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Firelands

Post by bokou » Mon Sep 26, 2011 10:00 pm

Shannox strategy
  • Tank: one tank should take Shannox, one tank should take Riplimb. Rageface cannot be tanked.
  • Avoid the traps on the ground.
  • If someone gets caught in a Crystal Prison Trap, DPS the trap to release them.
  • Avoid Shannox’s spear throw. Don’t stand on the small fires that appear immediately afterwards.
  • Tank: The Riplimb tank should drag Riplimb onto a Crystal Prison Trap when Shannox throws his spear.
  • Ranged DPS: one ranged DPS should be assigned to distract Rageface. Hit him with a high damage ability once he starts attacking someone, then kite him.
You’re aiming to kill both dogs at roughly the same time, when Shannox is at about 35% health. The final phase is a burn phase – pop every cooldown you have left.

Shannox heroic mode strategy

Traps cause more damage, and neither of the dogs can be permanently killed. Trap the dogs in Crystal Prison Traps whenever you can. Rageface needs to be trapped, not just Riplimb. Don’t let them hit an Immolation Trap. Riplimb is immune to traps while holding the spear, so you need to trap him while he’s running for the spear, before he actually reaches it.

More In Depth Shannox Tactics:
Spoiler:
Preparation

Shannox patrols throughout the middle area of the raid, with his two dogs Riplimb and Rageface. Before pulling Shannox, you should clear all the trash around the central area of the map.

You’ll need two tanks for this fight; one for Shannox and one for Riplimb. Rageface can’t be tanked – he’ll attack raid members at random, and generally cause a nuisance.

Things not to stand in

Shannox will regularly drop traps on the ground. These should be avoided at all costs. There are two types of trap – Immolation Traps and Crystal Fire Traps. Importantly, Shannox is not a very considerate pet owner, so his traps can (and will) affect Riplimb and Rageface as well as affecting players. Each trap will only affect one player (or dog), so once triggered will do no further damage.

Immolation Traps cause fire damage. Crystal Prison Traps encase their target in a crystal block, rendering the target incapable of performing any action until freed. If a raid member accidentally becomes trapped, DPS should switch to free them. The crystal prisons have a high health pool, so it’ll take several seconds of sustained DPS to destroy them.

Shannox will also regularly throw his spear to somewhere near Riplimb. Any player caught by the spear when it lands will be killed outright, so be sure to move away as soon as you see the indicator appear. It takes the form of a big red circle on the ground, and it’s easy to spot.

Once the spear throw has gone off, the ground will be covered with lots of little fiery explosions. They appear in a spiral pattern emanating from where the spear landed. Make sure not to be standing on them. Note that they don’t have any AoE effect, so there’s no need to move away from the spiral completely, just be sure not to be standing directly on one of the small fires.

Playing dog-catcher

The sight of Shannox’s spear flying over his head is too much for Riplimb, and his doggie instincts take over. He’ll stop what he’s doing to chase the stick, grabbing it in his mouth and running back to Shannox to return it. You should spoil Riplimb’s fun by trapping him in a Crystal Prison Trap, thereby allowing your tanks a precious few seconds’ relief from the Ragged Tear debuff that both Shannox and Riplimb apply. Check out our detailed guide to tanking Shannox for more information.

Balancing act

Your eventual aim is to kill both dogs at roughly the same time. To complicate matters even further, you need to do this when Shannox is at about 35% health. Have your DPS switch targets if necessary to balance it out.

If Shannox dies before the dogs, the dogs will enrage and wipe the raid. If the dogs die before Shannox, Shannox will also enrage – but this at least is just about manageable. Each doggie death will give Shannox a 30% boost to his damage and a 30% boost to his attack speed – he really loved those dogs. Once the dogs are dead the fight becomes a classic burn phase – DPS hard, and let your tanks and healers cycle mitigation cooldowns to keep the tanks alive. Obviously, this is the time to call for Heroism/Bloodlust/Timewarp.

Dealing with Rageface

Rageface is one of those annoying, yappy dogs that runs round the room wanting to make friends with everyone. Once Rageface has picked his target the only way to distract him is giving him a firm, hard smack on the nose. In this case, the smack needs to take the form of a 30k crit. Unless and until Rageface receives 30,000 points of damage from a single blow, he’ll continue to maul the poor unfortunate soul he’s targeted. Luckily, while he’s doing so he gains a debuff which makes each shot that lands on him much more likely to be a critical.
Summary

The two keys to this fight are ensuring that all raid members avoid the various nasties on the floor, and making sure that your tanks manage to drop their stacks of Ragged Tear regularly. Once you’ve got those two tricks mastered, the fight becomes quite an easy one.
Melee DPS Tactics:
Spoiler:
Initial positioning

As melee DPS you’ll be focusing all your attention on Shannox himself. Ignore the two dogs unless your raid leader specifically tells you otherwise. Your job in this fight is to avoid Shannox’s Cleave attack, avoid the traps he regularly drops, and hit him with your big weapon of choice – in that order.

Yes, Shannox does have a nasty cleave attack which will hit any target in a 120° arc, so your first priority should be to make sure you’re standing behind him. Your tank shouldn’t need to turn Shannox once the fight starts, so get yourself entrenched right behind his fiery rear end and prepare to do some damage.

Avoid the traps

Your primary task during this fight is to avoid the traps that Shannox regularly drops. This takes priority over everything, even DPS. The traps in this fight look like standard Hunter traps, and are easy to spot.

There are two types of trap. The first is an Immolation Trap, which will burn your lovely shoes right off if you stand in it. It’s not an instant kill, but it throws out some nasty damage, and you’ll have a ‘fire hurts more’ debuff at various points during the fight, so be nice to your healers and don’t stand on the fire traps.

The second type of trap is called a Crystal Prison Trap, and is basically an iceblock. Stand on this nasty little device and it’ll encase you in crystal. You won’t be able to do anything at all until the crystal is shattered. That means that the rest of the raid will have to stop what they’re doing and DPS your prison to free you. The crystals have lots of health, so this is a distraction you don’t need.

There’s another fight mechanic which effectively counts as a third type of trap. When Shannox throws his spear he’ll do colossal damage to anybody standing in the way. If you’re standing in the circle of fire once the spear comes down you’re virtually guaranteed to die. It’s easy to avoid – just look out for the big pillar of fire and make sure you step away from it as soon as it appears.

The secondary effect of Shannox’s spear throw is lots of little fires that appear on the ground after the spear throw triggers. There’ll be a lot of them, which can be quite panic-inducing the first time you see it, but – like the spear throw itself – they’re easy to avoid. They appear in a spiral pattern, moving outwards from the spear’s point of impact. Just make sure you’re not standing directly on one of them.

Remember – none of these do any AoE damage, so they’ll only ever affect one person. It’s also worth noting that the Immolation Traps and the Crystal Prison Traps can be disarmed by Rogues. Rageface and Riplimb can be affected by the traps, so you normally want to keep them all in place, but occasionally it might be worth disarming a trap which is in an awkward place, or which is in danger of hitting a tank.

The moment you’ve been waiting for

Your aim in this fight is to kill both the dogs when Shannox is at about 35% health. When that happens, he’ll enrage and start to give your tanks a very bad day. That’s your time to shine. Turn the DPS dial up to 11 and pop every cooldown in your arsenal. Burn, burn, burn – you need to kill Shannox before he kills your tanks (and shortly thereafter, you).

This fight is all about awareness. Watch out for the traps and you should be fine.
Ranged DPS Tactics:
Spoiler:
Initial positioning

You’ll most likely have two tanks for this fight – one on Shannox himself, and one on Riplimb. Rageface (Shannox’s other dog) can’t be tanked and is going to be a constant pain in the neck for you throughout this fight – perhaps even literally.

