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MesajTitlul subiectului: Icc 10/25 Strategies Trimis: 28/06/2010 13:21
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  ICC Lower Spire (10 and 25 Normal)

Lord Marrowgar

Phase 1

* Tanks hug and keep him facing away from the raid for Sabre Lash. 10 man = 2 tanks, 25 man = 3 tanks.
* DPS and healers stand in a semi circle and stay fairly close to maximise healing and Bone Spike Graveyard dps.
* Ranged take out spikes, with melee helping if needed.
* All move out of Cold Flame (blue stuff).

Phase 2

* Run!
* Spread out along the walls, moving away if he comes towards you.
* You still need to stay out of Cold Flame (blue stuff).
* When this phase ends aggro is reset so don’t use DoTs and stop dps at the end. Tanks need to grab him fast.

Lady Deathwhisper

Phase 1

* 10 man = 2 tanks, 25 man = 2 tanks.
* Lady Deathwhisper casts Shadow Bolt, Death and Decay and, on 25 man, Dominate Mind (cc players who are mind controlled).
* Adds spawn every 60s. These are relatively harmless unless Empowered, Transformed or Reanimated. Any treated add is a priority.
* Cult Adherents have a shield that makes them immune to casters and cast AoE when Empowered. These are best taken out by physical dps. Reanimated Adherents are immune to caster damage.
* Cult Fanatics hit hard and should be kited, especially when Deformed. These are best taken out by caster dps because getting close to them is risky. Reanimated Fanatics are immune to physical dps.
* Split DPS between adds and the boss to take down the mana shield. How you do this depends on your raid makeup. In 10 man we had 2 physical, 2 caster, 2 shield killers.

Phase 2

* Tanks need to switch Lady Deathwhisper when Touch of Insignificance reaches ~3 stacks (depending on your threat/dps).
* Lady Deathwhisper now casts Frostbolt and Frost Volley instead of Shadowbolt. Interrupt Frostbolt every time.
* Avoid the ghosts.

Icecrown Gunship

* All aboard. If you aren’t on the ship when it leaves, theres no way of picking you up.
* 10 man = 2 tanks, 25 man = 2 tanks. One for the invaders, one for the mage team.
* Assign 2 (1o man) or 4 (25 man) Cannoneers. They should use Cannon Blast to take out the Axethrowers and generate Heat. Then, BEFORE reaching maximum Heat, use Incinerating Blast to nuke the enemy ship. If you reach maximum Heat you overheat and are locked out for 5s. These people should be in cannons at all times.
* Split dps and healers between the mage team and the invader team. Melee are best on mages, whilst ranged are best on invaders.
* The mage team should watch for the spawn of a Battle Mage. This mage will channel a spell that freezes your cannons. Use jetpacks to fly to the enemy ship (tank first). The tank and healer manage the enemy commander, whilst the dps kill the mage. Then immediately fly back and help with invaders.
* The invader team should control the invading mobs. The only ability of note is that the Sergeants do a whirlwind (Bladestorm). Stay out of this. Invaders gain stacking buffs if not killed quickly.
* Don’t get hit by rockets (a big flashing target appears on the ground).

Deathbringer Saurfang

* 10 man = 2 tanks. 25 man = 2 tanks.
* The key to this fight is to minimise the Blood Points Saurfang gains. Having the boss go below 50% before the first Mark is used is a good goal for a kill.
* Tanks split and stand on the corners of the platform to ensure 12 yards between melee and the free tank.
* Ranged spread around the room, 12 yards apart, with healers placed strategically to cover the raid.
* Saurfang gains Blood Points from:
o Blood Nova – an AoE that hits 1 target plus everyone in a 12y range (2BP per target). Prefers ranged.
o Boiling Blood – a 24s DoT (8BP total).
o Rune of Blood – casts on a tank and gains 1 BP and leaches health for each swing. Tanks should taunt as soon as its applied to the other tank.
o Every melee hit by a Blood Beast (1BP). These spawn every 40s and need to be slowed, kited and killed by ranged. Tanks and melee should take care not to aggro them.
* When Saurfang reaches 100 BP he casts Mark of the Fallen Champion. This is a DoT that does significant damage to 1 player and gives Saurfang 1BP per melee attack. If a player dies with this, Saurfang heals for 5% of his global health. The debuff survives through death. This Mark is the built in enrage timer. In the last 20% of the fight, having a dps off heal is better than anyone dying from this (more important in 10 man).
* Also, Saurfang does a Frenzy every so often. It is good to Disarm or use other debuffs to reduce his attacks at this point.


