25 Man
Anub'arak Strategy Guide
saedo — Fri, 07/03/2009 - 14:28
Abilities:
- Frost Spheres - ~10K HP, killing them drops a Permafrost.
- Permafrost - Freezes the ground in a small area, preventing most creatures from burrowing through it and reducing movement speed over the area by 30%.
- Penetrating Cold - Sinks into several enemy targets, inflicting 3500 Frost damage every 3 sec. Lasts 18 sec.
- Freezing Slash - Inflicts 25% Frostrike damage to his target, and stuns them for 3 seconds.
- Nerubian Burrower - Spawns a Nerubian Burrower add.
- Spider Frenzy - Increases attack and casting speeds by 50% for each Nerubian Burrower within 12 yds
- Submerge - Burrow into the ground. Cannot be cast on Permafrost.
- Pursued by Anub'arak - Anub'arak is pursuing you.
- Pursuing Spikes - Fires a spike through the floor, impaling all targets within 4 yards, dealing 2828 to 3172 damage and knocking them up in the air. This attack ignores armor. Triggers Impale every 1 sec. for 9 sec. Likely targeted at the person pursued by Anub'arak.
- Impale - Fires spikes up through the floor above Anub'arak, inflicting 14138 to 15862 Physical damage to anyone in their path. This attack ignores armor, but cannot penetrate Permafrost.
- Summon Scarab - Triggers Summon Scarab every 4 sec. for 1 minute.
- Leeching Swarm - Releases a swarm of insects that attack the caster's enemies, leeching 10% of each target's current health every 1 sec. A minimum of 250 health will be leeched. This damage heals Anub'arak.
The Fight:
First off, he reportedly hits the tank hard (~20K ish) and a single target Freezing Slash to the tank which stuns them for 3 seconds. Prepare for some spike damage.
Secondly, we'll see blue floaty orbs moving around above us, Frost Spheres. They have about 10K hp and ranged should kill them to drop Permafrost on the ground. The permafrost are big blue patches that slows our movement speed, just movement, not casting, but also prevents Anub'arak from submerging underground. Only if we tank him completely over the permafrost. So ranged, with good spatial visualization can try to create big patches of blue frost as much as they can. Tank Anub over it, and perhaps try to make the patch "grow" by expanding on its edges. Every part of the giant hit box must be in a blue patch to prevent the burrowing, which is on a timer. If successful, then it's a tank and spank fight all the way through with max dps time.
We found it difficult to even try to get Anub completely over Permafrost so we didn't bother and just let him burrow to handle that phase.
Thirdly, Anub will cast Penetrating Cold on several players. It's a DoT, you have to just heal through it (18 sec) I believe every time you see it.
Anub'arak also summons Nerubian Burrowers occasionally. These are to be offtanked. They appear to put a stacking 50% more damage to that tank. Tank them near the melee for splash damage at least and over Permafrost to prevent them from submerging. If they submerged, they tend to stay underground and heal and won't appear til the next set of adds. Which means, they'll just pile up.
Well, should Anub'arak submerge, then we enter another quasi-phase of the fight. Scarabs will start appearing, they don't much, but can enrage which breaks snares, but can be tranq shotted. Mostly just aoe them down.
But the major trick is, Anub will persue someone, they'll have a debuff and a big red hunter's arrow over them. Also, all along the path, Anub will Impale everyone, except on Permafrost. So the second use for it is to have the one being persued kite Anub all along the permafrost, but mind you, once impaled the permafrost is removed. So, keep moving to a new one. Ranged make sure there's plenty around for raid use. Everyone else, don't be in the way. Anyways, Anub will switch targets like a few times before he comes up again and you can repeat the fight.
Which means, you're on a timer again, ranged get that permafrost patch down, tank Burrorwers/Anub over it, and maybe if you're good he won't submerge again. Repeat above if you do.
Anyways, this all repeats (or doesn't if you're successful) until 30% hp. This is when Leeching Swarm starts up, no more adds summoned, and I believe no more submerging. He'll unleash insects that will drain the life of basically everyone. I believe they are killable, but I also believe Anub will continually summon them now. What they do is start draining the raid's hp based on their CURRENT health, 10%, and will drain a minimum of 250 hp, and heals Anub with it.
