Archives For Strategy

Strategy: The Stone Guard

Morynne —  October 5, 2012 — 6 Comments

msv quillenThis is similar to Omnitron Defense System in that it’s a 4-mob encounter, but the quillen are far cuter than the golems!

  • Name: The Stone Guard (Amethyst, Cobalt, Jade, and Jasper Guardians)
  • Raid: Mogu’shan Vaults
  • Phases: One
  • Catch:
  • Tanks needed: 3 (assuming you’re doing 25m)
  • This guide is for the normal encounter.

Keep reading for how to deal with these four stone puppies. Continue Reading…

Strategy: Ragnaros

Morynne —  September 30, 2011 — 7 Comments

Ragnaros in FirelandsYet another boss that needs help out of the tub.  Please note that this is written post-nerf.  You can expect some hard-mode strategies coming very soon.

  • Name: Ragnaros
  • Raid: Firelands
  • Tanks Needed: 2
  • Phases: 3, with 2 transition phases
  • Catch: Fire is bad, right?
  • This strategy is for the normal encounter.

This fight is reasonably chaotic, and positioning is important.  If you’re standing in the wrong place, you can and will wipe the raid.

Phase 1: Hammer Smash and Lava Waves

Your raid should be spread out around the room about 6 yards apart.  The left side will have mostly melee, as they too will have to spread out 6 yards apart. The right side will have some of your range — this is where your Hunters should hang out.  Misdirects aren’t possible from the left side of the platform.

Here’s what Rag does in phase 1:
  • Sulfuras Smash – Ragnaros faces the location of a random player and prepares to smash Sulfuras on the platform. The impact of Sulfuras inflicts 536250 to 563750 Fire damage to any player within 5 yards of the impact, and creates several Lava Waves which move out from the point of impact.
    • Lava Wave – If a player touches a moving Lava Wave, the lava inflicts 97500 to 102500 Fire damage, 29250 to 30750 Fire damage every 1 sec. for 5 sec., and knocks the player back.
  • Wrath of Ragnaros – Ragnaros blasts the location of a random player, inflicting 58500 to 61500 Fire damage to all players within 6 yards and knocking them back. In 25 player raids, Ragnaros blasts three locations.
  • Hand of Ragnaros – Ragnaros inflicts 29250 to 30750 Fire damage to all enemies within 55 yards, knocking them back.
  • Magma Trap Ragnaros launches a Magma Trap at a random player’s location. When the Magma Trap reaches the platform, it inflicts 58500 to 61500 Fire damage and knocks back players within 8 yards. The active Magma Trap persists for the duration of the encounter and triggers when stepped on, causing a Magma Trap Eruption.
    • Magma Trap Eruption – A triggered Magma Trap erupts for 78000 to 82000 Fire damage to all players, and violently knocks the triggering player into the air.The Magma Trap causes the triggering player to take 50% more damage from other Magma Traps. This effect lasts for 45 sec and stacks.
  • Magma Blast – Ragnaros blasts magma at his current target if he cannot reach and melee them, inflicting 73125 to 76875 Fire damage and increasing Fire damage taken by 50% for 6 sec.

Here’s what has to happen… your raid needs to pew pew the fire lord and be very spatially aware.  Magma traps will need to be popped when the raid is over 90%.  Typically there’s a designated person for this.  When the hammer smash comes down, make sure you’re standing off to an angle of the hammer because the waves go out in 3 directions: left, right, and away from Ragnaros.  They’re reasonably slow moving, and should be easily avoidable.  This phase lasts until 70%.

Transition 1: RNG Hates Your Raid

At 70%, Ragnaros will cast Splitting Blow, which sends fire adds around the platform. Ragnaros submerges for 45 seconds, or until all the adds are dead, whichever is first.

Here’s what the transition abilities look like:
  • Splitting Blow – Ragnaros buries Sulfuras within the platform, inflicting 68250 to 71750 Fire damage every 1 second to players within 6 yards and creating eight Sons of Flame that attempt to reach the mighty hammer.
  • Son of Flame – Sons of Flame cross the platform and attempt to reform with Sulfuras. A Son of Flame that reaches Sulfuras causes a Supernova.
    • Burning Speed – For every 5% of their remaining health above 50%, Sons of Flame move 75% faster. When players reduce a Son of Flame to below 50% remaining health, the Son of Flame loses the Burning Speed effect.
    • Supernova – When a Son of Flame reaches Sulfuras it explodes in a Supernova, inflicting 121875 to 128125 Fire damage to all players.
  • Lava Bolt – While Ragnaros lies submerged underneath the lava, bolts of hot magma fall on four random players every 4 seconds. A Lava Bolt inflicts 43875 to 46125 Fire Damage.In 25 player raids, bolts of hot magma fall on ten players.

