Looking for other Icecrown Citadel boss fight strategy guides? Check out our full instance guide here… Icecrown Citadel Boss Fight Strategy Guides
After you defeat the bosses of the Frozen Halls, you come to the Frozen Throne, which is where the Lich King is. This is the fight you’ve been waiting for, and it won’t be easy. The fight against the Lich King has a lot of moving parts, so you’ve got to be on your toes. One of the most important things to remember up front about the fight against the Lich King is that you only have 15 minutes to take him from phase one of the fight to phase four. Phase four begins when the Lich King is at 10 percent health. If you don’t do it within that time frame, then he will enrage and wipe the raid instantly. Here’s a quick Lich King Boss Strategy Guide to help you out.
The Lich King hit points: 17,400,000 (normal) – 78,300,000 (heroic)
The Lich King Boss Abilities
Summon Drudge Ghouls
- 3 Drudge Ghouls
Summon Shambling Horror
- Shockwave ability
- 50,000 damage
- Shadow damage
- Increases Lich King’s physical damage dealt 100 percent after 5 seconds
- Only cast on the tank
- 150,000 damage every 5 seconds
- Shadow damage
- Lasts 15 seconds
- Jumps to a nearby unit if the raid member hit with this dies from it or if it is dispelled
- Stacks with each jump
- Increases the Lich King’s power with each jump
- Increases physical damage dealt 2 percent
- Lasts 30 seconds
- 9,425 – 10,575 damage + exponentially increasing damage per second
- Shadow damage
- 50,000 yard radius
- Removed when your health is full
- 9,425 – 10,575 damage per second
- Frost damage
- 45 yard radius
Pain and Suffering
- 2,828 – 3,172 damage plus 500 damage every 3 seconds
- Shadow damage
- Frontal cone
- Stacks up to 5 times
Summon Ice Sphere
- 10,000 damage
- Frost damage
Summon Raging Spirit
- Spawns periodically
- Uses Soul Shriek
- 18,850 – 21,150 damage
- Shadow damage
- Frontal cone
- Silences for 5 seconds
- 3,000 damage
- AoE Shadow damage
- Gets bigger and more powerful every time it hits a raid member
Summon Val’kyr Shadowguard
- A Val’kyr Shadowguard tries to pick up a random raid member and drop them off the top of Icecrown Citadel
- 7,500 damage per second
- Lasts 6 seconds
- Transfers soul to Frostmourne
- Summons 10 Vile Spirits
- 30 second cast time
- 14,138 – 15,862 damage when they become active
- Shadow damage
- 5 yard radius
Fury of Frostmourne
- 1,000,000 damage
- Shadow damage
- Hits all raid members
The Lich King Boss Strategy Guide
- Start out by tanking the Lich King on the edge of the platform across from the throne. DPS must take out the adds quickly, but not too quickly. The reason you don’t want to take them out too quickly is because of a little ability called Necrotic Plague. Healers need to dispel this off of players who get infected, but every time they do, it jumps to a nearby character. Necrotic Plague can also jump to the adds, so make sure any raid member who gets infected runs to a mob as soon as they are infected so they can pass the Necrotic Plague to the adds instead of other raid members.
- You’ll know when the Lich King is at 70 percent health because he immediately moves to the center of the area and casts Remorseless Winter. All raid members must run to the platform that extends out during the battle. This should get them far enough away to avoid Remorseless Winter.
- While you’re on the platform extension, kill the adds that spawn. Assign about one or two melee DPS to the adds. Ranged can stay on the Lich King. These adds do have a silence ability, so all casters and healers should stay behind them to avoid it. Ranged DPS must target the Frost Orbs and bring them down before they reach the raid to avoid a wipe. The Frozen Orbs look like white balls of light, and they move slowly enough so it’s pretty easy to take them out before they reach the raid.
- DPS must stay spread out during this phase of the fight to keep from spreading Pain and Suffering to each other.
- As soon as the Lich King kneels, all raid members must run back to him because the platform extension will disappear. There are also lines that appear in the ground, radiating from the Lich King when this happens. At this point, go back to tanking the Lich King in the same position you started tanking him in at the beginning of the fight. Avoid the dark pools that appear on the floor during this phase. They will not only kill you, but get stronger the longer you stand in them. Move out of these immediately. Tanks must kite the Lich King out of these pools to keep melee DPS in the fight.
- All DPS, especially ranged, should pick up the Val’kyr Shadowguards that spawn during this phase of the fight. If they don’t, then whoever is picked up by these adds will be dropped off the side of Icecrown Citadel and die.