ICC (10 and 25 man normal) – The Plagueworks

The Puppies

* Pull them one at a time. 2 tanks should swap on 6 stacks or ASAP thereafter. The debuff reduces healing done to the target.
* Both puppies do Decimate, reducing the entire raids health to very low amounts.
* Stinky has an AoE pulse that does damage to everyone nearby. Princess summons zombies to help you get Exalted with the Ashen Verdict faster.

Festergut

* 2 tanks (10 man) swapping on 8 stacks, 2/3 tanks (25 man) swapping on 9 stacks. Salvation the new OT after a swap.
* 2 healers (10 man) – if you have enough ranged (4 on 10 man) you can stand 1/2 of these with the melee so they don’t get Vile Gas
* All remaining dps should have high output and ranged should stand 10 yards apart for Vile Gas except when hugging a Gas Spore.
* When the fight starts the room floods with Gaseous Blight which causes massive raid damage.
* Festergut inhales the Blight once, causing raid damage to decrease and tank damage to increase.
* Festergut inhales the Blight twice, causing raid damage to be minimal but massive tank damage.
* After this, Festergut casts Pungent Blight doing a big spike of damage, followed by a return to massive raid damage. Repeat.
* The way to survive Pungent Blight is to be Inoculated. Festergut casts Gas Spore on 2 (10 man)/3 (25 man) players. All players must hug a Gas Spore player to get 3 stacks of Inoculation every cycle. Spread out again as soon as the Spore is gone.

Rotface

* 2 tanks, 1 to tank the boss, 1 to kite the big oozes (Death Knights are best for this).
* 2 healers (10 man)
* Apart from the tanks the whole raid should hug behind the two legs, split between them. Rotface targets a player and casts Slime Spray where they were standing. The targeted group should move so no one takes damage.
* Rotface casts Mutated Infection (disease) on a random raid member. This deals damage and when it runs out drops a Little Ooze. Afflicted players should immediately run to the kiting tank and be dispelled as soon as they are safely out of the raid.
* Two Little Oozes = 1 Big Ooze. Take care to only produse 1 of these.
* Merge all little Oozes with the 1 Big Ooze by running to the kiting tank. Little Oozes can be stunned/slowed. Stay away from the Big Ooze as it does a lot of damage.
* Sections of the room periodically flood with green goo. Only the kiting tank (if its a tank) should ever stand in this (use Hand of Freedom, etc. to reduce damage). If you have a Little Ooze wait for the tank where he will exit the puddle.
* After it absorbs 5 Little Oozes the Big Ooze will explode. Ooze will land where players were standing at the time the explosion begins. Move.
* Repeat. Pop cooldowns early as the speed of Mutated Infections increases as the fight lasts longer.

Professor Putricide

* 2 tanks (10 man), 3 tanks (25 man), one on boss, one takes the abomination (in 25 man one spare for phase 3 can be used). If a tank dies in phase 3 Putricide heals for 20%.
* 2 healers (10 man)
* The abomination is activated by drinking a potion from the table. The abomination can, in order of importance, absorb ooze puddles on the floor, slow adds and damage the boss applying a nice debuff to him. Putricide should be kited via ooze puddles to allow dps.
* Putricide casts two types of add in Phase 1 and 2. The boss should be kited to be standing on the opposite side of the room to the next add. Volatile Ooze is always cast first.
* Volatile Oozes come from the green container, root one player to the spot and explode if they reach him. If you cannot kill the add before it reaches the rooted player everyone should hug that player at the last possible momente to share the explosion. It should die before it hits a second person.
* Gas Cloud chases a player around, doing damage to them. The targeted player should kite the add, staying in range of healers.
* Ranged should dps the add as soon as it appears. Melee can help after it has selected a target. This is risky as if the target dies and melee are selected they will be one shotted.
* Phase 2 starts at 80% and it is ideal not to have an add up at this point. If you can avoid this you get one add less as his counter restarts.
* In Phase 2 and 3 Putricide casts Malleable Goo (move away from it before it lands) and Choking Gas Bomb (move away from vials on the floor).
* In Phase 3 you lose the abomination and need to kite Putricide around a room filling with slime. Save cds for this phase. Putricide casts Mutated Plague on the tanks. Swap at 4 stacks initially and more frequently after that. This deals damage to the entire raid. Tanks dying/the debuff expiring causes Putricide to heal.