The reason RNG hates your raid in this transition is that the splitting blow can be put in one of 3 places.  The Sons of Flame are rarely evenly distributed across the platform, creating a bit of a logistical nightmare for who DPSes what add.  It is absolutely critical that your more bursty DPSers work on the Sons closest to the hammer, if they do reach the hammer, it will likely wipe your raid.  It’s worth noting that the Sons can be stunned, and frankly should be in order to prevent them from getting to the hammer.  Once their health reaches 50%, your DPS should move to the closest Son, and kill it until they are all dead.

We split up the raid evenly between the two sides, assigning certain players to the closest two Sons on either side of the Hammer — regardless of where the split fell.  We also assigned “zones” to the remaining DPS on either side.  Let’s say that the split was favoring the left (having fewer on the right) the middle “zone” players on the right would move to help out on the left, leaving the “far” zone players on the right to handle the Sons that remained there.  This is something that is very raid composition dependent, and your strategy will likely be different.

Once the Sons are dead, Ragnaros comes back, and you move into Phase 2.

Phase 2: Second Verse, Same as the First (Not Really)

Ragnaros is back to his old tricks smashing the hammer around.  This time, your raid positioning is a little bit more important.  My advice: keep your entire raid off of the lighter part of the platform (the center).

Phase 2 Abilities
  • Sulfuras Smash – Ragnaros faces the location of a random player and prepares to smash Sulfuras on the platform. The impact of Sulfuras inflicts 536250 to 563750 Fire damage to any player within 5 yards of the impact, and creates several Lava Waves which move out from the point of impact.
    • Lava Wave – If a player touches a moving Lava Wave, the lava inflicts 97500 to 102500 Fire damage, 29250 to 30750 Fire damage every 1 sec. for 5 sec., and knocks the player back.
  • Engulfing Flame – Ragnaros periodically engulfs a random third of the platform in flames, immediately inflicting 68250 to 71750 Fire damage to players caught in the conflagration then again inflicting 68250 to 71750 Fire damage one second later.
  • Molten Seed – Ragnaros creates Molten Seed at the location of 10 random players from the nearby lava, inflicting 53625 to 56375 Fire damage to all players within 6 yards of a seed. After 10 sec the Molten Seed bursts into a Molten Inferno.In 25 player raids, Ragnaros targets 20 players.
    • Molten Inferno – When Molten Seeds burst they create a Molten Inferno, inflicting 135000 Fire damage to all players and creating a Molten Elemental. The damage inflicted decreases the farther away the player stands from the seed.
    • Molten Elemental – A Molten Inferno creates a Molten Elemental, which attacks and fixates on a random player.
  • Magma Blast – Ragnaros blasts magma at his current target if he cannot reach and melee them, inflicting 73125 to 76875 Fire damage and increasing Fire damage taken by 50% for 6 sec.

So what’s different? Periodically, Ragnaros will create Molten seeds at the location of players, and the further away you are from these seeds when they burst, the less damage you end up taking.  This is a very healing intensive phase.  During the seed phase, your raid will need to stack up in the center of the platform and utilize as much AOE healing as possible.  Elementals will spawn and try to kill your raid, so AOE them down.  Clearly here, healers AOE heal, DPS AOE pew pews.  Once the elementals are dead, spread back out, stay out of the center of the platform.

Ragnaros will engulf a third of the platform in flames, which can be problematic especially for the second seed collapse. (best seen in video, see the link at the bottom of this article)  Make sure you don’t get too far out, otherwise, inevitably, the third that will be engulfed will separate you from where you’ll need to stack.  It’s also worth noting that the second collapse will likely time with a smash, which means you MUST change your positioning.  Instead of being back a little bit from the boss, you’ll want to position yourselves on the yellow band just in front of Ragnaros — it allows your raid to entirely avoid the waves. This phase continues until 40%.

Transition 2: Moar Adds!

