User:ReX/Icecrown Citadel

This is a list of my encounters I wrote for Icecrown Citadel.

Storming the Gates Event (Icecrown Citadel Gates)
This event is a big gauntlet with masses of thrash mobs featured with mini-bosses.

You are assisted by the four dungeon races, the Argent Crusade, the Knights of the Ebon Blade, the Wyrmrest Accord and the Kirin Tor. You can also deny the help of several factions, only one or all, making the event harder.

The Argent Crusade provides tanks: These Paladin like tanks can't hold as much as aggro like an average T9 geared Tank but are very tough (46580 life) and can make it easier for the regular tanks to get the thrash together. If you give them enough time, you can bomb them without them being tanked by a regular tank. They have protection paladin like abilities, like Judgement of Light, Seal of Vengeance, Hammer of the Righteous, Shield of Righteousness, Consecration and Holy Wrath. They are mana based, but regain mana very fast, so they don't need to regenerate.

The Knights of the Ebon Blade provide melee damage dealers: They do good damage and can also tank some mobs, because they are also tough (28760 life) and can heal them self (~8600 life), so that they don't come to the healers and ranged DPS. They have death knight like abilities, like Blood Strike, Plague Strike, Death Coil, Death and Decay, Icy Touch, Rune Tap. As they are runic power based, they don't need to regenerate.

The Kirin Tor provide ranged damage dealers: This arcane mages do incredible damage but are not very tough (13580 life) and can easily over-aggro an Argent Crusade tank. They have arcane mage like abilities, like Arcane Blast, Arcane Missiles, Arcane Barrage, Mana Shield, Blink, Focus Magic (cast it on the raid, they prefer mages, warlocks and priests). They are mana based, so they might stop casting to regenerate mana or waiting for Innervate.

The Wyrmrest Accord provides healers: They are druid-like, tough dragons (19840 life) and both heal the raid and the NPCs. They also can regenerate mana of casters. They have tree of life like abilties, like Healing Touch, Regrowth, Rejuvenation, Nourish, Life Bloom, Innervate. They are mana based but will regenerate it with Innervate.

If you deny the help of all factions, they will also walk with you, but attack for the raid non-attackable targets 25 yd away from the core path.

Every faction provides 8-12 NPCs. During the mini-boss fights, NPCs are not available, they're blocking the thrash mobs to interfere.

Thrash mobs are all various scourge creatures.

During the gauntlet, you will have to fight four different mini-bosses:
 * O'jin, a Vrykul (comes after 4 min)
 * warrior and death knight mixture, deals hard but is not very tough
 * does a 4-targets hitting Cleave Mortal Strike, which is 740% weapon damage
 * the Cleave-MS splits up on the targets (4 targets - 185%) so you need at least four tanks
 * Gutshredder, an Abomination (comes 3 min after O'jin's death)
 * deals single target damage only, hits fast and hard
 * every 35 sec brings the current tank into Death Stare, taking him/her out of combat
 * while in Death Stare, you can't perform any actions
 * Noira Whisperscream, a Banshee (comes 5 min after Gutshredder's death)
 * Mind controls in a random intervall, up to 3 targets, they need to be tanked
 * deals big single target damage and wide affecting AoE
 * casts (1 sec) Bloody Focus every 15 sec on herself, an 60 yd aura that increases damage by 300% but deals 1000 arcane damage every second to the party/raid
 * 'Bloody Focus' is stealable by mages, the buff itself doesn't stack but different auras stack, so more mages are useful
 * if you don't steal the buff, but dispell it, the dispeller will explode and deal 29581 arcane damage in a 8 yd radius
 * Annhylde the Caller, Endboss, a Val'kyr (comes 2 min after Noira Whisperscream's death)
 * deals less single target damage but average AoE damage, and DoT's in random intervalls Shadow Word: Pain (5812 shadow damage per 3 sec tick)
 * uses Mind Blast (6667 shadow damage) coupled with Shadow Word: Death (17562 shadow damage), keep the raid up at all costs!
 * don't interrupt Mind Blast as it will make Annhylde not to cast Shadow Word:Death
 * her own Shadow Word: Death reflects with x13.6667 (240015 shadow damage), if you survive it, earlier or later she will kill herself with this
 * resurrects fallen raid members when they die due to her attacks as Geists, which do fair enough damage on cloth to tank them; if they are killed, Annhylde will resurrect their corpses to new Geists

