Friday 28 January 2011

A quick and dirty guid to Cataclysm Heroic Dungeons

This is a good basic guite to all the cataclysm Heroic Dungeons.
I have made this by combining a few different guides I have seen on the net and some of my own experiences but I will credit http://www.extrabagspace.org/ since a lot of it came from there.
I was going to include the Achievements but then I found this and I couldn't do a better job myself. Its a very nice guid.




HEROIC BLACK ROCK CAVERNS


Rom’ogg Bonecrusher

Adds will spawn at quake location. Tank themHe will cast chains. Break the chains and run away before skullcracker is cast

Chains have shared health so once one goes they all go

If you can frost nova on the adds the skullcracker will kill them.

Thrash The really really big mobs here have an attack which -must- be interrupted.

Corla, Herald of Twilight.

Stand in beams till buff reaches about 70

Interupt dark Command fear

Iceblock and equivelant can be used to clear stacks

Trash Pull the fire elementals to the door away from the silver blobs. They become more adds if they are heated up by the elementals

Karsh, the Steelbender.

Pull when he is at other side of room so he has to run through the central beam

Dont DPS until the shield is superheated

Tank to drag him through lava beam to reduce shield (superheated) but not let stacks get above 10

Only drag him through every 7/8 seconds

He will do more damage when in the lava. Move through in not in it.

He cleaves so DPS don’t get in front

Whenever superheated armor is allowed to drop off the boss a wall of flame will erupt and adds will spawn. When an add dies it leaves lava pool which superheat the armor again.

Trash After the last boss there’s a couple of trash groups. Pull them into the room you killed the boss to avoid patrol. They contain caster so silence or hunter MD onto tank. Anything to get them into the room.

Beauty.

CC outside pups and keep them CC’ed (pull them near the entrance first if you can)
Note: (There will only be 2 pups after 4.06)
Kill middle pup then kill boss remembering to reapply CC to the pups.

Spread out to avoid magma spit

Tank against the wall to avoid pushback.

Ascendant Lord Obsidius

3 adds reduce healing on their target when in mele range. Need to be DPS kited

They target the LAST person to generate threat. Multishot and freeze trap works

They can be rooted, slowed, stunned etc.

Boss will periodically switch places with an add and posses it. Tank must retrieve the boss and DPS kiter needs to kick up ex boss-now-add

Dispell twilight corruption

GRIM BATOL

General Umbriss

Heal bleeding wound ASAP (need to be at 90% to stop the effects)

Kill the purple add away from boss quickly. Death grip, distracting shot, stun, whatever works or boss will frenzy when it dies close to him

Boss will blitz one person. Move out of way like Icehowl. If he hits he enrages. If a person dies from Blitz he will enrage.

Forgemaster Throngus

For mace kite him or have a hunter taunt him. He is slowed by 70% but damage increased to 300%

For shield get out of the flame. AOE heal. No point in DPS damage is 99% reduced

For sword use cooldown and tank & spank

Avoid cave ins

Trash There are a pair of lone NPCs which patrol between certain mob groups. Pull them mid patrol, so they’re not next to any of the other groups. When agroed, they will summon a Twilight Drake to assist them, DPS it as per normal.

Drahga Shadowburner

During dragon phase he will spawn elementals. They will target random players. If they reach the player it’s a wipe. They can be slowed, rooted, the works. Just kill them quick

Avoid flames on ground and tank move away from magma pool but be aware of adds.

Healer try to get behind boss when he turn to cast devouring flames or get far away. It’s a mana drain.

Erudax

If Enfeebling blows hits the tank and disorientates him. During this time the boss should be kited.

He will spawn 2 adds at the entrence. They will move to the eggs. Slow them. They are immune to stuns. Kills asap. They have no agro table.

If the adds reach eggs they hatch more adds and heal boss. Their heal spell (Umbral Mending) can be interrupted.

Stand in centre of room on Shadow Gale. Try to find the eye of the storm.

Binding Shadows roots people to the spot and causes damage. It can be dispelled. Escape casts also work.