Once the tanks have positioned Shannox and Riplimb, spread out. The healers will be doing the same, so coordinate your position relative to the rest of the raid.

Your raid leader will assign a DPS target for you. This is most likely to be Riplimb, but you may be asked to DPS Shannox instead. Either way, this target will be your sole target for most of the fight – there’s very little target switching required.

Don’t stand in the … well, you get the idea

Your primary task during this fight is to avoid the traps that Shannox regularly drops. This takes priority over everything, even DPS. The traps in this fight look like standard Hunter traps, and are easy to spot.

There are two types of trap. The first is an Immolation Trap, which will burn your lovely shoes right off if you stand in it. It’s not an instant kill, but it throws out some nasty damage, and you’ll have a ‘fire hurts more’ debuff at various points during the fight, so be nice to your healers and don’t stand on the fire traps.

The second type of trap is called a Crystal Prison Trap, and is basically an ice-block. Stand on this nasty little device and it’ll encase you in crystal. You won’t be able to do anything at all until the crystal is shattered. That means that the rest of the raid will have to stop what they’re doing and DPS your prison to free you. The crystals have lots of health, so this is a distraction you don’t need.

There’s another fight mechanic which effectively counts as a third type of trap. When Shannox throws his spear he’ll do colossal damage to anybody standing in the way. If you’re standing in the circle of fire once the spear comes down you’re virtually guaranteed to die. It’s easy to avoid – just look out for the big pillar of fire and make sure you step away from it as soon as it appears.

The secondary effect of Shannox’s spear throw is lots of little fires that appear on the ground after the spear throw triggers. There’ll be a lot of them, which can be quite panic-inducing the first time you see it, but – like the spear throw itself – they’re easy to avoid. They appear in a spiral pattern, moving outwards from the spear’s point of impact. Just make sure you’re not standing directly on one of them. They don’t have any AoE effect, so there’s no need to run right out of the spiral. Just move away from the individual fires.

The ‘hitting things’ part

Once you’re confident in your trap-avoidance skills, the actual DPS mechanics of this fight are pretty easy. Keep up sustained DPS on your assigned target, and watch the health meters of all three opponents. You’re aiming to kill both dogs when Shannox is on about 35% health.

Once the dogs are dead, Shannox will enrage and start doing very unpleasant things to your poor tanks. This is a classic burn phase, so DPS like a loon. Your big DPS cooldowns should all be saved for this phase. With a bit of luck, you should be able to take Shannox down before he turns the tanks into liquid smears of shame.

Here, boy!

If your single-target DPS is particularly hard-hitting, your raid leader may assign you to hit Rageface instead of Riplimb. Rageface can’t be tanked, and will regularly pick a random raid member to be mean to. Once Rageface has picked his target the only way to distract him is giving him a firm, hard smack on the nose. In this case, the smack needs to take the form of a 30k crit. Unless and until Rageface receives 30,000 points of damage from a single blow, he’ll continue to maul the poor unfortunate soul he’s targeted. Luckily, while he’s doing so he gains a debuff which makes each shot that lands on him much more likely to be a critical.

If you’ve been assigned to Rageface-distraction duty, your job is to hit him with a high-damage strike as soon as he picks a new target. After that, you can kite him until he picks a new target, then repeat the process.

Extra credit

When Shannox throws his spear, Riplimb will grab it and run back to Shannox to return it. If you have any slowing abilities, this is the time to use them. Riplimb can be slowed, and doing so will really help your tanks.
Healing Tactics:
Spoiler:
Starting positions

The fight consists of three mobs, all of whom you’ll be fighting at once. The main tank will be on Shannox, with the off-tank taking Riplimb some distance away. Rageface can’t be tanked, so he’ll be running amok through your raid. Spread out at the start of the fight. Ranged DPS will be doing the same.

Things not to stand in (spoiler alert – one of them is fire)

Shannox will regularly drop Immolation Traps and Crystal Prison Traps. Both of these look like standard Hunter traps, so they’re easy to spot. You should avoid standing in either of them. The Immolation Traps will do fire damage, but the Crystal Prison Traps will prevent you from performing any action at all until the rest of the raid frees you. Getting a healer caught in a trap like that can often mean an unexpected meeting with the spirit healer, so watch where you stand.

Shannox will frequently throw his spear in the direction of Riplimb. Any player standing in that spot when the spear lands is dead, so move out of the way as soon as you see the indicator appear (it’s a big fiery circle on the ground).

Once the spear has been thrown, there’s a secondary effect – a lot of smaller, one hit only, fires on the ground. Avoid standing directly on those and they won’t trigger.

Healing the tanks

As well as regular melee damage, both tanks will quickly acquire the debuff Jagged Tear. Not only is this a DoT, it can stack, so you’ll need to be ready to compensate with sparkly feelgood green HoTs.

The tanks should be coordinating so that Jagged Tear drops off when Shannox throws his spear. This will give you a bit of breathing space , but be prepared for Jagged Tear to start stacking up again soon afterwards.

Healing the raid

Shannox does a Cleave attack, which in an ideal world shouldn’t hit anyone other than the main tank, but be prepared for melee DPS to be accidentally caught in the cone from time to time. You know what they’re like.

It’s also a good bet that some players will trigger an Immolation Trap, especially during the first few attempts at this boss. The trap will do immediate fire damage, plus additional fire damage over the next three seconds. It will also apply a debuff which lowers the target’s fire resistance.

When Shannox’s Hurl Spear ability lands, it’ll do a nasty 50k damage to everyone, which will need to be healed through. Watch out for the fiery explosions which come immediately afterwards, too, in case some raid members get caught out.

Crystal Prisons will be being triggered fairly regularly. Be aware that these block line-of-sight, so you may need to move to continue healing your target.

Off the leash

Rageface will be another source of continuous damage to your raid. He’ll target a random raid member and start to do serious amounts of damage. Your raid leader or healing leader will probably assign one healer specifically to track Rageface’s targets, and heal them through the damage.

Final phase

If everything’s gone according to plan, your raid will kill both dogs when Shannox is on about 35% health. At that point, Shannox will enrage. Expect the damage to the tanks to increase significantly. Your healing cooldowns should be saved for this phase if you possibly can. Coordinate with your tanks, too – they should be cycling mitigation cooldowns during this final phase.

Shannox will no longer be throwing his spear, but will instead regularly cast Magma Rupture, which does AoE fire damage and also increases the amount of fire damage taken. Be prepared for the main tank to die during this phase, even if your healing is top notch: it’s a difficult phase to endure unscathed.

That final phase can be a bit hair-raising, but if your DPS team are on the ball it shouldn’t last too long.
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Re: Firelands

Post by bokou » Tue Sep 27, 2011 3:02 pm

Beth’tilac strategy

Split the raid into two teams. Web team: 1 tank, 1 healer, all melee DPS. Ground team: 1 tank, the rest of the healers, all ranged DPS.
  • DPS Smolderweb Spinners as soon as they appear. Web team should grab spider’s threads to get up to the web.
  • Web team have a standard tank-and-spank job on Beth’tilac. Watch out for the flaming meteors that occasionally drop.
  • Web team: jump down to the ground when Beth’tilac casts Smoldering Devastation. When she’s finished casting, grab Spider’s Threads again and get back up.
  • Ground team: DPS Smolderweb Spinners but don’t grab the Spider’s Threads. If anyone gets trapped in a web, DPS the web to release them.
  • Ground team: DPS Cinderweb Drones. Kill them before their Energy reaches zero. The Ground team Tank should face them away from the raid.
  • Ground team: DPS the Cinderweb Spiderlings. Don’t let them reach the Drones. They can be slowed.
Phase 2 is triggered after 3 Smoldering Devastations. Beth’tilac will head down to the ground level. Pop cooldowns, DPS her down ASAP. Tanks should tank swap at 20 stacks of The Widow’s Kiss debuff.

