Not serious about hashtags, of course.
But about the fight, I definately find it horrible. Too confusing, too many things to do and deal at the same time. It's not difficult, but during some tries we thought that is batter wipe and start all over again than try to recover from some minor mistake. But it's all about taste. One of most fun fights for me, may be awful for others.
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Topic Details
#22
Posted 21 March 2013 - 06:48 PM
(Note - I tanked this, so never left the platform. Strategy and observations are partially from group discussions.)
Observations - This is all from a 10 man perspective. The nest activations were 1 - 3 down, 4 - 6 up, 7 - 9 down. 10 was a double activation (the first) with an up and down. 11, 12 and 13 were all single activations, but I didn't catch if they were up or down. The dungeon journal was also very wrong about the nutrients. It waas a 100% dps buff, and unstackable. They go out 10s after a nest activates, and only ~4 people can get the buff at once. I think its still a 30% healing buff, but I'm not sure.
Strategy - The way we got our kill was 2 tanks, 2 heals, 6 dps (only 1 melee).
We set up 2 teams, each with 1 healer and 3 dps. Call them Alpha team and Beta team. Alpha team was our primary nest group. It handled almost all nests. Beta team ONLY handled 2, 8 and 10 up. The rest of the time they were on the platform killing things and using their feathers to grab extra nutrients. The tanks never left the platform. Once we got people moving up and down cleanly, it went fine.
Tanks - There are 2 debuffs to manage. Talon Rake and Infected Talons. Talon rake lasts 1 minute, goes out about every 30s (a bit faster). Infected talons goes out really often and lasts 10s. What we did was have each tank take 2 stacks of the talon rake, with a cooldown for the second one. We didn't have a dodge tank (warrior and paladin), so the tank not taking the talon rake at the moment would taunt right after the rake went out to let the rake tank's stacks drop. The rake tank would then taunt back to take their rake stack. This helped reduce the spike damage on the tanks and take pressure off the healers. A 2 stack rake, a 10 stack infected talons, and a melee was a huge amount of spike damage to deal with.
The other tanking issue we had was a rake goes out right after each downdraft. We had to make sure that the tank who was supposed to be taking that rake was in range at the end of the downdraft and the other tank wasn't. We had a lot of 3 stack renewals while getting that working.
DPS - Our dps teams debated a lot the timing for killing eggs. Some people went right away to start on the eggs, while others waited 10s to get a nutrient buff first, as 100% damage was worth it. We weren't positive on how best to work this.
Double activation - The double activation at 10 was tough for us, as you can't leave the tanks without a healer. We handled this by sending the alpha team down to the lower nest, and the beta team without its healer up to the upper nest. We put a strong off-heal cooldown in the beta group (Shaman healing tide totem) which was used to keep the beta team alive till it could get back down to the main platform.
Quills/Downdraft - We made sure that the away teams didn't try to return to the main platform during a quills/downdraft. Some people (spriest with shield) could fly down during quills, but without a cooldown most other dps would wait. Otherwise we'd lose a dps mid air where the healers couldn't help them.
Observations - This is all from a 10 man perspective. The nest activations were 1 - 3 down, 4 - 6 up, 7 - 9 down. 10 was a double activation (the first) with an up and down. 11, 12 and 13 were all single activations, but I didn't catch if they were up or down. The dungeon journal was also very wrong about the nutrients. It waas a 100% dps buff, and unstackable. They go out 10s after a nest activates, and only ~4 people can get the buff at once. I think its still a 30% healing buff, but I'm not sure.
Strategy - The way we got our kill was 2 tanks, 2 heals, 6 dps (only 1 melee).
We set up 2 teams, each with 1 healer and 3 dps. Call them Alpha team and Beta team. Alpha team was our primary nest group. It handled almost all nests. Beta team ONLY handled 2, 8 and 10 up. The rest of the time they were on the platform killing things and using their feathers to grab extra nutrients. The tanks never left the platform. Once we got people moving up and down cleanly, it went fine.
Tanks - There are 2 debuffs to manage. Talon Rake and Infected Talons. Talon rake lasts 1 minute, goes out about every 30s (a bit faster). Infected talons goes out really often and lasts 10s. What we did was have each tank take 2 stacks of the talon rake, with a cooldown for the second one. We didn't have a dodge tank (warrior and paladin), so the tank not taking the talon rake at the moment would taunt right after the rake went out to let the rake tank's stacks drop. The rake tank would then taunt back to take their rake stack. This helped reduce the spike damage on the tanks and take pressure off the healers. A 2 stack rake, a 10 stack infected talons, and a melee was a huge amount of spike damage to deal with.