That means, when you're at 30000hp, they'll drain 3000hp from you and heal Anub with it. When you're at 5000hp, they'll drain 500hp from you and heal Anub with it. When you reach 2499 hp, draining you for 249 hp, it just won't / can't do it anymore. Which means, you shouldn't directly die from this, and to mitigate the amount of healing Anub does, you DO NOT TOP EVERYONE OFF. Keep everyone low, like at 30-40% hp, above I suppose 4000hp at least so you can heal the Penetrating Cold. Of course, this does not apply to tanks, keep them up. The raid however, fight off your temptation to blindly heal everything you see.
Anyways, besides that, it's a straight dps burn down. Kill him before you run out of mana. So pop CDs, use Divine Sacrifice, all your good shit. It's probably a good idea to kill all the adds before you push him over 30%, that way you can concentrate on burning him down ASAP.
Hard Mode:
- Penetrating Cold - Sinks into several enemy targets, inflicting 6000 Frost damage every 3 sec. Lasts 18 sec.
- Permafrost - Freezes the ground in a small area, preventing most creatures from burrowing through it and reducing movement speed over the area by 80%.
- Impale - Fires spikes up through the floor above Anub'arak, inflicting 17672 to 19828 Physical damage to anyone in their path. This attack ignores armor, but cannot penetrate Permafrost.
- Leeching Swarm - Releases a swarm of insects that attack the caster's enemies, leeching 20% (25 Players: 30%) of each target's current health every 1 sec. A minimum of 250 health will be leeched. This damage heals Anub'arak.
For Hard Mode, you only have SIX permafrost to deal with. The entire fight, it won't respawn. So you have to use them very carefully, very sparingly.
What we did was knock 1 down in the beginning of the fight. Tank Anub near it, and get the adds over it.
There will be more adds, it was 2 in 10 man at least. They must be tanked over the single Permafrost to prevent Submerges and burned down ASAP. They also do an 8 second cast called Shadowstrike, basically a shadowstep-backstab on someone which will likely one shot them. It can be interrupted. They can be stunned. So do not let it go off.
In 10 man, we also only went with 2 healers, 2 tanks, so 6 dps and zerg burn Anub down as much as possible during that phase. Get him to around 65% before the submerge, you have 80 seconds. That way you can get him to 30% before the next. If you get a 2nd submerge, you're gonna wipe.
In the submerged phase, ranged shoot down the rest of the permafrost as need be, probably just 4 others and leave the last for later. DO NOT stand on permafrost. The goal here is to try to kite Anub a bit, not too long though, no more than maybe 8 seconds, he goes faster and faster and eventually starts randomly (aggro?) targetting other people. Anyways, kite a bit, then get behind a permafrost, a far one from the raid preferably. The impale hitting it will reset it's speed and target, and could be any target including you again so keep moving anwyays.
Also, there are scarabs again, but this time they put a very nasty stacking long duration poison DoT on you with every melee attack they do. So ranged have to burn them ASAP. Melee might be able to help if they're aggro'd on someone else, try not to get hit too much.
Anyways, towards the end of this phase, shoot down the last Permafrost and tank Anub/Burrowers over it. You may need Heroism sometime now to ensure you get the push over to 30% before the next submerge. For us, as we were learning, we decided to do it after the first set of adds were killed. If your dps was high enough before, like 50% before first submerge, you prob don't need it, just save it for the Leeching Swarm phase.
At 30%, more of a zerg fest, finish off the set of adds remaining. The next set, we tanked them off permafrost and let the submerge happen, takes them out of the fight for 30 seconds. After that, burn burn burn him down before he kills you all. Remember Penetrating Cold is 6K a tick, keep the raid above that mark. But not full, except tanks, or else Anub heals a lot more. DPS race, if Anub doesn't die before those adds return, you'd likely have 4 adds up and wipe.
And if that's the case, you probably don't have enough dps to do what we did, instead kill the adds some more, when Anub himself is lower, maybe try to let the next set submerge and start the zerg.
Achievements:
The Traitor King - Kill 40 Swarm Scarabs within 30 seconds in 10/25-player mode.
Sounds like just a gather scarabs at the end and aoe them all at once.
