Archives For tier 12

Strategy: Heroic Lord Rhyolith

Morynne —  November 7, 2011 — 3 Comments

Stompy, now with more adds! And lasers.

  • Name: Lord Rhyolith
  • Raid: Firelands
  • Tanks Needed: 2
  • Phases: 2
  • Catch: Steering is hard! Add management. Lasers.
  • This strategy is for the heroic encounter. Normal strategy found here.

I want to be very up front with this encounter: from a range DPS perspective, there is absolutely no difference in strategy, but there needs to be an increased focus on self-positioning awareness than on the regular mode.

Rhyolith is still steered by putting damage on his legs where he’ll run over volcanoes, knocking off some of his armor.  The difference? There’s little molten armor oozeling adds that, if they reach him, will attach and put back some of his armor — but that’s not really what needs to be paid attention to.  If you’re AOE spamming the Fragments of Rhyolith, the oozeling adds will die, and very few of them will reach the boss.

The Fragments of Rhyolith have a new twist.  They deal damage equal to their amount of health to the raid if they don’t die within 30 seconds, so they MUST take DPS priority when they’re up.

Ultimately you’ll get to a point where you just want to push the boss to 25% health and force him into phase 2.  For the raids I’ve been in, this should happen after the 3rd Spark has spawned and died.  When Rhyolith phases to the final burn phase, the remaining adds should despawn.

In Phase 2, eye lasers are added.  Your group should be loosely gathered in the AOE healing spells, and if someone is chased by the eye laser, they need to lead it AWAY from the remainder of the raid.  During this phase, since his armor is gone, he should drop pretty quickly, and you win.

What does a Hunter need to know?

Phase 1: Know what tank is handling which type of adds. Misdirect appropriately.  The sparks will be tanked further off into the distance, where the fragments will likely be closer range.  There is a lot of damage going out on this phase, so any mitigation will be helpful. If you’re having difficulty staying alive, it might be worth glyphing Raptor Strike since you’re likely to have a bunch of small adds close to use it on. Stay out of the lines, and staying vocal about when they’re spawning will help your raid immensely. Do not get separated from the AOE healing group.  The amount of raid wide damage going out is extremely high, and if you can’t stick together, you’ll end up wiping the raid.

Phase 2: Misdirect to the tank, since he no longer ignores his aggro table.  Light up the boss.  Blow cooldowns, use potions. Lead eye lasers AWAY from the raid.

Hunter Loot from Heroic Lord Rhyolith

Still having trouble? Check out Learn to Raid’s video.

Good luck!

Strategy: Heroic Alysrazor

Morynne —  October 16, 2011 — 1 Comment

Shooting balls and playing LOS games.  The heroic mechanics on this fight are surprisingly easy to overcome, you just need to know what they do.

The overall concept of this fight doesn’t drastically change from the normal encounter, so I’m just going to cover the bits that are different.

Phase 1

Alysrazor still spawns small adds during phase 1 which need to be burned down, but on top of that, a Herald of the Burning Lord will cast Cataclysm, summoning a Molten Meteor that will roll around the room.  If the Meteor touches a side wall of the encounter area, it will break apart and start killing people in your raid.  There are two meteors that are summoned before she casts Firestorm.

The biggest key here is to DPS down that meteor so it ends up stopping as centrally as possible in the encounter area.  Why? Instead of doing a run through the middle of the encounter to drop more feathers, Alysrazor will do something called Firestorm, which must be LOS’d to avoid damage coming from her.  The further the meteor stops from the center, the more difficult it becomes for the opposite side to get to the meteor and hide behind it.

This cycle repeats itself 3 times, and the third set of meteors (after the second Firestorm) can be ignored, because instead of casting Firestorm again, she will transition to the tornado phase.

 Tornado Phase

Shockingly, this is identical to the normal mode version.  Just stay out of tornados.

Burnout

Alysrazor will burn out again after Tornados and drop to the ground.  Just like in normal mode, you’ll stack up again and blow your DPS cool downs.  Exactly like normal mode.

After the burnout phase is complete, Alysrazor will return to phase 1 again, and the cycle will repeat itself.  In my experience, she will die soon after the second burnout phase begins.

What does a Hunter need to know?

Instead of focusing on killing a bird (the tanks can pretty much handle them on their own in heroic), your mobile DPS is going to be crucial to ensuring the caster adds drop as fast as possible, and that you burst down the meteors as soon as they land.  It’s worth noting that the meteors are slowed using a frost trap, and if your raid runs with multiple hunters, try to cover as long a distance as possible so your raid can stop them as close to the center as possible.  The slow effect of the traps just buys your raid a little more time.

Other than that, a hunter’s job on this fight remains the same.

Hunter Loot from Heroic Alysrazor

Still having trouble? Check out Learn to Raid’s video.

Good luck!

Strategy: Heroic Shannox

Morynne —  October 4, 2011 — 2 Comments

ShannoxHeroic Shannox is a bit of a pushover.

