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wow guide of cataclysm for raids.

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=============================================================================== _______ _______ _ ______ _______ _______ |\ /| ___ ) ____ )( \ ( __ \ ( ___ ) ____ \ | ) ( | ( ) | ( )|| ( | ( \ ) | ( ) | ( \/ | | _ | | | | | (____)|| | | | ) | | | | | (__ | |( )| | | | | __)| | | | | | | | | | __) | || || | | | | (\ ( | | | | ) | | | | | ( | () () | (___) | ) \ \__| (____/\ (__/ ) | (___) | ) (_______)_______)/ \__/(_______/______/ (_______)/ _______ _______ _______ _______ _______ ________________ |\ /| ___ ) ____ )( ____ \ ____ )( ___ ) ____ \__ __/ | ) ( | ( ) | ( )|| ( \/ ( )|| ( ) | ( \/ ) ( | | _ | | (___) | (____)|| | | (____)|| (___) | (__ | | | |( )| | ___ | __)| | | __)| ___ | __) | | | || || | ( ) | (\ ( | | | (\ ( | ( ) | ( | | | () () | ) ( | ) \ \__| (____/\ ) \ \__| ) ( | ) | | (_______)/ \|/ \__/(_______// \__/|/ \|/ )_( _______ _______________________ _______ _ _______ _______ ( ____ \ ___ )__ __/ ___ ) ____ \ \ |\ /| ____ \ )| ( \/ ( ) | ) ( | ( ) | ( \/ ( ( \ / ) ( \/ () () || | | (___) | | | | (___) | | | | \ (_) /| (_____| || || || | | ___ | | | | ___ | | | | \ / (_____ ) |(_)| || | | ( ) | | | | ( ) | | | | ) ( ) | | | || (____/\ ) ( | | | | ) ( | (____/\ (____/\ | /\____) | ) ( |(_______// \| )_( |/ \|_______/_______|_/ \_______)/ \|===============================================================================In my Restoration Druid guide for WoW Cataclsym, I ended up explaining themechanics of all Heroic Dungeons and normal raids. I figured I would excerptand add to that part of the guide and turn it into a general knowledge guidehelping to explain the mechanics of Cataclysm bosses. If you are a Resto Druidmy other guide--also on GameFAQs.com--may be helpful.This guide is written from a healer's perspective. I am 12/12 on my main--Panison the server Skullcrusher--and have ranked in 9/12 fights accoring toWorldofLogs.com including a #1 ranking. I have also healed 7/12 on a HolyPalidan. If any DPS or tanks have any strategies or points to add please emailme.I appreciate any feedback and am always looking to improve my healing orconsider alternate strategies and approaches. Thank your for reading my guide.To navigate this guide use control-F and type in the brackets and what isbetween the brackets to quickly find the proper [email protected]========================^^^^^^^^^^^^^^^^^^^^^================================== ^ TABLE OF CONTENTS ^========================^^^^^^^^^^^^^^^^^^^^^==================================VIII. Heroic Dungeon Guide [8.0]IX. Raid Guide [9.0] i. Baradin Hold [9.1] Pit Lord Argaloth [9.1a] ii. Throne of the Four Winds [9.2] Conclave of Wind [9.2a] Al'Akir [9.2b] iii. Bastion of Twilight [9.3] Halfus Wyrmbreaker [9.3a] Valiona & Theralion [9.3b] Ascendant Council [9.3c] Cho'gall [9.3d] iv. Blackwing Descent [9.4] Magmaw [9.4a] Omnotron Defense System [9.4b] Maloriak [9.4c] Atramedes [9.4d] Chimaeron [9.4e] Nefarion [9.4f]X. Heroic Raid Guide [10.0]XI. Links [11.0]========^^^^^^^^^^^^^^^^^^^^^================================================== ^ GLOSSARY OF TERMS ^========^^^^^^^^^^^^^^^^^^^^^==================================================Aggro: When a mob targets you, you have aggro on that mob.AoE: Area of effect. Usually refers to a spell or ability that targets an area.BoA: Binds on Account. Can trader this item between players on your account.BoE: Binds on Equip. Can trade, sell, or buy these items from other players.Boomkin: Druid with Balance specilization.Buff: A status effect which aids the unit under its effect.CC: Crowd Control. An ability that prevents a mob from taking action likePolymorph, Hex, Fear, etc.Crit: Critical strike ratingDebuff: A status effect which hinders the unit under its effect.DoT: Damage Over Time. Ability that damages the target over time like Moonfire.DPS: Party member brought along to provide damage.GCD: Global Cooldown. 1.5 second limit on how often you can cast spells andperform certain actions. Can be lowered with more haste.HoT: Heal Over Time. Spell that heals the target periodically like Rejuv.ilvl: Item level. Better items have a higher item level.Int: IntellectLoS: Line of Sight. To cast a spell on a target you have to have line ofsight with someone. Staircases have the mysterious ability to sap theintelligence from tanks and cause tanks to forget about the existence of LoS.Mast: Mastery RatingSpi: SpiritSM: SwiftmendToL: Tree of Life formUI: User Interface========^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^======================================== ^ VIII. HEROIC DUNGEONS GUIDE ^========^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^=[8.0]==================================While these guides are written from a healer's perspective, they include allrelevant mechanics for each fight. The guides can be useful to all classes.I have only healed these on a Resto Druid and Holy Palidan. Priests and Shamancan take some of the lessons--i.e. a good time for an AoE heal is a good timefor any healing class--away from this but will have to use different abilities. When first starting Heroics bring along some food and cheap flasks for thewell fed and flask bonus.I recommend running one random Heroic every day to get your Valor Points. Ifyou are just getting used to Heroics, run an eay one like Vortex Pinnacle,Blackrock Caverns, or Lost City of the Tol'vir until you feel more comfortableand get some better gear.Once you have done your daily random, do not do any randoms. Insteadspecifically target Heroics that have items you want.Heroics are now very easy due to Blizzard buffing anyone who finds a groupthrough the random dungeon maker. Blizzard I disapprove of this. Heroics arenow very boring and do not prepare people for raiding. ||====:====:====:====:====:====|| || Heroic Blackrock Caverns || ||====:====:====:====:====:====||One of the easier Heroics. ~ Notable Trash & Gimmicks ~The Evolved Twilight Zealots need to be interrupted. The Angered Earth mobsdrop a meteor that is split between the group. Stack for this. =~~=~~=~~=~~=~~=~~=~~=~~== Rom'ogg Bonecrusher ==~~=~~=~~=~~=~~=~~=~~=~~=::Abilities::Quake: Damages the ground you are standing under and spawns adds. Move towardsthe tank so he can aggro these adds off of you. Adds do not need to be killedas the boss will do it for you.Chains of Woe: Pulls everyone near the boss and immobilizes them until thechains are broken. Chains must be killed quickly by the DPS and tank or theboss will kill the group with Skullcracker. Run when the chains are broken.Skullcracker: Deadly AoE ability that kills anyone nearby. Run away as soon asthe Chains of Woe are broken. Massive damage to anyone nearby him when it iscast. ~ Mechanics ~The tank has to pick up the adds after Quake. DPS targets the boss and does notworry about the adds. The boss will kill the adds with his Skullcracker. AfterChains of Woe, the tank and the DPS have to destroy the chains beforeSkullcracker finishes casting. After the Chains of Woe are destroyed run awayfrom the boss until Skullcracker is finished. ~ Healing ~The adds from Quake will aggro onto you due to your heals. Be ready withdamage mitigation (Barkskin, Divine Protection etc) and to run to the tank sohe can pull them off of you. Cast AoE heals where needed on the party afterQuake. After Chains of Woe be prepared to run out of range of Skullcracker assoon as possible. Bubbling or Kitty form and dash is not needed but can be usedin an emergency.Rom'ogg does not hit hard and it is very easy to keep the tank up with a HoTstack or some minor heals. =~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~== Corla, Herald of the Twilight ==~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~Note the three mobs kneeling in front of Corla. When the fight starts, theshadow beams flowing into them will start stacking a buff on them. When thatbuff reaches 100, the mobs turn into a mob and will likely cause the party towipe. To stop the buff from reaching 100, someone will have to stand in frontof each of the beams. However by stepping into the beam the debuff will startstacking on you. If it reaches 100 you will evolve and likely cause the partyto wipe.The trick is to alternate standing in the shadow beam and letting theshadow beam hit the mob. Let the beam reach 80 on the mob then step in frontof it. When the buff on the mob has disappeared, move out of the way and letthe debuff on you disappear. The buff disappears after 15 seconds.This is complicated by Corla casting Dark Command which will cause someone tobe feared and run out of the beam thus letting the buff reach 100. DarkCommand has to be interupted. Shamans can drop a Tremor Totem to prevent thefear but the spell should still be interrupted. ~ Healing ~Corla does not hit hard at all. Just worry about the mechanics.=~~=~~=~~=~~=~~=~~=~~=~~== Karsh Steelbender ==~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~This fight relies almost entirely on the skill of the tank. Karsh takes almostno damage until he touches the flame pillar in the middle of the room. When hetouches the flame he gains a debuff that melts his armor, allowing the partyto damage him. The longer he is in the flame, the greater the debuff growsallowing the party to inflict more and more damage. However when he is in theflame it causes damage to the entire party and Karsh gets stronger. Thedebuff wears off after 15 seconds. If the tank does not lure him back into theflame pillar before the debuff disappears then his armor hardens and he cannotbe damaged. Everytime the debuff falls off adds come. When the adds die, theydrop a pool of fire that causes damage to anyone who stands in it and functionssimilar to the flame pillar when Karsh stands in it (i.e. his armor melts andeveryone takes flame damage). The tank has to draw him into the flame pillar until the debuff reaches 1-3stacks. When the debuff is about to fall off, the tank has to repeat theprocess until Karsh dies.Two things can go wrong. The first is if the tank messes up and does not getKarsh back into the flame pillar in time and the debuff falls off. Adds willcome. Kill the adds AWAY from Karsh, then drag Karsh back into the flamepillar. For some reason, tanks who mess this up drag Karsh back into the firefirst before taking care of the adds and also aggro the adds so they cannotbe pulled away from Karsh before they are killed. It is like tanks' reactionis "Hey, I messed up, let's make this worse!" Either ignore the adds or killthem away from the boss, THEN drag Karch back into the flame pillar.The second thing that can go wrong is if the debuff grows too big and Karshstarts hitting too hard. If this happens then the tank has to let the debufffall off. Kill or ignore the adds then drag Karsh back into the flame pillar. ~ Healing ~Watch the tank and the debuff on Karsh and anticipate when the tank will bedragging Karsh through the flame pillar. At that time the party will takeincreasing flame damage. As the stacks add up, be ready with party heals andcooldowns. = Druids = Rejuv prior to the flame damage and Wild Growth and Rejuv after theflame damage. As the debuff grows, pop into Tree Form and cast Lifeblooms oneveryone. Continue to cast Rejuv and Wild Growth. Be ready with Tranquility ifneeded.Keep a full stack of Lifeblooms with Rejuv on the tank at all times. CastRegrowth to trigger Nature's Grace and be ready to pump him with HealingTouches and Swiftmends as the debuff grows and Karsh gets stronger. = Palidans =Cycle through your cooldowns if the party starts to take too much flame damage.Holy Radiance and Light of Dawn after the tank pulls Karsh through the pillar.