Beth’tilac heroic mode strategy

The ground team will have to deal with an additional mob type – Cinderweb Broodlings. They can’t be tanked, and will fixate on a random player. They explode on contact. Best tactic is to assign someone to stand at the spawn point and soak the damage. Cinderweb Drones will also fixate. The fixated player should kite the Drone, avoiding Cinderweb Spiderlings.

Melee DPS Tactics:
Spoiler:
Getting to the web level

At the start of the fight, Beth’tilac will run away to hide on the web level, and additional spiders called Cinderweb Spinners will start to spawn. Initially they’ll appear suspended from the base of Beth’tilac’s web, out of melee range, but your tanks will be taunting these mobs to bring them down to the ground level. If you have a taunt ability (Dark Command, Taunt, Hand of Reckoning, etc) feel free to help out. It’s important to start killing spinners as soon as possible.

A dead Spinner will leave behind a spider’s thread (which takes the form of a thin red line leading from the corpse to the web level). These threads are vehicles, and you can use them to move from the ground level to the web level. Each thread is only good for a single use.

Your tank and healer should claim the first two threads to appear, but you should grab a thread as soon as you can after that. Do not be overeager here, and make sure that the tank and the healer have made it up before you make the move.

Once you’re on the web level, your job is to DPS Beth’tilac. Watch out for Meteor Burn, during which Beth’tilac drops flaming meteors onto random spots on the web. Each meteor is preceeded by an indicator in the form of a fiery orange circle on the ground, which you should be sure to dodge. Once a meteor has hit, it will leave a small pool of fire behind. You know the rule about fire and the stepping therein: don’t.

Running away

Beth’tilac has an energy bar, called Fire energy, which will slowly deplete over the course of the fight. When it reaches zero, she’ll begin to cast Smoldering Devastation. You need to be on the lookout for that castbar. As soon as you see Beth’tilac begin to cast, run like the wind. You need to head for the hole in the web. It’s bang in the center. Drop down through there to the ground level.

Once you’ve reached ground level, you should temporarilly join the Ground Level Team and help to DPS the various spider adds that will have appeared. Once Smoldering Devastation has finished, Smolderweb Spinners will start to appear in just the same way as they did at the start of the fight. Once again, you should grab them, spank them, and steal their threads. Get yourself back up to the web level as soon as you can (but, as always, let your tank and healer go first).

In total, Beth’tilac will cast Smoldering Devastation three times. You need to jump down the hole in the web every time. After the third Smoldering Devastation, Beth’tilac will move from the web level to the ground level. Follow her down and get ready to pound some spider backside.

Phase 2

Beth’tilac’s descent from the web level to the ground level indicates the start of Phase 2. This is a pure DPS burn phase, just like the last phase of Shannox. Make sure you’re positioned correctly first of all: you should stack up directly behind the boss, with the healers and the rest of the raid. Once you’re there it’s time to break out the big guns: pop every cooldown you have, drink a potion, scream a battlecry, and hope that this time you beat that damn Rogue on the meters.
Ranged DPS Tactics:
Spoiler:
Where’s the best place to be when fighting a spider? That’s right: as far away as possible. Which is why, when fighting the spider boss Beth’tilac, ranged DPS have the least arachnophobia-inducing job. Here’s our guide to defeating Beth’tilac as ranged DPS:

For this fight, as we detailed in our main Beth’tilac tactics guide, your raid will be split into two groups: one to stay on the ground level and one to climb up to Beth’tilac’s web level. As a ranged DPS, you’ll probably be assigned to the Ground Level Group (if you’re not, use the tactics for the Web Level Group from our guide to fighting Beth’tilac as melee DPS).

You’ll remain on the ground throughout the entirity of this fight. Your job is to handle the various adds that spawn. There are three types: Cinderweb Spinners, the smaller Cinderweb Spiderlings, and the big Cinderweb Drones.

Positioning

You should spend the first phase of this fight in the southwest corner of the room. Stack up there as soon as you can. Your raid leader should have placed raid markers in each of the other three corners, and you will have been assigned a particular corner to focus on. You don’t need to worry about your assigned corner until Cinderweb Spiderlings start appearing (see below), but take a note of where it is right away.

At the start of the fight, Beth’tilac will move up to the web level, and Cinderweb Spinners will start to spawn. They’ll initially appear hanging from the bottom of Beth’tilac’s web, but they should be within range of your attacks immediately. Start DPS on the Spinners as soon as they appear.





More spinners will appear each time Beth’tilac casts Smoldering Devastation. You should repeat the same process each time they appear: DPS them down as fast as you’re able.

Watch out for the webs that Spinners occasionally throw out. Once a player becomes encased in a web, she’ll be unable to perform any action until she’s freed. Switch to targeting webbed players as soon as they get caught, especially if it’s a healer or a tank.

Cinderweb Drones

The Ground Floor Group tank will grab the Drones when they appear. You’ll need to DPS them down quite quickly – they have an energy bar just like Beth’tilac, and if it runs out before they die, they’ll head up to the web level to steal energy from Beth’tilac instead, which is not a good thing.

Make sure not to stand in front of the Cinderweb Drones. One of their attacks is a cone attack which will really give you a headache if you’re caught in it.

Cinderweb Spiderlings

This is your time to shine. Your most important job in this fight is to deal with these little critters. The Spiderlings will spawn from each corner of the room except for the southwest corner (where you should be stood). Remember your assigned corner, and go spank those spiders. You should use a combination of AoE damage and slowing abilities to slow the Spiderlings down and damage them in place. If any Spiderlings reach a Cinderweb Drone, the Drone will be healed.

Phase 2

When Beth’tilac decends from the web level to the ground, Phase 2 begins. The aim here, as with most burn phases, is to kill her before her damage becomes too much for the tanks and healers to deal with. If you’ve saved your burst DPS cooldowns and trinkets for this phase, you shouldn’t have too much of a problem taking her down before she manages to brew up an entire potful of Tank Soup.
Tanking Tactics:
Spoiler:
The fight takes place on two levels: the ground in Beth’tilac’s lair, and also on her web which is suspended above. The raid will be split into two groups: one to fight Beth’tilac on the web level, and one to take care of the various adds that will spawn on the ground level throughout the fight. You’ll need one tank in each group, and your specific tanking duties will depend on which group you’re assigned to. Our guide to Beth’tilac tactics has full details.

Tanking Beth’tilac

The main tank will be in the Web Level Group and will be tanking Beth’tilac. At the start of the fight, Beth’tilac immediately retreats to the web level, and starts casting Venom Rain, which will do significant AoE damage to the whole raid. Your job is to get up to the web level as soon as possible, and engage Beth’tilac (thus stopping Venom Rain).

The only way to get up to the web level is to climb up using a spider’s thread, and the only way to get hold of a spider’s thread is to kill a spider. The specific spiders in question are called Cinderweb Spinners, and they’ll start appearing as soon as Beth’tilac has retreated to the web level. Initially, they’ll be dangling from the web itself, so you’ll need to taunt them to bring them down to the ground level. You should concentrate on taunting the spiders, and let the DPS kill them. When a Cinderweb Spinner dies, it will leave behind a spider thread. Spider threads are actually vehicles, and you can use them to move from the ground level to the web level. You should do so as soon as one becomes available: you need to be the first person on the web level. Your healer and DPS (the rest of the Web Level Team) will follow you soon after. As soon as you get up to the web level, go annoy Beth’tilac. Take note of the hole in the middle of the web – you’ll need that soon.