  • Name: Shannox, Rageface, and Riplimb
  • Raid: Firelands
  • Tanks Needed: 2
  • Phases: Technically 2, really 1
  • Catch: Trap ALL THE DOGS!
  • This guide is for the heroic encounter. Normal strategy can be found here.

What I’m going to cover in this strategy are the specific differences between the normal and the heroic versions of the fight.

Heroic notes for the fight:

  • In Heroic Difficulty Riplimb cannot be permanently slain while his master lives. When his health reaches zero, he will collapse for 30 seconds, and then reanimate at full health to resume fighting.
  • HeroicFeeding Frenzy – Riplimb’s successful melee attacks increase his physical damage dealt by 5% for 20 sec. This effect stacks.
  • Rageface – Rageface cannot be controlled, and darts about from enemy to enemy, changing targets periodically.
    • HeroicFeeding Frenzy – Rageface’s successful melee attacks increase his physical damage dealt by 5% for 20 sec. This effect stacks.

So what does this mean?

Ultimately you’ll just DPS Shannox, and deal with the dogs as you’re able.  Crystal traps should be used to trap both dogs periodically through the fight.  So if you’re getting Face Raged, step near a Crystal prison trap, and trap the dog.

Now, knowing that this is a longer fight just from health on the boss, it’s worth talking about the ground being littered with Immolation traps.  There are many different ways a raid can get rid of them, mostly by using mitigation abilities and stepping on the traps.

What does a Hunter need to know?

Ultimately your job will be to burn the boss.  The dogs only matter so far as to need to get them trapped to drop the stacks of Feeding Frenzy off.  In order to help break Immolation Traps, pop deterrence and step into the trap — you wont’ be able to DPS for a few seconds, but you will help clean up the kiting zone a bit and make it less like a war zone.

Hunter Loot from Heroic Shannox

Still having trouble? Check out Learn to Raid’s video.

Good luck!

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!

Strategy: Majordomo Staghelm

Morynne —  July 28, 2011 — 3 Comments

I liked this fight quite a bit — the mechanic of raid driven shifting is unique and interesting to learn to work with.  I really wish druid tier 11 was that color.  Scorpions and kitties, oh my!

  • Name: Majordomo Staghelm <Archdruid of the Flame>
  • Raid: Firelands
  • Tanks Needed: 1
  • Phases: 2, with twists
  • Catch: Raid driven phase shifting
  • This strategy is for the normal encounter.

Fandral transforms into a Cat when the raid is not clustered together or into a Scorpion when 7 or more of the raid (in 25-man) are clustered together. On every third transform, Fandral briefly pauses in human form.

So first, let’s talk phases and what they mean to your raid, then I’ll go into how/when you’ll want to do the shifts.

Cat Form

Fandral transforms into a Cat when his enemies are not clustered together.

  • Leaping Flames – Fandral leaps at an enemy, leaving behind a Spirit of the Flame. He lands in a blaze of glory, igniting the ground at his destination and causing it to burn enemy enemy units for 23562 to 26437 Fire damage every 0.5 sec. for 1 min. This attack costs 100 energy.
  • Spirit of the Flame – These images of Fandral attack enemies until defeated.
  • Adrenaline – Fandral gains a stack of Adrenaline each time he performs Leaping Flames. Adrenaline increases his energy regeneration rate by 20% per application. Fandral loses all stacks of Adrenaline when he switches forms.
  • Fury – Fandral gains a stack of Fury each time he transforms into a Cat or Scorpion, increasing the damage of Leaping Flames and Flame Scythe by 8% per application. This effect stacks.

Scorpion Form

Fandral transforms into a Scorpion when 7 or more of his enemies are clustered together.,3In 25 player raids, Fandral transforms when 18 or more of his enemies are clustered together.

  • Flame Scythe – Fandral inflicts 750000 Fire damage to enemies in front of him. Damage is split equally among targets hit. This attack costs 100 energy.
  • Adrenaline – Fandral gains a stack of Adrenaline each time he performs Flame Scythe. Adrenaline increases his energy regeneration rate by 20% per application. Fandral loses all stacks of Adrenaline when he switches forms.
  • Fury – Fandral gains a stack of Fury each time he transforms into a Cat or Scorpion, increasing the damage of Leaping Flames and Flame Scythe by 8% per application. This effect stacks.

Human Form

When Fandral enters Human form, he briefly envelops his enemies in a Fiery Cyclone and casts an additional spell.When switching from Cat form to Scorpion form, Fandral unleashes Searing Seeds.When switching switching from Scorpion form to Cat form, Fandral unleashes Burning Orbs.

  • Fiery Cyclone – Fiery Cyclone tosses all enemy targets into the air, preventing all action but making them invulnerable for 3 sec.
  • Searing Seeds – Searing Seeds implants fiery seeds in Fandral’s enemies. Each seed grows at a different rate. When fully grown, the seeds explode, inflicting 60000 Fire damage to players within 12 yards.
  • Burning Orbs – Fandral summons several orbs around the room. Each orb attacks the nearest player, burning them for 5000 Fire damage every 2 sec. This effect stacks.