=~~=~~=~~=~~== Beauty ==~~=~~=~~=~~= (optional boss) ~ Mechanics ~Beauty has two puppies with her. These must be cc'd or killed. The fightlasts a few minutes so the cc has to be renewed. Polymorph, Fear, FreezingTrap, Hex and Hibernate all work. Beauty also casts fear occasionaly. This canbe prevented by Tremor Totem. From time to time Beauty will cast a chargeability or some minor fire abilities. The pups drop flame pools that appear onthe ground. Do not stand in the fire. ~ Healing ~Keep the tank and party as close to full as you can at all times as fear willcause you to be unable to heal for a period. The fight is not hard with goodcc. Have an instant heal like Swiftmend or Word of Glory ready for a tank healafter a fear. Be ready to use a cool down then too.Druids can Hibernate and Shamans can Hex if designated as a CC person or if oneof the DPS misses their assignment.=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~== Ascendant Lord Obsidius ==~~=~~=~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~The boss has three mobs in front of him. One of the DPS must aggro the mobsand pull them away from the boss. The DPS has to then kite the mobs. These mobsinflict a stacking debuff on anyone nearby that prevents healing, thus the needto pull them away from the tank and to kite them.Periodically the boss will switch with one of the mobs. The kiting DPS mustonce again aggro the mobs and pull them away from the boss. It helps to have aDPS who can slow or stun the mobs like a Shaman with earthbind totem, a hunterwith Frost Trap, or a Frost Mage. ~ Healing ~Healing is complicated depending on how good the kiting DPS is at avoidingdamage. A bad DPS will force you to constantly heal two targets: the tank andthe kiting DPS. Keep an eye on the kiting DPS and be ready to give this personadditional heals. If the kiting DPS is good, this fight is very easy to heal.The boss will also cast a debuff which should be removed as it causes damageover time. ||====:====:====:====:====:====:====|| || Heroic Throne of the Tides || ||====:====:====:====:====:====:====|| ~ Notable Trash & Gimmicks ~CC the Spiritmenders, mana drain them, or kill them first first or they willheal up the other mobs.=~~=~~=~~=~~=~~=~~== Lady Naz'jar ==~~=~~=~~=~~=~~=~~=::Abilities::Geyser: Summons a pool of water on the ground that will later erupt and causemassive damage to anyone standing in it. Move out of the Geyser.Shock Blast: Massive damage to the tank. Should be interrupted.Fungal Spores: Minor poison damage that can be dispelled or strafed to avoid.Cyclones: Summons a cyclone that damages and stuns anyone caught in it. Moveaway from the cyclone.Summon Adds: Summons 3 adds. Occurs at 50% and 25% life. ~ Mechanics ~This is a two phase fight. Phase one she casts Geyser, Shock Blast, and FungalSpores. It causes minor damage. Phase 1 is simple. Interupt Shock Blast andmove if you are standing on a Geyser puddle.Phase 2 starts when she reaches 50% life and 25% life. She moves to themiddle of the room and becomes invulnerable. Three adds will come. The one onthe east and west side are casters and the one from the north is a melee add.The casters deal huge damage--more damage than the boss does. CC one of thecasters and kill the other one ASAP. Hex, Mind Control, Sheep, Freezing Trap,and Fear are all sufficient CC's. After you kill one caster, kill the meleethen the last caster. While this is going on cyclones will come from LadyNaz'jar towards the outside of the room. If you get caught in a cyclone youwill be unable to perform actions and take damage. Avoid these.Before the fight starts designate the kill and CC order for phase two so thateveryone is on the same page. ~ Healing ~Keep the tank full in phase 1 in case someone misses an interupt and a ShockBlast hits. Move out of the Geyser puddles.Make sure the group knows who is going to be cc'd and who is going to be killedfirst in phase 2. Position yourself accordingly as the mobs will aggro on youdue to your HoTs. If the east add is being killed first, move to the east sideof the room during phase 1. Face the boss and avoid the cyclones. Be readyfor big heals at the start of each phase 2, when CC breaks, and if someonegets sucked into a cyclone.=~~=~~=~~=~~=~~=~~=~~== Commander Ulthok ==~~=~~=~~=~~=~~=~~=~~=::Abilities::Dark Fissure: Causes a shadow puddle on the ground that slowly expands. Dealsdamage to anyone in the puddle.Squeeze: Does damage and immobilizes the target hit by this.Enrage: Ulthok does slightly more damage, can be Sooth'd if someone is bored. ~ Mechanics ~Ulthok main ability is Dark Fissure. He slams the ground and drops a shadowpuddle that will slowly grow as the fight goes on. Standing in it causesdamage. If the fight goes on long enough it will expand to cover the entireroom and there will not be a safe space to stand. From time to time he willgrab someone with the Squeeze ability and deal 75000 damage over six seconds.Periodically he will Enrage and deal more damage for 10 seconds and castCurse of Fatigue.Dark Fissure is the only ability to concern yourself with. The tank has to pullthe boss to the side of the room before the first fissure and then slowly tankthe boss around the room. The tank can leave room for the group to retreat intoLady Naz'jar's room and continue to fight the boss in there. DPS has to letthe tank move the boss and establish aggro before dps'ing the boss. ~ Healing ~The tank will not take much damage in the fight, even during the enrage. Saveyour big heals for the Squeeze. Druids, a Rejuv and Swiftmend ready and drop acouple of Healing Touches on the Squeezed target. Paladins can use a Wordof Glory followed by Divine Light. Dispell Curse of Fatigue. Stay out of theDark Fissure puddle and be ready to move if it expands or if you get Squeezed.=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~== Erunak Stonespeaker & Mindbender Ghur'sha ==~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~= (optional)::Abilities:: = Phase 1 =Cone of Fire: Tank should face the boss away from the raid.Earth Shards: Line of shards in a random direct. Avoid the line if heading inyour direction.Lava Bolt: Fire damage at a target. Interrupt this. = Phase 2 =Mind Control on a random member. DPS the member down to 50% then go back tokilling the boss.Mind Fog: Green gas on the ground. Move out of it or you will be pacified.Unrelenting Agony: Damage to the party. Heal through it.Absorb Magic: Shield that absorbs all magic damage for five seconds. Purge orSpell Steal. ~ Mechanics ~This is a two phase fight. In phase 1 the target is Erunak. He casts a cone offire in the direction he is facing so tank the boss facing away from the party.He will randomly target a party member with Earth Shards, which does damage ina line from the boss to the target. If he targets you or someone near you moveaway. He also casts Lava Bolt which should be interuptedIn phase 2 the jellyfish on his head drops off and is the new target. Ghur'shawill mind control a random member. DPS down that member to 50% then go backto killing the boss. Ghur'sha will periodically drop either a green cloudon the ground which must be moved out of or Unrelenting Agony, which causesdamage to the entire party. Damage from this can be avoided by LoS'ing the bossbehind a pillar but then you will be unable to damage the boss ~ Healing ~Be ready for big tank heals in Phase 1 and big party heals in Phase 2 whenUnrelenting Agony is being cast = Druid =In phase 1, keep a full HoT stack on the tank and be ready with big heals ifLava Bolt is not interupted. Dispell the tank to avoid further flame damage.Be ready to move if targetted by Earth Shards.For phase 2, cast Wild Growth on the party during Unrelenting Agony and keepRejuv on the party in anticipation of that spell. After a party member is MindControlled be ready to heal him up from 50%. = Paladin =Holy power most likely will be used for tank healing in tank healing in Phase 1and party healing in phase 2. When someone is mind controlled, it is a goodtime to regen some mana with Divine Plea.=~~=~~=~~=~~== Ozumat ==~~=~~=~~=~~= ~ Mechanics ~Three phases in this fight. Phase 1 tank grabs all the adds and dps them down.Phase 2 three stationary adds will come and start damaging Neptulon. DPS killsthese. Other adds will spawn from the ground. These must be picked up by thetank and kited around the room. After the stationary adds are dead phase 3will start. Everyone gets a buff which makes them huge but everyone alsostarts taking stacking shadow damage which increases over time. A squid willappear which must be killed. ~ Healing ~Stand near the tank in phase 1 so he can take the adds off of you. In phase 2follow the tank around the room as he kites the adds. Have cooldowns ready forphase 3. = Druids =Use Nature's Grasp, Barkskin, and Entangling Roots if mobs aggro on you.Towards the end of phase 2 or beginning of phase 3 use Tree of Life and castLifebloom, and Rejuv on the entire party. When phase 3 starts use Wild Growthon cooldown and keep the Lifebloom and Rejuv stacks an each party member.Tranquility may be needed. = Paladins =Bubble if the adds aggro you in phase 2. Holy Radiance and chain cooldowns inphase 3. ||====:====:====:====:====:====|| || Heroic The Stonecore || ||====:====:====:====:====:====|| ~ Notable Trash & Gimmicks ~The Crystalspawn Giants stomp the ground. Jump when the casting bar is at like70% to avoid damage from this.=~~=~~=~~=~~=~~== Corborus ==~~=~~=~~=~~=~~=::Abilities::Crystal Shards: Direct damage to the target and anyone standing in it. Move outof the shards and dps them down ASAP before the morph into explosive adds.Dampening Wave: Deals minor damage to the party and absorbs 15000 healing.Healer should heal this debuff off the tank then let it fade before healingthe rest of the party. ~ Mechanics ~This is a two phase fight. In phase 1 Corborus attacks the tank. Periodicallyhe will target a random player with Crystal Shards. Unless the Shards aredestroyed they will spawn into an add and cause damage to any target they touch. Corborus will also cast Dampening Wave periodically. Quickly kill theCrystal Shards and this fight is simple.After a minute or so he will go underground and begin phase 2. Inphase 2 adds will come. Corborus will also pop out from under the ground,killing any target standing in the area. This will look like dust coming fromthe ground so move if you see the dust coming from beneath you. Adds will alsocome in phase 2. Tank should aggro these and DPS kill them. ~ Healing ~In phase 1, be ready to heal the target that gets hit with Crystal Shards ormove if it targets you. The Dampening Wave debuff that absorbs healing andcauses minor damage is not much of a concern. Simply use a heal on thetank to eliminate it and wait for it to disappear from the party. Follow thiswith a party heal. The debuff can be dispelled if necessary.Adds will aggro onto you in phase 2. Druids, use Nature's Grasp and Barkskin.Paladins can use Divine Protection and bubble. Keep moving to avoid Corborusfrom popping up underneath you. Run back to the tank after this phase so he canaggro the remaining mobs off of you.