Beth’tilac will regularly cast Ember Flare, which will do AoE fire damage to everybody on the web level. She’ll also cast Meteor Burn, which causes meteors to drop from above and impact onto the web level. Standing under a meteor is not recommended, so move out of the area effect indicator as soon as you see it appearing (it’s a fiery orange circle). The meteor impacts leave pools of fire behind, but not so much that it should cause you a problem.

The important thing you should be watching out for is Smoldering Devastation, which Beth’tilac will cast three times in total. The cast always comes when her Fire energy bar reaches zero, and is always an 8 second cast. As soon as the cast starts, go leap down the hole in the middle of the web. Any player still on the web level when Smoldering Devastation is cast will die. Yes, even you. Yes, even though you’re a tank. Yes, even though your gear is great. Yes, even if you pop a bubble. Dead. Don’t just stand there – jump!

When you reach the ground level, the rest of the Web Level Team will temporarilly join the Ground Level Team and assist in killing adds. As a tank, there’s not much for you to do at this point – you certainly don’t want to steal threat from the off-tank – so add whatever DPS you can manage until Smoldering Devastation is over and Cinderweb Spinners start spawning again. Once that happens, repeat your actions from the start of the fight: taunt the spinners to the ground, and grab a spider thread to get yourself back up the web level as soon as you can.

Tanking the adds

The off-tank should join the Ground Level Team, where you’ll be tanking the various adds. There are three types of add that will appear: small spiders, medium-sized spiders, and big spiders. You may notice a common theme emerging here.

When the fight starts and Beth’tilac retreats to the web level, assist the main tank in taunting the Cinderweb Spinners as they appear. Don’t use the spider threads – you want to stay on the ground throughout this fight. Head for the southwest corner of the room. Adds will spawn from each of the three other corners, so the southwest is the best place from which to tank.

The Cinderweb Spinners are the medium-sized spiders. Taunt them down to the ground level and let your ranged DPS deal with them. They don’t do much damage, but they will occasionally encase a player in a web. The webs need to be DPS’ed to free the trapped player.

The large spiders are called Cinderweb Drones. You should only have to deal with one of these adds at a time, but as soon as one appears you need to pull it to the southwest corner and keep it firmly under your tanky control. The drones have a frontal cone attack, so turn it away from the rest of the raid. The Drones also have an energy bar just like Beth’tilac. If it runs out before they die, they’ll climb up to the web level. If that happens, there’s not much you can do about it. Hopefully, the DPS from your Ground Level Team will be sufficient to take down the Drones before the energy bar runs out.

The third type of add that will spawn are the smaller Cinderweb Spiderlings. These will spawn in groups from each of the other corners, and they can’t be tanked. Rely on the rest of the raid to slow them and DPS them. If you have any slowing abilities, feel free to throw them into the mix, but don’t do so at the cost of your position – the Spiderlings are really not your problem.

Final phase

Once Beth’tilac has cast Smoldering Devastation three times, she’ll descend from the web level to the ground level. The Web Level Team should follow her down. There’ll be no more adds in this phase, so all you have to worry about is the giant ugly spider.

You should tank her in the center of the room, with your raid forming a triangle around Beth’tilac: the main tank should form one point of the triangle, the off-tank the second point, and the rest of the raid stacked up together on the third point.

Her damage will slowly increase over time, effectively providing a soft enrage timer, and she’ll continue do to regular raid-wide AoE damage with Ember Flare. The thing you really need to worry about, though, is The Widows’s Kiss. That’s a stacking debuff which Beth’tilac applies to her main aggro target. The Widows’s Kiss gradually reduces the amount of healing you can receive, until you’re almost incapable of being healed. It also causes AoE damage to anybody standing near you, which is why you need to position both tanks away from the rest of the raid.

You’re going to need to tankswap in order to allow The Widows’s Kiss debuff to expire. Swap as soon as the main tank receives the debuff, and then continue to swap every 20 seconds. That should mean that your debuff has just expired by the time you need to grab the boss back.

Like the final phase of Shannox, you’ll be taking quite a bit of damage during this phase, and the damage will increase the longer the phase goes on. This is the time to blow your mitigation cooldowns (and also the time to encourage your healers to blow their big healing cooldowns too).

Overall, this is an easy fight to tank. As long as you can keep control of your assigned mobs, and as long as the Web Level tank gets up to the web level quickly, you won’t have any problems.
Healing Tactics:
Spoiler:
Healing the ground-level team

If you’re part of the Ground Level Team, you won’t ever have to ascend to the web level. There’s almost no need to worry about positioning during the main phase of the fight, so stack up in the centre and simply heal the rest of the Ground Level Team while they deal with the adds that will spawn.

You should probably assign a dedicated healer for the off-tank, who will be taking notable damage from Cinderweb Drones (the largest adds). You should also watch out for the small Cinderweb Spiderlings, who apply a DoT when they hit.

Cinderweb Spinners occasionally encase players in webs. Rely on your DPS to get you out if you become trapped in a web. Remember to communicate your dilema through the time-honored method of shouting incoherently.

The Web Level Team will temporarilly jump down to ground level each time Beth’tilac casts Smouldering Devastation. Once that’s happened three times, Beth’tilac herself will descend, and Phase 2 begins.

Healing the web-level team

The Web Level Team should only need one healer. At the start of the fight, you need to be on the lookout for spider threads, which are left by Cinderweb Spinners when they die. These threads act as vehicles, so you can click on one to transport yourself to the web level. You need to be the second person to reach the web level, so as soon as the main tank has grabbed a thread, go grab one yourself.

There are no adds on the web level, only Beth’tilac and her various irritating spells. She’ll regularly cast Ember Flare, which does fire damage to all players on the web level. She’ll also cast Meteor Burn, causing meteors to drop onto the web. They have a clear indicator in the form of a fiery orange circle, so they’re easy to avoid. They’ll leave behind a small pool of fire, so be on the lookout for clumsy raiders accidentally stumbling into them.

When Beth’tilac’s Fire Energy bar reaches zero, she’ll start to cast Smouldering Devastation, which is bad news for anyone on the web level. Jump down the hole in the middle of the web, and assist your fellow healers on the ground level until it’s safe to head back up again. You’ll need to find another dead Spinner and hitch a ride on its thread like you did at the start of the fight.

Smoldering Devastation will happen three times in total, then it’s time for Phase 2.

Phase 2: Panic

Beth’tilac descends from the web level to the ground level. You should stack up behind her with the rest of the raid. The main tank and the off-tank will be regularly switching boss aggro between them, in an effort to rid themselves of The Widow’s Curse. This debuff slowlyreduces the amount of healing they can receive, so don’t be too concerned if your healing seems to be becoming gradually more ineffectual.

Beth’tilac’s damage will continue to increase during this phase until she’s killed, so now is the time to expend your once-per-fight healing cooldowns. Coordination with your tanks and with your fellow healers is the key here. After that, it’s up to the DPS to make sure this final phase doesn’t last too long!
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Re: Firelands

Post by bokou » Tue Sep 27, 2011 3:05 pm

Lord Rhyolith strategy

This is a 1-tank fight. The boss does not need to be tanked, so the tank will be on the adds.
  • Melee DPS should be attacking the boss. Hit his left foot to steer him left, hit his right foot to steer him right.
  • Melee DPS – steer the boss onto the volcanoes on the floor.
  • Avoid the lava streams and the lava pools.
  • Ranged DPS and the Tank should deal with the adds. Fragments of Rhyolith need to be killed within 30 seconds of spawning.
  • Tank – each Spark of Rhyolith needs to be tanked away from the rest of the raid.
The final phase is a DPS burn phase. Hit all your cooldowns (particularly mitigation/healing cooldowns, to help the tank survive).