ICC (10 and 25 man normal) – The Crimson Halls

The Blood Prince Council

* 2 tanks – one take Keleseth, one takes Taldaram and Valanar
* 3 healers in 10 man, 6 or so in 25 man – add healers here to keep everyone alive as this is not a dps race.
* You can only damage one Prince at a time – the prince with Invocation of Blood (and more than 1 hp) – and their moving health pool is shared
* Avoid any white swirly things on the floor (Shock Vortex)
* Assign 1 dps with a pet/2 dps (a couple more in 25 man) to juggle the Kinetic Bombs. These will float in the air as long as someone does occasional direct damage to them (not DoTs). If they land they do a lot of damage.
* The Keleseth tank should split his time between gaining aggro on Keleseth and collecting the Dark Nucleus that float around the room. You should have at least 3 on you at all times, preferably 4 or 5. This tank will take damage for each Nucleus they have.
* When Prince Valanar is active he casts Empowered Shock Vortex. When he starts the cast everyone should immediately spread out as much as possible (ranged should stay spread, melee should run).
* When Prince Taldaram is active he casts Empowered Ball of Flames on a target. Everyone should be standing at melee range (won’t get targetted) or maximum range. Everyone nearby except the tank should follow under the ball to suck power from it so that when it hits, it hits for less damage (a full power Empowered Ball of Flames will one shot your ranged). It will get smaller. When the ball hits it does splash damage so don’t run all the way to the target unless its essential. This damage is not shared.
* When Prince Keleseth becomes active he will do massive damage spikes to his tank, which should be mitigated by the Dark Nuclei. Use cooldowns on this Prince. The tank should watch for incidental melee AoE as this can damage the Nuclei.
* The trick to this fight is to manage the items above and just dps when its safe. You’ll never hit the enrage timer. Just deal with each thing as it presents itself and they will die.

Blood Queen Lana’thel

* Yes its a vampire in WoW. /facepalm
* 2 tanks – the MT will get hit and the OT should stand right on top of the MT. Damage will be mirrored between them. Don’t confuse this red line ‘Blood Mirror’ with Pact of the Darkfallen.
* 2 healers on 10 man, 5-6 on 25 man.
* Phase 1 and 2 alternate until shes dead.

Phase 1

* Shortly after the fight begins, Lana’thel will bite someone high on threat. It won’t be the tanks. This applies the debuff Essence of the Blood Queen. This will increase damage done by the player and diminuează their threat. Enjoy. After 60 seconds the debuff changes into Frenzied Bloodthirst. You will now only have one ability on your action bar. You have 10 seconds to use it to bite someone. Move to your target and wait a few seconds (this stops you needing to bite someone in an air phase).
* When player 1 bites player 2, both players will then have the Essence of the Blood Queen. When they both bite someone after another 60 seconds, 4 players will have it. When they bite someone after another 60 seconds, 8 players will have it. In 25 man you can go from 8 to 16. This is your soft enrage. You run out of people to bite. This is a dps race. Remember your dps will increase a lot as the fight goes on and more people are bitten.
* Bite your highest dps first. When you run out of dps, bite healers. Don’t bite the MT.
* Plan your bites either in advance or via voice chat. Plan them early. Make sure you know where your target is.
* The raid should spread out on the half of the room with the stairs, with the boss tanked in the middle.
* Every so often Lana’thel will cast Swarming Shadows on a player, who then leaves a trail of purple fire. That player should run and kite the fire up the stairs, careful to not cut off areas of the room.
* Every so often Lana’thel will cast Pact of the Darkfallen on two players, who become connected with a red line. Run immediately along the red line to the other player and stop when you reach them. The debuff will wear off. While you are connected you explode, doing damage all around you so don’t run onto a group of players. If the ranged spread in a half circle, the space in the middle should be clear for running.
* In addition theres lots of other damage that gets worse as the fight goes on.
* 10 seconds before Incite Terror run to the clear side of the room so that when fear hits you aren’t near the fire.

