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Damien

Norushen

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When we did this fight last night, we had the following series;

 

round 1 - 1 DPS 1 tank

round 2 - 1 DPS 1 healer

round 3 - 1 DPS 1 healer

round 4 - 1 DPS 1 tank

round 5 - 1 DPS 1 healer

 

We tended to find that letting two DPS go at once made the fight too chaotic and tended to waste valuable time killing things in an orderly fashion. The real key for us was getting the DPS to shout out when they were 10s from coming out, so that the next DPS could get ready to jump in. This made about a 20s difference on the kill - previously we were executing it poorly and hitting the enrage at 0.5% - that's a big difference.

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to make the fight a little less chaotic on the first test where we sent 2 dps we had one kill big add then the little ones and other kill little ones then the big one.  This ensured that only one big add was present in the normal realm at any one time and the chaos was managable.

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Hi,

 

Excellent guide as always !

 

A few comments after our kill in 10 man.

 

For us, apart from the mechanics, this fight was quite a difficult dps+hps check (using 3 healers).

As some pointed out, sending 2 dps's at once to the tests creates too much chaos in the normal world, especially when the raid is short on dps.

Also, as there is no penalty for a tank to take the test at 100 corruption, we sent the first tank on the second wave (first was dps+healer).

I confirm that the enrage timer is 7 min (oh yes it is ! angry.png ). Big Wigs is the winner here.

Regarding the small adds (essence of corruption), it seems that their spells are interruptible (though I had no addon to confirm my interrupts were successful).

Can anyone confirm this ?

If so, this should be added to the strategy section because it would save the healers a lot of trouble.

 

Delat

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Our 10 man kill (533ish with 2 heals) went decently smooth once we started with sending in a healer/dps first, tank/healer, tank/dps, then I believe dual dps.

As a paladin tank I also had issues with Rebuke not interrupting despite RSA claiming it had and ended up focusing on self heading and just using damage mitigation when shield didn't catch it.

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Hi, I'm a warrior tank.

In the tank test description, the Burst of Corruption is described as "avoidable". How is this done? I was unable to jump, turn my back, or move my way out of eating a huge amount of damage from this. Are we just meant to mitigate with shieldwall/barrier, or can it actually be avoided all together? 

 

As near as I can tell, this is unavoidable.  I'm 100% sure that it can't be interrupted (it's also a bad idea to try as your interrupt will likely be on cooldown when he casts hurl), and with a 100 yard range I'm pretty sure you'd be unable to run away fast enough.

 

As an ilevel 536 bear tank I'm finding that I can survive it with barkskin (my smaller mitigation cooldown) provided that I don't screw up titanic smash or hurl corruption and I keep my active mitigation up enough to prevent the dot he stacks each time he hits from becoming an issue.  When I do screw something up, Survival Instincts (my big mitigation cooldown) usually gets me through it.  My guess is that this is how it's intended to be handled.

 

Also worth noting for warrior tanks or druids with a symbiosable warrior in their raid is that I'm told hurl corruption is reflectable; not just interruptible.  If you're having difficulty with the test you might want to reflect the first hurl back at him instead of interrupting it - I'd imagine hitting him for a quick 750k would trivialize the test.

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Guest Zalbar

How to execute the Trial of Confidence

I won't say I did everything perfect, but I've come up with a "rotation" that works 100% every time with minimal effort for those having problems. Don't yell at me if you think it's better to kill the boss this isn't for you.

video available:



and here: http://www.twitch.tv/cultofzal/c/2949469

1. As soon as you enter the zone rush the Titanic Corruption and stay as close as possible

2. Begin to circle around the boss

3. If it begins to cast Hurl Corruption continue to circle and use your 2nd interrupt, not your main it sometimes misses inexplicably.

3a. If it begins to cast Titanic Smash keep circling it will automatically miss, prepare to interrupt Hurl Corruption.

4. Use cooldowns/healing for Burst of Corruption (you can't avoid it has a 100yard range).

 

5. Repeat and profit

Notes:

1. I found it helpful to focus on my timer bars, not the boss, which are accurate for predicting what is coming next after the initial Hurl or Smash. There are only 2 sets of sequences the Titanic Corruption has that start with either Hurl or Smash

2. We don't need to worry about anything other than mitigating damage. We don't need to keep threat, we don't need to dps, just action > reaction.

3. Resist the urge to smash your primary interrupt ever

4. Resist the urge to use your 2nd interrupt (such as avengers shield) if you have it in your rotation.

 

5. You can pause after Titanic Smash to get your bearings if needed, click a cooldown, healthstone, pot etc. Just don't stand still for too long.

~Zalbar <Vindication> Area 52

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I will say that the zerg strat really doesn't work on 10m heroic our shaman solo healed the fight ( shamans op) and still were a good 4% off the berserk timer with mostly heroic ToT gear 

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Guest luna
There is no particular negative effect that happens when a player reaches 100 Corruption, but they deal 0 damage to the Amalgam of Corruption (making them practically useless as tanks or DPS players)

 

 

As far as I can tell from logs, etc, Corruption != Percent damage/healing/taken.  Even if you have 100 Corruption you do far less damage, but not zero.