Lord Rhyolith heroic mode strategy

When Rhyolith steps on a volcano, he’ll spawn Liquid Obsidium. They should be slowed and kited, or simply killed. Don’t let them reach Rhyolith. 10 Fragments of Rhyolith will spawn each time, as opposed to the 5 that spawn on normal mode. Avoid the beams of fire in phase 2.

Tanking Tactics:
Spoiler:
Like many of the initial Firelands boss fights, Lord Rhyolith is a two-phase fight , consisting of a long first phase followed by a short burn phase. Most raids will only need a single tank for this fight.

If you want an overview of the fight, you can also check out our overall guide to Lord Rhyolith tactics.

Ignore the boss

Lord Rhyolith is big and imposing and menacing, but you don’t need to worry about him during Phase 1. He can’t be tanked, and he’ll do no direct melee damage. He’ll need to be carefully kited around the room, but for once that’s not your job – let the DPS deal with it. Our guides to fighting Lord Rhyolith as melee DPS and fighting Lord Rhyolith as ranged DPS have all the juicy details if you’re curious.

Instead of tanking the boss during Phase 1, you’ll be tanking the various adds that will spawn. There are two types of add: Fragments of Rhyolith and Spark of Rhyolith. These adds will be summoned by Rhyolith throughout Phase 1, with a summon being cast approximately every 25 seconds. Each summon will create either a single Spark of Rhyolith or 5 Fragments Of Rhyolith. You should tank all of these as they appear.

Fragments of Rhyolith

Fragments of Rhyolith don’t require much in the way of complicated tanking. Just get their attention and let the DPS burn them down. Any Fragment which is still alive after 30 seconds will will pick a random player to charge. Upon reaching the chosen player, the Fragment will explode, dealing its remaining health as damage to the player. There’s nothing you can do to prevent that, except to hope that the DPS manage to kill all the Fragments before the thirty seconds is up.

Sparks of Rhyolith

Only a single Spark will be spawned at once, but it’s a mob with quite high health. Sparks also spew out constant AoE damage to any raid member within 12 yards, so you’ll need to tank your Spark well away from the rest of the raid. The very edge of the platform is ideal.

Sparks of Rhyolith gain a stacking buff called Infernal Rage, which slowly increase the amount of damage they do, and also increases the amount of damage they receive. Your ranged DPS will be taking care of Sparks, so keep their positions in mind when choosing a spot to tank the Spark.

There will be fire. You should not stand in it.

While Rhyolith won’t cause you any direct worries during Phase 1, he will occasionally create volcanoes on the floor. The volcanoes will occasionally erupt, dealing fire damage to a few players at random. Getting hit by an Eruption will also apply a stacking debuff which increases the amount of fire damage you take.

Your DPS players will be trying to make Rhyolith stand on the volcanoes, at which point the volcano will transform into a crater. The creation of a crater trigger Magma Flow, during which Lava Streams are released from the crater. There’ll be either 4, 5 or 6 Lava Streams released, and they’ll move outwards from the crater in all directions.

Any player caught in the path of a Stream will be damaged. The streams will explode after 10 seconds, causing even more damage to any player standing on them. They don’t move very quickly, so you should be able to avoid them.

Phase 2

When Rhyolith has been reduced to 25% health, he’ll stop summoning adds and move into Phase 2. There’s a good visual trigger for the phase change, in the form of a short animation. Rhyolith will also discard his armor, changing his appearance to a giant of molten fire.

You need to pick him up quickly once Phase 2 starts. He’ll do a fairly nasty raid-wide damage strike right after the phase change, so watch out for that.

Rhyolith will continue to regularly use his knockback ability, Concussive Stomp. This shouldn’t have affected you at all during Phase 1, but it will definately affect you now. There’s no way to prevent it, but you should be careful not to let yourself get knocked back over a volcano – if Rhyolith moves towards you to re-engage, he’ll turn the volcano into a crater, triggering Magma Flow and reducing the rest of the raid into a chaotic mess of players desperately trying to run out of the fire.

This is a fairly standard tank-and-spank burn phase, so just keep careful control of your cooldowns and let the damage-dealers do their thing. The crux of the fight comes from the DPS’s role, rather than yours.
Healing Tactics:
Spoiler:
Everybody loves fire, so you’ll be delighted to hear that one of the early bosses in the Firelands raid is entirely made of fire – something that’s going to be oh-so-much fun for you if you’re healing. Lord Rhyolith is a fun boss with a really unique mechanic. Here’s our guide to defeating Rhyolith as a healer.

Factor 50

Lord Rhyolith is giant made of fire, who live on an island in the middle of a lake of molten fire, drops fire on the ground, and spawns adds that damage the raid with fire.

You should probably think about buffing the raid with fire resistance of some form.

Everyone needs healing

The fight consists of two phases: a ‘hit the boss, dodge the fire, deal with the adds’ phase (which will take up most of the fight) and a final, fairly standard, burn phase.

During the first phase Rhyolith will deal no damage. Your melee DPS players will be moving him around the room, but they will not be taking any direct damage from him. Instead, the damage will come from the adds that will spawn, and from the from the various forms of do-not-stand-in-it fire that appear on the floor. Our main article on Lord Rhyolith tactics has the full scoop.

You’ll find that the damage output for this fight is split pretty evenly amongst the entire raid. You’ll still need a dedicated healer for the tank (this fight only requires a single tank) but the rest of the healers will be splitting their attention among everybody. You may find it useful to assign some healers to the melee DPS and the rest to the ranged DPS, but the exact division of labor is up to you.

The adds

Rhyolith will spawn adds about every 25 seconds or so. It’ll either be a group of 5 Fragments Of Rhyolith, or a single Spark Of Rhyolith.

The Fragments of Rhyolith will only damage the tank, and won’t do huge amounts of damage. However, any Fragments still alive after 30 seconds will ignore the tank and charge a random raid member, administering their remaining health as instant damage. They’ll destroy themselves in the process, but that won’t be much consolation. There’s nothing you can do to avoid it (it’s the job of the damage-dealers to burn them down in time) but you may be quick-witted enough to fire off a preemptive HoT on the poor raid member about to be squashed. At the very least, you need to be ready with a beefy single-target heal once the damage has been done.

The Spark of Rhyolith throws out constant AoE damage, but if the tank has positioned the mob sensibly, nobody other than the tank will be affected by it. Sparks also increase their damage over time, so the tank will definately need ongoing healer attention while a Spark of Rhyolith is alive.

The fire

Lord Rhyolith will cast Concussive Stomp every 30 seconds, which will deal raidwide AoE damage. You should be able to time the casts quite accurately, and be ready with compensatory heals when it does go off.

As a side effect of Concussive Stomp, Rhyolith will create volcanoes on the floor. The volcanoes will occassionally erupt, dealing fire damage to random players every 2 seconds. Each eruptions lasts 20 seconds in total. Getting hit by an erruption will also apply a stacking debuff which increases fire damage taken. Thankfully for your mana supply (and possibly sanity) some of the volcanoes will be quickly converted to craters – this happens when Rhyolith stands on them.

When a volcano becomes a crater, it will immediately emit Lava streams. The streams will start at the crater and move away in all directions from it. Any idiot – er, that is, any valued colleague and fellow noble hero – who stands in the fire will receive damage. Well, honestly, what did they expect?

After 10 seconds, the lava streams explode, dealing damage to anybody stood on them. Once that happens, the crater disappears and is replaced by a lava pool (which will still damage anybody who stands in it but won’t do anything else).

Lava streams are quite slow-moving, so your raiders should be able to avoid them, but there’s a lot of other stuff going on at the same time, so don’t be suprised if the occasional mistake is made.

Yay! Phase 2 is about to sta- Ouch!

