5.4 Siege of Orgrimmar - Gates of Retribution (Might Normal 25)

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I haven't kept up appropriately with Might's Siege of Orgrimmar progress like I did for Throne of Thunder, and at the time of my posting these we are currently 9/14H. This means that in order to catch this blog up a bit, I'll be posting the normal mode videos and summaries in bulk as per their LFR/Flex wing names. 

This second post is the Gates of Retribution and will include write ups and video's for Galakras, Iron Juggernaut, The Dark Shaman and General Nazgrim.

NORMAL MODE
[This is Gates of Retribution]

HEROIC MODE

GALAKRAS
I was playing BEAST MASTERY
(kill date stamp: September 11th)

The first boss of the Gates of Retribution is a beach siege - You join Lor'themar and his band of rag-tag Horde leaders (Or Wyrnn, I guess, if you're Alliance) on a boat where he leads you to the beach fronts outside the gates of Orgrimmar. Once again, the trash leading up to the boss emulates some of the mechanics of the encounter. There are varying dragonmaw forces, all of which also appear in the upcoming Galakras fight:  Shaman who drop healing totems and who need to be interrupted, Bonecrushers who rush a target and deal a hard hitting cleave (Fracture), Flagbearers who drop buff banners similarly to the Shamans totem, simple melee Grunts and a few cannoneers/flameslingers who are token NPC hunters.

Clear the trash and destroy the cannons so that your fleet of boats can land. Standing on beach mines makes them blow up.

The encounter itself is fairly straight forward: A rush of Dragonmaw forces will descend upon you down the middle road. On the third wave a miniboss is spawned, and on the fourth wave a miniboss on the towers is spawned. You need to defeat both minibosses so that you can take control of the tower and the towers cannon. Repeat this for the second tower so you have control of both cannons and can shoot Galakras out of the sky.

Once you've grounded Galakras, you kill him. Periodically he will shoot out a fireball at a random player - this fireball does less damage on impact the more people it hits. Therefore, ensure that any Flames of Galakrond cast on you pass through the appropriate amount of people before you let it hit you and the ground. You cannot solo deterrence soak this, since everyone else will explode and die.

As a hunter there are a few jobs you may have. One, you might be AoEing the waves down below and defeating the ground miniboss. Two, you might be defending the tower and ensuring no grunts kill your demolition team. Three, you might be ascending the tower and  freeing the cannon for your raids use. Depending on what your job is will dictate what specialization you choose. For example,
 Survival is really strong suppression AoE. You can potentially have really high throughput AoEing as survival down below, but you still need to ensure priority targets die (totems, banners, shaman, bosses, etc). Beast Mastery is really strong burst, meaning you can both suppression AoE or single target with your bestial wrath sequences. If you're taking the rope up the tower, though, expect your pet to glitch out if you don't dismiss and resummon. Marksman is doable, particularly for priority target sniping, but  your throughput will appear much lower. Base your needs on your role and the weak spots of your other raiders.

If any of your NPC leaders die, you lose - so make sure that Bonecrusher fractures get interrupted before they are slaughtered. Binding Shot can be useful for this, but so can Intimidation. Powershot or a glyphed explosive trap will also do the job, but preferably this is handled by somebody else. 



IRON JUGGERNAUT
I was playing BEAST MASTERY
(kill date stamp: September 11th)

Once you've taken the beaches you run around the barricades and come across a gigantic, metal scorpion, mounted with a hellfire grate face and a dragon skull cannon. Just to be even more terrifying, its tail is a laser and its arms were replaced with a detachable saw and a bore drill. Luckily, the Iron Juggernaut is fairly straight forward and one of the only single target turret fights you'll see in the Siege of Orgrimmar as a hunter.

In phase one you have a few jobs: Hit the Iron Juggernaut as hard as you can, avoid giant red circles as soon as they show up and run away from streaks of ground spikes that will chase you around for a while. Every once in a while Iron Juggernaut will also spawn a set of mines - these mines need to be stepped on by players so that they don't explode on the rest of the raid. Generally this will be handled by your tanks, but in an emergency you can soak it with deterrence. Make sure you put deterrence up BEFORE you click, and subsequently step, on the mines face. You will be thrown into the air, but you can avoid the falling damage by disengaging before you land.