Twin Val'kryrs Strategy Guide
saedo — Fri, 07/03/2009 - 14:16
Abilities:
General:
- Dark Essence - Absorbs Dark damage, reduces damage done against Dark targets, and increases damage done against Light targets. Absorbing Dark damage can proc Surge of Speed. Gained by clicking a Dark Essence.
- Light Essence - Absorbs Light damage, reduces damage done against Light targets, and increases damage done against Dark targets. Absorbing Light damage can proc Surge of Speed. Gained by clicking a Light Essence.
- Surge of Speed - Increases movement speed by 70% for 15 seconds.
- Concentrated Light/Darkness - Floats around the room. When a player or NPC of the same Essence absorbs it, they gain Powering Up. When a player or NPC of the opposite essence absorbs it, they take damage.
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Powering Up - Causes Empowered Darkness or Empowered Light at 100 stacks.
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Empowered Darkness - Increases damage done against Light targets by 100%. Restores 20% of the target's maximum mana. Lasts 20 seconds.
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Empowered Light - Increases damage done against Dark targets by 100%. Restores 20% of the target's maximum mana. Lasts 15 seconds.
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- Unleashed Dark - Inflicts 7,800 to 8,200 (25-Players: 8,775 to 9,225) Dark damage to enemies within 6 yards. Used whenever a Light player touches Concentrated Darkness.
- Unleashed Light - Inflicts 7,800 to 8,200 (25-Players: 8,775 to 9,225) Light damage to enemies within 6 yards. Used whenever a Dark player touches Concentrated Light
- Twin Spike - Inflicts 100% weapon damage and increases all damage taken by the target by 20%. Each hit depletes a charge from the damage debuff. Lasts for 15 seconds or 10 charges.
- Shield of Lights / Darkness - Absorbs 175,000 (25-Players: 700,000) damage and prevents spell interruption. Lasts 15 seconds. Cast immediately before Twin's Pact.
- Twin's Pact - Heals the Twin Val'kyr for 20% of their total health. Cast immediately after Shield of Lights / Darkness. The 15-second cast can be interrupted if the shield is down.
- Power of the Twins - Increases Physical damage done by 20%, hit chance by 20%, and attack speed by 10% for 15 seconds (Val'kyr Quickness). Used only if Fjola is less than 60 (?) yards from Eydis. Both Twins gain this buff.
- Val'kyr Quickness - The Power of the Twins increases attack speed by 10% for 15 sec. Stacks.
Fjolja Lightbane:
- Light Essence - Fjolja Lightbane is a Light creature. She takes less damage from targets with Light Essence and more damage from targets with Dark Essence. Her Vortex does Light damage.
- Light Vortex - Inflicts 5,850 to 6,150 (25-Players: 8,775 to 9,225) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Dark Essence.
- Surge of Darkness - Pulsing a Surge of Darkness Inflicting 2500 damage every 2 sec to Light enemies.
Edyis Darkbane:
- Dark Essence - Edyis Darkbane is a Dark creature. She takes less damage from targets with Dark Essence and more damage from targets with Light Essence. Her Vortex does Dark damage.
- Dark Vortex - Inflicts 5,850 to 6,150 (25-Players: 9,263 to 9,737) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Light Essence.
- Surge of Light - Pulsing a Surge of Light Inflicting 2500 damage every 2 sec to Dark enemies.
The Fight:
Twin bosses, shared HP pool, opposite aspects, Light and Dark. When you talk to the NPC to get them out, they're be 4 portals that appear. Two on each side, 2 of each other. Looking in, closest left is Light, farthest left is Dark, also where the Dark Twin will be. Closest right is Dark, farthest right is Light, also where the Light Twin will be. Clicking on the portal will gain you their respective buff.
Split the raid in half. Each side basically taking the portal closest to them to attack the twin on their side. You must attack the Twin of the opposite color you gain. You'll not only do more damage to the Twin of the opposite color, each twin also pulses an aoe that hurts ones with the same color as themselves, while the same colors will just absorb the damage Though, I believe it's totall healable in the Normal versions.
Note: A tip for the warlocks before the fight starts, if you all click on the Light Portal and spam Hellfire, you would start gaining stacks. This way you can start ahead of the rest of the raid and get Empowered Darkness/Light much earlier. Just switch back to your assigned portal before you start, the stacks do carry over regardless of color.
