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.
- -
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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