This phase is largely like the first transition, just this time you have 2 additional big adds, which are off-tanked until the transition is over.

Transition 2 Abilities
  • Splitting Blow – Ragnaros buries Sulfuras within the platform, inflicting 68250 to 71750 Fire damage every 1 second to players within 6 yards and creating eight Sons of Flame that attempt to reach the mighty hammer.
  • Son of Flame – Sons of Flame cross the platform and attempt to reform with Sulfuras. A Son of Flame that reaches Sulfuras causes a Supernova.

    • Burning Speed – For every 5% of their remaining health above 50%, Sons of Flame move 75% faster. When players reduce a Son of Flame to below 50% remaining health, the Son of Flame loses the Burning Speed effect.
    • Supernova – When a Son of Flame reaches Sulfuras it explodes in a Supernova, inflicting 121875 to 128125 Fire damage to all players.
  • Lava Scion – One Lava Scion forms on each side of the platform.

    • Blazing Heat – A Lava Scion inflicts a random player with Blazing Heat, causing the player to create a trail of Blazing Heat in their wake. Blazing Heat inflicts 48750 to 51250 Fire damage every 1 sec on players standing within the trail, and heals Sons of Flame and Lava Scions within the trail for 10% every 1 sec.

When all is said and done, if you made it through the first transition unscathed, you can make it through the second.  Phase 3 is where it really gets tricky, and you have to work on handling the Scions at the same time.

Phase 3: Too Soon, Executus!

Sorry, I couldn’t resist bringing the old MC RP time speech in here.

Phase 3 is all about survival.  Survive the Scions, and DPS the boss.  There’s some rolling balls that chase people around the platform, survive those, and you win.

  • Sulfuras Smash – Ragnaros faces the location of a random player and prepares to smash Sulfuras on the platform. The impact of Sulfuras inflicts 536250 to 563750 Fire damage to any player within 5 yards of the impact, and creates several Lava Waves which move out from the point of impact.
    • Lava Wave – If a player touches a moving Lava Wave, the lava inflicts 97500 to 102500 Fire damage, 29250 to 30750 Fire damage every 1 sec. for 5 sec., and knocks the player back.
  • Engulfing Flame – Ragnaros periodically engulfs a random third of the platform in flames, immediately inflicting 68250 to 71750 Fire damage to players caught in the conflagration then again inflicting 68250 to 71750 Fire damage one second later.
  • Summon Living Meteor – Ragnaros calls down an increasing number of Living Meteors. The Living Meteor’s impact inflicts 63375 to 66625 Fire damage to players within 5 yards of the location.
    • Living Meteor – The Living Meteor fixates on a random player and chases them.
      • Meteor Impact – Any player within 4 yards of a Living Meteor triggers a Meteor Impact, inflicting 487500 to 512500 Fire damage to players within 8 yards.
      • Combustible – Attacking a Living Meteor causes Combustion, knocking it back several yards from the attacking player. Triggering Combustion removes the Combustible effect for 5 seconds.
        • Combustion – Attacking a Living Meteor causes Combustion, knocking it back several yards from the attacking player.
      • Lavalogged – If a Living Meteor touches a Lava Wave, the meteor gains the Lavalogged effect for 1 min.
  • Magma Blast – Ragnaros blasts magma at his current target if he cannot reach and melee them, inflicting 73125 to 76875 Fire damage and increasing Fire damage taken by 50% for 6 sec.

Ragnaros is still doing his smashy thing, so avoid those lava waves.  The tough part to this is being able to bring down the remaining Scions among the chaos.  The cool thing about the rocks that roll around the platform is when they’re hit, they get knocked back and pick a new target to follow.  They can also be knocked back off the platform, which is the ideal situation.

Ragnaros is still doing the fiery bands across the platform as well, so make sure you’re watching your feet, and planning out where you’re running if you’re being chased by a meteor.  Ragnaros falls over at 10%, and you win.

 What does a Hunter need to know?

First of all, this is a perfect fight to pre-pot. Blow your cooldowns early, because this fight is easiest when it’s kept as short as possible.

During phase 1, hunters should be on the right side of the platform for MD’s to the tank.  Blow your rapid fires, and pew pew the boss.  This is an “avoid damge” phase of the fight.  Stay out of the lava waves, and don’t pop traps unless you’re assigned to do that.