=~~=~~=~~=~~=~~== Slabhide ==~~=~~=~~=~~=~~=::Abilities::Crystal Storm: Deals massive damage to anyone in her LoS. Move behind astalagtite to prevent.Falling Rocks: Rocks fall from the ceiling. Move out of the dark circles onthe ground.Dusty/Flame Pool: Ground gets dusty then lava comes up. Do not stand in thefire. ~ Mechanics ~Slabhide has a ground and air phase. In air phase stalagtites will drop fromfrom the ceiling onto a spot on the ground marked with a black circle. Moveaway from the black circle. On the ground phase puddles of dust will appearwhich quickly turn into puddles of flame. Move out of these to avoid takingdamage.Slabhide will also cast Crystal Storm during the ground phase. Anyonewithin her line of site will take damage. Hide behind a stalagtite to avoidtaking damage. DPS can avoid all damage in this fight. If they take damage ordie it is their fault. ~ Healing ~Avoid the stalagtites falling from the ceiling and dodge the flame puddles onthe ground. Move behind the stalagtites when Crystal Storm begins. The onlytricky thing about healing this fight is mainting line of sight (LoS) with thetank. Try to stay within his line of sight at all times while still maintaininga path of retreat for the Crystal Storm. Have HoTs on the tank or be readywith a large instant heal in case LoS issues arise.=~~=~~=~~=~~== Ozruk ==~~=~~=~~=~~=::Abilities::Elementium Bulwark: Reflects spells back to the caster for 10 seconds.Paralyze: Prevents the party from moving until they take damage. Either reflecta DoT on you during Elementium Bulwark or melee him to take damage.Ground Slam: Deals damge to anyone within 8 yards of him. Happens right aftera Paralyze. Move away from him after the Paralyze.Shatter: Deals damage in a cone in front of him. Tank must face the boss awayfrom the party then move behind the boss or to his side to avoid. ~ Mechanics ~This fight depends on the skill of the tank. The boss casts two spells thatwill almost certainly kill anyone hit by them--Ground Slam and Shatter.To avoid the paralyze, ranged DPS and healers have to cast a DoT spell on Ozrukwhen he uses Elementium Bulwark. This will reflect the DoT onto you. Then whenparalyzed the DoT will damage you and break the paralysis. Melee DPS and tanksget a DoT by hitting Ozruk with a melee hit.The tank has to get the DoT from Ozruk. Shortly after Paralysis, Ground Slamwill occur so all melee must be ready to move away. Tank should always face theboss away from the party. When Shatter is being cast, tank has to move to theother side of the boss to avoid the Shatter. ~ Healing ~Druids cast Moonfire or Insect Swarm after Ozruk casts Elementium Bulwark.Paladins can judge him for 4 second DoT. Hope that your tank knows what he isdoing. The boss does so little damage that if you die, you can run back in andrejoin the fight (make sure to heal yourself before taking the teleport). Evenif you get hit by every Paralyze, it is still easy to heal this fight.=~~=~~=~~=~~=~~=~~=~~=~~== High Priestess Azil ==~~=~~=~~=~~=~~=~~=~~=~~=::Abilities::Gravity Well: Causes damage to anyone in it. Causes adds in it to die. Kitethe adds into it.Force Grip: Causes damage to whoever is targetted by it. Can be interrupted.Seismic Shard: Hurls a rock at a random target. The ground will look dustybefore this happens. Move out of the dust. ~ Mechanics ~Two phase fight. Phase 1 she summons Gravity Wells and adds. The adds die ifthey go into the wells so either kite the adds through the wells or positionyourself so that the adds aggro you by running across the well. She alsocasts Force Grip which can be interrupted.In Phase 2 she goes back to her pillar and summons three huge boulders. Watchfor dust on the ground which indicate where she will throw the next boulder.Avoid standing there or the boulder will kill you. Continue to dps the adds orkite them through the wells. It helps if tanks can pick up these adds and keepthem off the healer. Also helps if the DPS kills these adds. ~ Healing ~Adds will aggro onto you throughout the fight. Position yourself by the sideof a Gravity Well so the adds can die by running through it or so you can kitethe adds into it. For Druids, Nature's Grasp and Barkskin are helpful here orstand near the tank. Holy Paladins can use Divine Protection or bubble. Watchout for Force Grip and be ready to heal that target up. Be ready to dispell herCurse of Blood which causes the target to take extra physical damage. Do notget hit by a rock in phase 2. ||====:====:====:====:====:====|| || Heroic Vortex Pinnacle || ||====:====:====:====:====:====||Probably the easiest Heroic. ~ Notable Trash & Gimmicks ~It is all pretty easy. =~~=~~=~~=~~=~~=~~=~~=~~== Grand Vizier Ertan ==~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~Stand inside the group of cyclones. Dodge the cyclones when they come in ordon't.Pew pew. ~ Healing ~The party will take damage when the boss summons in the cyclones. Use partyheals at that time.=~~=~~=~~=~~=~~== Altairus ==~~=~~=~~=~~=~~= ~ Mechanics ~The boss summons cyclones which cause damage and throw you up into the air.Wind will come from a random direction and flow over the boss. Stand upwind ofthe boss for a buff. If you are downwind of the boss you will get a debuffwhich lows your casting time. All members should try to be upwind as muchas possible.The boss will also target a party member and breathe fire on him, damaging thetarget and nearby enemies. Tank should taunt the dragon at this time so thedamage is taken by the tank.Zoom out to see which way the wind is flowing if you are having problemstelling what is upwind and downwind. ~ Healing ~First priority is to avoid the tornados. = Druid =Keep a HoT stack on the tank. Most of the time Swiftmend, Wild Growth, andRejuv will be enough to keep people healed up so you do not have to move intothe buff. If people start to take too much damage, move to get the buff orturn into ToL form and insta-cast Regrowth. = Paladin =Get upwind. Direct heals on the low targets should provide enough healingthrough beacon to the tank.=~~=~~=~~=~~== Asaad ==~~=~~=~~=~~= ~ Mechanics ~When the boss casts a triangle of lightning on the ground move into it or youwill die. Spread out afterwards for the chain lightning. If you jump at 60%of the cast time of Static Shock then you can avoid the debuff and getan achievement. Adds now come. Ranged DPS can kill them if they feel like it. ~ Healing ~Move into the triangle of lightning. If people do not jump and get hit byStatic Shock then decurse them (or wait until the next Static Shock whenapplicable). Pattern is Static Shock -> triangle -> Static Shock -> StaticShock -> triangle -> Static Shock -> Static Shock -> triangle -> (he's stillalive?!) -> Static Shock -> Static Shock -> triangle ||====:====:====:====:====:====:====:====|| || Heroic Lost City of the Tol'vir || ||====:====:====:====:====:====:====:====||One of the easier Heroics. ~ Notable Trash & Gimmicks ~None of note.=~~=~~=~~=~~=~~=~~== General Husam ==~~=~~=~~=~~=~~=~~=::Abilities::Shockwave: Causes damage in four lines out from the boss.Bad Intentions: Damages and throws a random member up in the air.Detonate Traps: Causes mines to explode. Cannot be seen unless graphics are ongood or better setting. ~ Mechanics ~Husam will throw mines on the ground. Do not walk on top of them or you willtake damage. He will also target a random member with Bad Intentions. He willcast Shockwave in a line, which should be moved out of. Periodically he willuse Detonate Traps which causes the mines to explode and damage nearby members.Move away from the mines.Have your graphics set to Good or higher in order to see the mines duringDetonate Traps. Move out of the way of Shockwave and do not stand on the mines. If you die in this fight it is because you made a mistake. ~ Healing ~Avoid the mines and Shockwave. Keep LoS with the tank around the pillars. Beready with a large heal for the Bad Intentions target.=~~=~~=~~=~~=~~=~~=~~== Lockmaw & Augh ==~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~Phase 1 you dps Lockmaw and Augh will occasionally join the battle. Lockmawwill cast Scent of Blood on a random member. That person has to run to the tankso the tank can get aggro on the adds. DPS can then kill the adds. AvoidLockmaw's tail swipe by standing away from the tail. Augh will join the battleby targeting a random member and casting Whirlwind. Move away from theWhirlwind.Phase 2 begins when Lockmaw is dead. The party is out of combat so can drinkand heal up before killing Augh. Move away from Augh when he begins castingwhirlwind. ~ Healing ~Both bosses cast a poison debuff which should be removed. Both also enrage atlow health so be ready for some bigger heals at that time.=~~=~~=~~=~~=~~=~~=~~=~~== High Prophet Barim ==~~=~~=~~=~~=~~=~~=~~=~~=::Abilities::Fifty Lashings: Boss's melee attack gets stronger. Extra heals or a defensivecooldown at this time.Plague of Ages: Causes nature damage and jumps to nearby targets. Can bedispelled.Heaven's Fury: Flame pillar on a random target. Move out of it. ~ Mechanics ~This is a two phase fight. Phase 1 he will summon a phoenix. A ranged DPS caneither kite this or the DPS can kill it. This should be moved away from thetank to avoid the flame AoE. He will also call down a pillar of fire on arandom member. Move out of this. Fifty Lashings gives the boss a buff tohis melee attacks.Phase two begins at 50% of the boss's life. He will summon a dark phoenix whichmust be killed to end the phase. Periodically a player will get targetted andsummon a Soul Fragment. Kill the add before it reaches the dark phoenix orthe boss will get a buff and do more damage. Try to stun or snare the SoulFragment while the tank moves the dark phoenix away.Phase 1 begins again when the dark phoenix is dead. ~ Healing ~Be ready for extra tank healing when Fifty Lashings begins. Move out of thepillar of fire. Save your cooldowns for phase 2 and be ready with party heals. = Druid =In phase 2 everyone will take shadow damage so keep Wild Growth and Rejuv up onthe party. Use Tree of Life form so that you can use instant Entangling Rootson Soul Fragments and roll Lifebloom on the party. If a Soul Fragment reachesthe dark phoenix, expect the tank to take extra damage. = Paladin =Chain cooldowns in phase 2, Holy Radiance and Light of Dawn where needed.