Phase 2

* Lana’thel takes off, fearing everyone.
* As soon as fear is off, spread out as much as possible for Bloodbolt Whirl. In 25 man have ranged spread around the walls and melee spread in the middle.
* Any damage reduction here is good. You can use Divine Guardian (our OT put on his Holy spec and tank gear to do this) or any other abilities you have. Anyone who can heal should heal a bit. The important thing is for everyone to live through this phase.
* Once she lands, go back to where you stood in Phase 1 and repeat.

Icc - Valthiria DreamWalker

Valithria Dreamwalker is a captured green dragon and the aim of this encounter is to heal her to full health so she can wake up and batter the living hell out of the many adds that keep coming to beat you to a pulp.

She will start with 50% of her health, you will need to have GOOD healers for this fight, this is where you will really be able to see if your healers are up to their jobs or not. You cant afford to stack too many healers as you will be dealing with a lot of adds so you will still need high DPS.

A bit like Lady Deathwhisper, the tactics and strategy for Valithria Dreamwalker involve waves of adds from both sides of the room. It’s important to split your team into 2 units, balance DPS with a healer and a tank and assign them a side to clear. Whenever your healers are not topping up their group they should be healing Valithria as much as possible.



Valithria Dreamwalker Tactics: Abilities

Valithria herself is not the enemy and is in fact your only chance of surviving this encounter, the adds that spawn however have the following abilities.

The kill order is: Blazing Skeletons -> Suppressors -> Abominations -> Archmages and Zombies

Blazing Skeletons:
- Fireball Self-explanatory
- Lay Waste Deals ~6k fire damage to all enemies every 2 seconds for 12 seconds.

Risen Archmages:
- Frostbolt Volley Slows movement speed.
- Mana Void Drains mana every second if you stand on top of it.
- Frost Column Deals significant frost damage to anyone standing on the marked location, knocking them upwards.

Suppressors:
- Suppresion Stacking 10% healing reduction on Valium Dreamwalker.

Abominations: Face away from the group.
- Vomits on targets in front, applying a disease that deals ~15k nature damage instantly and a significant DoT over time. Causes the target to take 25% more physical damage. Needs to be removed.
- Spawns Rot Worms upon death. Need to be picked up quickly.

Zombies:
- Corrosion Stacking armor reduction and DoT whenever a hit lands on the target.
- Acid Burst Explodes at low health, inflicting ~15k nature damage instantly and one thousand over time every second for 20 seconds to all enemies within 15 yards.


The kill order is: Blazing Skeletons -> Suppressors -> Abominations -> Archmages and Zombies
Valithria Dreamwalker Strategy: Tactics

Tanks WILL need to be on the ball and will need to pick up aggro quickly and generate enough threat that the DPS can nuke the adds down as fast as possible.

To get through this before getting overwhelmed you’ll get a little help in the form of Nightmare Portals opened by Valium Dreamwalker (anyone else think that’s funny? Valium, sleep, Dreamwalker… nope? /blush). Enter these portals, run through Dream Clouds and get spat out by them again with a +10% DPS/Healing buff for each cloud you went through. It WILL be needed. Especially for the healers as it also offers a massive mana regen buff as well.

Try and have your healers positioned centrally allowing them to heal both groups and have plenty of time on Valithria. Only have 1 healer at a time going through a Nightmare Portal and make sure their team is topped right up on health and the other healer is aware they are going to be out of action for a few seconds. Use Vent/TS a lot!

Make sure your team gets the Dream Cloud buffs early, as the fight goes in it's going to get harder to spare the time from DPS to grab the buffs.

YOUR DPS MUST be good at clearing the adds and they MUST stick to the priority kill order, things get pretty nasty otherwise.

Start the fight with a bloodlust and all the cooldowns your team has that can increase healing output and get a massive healing burst on Valithria at the start


Icc - Syndragosa

Phase 1

In regular intervals, she pulls the whole raid on top of herself (Icy Grip) and then starts a 5 sec cast of Blistering Cold, which deals 35k Frost damage to everyone within 25 yards of her (a tank or a resist geared melee can survive this). In effect, the raid has 5 seconds to get 25 yards away from the boss. It's possible to turn while getting pulled through the air, so players can easily run back to their places. Ranged classes should not stand too far away from her (there's also no need to do so), else they may spend too much time airborne and be unable to get away from her fast enough.