During the first transition, at least in my raids, the hunters are assigned all over the place.  Some to the ones in distance, some close range, others in the middle for the adds.  The key here is to make sure you’re doing what you’re supposed to be doing.  Coordination is key to succeed on this part of the fight.  You can use a Wasp pet to help stun some of these adds.

In the second phase, it’s worth noting that you can Deterrence to avoid some of the damage for the seed explosions.  Do it.  Your healers will thank you.  To DPS the adds that spawn, once they’re grouped up, Feign Death, and back out of the group if you can to Multi-Shot.  If it’s not possible, drop traps and do the best you can.  Positioning is especially important for the second seed phase, make sure you’re with the group.

During transition 2, do the same thing you did in the first one.   Once the little adds are down, get your damage on the Scions.

In phase 3, finish off the Scions, and then turn to Ragnaros and dps your heart out.  The longer this phase goes on, the more difficult it becomes just because of the balls rolling around.  If you see a ball getting close to someone it’s chasing, shoot it real fast and get back on Rag.  If you happen to get lucky enough to be targeted by a ball, Feign death when it gets close and it will pick a new target. Blow your DPS cooldowns on this phase, and profit.

Hunter Loot from Ragnaros

Need a visual, or need additional help? Check out Learn2Raid’s video.

Good luck!

With the Molten Front dailies, there’s a set of achievements that can be great big jerks as a hunter if you’re not sure how their mechanics work.  Ready for Raiding’s quest, Strike at the Heart is only available after you complete the Ancients portion of the dailies on the Molten Front.

Here’s the criteria of the achievement:

Slay the following Lieutenants of Flame in Ragnaros’ Reach without getting hit by their special attacks.

  • Ancient Charscale
  • Ancient Smoldering Behemoth
  • Ancient Firelord
  • Cinderweb Queen
  • Devout Harbinger

Ancient Charscale

This guy throws spears and creates fire lines.  If you’ve done Firelands and seen Rhyolith, the fire is like the Magma flows on that fight.  He casts this stuff in rapid succession, so it’s important to stay light on your feet.    Staying at max range seems to help, as does any movement speed increases you use.  Remember that Aspect of the Cheetah has a downside, as does Disengage, but used sparingly will get you out of a bind. Darkflight is very helpful, but it has a cooldown.  If you’re lucky enough to group with a feral druid, their Stampeding Roar will be very helpful as well.

Ancient Smoldering Behemoth

This guy is pretty similar to the giants out on Sethira’s Roost, just with a little more “umph.”  He does Rain of Fire, chucks bolders, and does a Flame Leviathan style flame vents (groundfire).  Ultimately, keep moving, and if you happen to see Rain of Fire, stay out of it.  As a Hunter, your best bet is to stay at range for him, and likely stay in Aspect of the Fox, so you don’t have to worry about stopping your DPS rotation.

Ancient Firelord

The Firelord is a pretty typical elemental, but this particular one is like a sprinkler.  He will periodically spray in a cone in front of him while rotating in a clockwise direction.  The trick is to stay out of his fire breath while he’s doing it.  If he’s not doing that, you’ll see orange circles on the ground — that’s his other special ability.  Stay away from those.  The trick here is treating his fire breath like the Twilight Cutters in Ruby Sanctum.  Stay behind it, and you’ll be good to go.

Cinderweb Queen

The Cinderweb Queen is a typical spider.  She has webs she flings out and tiny spiderlings that hatch.  The key to this fight is to kite the spiderlings (it’s a piece of cake with traps and multi-shot), and stay out of the fiery webs that get shot out on the ground.  She will also occasionally flame spit, so keep an eye out if it is shot in your general direction.

Devout Harbinger

Truly this is the only one I’ve had issues with.  The Harbinger lights the ground on fire in 2 different ways.  She’ll make you trail fire around, and will fling boulders at you that will give you a debuff.  The intended way to accomplish this is the following:

  • Watch for her to cast Creeping Inferno.
  • When the cast ends, a blast effect will appear at your feet.
  • A second or two after that, a big, slow-moving, fiery boulder will hit you.
  • Just before the boulder gets to you, JUMP. If you’re not in the air when the rock hits you, you will get the debuff.
  • After that, just make sure to run away from the flame trail.

The easy way of doing this is tag the Harbinger to start the fight, run like hell about 60 yards out, and just watch her health.  When she’s at approximately 50k hp, run back in, kill the mob.  You can also feign death, but be careful of people kiting their fire lines over you… it may drag you back into combat and make you susceptible to the debuff again.