=~~=~~=~~=~~== Siamat ==~~=~~=~~=~~= ~ Mechanics ~Phase 1 the boss takes reduced damage from a shield. Kill the three Servantof Siamat adds to drop the shield and begin damaging the boss (phase 2). Whenthe adds die they drop a debuff on the ground that increases damage taken by33%. In phase 1 the ranged adds cast Chain Lightning which should beinterrupted. Avoid standing in the green stuff on the ground which causesdamage.Phase 2 begins after the third Servant dies. Siamat will then cast WailingWinds which tosses everyone around the platform. Continue to interupt theMinion's chain lightning and damage the boss. ~ Healing ~Have everyone near full life at the end of Phase 1 as it will be hard to healwhen being tossed around by Wailing Winds. Try to conserve mana when possibleas this fight can drag on. Have your cooldowns ready for phase 2. = Druid =Wild Growth plus Rejuv on the party when necessary. Save your Tree of Life formand Tranquility for Phase 2 if things begin getting dangerous. Tree of Lifeform in phase two plus Lifeblooms on everyone is very useful for this fight. ||====:====:====:====:====:====:====|| || Heroic Halls of Origination || ||====:====:====:====:====:====:====|| ~ Notable Trash & Gimmicks ~There is a gauntlet between the first and second bosses. Avoid the troggs inthis gauntlet as they will continue to spawn and just go straight for theelementals.=~~=~~=~~=~~=~~=~~=~~=~~=~~== Temple Guardian Anhuur ==~~=~~=~~=~~=~~=~~=~~=~~=~~=::Abilities::Burning Light: Blue fire spawns under a random member. Move out of this.Divine Reckoning: Hurts target and heals the boss. Dispell this. ~ Mechanics ~Two phase fight. Phase 1 dps the boss. He occasionally casts Burning Light ona party member. Move out of the blue flames. Dispell Divine Reckoning.At 66% and 33% the boss will become protected by a shield and invulnerable todamage. Beneath the boss's platform there is a pit. On each side of the pitthere is a lever. The two levers must be pressed to release the shield. Torelease the shield both levers must be held for 10 seconds. However there aresnakes in the pit. If the snake hits you it will interrupt the lever press.One person must aggro the snakes while someone else presses the lever. Oncethe shield is down the boss will cast a spell that damages everyone until heis interrupted. There are multiple ways to do this fight:1) The tank grabs the snakes at the beginning of the fight. No one dps's thesnakes. When the boss puts up his shield, one person drops down to each sideand presses the lever. DO NOT dps the the snakes or they will die and respawndown in the pit. I swear to god DPS, if Blizzard still let me kick you I wouldboot each and every one of you that dps's the snakes after I tell you not todps the snakes.2) The entire group drops down to the same side. The tank aggro's the snakes,and quickly moves to the other lever and aggro's those snakes. He then quicklymoves back to the boss. One dps gets each lever and the third dps kills thesnakes.3) 2 people drop down to each side of the platform. One person aggro's thesnakes while the other pulls the lever.I recommend 1) if the tank and healer are good. 2) otherwise. The problem with3) is at least two people are out of the healers range for an extended period.This forces the healer to expend a lot of mana trying to heal them up andleaves the damaged party members vulnerable. ~ Healing ~Move out of the blue flame. Dispell the debuff. Always stick with the tank. Itis much easier to keep someone at full life or near full life then it is totry to heal them up from low life. Use strategy 2) and be generous with yourpart heals. Druids, Pop ToL form if you need to cast some Regrowths on themove. Barkskin and Nature's Grasp if the tank fails to aggro the snakes on you.Paladins can Divine Protection and bubble if the adds get to be too much.If you do strategy 3) cast a HoT on people who are going to leave your LoS. Stick with the tank.=~~=~~=~~=~~=~~=~~=~~== Earthrager Ptah ==~~=~~=~~=~~=~~=~~=~~= (optional) ~ Mechanics ~The boss cleaves so only the tank should stand in front of him. The bossdisappears at 50% and adds come. Stack on the tank and dps down the adds. ~ Healing ~Yawn. It's so sleepy in here.=~~=~~=~~=~~=~~== Anraphet ==~~=~~=~~=~~=~~=::Abilities::Alpha Beams: Shadow damage to anyone standing in it. Move out of it.Omega Stance: Damage to the entire party. Heal through it.Nemesis Strike: Extra melee damage and shadow damge over time. Dispell it. ~ Mechanics ~The boss casts five Alpha Beams and then he will shift into Omega Stance. Moveout of the Alpha Beams. The boss casts Nemesis Strike on the tank which shouldbe dispelled.Everyone should spread out so that each Alpha Beam only hits one person. Beprepared to move quickly when the boss targets you with Alpha Beam. It iseasier for the healer if people group up during Omega Stance for AoE heals butthis is not essential. ~ Healing ~After you are targetted with an Alpha Beam, it is usually safe to stand stilland cast a large heal where needed. Until you are targetted by Alpha BeamI like to keep moving. Party heals like Wild Growth and Holy Radiance duringthe Omega Stance period. = Druid =I like to do this entire fight without standing still. HoT stack and dispellson the tank. Rejuv on the Alpha Beam target with a Swiftmend if needed. HaveWild Growth available for Omega Stance and follow it up with Rejuv on eachparty member. Cast Regrowth during Omega Stance to proc your Nature's Graceand heal everyone up. ToL form for instant Regrowth on the move.=~~=~~=~~=~~== Isiset ==~~=~~=~~=~~= (optional)::Abilities::Supernova: Stuns any target looking at her. Turn away.Astral Rain: AoE damage to the party.Veil of Sky: Spell damage is partially damages her mana instead of her health.Celestial Call: Summons an add.Split: Splits into multiple targets. ~ Mechanics ~At 66% the boss will split into three targets. At 33% the boss will split intotwo targets. All DPS should focus on one target. When the target is dead theboss will reform. When she splits into multiple targets, killing the targetwill prevent her from casting that spell any more. I.e. kill the Celestial Calltarget and that spell will no longer be cast. I recommned killing CelestialCall, then Astral Rain, but the order is not important.Another ability to be aware of is Supernova. Simply turn away to avoid. Thiseffect can be dispelled. ~ Healing ~Face away from the boss during Supernova (or the entire fight) and dispell thefails if needed. Move to avoid the arcane thing on the ground if it isfollowing you. Astral Rain is simple to heal through with Rejuv and WildGrowth or your class's applicable party heal.=~~=~~=~~=~~== Ammunae ==~~=~~=~~=~~= (optional) ~ Mechanics ~Fairly straightforward. Ammunae will drop seed pods on the ground. When thesehatch adds will come out and the boss will be healed. Kill the pods ASAP andthe boss will go down quickly. The boss will also grab a target from timeto time and cast Rampant Growth, which are both easy to heal through. ~ Healing ~This fight is about the DPS making sure to kill the pods. =~~=~~=~~=~~== Setesh ==~~=~~=~~=~~= (optional)::Abilities::Seed of Chaos: Green painful bubbles on the ground. Move away from these.Shadow Missle: Slowly fires at a target leaving a pool of shadow on the ground.Move to avoid and do not stand in the shadow. ~ Mechanics ~The boss cannot be aggro'd. He runs around the room opening portals. The DPShas to kill the portals ASAP or too many adds will come and the group willwipe. The tank will pick up any adds from the portals. The DPS resumes damagingthe boss when the portals are destroyed. Periodically the boss will cast Seedof Chaos. Move away during this. He will also cast projectiles which leave apainful pool of shadow in the ground. Move to avoid.DPS only kills the portals and the boss. Let the tank worry about the adds. ~ Healing ~Your heals will aggro the adds from the portal. Help the tank out and stay nearhim as he runs around the room. This makes it easier for him to grab adds fromyou. Druids, Nature's Grasp and Barkskin when needed and Paladins can DivineProtection and bubble. Avoid standing in the painful stuff on the ground--leavethat for the bad DPS. = Druids =This fight can last a bit so try to conserve mana by using Tree of Life formand casting Life Blooms on everyone and Regrowth/Healing Touch only on Omen ofClarity procs.=~~=~~=~~== Rajh ==~~=~~=~~= ~ Mechanics ~Rajh needs to be interrupted. He casts Sun Orb, which should be interruptedbefore it causes big damage to the tank. He also casts Inferno Leap which willtarget a random member. The random member can move out of this--the indicatoris a circle of flame on the ground--or this too can be interupted.Throughout the fight the party will take minor flame damage and flame cycloneswill move through the room. Rajh will periodically move to the center of theroom and recharge his energy. At this time everyone takes damage but everyonealso deals double damage. Use Bloodlust or Time Warp at this time. ~ Healing ~This is easy to heal through if the boss is interrupted. Have a cooldown andparty heals available when Rajh recharges. = Druid = Keep Rejuvs on everyone and Wild Growth and Swiftmend on cooldown. Pop ToL formduring the recharging phase or to conserve mana by blooming everyone one andusing Regrowth/Healing Touch only on Omen of Clarity procs. ||====:====:====:====:====|| || Heroic Grim Batol || ||====:====:====:====:====|| ~ Notable Trash & Gimmicks ~Free the dragons caught in the nets. Ride these and spam fireballs on thetrash to damage them down. Dragons also serve like teleports do after a wipe.=~~=~~=~~=~~=~~=~~== General Umbriss ==~~=~~=~~=~~=~~=~~= (optional)::Abilities::Blitz: Targets a random target then charges them. Strafe to either side ifhe targets you.Ground Siege: Targets a random direct. Move to the side to avoid.Bleeding Wound: Causes damage over time to the tank. Dispelled if tank ishealed to over 90% of his life. ~ Mechanics ~Adds come from the back of the room. If the purple glowing add is killed nearthe boss he gets a huge strength buff. The tank should grab the boss andall the normal Trogg adds while a DPS pulls the purple add away from the bossand kills it. DPS should kill all other adds too but take special care whenworking on the purple add. Umbriss will occassionally set his eyes on someoneand begin to cast Blitz or Ground Siege. Dodge to the side to avoid either one. ~ Healing ~Be ready for adds to aggro onto you. Druids Barkskin and Nature's Grasp whenneeded, Paladins Divine Protection and bubble. Keep an eye on the boss and beready to dodge the Ground Siege and Blitz.