Phase 1: Getting Started (Scorpion)

In every single strategy I’ve read and/or watched, it says starting out in scorpion form is the easiest way to go about this, so your pull has to be very planned.   For the pull, you’ll see Fandral standing at the top of the stairs at the far side of the room.  Your raid will want to be grouped up where the circle in the middle meets the area leading up to the stairs.  Everyone needs to be stacked together! Even the tanks, with the boss facing the raid.  The green triangle in the diagram can be a stealthed hunter to more easily MD to the tank.  It’s critical to get as much threat using Misdirects and Tricks of the Trade (from Rogues) because once the tank loses threat, it’s gone.

The stacked raid serves an important purpose — splitting the damage that is going out from the Flame Scythe.  Now, it’s important to know that your tank/raids will be able to stand varying numbers of Adrenaline stacks, so it will take some work to  figure out exactly what your raid can withstand.  I believe we were tolerating 6-8 stacks of Adrenaline before forcing the phase shift.

To initiate the phase shift, everyone in the raid must move out around the room at the same time.  Speed boosts (like darkflight, other sprints, disengage) are all useful here.

*The second time you see the Scorpion phase, you’ll add in Searing Seeds to deal with.

During the second iteration of the scorpion phase, your raid will be affected with Searing Seeds.  Each raid member needs to watch their debuff timer, and move out of the raid to avoid blowing up everyone else.  It’s important to time this correctly because if too many people move out of the raid at the same time, a phase shift will be forced.  It seems like if everyone waits to 5-6 seconds remaining on their timer before leaving the group, no one is in danger of forcing the phase shift.

Phase 2: The Fire Kitty

When the phase is shifted, you’ll want to arrange your raid to something similar to the diagram in this section — where the icons are, not where the arrows are pointing.  During this phase, Fandral will jump around periodically at your ranged players and drop pools of fire. Stay out of those.  On every jump, an add will spawn, which should be the immediate dps target, and then get back on Fandral.  Like in the scorpion phase, he will gain stacks of Adrenaline, which again, is dependent on how much your tank/raid can tolerate before forcing another phase shift.

The arrows on the diagram show the first step in forcing the phase change back to scorpion.  For our raid, we would move the range in to the ring on stack number 5, and collapse on the tank for stack 6 to force the return into the scorpion phase.

*When your raid returns to the kitty phase, you’ll see the orb mechanic.

On one of the subsequent returns to the kitty phase, you’ll have a new mechanic to contend with.  There will be orbs scattered around the room, and they do damage to the person closest to them.  They do a stacking fire debuff on the player, and can easily be handled by 2 raid members.  The role can either be assigned like on Baleroc, or it can just be the 2 closest people.  Whatever works for your raid.  It’s recommended to only take 5-10 seconds of the debuff, so be prepared to switch often.

Overall

Your raid will have to tinker with how many stacks of Adrenaline to take per phase, and will likely decrease the number because Fury will continue to stack, making each phase a little bit more difficult to withstand.  You should be seeing approximately 3 of each phase type before the boss goes down, so keep that in mind when analyzing your raid’s performance.  The first time we killed this boss, it was admittedly, a bit sloppy, but we were on the 7th overall phase.

What does a Hunter need to know?

Scorpion: DPS the boss, save your cooldowns for this shift.  The majority of your damage will be dealt to the boss in this phase, and needs to be capitalized on.  It’s worth noting that glyphing for Raptor Strike was helpful to mitigate some of the damage from the slash, and can be timed pretty easily.  If you’re responsible for misdirecting Fandral at the beginning, make sure you stack back up with the tanks and the remainder of the raid as quickly as possible.  During the shift out from Scorpion, you can disengage out, or if you’re a worgen (like me!) darkflight proved itself infinitely helpful.  For the seeds, just make sure you watch your debuffs and move out of the raid when the time comes.

Kitty: Make sure you’re spread out in your assigned area, and don’t creep to the center ring with the melee.  Fandral has to have jump targets, and that’s what you are.  His fire puddles need to be organized away from the center so it’s easy to force him back into scorpion when required.  When the jumps happen, make sure you’re swapping targets and dpsing the adds as your priority. For the orbs, be prepared to continue to watch stacks and swap out with another player.  If that’s not your job, just make sure you’re paying attention to the cues of your raid.

Hunter Loot from Majordomo Staghelm

Still having trouble? Check out Learn to Raid’s video.

Good luck!

Strategy: Alysrazor

Morynne —  July 25, 2011 — 7 Comments

The Firechicken!

I adored this encounter.  It’s hectic, there’s lots of stuff to avoid, but it’s different, which is what makes it awesome.

Alysrazor looks complicated, but it’s really not too bad.  As a Hunter, you’ll likely not ever see the flying part, but if you do, it’s a lot like Starfox.

There’s a bunch of different phases in this encounter, but it truly breaks down into two.  Air and ground, with transitions.

Phase 1: Air Phase

Phase 1 begins by initiating Majordomo in Alysrazor’s area. You’ll go through a lengthy RP, but on your second and subsequent attempts, you won’t have to endure that again.  On those additional attempts, there’s a feather you touch and the boss comes into the area, pooping out feathers in the middle of the space.