Once Rhyolith is reduced to 25% health, he’ll start to attack the raid directly, and – after a short bit of scripted animation – Phase 2 will begin. Be prepared: he’ll immediately throw down a rather nasty bit of once-only raidwide damage, which can be quite alarming if you’re not expecting it.

This is an absolutely classic burn phase, if you’ll pardon the rather appaling but ultimately unavoidable pun. Rhyolith will continue to cast Concussive Stomp every 30 seconds, which will give raid-wide damage. It also has a knock-back ability, so be careful not to get too close. He’ll no longer be summoning volcanoes, although there may well be some left over from Phase 1.

As with similar final burn phases, the damage the raid takes will gradually increase, and the tank will be taking the brunt of the damage. As a healer, it’s business as usual for you – cycle your cooldowns, grit your teeth, and wait for the big fiery fella to fall over.
Ranged DPS Tactics:
Spoiler:
Lord Rhyolith is a fiery giant, and one of the bosses of the Firelands raid. Sadly, when fighting Lord Rhyolith, ranged DPS don’t get the fun job of steering the boss around the room – instead you’ll be responsible for damaging the various adds that will spawn during the fight.

During the main phase of the fight, Rhyolith won’t be doing any direct damage to the raid. Instead, he’ll wander around the room under the subtle guidance of the melee DPS – read our guide to fighting Lord Rhyolith as melee DPS and our main article on Lord Rhyolith tactics to see how it works.

Damaging Rhyolith

Lord Rhyolith actually has three unit frames – one for his body, and one for each of his feet. Although your main job is to DPS the adds rather than the boss, you may occasionally find yourself with some downtime, at which point you should feel free to hit Rhyolith. If your aim is just to damage him, always target his body, rather than his feet.

Your raid leader may occasionally require you to join the melee DPS in applying damage to one of Rhyolith’s feet – this is what steers him in a particular direction. You should only ever do damage to one of Rhyolith’s feet if specifically requested to do so. Make sure you’ve targetted the correct foot!

The adds

Rhyolith will summon adds approximately every 25 seconds. These adds will be either Fragments of Rhyolith (in which case 5 mobs will spawn at once), or Sparks of Rhyolith (in which case only one mob will spawn).

Sparks of Rhyolith throw out constant AoE damage, so your tank will move them away from the raid. You should DPS them down as soon as they appear. Sparks gain a stacking buff which increases the damage they do, but also increases the damage they receive – so the longer they’ve been active, the faster they’ll drop.

Fragments of Rhyolith do comparitively little damage, and should be taken down with AoE damage. The important job here is to make sure they die within 30 seconds of spawning. Any Fragment left alive after 30 seconds will rush at a random raid member and explode, doing some nasty damage. Fragments are priority targets over Sparks: they need to die, and die fast.

There’s fire on the ground. You know what to do.

Rhyolith will cast Concussive Stomp every 30 seconds. As well as dealing out some raid-wide damage, this ability will create volcanoes on the ground. Volcanoes will occasionally erupt, dealing fire damage which will be spread among the raid at random. When Lord Rhyolith steps on a volcano, it becomes a crater, and those are the things you really need to watch out for.

As soon as a crater is created, it will emit Lava streams. The streams will start at the crater and move outwards in all directions. Don’t get in the way – if you stand in a Lava stream it will do what fire does best and burn your feet off.

After 10 seconds, the streams will explode, doing damage to anybody stood in them. So, once again: do not stand in the fire. The streams don’t move very quickly, so as long as you’re paying attention you should be able to avoid them.

When a crater has finished spewing lava, it will become a lava pool – a pool of fire on the floor which you should, that’s right, not stand in.

Phase 2

Phase 2 begins when Rhyolith reaches 25% health. He’ll discard his armor, assume his true form (spoiler: his true form is fire), and attack the raid. Your job here is simply to DPS him as fast as you possibly can. He won’t summon any more adds, but there will probably still be fire on the ground, so watch your step. Rhyolith will be throwing out increasing amounts of damage, so the sooner he dies the more likely you are to be alive to witness it.
Melee DPS Tactics:
Spoiler:
Melee DPS players have had a hard time of things in Cataclysm. There’ve been very few fights which were balanced in our favor, and most were downright unforgiving. That’s not the case with Lord Rhyolith. Melee DPS have the hardest job in this fight, but we also have by far the most fun.

It’s all down to you

For most of the fight, Rhyolith won’t do any direct damage to the raid. Instead, he’ll wander casually in the direction of the molten lava at the edge of the fight area. Your job is to stop him from ever getting there. Why? Because if he manages to reach the lava, he’ll take a big refreshing drink of it, then spew it back out as liquid fiery death all over your lovely clean raid. Lord Rhyolith reaching the lava is an almost guaranteed raid wipe.

To stop him reaching the lava, you need to turn him and point him in another direction. You’ll need to constantly adjust his trajectory throughout the fight. It’s not as simple as asking him nicely, though. You can’t even taunt him, or trap him, or slow him. No. What you’re going to have to do is hit his feet to turn him like a badly-behaved kodo. That’s right: you get to steer by spanking. Navigate by nastiness. Guide by goading. Drive by DPS.

Lord Rhyolith actually has three separate unit frames: one for his body, and one for each of his feet. Damage done to his body or feet will be automatically spread evenly among all three of his bodyparts, so you don’t have to worry about DPSing the three bodyparts at the same rate, Mimiron-style. What you will have to worry about is whether you’re applying more pressure to his left or his right side.
  • Hitting Rhyolith’s body has no effect other than damage. He’ll keep moving in his current direction.
  • Hitting Rhyolith’s left foot will cause him to turn gradually to the left.
  • Hitting Rhyolith’s right foot will cause him to turn gradually to the right.
There’ll be a new element added to your user interface for this fight: a Direction Guage, indicating Rhyolith’s current heading. The meter can be a bit confusing to read, but it’s actually quite simple. It’s a horizonaltal bar, like an energy bar or a mana bar. If the value of the bar is towards the left (i.e., an energy bar on low energy), Rhyolith is currently steering left. If the value of the bar is towards the right (i.e., an energy bar close to full energy), he’s steering right. The closer to the left or right, the more acute Rhyolith’s current ‘turning’ is. That means that when the bar is 50% full, Rhyolith is neither steering left nor right, and will therefore continue in a straight line.

As melee DPS, your most important job in this fight is to steer Rhyolith so that he never reaches the lava at the edge of the platform. Your raider leader will have assigned somebody to coordinate the direction in which to steer, so you should pay attention to the direction currently being requested (either in /raid chat or via voice comms). If you’re the one doing the ‘driving’, check out uur main guide to Lord Rhyolith tactics to see where you should be steering him.

Insert meme reference here

Good news, everyone! There’s fire on the ground in this fight! Don’t stand in it.

Rhyolith will cast Concussive Stomp every 30 seconds. This ability has three effects:
  • It has a knockback effect on anybody who’s close to him (which, almost certainly, includes you).
  • It deals fire damage to all raid members. This damage is unavoidable.
  • It creates volcanoes on the ground.
Each Concussive Stomp will create either 2 or 3 volcanoes. Volcanoes occasionally erupt, spreading fire damage among the raid for 20 seconds. Your aim is to steer Rhyolith in such a way that he steps onto the volcanoes. When that happens, they become craters.

As soon as a crater is created it will spew out Lava streams. Lava streams start at the point of the crater and move slowly outwards in all directions. If you stand in a stream it’ll deal you some fire damage, so … don’t.

After 10 seconds, the lava streams explode, dealing yet more fire damage to anybody who’s stood on them. Once that’s happened, the crater will disappear and be replaced by a lava pool – which, in a shocking twist, is a thing on the floor made of fire that you shouldn’t stand in.