The other aparte ability during Phase 1 is the Unchained Magic debuff, which she randomly deals to a mana user. While a player is affected by this debuff, every spell cast stacks another debuff (Instability). Instability expires after 5 sec (unless refreshed by casting another spell). Expiration is unavoidable after Unchained Magic fades. Upon expiration, Instability deals 2k damage per stack.

Casters affected by Unchained Magic should be careful not to gain a too high stack of Instability - about 5 stacks is safe, more need excepțional care from healers. Usage of immunity abilities may allow survival of a high stack.

Phase 2

At 85% and every 1:50 minutes thereafter, Sindragosa takes off, freezes 2/5 (10/25 player) raid members with Ice Tomb and drops four Frost Bombs (one after the other, on random spots). Players who are in line of sight of one of the bomb explosions take ~24k damage, therefore the raid should hide behind the Ice Tombs. After the fourth Bomb she lands and continues with another Phase 1.

Sindragosa puts a Frost Beacon on the Ice Tomb targets about 5 seconds before they get entombed. Since Ice Tomb not only affects its target, but also everyone else in a 10 yard radius, it's important for thetargets to move away from all non-targets . After 20 seconds, she's dropped all her bombs, lands and resumes Phase 1. At this point, the entombed players start to take damage from asphyxiation. Players are freed from the Ice Tombs by destroying them (~450k HP). They should be damaged to about 10% while she drops the bombs, and quickly destroyed after the fourth bomb has exploded.

One tactic for this phase is to initially group up the raid on her hind legs. The players with Frost Beacon run to where her front legs were. After they are entombed, the rest of the raid hides behind the Ice Tombs, and starts to damage them. When she Frost Beacons the next set of players, they again run to the other side (where her hind legs were), after the Tombs have materialized the raid follows.

Phase 3

At 35% health, Phase 3 starts. Phases 1 and 2 don't take place anymore. She retains all her Phase 1 abilities, and also continues to cast Frost Beacons and Ice Tombs, but no Frost Bombs. Instead the Ice Tombs must be used to control her new ability, Mystic Buffet. One stack of this debuff is gained by all players in her line of sight every 6 seconds. Each stack increases magical damage taken by 10%/15% (10/25 player).

Control of Mystic buffet is crucial, Phase 3 is not a DPS race. Mystic Buffet expires after 8 seconds, she refeshes it after 6 (that is with 2 seconds left on the debuff). In effect it's enough to hide behind the Ice Block for just the crucial few seconds when she refeshes the debuff.

The above Ice Block routine (from Phase 2) can contine in this phase - Frost Beaconed players run to the other side, raid follows, hides and destroys the Ice Blocks after they have materialized. With two tanks, it's a good idea to switch tanks at this moment too.


Icc - Frozen Throne (Lich King)

Strategy
Phase 1

In the early stages of the fight, The Lich King can be tanked anywhere along the edge of the platform. Harmless ghouls and very dangerous Shambling Horrors will spawn. Horrors have a frontal cleave and an extremely dangerous tranquilizable enrage (they can also be stunned for its duration). You should not attack the Shambling Horrors or Ghouls directly and instead use the Lich King's Necrotic Plague ability to kill them. He will use Necrotic Plague on a random player which will kill them in 5 seconds if not dispelled. Note that Necrotic Plague jumps to the nearest UNIT on being dispelled. This INCLUDES Shambling Horrors and so you should just let the plague jump to them and kill them while you focus on the Lich King. If you have Horrors up going into the phase transition you should kill them just before phasing the Lich King. Ghouls can be left alive to die to incidental damage in the transition.

He will also cast Infest which requires the raid's HP to be topped off quickly to remove the dot.

You should aim to end this phase with around 15 stacks of Plague Siphon on the Lich King. You should dispel any remaining plagues off the shambler tank when he is standing off by himself so the plague will disappear and Plague Siphon will drop off the Lich King before the second phase begins.
Remorseless Winter - Phase 1.5

At 70% health, the Lich King will move to the center of the arena, away from the tank, and will cast Remorseless Winter. When he moves away from the tank, the raid must flee to the far side of the platform (opposite the Frozen Throne) and onto the platform extension that forms during the attack. Tanking the Lich King near the edge gives him a greater distance to travel before casting Remorseless Winter, giving the raid more time to react and a shorter distance to run.