The other tanking issue we had was a rake goes out right after each downdraft. We had to make sure that the tank who was supposed to be taking that rake was in range at the end of the downdraft and the other tank wasn't. We had a lot of 3 stack renewals while getting that working.
DPS - Our dps teams debated a lot the timing for killing eggs. Some people went right away to start on the eggs, while others waited 10s to get a nutrient buff first, as 100% damage was worth it. We weren't positive on how best to work this.
Double activation - The double activation at 10 was tough for us, as you can't leave the tanks without a healer. We handled this by sending the alpha team down to the lower nest, and the beta team without its healer up to the upper nest. We put a strong off-heal cooldown in the beta group (Shaman healing tide totem) which was used to keep the beta team alive till it could get back down to the main platform.
Quills/Downdraft - We made sure that the away teams didn't try to return to the main platform during a quills/downdraft. Some people (spriest with shield) could fly down during quills, but without a cooldown most other dps would wait. Otherwise we'd lose a dps mid air where the healers couldn't help them.
#23
Posted 23 March 2013 - 06:35 AM
The Berserk time is 10min for this fight.
The order of the Nests in 10man is:
3 down, 3 up, 2 down, 1 down and up, 2 up.... 3 down, 3 up, 2 down, 1 down and up..FUCKIN' BERSERK.
We did the first rotation "3 down, 3 up, 2 down, 1 down and up, 2 up.... " the boss was with 30% and we ignore every add mechanic burning him down with Lust and Shit.
2 Tanks, 3 healer - one was dead in Lust phase - 3 ranged and 2 melee.
Your Berserk is an infinite Quill phase. Good Comp of healers can handle at least for 30seg.
The order of the Nests in 10man is:
3 down, 3 up, 2 down, 1 down and up, 2 up.... 3 down, 3 up, 2 down, 1 down and up..FUCKIN' BERSERK.
We did the first rotation "3 down, 3 up, 2 down, 1 down and up, 2 up.... " the boss was with 30% and we ignore every add mechanic burning him down with Lust and Shit.
2 Tanks, 3 healer - one was dead in Lust phase - 3 ranged and 2 melee.
Your Berserk is an infinite Quill phase. Good Comp of healers can handle at least for 30seg.
Edited by JvChequer, 23 March 2013 - 04:06 PM.
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#24
Posted 23 March 2013 - 05:19 PM
We did this the easiest way we saw possible and downed it with 7 tries (mostly us on nests learning the nest rotation).
We had 2 healers, 2 tanks and 3 DPS on the main platform - with me (warlock), a warrior and a restoration shaman on the nests.
Main platform people made sure to put all the puddles on one side and gather up for Downdraft on the other.
Nest group just flew from nest to nest with no DPS time on the boss. We didn't even know there was a double nest in there somewhere but it didn't prove to be too troublesome.
We never touched the flying globs for the buff as we didn't need it for neither nests nor boss.
Here's our Ji-Kun kill from a nest perspective (in swedish):
We had 2 healers, 2 tanks and 3 DPS on the main platform - with me (warlock), a warrior and a restoration shaman on the nests.
Main platform people made sure to put all the puddles on one side and gather up for Downdraft on the other.
Nest group just flew from nest to nest with no DPS time on the boss. We didn't even know there was a double nest in there somewhere but it didn't prove to be too troublesome.
We never touched the flying globs for the buff as we didn't need it for neither nests nor boss.
Here's our Ji-Kun kill from a nest perspective (in swedish):
Edited by sallyboo, 23 March 2013 - 05:36 PM.
#25
Posted 27 March 2013 - 02:09 PM
In the guide it says Primal Nutriment does 30% damage and stacks. Is that correct? Tooltip says 100% damage and I have found nothing about it stacking. It didn't seem like I could intercept more than 1 ball of slime (it was chaos, so I could easily be mistaken)? Just wanting some verification.
Thx,
Thx,
#26
Posted 27 March 2013 - 02:16 PM
The dungeon journal says this:
Primal Nutriment – Successfully catching one of Ji-Kun's food globules mid-air increases the player's damage and healing by 30% for 30 sec. Primal Nutriment increases damage and healing by an additional 10% each time it is applied, up to a maximum of 200%.
The first time, your damage and healing will be increased by 30%. the second time you get it you do 40% more damage and healing, then 50%, 60%...
Quote
The first time, your damage and healing will be increased by 30%. the second time you get it you do 40% more damage and healing, then 50%, 60%...
Healer for Life!
Monk healer MadMonk - Warcry - EU Auchindoun
My opinion does not necessarily reflect the opinion of the owners or writers of the icy-veins website/guides.