HALL OF ORIGINATION

Temple Guardian Anhuur

This method only works if the healer has an interupt.
Everyone except healer jump one side. One person activate leaver and everyone else agro the snakes to keep them off him. Then go under bridge and activate the other one. Healer heals from above so don’t stay under bridge out of los. Once shield is down healer interrupts Reverberating Hymn ASAP as it stacks a damage buff on boss. He then runs like the devil to meet the tank coming up the stairs so the tank can take agro

Earthrager Ptah

3 stage fight.


AOE > ADDS > AOE


Use damage mitigation if During stage 3 AOE damage to ease pressure on the healer who may be low on mana by then

tank the elite adds and try to stack all the others up for AOE kill.

Avoid quicksand

Anraphet

Boss drops Shadow traps on floor. Must be controlled where they land because they don’t despawn. Slow kite works.

Use any damage mitigation during Omega stance.

Isiset

Boss will split into two adds. Kill Astral Rain 1st. Once one dies they disapear.

Turn away from supernova or you will be blinded

Ammunae

Assign one ranged to kill seed pods. A good mage can one shot them almost

Setesh

DPS portals ASAP. Sentinels can be ignore Seekers should be killed or interrupted. They channel a spell that makes target immune to magic and healing. (if your quick killing portals no seekers should spawn)

Boss does very little damage. Tank simply collects the trash adds along with boss and AOE’s them.

DPS switch between portals and boss.

Avoid void zones

Rajh

Interupt summon Sun Orb

Ranged and healer spread out to avoid AOE from Inferno Leap. If you are targeted scarper. You will have a movement speed buff.

When the boss channels Blessing of the Sun, he does not use any other abilities. DPS should save cooldowns for this, as damage done by players is increased by 100%.

AoE Damage is high, so use cooldowns and ensure the healer is AoE ready.

LOST CITY OF TOL'VIR

General Husam

Kill all nearby trash

He drops traps.

Avoid clouds which come out in straight line from boss (like Marrowgar’s flames)
Try to stay spread out due to Bad Intentions (a charge and AOE) Keep him moving away from traps so you avoid getting blown up when they detonate

LOCKJAW & AUGH


Trash You can jump in the river and avoid the trash just before the croc. You can then come back the same way afterwards.

Phase 1: The Croc. Tank n Spank. Run to tank if you get adds on you.
Note: (I have seen a tactic where everyone stands on the stone croc statue by the entrance of the building. That way the adds cant do damage but to be honest its note really needed if your reasonable geared)
When the croc is defeated, Augh will appear. Phase 2 will not start until hostile action is taken against Augh. This is a good time to mana up, rez, or rebuff.

Phase 2 Augh. Use cooldowns on frenzy. Cleanse poison.

Trash You can avoid the big group of trash at the end of the tunnel by hugging the left wall. Drop Tremor totem of you have one just incase when attacking the next group. Dont want feared into the one you just bypassed.

High Prophet Barim

Phase 1 kill boss ASAP. Spread out to avoid Plague of Ages


Tank must kite the boss away from adds. During this phase a phoenix will spawn. It must be kited away from the boss. When it dies it will change into an egg which will respawn the phoenix again after a while It is possible to DPS the egg to stop it spawning the pheonix but this shouldn’t be needed

Avoid beam of light coming from the sky

Phase 2, Highest DPS priority is not the first add that appears, but the other, smaller adds that are fragments of player’s souls.

To end the phase, the Harbinger of Darkness must be killed, however if any of the soul fragments make it to the Harbinger, its damage will increase substantially, and possibly kill the Tank.
Note; A well geared group can just Zerg through phase 2 and kill the boss.


Back to phase 1

Siamat

He will be immune to damage at start. During this time, adds will spawn, of two variations. A Melee and a Caster.

The Caster should be prioritised for DPS, as it casts chain lightning. Silences, stuns, whatever stops the cast, use it.

After a period of time, the boss will drop the wind shield and DPS should commence on him at this point.

Adds will continue to spawn, however, depending on your group’s gear, they may or may not be required to be killed.