In phase two you will be taking a constant AoE of damage. Avoid the tar puddles that will be thrown at random players. The Iron Juggernaut will also focus on players with his tail laser, and if this laser hits any tar puddles the raid explodes - so make sure the path of the laser doesn't cross any tar while it chases you. Before phase one begins again, the boss will cast a few Shock Pulses - these Shock Pulses are a massive AoE knockback. You will fly until you hit something, so make sure your back is to some sort of nearby wall or that your raid is being knocked in the same direction. What you don't want is to be knocked back into the middle of nowhere 400 yards away from any healers. Alternatively, avoid the Shock Pulse entirely by using Deterrence before it finishes casting. You won't take damage and you won't be knocked back.

As for your specialization, it will depend on your current gear set and your preferred single target play style. Any of the three specs will be sufficient and deal a strong amount of single target - but, for example, if you have 2pc or 4pc and an Assurance of Consequence trinket, you might prefer playing Beast Mastery [especially since your pet will ignore all the mechanics]. However, if you have a heroic warforged bow you might prefer Marksmanship. Alternatively, maybe you have 4pc and your gear is relatively even in terms of ilevel and effectiveness - so maybe you'd prefer Survival. All in all, do what will bring you, as a player, the most single target. 




KOR'KRON DARK SHAMAN
I was playing BEAST MASTERY
(kill date stamp: September 11th)

After a year and a half of clearing out trash in the Valley of Strength, you'll find the gates leading to the drag closed off. This is because the Kor'kron Dark Shaman are hiding inside the new Orgrimmar throne room -- on top of their Dire Wolves, for some odd reason. It's like wearing a hat, sunglasses or having your umbrella open while indoors. Didn't anyone tell them you can't mount up while in buildings?

You can pull them out or fight one of them inside - all of this depends on your raid strategy. Chances are you'll pull them out together on normal and keep them together for cleave damage, sans slime spawns. If you take one thing away from this write up, take this:  Always keep one step ahead of the Shaman. Your tanks will be moving a lot, and you don't want to be caught near melee when slimes spawn, be on the area where the fire wall spawns, or be inside of a tornado when they spawn. Stay away from people with green arrows, as a giant green pillar of slime will erupt from the boss in whichever direction that individual is located.

Most people prefer to play Survival for this so they can maintain ISS on both mobs, while also having strong AoE power for slimes. Barrage lines up with the spawns every time, so you can hold it for that and wrack up some crazy throughput spikes getting rid of them. For normal I preferred Beast Mastery as my AoE spec, so I used Beast Cleave on the shaman and to take care of the slimes. The burst was too useful to pass up. Other people are also playing Marksman, not for its damage power, but for the mass slow from Concussive Barrage. Again, make the decision based on your raids roles and weaknesses. 


GENERAL NAZGRIM
I was playing BEAST MASTERY
(kill date stamp: September 11th)

General Nazgrim is the final boss in the Gates of Retribution wing. You can find him inside of Ragefire Chasm, protecting the gates to the rest of the instance. To get there, you have to pass waves of trash similar to the adds you'll face in the boss encounter itself. Arcane mages that drop large AoE puddles that give you a very painful DoT; Assassins who will fixate a target and, if in range of a players back, hit them extremely hard with a backstab ability; Shaman, who will drop healing tide totems and heal - it's recommended to pull out one at a time to get them down in lieu of their totems; and, finally, Ironblades who will do an AoE bladestorm ability.

Nazgrim himself is pretty straight forward. Like a warrior, he stance dances: in Battle stance you deal normal damage to him, he deals normal damage to you, and generates 1 rage per second. In Berserker stance, you deal 25% damage to him, he deals 25% damage to you and generates 2 rage per second. In Defensive stance he takes 10% less damage, generates 1 rage per second, but generates 3 rage any time he is attacked.

The course of the fight, then, is to manage adds while dealing as much to Nazgrim in battle/berserker stance as you can. Every 15 seconds he uses a special ability, depending on what his rage level is at.
Heroic Shockwave costs 30 rage - Nazgrim will leap to a player and cause a large shockwave of orange to appear on the ground. Move out of this, because it will erupt for a lot of damage. Getting hit by the aftershock of the shockwave will probably kill you.
At 50 rage Nazgrim will summon a Kor'kron Banner - any attacks that adds deal will grant Nazgrim rage, so kill it quickly.
War Song costs 70 rage and is a raid wide AoE for 50% of the raids health. You can deterrence this.
Ravager costs 100 rage, whereby Nazgrim throws a weapon in the direction of a random player. This weapon does not despawn, is not targetable, and continues to spin back and forth between the location it was thrown at. This deals a lot of damage and also grants Nazgrim 5 rage any time someone takes damage. This quickly adds up, so avoid Ravagers at all costs.