- The Lich King will move back to the center of the area and cast Remorseless Winter again when he reaches 40 percent health. Just rinse and repeat what you did earlier by running to the platform extension and taking out the adds with the silencing ability. Ranged DPS stay on the Lich King.
- When the Lich King kneels again, run back to him again. DPS should start picking up the next wave of adds that spawns. Beware of this round of adds however, because they explode. Kill them before they explode to avoid the majority of their damage. If you’ve got a good ranged tank, this would be the time to use him.
- Healers, watch out for Harvest Soul. Make sure you heal all raid members through this. Raid members who are healed through Harvest Souls then get sucked into Frostmourne. They should fight their way out to weaken the Lich King even further. Just remember that if you die while you’re inside of Frostmourne, then you strengthen the Lich King, so it’s very important that you fight your way out successfully.
- DPS raid members have a pretty straightforward fight inside of Frostmourne. Just kill the spirit as quickly as you can. Healers however, don’t need to fight to kill that spirit. King Terenas is also inside of Frostmourne, so just heal him until he kills the spirit for you. All raid members who get sucked into Frostmourne (especially healers) much watch out for the stacking debuff on King Terenas. Interrupt this debuff to keep King Terenas in the fight.
- Phase four begins when the Lich King is at 10 percent health. Remember, you’ve got 15 minutes to get him to this point, or the entire raid will die. When the Lich King battle does reach phase four, everyone dies (but not really)! DO NOT RELEASE when you die at the beginning of phase four. It fades to black and is very deceiving, making you think that you did die, but DO NO RELEASE! Watch the interaction between the Lich King and King Terenas. King Terenas will then resurrect all raid members and hold the Lich King at bay while you finish him off. DPS burn him down with everything you’ve got.
The time has finally come, we are now just a few short hours away from the greatest expansion World of Warcraft has ever seen. I know I can’t hit all the changes in this wrap up, but I’ll do my best to hit all the major additions, changes, and other note worthy points regarding the WotLK.
- WotLK Mounts
- Flying Mounts in Northrend
- Profession Bonuses and Perks
- Dual Specs Feature
- New WotLK Enchants
- Updated Horde and Alliance Racials
- WotLK Titles
- Profession Daily Quests Token System
- WotLK Spellpower Change
- WotLK Honor Gear Prices
- WotLK PvP Changes
- Wintergrasp Boss Drops
- Season 5 Honor Gear
- Season 5 Arena Armor
- Knights of the Ebon Blade Reputation Guide
- Jewelcrafting: Gem Perfection
- WotLK Enchanting Guide
- WotLK Enchanting Scrolls
- WotLK Alchemy Items
- Inscription Shoulder Enchants
- Inscription: Glyphs Compiled
note: more to come later
The Lich King is striking back once again! Orgrimmar, Stormwind and other major cities are being assaulted by the forces the Lich King.
Fromwyrms, abominations and even Grom Hellscream have been seen laying waste cities, NPCS, and players alike…
The event starts over around every 20 minutes.
Attack on Orgrimmar Video
Thrall vs. Grom Hellscream Video
Lich King Invasion Screenshot Gallery
Upcoming WotLK Feral Druid Changes
We are changing the way bear armor works so that bonus armor on items does not receive the bear armor multiplier. Specifically this means that trinkets, rings, necks and cloaks with bonus armor will not be multiplied by the bear bonus. The normal armor on leather will still be multiplied by this bonus. We are also going to remove bonus armor from Feral staves. Youâ€™ll get your bonus armor from the leather you acquire.
1) A ring that grants 100 bonus armor will now grant a bear 100 armor (not ~470 armor).
2) Leather legs with 253 armor will still grant a bear ~1190 armor (not 253 armor).
3) A feral staff will now grant 0 armor.
We are making this change because armor is such a good stat for bears that it makes taking pieces with bonus armor a non-decision and we donâ€™t want acquiring these pieces, which tend to not be common, to be so much of a barrier to a druid who wants to tank a raid.
This change will NOT be in effect when Lich King ships. We are letting you know this now so that you donâ€™t go through heroic efforts to acquire items like the Badge of Tenacity, or Defenderâ€™s Code. Defenderâ€™s Code, with 850 armor, will still be a good trinket. But it wonâ€™t be an insanely good trinket for a bear.
We will adjust the bear armor modifiers so that your net mitigation does NOT go down with these changes. Let me repeat: this is not a nerf to Feral armor. It is a change to the amount of armor you get from gear with bonus armor.
We are adding an effect to a deep Feral talent (something like Primal Tenacity) to further reduce the cost of shapeshifting into cat or bear by 50%. This talent will stack with Natural Shapeshifter for a total cost reduction of 80%. PvP-focused druids can get both talents to shift easily and often despite, no longer having Int on gear at level 80.