Between the trash and bosses there is a 15 sec time window where you are out of combat. After killing a boss you have a 25 sec time window where you are out of combat. Regardless when you are out of combat, you can not resurrect anyone. There is a 20 minutes enrage after starting the event until killing Annhlyde the Caller. If the enrage timer is exceeded, the gates close, the remaining mini bosses won't apper and unlimited masses of thrash will attack the raid.

(The Lich's Hall)
The Kirin Tor will help you in this encounter.

(The Cultist's Hall)
The Knights of the Ebon Blade will help you in this encounter.

(The Necromancer's Hall)
The Wyrmrest Accord will help you in this encounter.

The Three Reapers (The Reaper's Hall)
The Three Reapers once were students of the Lich King himself who trained each of them special to one of a death knight's disciplines. The Argent Crusade will help you in this fight (soft mode), can partially assist you (hard mode) or not aid you at all (extreme mode). You face them in the Reaper's Hall.

Right before you enter the Reaper's Hall you have to talk to the Argent Commander in order to get the encounter started. You have to choose between:
 * Yes Commander, we will require your help. (Only one knight at once)
 * If you can afford it, it would be fine to help us. (Up to three knights at once)
 * No, your aid is not required. (Three knights at once)

One Knight
The knight you fight against is randomly chosen and is not affected by the other's auras. The other knights are not attackable and one of them get's active, when the current knight dies.

Two or Three Knights
One knight is randomly chosen and after 45 sec another emerges and gets attackable. The third knight gets active after 90 sec. They only profit from their auras if the respective knight is active.

Three Knights at once
All three knights get active at once and profit from their auras.

Blood Knight
The blood knight is an orc and has the following stats and abilties: Life: 18.666.765 (20.533.442 with Frost Presence Aura)

Damage: ~36.800 on plate

Deals much physical and a bit shadow damage.

Increases your and friendly unit's damage by 15%. Instantly strike the target and his nearest ally, causing 60% weapon damage. 6 sec cooldown. A deadly attack that deals 75% weapon damage and heals for 4%. 10 sec cooldown. All enemies within 20 yards of the target (MT) suffer 11711 to 14341 Shadow damage. 15 sec cooldown. Place a Mark of Blood on a random target. Whenever the marked enemy deals direct damage to a target, that target is healed for 4% of its maximum health. Lasts for 20 sec or up to 20 hits. 18 sec cooldown. Has 1 sec cast time, targets the marked player. All damage from that player must stop in order to bypass regeneration through this. Does NOT trigger via DoT damage. Spawns 2 Bloodworms every 9 sec. Have slow attack speed but every attack they make, their damage gets increased by 25% and their aggro resets. Need to get downed immidiately. Will heal Blood Knight for 0.1% health of every damage stack they gain. Attack speed is affected by Unholy Presence Aura.
 * Spell_Deathknight_BloodPresence.png Blood Presence Aura
 * INV_Weapon_Shortblade_40.png Heart Strike
 * Spell_DeathKnight_Butcher2.png Death Strike
 * Spell_DeathKnight_BloodBoil.png Blood Boil
 * Ability_Hunter_RapidKilling.png Mark of Blood
 * Spell_Shadow_SoulLeech.png Bloodworms

Most difficult one of the fight. Make sure that you have -50% heal effect with you and choose a high health/armor and avoidance tank cooperating with top-healers. Auto-attacks coupled with abilites can cause massive damage to get healed. Need good melees (with high stamia for Blood Boil) for the Bloodworms.

Frost Knight
The frost knight is a human and has the following stats and abilties: Life: 20.533.442

Damage: ~32.000 on plate (~36.800 with Blood Presence Aura)

Deals less physical and much frost damage.

