghosts which chase party members and kill them, so avoid them completely. Just run away when one gets near you.
Lord Marrowgar Boss Strategy Guide
December 16, 2009 by Zuggy · Leave a Comment

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The first boss you’ll face in the Icecrown Citadel dungeon is Lord Marrowgar. He guards the Frozen Throne in the Lower Spire. There are two main things to remember when battling this boss. First, don’t stand in the fire he shoots across the floor. Second, when he starts to spin, run as far away from him as you can.
Lord Marrowgar Boss Abilities
Lord Marrogar: 7,000,000 – 23,700,000 hit points
Bone Storm
- 8,000-800 damage, depending on how far away you are from Lord Marrowgar. The closer you are, the more damage you’ll take.
- Physical damage
- 3 second cast time
- Heroic mode adds a bleed effect
Bone Spike Graveyard
- Damages 10 percent of your health per second
- Physical damage
- Impales any player it hits
- Lasts 5 minutes
- 3 second cast time
Coldflame
- 6,000-11,000 damage per second
- Frost damage
- Instant cast
- 8 yard radius
Saber Lash
- 200 percent weapon damage
- Damage is split between two of your party members.
- Hits those within melee range.
Lord Marrowgar Boss Strategy Guide
- You’ll need three tanks for the 10-man fight against Lord Marrowgar and maybe even one secondary tank to help soak up some of the damage from Saber Lash. Tanks and Melee DPS should stand as far away as they can while still remaining in his strike zone, which is larger than you might think.
- Lord Marrowgar shoots Coldflame across the floor almost non-stop, so you’ll have to keep moving and stay out of the flames.
- Periodically, Lord Marrowgar will go into a whirlwind and cast Bone Storm. Run away so you don’t get hit by him. Healers should watch their tanks even more closely during Bone Storm. He gives ample warning before he casts Bone Storm, so you can brace for it. Don’t forget to keep dodging Coldflame in the meantime.
- Ranged DPS should switch to the bone spikes whenever Lord Marrowgar casts Bone Spike Graveyard. This will free any party members who become impaled by them. If ranged DPS don’t pick up the bone spikes, whoever’s impaled will die.
Icecrown Citadel Instance Guide & Boss Strategies
December 11, 2009 by Zuggy · 2 Comments
Icecrown Citadel is located in Icecrown, sitting on top of the vast Icecrown Glacier. Here, at the world’s end, awaits the Lich King, better known as Ner’zhul. This final show down of the Wrath of the Lich King features 3 new 5 man dungeons and one new 10 / 25 man dungeon. Below you will find a comprehensive list of all boss strategy guides, including all 5, 10, and 25 man strategy guides for Icecrown Citadel.
Icecrown Citadel 5-Man Instance Strategy Guides
Icecrown Citadel 10 / 25-man Instance Strategy Guides
Lower Spire
The Plagueworks
The Crimson Halls
- Blood Prince Council (Valanar, Keleseth, and Taldaram)
- Blood-Queen Lana’thel
Frostwing Halls
The Frozen Throne









