02 - The Fallen Protectors
Mehguy — Thu, 08/15/2013 - 12:54
The Fallen Protectors is the 2nd encounter in the Siege of Orgrimmar raid, and the 2nd encounter in the Vale of Eternal Sorrows LFR.
For a detailed view of his abilities and loot table across LFR/Flex/10/25 please CLICK HERE
General Strategy/Overview
This encounter is a single-phase council style fight, similar to the Conclave of Wind encounter in Cataclysm. These bosses have their own individual health pool, and must be killed simultaneously/within 15 seconds of each other. They have a group aura called "Bond of the Golden Lotus" and if any boss reaches 1% health and any remaining boss(es) are still active, they will channel an ability that will restore 30% of their maximum health if completed. So again, all must die within 15 seconds of each other.
They all each have a shared ability called "Desperate Measure". When one of them reaches 66% and 33% health, that specific boss will become invulnerable/vanish and spawn 1-3 embodied spirits that need to be killed in order to force the boss to rejoin the fight.
Because of this, there doesnt appear to be any preferred order to kill the bosses as their abilities do not change throughout the fight, and since they all must die simultaneously, it is best to just progressively bring them all down one at a time. Bring one down to 66%, kill its spirit adds, then bring the next boss to 66%, kill spirit adds etc, and just keep progressively wittling them down.
Rook Stonetoe
Rook's is a Monk/Warrior type boss. Must be tanked. His primary abilities are as follows
- Vengeful Strikes (tank warning) - stuns his current target and deals ~140k phys dmg 2 times/sec for 3 seconds. (6 hits total)
- Corrupted Brew - Hurls a keg at random targets dealing ~100k shadow damage to anyone within 5 yards and slows them by 65% for 15 sec
- Clash - targets a random player and forces them to charge him. Both the affected player and Rook will meet 1/2 way from where they were standing and he will immediately do "Corruption Kick"
- Corruption Kick - a spinning crane kick-style ability that deals ~95k phys dmg to targets within 10 yards every sec for 4 seconds, will also apply a DoT dealing 60k shadow dmg every 2 secs for 6 seconds.
- Desperate Measure - When Rook reaches 66%/33% health, he will go invulnerable/immobile and spawn 3 embodied spirit adds. Once all 3 adds are killed he will rejoin the fight.
- Embodied Sorrow (kill 1st) - casts "Inferno Strike", sending fire spell at a random target and splits damage between all targets within 8 yards
- Embodied Gloom (kill 2nd) - casts "Corruption Shock", sends a corrupted lighting shock at random locations, dealing ~120k nature dmg to anyone within 4 yards. IS INTERRUPTABLE!!
- Embodied Misery (kill 3rd, should be tanked) - casts "Defiled Ground", smashes the ground, dealing ~275k physical dmg to the current target and knocking them back (should be the tanked). This will also leave a damaged area on the ground, dealing ~80k shadow dmg every sec to anyone in it.
He Softfoot
He is a rogue style mob, and utilizes bleeds and poisons like any good rogue. Must be tanked. His abilities are as follows
- Garrote (healer warning) - essentially shadowsteps and places Garrote on a random player, deals 64k phys dmg every 2 seconds. This ability can ONLY be removed once he hits 66%/33% health and enters "Desperate Measure"
- Gouge (tank warning) - Stuns current target (tank), and will then fixate on a random target until taunted. If his Gouge target is facing AWAY from him, they will not be stunned, but just knocked back instead. Tanks should watch DBM timers and turn away when he is about to Gouge you.
- Master Poisoner - Will randomly apply poison to his weapons
- Noxious Poison - causes his melee attacks to spawn poison pools on the ground, dealing ~68k nature dmg every second to players standing in them. CAN be jumped over. Will disappear once he enters "Desperate Measures"
- Instant Poison - sucessful melee attacks deal ~60k additional nature dmg.
- Desperate Measure - Will Vanish away and spawn 1 Embodied spirit add at 66% and 33% health.
- Embodied Anguish
- Mark of Anguish - places this on a random player, causing him to focus that player and deals periodic shadow damage and roots the player in place. The player marked will receive an extra action button, allowing them to transfer the "Mark" to a different player within 30 yards. Should ideally be passed to a tank.