The boss will place storms on the ground, which will slowly track towards players, stay out of them when possible.
 SHADOWFANG KEEP

Baron Ashbury

He will cast Asphyxiate, which will drop heveryones health to 1
Directly following this he will cast Stay of execution, which will heal the group, as well as the boss. It is advised to let this channel tick once or twice. Healer to interrupt once he feels he can cope. If healer doesnt have an interupt asign someone else.

After this he will cast Pain and suffering on a random DPS. It can be interrupted but be carefull of putting your interrupt cooldown because he will next cast mend rotting flesh and heal himself. This MUST be interrupted. If you have 3 interupters assign one to Pain and Suffering, One to Mend Flesh and usualy the healer interupts Stay of Execution.
Note: After 4.06 there will be no mend rotting flesh.
When the boss reaches about 20% HP, he will gain a buff, Calamity, Blow all CD’s.

Trash. The big undead abom type mobs will fear. You may wish to drag them inside to avoid chaotic mass pulls.

Baron Silverlaine

Basically Tank and Spank.

Cursed Veil can be dispelled.

Commander Springvale

Adds will spawn throughout the encounter, is recommended you kill them.

Word of Shame cannot be dispelled, and lasts until the encounter ends. (DPS race)
Move out of Desecration. It’s the green circle on the ground.
If you’re standing in Desecration when he casts Shield of the Perfidious in your direction, you’d better use a cooldown. If you’re not in Desecration, simply run through the boss.


I have seen a tactic whereby the boss is pulled all the way back into the cortyard after CCing the two adds. The adds then no longer spawn and the fight is trivial. (If your just after the valor points this boss can be skipped)


Lord Walden

Remain spread out for Frost and Poisonous Mixtures.

Dodging the falling ice, from Ice Shards.

While he channels Mystery Toxin, never stop moving. If you stop moving, even to heal, 9 times out of 10, you’re dead.

Lord Godfrey

Cursed Bullets has a 1 second cast time if you are fast enough to catch it, or if you have incredible latency. If not, it leaves a curse as a DoT which can be decursed.

Pistol Barrage is simply a cone attack, Tank the boss away from the group and simply side step the ability.

The adds he summons are particularly weak, simply cleave them down or use a small AoE.

Be careful when pulling the trash before the boss, he has been known to randomly agro mid combat. (Whether that was a mechanic, a bug, or a particularly un-skilled member of my random dungeon group, remains to be seen.)

THE DEADMINES

Just a quick note, if you see a cannon in the instance, jump in it. Used properly they are 50k+ DPS. Also, if you die dont hang around. Release and run back in. You can enter with the fight still going on and rejoin the action

Glubtok

A Two Phase fight in most regards, Glubtok will alternate between Fists of Frost and Fists of Fire for the first phase, and casts his teleport spell in between his fist changes.

The teleport works like blink, so it shouldn’t be tricky to find him afterwards.

At the start of phase two, he will freeze the entire party, and rise into the air.

Underneath him will spawn a firewall in a line.

This firewall will rotate around much like the Twilight Cutters in the Halion Encounter. Like Halion, these walls of flame grant an almost instant death if touched.

Helix Gearbreaker

The boss spends the first part of the encounter on the back of a Lumbering Oaf, throwing these Chest Bombs at players.

If you have a bomb strapped to your chest, attempt to move away from other players.

Stay off the tracks. He picks a random player up and charges int the stops at the end of the tracks. Anyone on the tracks will get massive damage.

When the Lumbering Oaf dies, Helix will begin to jump from player to player, landing on their chest and planting more of his bombs.

If healer gets a mob on him it must be DPS’ed off him.

Foe Reaper 5000

At the top of the foundry is a Mechanical Harvester which is a vehicle that is required for the encounter.

It is recommended you assign a capable Melee DPS to use this machine, as it will lessen the healing that is required during the encounter.

To start the encounter, you need to activate the boss. This is done by simply killing all the adds that are around him in the foundry.

The boss has not one, but two cleaves and must be tanked facing away from the group.

Adds will spawn periodically throughout the fight, it is the job of the player in the Mechanical Harvester to deal with the adds, and should be ignored by everyone else.