=~~=~~=~~=~~=~~=~~=~~=~~=~~== Forgemaster Throngus ==~~=~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~Forgemaster has three modes. Each mode will begin by him grabbing a weapon.Throughout each mode flame pools will fall on the ground and rocks will fallfrom the ceiling. Do not stand in this or you will take a lot of damage. Thismay be the hardest Heroic boss for a healer so help him out by avoidingunnecessary damage.When Forgemaster grabs a mace, he moves slowly but hits very hard. The bossmust be kited. During this phase he will occassionally grab and impale atarget. DPS watch your aggro as the tank will not be able to melee the boss.When Forgemaster grabs his shield, he deals damage in front of him. The groupmust run behind him. When he shifts his direction move behind him again.When Forgemaster grabs his dual blades he deals a lot of damage to the tankand leaves a stacking debuff on him. Healer must occassionally dispell thiswhile the healer and tank burn defensive cooldowns. ~ Healing ~Use cooldowns for the dual blades phase and party heals for the shield phase. = Druids =This may be the toughest Heroic fight to heal. During dual blades phase keepa full stack on the tank plus Regrowth to trigger Nature's Grace. Occassionallydispell the debuff on the tank. If you are hit by Disorienting Roar, yourcast time will be much longer. Cast three instant spells to remove this.On the mace phase, heal the party up as the tank will not take much damage.Be ready to drop big heals on the impaled target.Shield phase is a pain. Use Wild Growth and Swiftmend on cooldown. All targetsshould have a Rejuv on them at all times. Barkskin is good to use here.Save your Tranquility to late in the fight but use Tree of Life early toconserve mana. = Paladins =Use cooldowns for Dual Blades phase and dispell occassionaly. Holy Radiance andLight of Dawn for Shield phase. Mace phase is a chance to use Divine plea andmelee to get some mana back.=~~=~~=~~=~~=~~=~~=~~=~~== Drahga Shadowburner ==~~=~~=~~=~~=~~=~~=~~=~~= (optional) ~ Mechanics ~The boss will summon flame adds throughout the fight. The flame add willrandomly target a member. If the flame reaches that member it will blow up,likely killing the target and anyone nearby. The DPS must stun, slow, snare,and kill the adds ASAP. If you are targetted by the add run away so the DPShas more time to kill it.Phase 1 is simply dps'ing Drahga while killing the flame adds. Phase 2 Drahgadisappears and a dragon appears. Keep dps'ing the flame adds. The dragon willperiodically cast a huge breath attack at a random target. Move behind thedragon or you will take a bunch of damage. This attack is the same as thisdragon uses in the raid Bastion of Twilight. Practice dodging it here soyou are ready for the raid. ~ Healing ~Healing this fight is easy. However people really struggle with the mechanicsso be ready to help them out. Druids, Root every fire add. Twice if needed.Glyphing Entangling Roots can help out. Root then run away if the flame addaggro's you.Be ready to move behind the dragon when she casts her breath. This meansstanding somewhat near the boss so it is easy to get behind her, not standing30 yards away and beginning to move when she casts her breath. Kitty form, Dashand Barkskin if you need it to get to the other side of her. Holy Paladinscan bubble the flame add or the breath.=~~=~~=~~=~~== Erudax ==~~=~~=~~=~~=::Abilities::Summon Faceless Corruptions: Two adds come. These must be dps'd down quickly orthe boss will regain life and eggs will hatch causing damge to the party.Summon Gale: Summons a storm killing anyone not in the eye of the storm. Moveinto the eye.Feeble Body: Tank takes more damage and is knocked back. Tank should run awayuntil this debuff fades.Binding Shadows: Shadow missle on a random target. Strafe to avoid. Dispell ifsomeone is hit by it or they will be unable to move and will take damage. ~ Mechanics ~The boss will summon two adds. These adds have to be dps'd down before theyreach the eggs. If they are dps'd down, the fight is the easiest in this place.If they are not dps'd down, you will likely wipe. When the adds reach the eggsthey will release something that causes party damage and heals the boss. Theadds can be slowed but not stunned. I.e. Frost Trap can slow the adds, butFreeze Trap will not stop an add. Split the DPS up to ensure equal DPS on eachadd. The tank should also dps an add.Before summoning the add the boss has three abilities. One is Summon Gale. Theboss will cast a spell that damages everyone not standing in the eye of thestorm. Move into the eye--it is a black circle on the ground--or die. When theboss casts Feeble Body, the tank should run away until it fades. The thirdability is Binding Shadows. This can be dodged by moving out of the way. Dispell it if someone is hit so they can move to DPS the adds. ~ Healing ~If the DPS does their job this fight is simple. Move into the Shadow Gale. Beready to cast your largest heal after Feeble Body if the tank is bad. Be readyto dispell if the DPS is bad and does not move out of Binding Shadows.If an add does reach the eggs and begins to hatch then it gets difficult.Everyone will begin to take damage. Druids Wild Growth on cooldown, Rejuv oneach party member, Swiftmend and Efforesence when people group up in themiddle. Holy Paladins target the low man with a direct heal, Light of Dawn whenpossible and Divine Radiance when people group up. ||====:====:====:====:====:====|| || Heroic Shadowfang Keep || ||====:====:====:====:====:====|| ~ Notable Trash & Gimmicks ~After killing the first two bosses there is a ghost near the entrance who youcan talk to in order to teleport to places further in the dungeon after wipes.=~~=~~=~~=~~=~~=~~== Baron Ashbury ==~~=~~=~~=~~=~~=~~=::Abilities::Asphyxiate: Brings everyone down to 1 health.Stay of Execution: Heals the boss and the party for 10% of their health everysecond. Let it tick once or twice before interrupting.Wracking Pain: Damages a target. Interrupt or dispell.Dark Angel Form: Boss morphs at 20% life and causes massive AoE shadow damage. ~ Mechanics ~Good interrupts are essential to this fight. The boss will cast Asphyxiateevery so often bringin all party members down to 1 health. He will then castStay of Execution, healing himself and the party. After the Asphyxiate, letthe Stay of Execution tick one or two times before interrupting it. If youinterrupt before any ticks, then the entire party will have low health and be vulnerable to death. If you interrupt too late the boss will gain all hislife back.The boss also casts Wracking Pain which needs to be interrupted or dispelled.It does not hit for too much but since everyone is at low life after theAsphyxiate it is deadly. Interrupt the Mend Rotting Flesh before it heals him.At 20% he will go into Dark Angel form and cast AoE shadow damage on the party.This gets stronger and stronger and will eventually kill the group. Theimportant thing is not to push the boss under 20% right after an Asphyxiateas the party will have low health. Let the healer heal up, push the boss below20% then burn all cooldowns. Lust or Time Warp if you have it. All membersshould use any defensive cooldowns that they have. ~ Healing ~Be ready with an instant heal on the tank after the Asphyxiate. Have your bestcooldowns ready for the final 20%. There is no need to fully heal the DPS afteran Asphyxiate (as the next Asphyxiate will get them down to 1 health) unlessthe party is about to push the boss into the Dark Angel phase. If the DPS isbad at interrupts be ready to dispell Wracking Pain. = Druids =Keep a Rejuv on the tank at all times. After an Asphyxiate Swiftmend and thenWild Growth. If no Rejuv is on the tank drop a Regrowth then Swiftmend thetank. Save your Tree of Life form and Tranquility for when the boss getsunder 20%. = Paladins =Word of Glory or Light of Dawn after Asphyxiate then a Holy Radiance. Saveall cooldowns for the final 20%. Lay of Hands at the last possible moment.=~~=~~=~~=~~=~~=~~=~~=~~== Baron Silverlaine ==~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~DPS the boss. The boss summons adds. Kill the adds, then go back to dps'ing theboss. ~ Healing ~The boss casts a debuff which reduces healing taken by 75%. Remove this fromthe tank and keep him full. When the debuff falls off the other party members,resume healing the party.=~~=~~=~~=~~=~~=~~=~~=~~=~~== Commander Springvale ==~~=~~=~~=~~=~~=~~=~~=~~=~~= (optional)::Abilities::Shield of the Perfidious: Does damage in a cone in front of the boss. Tankshould turn the boss and DPS remain behind him.Desecration: Green circle on the ground that causes anyone standing in it totake damage. ~ Mechanics ~The boss starts with two adds. If the adds or left up, they will cast a buffon the boss that heals him. More adds will come periodically throughout thefight. If your DPS is good you can ignore the adds and burn the boss down (orjust kill the first two adds and burn the boss down). The adds can be shackled.The proper way to do the fight is to kill the adds, then the boss, then havethe tank grab the adds that come throughout the fight, kill those, and thenthe boss.This is made more difficult by two of the bosses abilities. Desecration causesdamage to anyone standing in it and forces the tank to move. Shield of thePerfidious will damage anyone standing in front of him. As the tank will begrabbing adds throughout the fight the boss will be turned around, making itmore difficult to stand behind the boss or for the tank to turn the boss,causing the Shield of Perfidious attack to cause more damage. ~ Healing ~This is not an easy fight to heal. Position yourself so the tank can easilypull adds off of you. Aggressively use your cooldowns and large heals duringsigns of trouble. = Druids =Use your Barkskin when the adds aggro. Keep a full HoT stack on the tank and beready to Rejuv the tank and melee dps when the boss drops his green damagingcircle on the ground. Save your Tranquility for as late into the fight as youcan stand it. ToL form and Lifebloom the party at the first sign of trouble.=~~=~~=~~=~~=~~=~~== Lord Walden ==~~=~~=~~=~~=~~=~~= ~ Mechanics ~The boss will mix different potions for various effects. The Green potionmeans everyone has to move. If you stand still you will die. The blue potioncasts ice shards round the room. Do not stand where the shards are about tofall. The red potion increases critical strike chance by 100% for as long asyou remain stationary. Red light green light game brought to WoW. ~ Healing ~Either people will move during the green phase and live or they will standstill and die. Heal up in between the green phases.=~~=~~=~~=~~=~~=~~== Lord Godfrey ==~~=~~=~~=~~=~~=~~=::Abilities::Pistol Barrage: Heavy damage to anyone in the Pistol Barrage cone. Since patch4.0.6 he now casts it on a random party member. ~ Mechanics ~Fairly straightforward. The boss will summon adds which the tank must pick up.He will periodically cast Pistol Barrage on a random target. Anyone targettedby the barrage should quickly move out of it. ~ Healing ~Keep the tank at full health. The boss will cast a Cursed Bullet at a randomparty member. Dispell this and heal the target up. ||====:====:====:====:====|| || Heroic Deadmines || ||====:====:====:====:====|| ~ Notable Trash & Gimmicks ~My least favorite Heroic. I cannot stand this place. Hop into the cannons todo more DPS. Stack on the pirates to avoid their charge.