Here’s what we’re up against:

  • Firestorm – At the beginning of the battle Alysrazor ascends into the sky, inflicting 30000 Fire damage to players and knocking them back. Alysrazor continues to inflict 10000 Fire damage to players every 1 sec. for 10 sec.
  • Volcanic Fire – A massive eruption creates patches of Fire which block escape from Alysrazor’s domain. Volcanic Fire patches inflict 92500 to 107500 Fire damage to players within 6 yards every 1 sec.
  • Blazing Claw – Alysrazor claws her way through the center of the arena, inflicting 92500 to 107500 Physical damage to enemies in a 0 yard long 90 degree cone every 1.5 seconds. Each swipe also increases the Fire and Physical damage dealt to the target by 10% for 15 sec.
  • Molting – Alysrazor molts, creating Molten Feathers nearby.
    • Molten Feather – Players can pick up to three Molten Feathers. While holding a Molten Feather, all spells can be cast while moving and movement speed increases by 30% per feather. Once a player obtains three Molten Feathers, they gain Wings of Flame.
      • Wings of Flame – The Wings of Flame allow the player to fly for 20 sec.

Feathers? What? Where? I’m confused.  Just like Beth’tilac, your raid will end up being split.  You’ll want to send up 5-6 (in 25-man) to dps on Alysrazor.  Those 5-6 will pick up feathers to fly, so it’s very important not to pick up a feather her first swath through the area — for those of us on the ground, just wait until the second time she molts.  There will be plenty to go around.

If you’re being sent up to DPS Alysrazor, fly through the rings to refresh your buffs and damage her as you’re able.  You’ll be sent back down for the transition, don’t worry.  You get to feel that pain too.

For those of us that remain on the ground (there should be 2 tanks on the ground too!), we’ll be dealing with adds.  Range seems to commonly be left on the bottom because it’s easier to avoid some of the mechanics.

We’ll be dealing with two types of adds in this phase.  Hatchlings and Initiates.

Voracious Hatchling – Early in Stage 1, two Blazing Broodmothers drop off two Molten Eggs. After several seconds the eggs hatch into Voracious Hatchlings. Voracious Hatchlings throw a Tantrum if not fed Plump Lava Worms.

  • Imprinted – Upon hatching, Voracious Hatchlings imprint on the nearest player. The hatchling only attacks that player, but they gain 1000% additional damage against the hatchling.
  • Satiated – The Voracious Hatchling will not throw a Tantrum when Satiated, which lasts for 15 sec. Voracious Hatchlings hatch Satiated, and can become Satiated again if a player feeds them Plump Lava Worms.
  • Hungry – A Voracious Hatchling that is no longer Satiated becomes Hungry. When Hungry, hatchlings have a 20% chance on hit to throw a Tantrum.
  • Tantrum – The Voracious Hatchling throws a Tantrum, increasing damage dealt by 50% and haste by 50%.
  • Gushing Wound – The Voracious Hatchling strikes all targets within a 10 yard 60 degree cone, causing them to bleed for 3000 Physical damage every 0.200000003 seconds for 1 min. or until the target’s health falls below 50% of their maximum health.

First off, don’t be close to the eggs right as they hatch.  They imprint on the closest target, which should be your tank.  Littered throughout the room you’ll also have lava worms that spawn, be careful to avoid their spray.  It hurts.  Your tanks will be guiding these hatchlings to the worms so they’ll stop doing quite so much damage — giving the healers a chance to catch up at least a little bit.  All DPS on the ground should be on these baby fire chickens when the casters aren’t up.

Blazing Talon Initiate – Blazing Talon Initiates periodically fly in to assist Alysrazor in defeating enemy forces on the ground.

  • Brushfire – The Blazing Talon Initiate conjures a fiery ball that moves across the arena, inflicting 37000 to 43000 damage every 1 sec to players within 3.5 yards.
  • Fieroblast – The Blazing Talon Initiate hurls a fiery boulder at an enemy, inflicting 37000 to 43000 Fire damage and 10000 Fire damage every 3 seconds for 12 sec.
  • Fire it Up! – When a Blazing Talon Initiate casts Fieroblast, they gain a stack of Fire it Up! This effect increases the Initiate’s damage dealt by 10% and casting speed by 10%.

This should be a huge priority while they’re up.  They will need to be interrupted as much as possible to minimize the damage to the raid.  Any remaining melee on the ground with interrupts should be assigned to full-time handle these guys.

The baby birds should be down about the time that Alysrazor lands — that’s the goal anyway.  By this point, you should also have 2 stacks of the feather buff to prepare you for the next transition phase.

Transition: OMG WHIRLIES

Alysrazor flies in a tight circle, removes Wings of Flame from all players after 5 seconds, and then begins her ultimate attack.