Notes on the harvester, button one is your run of the mill melee attack, spam this to generate steam power to use ability two and three. There should really be no reason to use ability three at all, so ignore it. Ability two is a charge with a stun, no minimum range, and no cooldown. Use this ability once every 5 or so seconds when DPSing the adds and they will remain stun-locked, unable to move, or hurt the party.


Harvest is the most devastating ability of the encounter. The boss will choose a spot to ‘harvest’ and charge towards it, dealing massive amounts of damage to anyone in his way, or at the target location. His charge location is visible by a pulsing ring on the ground, much like the warnings for the rockets on Lootship in ICC.


At about 30% he removes all safety restrictions and does 100% more damage (this will chage to 40% in 4.06)

Trash. Bloodmages will cast Blood Zones. These zones, (big, red domes, are easy enough to see) have the effect of increasing modifiers on damage by 50%. This includes both damage dealt, and damage received. So Tanks stay out of them, and keep the mobs out of them, but DPS stand in the zones for more damage.

There is also an ability that is used which is cast on a random player and causes physical damage to anyone standing near that player. Keep aware, if you get it, move away from anyone else, if someone else gets it, move away from them

Admiral Ripsnarl

The boss cleaves. Tank him facing away from the group.

Thirst for Blood is a stacking buff which increases his attack speed as the encounter progresses.

Throughout the encounter, ghost adds will spawn. These adds have very small amounts of HP, and do very little damage. Kill them as soon as you see them. If they survive for more than a few seconds they will grow in size, and do a lot more damage.
 CAPTAIN COOKIE
Throw Food – Throws a random piece of food at the target, dealing Physical damage.

When aggroed, Cookie will charge out of the ship’s cabin and jump into his cauldron.

While in his cauldron, he will toss 3 types of food around the room, and at players.

Normal Food – Gives a Haste buff when eaten. Seems to stack to infinity.

Rotten Food – Gives nausea and a DoT when eaten. 3 stacks of Nausea will cause you to become stunned while puking.

Mystery Food – Provides a random buff when eaten. By random, I mean random. Really random.

Eat the good food, avoid the bad food. Pretty simple. The food appears on the ground and can be Right-Clicked and consumed. (Lightwell training simulator).

Rotten food creates a swirling green cloud, which does damage when stood in. Melee players may have to eat one or two rotten foods to avoid dying to the damage when DPSing the boss. Ranged and healers can simply run around the room.

Vanessa VanCleef

When the encounter begins after reading the letter Vanessa will be un-attackable and a short RP event will commence.

Following the event, Vanessa will hit the entire party with a Nightmare Toxin, putting you into a nightmare.

Inside the nightmare, the party is teleported back to the top floor of the Goblin foundry with the objective to make it back to the ship.

As soon as you appear in the foundry, attempt to hug the wall near the Ogre and the Goblin, you will be slowed, so react quickly.

When the event begins, fire will spawn all over the place, and ice will begin to fall from the ceiling, exactly like the gauntlet event before the final boss in Pit of Saron. Avoid the blue circles on the ground, avoid the fire, and move to the bottom of the foundry.

At the base of the foundry is the first miniboss.

When fighting this boss, ice will continue to fall from the ceiling, and fire will continue to spawn. Kite the boss to avoid the ice, the entire party should stack up and move as a unit, therefore reducing the impact of the falling ice, as it seems to enjoy targeting players.

As soon as the miniboss dies, have the entire group hug the door.

Hug the door tight enough and you can avoid aggroing the spiders which spawn a few seconds after the boss dies. Thus saving time.

When the doors open into the next area, you will see a number of spinning electric balls, like the first boss of the dungeon; avoid the electric balls as they will kill you.

As you run towards the end of the room, there is a boss at the end of the corridor. Do not engage him until your entire group is ready, your healer’s cooldowns are reset, and they are at full mana.

There is a piece of wooden machinery, about 30 yards from the boss. Standing next to this is a ‘safe’ zone, and you will not be hit by the spinning electricity balls, and you’ll still be able to DPS or heal for the miniboss encounter.

As soon as this boss dies, the final stage of the nightmare begins.

In this stage, the objective is to get to the top of the boat, without letting any of the friendly NPCs die.

