Friday, June 7, 2013

Sunday Night Stroll - World of Warcraft - Heroic Jin'roch the Breaker – 10 Man Heroic Throne of Thunder



Welcome back to the Heroic Mode Healing guides! Today, we tackle down the very first boss inside Heroic Mode Throne of Thunder, Jin'roch the Breaker. Once an ally of the player, who aided Warriors and Paladins in destroying Hakkar in the original Zul'Gurub prior to the destruction of his land during the Cataclysm, he was dominated by the Thunder King and augmented into the monstrosity that guards the door of the Throne. Even though he is considered the easiest fight on Heroic Mode Throne of Thunder this fight requires that everyone be raid aware as dropping the wrong thing in the wrong place could get everyone killed. So let's break this down into phases.

Our Raid Makeup

2 Tanks – Both Bears
3 Healers – 1 Disc Priest, 1 Mistweaver Monk, 1 Restoration Druid
5 DPS – 1 Affliction Warlock, 1 Frost Mage, 1 Fury Warrior, 1 Shadow Priest, 1 Boomkin

Phase 1

There will be a small burn phase where nothing really happens, at this point it's all up to the tank. There are four statues in each corner of the room that the tank will be thrown into one based on which one they are furthest from, your tank will be moving to the upper right hand corner so they can be thrown into the lower left hand corner statue. You don't want to be close to where the tank lands as they do a significant amount of AoE damage and stun you if you catch the falling tank with your face. When the tank lands, they will create a growing patch of water that everyone needs to stand in as it gives you a buff to damage and healing, this is where you want to pop Heroism and burn the boss.

Jin'roch will target a random player with a ball of lightening that will chase you with growing speed. Once it reaches you it will do a moderate amount of damage and leave an AoE on the ground. If you drop the AoE in the water, it will do a large amount of damage to everyone in the water that is continues so everyone has to leave and lose their damage and healing buff. If you drop an AoE on top of someone elses AoE it will one-shot your raid. There are encloves made by the giant statues that are out of your way and never get touched by the water, you want to transform to travel form and punch it over there. You can fit about 5 or 6 AoEs on one patch of grates so you should never have a problem.

Once a phase, Jin'roch will put a Debuff on the raid called Ionization that is dispellable. When you dispell the debuff it will do a large amount of damage to the player and do an AoE affect, if anyone is within 5 yards of you they will die, if you dispell someone who is in the water with you everyone will die. Run out, look around to make sure no one is around, pop Barskin to mitigate some of the damage (I was a bit undergeared, didn't pop any defensive cooldowns and got one shot) and dispell yourself. Most classes can pop something that can dispell the debuff, some will just have to let it run out because of the new 8 second cool down on our cleanses.

Other than those two abilities, Jin'roch will do a periodic AoE damage that will need to be healed immediately as it is generally followed by one of his other high damage abilities. Once he goes through an orb or two following the Ionization phase two will begin, you will want to head towards a designated area for everyone to group up on a grate. My group chose the grate that will lead you out of the area once the boss is dead. Someone will always get an orb during the transition phase, as a class with a lot of speed ups you should try to drop it and run to the area instead of dropping it in the general area that everyone is going to be stacking on. A warlock should be dropping a portal near your location so you can get to your designated area as quickly as possible.

Phase 2

This is the “can you dodge things while still being able to heal through ridiculous amounts of damage” phase of the fight. Jin'roch will sit in the middle of the room and channel a lightening storm that does a massive amount of magic damage, makes the water on the ground electrified and no longer usable by players and will also create lightening pillars. The lightening pillars are just the carriers of the real danger, they will spawn about eight balls of lightening that spread across the room until they despawn by hitting a wall. Your raid will want to group together on the far end of the stack area of your choice so that you can all run together so AoEing healing is in part possible. As a Restoration Druid, I have found it to be a really good idea for you to Symbiosis the Shaman in your raid so that you can use their Spiritwalkers Grace during this phase and run while channeling Tranquility. Unfortunately, our Shaman was out this week so the video does not feature this tactic in action. Your Tranquility will be up for the 1st and the 3rd Lightening Storm phases. Pop personal cooldowns such as Barkskin and Lock Cookies while giving Ironbark to a cloth damage dealer without a large amount of damage mitigation.

You have to rely on your group members to not only be able to dodge the balls (which is honestly pretty simple unless you're either terrible like me or you get cornered by 6 of them at once) while still being able to pop personal cooldowns/heals of their own to survive through this phase. If they just expect the healers to heal everyone while you run, your raid is going to wipe as the damage is too extensive and either you're going to live and they're going to die by you not being able to heal them or they're going to live and you're going to die because you stopped moving to heal people taking damage. Heal what you can but don't put yourself in danger to do so.

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You will have a total of four phases maximum to be able to kill the boss before all four corners of the room have electrified water and your raid has no where to stand and the boss kills you. All in all, this is a basically a mechanics check which will test players on being able to make split second decisions based on what is happening with the raid. I have a ball on me and we're transitioning to phase 2, where can I run to to drop this ball without killing everyone? The lightening pillars are coming down and the balls are heading our way, in what direction can I run so that I don't get hit by them as I press my defensive cooldown button and attempt to Rejuvenation blanket the raid? I personally love the mechanics fights as I tend to excell on them (except for this week apparently where I couldn't dodge anything).

My guild is currently progressing on Horridan and getting to Door 3-4 consistently so we may see a kill article within the next few weeks unless we decide to move to Ji-Kun instead! Thank you for reading, good luck and may the coin rolls favor Spirit Leather and Vanquisher tokens!

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