Well given my tank is kind of squishy I went ahead and spec'd one to resto, seems to have made things much, much more smooth and reliable to me. I would highly suggest to anyone having trouble with heroics, run the normals a few times it helps so much. Just learning where the pulls are, what the boss's main abilitys are and getting a general strat together on the normal helped me a lot. Anyways, we went and ran Heroic Utguarde Pinnacle so I'll share some infos on that one



Utgarde Pinnacle -- 1 prot pal 19.6k hp, under D cap lol ..., 3 elemental shammies 1200ish sp, 1 resto shammie same gear ( no resto gear yet )

- Svala Sorrowgrave - Pretty easy boss here, open up with heavy dps, lust elementals what have you. She gives you the biggest window to dps at the start, after about 30 sec she will sac one person on her podium and fly above said podium doing no damage but is still targetable/dmgable, it does no damage but you will see a sword slowly falling toward that player as a timer basically, if the sword reaches the player, RIP. You kill 3 adds around said player which frees them(25k each), you get a 5-10 sec break at this point before Svala comes back down she is targatable above the podium though so I highly suggest you pick her up asap and burn some extra dps. Just repeat this process until she dies, you will notice she spreads a bit of damage around with some random fire balls coming from the fire cauldrons in the back of the room, this is mostly neglabible was easy for me to just heal through.

Gortok Palehoof -- Somewhat complicated boss, you fight 4 mini boss's followed by the main boss in the rear of the hall 1 at a time. Each boss has special abilities but I'm just going to note the important ones and how to counter them. Also note you get a brief time out of combat between each boss to drink here. Think lass boss of Arcatraz and this is about the same, but a bit easier imo. Also its random which boss's come first. 3 things to note on the mini boss's --1) The rhino does a stomp for about 9k dmg + 2 sec stun within 25~ yds of himself, make sure you tank him away from the group obviously 2) The Gnoll hits like a mack truck, be ready to heal your tank like theres no tommorrow 3) The worm does a frontal cone AOE spit, have poison cleansing totems down to cure it quickly, be ready to chain heal because it will randomly target a person and its a wide cone, spreading out doesnt help much because your tanks most likely far in front of you from tanking the rhino ( or at least to be ready to tank the rhino ). The Furbolg is a joke hits moderately hard but nothing else, might have an aggro dump but he is tauntable. Gortok himself isn't to bad if you reach him with all 5 up and a good amount of mana + cooldowns. He doesn't hit to hard, but he will impale a random member of the group, its a massive dot for about 4k a tick. Be ready to heal the impaled player quickly ( note this is not a graphical impale, the ability is jsut called impale ). He also does a Roar effect that is like a 2k dmg aoe, nothing major easy to out heal. Just heal the impaled target, keep your tank up and its ezmode from here.

Skadi the Ruthless -- The boss himself is pretty easy, again have poison cleansing totems down because he throws a poison spear at a random player and you need to cure it (a bout 4k a tick). He also does a whirlwind and dumps aggro but is tauntable so just have your tank tank him away from your team and be ready to taunt him when he whirlwinds ( tank stays in the whirlwind ). The tricky part here is the gauntlet event leading up to this boss. You come down a long gauntlet full of elite mobs, they dont have much hp though 25k each. Its very similar to the Shattered Halls event. Just move fast and time the 2 adds that come about once every 30 sec well, takes a bit of rythem to progress down it. You can get out of combat to drink so dont panic and go to fast. The only TRICK here is the boss flying above you is on a drake, he will circle around and fly infront of some harpoons ( used once you clear the balcony to knock him off his mount ) once he flys past the harpoons his drake circles down and lights up oneside of the balcony with foam death basically, 2k/sec aura that you have to get out of quickly. You get an emote telling you the drake is about to fly over so watch for it, you can tell which side the drake will foam before he does it and you have to move preemptively. Getting caught in the foam is likely a wipe it does a truckload of damage. Just watch for the drakes foam aura, and move steadily until you reach the harpoon guns, using the harpoon guns is simple, I had my tank do it so i could focus on the adds and getting totems ready for the boss ( poison cleansing is huge on the boss, must have it ready ).

King Ymiron -- Same as on normal, he goes to each boat and picks up a random ability every 20% of his life. He will stun your party when he goes to the boat to ask for the blessing ( y ou can pvp trinket out of it to get xtra dps in ). Only 2 boats where an issue for us, our dps was so high that none of the boats effects remained up for long. The boat on the back right hand side (2nd boat) will do a rather painful AOE shadow effect based around a random player, I just stayed stacked and chain healed after each one, chain heal offset the dmg pretty well. The front left boat ( last boat ) will do something that seemed like the mushrooms in underbog, some small orbs move around the room slowly and wtf own anyone near them. What I suggest is, have a pvp trinket, trinket the stun when he goes to the last boat ( 20% hp ) and lust, burn him down at this point and make life easy. WE didnt do that, but we should have, avoiding the orbs is pretty easy, they do move very slowly but running and healing the tank is a bit tricky. This boss hits about like the 2nd boss, I think the 3rd boat gives him a bit of a melee buff but again he dies so fast he hardly keeps any of the boat's blessings long enough to notice.