Monk healer MadMonk - Warcry - EU Auchindoun
My opinion does not necessarily reflect the opinion of the owners or writers of the icy-veins website/guides.
#27
Posted 27 March 2013 - 02:29 PM
The buff is 100% and increases by 10% up to 200%. I am 100% positive the buff begins at 100%, not 30%.

Mal'ganis Logs (old): http://raidbots.com/...al'ganis/zagam/
Cho'gall Logs (current): http://raidbots.com/...cho'gall/zagam/
#28
Posted 27 March 2013 - 03:41 PM
Could anyone catch more than 1 slime ball per Feed Young? I was getting a buff increase everytime (I may run LFR tonight just to setup a weak aura to track it) but I wasn't sure how much the damage gain was. I really felt like I intercepted 2 slime balls per Feed Young, however It appeared that I only stopped 1 void zone from forming and that I wouldn't absorb the 2nd slime ball in the air.
#29
Posted 28 March 2013 - 02:21 AM
Vladamyr, on 27 March 2013 - 03:41 PM, said:
Could anyone catch more than 1 slime ball per Feed Young? I was getting a buff increase everytime (I may run LFR tonight just to setup a weak aura to track it) but I wasn't sure how much the damage gain was. I really felt like I intercepted 2 slime balls per Feed Young, however It appeared that I only stopped 1 void zone from forming and that I wouldn't absorb the 2nd slime ball in the air.
You can only intercept one at a time. Otherwise it would be very easy to soak them all at once. Once you get the warning you could just fly up and hover over his head and all 5 will fly through you.
Healer for Life!
Monk healer MadMonk - Warcry - EU Auchindoun
My opinion does not necessarily reflect the opinion of the owners or writers of the icy-veins website/guides.
Monk healer MadMonk - Warcry - EU Auchindoun
My opinion does not necessarily reflect the opinion of the owners or writers of the icy-veins website/guides.
#30
Posted 28 March 2013 - 05:46 AM
Ahh so it's a encounter long stacking buff then. I was reading it as per Feed Young phase you needed to stack as many as possible. Thx for the clarification.
#31
Posted 06 May 2013 - 01:18 PM
Jikun
Differences from normal
-more HP, hits harder
-nest platforms are extremely important to execute properly
-nests 4, 8, 10, and 12 have Guardians that require a tank
-very high tank damage
-feather uses reduced from 4 to 3
There are multiple ways to divide up your raid, but you must take care of ten nests. For our group, one team took care of all the guardian nests while me and a Boomkin took care of Nests 3, 5, and 6. Once you have your teams set up appropriately, execution isn't far from normal.
Nest 1 - lower - Team A (acquire feather, use 1, 2 charges remain)
Nest 2 - lower - Team A + Tank (use 1, 1 charge remains, try to fly up during Feed Young to pick up Primal Nutriment)
Nest 3 - lower - Team B (acquire feather, use 1, 2 charges remain)
Nest 4 - upper - Team A + Tank (use 1, 0 charges remain)
Nest 5 - upper - Team B (use 1, 1 charge remains)
Nest 6 - upper - Team B (use 1, 0 charges remain)
Nest 7 - lower - Team A (acquire feather, use 1, 2 charges remain)
Nest 8 - lower - Team A + Tank (use 1, 1 charge remains)
Nest 9&10 - lower (Team B ) and upper (Team A + Tank)
Nest 11 - upper - Team B
Nest 12 - upper - Guardian (ignore)
Our group had sufficient DPS to stop after 8 nests, pop Bloodlust, and burn. Our DPS is quite gifted, however, so I'd recommend handling at least through Nest 11. If you ignore 9 & 10, Team B can go down on 9, nuke nests, pick up a feather, and chain Primal Nutrient for rest of fight. Team A should have 1 charge left to get Primal Nutrient. Fight is an easy DPS race at that point.
Quills hits REALLY hard in heroic mode. Line up defensive CDs and ensure that no one gets pushed off during Downdraft. Quills is on a 60 sec CD, so you can alternate 2 min and 3 min CDs as well as personals. Use Stampeding Roar and other personal movement increasing abilities during Downdraft.
DPS Concerns: Primal Nutrient is very important for Team A. Team A will be using feathers to get Primal Nutrient buff and fly to nests and wreck them. One or two of your DPS needs to focus on getting the Primal Nutriet to blow up Ji'kun. Primal Nutriet is a 100% damage buff and 40% healing buff. Other than taking care of each nest, make sure you put as much DPS into Ji'kun as possible.
Healing Concerns: Quills hurts like crazy. You're looking at some 500k damage to each player in a short window. Plan your non-stacking healing CDs appropriately, because stacking on this fight is difficult to do with Caw happening all the time. Aside from that, tanks will be getting reamed. Talon Rake is the ability to watch for.