Good luck!

I can’t decide what strategy to write next.  You guys tell me. :)

What are your biggest priorities for your UI?

View Results

Loading ... Loading ...

Strategy: Nefarian

Morynne —  June 24, 2011 — 1 Comment

Finally!

I managed to get into my guild’s Nef kill. So here we go!

  • Name: Nefarian
  • Raid: Blackwing Descent
  • Tanks Needed: 2-3
  • Phases: 3
  • Catch: Very different mechanics in each phase.
  • This guide is for the normal encounter.

This fight is broken up in three phases, the first of which you have to kill undead Onyxia — which is amazing in and of itself.  Second phase is dealing with a lot of raid damage and interrupts, and the third phase is a burn phase.

Phase 1: Sibling Rivalry

The fight begins by jumping off the ledge and pulling Onyxia.  If you are late jumping down, or forget, Nef will nuke you from space, so make sure you pay attention.

Nef Phase 1

Positioning is important on this fight, as Ony and Nef can’t be close to each other because they buff each other.  When Ony is pulled, my guild moves her off to the right on the grate (from the platform perspective) with her head pointing toward the wall on the right side of the circle. (Confusing enough? Check diagrams) Nef comes down 30 seconds into the fight, and we pull him around the pillar on the left, again, on the grate.

Onyxia has a mechanic for DPS that is really a pain, especially for range.  She does Tail Lash behind her , Shadowflame Breath in front of her, and Lightning Discharge to her sides.  Range will typically stand off to her side, or close to one of her back feet.  When Lightning Discharge happens, quickly move between her back legs to avoid the discharge. You will be hit with the Tail Lash, but that damage is less than the discharge.  Definitely a “lesser of two evils” decision.

Nef is pretty similar when it comes to abilities, but a more persistent lightning mechanic.  Nefarian casts Tail Lash and Shadowflame Breath just like Onyxia, but instead of Lightning Discharge, he casts Electrocute, a massive Nature-damage AOE that is triggered at every 10% of his HP. Use personal and raid-wide cooldowns to reduce damage.

Several Animated Bone Warriors spawn from Nefarian’s Hail of Bones. On 25s, the adds are kited by a tank but on 10s, they can be handled by dps with kiting and CC abilities. The raid should move away when the adds are spawning, or else they will take shadow damage. These adds begin with 100 energy and can be slowed and stunned. The adds will die when their energy decreases to 0.  The goal here is to get all the adds to die in a pile so when Phase 3 begins, they’re easy to pick up.

The goal of this phase is to DPS Onyxia down, and kill her, after about 2 cycles of Nefarian’s Electrocute.  When Onyxia dies, you will move into Phase 2.  The strategy I’ve used is to have a DPS on Nef as soon as he lands, then when your DPS tank for the Bone Warriors is done with them, get on Nef and DPS there.  Then as another cycle of Electrocute comes up, move another DPS over to Nef.  Fun fact: If you position correctly, your folks on Nef will not be hit by Lightning Discharge.

The positioning on the Bone Warriors is also important.  They should not be in the line of fire of the shadow breath from Nef or Onyxia — they reanimate with those hits.  Once they’re down in phase 1, you want them to stay down.

Phase 2: Magma is Hot

Once Onyxia dies, Nef takes flight and fills the basin with magma.  It’s hot, you want to minimize your time in it.  It’s important to have a plan for your raid prior to entering this phase.

Each pillar will have a mob on it, and has an ability that MUST be interrupted.  Ideally, each pillar will have 1 healer, 1-2 DPS, and at least one person who can interrupt.  Shaman are great because the cooldown on their interrupt is very quick, as opposed to Scatter Shot or Silencing Shot, with it’s awesome 20-30 second CD.

Once those mobs are down on all three pillars, the magma will drain.  Jump off the pillar and enter phase 3.

Phase 3: Burn!

This phase is very similar to phase 1, minus Onyxia. Tank Nefarian in the center of the room. Raid will still need to watch out for Electrocutes, Shadowflame Breath, and Tail Lash.

Bone Warriors will be reanimated during this phase with Shadowblaze, so again, that tidy pile makes things much easier here.