Anyways, after you start, there are 3 things that can happen.
First, Twin Pact. One of them will cast a shield that absorbs damage, you must burn through it in 15 secs and interrupt the heal that comes after. In Normal, you probably have enough dps to just handle each side on their own. Be wary on Heroic this may not be the case and the guys on the other side must jump in to help, perhaps switching colors to boost dps. Switch back afterwards.
Second, Vortex. One of them will start to channel a vortex which will do massive aoe to everyone of the opposite color. So whichever twin that's channelling, the raid must switch to that color to negate all the damage. That is, if Dark Twin casts Vortex, everyone switch to Dark portals. If Light Twin casts Vortex, everyone switch to Light portals. Switch back to default colors afterwards.
Third, Concentrated Light/Darkness. Floating orbs will spawn out and randomly move all over the place, they'll be either light or dark ones. "Bullets" if you want to call them that. Your goal is to avoid the ones of your opposite color, they'll just explode on you and hurt you. And to absorb the bullets of the same color, Light on Light, Dark on Dark. When you do, your absorbed buff goes up.
That's another thing, you get a Powering Up debuff, and as you absorb more the stacks go up, to 100. Once there, you get a 15s 100% damage boost for moar dps.
That's about it, shared hp pool so split raid accordingly and burn them down.
Have fun, far easier fight in normal mode than we expected.
Hard Mode:
General:
- Surge of Speed - Increases movement speed by 70% for 10 seconds.
- Unleashed Dark - Inflicts 7,800 to 8,200 (25-Players: 14,625 to 15,375) Dark damage to enemies within 6 yards. Used whenever a Light player touches Concentrated Darkness.
- Unleashed Light - Inflicts 7,800 to 8,200 (25-Players: 14,625 to 15,375) Light damage to enemies within 6 yards. Used whenever a Dark player touches Concentrated Light
- Twin Spike - Inflicts 125% weapon damage and increases all damage taken by the target by 20%. Each hit depletes a charge from the damage debuff. Lasts for 15 seconds or 10 charges.
- Shield of Lights / Darkness - Absorbs 300,000 (25-Players: 1,200,000) damage and prevents spell interruption. Lasts 15 seconds. Cast immediately before Twin's Pact.
Fjolja Lightbane:
- Light Vortex - Inflicts 6,825 to 7,175 (25-Players: 12,625 to 13,325) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Dark Essence.
- Surge of Darkness - Pulsing a Surge of Darkness Inflicting 4500 damage every 2 sec to Light enemies.
- Touch of Darkness - The Val'kyr's Dark touch has affected you, inflicting 2925 to 3075 (25-Players: 5,850 to 6,150) Dark damage to players under the effect of Light Essence every 1 sec. The Touch of Darkness will not harm targets with the same attributes as it.
Edyis Darkbane:
- Dark Vortex - Inflicts 6,825 to 7,175 (25-Players: 12,625 to 13,325) Light damage every 1 second for 5 seconds. Channeled after 8-seconds cast. Affects only targets with Light Essence.
- Surge of Light - Pulsing a Surge of Light Inflicting 4500 damage every 2 sec to Dark enemies.
- Touch of Light - The Val'kyr's Light touch has affected you, inflicting 2925 to 3075 (25-Players: 5,850 to 6,150) Light damage to players under the effect of Dark Essence every 1 sec. The Touch of Light will not harm targets with the same attributes as it.
Ok so everything hits harder, that's a given. The Shields will take more damage to pop, so you want to tank the twins more on the insides of the portals, closer together so it's easier to switch
This Touch of Darkness/Light thing is a new trick, kind of a you are the bomb and start aoe'ing the guys around you. The way to get rid of it is to click the portal of the same color. Light goes to light. Dark goes to dark. And I believe it'll only target opposite colors so you have to switch, Touch of Darkness of Light buffed guys, and vice versa. Ice Block, Cloak, Bubble, etc of course can remove the buff for you. Anyways, switch back to your color if you have to once you got rid of the debuff.
The Concentrated Darkness/Light do hit harder, so more emphasis on not failing to them and hitting the right ones while avoiding the wrong ones.
Otherwise, same fight as always, just more tightly tuned to be a gear check again....