Ironblades are a piece of cake. Pick them off while they're off tanked. Prioritize them last.
Kor'kron Assassins are also a piece of cake for you. If nobody is giving yours a slow, put on concussive shot (or concussive barrage, if you're marksman). Do not let it backstab you. Scatter Shot, Ice Trap (slow), Binding Shot, Disengage etc - anything that can disrupt the Assassin will, sans Frost Trap (block). Theoretically you can Flare these out, but I've had mixed results.
Arcweavers can be deadly if they are not interrupted. Any successful Arcane Shock casts deals damage and buffs the arcweaver for 25% damage. They will likely then cast Magistrike, a high AoE that leaves a potent DoT. If you miss the Arcane Shock interrupts, definitely interrupt the Magistrike.
Warshamans heal - they cast Earth Shield on ally's, including Nazgrim; they also cast Empowered Chain Heal and summon Healing Tide Totems. Keep these mobs away from Nazgrim, kill any totems that spawn, interrupt its chain heal and dispel the Earth Shield. As a hunter, you can do all of these things.

That said, you cannot do every single thing. Make sure you prioritize your job appropriately for your raid. If nobody is interrupting Magistrike, do it so nobody dies. If nobody is killing the totem, do it so that nothing heals. If Nazgrim has Earth Shield, get rid of it. Don't be killed by Assassins while you kite, etc.

Survival is strong for add suppression, especially if they're frequently grouped up. Beast Mastery has trouble with pet movement, but the pet does not grant Nazgrim rage and can be planted on the boss. If there's an emergency and you need add cleanup, you can always pull it to the back with Blink Strike and AoE Bestial Wrath Beast Cleave to catch up. Marksman won't have the same damage control, but it can be useful with Concussive Barrage and the blanket silence from Silencing Shot.



5.4 Siege of Orgrimmar - Vale of Eternal Sorrows (Might Normal 25)

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I haven't kept up appropriately with Might's Siege of Orgrimmar progress like I did for Throne of Thunder, and at the time of my posting these we are currently 9/14H. This means that in order to catch this blog up a bit, I'll be posting the normal mode videos and summaries in bulk as per their LFR/Flex wing names. 

This first post is the Vale of Eternal Sorrows and will include write ups and video's for Immerseus, The Fallen Protectors, Norushen and Sha of Pride.

NORMAL MODE
[This is Vale of Eternal Sorrows]

HEROIC MODE

IMMERSEUS
I was playing BEAST MASTERY
(kill date stamp: September 11th)

The first boss of the instance involves fighting the "Tears of the Vale" - a corrupted water spirit under the Shrine fountain. The trash leading up to the boss emulates some of the mechanics of the encounter, as per usual: avoid the large black water spouts and kill the small adds for a damage boost. The Immerseus encounter itself progresses by taking Immerseus' health to zero in order to activate phase two, whereby you kill black spawns and heal blue spawns in order to "purify" Immerseus. Every time you do so, Immerseus returns to phase one with reduced health. Repeat until it dies. If any of the adds reach Immerseus, they explode - this damage can add up really quickly if a lot of adds make it to the pool. Chances are, you'll have raid cooldowns lined up. 

As a hunter, there are a few things of note.  First off, deterrence works for every bad thing that can touch you - this includes adds hitting Immerseus' pool and exploding. Do not stand in front of the boss or he will hit you with Corrosive Blast. When he casts "Swirl" you have to dance around small zones that wiggle around on the ground, but since you're a hunter this won't be a problem. Kings of damage movement. Watch your feet. 

You'll also have to avoid getting hit by Swirl, although you can easily just deterrence this, disengage out of range, or walk through it. 

Beast Mastery is infuriating on this boss, especially if you are anywhere far away from the back of Immerseus. The room is large enough that it can cause your pet to despawn, effectively making you useless. Marksman is equally as infuriating on this boss because the Careful Aim phase is near non-existent. However, because of how quickly the adds in phase two die, Survival can also be hampered since its DoTs can't tick down as well as they normally could. 