When the door opens from the shock corridor, run quickly to the fighting NPCs at the end of the dock. The DPS should focus fire one target at a time, having someone mark a kill order here is recommended. The healer needs to forsake the party, and focus all heals on the friendly NPC.

If a friendly NPC dies, Vanessa will kill you in ‘the real world’ while you’re still in the nightmare. you wipe.

When all the adds have been killed, proceed quickly to the next NPC, and rinse repeat.

For the last NPC you have to keep alive, one of the adds is holding her out over the edge of the ship. It is on this add that I recommend you use Bloodlust, Heroism or Timewarp, as it will take a lot of effort, especially at lower levels of gear, to keep the friendly NPC from dying, and to kill the adds.

Anyone who can offspec heal may need to do so here. Boomkins, Ele Shaman, among others.

Once you save this final NPC, proceed to the top of the ship to fight Vanessa.

Vanessa will pull you out of the Nightmare and immediately engage you.

This part of the encounter is mostly Tank and Spank.

Periodically Vanessa will set the ship on fire, starting on one side, and spreading quickly to the other, engulfing the entire ship. Anyone still on the ship will be killed.

To get off the ship, 5 ropes will spawn on one edge, run up to the ropes, right click on the base of them, and you will jump off the ship, swinging on the rope as the fire dies down.

When you land back on the ship, combat resumes as per normal

Rinse repeat until Vanessa is defeated.




THE STONECORE

Trash. For the major trash groups prior to the first boss, there are a few different types of adds you may wish to take note of.
Earthrager – Transforms into an Earth Elemental mob which will wreck havoc.

Berserker – Charges players at random, which stuns and interrupts casting.

The gnome – Caster (Boss) Immune to CC.

What you will want to note here, is that the gnome will retreat from each pull to the next after he receives a certain amount of damage. For us, this is a bad thing. As, when testing this instance on the Beta, he was linked to whichever trash group he was standing in at the time, as well as the group closest to the front of the instance. To explain, here’s an example.


You’re in a dungeon group, the gnome is marked to be the first killed and the pull commences. You DPS the gn0me until he retreats from the current group to the next, further into the instance. Now, due to some unfortunate circumstances, you wipe. (Almost guaranteed to happen at some point or other while Wrath babies adjust to less /faceroll). Now what we have is the group you just pulled, has reset, and is minus whichever mobs you killed before the wipe. Including the gnome, which, due to his programming is now linked to two groups, instead of one. As soon as you re-engage the first group, the gnome will agro as though he was standing with the first group when he’s actually in the second. Unfortunately, this means he will also agro all the mobs he’s currently standing next to and you wind up pulling two groups instead of one. Usually another guaranteed wipe.


Leave the gnome until last!


The Earthragers can be empowered into elementals who channel an AoE which cannot be interrupted and hits like a truck.


Recommended pull strategy:


CC One Earthrager and One Berserker.


Mark the other Earthrager as primary kill target, clear the other cultists, then engage the Berserker. Ignore the gnome completely except the tank who needs to rotate taunts, or use ranged attacks to out threat the healer. (Do not hit him too hard). Once those mobs are down, kill the CCed targets. Earthrager first, then the Berserker. Finally DPS the gnome until he retreats to the next group.


Rinse repeat until you meet the boss.

Corborus

Move out of Crystal Barrage.

When Crystal barrage is completely cast, crystal adds will spawn at the target location. AoE and ranged DPS them down. Do not Tank them. They explode on death.

For Phase 2 when the boss goes to ground, move out of dust clouds quickly, or he’ll nom your head off.

Adds spawned in Phase 2 should be DPSed down.
 Trash. The next few pulls, after the first boss, may contain a large rock golem. He must be tanked facing away from the party and the Tank will need to avoid his Shockwave cast. This is done simply by jumping. At about 85% of his cast, jump and you should avoid the damage.

Aslo, mobs which cast ‘Flay’ will cleave faces of Melee. Tank them facing away from the group, and Melee, DPS from behind. It is also possible to out distance this attack, as the mobs will channel the spell, and not chase their targets.

Slabhide

Don’t stand in Lava Pools.