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Guest Xidus

My guild finally passed the test of Norushen on 10 man Heroic. While we did do it before the major mechanic change, we didn't quite zerged him, and tried utilizing the Trials as much as possible. Our tactic was to send 3 damagers, 1 went down a lot (that was me), the other went down 1 time less, but assisted in soaking Residual Corruption, and another went down one time for a damage buff, and then one more time in the very end to send a few Unleashed Essences so the raid can deal damage somehow. Tanks and healers went as usual.

 

The most important point about this fight seems to be communication. You need many people passing the Trials but you need to be very careful so that the rest of the raid doesn't get overrun. Make sure you don't have multiple Unleashed Manifestations up at once, make sure your raid can manage existing Unleashed Essences before spawning any more adds, and make sure you have someone to soak up the next Residual Corruption. Based on these factors, the damagers doing their Trials might have to delay certain add spawns. Again, the most important thing is to make sure you're in control of the fight, don't leave the people in the Trials guessing whether they should kill the adds or not. Most of our wipes were due to an unlucky, but preventable combination of spawns.

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Heroic Norushen is now trivial.  It was nerfed to the ground in that all you have to do is send your DPS down one time and not worry about Corruption from there on out.  Tanks and healers soak balls that only pulse damage, not Corruption.  The fight is literally like it is on Flex mode.  This is now the easiest heroic available.

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Guest Muzgu

hc mode guide is really bad, sorry. it doesn't explain new corruption mechanics.

- big add with each pulse tick applies 5 corruption to all players (black orb that remains after killing add also does that)

- you start the fight with 50 corruption (not 75 like on normal mode)

- when you're Purified, you deal 100% amount of damage for another 1:30 min TO THE BOSS, so you should focus on DPSing boss during this time while other dps should focus on killing adds first, then nuke boss.

- Purified buff is being cancelled when Your corruption will reach 100 during Purified duration (1:30)

- small add attacks buff boss for 8% for 20s (instead of 5% for 15 on normal mode)

- small adds should be interrupted all the time, you really want to avoid their attacks and you .

- in test realm dps should start with killing small add first, then kill big one at the end (tho 1st dps could start with big one to give others enough time to kill big add outside, then small add before another big add will spawn).

- tanks and healers should focus on gathering big black orbs.

- dps shouldn't go into test room twice even if your corruption lvl is 100 (it will cause another big add to spawn, and that will raise other players corruption lvl)

- beam hurts

- both big and small adds are stunable (not sure about small adds in test realm, tho stunning them inside is pointless)

This advices are almost fully based on fatboss guide on youtube) so if there is anything missing here, you should check it out.

I hope this "guide" will be helpful for you guys.

p.s. forgive me my bad english

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hc mode guide is really bad, sorry. it doesn't explain new corruption mechanics.

- big add with each pulse tick applies 5 corruption to all players (black orb that remains after killing add also does that)

- you start the fight with 50 corruption (not 75 like on normal mode)

- when you're Purified, you deal 100% amount of damage for another 1:30 min TO THE BOSS, so you should focus on DPSing boss during this time while other dps should focus on killing adds first, then nuke boss.

- Purified buff is being cancelled when Your corruption will reach 100 during Purified duration (1:30)

- small add attacks buff boss for 8% for 20s (instead of 5% for 15 on normal mode)

- small adds should be interrupted all the time, you really want to avoid their attacks and you .

- in test realm dps should start with killing small add first, then kill big one at the end (tho 1st dps could start with big one to give others enough time to kill big add outside, then small add before another big add will spawn).

- tanks and healers should focus on gathering big black orbs.

- dps shouldn't go into test room twice even if your corruption lvl is 100 (it will cause another big add to spawn, and that will raise other players corruption lvl)

- beam hurts

- both big and small adds are stunable (not sure about small adds in test realm, tho stunning them inside is pointless)

This advices are almost fully based on fatboss guide on youtube) so if there is anything missing here, you should check it out.

I hope this "guide" will be helpful for you guys.

p.s. forgive me my bad english

I am pretty sure, these mechanics were the case BEFORE the nerf to the fight.

Although another moderator with more HC experience might confirm or deny this.

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I am pretty sure, these mechanics were the case BEFORE the nerf to the fight.

Although another moderator with more HC experience might confirm or deny this.

I can confirm it is currently as Zagam says, no new mechanics in heroic.  Same as normal, just brutally tight enrage for people without heroic gear.  Well, not quite the same; on 10-man, there's only 2 orbs on normal, but 5 orbs on heroic, which is very handy.

 

The actual recommendations feel a little lackluster, but on the other hand, I feel like any little things are going to be very comp and spec dependent.  "Do it better" is about the only generic advice I can come up with, so I can hardly argue with it being the advice presented here.

 

Well, I suppose I could suggest that on 10-man, if you're sending 2x dps in at once, have one of them kill his big add first and the other kill his last, so that they're staggered out a bit.  That seems to help, but I'm hesitant to make fight suggestions for something I haven't downed yet.

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