=~~=~~=~~=~~== Glubtok ==~~=~~=~~=~~= ~ Mechanics ~Very easy fight. Phase 1 Glubtok will teleport around the room. At 50% he movesto the middle of the room. He will cast a line of fire on the ground whichrotates around the room. Do not stand in this. He drops ice shards from theceiling. Avoid these by not standing in the blue circle. Flame adds will comewhich the tank should pick up. ~ Healing ~Avoid the wall of flame, do not stand underneath where the ice falls. Stickwith the tank so he can get the adds off of you.=~~=~~=~~=~~=~~=~~=~~=~~== Helix Gearbreaker ==~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~Helix starts on top of an oaf. Kill the oaf then Helix. Helix's minions willdrop mines from the ceiling. Do not stand near these. The oaf will occasionallypick someone up then slam them against the wall. Do not stand in this path(do not stand on the tracks). Helix will also grab onto someone's chest andplant a bomb. If you have the bomb attached to you move away from the group. ~ Healing ~Watch who Helix and the Oaf target. Be ready to heal this person up with somedirect heals like Rejuv plus Swiftmend and Healing Touch or Word of Glory andDivine Light.=~~=~~=~~=~~=~~=~~=~~== Foe Reaper 5000 ==~~=~~=~~=~~=~~=~~=~~=::Abilities::Overdrive: Causes more damage to anyone dumb enough to still be near him whenhe channels it.Harvest: Targets a party member then runs towards it dealing massivedamage to anyone dumb enough to be in the path. Do not be that jerk who standsway behind the party, thus forcing everyone to run far away when the jerk getstargetted by Harvest. ~ Mechanics ~Adds will come throughout the fight. One person has to ride in a Reaper bot andkill the adds. This person should hit 1, 1, 2 (damage, damage, stun) to killthe adds and keep them off the group. The tank will pull the boss up the rampa short bit. The boss casts two spells: Overdrive and Harvest. Move up theramp to avoid these abilities. Once the abilities are over, pull the bossdown the ramp a bit. Adds come a bit faster when the boss is enraged. ~ Healing ~HoT the tank and heal the Reaper bot where needed. Run up the ramp duringOverdrive and Harvest. Paladins be ready for a big direct heal or to usesome cooldowns after running.=~~=~~=~~=~~=~~=~~=~~== Admiral Ripsnarl ==~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~The Admiral will summon adds throughout the fight. Kill the adds ASAP or theywill grow stronger and do massive dammage to the party. Keep the adds undercontrol and this fight is pretty simple. DPS down the Admiral, switch to theadds, and then back to the Admiral. The Admiral does a cleave so do not standin front of him. ~ Healing ~This fight can last a bit so be ready to use Tree of Life form to conservemana or time your Divine Pleas will. Stay somewhat near the tank so he can getadds off of you but not too close or the boss will damage you.=~~=~~=~~=~~=~~=~~=~~== "Captain" Cookie ==~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~The boss will drop good food and bad food on the ground. Eating good foodincreases your haste by 30% and stacks. Bad food causes a green painfulswirl on the ground--do not stand in this. Eating bad food causes damage.However if no one eats bad food there will be nowhere safe to stand andeveryone will take too much damage to heal through. The good food will beshiny and gold, the bad fool will be green.Eat a piece of bad food then a piece of good food. This removes a piece of badfood from the ground then gives you a buff. Doing this allows you to keep theground clear of bad food and gives the party plenty of time to kill the boss. ~ Healing ~Help people out by clearing the bad food and then eating good food to removethe bad food debuff. Party heals lile Light of Dawn and Holy Radiance are greatfor this fight. = Druids =Rejuv the party and Wild Growth on cooldown. This fight can drag so use Tree ofLife form to conserve mana and stack Lifeblooms on all party members.=~~=~~=~~=~~=~~=~~=~~== Vanessa VanCleef ==~~=~~=~~=~~=~~=~~=~~=The boss comes when someone reads the note on the ground. Before fightingVanessa the party must go through the nightmare. If you die in any phase thenrun into the zone and take the teleporter.Part 1 of the nightmare, the party is hanging over a vat of something. Mouseover the valves and click to free yourself. The party must then run down theramp to nightmare Glubtok. Either run down the ramp avoiding the fire on theground and ice falling from the ceiling or very quickly drop off the side ofthe ramp before the flames start. Kill Glubtok and avoid the falling ice.Nightmare Helix is next and is the toughest part of the nightmare. Burn allcooldowns at this phase and Lust if you have it. Spider adds will come butthese do not need to be dps'd down. The phase ends when Helix dies so focus onhim. The tank should pick up the spider adds if any aggro onto the party.Phase 3 has the party dodging shiny lightning orbs. Do not touch these or youwill die. Dodge the orbs til you reach the foe reaper. Kill him.Phase 4 of the nightmare has you running back up the ship. Kill the worgenswhile healing the Harrisons. If either Harrison dies then the party will wipe.Run to the top of the ship to find Vanessa and start the fight. ~ Mechanics ~Adds come throughout the fight. Kill them then resume dps'ing the boss. At 50%and 25% the boss will set off explosives. Move over to the ropes and clickthem in order to swing off the ship. If you do not reach a rope in time youwill die. DPS can stand in the red bubbles to get a dps bonus but they willalso take more damage standing in the circle. ~ Healing ~Stand near the tank so he can grab the adds off of you. Be ready to run tothe ropes and jump off.========^^^^^^^^^^^^^^^^^^^^^^^================================================ ^ IX. CATACLYSM RAIDS ^========^^^^^^^^^^^^^^^^^^^^^^^=[9.0]==========================================All raids can be run once every week. Killing a boss in a raid gets you savedto that raid. Each boss killed grants 70 Valor Points in 10 man raids and 90Valor Points in 25 man raids. To reach to Valor Point cap (assuming you runyour Heroic Daily every day) you must kill 11 bosses in 10 man raids or 9bosses in 25 man raids.For all raids you should come prepared with a Cataclysm Flask and +90 of a statfood. Going between ilvl 346 Heroic gear and ilvl 359 Raid gear, typically onlyprovides you with +40 of your primary stat. Passing on the +90 of a primarystat that food provides is lazy and disrespectful to the people you are raidingwith. ||====:====:====:====|| || Baradin Hold || ||====:====:====:====|| [9.1]Baradin Hold is located in Tol Barad. To enter this dungeon, your side musthave control of Tol Barad. The entrance is located to the west side of BaradinKeep in the basement beneath it.=~~=~~=~~=~~=~~=~~=~~== Pit Lord Argaloth ==~~=~~=~~=~~=~~=~~=~~=::Abilities::Meteor Slash: Massive damage to a target and any nearby members. Causes adebuff which causes fire damage to increase. Must be absorbed by multiplemembers. A group cannot survive two Meteor Slash's in a row so tanks mustalternate taunting the boss and taking Meteor Slash's.Consuming Darkess: Deals shadow damage every .5 seconds. Must be dispelledasap.Fel Firestorm: Damage to anyone standing in the flames. Targets random members.Must move around to avoid. Cast at 66% and 33% life. ~ Mechanics ~This boss is a DPS check. The DPS in the group must be able to collectivelyaverage 10,000 dps or higher. The boss must be killed within five minutes or hewill go Berserk and kill everyone. This fight requires two tanks.The raid will form into two equally split groups. Each group will have onetank. Stack on your tank. The tanks will swap aggro after each Meteor Slash. The boss will cast Meteor Slash on the tank who has aggro.The tank that is notbeing targetted by the boss will taunt after the first Meteor Slash and theother tank will taunt back after the second Meteor Slash. This will causedamage that is split among all party members he is facing, thus theneed to stack. Meteor Slash will also leave a debuff on the target whichincreases fire damage taken. If a group takes two Meteor Slashes in a row theywill die, thus the need for the tanks to swap taunts after every Meteor Slash.At 66% and 33% the boss will cast Fel Firestorm. At this point the group mustspread out and avoid the flames on the ground. Move around until it ends thenstack back up in your original groups. Lust when the boss has 25% healthremaining.Throughout the fight healers will have to quickly dispell Consuming Darkness,which causes Shadow damage every .5 seconds that it is active. ~ Healing ~Healers must quickly dispell the debuff--start with the lowest health target--and conserve mana so that they have enough throughout the fight. = Druid =Full HoT stack on the tank who has aggro. Plant a pre-emptive Rejuv on a targetin that tanks group prior to the Meteor Slash. Cast Wild Growth and Swiftmendafter each Meteor Slash and then Rejuv and Nourish where needed to top peopleoff.Cast your Innervate and Tree of Life early so that it can be used later in thefight. Move around when Fel Firestorm starts and heal the bad players whoget hit by the fire. = Paladin =Holy Shock on cooldown to build up Holy Power and Judge on cooldown for mana.Use Holy Radiance when your group gets hit by the Meteor Slash and Light ofDawn on the other group when they get hit by Meteor Slash. Use cooldowns earlyso that they can be available later in the fight. Swap Beacons after eachMeteor Slash. Divine Plea during the Fel Fire phase. ||====:====:====:====:====:====|| || Throne of the Four Winds || ||====:====:====:====:====:====|| [9.2]Throne of the Four Winds is located in the southwest part of Ulduar floatingin the sky.