PROTECTOR OF THE PACK
We are removing the group requirements from this talent. The new tooltip will say: â€œIncreases your attack power by X and reduces the damage you take in Bear Form and Dire Bear Form by Y.â€ The values of X and Y themselves are not changing.
Again, these changes will NOT be in Nov 13 for Lich Kingâ€™s launch. We will add them in a patch that will come out sometime before the major Ulduar content patch. We’re letting you know now so that you can choose quest rewards and loot drops accordingly.
Most shamans are going to look at these changes and be screaming “NERFS!!!”, perhaps they are, but I’m not overly concerned with them. The issue here is there were just too many spell damage related talents in the enhancement tree, buffs that were increasing damage output, but augmenting spell damage related talents of enhancement to aggressively.
Overall I think this will be a positive shift for the class, as it further reinforces enhancement as the melee spec. While it is nice to have some synergy between elemental and enhancement, particularly with shocks, it’s important that there is a definite division between the two.
Even though the elemental aspects of enhancement got the nerf stick, a few melee talents were buffed. Including the change the flurry (going to 30%) and dual wield (back to 6%). I wouldn’t be surprised to see additional buffs to pure melee talents in the coming days and weeks to help balance these lavaburst nerfs.
Here are our concerns: Lavaburst makes scaling from spell damage so good that Enhancement shamans were debating wearing Elemental gear. Enhancement shamans were also looking at using caster daggers to maximize procs. Both of these trends would cause us severe item headaches down the road and also don’t fit the kit of the tree.
We’re changing Maestrom Weapon to no longer affect Lavaburst. We are also changing the proc rate to a proc per minute mechanic instead of a chance on hit.
To compensate for lost damage, we are raising Flurry back up to 30% max haste and raising Dual Wield back up to 6% hit.
I don’t expect this news to be popular based on previous receptions to my posts here, but I remain an eternal optimist that you’ll eventually come to realize that we are trying to get all of the classes balanced. Please try to keep that in mind. (source)
Enhancement Wolves Explained
The last numbers I saw, the wolves did fairly nice dps. They do scale their strength, stamina and resistance from yours and inherit your hit. We can make sure nothing broke though.
They are intended to be burst damage, like the elementals. The root breaking is useful and the healing is a little bonus. The taunt will probably always be pretty situational, but the idea was you might be able to save the day sometimes if adds are running amuck.
From a quick glance, it looks like the wolves are not set up to scale the way the elementals are. This is a bug and we can get it fixed. And yes, it should be AP, not Strength. (source)
Pets always showing up in autocast is annoying especially with so many pets now. We’re trying to decide whether to fix it or overhaul the whole autocast system.
After the initial broad scope season 4 end date we’ve finally got the official end date for season 4. Do remember, this is the end of the ladder season not the arena system shutdown, meaning your rankings at as of 10/14/08 will be used to determine your end of season rewards. Following this date you can still play arena and get points.
We’re currently planning to end the fourth Arena season on October 14, 2008, and as always — this date could easily change. This Arena Season is only ending in respect to the ladder, meaning we’ll be taking a snapshot of the season’s ladder and then go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week. It’s very important for players who feel that they may be eligible for the arena-specific title and/or Armored Nether Drake to refrain from transferring their character to another realm between the date outlined above, and when the end-of-season rewards are physically awarded.
Upon the end of this Arena Season, teams and ratings will not be wiped, and will carry forward allowing players to earn points each week and purchase gear until the launch of the expansion (November 13, 2008)
So where does patch 3.0.2 fall into this whole equation? Well, Blizzard has already announced that the patch will not go live until the arena ladder season ends, citing the reason that the new 51 point talents are balanced for level 80, not 70…oh, and retribution paladins are insane.
Anyway, this puts patch 3.0.2 out at the earliest date of October 14, 2008. If I were to place my bets I’d say this is a likely day. This still gives Blizzard nearly a full month to make any additional changes prior to the WotLK launch date to fix any unforeseen issues. In addition, the most recent beta build featured a variety of changes that were for lack of a better word “boring”…haha, but really the class changes were mainly minor balances and adjustments, meaning things are hopefully wrapping up on the PTRs.
Wow…simply wow, I cannot believe what I’m reading. Bornakk shocked everyone with this…
We had hoped that the introduction of some new Honor rewards in the upcoming patch would give players a great opportunity to spend any of their remaining Honor. However, many players would still be surprised by an Honor and token reset as it isn’t something we’ve done in the past. As such, we’ve decided to not reset Honor or tokens upon the release of Wrath of the Lich King. Players who save their Honor will be able to spend it on level 80 rewards, although those rewards will be significantly more expensive than their level 70 counterparts.