Frost Fever deals 5500 Frost damage every 3 sec for 30 sec. Can be dispelled. (Magic) Increases your and friendly unit's health by 10%. A brutal instant attack that deals 80% of weapon damage, total damage dealt increased by 25% if the target is afflicted with Frost Fever or Blood Plauge. A strong attack that 60% weapon damage as Frost damage. Can't be dodged, blocked or parried. 8 sec cooldown. Blasts a randomly chosen target with a frigid wind dealing 19887 to 21415 Frost damage to all enemies within 15 yards. 10 sec cooldown. Enemies within 20 yards around the target who are not moving are trapped in ice, knocking them back and preventing them from move for 6 sec and infecting them with Frost Fever for 30 sec. Commonly used on maintank. 12 sec cooldown. Has a 1 sec cast time. When hit by a spell, has a 50% chance to boost resistance to that school of magic (Arcane, Fire, Frost, Nature, Shadow) by 110 for 30 sec. Stacks up to 3 times. Curse of Elements reduces the effect by 50%. Can be dispelled but will easily reactivate itself.
 * Spell_Deathknight_FrostPresence.png Frost Presence Aura
 * Spell_Deathknight_ClassIcon.png Obliterate
 * Spell_DeathKnight_EmpowerRuneBlade2.png Frost Strike
 * Spell_Frost_ArcticWinds.png Howling Blast
 * INV_Staff_15.png Hungering Cold
 * Spell_Fire_ElementalDevastation.png Acclimation

This is can be the longest fight (according that you do right on Blood Knight), because the Frost Knight is the more difficult, the more melees you have.

Unholy Knight
The unholy knight is a high elf and has the following stats and abilties: Life: 18.666.765 (20.533.442 with Frost Presence Aura)

Damage: ~32.000 on plate (~36.800 with Blood Presence Aura)

Deals physical and shadow damage.

Blood Plague deals 3800 Shadow damage every 3 secf or 30 sec and spreads to one near (45 yd) target every tick. Can be dispelled. (Disease) Increases your and friendly unit's haste by 20%. A vicious strike that deals 50% weapon damage and infects the target with Blood Plague, a disease dealing Shadow damage over time. Uses every 6 sec. Fire a blast of unholy energy, causing 11067 Shadow damage to all enemy targets. 8 sec cooldown. Corrupts area around the caster in 10 yd, targets in the area are slowed by 25% by the grasping arms of the dead while enemys take 25% additional damage while standing on the unholy ground. Lasts 8 sec. 10 sec cooldown. Always pull him out of theese because it can kill. Has a 1 sec cast time. Corrupts the ground targeted, causing 6228 Shadow damage every sec that targets remain in the area of 20 yd for 10 sec. 12 sec cooldown. Also targets non-tanks. Raises a Ghoul to fight for the Unholy Knight. These Ghouls need to get tanked immidiately, if you do bad they leap in and rip out the party. They deal arount 28k on cloth so be aware to stun them and bring them down. They do not have many hitpoints though. 20 sec cooldown. More than one Ghoul can be active at once.
 * Spell_Deathknight_UnholyPresence.png Unholy Presence Aura
 * Spell_DeathKnight_EmpowerRuneBlade.png Plague Strike
 * Spell_Shadow_DeathCoil.png Death Coil Volley
 * Spell_Shadow_Shadowfiend.png Desecration
 * Spell_Shadow_DeathAndDecay.png Death and Decay
 * Spell_Shadow_AnimateDead.png Raise Dead

You will always have to run if he is in the fight because of bad placed death and decay areas. This one can easily overwhelm/bring you out of control.

Quotes

 * Blood Aggro: This will end in a bloodbath!
 * Blood Mark of Blood: Blood... I WANT BLOOD!
 * Blood Death: I... served the master... well...


 * Frost Aggro: Once the cold made your skulls laugh, you are already obliterated!
 * Frost Hungering Cold: Stay... and die!
 * Frost Death: That's not... my fault... master... I will...


 * Unholy Aggro: It's just a matter of time when you all get raised to serve the master...
 * Unholy Desecration: Snuff out life...
 * Unholy Raise Dead: For the master!
 * Unholy Death: The master was not... wrong with...