When the boss flies into the air, avoid black shadows on the ground to avoid falling rocks.

Don’t stand in front of the boss unless you like getting your face cleaved off.

When the boss goes to cast Crystal Storm, Line of Sight behind one of the fallen rocks. You need to be right against the rock for it to work.

Tank be aware of LOS to healer while hiding
 Trash. Be very careful when pulling mobs before the next boss, they are very tightly packed and a single mistake can mean an entirely new group pulled.

There are humanoid mobs with very little HP who patrol these areas. They must be killed as fast as possible, or they will call more adds.

Ozruk

Elementium Bulwark (spell reflect) can be purged or dispelled.
Do not cast until Emelentium Bulwark has faded from the boss. The healer will have their hands full with the Tank, let alone trigger Happy DPS.
Enrage is your usual deal, just have it dispelled.

He has 2 wipe capable AOE spells Shatter and Ground Slam

Basically comes down to the Tank here. Dodge Shatter (15 yard AOE wipe) and try not to die.

Run through the boss to avoid Ground Slam. Run away from the boss to avoid Shatter.

He will cast shatter directly after Paralyze (stun). As a Tank, you will have a bleed on you, so Paralyze should break almost instantly. This is your queue to run more than 15 yards from the boss to avoid shatter.

Tank the boss in the doorway, facing the opposite direction from the pull. He should be tanked facing away from the group.

High Priestess Azil

Force Grip. Interrupt it.

Gravity Wells, A.K.A. Void Zones. Position the group so they spawn in a controllable pattern, preferably between the group and the spawning adds.

Avoid dust clouds during air phase, easy enough to see, and she’ll throw rocks at you.

THE VORTEX PINNICAL

NOTE. There are a number of ’sentry’ mobs located throughout the instance. They will only attack when there is nobody looking at them. If you look at them, they ‘Feign Death’ and regenerate 10% of their health each second. Simply have someone face them at all times, usually the healer, and you can ignore them as though they weren’t there.

Grand Vizier Ertan

It is recommended you spread the group out around this boss in an X pattern, with at least one member facing each unique direction on the compass rose.

The reason for this, is that Summon Tempest will summon a Tempest Lurker, which will ‘Feign Death’ when it is being looked at, which is done by facing it with your character.

The boss will spawn these all around the edge of the room and with someone facing in each direction, will cause them to Feign, and do absolutely nothing.

Periodically the Boss will retract the swirling whirlwinds from the outside of the encounter area.

Well geared mele can stand on the boss’s hit box. Squigy peeps will need to move through the whirlwinds.

Trash. There will be a number of electrically charged orbs bobbing around as Trash, they appear twice throughout the instance.

A few things to note: They have a *massive* agro range, so don’t think of moving near them until you’re ready to pull.

They do not need to be Tanked, as thye attack random targets.

They do *massive* damage. ALL players should use a defensive cooldown. Healers, DPS, Tanks or you will die.

If you have strong AoE, use it. If not, pick a target a burn it. This is a DPS race as the damage done is unhealable, even with cooldowns.

Altairus

Everyone should try to get the upwind buff. To be Upwind, the ‘wind’ must blow past you before it hits the boss, you are downwind if the wind hits the boss before you.

The boss has a Breath Cleave, so needs to be Tanked facing away from the group. This will of course put the tank Downwind unless you attack not directly from behind.

Asaad

Get in the triangle he casts on the floor. As soon as he finishes casting the triangle spreadout because he will cast chain lightening.

he will cast Static Cling and root the entire party to the floor. Break this however you can. If you have a Priest, regroup and stack up after Chain Lightning is cast, as Static Cling is a Magic Debuff, and can be Mass Dispelled. Hand of Freedom also works, along with any other ability of that sort.

THRONE OF TIDES

Trash. Use CC. Healers > Casters > Melee is the kill order. Use it. The healing trash in this instance can give you a headache if not handled properly.
At the top of the world’s slowest and most selective elevator, is a gauntlet event before the first boss.
Once you’ve pulled the first mob, the little murloc adds will continue to spawn until you’ve cleared the last of the major trash. Remember to CC and remember the kill order.
In the next room, careful when pulling the trash as a larger, more powerful add patrols through this area, give yourself plenty of time for each pull, he likes to drop by unannounced and cleave people’s faces.