  • Fiery Vortex – A Fiery Vortex appears in the middle of the arena, inflicting 50000 Fire damage every 0.5 seconds to players within 15 yards.
  • Harsh Winds – Alysrazor’s powerful wingstrokes cause harsh winds to scald the landscape around her nest, inflicting 50000 Fire damage every 1 seconds for 5 sec to players greater than 60 yards from the Fiery Vortex. This effect stacks.
  • Fiery Tornado – Fiery Tornadoes erupt from the Fiery Vortex and begin moving rapidly around Alysrazor’s arena, inflicting 40000 Fire damage every 1 sec to enemies within 10 yards.
  • Blazing Power – Alysrazor continues to create rings of fire that appear on the ground of the arena and last for 3 seconds. Players passing through the ring gain Blazing Power, increasing their haste by 8%. This effect stacks up to $99461U times. Each stack of Blazing Power also restores mana, rage, energy, runic power, and holy power.

So here’s the deal.  You have to avoid these tornadoes somehow.  You can’t be too close to the middle, or you die.  You can’t be too far out, or you die.  The easiest way I’ve found to stay out of the tornadoes is to set your camera from the top, follow one tornado until another one passes you, then follow that one for awhile — rinse, repeat.  This whole phase might last 30 seconds, maybe less – but it’s deadly.  Expect to wipe on this for awhile.

Phase 2: Ground

Alysrazor crashes to the ground with 0 Molten Power and becomes vulnerable. This stage lasts until Alyrazor’s energy bar reaches 50 Molten Power.

  • Burnout – Alysrazor’s fire burns out, immobilizing her and increasing her damage taken by 50%. When struck with a harmful spell Alysrazor emits Essence of the Green.
    • Essence of the Green – If Alysrazor is struck by a harmful spell she emits Essence of the Green, restoring 10% of the caster’s maximum mana.
  • Spark – A bright spark burns within the heart of Alysrazor, restoring 3 Molten Power every 2 seconds.
  • Blazing Talon Clawshaper – At the start of stage 2, two Blazing Talon Clawshapers fly in and re-energize Alysrazor.
    • Ignition – Blazing Talon Clawshapers channel molten energy into Alysrazor, restoring 1 Molten Power every 1 sec.

This phase is most easily dealt with if everyone stacks up together and burns the boss as quickly as possible.  This is where DPS cooldowns should be used.  This phase is reasonably quick, and you’ll move into the last transition before she cycles through the phases again.

Transition: Power up!

Alysrazor’s fire reignites at 50 Molten Power. This stage lasts until Alysrazor reaches 100 Molten Power.

  • Ignited – Alysrazor’s fiery core combusts once again, rapidly restoring her Molten Power. The core restores 2 Molten Power every 1 seconds.
  • Blazing Buffet – Alysrazor’s fiery core emits powerful bursts of flame, inflicting 9250 to 10750 Fire damage to all players every 1 seconds while Alysrazor remains Ignited.
  • Blazing Claw – Alysrazor claws at her current target, inflicing 92500 to 107500 Physical damage to enemies in a 0 yard long 90 degree cone every 1.5 seconds. Each swipe also increases the Fire and Physical damage dealt to the target by 10% for 15 sec.
  • Full Power – When Alysrazor reaches 100 Molten Power, she is at Full Power. This deals 50000 Fire damage to all players and knocks them back. Alysrazor then begins her Stage 1 activities again.

This phase is largely dealt with by healing through it.  Remain stacked up, and make sure your tanks are facing her away from the raid.  In my experience, I didn’t even really realize she entered this phase before she took off again.

Once you’ve run through the Air, Ground and two transitions, the cycle will repeat itself.  You’ll probably see 2-3 cycles of at least the hatchlings phase before the boss will drop, so living through that cyclone phase is critical.

What does a Hunter need to know?

Phase 1: If you’re on the ground, don’t pick up feathers until her second molt.  Even then, only grab 2.  You have no need to fly if you’re dealing with adds.  If you’re in the sky, pick up 3 immediately, and then start flying through rings and damaging the boss.  Avoid the clouds up there, they hurt.

In dealing with the adds, save your Scatter Shots and your Silencing Shots (dependent on spec, of course) for the casters.  Any additional interrupts will be good.  Otherwise, make sure the casters are down and DPS the birds.  If you find that DPS on the birds is too slow, you might be assigned to stay on the hatchlings since a hunter’s interrupts are on a 30 second cooldown.  I found that it was worth blowing Rapid Fire on the birds after the second caster was down just so it’d fall a bit faster. Watch your feet, you’ll have to be avoiding the spray from the worms.  If you ever played in the sprinklers as a kid, it’s the same idea — don’t be right in front of the business end of either of them — and if you’re lucky you’ll find that one spot of the yard that doesn’t get any water.

Whirlie Transition: Avoid tornadoes. Avoid tornadoes. Avoid tornadoes.  Did I mention avoid tornadoes? Ok, good.

Phase 2/Second Transition: Group up with your raid and DPS the boss as quickly as possible.  This is where you’ll want to utilize any DPS cooldowns you have (Rapid Fire, potions, etc.).

Hunter Loot from Alysrazor

Still having trouble? Check out Learn to Raid’s video.

Good luck!

4.2 Twisted Nether Roundtable

Morynne —  July 14, 2011 — 1 Comment

I was asked to join a roundtable for 4.2 with Twisted Nether!