Difficulty: not so much. Rather accessible Heroic if you can get Ji'Kun to about 25% when you are done with Nest 8.
Differences from normal
-more HP, hits harder
-nest platforms are extremely important to execute properly
-nests 4, 8, 10, and 12 have Guardians that require a tank
-very high tank damage
-feather uses reduced from 4 to 3
There are multiple ways to divide up your raid, but you must take care of ten nests. For our group, one team took care of all the guardian nests while me and a Boomkin took care of Nests 3, 5, and 6. Once you have your teams set up appropriately, execution isn't far from normal.
Nest 1 - lower - Team A (acquire feather, use 1, 2 charges remain)
Nest 2 - lower - Team A + Tank (use 1, 1 charge remains, try to fly up during Feed Young to pick up Primal Nutriment)
Nest 3 - lower - Team B (acquire feather, use 1, 2 charges remain)
Nest 4 - upper - Team A + Tank (use 1, 0 charges remain)
Nest 5 - upper - Team B (use 1, 1 charge remains)
Nest 6 - upper - Team B (use 1, 0 charges remain)
Nest 7 - lower - Team A (acquire feather, use 1, 2 charges remain)
Nest 8 - lower - Team A + Tank (use 1, 1 charge remains)
Nest 9&10 - lower (Team B ) and upper (Team A + Tank)
Nest 11 - upper - Team B
Nest 12 - upper - Guardian (ignore)
Our group had sufficient DPS to stop after 8 nests, pop Bloodlust, and burn. Our DPS is quite gifted, however, so I'd recommend handling at least through Nest 11. If you ignore 9 & 10, Team B can go down on 9, nuke nests, pick up a feather, and chain Primal Nutrient for rest of fight. Team A should have 1 charge left to get Primal Nutrient. Fight is an easy DPS race at that point.
Quills hits REALLY hard in heroic mode. Line up defensive CDs and ensure that no one gets pushed off during Downdraft. Quills is on a 60 sec CD, so you can alternate 2 min and 3 min CDs as well as personals. Use Stampeding Roar and other personal movement increasing abilities during Downdraft.
DPS Concerns: Primal Nutrient is very important for Team A. Team A will be using feathers to get Primal Nutrient buff and fly to nests and wreck them. One or two of your DPS needs to focus on getting the Primal Nutriet to blow up Ji'kun. Primal Nutriet is a 100% damage buff and 40% healing buff. Other than taking care of each nest, make sure you put as much DPS into Ji'kun as possible.
Healing Concerns: Quills hurts like crazy. You're looking at some 500k damage to each player in a short window. Plan your non-stacking healing CDs appropriately, because stacking on this fight is difficult to do with Caw happening all the time. Aside from that, tanks will be getting reamed. Talon Rake is the ability to watch for.
Difficulty: not so much. Rather accessible Heroic if you can get Ji'Kun to about 25% when you are done with Nest 8.

Mal'ganis Logs (old): http://raidbots.com/...al'ganis/zagam/
Cho'gall Logs (current): http://raidbots.com/...cho'gall/zagam/
#32
Posted 06 May 2013 - 01:41 PM
Quote
There are multiple ways to divide up your raid, but you must take care of ten nests. For our group, one team took care of all the guardian nests while me and a Boomkin took care of Nests 3, 5, and 6. Once you have your teams set up appropriately, execution isn't far from normal.
About how many ppl on Team A and Team B you manage ? 1 healer and 2 dps each group? Or the Team A group Have 1 Healer and 3 dps?
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#33
Posted 06 May 2013 - 02:35 PM
That's one strategy I used with a different group. The one I use now involves me and a Moonkin doing nests 3, 5, and 6 only. We burn after Nest 8. The other team handles all the others. Usually a healer is only required when dealing with Quills at the same time...not sure how it lines up specifically at the moment. Tanks and healers are required on nests with Guardians which is Nest 2, 4, 8, and 12.
You'll get your own feel on the DPS required to knock over nests. As Destruction, I can ALMOST solo an upper nest. I probably could if I could time all my CDs and get lucky procs. Two bursty DPS should be able to handle these upper nests easily. The lower nests just involve some decent AoE.
You'll get your own feel on the DPS required to knock over nests. As Destruction, I can ALMOST solo an upper nest. I probably could if I could time all my CDs and get lucky procs. Two bursty DPS should be able to handle these upper nests easily. The lower nests just involve some decent AoE.

Mal'ganis Logs (old): http://raidbots.com/...al'ganis/zagam/
Cho'gall Logs (current): http://raidbots.com/...cho'gall/zagam/
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