Hard Mode Soaker Strat:
Well because of the sheer amount of damage the orbs do cause, this is a method to "cheese" the fight. It basically will take most of the skill in dodging orbs out, and replace with RNG.
1-2 Tanks, 1 tank can do it, just mind threat issues. And if your dps is behind, you probably need that extra dps from the tank spot.
6 Healers ish, need them to keep every group alive from the damage and tanks and soakers.
2-3 Soakers, these guys are to get max SR, 415 buffed, and take the Light Essence, and go around taking up all the white orbs. The SR is so that they don't have to continuely avoid the black orbs to get to white orbs, and just resist that damage. Well most of it, you can probably survive only 2 orbs exploding on you at once, don't risk the 3rd. Best type of soakers are the ones that have a mitigation CD, hunters especially since they can Deterrance.
Anyways, the raid is to take up the Dark Essence and tank both twins stacked together at the gates. We opted to have the tanks outwards, and the dps/healers against the gates, this reduced stray White Orbs from exploding in the raid for massive raid damage. This reduced the strain on the healers. Though you can do the reverse, with tanks against the gate and dps outside, that will likely increase dps from Empowered Darkness, but risk those White Orb explosions the soakers didn't get to. You do not move or change colors for the entire fight, you heal though all the extra damage and even dps with the wrong colored shield if you have to.
The entire fight you all pretty much dps the Light Twin, kill her down ASAP. Except, when a special ablility appears. 1 of 4 special abilties will occur each time, random order, but they must be cycled through before it randomized again. And it is possible to get 2 of the same abilties in a row for the 4th and 5th ability. Anyways, here are the abilties and what must be done...
Dark Shield - This is potentially the hardest part of the fight, well for your dps. We opted for that if this was the first special ability, we ignore it and let it heal and dps on. Hoping, that rng favors us, or we have high enough dps to kill them before the next Dark Shield appears.
If it not the first ability then you can't ignore it. You gotta prep, like 5 seconds before every special ability CD (except the first) to switch to the dark twin, get your dps debuffs on her, and pop heroism and all CDs. You will probably wipe if you don't get the kick off in time.
Light Vortex - Since the raid is all Dark and won't be changing, this will cause massive raid damage and it's now the healer's hardest part of the fight. Assign your aoe healers keeping groups up. Assign pallies to Divine Sac and Aura Mastery Fire Aura. Everyone should be popping healthstones to help. Also, if you got damage mitigation CDs, use them. Your goal is to survive. If people die, you'll probably wipe. Also, RNG again, if a 2nd Light Vortex happens, you'll probably wipe.
Dark Vortex - This will merely power up most of the raid. The soakers, this is where they have to pop their defensive CDs to survive it. Hunters Deterrance, etc. Healers pay attention to them in case.
Light Shield - We should all be on her already doing high dps with the buffs, should burn it easy and kick it.
That's about it for the fight, dps zerg it down. Hope you don't get bad abiltiies close together, and kill them before they kill you.
Achievements:
Salt and Pepper - Defeat the Twin Val'kyr in 3 minutes or less in 10/25-player mode.
Seems to be just a dps burn fest. Utilitize those buffs you can get.
Videos:
10 Man (w/ Salt and Pepper on our first shot)
Faction Champions Strategy Guide
saedo — Fri, 07/03/2009 - 13:50
This is an arena style pvp fight. Every CC is on pvp durations and will suffer from diminishing returns. They are susceptible to all forms of CC that is applicable to them, except for Mind Control. Also, they have an aura which reduced aoe damage by 75%, not not feasible to simply try to aoe them down like trash.
Here are all the possible npcs you'd face:
| Class | Alliance NPC | Horde NPC |
|---|---|---|
| Tyrius Duskblade | Gorgrim Shadowcleave | |
| Kavina Grovesong | Birna Stormhoof | |
| Melador Valestrider | Erin misthoof | |
| Alyssia Moonstalker | Ruh'kah | |
| Noozle Whizzlestick | Ginselle Blightslinger | |
| Baelnor Lightbearer | Liandra Suncaller | |
| Velanaa | Malithas Brightblade | |
| Anthar Forgemender | Caiphus the Stern | |
| Brienna Nightfell | Vivienne Blackwhisper | |
| Irieth Shadowstep | Maz'dinah | |
| Shaamul | Thrakgar | |
| Shaabad | Broln Stouthorn | |
| Serissa Grimdabbler | Harkzog | |
| Shocuul | Narrhok Steelbreaker |
In 25 man you'll face 10 of them. In 10 man you'll face 6 of them. Typically it seems you'd get 3 healers in the 25 man, 2 healers in the 10 man.