Others on the show with me:

We talked about the new 4.2 raid, mechanic changes, loads of lore, new dailies and more!

Fair warning, it’s a super long podcast, but had quite a bit of information in it, give it a listen!

The word of the podcast is “Roundify.”

Enjoy!

Strategy: Baleroc

Morynne —  July 12, 2011 — 3 Comments

Baleroc is the gatekeeper to the tower in Firelands. He looks all mean and fiery, but really he just wants you to hug his crystals.  It’s your job to do that for him.

  • Name: Baleroc <The Gatekeeper>
  • Raid: Firelands
  • Tanks Needed: 2
  • Phases: 1
  • Catch: Tank swapping and crystal rotations
  • This strategy is for the normal encounter.

On this fight, you’re going to have one of two roles.  Stand close to a crystal, count to 12-15, then move out or just DPS the boss.  Either way, it’s a piece of cake.

Here’s what Baleroc does:

  • Blaze of Glory – Baleroc’s assault periodically awakens a burning spark within his current target, increasing the target’s physical damage taken by 20%, but also raising their maximum health by 20%.Every time Baleroc applies Blaze of Glory, he gains an application of Incendiary Soul.
    • Incendiary Soul – Every time Baleroc applies Blaze of Glory, he gains an application of Incendiary Soul, increasing his Fire damage dealt by 20%.
  • Shards of Torment – Baleroc summons a crystal amongst his foes, which continually channels a shadowy beam on the nearest player. In 25 player raids, Baleroc summons two crystals.
    • Torment – The Shard of Torment inflicts 4000 Shadow damage per application to the nearest player, stacking once per second.
    • Tormented – When Torment fades from a player, they are afflicted by the Tormented effect, which increases their Shadow damage taken by 250% and reduces the player’s healing done by 50% for 40 sec.,3 Direct melee contact with any other player will apply a fresh copy of the Tormented effect to that player.
    • Wave of Torment – If no player stands within 15 yards of a Shard of Torment, the Shard pulses this effect, inflicting 14250 to 15750 Shadow damage each second to all players.
    • Vital Spark – If a player casts a direct heal on someone being damaged by Torment, the healer gains an application of Vital Spark for each three stacks of Torment on the target. Casting a single-target direct heal on a target affected by Blaze of Glory will trigger Vital Flame.
      • Vital Flame – Vital Flame increases healing done to targets affected by Blaze of Glory by 5% per stack of Vital Spark consumed, lasting for 15 sec. When Vital Flame expires, it restores the Vital Spark stacks consumed to create the effect.

Blades of Baleroc -Baleroc periodically empowers one of his blades with Shadow or Fire energy, and wields it alone for 15 sec.

  • Decimation Blade – Baleroc’s melee strikes do no Physical damage but instead inflict Shadow damage equal to 90% of the target’s maximum health, but always at least 250000 damage. This damage cannot be resisted or mitigated. Baleroc’s time between attacks increases by 100% while this effect is active.
  • Inferno Blade – Baleroc’s melee strikes do no Physical damage but instead inflict 97500 to 102500 Fire damage.

Baleroc can be tanked anywhere in his little courtyard, but it’s worth setting up an outer boundary for range to spread in (especially on 25-man) because you don’t want to have to run too far to get to the crystals.  Ideally you’ll have two sets of crystal-eaters per crystal.  So in 25-man, 4 sets of 2, and in 10-man 2 sets of two.  Divide these guys up into two teams, and swap off every other crystal spawn.  In 25-man, you’ll have one crystal spawn in melee and one at range.

I’ll talk about how the switching goes in a second.  If you’re coordinating this fight, make sure your tanks and healers know that this is their fight.  Tanks need to switch off so debuffs drop off.  Healers play an even more important role.  Tanks health goes up significantly in this fight, so the healing also needs to increase similarly.  How does this happen? Well, healers need to swap between healing the crystal huggers and the tank, and seems to be most efficient that they switch the same time that the huggers switch. It’s important to note that healers really shouldn’t be hugging crystals.

Here’s how your crystal rotations will go.  Remember, it’s critical to get someone next to the crystals as quickly as possible for no other reason than to make sure that your healers are getting their buffs to heal the tanks.  I’ve gone through 3 sets of crystals just to demonstrate how the pattern is recycled, so keep going with the rotation until the boss goes down.

If you’re one of the few that does not get assigned to hugging a crystal, just focus on pushing as much DPS as possible on the boss, and don’t accidentally get caught with the crystal next to you.

What does a Hunter need to know?

Ultimately on this fight, be aware of your role, and make sure you don’t stand in a crystal if you’re not supposed to.  That can royally mess up the rotation.  This is a perfect fight to pre-pot and blow cooldowns early because they’ll likely be back up again before the fight is over.   Don’t stand out in BFE because it’ll make running to crystals much more difficult for people if it gets dropped on you. Every second counts!

Hunter Loot from Baleroc

Still having trouble? Check out Learn to Raid’s video.

