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(→‎Tactics: Condensed Exo's detailed account (with lots of great tips) into proper article form (ie. removed first person references))
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Tank Ingvar so that he is facing away from the group. It is essential that any melee class apart from the tank stays behind him. When he casts Smash (Phase 1) and Dark Smash (Phase 2), it is critical for the tank to move out of the 10 yards range in time (should be no problem since both abilities have a 3 second cast). Also make sure that you run directly away from any melee class behind him so that you don't accidentally turn him towards them (his Smash / Dark Smash go out in a cone and will most likely kill them off instantly). When he's about to roar, stop any spellcasting, or else that school will be locked for 6 seconds. Also, in the second phase, when he throws his axe at a party member, make sure they move away, as the axe will spin in place and not chase them. On a further note concerning Ingvar's Roar effect, any ranged, casters, or healers can move directly behind a pillar in order to avoid damage or the interrupt effect from his roar in either phase. Melee can attempt to do so as well, but it's tricky to pull it off in time. The tank can choose to tank Ingvar close to a pillar to facilitate this.
 
Tank Ingvar so that he is facing away from the group. It is essential that any melee class apart from the tank stays behind him. When he casts Smash (Phase 1) and Dark Smash (Phase 2), it is critical for the tank to move out of the 10 yards range in time (should be no problem since both abilities have a 3 second cast). Also make sure that you run directly away from any melee class behind him so that you don't accidentally turn him towards them (his Smash / Dark Smash go out in a cone and will most likely kill them off instantly). When he's about to roar, stop any spellcasting, or else that school will be locked for 6 seconds. Also, in the second phase, when he throws his axe at a party member, make sure they move away, as the axe will spin in place and not chase them. On a further note concerning Ingvar's Roar effect, any ranged, casters, or healers can move directly behind a pillar in order to avoid damage or the interrupt effect from his roar in either phase. Melee can attempt to do so as well, but it's tricky to pull it off in time. The tank can choose to tank Ingvar close to a pillar to facilitate this.
   
  +
*Save and use any CD's for the beginning of phase 2 when Ingvar's damage output is higher and he deals shadow damage.
'''I would like to confirm the above set of tactics for the boss as effective''', and easily achievable. However this boss can still be tricky.
 
  +
*Melee DPS should have ~9000 health.
  +
*After killing Ingvar the 1st time, he will be resurrected. This cannot be prevented and it marks the beginning of Phase 2. ''Between the two phases, you cannot eat or drink'' - Be ready to bandage, [[Innervate]], click the lightwell, get the tank a new healthstone, etc at this time.
  +
*Melee pets should be kept by their owner's side unless a player will be vigilant enough to move them out of the smash radius. Passive buffs they provide their owners will usually be worth more than the hassle of keeping them alive.
  +
*If a pet dies, it's generally not worth the effort of resurrecting them during the fight.
  +
*[[Innervate]] should be used between the phases to maximize mana return while not casting.
  +
*Shadowfiend, elementals, and all similar moves, should be used straight away during phase 2.
 
*Low DPS groups or any group that loses one or two members during the fight will likely see healers and caster go OOM due to the boss's substantial damage. Shadow priests' [[Vampiric Touch]]/[[Vampiric Embrace]] can be unbelievably useful as it helps keep the ranged dpsers life at a manageable level.
   
  +
====Tips for melee:====
Firstly never take more than one melee dps with you, the smash damage is negated by armour, and still does a hefty 3k+ damage to your tank and 8k+ with dark smash. I'd recommend bringing a priest so the party can have the Shadow resistance buff, as dark smash is shadow damage, and any resistance is helpful. More than 2 melee classes, assuming one is the tank, will be disastrous. If this is unavoidable make sure the melee dps has at least 9k health, because if they cannot move in time for dark smash, get hit, it is likely that they will die on impact. Using more than 1 melee dps and having both die as a result, will reduce your damage output by too much, and the healers will OOM before the boss is down.
 
  +
*Be ready to run.
  +
*Plant DoT effects - poison, rip, tear, mangle, bleed effects, seal of corruption, etc - anything that keeps hitting while running is helpful.
  +
*Don't expect high damage output.
   
  +
====Group Composition Tips====
Secondly, I would recommend bringing an Off-healer; classes like ele shammy's and boomkin druids can perform this task exceptionally well, plus they have the mana pool to keep the group up if your healer goes down.
 