For normal, I played as Beast Mastery. The adds are easily single focused down or Beast Cleaved. You can use Binding Shot to root spawns in P2, or use Ice Trap to slow them down. Ice Traps effectiveness is doubled if you're playing as Survival, since it will provide an AoE root just like Binding Shot. 

Barrage is useful for damage throughput, but if you're good with Glaive Toss the extra slow this can provide while it does its AoE damage can help other people out. 

All in all, decide what niche you need to cover:
- Are you suppression damage? Do you need to root and stun adds more often than not? Survival might be a good choice.
- Are you primarily single targeting things down? Does your pet despawn? If not, Beast Mastery might be a good choice.
- Are you brave as hell or masochistic? Try Marksman! (it wasn't that bad, but I wouldn't do it again). 

This includes your talents: If you need more AoE suppression or to help out another quadrant, try barrage. If not, try glaive toss. If you STILL need crowd controls and binding shot/ice trap isn't enough, try powershot. Powershot is especially strong when combined with Binding Shot in tight situations. 

Here is a map of Immerseus' room:



THE FALLEN PROTECTORS
I was playing BEAST MASTERY
(kill date stamp: September 11th)

The second boss of the instance involves fighting the "Fallen Protectors" - some of the Golden Lotus Pandaren who were stationed at the pagoda in the Vale. There is no trash that leads here, so all their abilities are surprises. The encounter progresses as you bring each of the three Pandaren to 66% and 33%, upon which they cast "special" abilities. Your strategy will depend based on your raid, but how you handle it as a hunter remains relatively the same. 
Each of the three has to be taken down to 0% in uniform - if you fail to do this, they will heal.

First of all, yes - you can cleave all three. Whether you want to or not comes down to your raid. In my case, I generally found that cleaving was just meter padding as every other "natural" cleaver in the raid did so without thought. You always have a priority target: the panda you're currently trying to bring to the appropriate amount of HP, the add that He spawns, or an add that Rook spawns, or an add that Sun spawns. 

When you fight Rook and his 66/33% adds: if you stack them together, cleave them down. If you don't, single target prioritize either the Misery, Gloom or Sorrow - depending on what order your raid decides on. Standing in defiled ground from Misery is bad, it looks like a tiny earthquake. Inferno Strike from Sorrow is a meteor effect. Soak this with your raid or deterrence it by yourself. Corruption Shock is from Gloom, and you probably want to interrupt this. When Rook himself is active, he will throw brew kegs that can be hard to see - don't be hit or you'll take damage and be slowed. Definitely don't stand in his Corruption Kick, which he can cast after he does a Clash.

He Softfoot: You can deterrence the damage from Mark of Anguish. This is your priority target otherwise. Burn it with burst. 

Sun Tenderheart: When she reaches 66/33%, she spawns two large adds that need to die in order to end the phase. Each of these adds spawn manifested sha adds - when you damage these small adds, you also damage the large adds. Therefore, you can AoE and do damage to the large adds, or you can burst single target them - the best option is to cleave the large adds with any smalls that are nearby. Stand inside of her Dark Meditation Field (the large purple bubble in the center of the room) to reduce the Shadow AoE. 
Sun casts Sha Sear, which can be interrupted. 

Keep in mind that each protector has different amounts of health: Sun has the least and Rook has the most. 

For normal, I played Beast Mastery for similar reasons as to why I played Beast Mastery on Immerseus. I prefer the burst control from Beast Mastery more than the suppression from Survival: I can control my throughput more precisely with BM. If I need more single target, I single target and use my Bestial Wraths for that. But if I need AoE or cleave, I can rotate in Beast Cleave and Bestial Wrath cleaves. Survival, however, will do just as well. Your throughput will probably look "higher", but you'll need to make a judgement call on whether or not this throughput is effective and useful for your raid. 

The same rings true for Marksmanship. If single target throughput is what you need, Marksman might be what you want. The repeating Careful Aim phase is annoying, though, and can be whittled away by over exuberant AoE and cleavers. The utility from Beast Cleave and ISS is not found from Marksman, as a mass slow AoE isn't that useful here. 