Strategy: Lord Rhyolith

Morynne —  July 11, 2011 — 8 Comments

The lesson I learned on this fight is don’t expect to see what you’re shooting at.  This guy is monstrous! The mechanics are very different than I remember in the past, but nonetheless fun.

  • Name: Lord Rhyolith
  • Raid: Firelands
  • Tanks Needed: 2
  • Phases: 2
  • Catch: Steering is hard! Add management.
  • This strategy is for the normal encounter. Heroic guide can be found here.

Phase 1: Drive the Giant

During phase 1, Rhyolith ignores players, and is steered by dpsing on his legs to turn him in a particular direction.  You’ll see a meter pop up on your screen that shows you what direction Rhyolith is turning.  The more you DPS on the right foot, the more the meter will show toward the right, and the opposite for the left.  Rhyolith will occasionally stomp the ground, and there’s nothing you can do about it.  If Rhyolith reaches the edge of his platform and gets into the magma, he’ll drink it, and bad things happen.

So why are we steering this giant anyway? Well, Rhyolith has all kinds of armor on, and the only way we can remove it is to steer him over the randomly forming volcanoes.  Lord Rhyolith’s Obsidian Armor is reduced by 10% every time he steps on an active volcano.  When Rhyolith reaches 25% health, he’ll move into phase 2.

Sound too easy? It is, until you bring in the adds.  Lord Rhyolith releases a jet of cinders, inflicting 15000 Fire damage to players within 0 yards and creates either 5 Fragments of Rhyolith or 1 Spark of Rhyolith. Range DPS’ role on this fight is mostly to handle adds, while melee steers the giant around.  Here’s where it gets tricky.  First off, you can’t see very well because of the giant on your screen, so targeting becomes a challenge. Nameplates help a lot. (Just hit V on your keyboard and they’ll show up if you haven’t changed that bind)  There are two types of adds. Fragment of Rhyolith – Fragments of Rhyolith have low health. If not slain within 30 sec, they inflict damage equal to their current health to a random player. In 25 person raids, they deal damage equal to half their current health to a random player, and Spark of Rhyolith – Sparks of Rhyolith inflicts 8075 to 8925 Fire damage to all players within 12 yards.

Priority on the adds is really to get them down as quickly as possible, but when faced with Fragments that are about to explode, make sure you swap to those and then keep burning the Sparks.

While all of this is going on, when Rhyolith steps on a volcano, he’ll create a crater.  When he’s feeling saucy, Lord Rhyolith causes streams of lava to flow from a crater. The moving stream of lava inflicts 75000 Fire damage to any player in its path. After 10 sec. the stream of lava erupts, inflicting 150000 Fire damage to any player standing within a lava stream. So really, instant death.

The lesson on phase 1 is kill adds, and fire is bad.  There’s a lot of chaos, so it’s important to have those priorities straight.

Phase 2: Burn the Armorless Giant

The positive to this phase is that the chaos stops with the adds and the volcanos.  Your focus needs to immediately turn and DPS Rhyolith.  Burn cooldowns, and light him up.  Since he’s armor-less, this phase is over very quickly.

What does a Hunter need to know?

Phase 1: Know what tank is handling which type of adds. Misdirect appropriately.  The sparks will be tanked further off into the distance, where the fragments will likely be closer range.  There is a lot of damage going out on this phase, so any mitigation will be helpful. If you’re having difficulty staying alive, it might be worth glyphing Raptor Strike since you’re likely to have a bunch of small adds close to use it on. Stay out of the lines, and staying vocal about when they’re spawning will help your raid immensely.

Phase 2: Misdirect to the tank, since he no longer ignores his aggro table.  Light up the boss.  Blow cooldowns, use potions.

Hunter Loot from Lord Rhyolith

Still having trouble? Check out Learn to Raid’s video.

Good luck!

Strategy: Shannox

Morynne —  July 9, 2011 — 6 Comments

Resoundingly, Shannox won out with more than double the votes of the other two bosses. Looks like I’m covering the hunter and his pets first!

  • Name: Shannox, Rageface, and Riplimb
  • Raid: Firelands
  • Tanks Needed: 2
  • Phases: 1
  • Catch: Enrage mechanics, 2 adds, and stuff trying to eat your feet
  • This strategy is for the normal encounter. Heroic Strategy found here.

Shannox is a one-phase encounter, but there is still a lot going on.  Both dogs have their own abilities, and positioning is really important to handle the spear throw.  This boss can be engaged nearly anywhere in the main area for Firelands, but there’s plenty of space in front of the Beth’tilac trash — just make sure you clear all of it, including the pats.  You’ll need the space.
Let’s first talk about what each NPC can do in this encounter.