  +
*Shadow resistance is ''extremely'' helpful for this encounter. Including a class that can provide it should be a top priority.
 
  +
*More than 1 melee DPS can make for a difficult fight.
After you kill the boss for the 1st time, he will be resurrected, this is UN-PREVENTABLE, upon his return phase 2 triggers. Use any CD's here instead of in phase 1, as his damage output is higher, and he now deals shadow damage which ignores armor. Like it is said above, this can be avoided, if the tank does not have a cast bar mod, or at least the interface option "Enemy cast bars" this damage will wipe most 70 geared tanks.
 
  +
*Any class that can provide off-healing can greatly ease the burden on the primary healer's mana pool.
 
Finally, If possible, use a holy priest healer, or a holy/disc hybrid, because lightwell really makes this fight go smoother, if the group is all ranged dps, as suggested above, they are likely to be near the healer's lightwell for the duration of the fight, this allows them to click the LW and saves the healer healing them and allows him to concentrate on keeping the tank alive.
+
*Priests are very helpful for this encounter - lightwell can really make this encounter smoother. Casters, healers, and ranged dps can stay near the lightwell for the duration of the fight, allowing the healer to concentrate on keeping the tank alive.
 
Additional Advice:
 
Between the two phases, you cannot drink, so bandage, click the lightwell and use healthstones and/or potions.
 
 
Do not waste your time re-summoning pets, any melee pets are likely to be killed during the 1st phase, (unless the player is vigilant enough to move them out of the smash radius) and nearly all pets will be killed during the 1st dark smash.
 
 
Imps and ranged pets are useful in the fight, because they only suffer from the unavoidable AOE damage not the smashes, but during this fight do NOT expect your pet to receive any heals, our healer was a full lvl 70 tier 6 druid and she OOM'd during this fight. So pets should be left to die.
 
 
Innvervate, shadowfiend and all similar moves, should be used straight away during phase 2, or in the case of innervate, used between phases, the boss does substantial damage and expect your healers to go OOM. Shadow priests VT and VE and unbelievably useful, because it helps keep the ranged dpsers life at a manageable level.
 
 
Finally, if you must bring melee dps, make sure they know to avoid the smashes. This involves a lot of running about and going back and forth, so don't expect your melee dps damage output to be high. Good tips for melee, are to plant any DOT's, rogue poison, MS warr tears and rips, druid mangles and bleed effects, retribution paladins' seal of corruption. Anything that keeps hitting while you run is helpful.
 
 
The instance was cleared, by the editor of this article (Exo) on his lvl 70 tankadin. Their group was as follows:
 
 
Lvl 70 - Protection Paladin (tank)
 
Lvl 71 - Fire Mage
 
Lvl 70 - Demonology Warlock
 
Lvl 73 - Marksman Hunter
 
Lvl 71 - Holy Priest (healer)
 
 
The total time to clear the instance was 1hour and 11 mins
 
   
 
== Loot ==
 
== Loot ==

Revision as of 19:43, 21 November 2008

MobIngvar the Plunderer
No image available
Gender Male
Race Vrykul (Humanoid)
Level 72 Elite
Location Utgarde Keep
Status Killable
Utgarde Keep (instance)

Template:Utgarde Keep (instance)

Ingvar the Plunderer is the last boss in Utgarde Keep. He directs the attacks on Valgarde from the balcony over the waterfall in Daggercap Bay.

Dark Ranger Marrah wants his head for the quest H [71D] Ingvar Must Die!.

Attacks and abilities

Health: 120,015 HP (phase 1); 120,015 HP (phase 2)

Phase 1

  • Staggering Roar: 2188-2812 damage to all enemies within 60 yards, interrupting any spells being cast for 6 sec. 2s cast, 2s cooldown
  • Smash: 13125-16875 physical damage to all enemies within a 10 yard cone in front of the caster. 3s cast, 2s cooldown. This can be easily avoided by stepping left or right, and when the casting is over, move back in front of Ingvar.
  • Cleave: Inflicts 150% of normal melee damage to an enemy and its nearest ally.
  • Enrage: Increases attack speed by 5% and size by 5% per cast. Stacks up to 50 times.