- Shadow Weakness - debuff applied when he strikes his focused "Mark" target, increasing shadow damage taken by the "Mark of Anguish". Each time the "Mark" is passed, the ENTIRE raid will gain 1 stack of this. Try to limit the passing of the "Mark" to prevent high stacks.
- Embodied Anguish
Sun Tenderheart
Sun is like a shadow priest, She remains stationary and is not required to be tanked. Her primary abilities are as follows
- Sha Sear - Causes an explosion of shadow dmg around her current target, deals increasing shadow dmg to the target every second and to all players within 5 yards of the affected player.
- Shadow Work: Bane - Places a DoT on multiple targets (2 on 10-man PTR) which deals ~80k shadow dmg every 3 seconds for 18 seconds. In addition, every time this ability deals damage, it will jump to an additional target, up to a total of 3 times/jumps. So if you have 2 people affected initially, both will jump after 3 seconds, making 4 affected total, etc. THIS CAN AND MUST BE DISPELLED.
- Calamity - Deals 30% of all players maximum health as Shadow dmg. This will also remove the "Shadow Word: Bane" from players who are still affected by it
- Desperate Measures - Sun will place a dark shield around her, making her immune at 66% and 33% health.
- Dark Meditation (healer warning) - During her DM, she will pulse moderate-high shadow damage to the entire raid until she comes out of DM. The damage is cut by 50% if players are standing in her dark shield with her.
- Manifest Emotions - She will spawn
- Embodied Despair and Embodied Desperation adds on either side of her while she is shielded. These adds constantly spawn miniature adds that run to attack you until the larger ones are killed. ALL adds (both the large Despair and Desperation, and their spawns) are shielded and will reflect damage back to the player that attacks them. The 2 large adds must be brought down quickly, but do not kill yourself doing so.
Thats it. A lot of abilities to cover, but overall should be a relatively uncomplicated fight.
Pick which boss you want to focus and just rotate through them. When one enters its DM, focus down the spirit adds that spawn to break them out of DM and keep rotating. The big thing is just remembering all of the abilities of the Bosses, their spirit adds, and how to counteract them.


Holy pallies (and others who
Elapsed — Wed, 09/11/2013 - 01:28Holy pallies (and others who can swing it) Clemency is INCREDIBLY useful here for when Garrotes go out. Speed buffs are moot so just take Persuit of Justice for the flat buff. Again Eternal Flame for 10 man is a no brainer here. Make sure to be burning your Divine Plea on CD because it's a 10+ min fight for the first couple kills (imagine as we get gear it will be quicker) be ready to be flexible and quick on your feet.
Protector Tips
Mehguy — Thu, 09/12/2013 - 13:00Protectors was retarded easy... you pretty much stay spread out until you get Rook (the fat one) to his desperate measures at 66/33%, then have the raid except for 1 tank stack to split the fire bolt dmg from one of the adds. The Misery tank just stays to the outside walls of the room and slowly move it so the ground dmg effects dont fill up the room on the raid. Fairly easy.
For He Softfoot (the rogue) when he does his DM at 66/33% ensure whoever gets the debuff that you have to pass with the extra-action bar, you give it BACK to the He Softfoot tank so he can deal with the add... if he "needs" to pass it off, just pass it off to the other tank on Rook and have him use CDs, it has a bit of health so it may take a bit to get the add down.
For Sun (the caster) no tanking required, just beat the piss out of her, at 66/33% health, just have everyone stack in the shield she puts up, except for tanks. Tanks stay out with their bosses and have each on separate big adds to end her DM phase. Have ranged kill the large adds on the outside while any melee cleans up the little ones that come into the shield.
This only took us 2 attempts because we didnt stack properly for the fire bolt at first. We lost someone early, used a SS and lost another, so we essentially 9-manned this with relative ease. Should be no problem for anyone.
Fallen Protectors: Ret Paladin Talent, Glyph, Tips
Dragon — Tue, 08/20/2013 - 12:05This looks like it could definitely be a fight where clemency is required for all paladins. This depends on how fast the Garrote bleed goes out and whether or not you can bop it off (thus limiting raid damage).
Also ret paladins will likely want clemency here anyway to provide an extra dispel if need be. Otherwise you will want the new unbreakable spirit.
This fight should be an option as to long arm of the law or pursuit of justice.