Lady Naz’jar

At 66 and 33% she casts Waterspout and moves to the centre of the room. At this stage 3 adds wills spawn. 2 Casters and 1 Melee. The two casters should each be CCed, as they cast chain lightning which will rip a group apart. The melee can then be focused down.


While any of the adds are alive, and the boss has her Water Shield active, mini water tornados will spawn on the boss, about 5 at a time, and then proceed to move outwards towards the edge of the room. These must be avoided, as if they contact a player, that player becomes ‘stunned’ and is carried to the edge of the room while taking a steady stream of damage.

Interrupt Shock Blast as it will one shot an undergeared Tank.

This ability is on what seems to be a 30 seconds CD, which makes it fine for MM Hunters and or Mages to interrupt.

Commander Ulthok

This boss has a ‘mechanic enrage timer’ as the Dark Fissures he spawns will not disappear. It is recommended the boss be first pulled into a side alcove, and then kited as slowly as possible around the outside of the room, spiralling inward. By this point, DPS will have had enough time to burn the boss down. It is recommend that melee DPS from the inside edge of the boss, while ranged and heals simply stand in an alcove that has not been filled. There is no AoE damage, so done right, DPS and healers should take damage only from squeeze, and nothing else.

Trash. The little goblin murloc type adds do a lot of damage to whoever is Tanking them. Cooldowns are recommended.

The major thing to note here, are the large adds, textured as Faceless ones. They will throw the entire party into the air, which causes large amounts of fall damage, and then immediately channel an AoE for even more damage, as well as a slow. Remain aware, plan cooldown use, have a potion ready, be pro.

Right before the boss is an interesting surprise.

Two of these Faceless adds. Double the trouble, double the pain. For this it’s actually easier if you only face one at a time, as such I recommend having a volunteer, preferably a ranged class, or someone with movement utility. (Hunter is the best for the job, Ret Pallies work too, as well as Mages, etc.) Have the Tank pull one of the Faceless and all the DPS focus on that one. Then have the volunteer do enough damage to pull threat on the second Faceless and kite it away from the group. The easiest and simplest objective is simply to agro it, and then run to the entrance of the instance and zone out. By that time the remaining DPS should have killed the first add.

The Faceless do not run particularly quickly, so if you’re on your toes, you should never be hit by them.
 Erunak Stonespeaker & Mindbender Ghur’sha

This is a two part boss; the first phase requires that you face the boss away from the group due to Magma Splash.

The group should spread out to effectively see Earth Shards, and move out of it.

Emberstrike should be dispelled quickly.

Phase 2 is where things heat up a bit. A smaller target will appear, and this target will randomly pursue a party member until it makes contact with them. At this point it will Mind Control that player. The MCed player must be DPSed like any other boss, until they reach 50% HP. Rinse repeat.

The boss will also spawn green gas clouds around him, move out of them.

When the boss casts absorb magic, halt all DPS. Stop spells mid-cast if required.


Trash a gauntlet type event here, recommended to just chainpull through as the little adds will continue to spawn. Shamans remember to move your totems too as they love to play havoc with agro here.

Ozumat

This encounter is entirely comprised of adds.

The first set of waves are comprised of murlocs, and the occasional faceless one. DPS them all down.

The secondary set of waves comprise of four faceless, and continuously spawning Bile Beasts. The bests are to be picked up by the Tank, and kited until the end of the phase.

The DPS are to kill the faceless ones. They have no agro table, so go to town.

During the phase, dark clouds of gas will spawn, move out of them.

When the final phase is reached, the entire party increases in size by a huge amount, and damage is scaled accordingly. Now is when the Bile beasts can be killed, however it is possible to ignore them completely. Look for the giant octopus sitting outside, and burn him.

When the octopus dies, everyone wins.

A minor note about the third phase, there will be a stacking debuff which continually increases as the encounter progresses. The more stacks, the more damage each member of the party takes. Kill the octopus fast

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