Phase 2: Resurrection by Annhylde the Caller

  • Dreadful Roar: 3063-3937 shadow damage to all enemies within 60 yards, interrupting any spells being cast for 8 seconds. In addition, targets will take 5% more shadow damage. This effect can stack up to 40 times. 2s cast, 2s cooldown
  • Woe Strike: Deals 200% of normal melee damage and inflicts the target a curse known as Woe Strike. Any direct healing the target receives while afflicted with Woe Strike deals 1313-1687 Shadow damage to the healer. This effect lasts for 20 seconds or until the curse is dispelled.
  • Dark Smash: Deals 8750-11250 Shadow damage to all enemies within a 10 yard cone in front of the caster. In addition, deals 1750 to 2250 Shadow damage to all enemies, knocking them down for 2 seconds. 3s cast, 2s cooldown. See "Smash" to avoid it's damage.
  • Shadow Axe: Throws your Shadow Axe at a random target. The axe will arrive at the target and spin in place for 10 sec, dealing 1750 to 2250 damage per second to all nearby enemies.

Tactics

Tank Ingvar so that he is facing away from the group. It is essential that any melee class apart from the tank stays behind him. When he casts Smash (Phase 1) and Dark Smash (Phase 2), it is critical for the tank to move out of the 10 yards range in time (should be no problem since both abilities have a 3 second cast). Also make sure that you run directly away from any melee class behind him so that you don't accidentally turn him towards them (his Smash / Dark Smash go out in a cone and will most likely kill them off instantly). When he's about to roar, stop any spellcasting, or else that school will be locked for 6 seconds. Also, in the second phase, when he throws his axe at a party member, make sure they move away, as the axe will spin in place and not chase them. On a further note concerning Ingvar's Roar effect, any ranged, casters, or healers can move directly behind a pillar in order to avoid damage or the interrupt effect from his roar in either phase. Melee can attempt to do so as well, but it's tricky to pull it off in time. The tank can choose to tank Ingvar close to a pillar to facilitate this.

  • Save and use any CD's for the beginning of phase 2 when Ingvar's damage output is higher and he deals shadow damage.
  • Melee DPS should have ~9000 health.
  • After killing Ingvar the 1st time, he will be resurrected. This cannot be prevented and it marks the beginning of Phase 2. Between the two phases, you cannot eat or drink - Be ready to bandage, Spell nature lightning [Innervate], click the lightwell, get the tank a new healthstone, etc at this time.
  • Melee pets should be kept by their owner's side unless a player will be vigilant enough to move them out of the smash radius. Passive buffs they provide their owners will usually be worth more than the hassle of keeping them alive.
  • If a pet dies, it's generally not worth the effort of resurrecting them during the fight.
  • Spell nature lightning [Innervate] should be used between the phases to maximize mana return while not casting.
  • Shadowfiend, elementals, and all similar moves, should be used straight away during phase 2.
  • Low DPS groups or any group that loses one or two members during the fight will likely see healers and caster go OOM due to the boss's substantial damage. Shadow priests' Spell holy stoicism [Vampiric Touch]/Spell shadow unsummonbuilding [Vampiric Embrace] can be unbelievably useful as it helps keep the ranged dpsers life at a manageable level.

Tips for melee:

  • Be ready to run.
  • Plant DoT effects - poison, rip, tear, mangle, bleed effects, seal of corruption, etc - anything that keeps hitting while running is helpful.
  • Don't expect high damage output.

Group Composition Tips

  • Shadow resistance is extremely helpful for this encounter. Including a class that can provide it should be a top priority.
  • More than 1 melee DPS can make for a difficult fight.
  • Any class that can provide off-healing can greatly ease the burden on the primary healer's mana pool.
  • Priests are very helpful for this encounter - lightwell can really make this encounter smoother. Casters, healers, and ranged dps can stay near the lightwell for the duration of the fight, allowing the healer to concentrate on keeping the tank alive.

Loot

Heroic Loot

Quotes

At the start of the encounter: "I'll paint my face with your blood!"

When killed for the first time: "My life for the... death god!"

When resurrected: "I return! A second chance to carve out your skull!"

Killing a player: "Mjul orm agn gjor!"

When killed for the second time: "No! I can do... better! I can..."

External links

Template:Elinks-NPC/wotlk