Nefarian will periodically cast Shadowblaze Spark in the direction of the Animated Bone Warriors which will regen their energy in a similar fashion to Shadowflame Breath and damage anyone standing in the purple fire. (As always, stay out of stuff trying to eat your feet) The add tank must make sure the adds are not slowed or snared at this point, to make it easier to move them away when this casts. As the fight progresses, Nefarian will cast Shadowblaze Spark progressively faster, covering the room in purple fire and making it extremely difficult to kite.

The easiest way we’ve found to handle positioning on this phase is to again, tank Nef in the middle of the room, and tank the warriors out closer to the grate.  Your warrior tank will move in one direction (clockwise or counter, doesn’t matter) and Nef should be adjusted slightly in the opposite direction.  All of your raid (other than your tanks) should be grouped up on Nef’s side and make sure to keep moving as he’s being turned.  This is where AOE heals come in super handy — Nef still does Electrocute every 10%, so optimizing your mana use is going to be very important.  The Bone Warriors will deactivate when they reach 0 energy, but not for long.  They will activate when they’re hit with Shadow damage.

This is the right phase to blow all your cooldowns, drink your potions, and make it end as quickly as possible.  Your healers will thank you.

What does a Hunter need to know?

Phase 1: If you’re lucky, you’ll be the DPS that gets to go over to Nef early.  If that’s the case, just DPS as much as you can on Nef.  It’s worth calling out when Nef is nearing a 10% marker so your healers can prepare for Electrocute.  If you’re on Ony, make sure you know how to avoid her lightning discharge.  Back foot, and between her back legs are where you want to be standing.

Phase 2: Burn your add as fast as you can, interrupt when you’re able.  Be careful with your pet positioning — I’ve had my pet die to magma before, so make sure to keep your buddy from dying a molten death. A comment from Twitter @LedonLite said that using glyph’d Raptor Strike helps mitigate some of the shadow damage coming down in phase 2, as well as electrocutes.

Phase 3: Stay grouped up with your raid on Nef’s side.  Be aware of the purple fire on the ground, and DPS as fast as you can.  Blow cooldowns and use any damage reducing abilities for Electrocute (Dwarf hunters, I’m looking at you.  Stoneform.)

Hunter Loot from Nefarian

Still having trouble? Check out Tankspot’s video.

Good luck!

Heroic Halfus is quite chaotic by comparison to the regular encounter, but is pretty easy once you’ve got a strategy down pat to dealing with all of the drakes at the same time.

  • Name: Halfus Wyrmbreaker
  • Raid: Bastion of Twilight
  • Phases: 2
  • Catch: You have to deal with all the drakes at the same time.
  • Tanks needed: 2ish
  • This guide is for the heroic encounter. Normal guide found here.

In order to properly handle the Malevolent Strikes debuff, we had 2.5 tanks.  Prot Warrior, Feral Druid, and a Feral Druid in DPS gear, but tank spec.

Here’s what we did:

  • Warrior tank pulls boss. Bear tank pulls the Storm Rider, Time Warden at the same time. Bear/Kitty tank pulls the Nether Scion.  Leave the Slate dragon alone.  If you try to have every single one down, you’ll lose to the enrage timer.
  • Heroism is blown at the beginning of the fight once threat is solid on the Nether Scion, DPS burns that down first.
  • Second target is the Storm Rider, burn that down, then the Time Warden.  When the time warden is at about half, release the Whelps, and focus DPS on Halfus.  If you have any range that can do “splash damage” to whelps, even better.
  • Burn Halfus.

The Furious Roars in the heroic encounter is brutal.  Not one can be missed.

Just like in the regular encounter, at 50%, Halfus enters phase 2 with the same abilities.  Once you’ve dealt with the drakes, you’ve hit the easiest part of this encounter.

What does a Hunter need to know?

Once the Nether Scion is down, and you’re moving to DPS the other drakes, it’s worth throwing out a Multi-Shot to do a little damage to everything that’s up.  When you switch targets, you’ll already be a little ahead.  When the whelps are released, main target Halfus, and add a Multi-Shot into your rotation, the drakes will die over time.  After that, it’s cake.  Just make sure you stay out of fire balls.

Hunter Loot from Heroic Halfus Wyrmbreaker

Having trouble? Ask questions in the comments, or check out Tankspot’s Video.

Good luck!

Brief Update

Morynne —  May 1, 2011 — Leave a comment

Happy Sunday Funday all!