NORUSHEN
I was playing BEAST MASTERY
(kill date stamp: September 11th)

The third boss of the instance involves fighting an "Amalgamation of Corruption" - a Sha that Norushen will spawn for you in a quarantine zone as preparation before fighting the Sha of Pride. You must reduce your corruption by passing trials so that you can deal more damage to the Amalgamation in order to defeat it. This is tricky, as there are a few mechanics to get in your way.

At 0 corruption (purified) you deal 125% damage to the Amalgamation. At 25 corruption you deal the normal 100% damage to the Amalgamation. Above this, and your damage is reduced accordingly (50 corruption, 50% - 75 corruption, 25%). You start the fight at 75 corruption, which means damaging the Amalgamation isn't that effective.

While corrupted, you CAN deal 100% of your damage to the Amalgamation by fighting the smaller adds that spawn. Therefore, your priority is as follows:
1. Shoot the amalgamation until there are large or small adds to shoot.
2. Shoot the large or small adds!
3. Click on a light ball to activate your trial in order to purify your corruption.

Before you go down to your trial, it's smart to soak one of the large orbs that a large add will drop after it dies. This applies corruption to you, but it'll stop the AoE pulse that occurs from the orb. This is what wipes most people, since the ticks hurt quite a bit. Since you are being purified anyway, you should soak one of these before doing the trial so that your corruption goes 75 --> 100 --> 0. 

Passing the trial is easy: kill small adds from behind their shield, don't stand in the large adds cleave. You never need to stop moving as a hunter, though, so this is a cake walk. 

Beast Mastery does the job well, since it's burst is so powerful. The movement on your pet is a bit annoying, though, if you're trying to move it around to adds. Pets ARE affected by corruption, so playing as BM isn't an "easy cheat." Survival can be good AoE suppression if you're getting overrun by adds, and is also easy to wrack up damage from ISS when others aren't effectively cleaving or bursting them down. Marksmanship is amazing if you are able to be the first to be purified, and will easily be one of - if not the top - potential damage for this encounter. Since your utility and movement is so good with the adds, though, don't expect to be granted this luxury. 

There will be a large white death beam that is cast periodically: naturally, standing in it will kill you. Don't move through the large white beam of death. It slowly spins around the Sha, so is easily avoidable. 



SHA OF PRIDE
I was playing BEAST MASTERY
(kill date stamp: September 11th)

The fourth boss of the instance involves fighting the Sha of Pride - the infamous manifestation who got the better of the Pandaren Emperor. The encounter is rather straight forward and follows a set sequence of events: Fight the Sha, avoid the Reflections when they spawn, AoE them down, release people from prisons then defeat the large manifestation of pride adds who spawn on the outside edges. 

While this happens you have a pride bar that you need to maintain. 
You start at 0, and nothing happens. 
At 25, you summon a Bursting Pride void zone - move out of it and don't stand in any others. If you stand in it, you take lots of damage and gain more pride. 
At 50, you summon a Projection. It is a void zone that you must STAND IN, otherwise it explodes, hurts everyone in the raid, and gives them more pride. As a hunter, there's no reason to ever reach 50 pride. 
At 75, you start to project an Aura of Pride -  you are now a walking, pulsing void zone of damage and pride generation. Also, you're a bad person and should feel bad. 
At 100, you are Overcome and are mind controlled. You lose. 

Before Reflections spawn there is a purple swirling cloud on the floor - move OUT and away from these or you will gain pride. If you are standing on a prison when they activate, you are knocked back and gain pride. If you fail to release someone from their prison, they gain pride every second they are imprisoned. When a large add is spawned, it casts a Sha bolt that deals damage and increases pride. Kill them. 

When the Sha reaches 100 energy, he releases a Swelling Pride. This generally happens after an imprison when you're killing the large add spawns. The damage from this can be deflected with deterrence, but you still gain the 5 pride. After this occurs is when the ability is triggered relative to your pride levels (as detailed above). 

A 'Gift of the Titans' buff will also periodically be put on members of the raid - when all members with the gift clump up, they are granted Power of the Titans.  On normal mode, there is no reason not to get this - so make sure you try if you can. It won't make or break the encounter, but it's helpful. 

There's a debuff that will be going out as well, but your healers and dispellers will be handling this (especially while under Gift of the Titans).

To release people from prisons, ALL THREE of the YELLOW/ORANGE segments need to be STOOD ON by a character until the segment turns BLUE. Lots of people don't understand this. There are three triggers, they're all orange. Make them blue with your adorable character bodies.