This is just seems insane to me, especially after Blizzard already officially announced the honor points and tokens WOULD reset, citing several valid reasons for this change. I agreed with much of their reasoning and really do not understand why they would choose to pull a complete 180 and decide to now not reset.
Especially considering many players have already gone out and purchased other honor items they might not have upon the early announcement that points were resetting. Major /fail for Blizzard on this one.
Before we get into all the rogue Q and A below, I think it’s worth giving an e-high five to the best damn blue poster there’s ever been, Ghostcrawler. GC has gone well beyond the call of duty to help answer questions and concerns for every class. She’s meticulously explained the reasoning behind changes, received feedback, and truly listened to player concerns regarding WotLK balance.
Without his fine work and dedication I don’t think we’d have a WotLK looking nearly as good as it is. That said, let’s get into these rogue changes!
Rogue Raid Utility
In terms of the big raid buffs, the ones we consider rogues bringing are Expose Armor, Wound Poison and Mind Numbing Poison. There are plenty of others more along the lines of Kick and Sap that are harder to quantify.
It’s really great to see blizzard is taking a serious look at improving raid utility for rogues. I could definitely see expose armor stacking with sunder armor in WotLK, and potentially being changed to a percentage armor reduction…a change which nearly made it into TBC.
There are lots of ways Blizzard can add raid utility to the class and I’m very excited to see how they work poisons, EA, and other rogue abilities into future lich king encounters.
With that in mind can you tell us any plans that you have to better close this PvE to PvP gap that we’re seeing with certain trees? How do you plan to make all three trees viable across the board?
Yes, this is definitely a priority. It is a lot harder with classes in which all specs are still focused mostly on dps. We understand that some specs are just going to be better for 5-mans, for PvP or for raiding. We’re trying to equalize as much as possible, but we’re also trying to be realistic about our chances.
How do you plan to deal with talents which were still considered all too needed by rogues, particularly in the case of Relentless Strikes? Is there any possibility of making Relentless Strikes a core class ability we can all train?
Mandatory talents are tricky. There are certainly plenty of them in every tree. Every warrior spec without Cruelty is pretty experimental, as is every druid spec without Omen of Clarity. Part of the problem is we keep offering new character levels along with new talents, so each expansion ends up constraining you more and more to one tree. The real red flag, for me at least, is when a spec has so many truly mandatory talents (which is a funny thing to say, since it’s still a little subjective) that they don’t have any optional talents. Instead of a cookie-cutter build being something like 20 plus your choice, they become you must get these 24 talents. If that makes sense.
I wish GC would have just answered the question here instead of beating around the bush. To me this sounds more like a cop out for…no, we aren’t making them core abilities, deal with it until we figure out what to do later in the expansion. Either way, all 3 talent trees are looking pretty damn good.
It is IMPOSSIBLE to create anything but carbon copies of abilities in each of the 3 trees and not have SOME variance. If you want the highest DPS there will ALWAYS be a max DPS…even if by 1 or 2% one spec will ALWAYS be better.
I think it is very likely there will be a theoretical max dps build. However:
- It will probably vary from boss to boss.
- It might depend a lot on the skill of the player.
- Because there are so many variables (by design) it may be really hard to “solve the equation” for which actually is the highest dps build.
- For 90% of players (maybe more) that kind of damage difference is in the noise. Very few players can do 2500 dps one night and then 2525 dps another night (a 1% difference). Usually the delta is much larger than that because of random elements including things as non-gamey as Internet lag, how tired you are and just bad luck. If taking the most optimal build can’t guarantee you dps higher than the random element in the equation, it may very well not be worth taking. Now if the dps gain is significant by taking the best build, then I agree with you.
Rogue Talent Tree Conclusions
Rogue talents are hard because the class is ultimately very mathy. Without a finite resource like mana, it’s easy to analyze every possible move for its cost efficiency and ultimate damage delivery. This is coupled with the fact that it’s really easy for a rogue to move among trees. By contrast, before the advent of Frostfire Bolt a fire mage could mostly ignore frost. A shadow priest wants almost nothing in Holy. But having an emphais on poisons or stealth in a rogue tree doesn’t make a tree unattractive to a Combat rogue. I’m not trying to make excuses, but perhaps more than any other class, I find that rogues can evaluate a talent’s utility pretty easily. It’s a cool thing about the class, but it makes talent design challenging.
I think I mentioned this in another thread, but our team has a really amazing rogue theorycrafter who stays really in touch with the community (anonymously). We have a surprising number of really good players on the team in general, but I always feel really safe about his conclusions on rogues. But that has also meant fewer blue posts than you deserve, so I’m trying to make up for that.