Just wanted to give a quick update as to what’s been going on.  I’ve successfully completed the two new heroics, and am working on those strategies.  I’m hoping to have them posted this week sometime.

Tomorrow night, my guild is focusing on Nefarian, so if things go well, you can also expect that strategy coming soon too. :)

This encounter is a council-type fight, and consists of being able to handle four different mobs, and their various abilities. In Blackwing Descent, you can either start with ODS or you can start with Magmaw, which will be covered in a later post.

  • Name: Toxitron, Electron, Magmatron, Arcanotron
  • Raid: Blackwing Descent
  • Phases: Many
  • Catch: You can be dealing with any combination of 2 throughout the fight.
  • Tanks needed: 2
  • This guide is for the normal encounter.

All four constructs will share the same health pool — so it doesn’t matter how much you burn down one of them, they all go down at once.  Your goal will be to DPS the construct who is most recently active.  Each construct has a shield or shell it puts up after the next construct becomes active.  Once the third construct becomes active, the first one goes dormant.  It might sound confusing, but it’s really not that bad.

Let’s talk about these guys…

Toxitron

  • Chemical Bomb -  Causes chemical AOE which doubles damage taken. Affects constructs as well as raid members.
  • Poison Protocol – Spawns an ooze that will fixate on a random raid member, and if it reaches its target, it will explode causing massive damage.  If you’re targeted, make sure you run away until it’s gone.
  • Poison Soaked Shell – Causes a stacking DoT to people who attack the construct.  The DoT also adds nature damage to your attacks, so if you do DPS while this is up, watch your stacks.

Electron

  • Lightning Conductor – This will target a random raid member and cause them to do damage to other raid members.  If you get targeted with this, run out of the raid.
  • Electrical Discharge – Chain lightning.  Stay spread out.
  • Unstable Shield – Does AoE damage when attacked.  Don’t DPS when this is active.

Magmatron

  • Incineration Security Measure – This does massive AoE damage to the raid.  It cannot be prevented, just heal through it.
  • Acquiring Target – Targets a random raid member with a red beam for 4 seconds, then hits them with a flamethrower.  If you’re the target, stand there.  Everyone else, get out of the damage cone.
  • Barrier – This absorbs some damage Magmatron would normally take, then explodes to damage the raid.  Don’t DPS when this is up.

Arcanotron

  • Power Generator – Summons an arcane puddle on the floor that increases damage done by anyone standing in it.  Get the constructs out, your DPS in.
  • Arcane Annihilator – Single target damage.  Can’t be interrupted, heal through it.
  • Power Conversion – Converts incoming damage to increased DPS.  Purge, spellsteal, or stop damage when this is active.

As stated earlier, the grouping that you’ll have is going to be entirely random.  Let’s talk about some combinations.

  • Arcanotron/Magmatron
    • This combination tends to be one of the more annoying. On one hand, you want to have your group spread out because of Magmatron, but grouped up because of the arcane puddles from Arcanotron. In this case, the strategy would be to stay spread out, because dead DPS do 0 dps. I’d rather them be alive.
  • Electron/Toxitron
    • This is also one of the more annoying combinations. You need to be spread out to avoid the chain lightning of Electron, but faced with the slimes from Toxitron, you have people running through the raid getting close to people. For this, you have to stay spread out, and have your healers step up their game.
  • Toxitron/Magmatron
    • This, according to my Resto Shaman husband, is the most healing intensive. You’re dealing with the slimes again, but you’re also juggling the red laser beam flamethrower target. God forbid someone gets both. That slime should take priority.
  • Magmatron/Electron
    • This is one of the easiest combinations because both constructs require being spread out. Your healers should be able to regain some mana during this phase.

What does a Hunter need to know?

Stay spread out if Magmatron and/or Electron are active.  Be ready to deal with slimes if Toxitron is up, and nothing special for Arcanotron.  ALWAYS DPS the most recently active construct, and watch your pet — make sure it’s attacking the right target!  Other than that, blow your cooldowns on a phase where you’re not likely to have to move much (like Magmatron/Electron) and DPS as quickly as possible.

Hunter Loot from Omnitron Defense System:

Still need more help? Check out Tankspot’s Video.

Good luck!