More things made of fire

Lord Rhyolith will regularly summon adds during this fight. They’re not your problem – the tank and the ranged DPS should be dealing with them – but they may occasionally get in your way.

The smaller adds are called Fragments of Rhyolith. They won’t prove much of a worry, unless they take longer than 30 seconds to die. That’s because, 30 seconds after they spawn, they’ll pick a random player to charge at in a clever Suicidal Kamikaze Explosion strategy. The random player might be you. There’s not a lot you can do about it if it does happen, but if a little fiery mob suddenly charges right at you and explodes, taking a big bite out of your health bar, at least now you’ll know why.

The larger adds are called Sparks of Rhyolith. They don’t have such dramatically suicidal tendencies as their smaller cousins, but they do emit AoE damage to everyone around them. The tank will be tanking each Spark away from the raid, probably somewhere at the edge of the platform, so be careful not to guide Rhyolith in that direction.

Getting to Phase 2

Each time Rhyolith stands on a volcano, he’ll lose a bit of his armor. The armor is not just cosmetic – it actually does give him a buff which lowers the amount of damage he takes. At the start of the fight, in full armor, he has an 80% damage reduction – so don’t panic when your uber DPS doesn’t seem to be making a dent!

Once Lord Rhyolith’s health (that’s his hit points, not his armor) reaches 25%, he’ll initiate a short bit of scripted animation, and then move to Phase 2. Just like Shannox and Beth’tilac, the final phase of this fight is DPS race. Your aim is to kill Rhyolith before his slowly-increasing damage kills you.

Although no more adds will be summoned during Phase 2, Rhyolith will still be throwing down Concussive Stomp, which causes knockback. Watch out for this cast – there’s little more frustrating than starting a once-per-fight channeled spell only to have it immediately interupted.

As you might expect, this is the phase to use all your cooldowns, trinkets and potions. There’ll be a lot of raidwide damage heading your way, but hopefully you’ll give as good as you get, and then some.
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Re: Firelands

Post by bokou » Tue Sep 27, 2011 3:16 pm

Alysrazor strategy

Split into two teams – Ground and Air. Ranged DPS should be in the air team, everyone else in the ground team.

Phase 1
  • Alysrazor will hit the raid with a big AoE damage immediately after the pull.
  • Air team should each gather 3 Molten Feathers from the ground. That will cause you to fly. You need to regularly fly through the rings of fire in the air to refresh your flight buff. Chase the boss, DPS as best you can.
  • Ground team should avoid the lines of fire dropped by Alysrazor.
  • Ground team – don’t stand in front of the worms.
  • Ground team – interupt Fieroblast cast by Burning Talon Initiates. Avoid the fireballs they summon.
  • Ground team – move away from the Molten Eggs, unless you’re the tank.
  • Tank – stand next to the eggs until Voracious Hatchling emerges. Kite the hatchling to the worms. DPS the hatchling and the worms – you’ll have a buff which massively increases your damage.
Phase 2
  • Don’t stand near the edge, or right in the middle. Avoid the tornados.
Phase 3
  • DPS should all DPS the boss hard. Pop cooldowns.
  • Healers should also DPS the boss. Any DPS done during this phase restores your mana.
  • Tank should control the Blazing Talon Clawshapers.
Phase 4
  • Healers – be prepared for massive raidwide damage.
  • Don’t stand in front of the boss.
  • Tanks swap when Alysrazor reaches 75 stacks of Molten Power.
Alysrazor heroic mode strategy

The tornados in Phase 2 will instakill anyone caught by them. Incendiary Clouds in the air will also instakill. Phases 2, 3 and 4 are basically unchanged. Phase 1 has a new add, Herald of the Burning End. They spawn bolders, which Ranged DPS should kill. During Phase 1 she will cast Firestorm. When this happens, the entire raid must LoS Alysrazor. The air team should head back to the ground for this. Use the bolders to give you somewhere to hide.

Detailed Tactics:
Spoiler:
Goodness, gracious, great birds of fire! Alysrazor tactics basically boil down to one thing.

Clearly, with the Firelands raid, Blizzard had kinda already established the main mechanic – Fire, Do Not Stand In The. So they only had one place to go.

More Fire.

If you really, really like fire, and I mean in a full-on I’ve-watched-Carrie-25-times way, this is the fight for you. Also, you are somewhat alarming.

It’s Just A Phase

If you like phases, this is the fight for you, too.

Actually, Alys’s phases feel a lot like my attempts at PvP. First up, she’s trying to play it smart and tactically, doing cautious attacks. Then, she just attempts to go mental and kill everyone – but it doesn’t work because they keep dodging. Then, she completely runs out of energy and falls over for 30 seconds. Finally, she says “screw it”, gets up and blows all her cooldowns.

Of course, the difference between Alys and me is that she then goes back to Phase 1, wheras I tend to ragequit and go make a cup of tea. Also, I don’t drop a sweet Phoenix mount when killed.

Phase 0

When you pull Alysrazor, she will fire off a massive AOE for 10 seconds, knocking the crap out of your raid and knocking you back into the bargain. Yes, that’s her on-pull ability. Yikes.

This pretty much sets up the fight you’re about to experience.

Hide in a corner to ensure you can stack up and use AOE heals. The first time you pull her, mind you, Majordomo Staghelm (who will make a cameo appearance the very first time you pull Alysrazor, but won’t be a problem after that) will root you all, ensuring you can’t hide.

Phase 1

In Phase 1, Alys will fly around above you. You, in turn, will respond by dividing your raid in half – and I don’t mean cutting them in half in a blind “goddamn it get out of the fire” fury, I mean splitting them into Team Ground, who will stay on the ground and run around controlling adds, and Team Air, who will fly up, up and away, and will follow Alys around DPSing her whilst, erm, flying through her rings. Fire rings, that is.

Team Air should consist of DPSers, ideally ranged. You want 2 of them in 10-man and 6 of them in 25-man. Choose people with good spatial awareness skills – job number 1 is flying through rings so you don’t drop out of the sky.

Team Air – flashy flyboys/girls

Team Air, arguably, have the simplest job.

First up, at the start of the fight, they’ll need to gather 3 Molten Feathers whilst avoiding the Fire. Once they get 3, they’ll be catapulted up into the air, where they should proceed to fly after the phoenix and DPS her.

However, they need to keep themselves up there, and this is the fun bit. Alys will spawn rings of flame after her – all over the place. Team Air need to fly through as many of those rings as possible – don’t worry, they don’t despawn after 1 person goes through – in order to stack up the “Blazing Power” buff, which makes you steadily more badass. It also prevents you from becoming pavement pizza – the flight buff only lasts 20 seconds, but is refreshed by flying through Alys’s rings (sorry).

No ring, no refresh, Wile E Coyote moment, argh, splat.

Keep deepsing her until she drops to the ground. It’s worth watching a video of this fight if you’re going to be in Team Air to make sure you know what to expect.

Team Ground – All Of T3h Adds

Right. First thing first. Alys flies through the center of the arena from time to time, in a North to South line, drawing a line of fire behind her. Would anyone like to guess what you do with that? Anyone? Bueller?

Yep, don’t stand in it.

There will also be worms spawned about half-way from the center and the edge of the arena, at the NW, NE, SW, and SE corners. They spew fire in a cone in front of themselves, facing toward the center of the arena. Don’t stand in, etc, etc.

Now, here’s the fun bit. The adds. I’ll give a summary of the little bastards here, but full details of how to murderise each of them can be found in our detailed guides – healing Alysrazor, tanking Alysrazor, Alysrazor melee DPS, and Alysrazor ranged DPS.

Blazing Talon Initiates: Every 40 seconds or so, a Blazing Talon Initiate – a Druid of the Flame, basically – will fly into the arena, one from the West and one from the East. Top priority: DPS should interrupt their Fieroblast, or Bad Things will happen. Second Priority – everyone should avoid the flaming balls they summon. Third priority – kill them. They’re the only conventionally DPSable adds in this phase.