=~~=~~=~~=~~=~~=~~=~~== Conclave of Wind ==~~=~~=~~=~~=~~=~~=~~= [9.2a]Coordinating raid movement is essential to beating Conclave. There are threebosses on three platforms. Someone must be on each platform throughout thefight or a raid wiping ability will be cast. The bosses must be killed within90 seconds of each other or they reset to full life. This is a two tank fight. = East Platform - Rohash =Rohash does not require a tank. Only a healer and ranged DPS. In 10 manyou want 1 healer and 2 ranged DPS on this platform to begin the fight. ::Rohash Abilities:: Slicing Gale: Minor damage to a random target.Tornado: Summons tornados on the platform. Do not get caught in these.Wind Blast: Rotates clockwise around the platform, knocking anyone in front ofhim on the platform off. This should be avoided and may result in a wipe ifpeople are knocked off.Hurricane: Rohash's ultimate ability. Cast when he gains 90 energy. Everyoneon the platform is caugh in a Hurricane and thrown into the air. Causes minordamage and some fall damage when you land. = West Platform - Anshal =Anshal requires a tank. In 10 man, all melee DPS and 1 healer should starthere as well as any ranged DPS not on Rohash's platform. ::Anshal Abilities::Soothing Breeze: Summons a circle on the ground that heals anyone caught in it,including himself and his adds. The tank must quickly pull Anshal out of thiscircle before he heals himself.Nurture: Summons adds. These adds do damage to anyone nearby. Tank must aggrothe adds and the DPS should dps them down.Zephyr: Anshal's ultimate ability. Heals any adds left alive on the platform.He also gains strength. During this phase, the tank on the platform must kitethe boss and use defensive cooldowns. = North Platform - Nezir =Nezir requires a tank. Places a debuff on anyone on this platform thatincreases frost damage taken. In 10 man start with 1 healer and 1 tank on thisplatform. ::Nezir Abilities::Permafrost: Damages any targets in front of him. Only the tank should be infront of him.Chilling Wind: Stacks a frost debuff that increases frost damage taken anddeals minor damage.Ice Patch: Drops a patch of ice on the ground that slows and damages anyonestanding in it. Move out of it. ~ Mechanics ~All three bosses must die within 90 seconds of each other. If at any point aboss is alive and no one is on the platform, a raid wiping ability will beginto be cast. The bosses each have an energy bar that starts at 0 and reaches 90simultaneously.Divide your group among the three platforms. A tank on the north and westplatforms, sufficient heals on each platform, ranged DPS on the east platform,and melee DPS on the west platform. In 10 man you want 1 healer on eachplatform, a tank on the north and west platforms, 2 ranged DPS on the eastplatform and the remainder of your DPS on the west platform.The bosses charge up their energy throughout the fight. At 90 energy thebosses each perform their ultimate ability and you will be unable to movefrom platform to platform. The North platform ultimate deals damage that issplit equally among all players there so everyone except for essentialpersonnel should be on the North platform for the ultimate. In 10 man, thismeans everyone is there except for the one healer on the east platform andthe one healer and tank on the west platform.The east platform should DPS the boss down. At 85 energy the ranged DPS willjump to the North platform and DPS the North boss. They can then go backto the east boss or stay on the North boss depending on how much life eachboss has. Remember that all bosses must die within 90 seconds of each other soyou may have to juggle DPS a bit. Healer will remain on the east platform atall times.The North platform will have a tank and healer on it. At 85 energy the tankand healer will jump to the West platform. They must leave the platform becausethe frost debuff they have will leave them unable to survive Nezir's ultimate.When getting ready to switch, take into account the frost patch which can slowyou down.The West platform will attack the boss. The tank must move the boss fromthe middle of the platform. This is important because if Anshal drops aSoothing Breeze healing circle in the middle of the platform, he will heal tofull during his ultimate. When adds are summoned the tank must pick them up andthe DPS promptly kill them. Healer, stack on your tank when the adds comeso the tank will pull aggro easier. After the tank has aggro move away fromthe adds unless you are melee as they hurt anyone standing near them. At 85energy everyone will go to the North platform. Tank has to make sure to pullthe boss far away from the healing circle. The graphic is incorrect and theboss will heal if it is near the circle even it if looks like it is a bit outof it. DPS can stay at the North platform for a bit after the ultimate but mustreturn to the West platform to kill the adds. Repeat this until all bosses are down to low life. Then you can either:1.) Kill the West and East bosses at the same time then burn and kill the northboss2.) Kill the north boss then split into two groups where one gets the westboss and the other gets the east boss.Either strategy is fine, just make sure to have all three bosses down to lowhealth before killing any boss. ~ Healing ~East platform is about avoiding tornados and staying on the platform. The otherhealers will be switching back and forth so must be able to heal the North andWest platforms. = Druid = North is simple when there is no ultimate. Simply heal the tank and keep aRejuv on yourself. During the ultimate Wild Growth and Rejuv's all around.The west platform is simple until the adds come. Stack on the tank so he canaggro the adds then move away. Pre HoT the melee DPS as they will take damagefrom being near the adds and be ready with big heals on the tank while the addsare still up. I like to use Tree of Life form during this part of the fight. Ifyou are on the West platform for the ultimate, the tank will need big heals ifhe is unable to kite the boss. = Paladin =North is simple when there is no ultimate. Resist Aura and heal the tank. Handof Freedom if caught in the ice when you go to switch. For the ultimate, burna cooldown and use Holy Radiance where the largest clump of people is. AuraMastery is also helpful if you have Resist Aura active.West platform is simple until the adds come. Stack on the tank so he can aggroadds then move away. Use a cooldown when the adds come and be ready with largeheals on the melee and any DPS that pulls aggro.=~~=~~=~~=~~== Al'Akir ==~~=~~=~~=~~= [9.2b]Al'Akir has three phases. The important thing in phase 1 is to stay out of thecyclones, in phase 2 to properly manage the add kills, and in phase 3 to remainon the proper level. Only 1 tank is needed.::Abilities:: ~ Phase 1 Abilities (100%-80% Health) ~Wind Burst: Knocks everyone on the platform back. If you are not close whenhe casts this, then you will be knocked off of the platform. Be near the bosswhen it is cast.Tornado Wall: Wall of tornados with one hole. Must move through the hole whiletiming the movement with the Wind Bursts.Lightning: Blast of lightning in a single direction. Must spread out tominimize the amount of people getting hit by lightning. In 10 man, no morethan 2 people should be hit. In 25 man, no more than 2 or 3.Sleet Storm: Rains ice and leaves a patch of ice on the ground. Do not standin this or on the patch or you will take damage. ~ Phase 2 Abilities (80% to 30% Health) ~Wind Burst and Lightning stop in this phase. Tornado Wall continues.Summon Add: One add comes every 20 seconds. Timing the kill of these adds isimportant as every add that dies stacks a debuff on the boss.Acid Rain: Stacking debuff that causes more and more damage to everyone as thephase continues. ~ Phase 3 Abilities (30%-0% Health) ~Wind Burst: Now an instant cast. Continues to knock people back and knockspeople down slightly.Lightning Rod: Does damage to you and anyone near you. Move away from thegroup horizontally.Cloud wall: Entire altitude is filled with clouds. Dodge by moving verticallyup or down. Have to move as a group. = Phase 1 (100%-80% Health) =Phase 1 everyone must spread out in groups of two in 10 man and two/three in 25man. The boss will cast lightning at a random group. This should not hit morethan 2 (3 in 25 man) people. Use the markers on the platform that kind of looklike spades to seperate the groups. ~ Positions (10 Man) ~D----D-BOSS-D----D H ~ Healer T T ~ Tank HD DH D ~ DPS H He periodically casts Wind Burst which will knock everyone back. If you are notclose to the boss when he casts Wind Burst you will be knocked off theplatform. He will also summon a wall of tornados. There will be one gap in thewall which the group must dodge through. Have someone call out in vent wherethe gap is.Stay out of the tornados at any cost. It is better to get knocked off theplatform by Wind Burst than to get caught in the tornado. It is better to runon top of another group and risk getting more people hit by lightning than toget caught in the tornado. The tank cannot get hit by tornado or it is likelya wipe. In phase 1 your priority should be finding where the hole in thetornado is and doing whatever it takes to run through that hole. If a WindBurst is coming up either pre-emptively run to the hole in the tornado wallor run away from the tornado wall until after the burst.When the tank is not within melee range of Al'Akir he will be targetted by alightning beam and take more damage. If you are standing within melee range ofAl'Akir, any spell with a cast time will be interrupted by him. He will alsorain ice down during phase 1. Do not stand in the ice puddles. = Phase 2 (80%-30% Health) =Phase 2 starts at 80%. You no longer need to worry about lightning or WindBurst. However now multiple walls of tornados come and you must continue tododge them. The party should group up in a loose stack near the tank.One person should off-tank the adds (in 10 man a DPS like a Warrior or DeathKnight can do this). The adds cause damage to anyone nearby so they should betanked away from the group. Everytime an add dies the boss gains a debuff andtakes more damage. This debuff stacks with each add that dies. The debuff lasts20 seconds. A new add comes every 20 seconds. Add kills must be timed so thatthe debuff stacks higher and higher and the boss takes more damage. Do not killthe first add until after the third add appears (some groups may want to waituntil the fourth add appears). Then burn down the first add. Time yoursubsequent add kills for when the debuff is about to fall off.In phase 2 the party will take stacking damage from Acid Rain. At some pointthis becomes unhealable. With proper add management this will not be an issue.At 30% phase 3 starts. = Phase 3 (30%-0% Health) =In phase 3 the platform disappears and everyone can fly around. The importantthing is everyone must be on the same altitude but spread out horizontally.Either group up at the top of the boss or at his feet. Do not fly too far downor you will get burnt by the lightning clouds.The boss will summon clouds of lightning on a random member. This can only be dodged by moving out of it vertically. Eventually there will be too manyclouds and no where to dodge vertically. Thus the need to be on the samevertical height. If one person is on a different level and the cloud appearson his level than everyone else will have no where to dodge or be stuck on thewrong side of the cloud. The boss will target a random member with LightningRod. Anyone near that target will take heavy electric damage. That membershould move away from the group horizontally, staying on the same verticallevel. The boss will now cast Wind Burst instantly, knocking people back anddown.Group up at the bottom of the boss. Stay on the same vertical height in a loosegroup. When the lightning cloud comes hit space bar to fly up and out of it (orfly down out of it if the group is dodging downwards). Stay on the samevertical height. If you get Lightning Rod fly horizontally away from the group,staying on the same vertical height. Repeat until the boss is dead or there isno room to fly around in. Pop lust right in Phase 3 when everyone is inposition. ~ Healing ~Phase 1 is more about mechanics than healing. Healers will typically beassigned to groups that only they or one other healer can reach. You will beresponsible for keeping those people healed up after the lightning blasts. HoTstack or Beacon the tank if he is in range.Phase 2 has the Acid Rain debuff stacking up more and more throughout thephase. = Druids =Wild Growth on cooldown. Spam Rejuv on every member. Continue to dodge tornadosand stay away from the stormlings. Tranquility can be used late in this phase,save it for when Acid Rain stacks are very high and right after you dodge atornado wall. You will want to use Tree of Life at some point in this phase. = Paladins =Holy Radiance on cooldown. Save your cooldowns for later in the phase. Build upHoly Power and use Light of Dawn on cooldown. = Phase 3 =Phase 3 is also more about the mechanics than healing. Stay out of thelightning clouds and fly away horizontally if you have the Lightning Roddebuff. ||====:====:====:====:====:====|| || The Bastion of Twilight || ||====:====:====:====:====:====|| [9.3]The Bastion of Twilight is located in Twilight Highlands high up in the airon a large platform on the west side of the area. The trash at the beginningand between Halfus and the 2nd boss can be cc'd.The trash before the third boss is a bit tricky. The lightning and earth trashare easy. The fire and water trash must be pulled together. Do not attack thefire trash until the water trash lowers the fire thrash's shield, or anyoneattacking the fire trash will take damage. The fire trash will give you adebuff that allows you to attack the water trash and interrupt its painfulraid-wide damage spell.