While on the platform extension, the Lich King will cast summon Raging Spirit on random players and after five seconds a Raging Spirit will spawn on top of them. These melee very hard and possess a frontal cone-area silence ability. One will spawn every 20 seconds including one spawning at the end of the transition for three total. These should be killed as quickly as possible to ensure only one is up in phase two. Frost orbs will head towards the raid and explode if they reach it. They have few HP and can be killed by ranged DPS. Pain and Suffering is a stacking DOT that will be applied to random raid members in this phase. It spreads to nearby players so you can't be too close to each other.

When the Lich King kneels and lights up the ground around him, the raid must return to the main platform before the extension falls. Continue to kill any remaining Raging Spirits, but the tank should pick up the Lich King again as quickly as possible.
Phase 2

Take the Lich King to the centre of the room. You will want the Val'kyr in this phase to have as far to fly as possible.

He will begin to summon Val'kyr Shadowguards (450,000 health on 10 Man Normal). These Shadowguards can grab a single raid member, lifting them into the air dragging them over the edge of theplatform followed by dropping them to their deaths. The Val'kyr, therefore, should be killed as fast as possible. Val'kyrs can be snared and stunned but not rooted.Defile and Val'kyrs will often line up and you will need to deal with both at the same time.

The Lich King will periodically cast Defile, which produces a pool of darkness over an area of the arena. Defile is incredibly dangerous because it grows in both size and damage every time it ticks on a player, quickly covering the entire room and killing the raid.

Soul Reaper is a monstrously damaging debuff applied on the Lich King's current tank every 30 seconds. It can be helpful to taunt off your current tank with another tank when Soul Reaper is applied, otherwise there is the possibility of the Lich King melee-ing at the same time the Soul Reaper dot ticks which will instantly kill your tank.
Remorseless Winter - Phase 2.5

When the Lich King falls below 40%, he will cast Remorseless Winter again, forcing the raid onto a platform extension. This should be fought exactly like the first Remorseless Winter. Four Raging Spirits this time spawning every 15 seconds. When this attack ends, Phase 3 begins.
Phase 3

The Lich King will begin expelling numerous Vile Spirits (66,000 health on 10 Man Normal) from Frostmourne, which will move toward the raid and explode. Their explosions cannot be avoided but you can kill them before they explode, then continue to burn down the Lich King's health.

During Phase 3 he will continue to periodically cast Defile and Soul Reaper but no longer cast Infest nor summon Val'kyr Shadowguards. He will cast a new spell on a random raid member, called Harvest Soul, every 70 seconds, doing 45,000 (25-man 90,000) damage over six seconds. If they survive they are sucked into Frostmourne and must fight their way out. You will likely need to use a damage reduction cooldown such as pain suppression on the target on 25-player difficulty.

You have 15 minutes from the beginning of phase one to push him into phase four or he will enrage. His enrage gives him an enormous buff to his damage output, but he does not one-shot the raid when he enrages like some other major bosses; therefore it is still possible to push him into phase four (and thus defeat him) after he enrages. In fact, Blood Legion's world-first 10-man kill saw him enrage a few seconds before phase four began.
Inside Frostmourne

Healers can heal King Terenas' spirit while he kills the Spirit Warden within Frostmourne, while DPS classes must kill the Spirit Warden before it kills King Terenas. When the Spirit Warden dies you will escape Frostmourne. The Spirit Warden will channel an interruptable magic dispellable debuff called Soul Rip on King Terenas that does increasing damage every second for 8 seconds, to the point where Terenas will die at the end of the cast. The Spirit Warden also heals for 50% of damage it does meaning stunning it is very helpful.

The Spirit Warden is vulnerable to most forms of CC and interrupts that affect Undead creatures.

You will gain a debuff in Frostmourne called Harvest Soul that increases your damage by 100% and kills you after 60 seconds if you do not escape Frostmourne. Should you die inside Frostmourne or to harvest soul the Lich King will gain 200% damage for 15 seconds.
Phase 4

At 10% health, the Lich King will cast Fury of Frostmourne and kill all members of the raid. THIS IS INTENDED - this is not a wipe, so do not release! The Lich King and Tirion will have an exchange during which Tirion destroys Frostmourne using the Ashbringer. The ghost of Terenas Menethil II will appear and resurrect the raid while holding the Lich King in place. Players must use this opportunity to finish off the Lich King.


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