Strategy: Halfus Wyrmbreaker

Morynne —  January 29, 2011 — 4 Comments

Evidently the Twilight’s Hammer thinks it’s a good idea to let an ettin handle their dragons.  I’m not so convinced.  He’s effectively the gatekeeper for the Bastion of Twilight.  If you can’t get this guy down, you need to find a different raid to do.

  • Name: Halfus Wyrmbreaker
  • Raid: Bastion of Twilight
  • Phases: 2
  • Catch: This fight changes based on the drakes you have access to.
  • Tanks needed: 2
  • This guide is for the normal encounter. Heroic guide found here.

Upon entering the room for Halfus, you’ll see 5 drakes scattered around the room, two of which are unresponsive, and don’t do anything for you in your encounter.  The remaining three give Halfus different buffs through the fight.  If you free them, they will also debuff the boss that will at least partially mitigate the buffs they are giving him.  If you free them, you’ll have to kill them.

So let’s talk about the drakes…

The order that you free the drakes is greatly dependent on your group makeup, and which ones you have available.  I really don’t recommend freeing the Nether Scion and Slate Dragon at the same time because of the healing debuff to the boss’ melee swings, but also makes them stack twice as fast.  Time Warden and Emerald Whelps are another bad combination because of the sheer amount of raid damage going out.

For each drake that you free, you’ll debuff the boss with Dragon’s Vengeance, giving you a damage output advantage, and helping you against that 6-minute enrage timer.

Phase 1

This is really the hard phase — Halfus only has the abilities that the drakes give him, and the Proto Behemoth flying around will shoot fireballs at your raid.  This is where you’ll be freeing drakes, killing them, and DPSing the boss.  There can be a lot going on in this phase, so it’s important to be vocal on vent with the strategy — and be very familiar with the drakes abilities that you’ll be releasing.  If your raid has decided to take 2 drakes at once, you’ll want to use Heroism/Bloodlust/Time Warp/Ancient Hysteria here.  This phase lasts until Halfus is at 50%.

Phase 2

At 50%, you’ll want all the drakes dead.  Halfus will start using Furious Roar frequently through the remainder of the fight, typically 3 times in a row.  Every roar will stun you for 2 seconds, so make sure you’re focusing on your instant abilities.  This is your burn phase, so make sure you’re using your cooldowns and DPSing as hard as you can.

What does a hunter need to know?

As drakes are being released, make sure you’re ready to misdirect them to the correct tank.  If you’re dealing with Whelps, make sure you’re using Frost Traps to help keep them grouped up for AOE’s.  As always, stay out of the fire on the ground.  DPS the correct drake, burn the boss when you can.  During phase 2, DPS your brains out.

Hunter Loot from Halfus Wyrmbreaker:

Still need more help? Check out Tankspot’s Video.

Good luck!

Strategy: Argaloth

Morynne —  January 28, 2011 — 3 Comments

Argaloth is the first tier boss of the new “Vault of Archavon” — which is Baradin Hold.

He is available in both 10, and 25-man flavors, and truly is one of the most simple bosses I’ve ever done.

Argaloth has three basic abilities: Meteor Slash, Fel Firestorm, and Consuming Darkness.  He will also Berserk if you don’t kill him fast enough. (note: linked abilities are for 10-man)

How do you handle this?

The room has a center square on it, put half of your raid on one corner in front of the boss, the other half on the other corner in front of the boss.  There needs to be a tank at either corner.  The damage from Meteor Slash has to be distributed across group members, so that’s the reason to stack up.  The tanks will alternate letting the debuff from the slash wear off from the group to prepare for the next one.

Consuming darkness needs to be dispelled ASAP.

When Argaloth casts Fel Firestorm, stay out of green fire.  Really, that’s it.  Rinse, repeat.

What does a hunter need to know?

DPS as quickly as possible, pay attention for Fel Firestorm — watch your feet.  I saved my Rapid Fire for when we stack back up after a Fel Firestorm, and you’ll likely get your Heroism (or whatever you’re using that’s like it) toward the end of the fight.  This boss is so simple, I don’t even think I used a potion.  Handling movement in Fel Firestorm? You have a couple options.  You could move to Aspect of the Fox and move a lot, or you can stay in Aspect of the Hawk and only take a couple steps when you need to.  There’s not a lot of need to run around like a headless chicken (unlike Artramedes, but I’ll save that for that strategy), but it all depends on your play style.

Hunter Loot from Argaloth:

Good luck!