Shannox

  • Immolation Trap – Shannox launches a fiery trap at a random player’s location. The trap arms after 2 seconds, then detonates when either a player or one of Shannox’s pets steps over the trap. Immolation Trap inflicts 71250 to 78750 Fire damage, 19000 to 21000 Fire damage every 3 sec., and increases the target’s damage taken by 40% for 9 sec.
  • Crystal Prison Trap – Shannox launches a prison trap at a random player’s location. The trap arms after 2 seconds, then detonates when either a player or one of Shannox’s pets steps over the trap. The Crystal Prison trap encases the target in a block of magma crystal, preventing all movement and any other action. Destroying the crystal prison frees a trapped player.
  • Arcing Slash – Shannox inflicts 125% of normal melee damage in a 120 degree cone up to 10 yards in front of him, and inflicts Jagged Tear on his current target.
    • Jagged Tear – Shannox’s Arcing Slash leaves a Jagged Tear that inflicts 3000 Physical damage every 3 sec. for 30 sec. This effect stacks.
  • Hurl Spear – Shannox hurls his spear at a location near Riplimb. When the spear lands it inflicts 117000 to 123000 Physical damage to all enemies within 3 yards and 46250 to 53750 Fire damage to all enemies within 50 yards. The spear strike also triggers a cascade of molten eruptions around the impact location, inflicting 76000 to 84000 Fire damage to enemies caught in an eruption. Riplimb will then break off from combat, fetch the spear, and return it to Shannox.
  • Frenzy – When the players defeat Riplimb or Rageface, Shannox enters a frenzy. This increases his Physical damage by 30% and attack speed by 30%. This effects stacks twice.
  • Magma Rupture – Once Riplimb has been slain, Shannox drives his spear into the ground instead of hurling it. This attack inflicts 47500 to 52500 Fire damage and increases the Fire damage taken for all players by 40% for 1 min. The spear strike also triggers a cascade of molten eruptions around the impact location, inflicting 76000 to 84000 Fire damage to enemies caught in an eruption.

Riplimb

Riplimb is the tank-able dog.

  • Limb Rip – Riplimb savagely bites his current target, inflicting 130% of normal melee damage and inflicting Jagged Tear.
    • Jagged Tear – Riplimb’s Limb Rip eaves a Jagged Tear that inflicts 3000 Physical damage every 3 sec. for 30 sec. This effect stacks.
  • Frenzied Devotion – Riplimb enters an unstoppable rage if he witnesses Shannox’s health reach 30%. This effect increases Riplimb’s damage dealt by 400%, attack speed by 200% and movement speed by 100%.

Rageface

Rageface cannot be controlled, and darts about from enemy to enemy, changing targets periodically.

  • Face Rage – Rageface leaps at a random player, stunning and knocking them to the ground. Rageface begins to viciously maul the player, inflicting 8000 Physical damage every 0.5 sec. and the damage dealt increases over time. While Rageface mauls the player, he is 50% more susceptible to critical strikes. Rageface will continue the mauling until his target is dead, or he receives a single attack that deals at least 30000 damage.
  • Frenzied Devotion – Rageface enters an unstoppable rage if he witnesses Shannox’s health reach 30%. This effect increases Riplimb’s damage dealt by 400%, attack speed by 200% and movement speed by 100%.

Immolation Trap

So here’s how this fight goes.  When you engage Shannox, you need to have your second tank pick up Riplimb, pulling him about 50-60 yards away from where you’re tanking Shannox. (See why you need the space?) Periodically Shannox will throw out traps, and it’s absolutely critical that your raid stay out of them.  If there’s a choice between stepping on a Crystal trap or on an Immolation trap, take the immolation trap every time.  Shannox will also throw a magma spire out, as always, fire is bad, especially when it tries to eat your feet.

Crystal Prison Trap

The Crystal Traps, when triggered, trap the target gets locked down in a trap (like a hunter’s trap) and will need to be burned down if it’s a friendly target.  Here’s the trick though, when Shannox hurls his spear, the goal will be to trap Riplimb in the trap on his way back to Shannox, allowing the Jagged tear debuffs on the tank to drop off.

Shannox will enrage when one dog dies, but it’s manageable.  Just don’t kill both dogs at the same time.

So how do you deal with Rageface? Well, easiest way is to have your range focus on Rageface and burn him down to 0%.  As I said, the enrage for Shannox is manageable, just make sure your healers are ready for it.  The key to Rageface, to keep your raid from taking crazy amounts of damage from him, make sure your range can make 30k hits in 1 shot.  Mages are excellent, as are Marksman Hunters (Aimed Shot).  Survival can do it, but it’s not as easy.

When Rageface dies, target Shannox and burn him to around 35-40%, switch targets and burn down Rageface to 0%.  All DPS should then switch back to Shannox and finish the burn phase.  By this point, there’s an insane amount of traps on the ground, and the better prepared you are to kite the boss through clear areas, the easier your range will have it to avoid the traps all over the place.

What does a Hunter need to know?

Misdirect Shannox to your main tank – he can’t be taunted, so all extra threat will help.  Then quickly change to Rageface, and burn him down.  Watch your feet, you only have 2 seconds to get out of traps before they’re armed.  If anyone happens to get locked in a crystal trap, make sure you’re switching quickly and getting them out.  Save your cooldowns and potions for when both dogs are dead and you’re proceeding through the last burn phase on Shannox.  This is your raid awareness check.  The key here is staying out of stuff at your feet.

Hunter Loot from Shannox

Still having trouble? Check out Learn to Raid’s video.

Good luck!