=~~=~~=~~=~~=~~=~~=~~=~~== Halfus Wyrmbreaker ==~~=~~=~~=~~=~~=~~=~~=~~= ~ Mechanics ~Halfus's abilities change each week depending on which of the 5 drakes are upthat week. Each week 3 of the 5 drakes can be talked to, determining which ofHalfus's abilities he will perform. Typically in 10 man you want 2 tanks,3 healers, and 5 DPS. In 25 man you may want a third tank. Below are the drakeslisted in preferred order of release:Storm Rider: Halfus gains the ability to perform Shadow Nova. Shadow Novadamages the entire raid and knocks them back. .25 second cast time. ReleasingStorm Rider reduces the cast time to 1.5 seconds. This must be interrupted.Nether Scion: Halfus gains the enrage ability, allowing him to attack morequickly. Releasing the Nether Scion will remove this enrage.Time Warden: The Proto-Behemoth behind Halfus gains the Fireball Barageability, causing damage to raid members it hits. Releasing Time Warden allowsthe raid to strafe and dodge the Fireball Barage. If Time Warden is the 2nddrake that needs to be released, it may be advisable to release him at thestart with the first drake.Emerald Whelps: The Proto-Behemoth behind Halfus causes raid wide damage withhis Flame Barrage. Releasing the whelps drastically weakens the Flame Barrage.Slate Dragon: Halfus gains the Malevolent Strikes ability. Every time Halfushits the tank, the tank will gain a stack of Malevolent Strikes, reducinghealing by 8%. The more stacks, the more healing reduced. Tanks must taunt swapHalfus when the stacks get too high (usually around 8 or so). When the debufffades, the tanks have to swap again. Releasing the Slate Dragon causes Halfusto become periodically stunned.Each week's strategy will depend on the drake comp. I will try to give you anidea of the general mechanics and some various pointers.Halfus has a 5 minute enrage timer. Each drake killed causes Halfus to take100% more damage so you can release all three drakes and beat the timer but itis not necessary to do (updated as of patch 4.0.6). The typical strategy is torelease one or two drakes right after pulling Halfus. Lust right away, haveall DPS target and kill one drake, kill the next drake and then either releasethe third drake or kill Halfus. The beginning of the fight is the hardest partso burn all needed cooldowns early.At 50% Halfus will begin casting Furious Howl. Furious Howl will prevent allraid members from performing any action for about 10 seconds. All drakes musteither be dead before this or you must choose not to release them. If StormRider is up this week, Halfus will follow Furious Howl with a Shadow Nova. Amage MUST blink after the third howl and interrupt this Shadow Nova.If Storm Ride is up....-He must always be released first and at the beginning of the fight-An interrupt rotation must be assigned. Shamans can windshear every ShadowNova but barring that, a solid rotation must be assigned.-The first Shadow Nova is hard to interrupt but can be done (in Heroic Modethis has to be interrupted)-When Furious Howls start, a Mage must blink out of the third howl andinterrupt the subsequent Shadow NovaIf Nether Drake is up...-He must always be released at the beginning of the fight if Slate Dragon is upor the tank will take too many stacks of Malevolent Strike. Even if SlateDragon is not up, he should still probably be released at the beginning ofthe fight.If Time Warden is up...-You may want to release him at the pull if he is the 2nd drake to be released.This will greatly reduce raid healing needed but force the healers to focusmore on tank healingIf Whelps are up...-The raid will take a lot of damage. This makes the fight much more healingintensive. Try to release these Whelps to relieve the healing burden.If Slate Dragon is up...-Tanks will have to taunt swap Halfus throughout the fight. Let your stack getto 8 or so then swap, let your stack fall off then swap back.-Avoidance trinkets and cooldowns can prevent Halfus from stacking the debuffon you.-Using the Palidan spell Hand of Protection will remove all stacks. Use thisthen have the tank remove the buff and taunt back to remove the stack. ~ Healing ~ = Druid =The beginning of this fight will be the most healing intensive part. Tree ofLife immediately, get Lifebloom stacks on both tanks. Proc Nature's Grace earlyand be ready for an early Tranquility if needed. Some combinations drain a lotof mana so Innervate early so it can be up again later in the fight.If Whelps are up...-Be ready for serious raid heals. Wild Growth on cooldowns, Rejuv for everyone,save your Tranquility for the last possible moment.If Slate Drake is up...-Know who is tanking Halfus (ie make sure you know who Halfus's target is bysetting Halfus as your focus) and have a rough idea of how many stacks he has.Even if you are not assigned to heal that tank, when the stacks reach 7 orhigher the tank will be needing some extra heals.-Keep a HoT stack on the Halfus tank and keep Swiftmend on cooldown for thistank. Healing Touch plus an immediate Swiftmend is our biggest burst heal.=~~=~~=~~=~~=~~=~~=~~=~~== Valiona & Theralion ==~~=~~=~~=~~=~~=~~=~~=~~=::Abilities:: ~ Phase 1 Abilities (Valiona on ground) ~Blackout: Causes damage that is split between all nearby members. Must groupup and dispell this to split damage between the raid. Group up and spread outquickly due to the Meteor ability. 2 Blackouts in first ground phase, 3Blackouts in the second ground phase.Meteor: Causes damage to everyone within 8 yards of the target. Must stayspread out so that multiple people do not take damage from the same meteor.Devouring Flames: Targets random member and flame breaths in a wide cone inthat direction. Must quickly run behind the boss.Dazzling Destruction: 5 patches of purple shiny stuff on the ground. Avoid oryou will be sent to the Twilight Realm. ~ Phase 2 Abilities (Theralion on ground) ~Twilight Meteor: Now causes damage to be split between nearby members. Have togroup up in a ranged group and a melee group.Engulfing Magic: Your HoTs, DoTs, and direct damage abilities cause damage tonearby enemies. If you are hit by Engulfing Magic, then run away from thegroup before you kill everyone.Shadow Pools: Pool of shadow on the ground. Immediately run out. Do not finishyour cast first. Move out. This should only hit the ranged group. If this ishitting the melee group then there are not enough people in the ranged group.Deep Breath: Randomly targets 1/3 of the room. Someone in vent should call outwhich side it is hitting so the raid can dodge. ~ Mechanics ~ = Phase 1 =There are two dragons in this fight. The fight will alter between Valiona onthe ground and Theralion in the air (phase 1) and vice versa (phase 2). Thisis a one tank fight, with three healers on 10 man.In phase 1, Theralion will target random raid members with meteors so the partyshould be spread out most of the fight. If you are grouped up, multiple peoplewill be hit by the same meteor, causing unnecessary damage. The only time whenyou should group up is when someone is targetted by Blackout. Blackout causesmassive damage that is split among all nearby members when it expires or isdispelled. If only one or two people are nearby when it is dispelled it willkill them instantly. Group up at a set location--like the bosses tail--dispellit and then spread out again. Do this quickly to avoid Meteors.After each Blackout Valiona will face a random direction with a breath attack.Move behind the boss to avoid this. There will be two Blackouts and two breathattacks before the first phase 2. The second phase 1 has three Blackouts. = Phase 2 =Phase 2 begins with Theralion casting Dazzling Destruction. 5 large pink swirlswill appear on the ground. Do not stand in these. Theralion will then drop tothe ground and Valiona will fly into the sky. The tank needs to get aggro onTheralion ASAP. Theralion will cast Engulfing Magic two or three times in thisphase. Engulfing Magic causes anyone nearby to take massive damage from youbased on your current damage and healing. If you get hit by Engulfing Magicmove away from nearby members immediately and halt dps until you are at a saferange. Resume dps or healing when you are at a safe range.Valiona casts two abilities: a Shadow Pool and Twilight meteor. Her meteordamage is split between all nearby members. The party must stack into a rangedgroup and a melee group to split the damage from the meteors. The ranged groupshould have at least 5 members, that way Shadow Pool will only target them.Mark a ranged group member with a star and make sure that all ranged membersfollow this person around the room. Quickly move out of Shadow Pool--even if itmeans interrupting a spell cast. The ranged group will rotate around the room,moving away from Shadow Pool, splitting meteor damage, and not killing thegroup with Engulfing Magic (see below for an alternate and preferred 10 manstrategy for this fight).Phase 1 begins again after Valiona casts three deep breaths. She will randomlytarget the left side, right side, or middle of the room. Have someone in ventcall it out and be ready to move out of that third of the room. Repeat untilthe boss is dead. Lust after a Blackout sometime in Phase 1.If you are hit by Dazzling Destruction or a deep breath you will enter theTwilight Realm. To get out find a portal and click it. Avoid the balls toprevent damage. Your graphics must be at a good or higher setting to see theS