Plump Lava Worms – the worms mentioned above. Don’t worry about these guys (aside from avoiding their fire) – something horrible will happen to them shortly.

Voracious Hatchlings – and here’s the something horrible. These lovely critters spawn from Molten Eggs, which get dropped into the arena (2 of them, close to the center) every 40 seconds. You’ve got 10 sec to put a tank next to an egg and everyone else away from it. They will permanently attach to and DPS whoever is nearest them when they spawn.

The good news, though, is that the person they’re “Imprinted” on gets to do them 11x damage. Yes, 11x. Phear my prot pallie’s mighty DPS meter scores.

Now, the worms. These hatchlings are hungry. So, you need to feed them, or they’ll throw a Tantrum, resulting in a whole boatload of damage heading in your direction. You feed them by, wait for it, kiting them next to a Plump Lava Worm- which they’ll then chow down on. Generally, it’s best to feed them every 20% of their health, and otherwise DPS them down.

DPS can help out with that, but it’s basically the tank’s job.

Phase 2

Oh, dear god. That was only Phase 1? I’m afraid so. But subsequent phases are a lot easier.

After 3 overflies of the arena, Alysrazor gets fed up, and having seen how you performed the first time you did Throne of the Tides (come on, fess up), decides to kill you with the ever-popular tornados. So she fills the arena with them.

Job 1: Don’t stand at the edge or in the middle, or you will die horribly in fire. No tornados, just fire.

Job 2: The easiest way to avoid the tornados is to follow them for a bit. However, they’re faster than you. So, follow one until another one passes it in the opposite direction – then do a 180 and follow behind that one instead, until another one passes – and so on. You should end up doing slightly elongated oval runs, and tornados shouldn’t get anywhere near you.

Good news, everyone. The slime is flowing aga – no, wait. This phase only lasts 30 seconds, before we go on to:

Phase 3

Alys is knackered, and falls out of the sky and collapses, like she’d been downing vodka shots all night and just hit the weepy phase. Only here, instead of holding her hair out of her face whilst she throws up, you take the opportunity to DPS her as hard and as fast as possible – because when this phase ends, she’s not going to fall asleep on the sofa.

Through Phase 3 and 4, Alysrazor starts at 0 Molten Power, and slowly regenerates back to 100. When she gets to 50 Molten Power, this phase ends and the next one begins.

DPS and healers, yes, healers, should DPS lots and lots and lots. Oh, yeah – DPS done in this phase restores your mana.

Wow. Watch that Holy Priest smite like he’s never smitten before.

Tanks, meanwhile, have to control the Blazing Talon Clawshapers that fly into the arena, presumably carrying strong coffee and Alka-Seltzer. They’re going to try to get Alys up faster by restoring her Molten Power. The tanks’ job is to stop them by interrupting, stunning, and possibly shouting “Look! It’s the Goodyear Blimp!”.

Phase 4

She’s back, and she’s bad. And she’s got a two-day hangover, and your tanks are wearing things that make clanking noises. She wishes them to die.

In this phase, your healers have a heart attack, basically. She does massive damage to the entire raid, unavoidably. At the same time, she throws fire at the tanks in a cone shape (don’t point it at the raid – that’s an MMO Melting Pot Protip ™), and stacks a nasty debuff on them too. Tank-swap when she reaches 75 Molten Power, which she will continue to regenerate throughout the phase.

The damage here is horrible. It’s cooldown time.

Once she reaches 100 Molten Power, she dies. No, just kidding. She goes back to Phase 1, and you get to do it all again.
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Re: Firelands

Post by bokou » Tue Sep 27, 2011 3:23 pm

Baleroc strategy
  • Baleroc will slowly increase the health of the tank, as well as slowly increase his own damage output.
  • Tank and healers need to be prepared for Decimation Blade (every 60 seconds), which will knock the tank down to 10% health.
  • Don’t bother attacking the adds – they’re unattackable.
  • DPS need to move around so somebody (not the tank or a healer) is near the adds. The nearest player will get a stacking shadow DoT called Tormented.
  • Healers need to regularly switch healing targets. Healing the player with the Tormented DoT will increase your healing done. Once that happens, you should take over as the tank healer. Healing the tank will consume your +healing buff. Another healer should be ready to take over once your buff has expired.
Baleroc heroic mode strategy

The Tormented debuff will now spread to other players on melee contact. Baleroc will sometimes cast Countdown on two random raiders (not the tank). The affected players must come together within 8 seconds of Countdown or they will wipe the raid.
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Re: Firelands

Post by bokou » Tue Sep 27, 2011 3:24 pm

Majordomo Staghelm strategy
  • When the raidleader calls for ‘Scorpion form’, stack up in front of the boss. When the raidleader calls for ‘Cat form’, spread out.
  • When he’s in Cat form, move out of the way if he leaps at you. He leaves fire where he leaps. Don’t stand in it.
  • DPS the Spirit of the Flame adds as soon as they appear.
  • Healers – when he’s in his Scorpion form, he’ll cast a frontal cone attack. The damage should be spread among the raid if they’ve stacked up correctly, but still needs to be healed through.
  • When you get the Searing Seeds debuff, make sure you’re standing away from the rest of the raid when it expires.
  • DPS – when Burning Orbs appear, you need to move around to regularly change which player is closest to the Orbs.
Majordomo Staghelm heroic mode strategy

Each player will get a new bar for this fight, called a Concentration Bar. The higher your Concentration, the more damage/healing you’ll do. Any damage taken resets the bar. Staghelm has a massive health pool, and his abilities do far more damage (particularly Burning Orbs).
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Re: Firelands

Post by bokou » Tue Sep 27, 2011 3:26 pm

Ragnaros strategy

Phase 1 (and all subsequent phases)
  • Spread out in a semi-circle in front of the boss. He has a massive hit box, so healers and ranged DPS can stand well back.
  • Move away from Sulfuras Smash. You’ll see the indicator on the ground before it hits. Seriously, move away. It will hurt.
  • Dodge the Lava waves immediately after Sulfuras Smash. There are three waves – aim to position yourself in the gaps.
  • Dodge the Magma Trap if it’s launched at you.
  • Tanks should tank-swap at 4 stacks of Burning Wound.
  • Ranged DPS should trigger the Magma Traps, but only when the raid is on high enough health to survive the damage.
First transition

The first transition happens at when Ragnaros is at 70% health. Ragnaros will cast Hammer Strike, which should be dodged. Avoid the spawn-points of the adds (fiery effect on the ground), and kill the adds before they reach Ragnaros. The adds move slower as they lose health, so spread DPS among all adds. There are 8 adds in total. Kill them all to trigger Phase 2.

Phase 2

The same as Phase 1, with the following additions:
  • Everyone should spread out. Stack on the tank as soon as Molten Seeds has been cast.
  • DPS the adds that appear (Molten Elementals).
  • Ragnaros will cast Engulfing Flame, targeting a third of the platform. Move away immediately if you’re stood on that section.
Second transition

The second transition comes at 40%. It’s the same as the first transition, with the addition of two extra adds called Lava Scions. Don’t focus any DPS on them – they’ll be killed in Phase 3. Move to the edge of the platform if you get the Blazing Heat debuff. You’ll be spewing fire under your own feet, so continue moving once you get there.

Phase 3

The same as Phase 1, with the following additions:
  • Move out of the summoning position of Living Meteors (indicated by flames on the ground). If they fixate on you, kite them away from the raid. When they catch up with you (and they will), attack them to knock them back and reset their Fixate target. Do not knock them back into the rest of the raid.
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