The strat is very wide and varied depending on exactly what combination of npcs you get, and what your raid make up is. What CDs, CC, interrupts, cleasnes, pvp ability, etc you can muster up.
The only constant is probably, interrupt heals, cleanse CC and stuff on your raid, purge/dispel their Heroism/Bloodlust, bubbles, bops, etc. And watch your own raid to see what to protect and heal. And Totem stomp, well no macro works anymore I think, have people manually do them.
Anyways, I'm gonna give a possible strat now. Remember, this can be totally ineffective depending on what exactly your raid make up is and what NPCs you get. CC whatever isn't the focus target if you can, possibly trading types of CC when DR is reached. i.e. When sheep is on DR, start fearing. While the old fear gets sheeped. Coordinate.
Note: This post has the AI Threat mechanics of the fight: /FactionChampions#comment-48124
First Priorities:
Disc Priest and Resto Druids.
In either mode, I'd say take out 1-2 healers first. The Disc Priest can also dispel your CC and also as a clothie have lower hp than any of the other healers. Burn Disc priest first if he exists. Burn Resto Druid next if he exists.
The druid mostly hots everyone up, and thorns. And as an elemental, he's susceptable to less of your CCs. But he should be easy to take down as long as 2 healers isn't laying into him.
Second Priorities:
Resto Shaman, Enh Shaman, Warlock, Warriors.
If the resto shaman is your third healer, and you killed Priest and Druid, he can probably just be CC'd the rest of the way through. You should be able to out dps 1 healer up esp if CC'd. Otherwise, this is a decent 2nd healer to take down.
Once you have 2 healers down, picking off a dps should be on your mind.
Enh Shaman's biggest annoyance is that he Earth Shocks a lot, messing with your healers, and has those Grounding totems that mess up a lot of your casters/CC.
Warlock's Hellfire can cause havoc on the raid, plus he fears and dots. Being a clothie he's also one with lower hp. I'd recommend him after you got through the shamans.
Warrior Bladestorm can cause havoc too. But he is kitable if you got someone capable of it. Rotating disarms on him would help too.
Third Priorities:
Rogues and Hunters.
These two are mostly annoyances via pure dps. Though they can rape you early, if they can be CC'd and get people their bops or something, you can heal through their burst.
Final Priorities:
Basically anything else. Death Knights, Boomkins, Holy Pallies, Ret Pallies, Mages, Shadow Priests.
If you reach these mobs, as long as most of your raid is still up, you should have a kill. You're over the hump, and the major threats are gone.
Almost whatever order you want. In our attempts we've so far been leaving Pallies up, CC'd til the end.
That's all I can think of, good luck!
Hard Mode:
Well, they obviously hit harder and have more HP. But, they've also equipped their PvP trinkets, are better at focus firing, chain CC'ing, and reactions with BoPs and dispels.
In 10 mans, the tweak we did is instead of knocking off the 2 healers at first, we killed a healer, then a dps. If that doesn't work, kill off a dps first, cause they are more lethal in this mode. Again it largely depends on comp, killing off 2 healers like the old way can still work.
In 25 man, we firstly decide to start the pull with a DK doing Hungering Cold on all of them. This forces them to all (hopefully) pop their pvp trinkets allowing you to CC.
Next off, we decided to kill 3 healers first and always. We have interrupters (rogue/warrior/etc), one on each to do the kicks and stuff. Everyone that can, try to totem stomp also. Finally, more one on one situations for others like our DKs, frost mages, etc kiting their Warrior, DK, Ret Pally around. Maybe even putting someone on Warlock / Mage to keep kicks on them. Otherwise, CC whatever else you can.
Achievements:
Resiliance Will Fix it! - Kill the enemy heroes within 60 seconds of each other in 10/25-player mode.
Heh, this seems hard. I can only think of doing this with minimal CC, and split your dps among them and heal through the entire thing. Possibly using AoE, well maybe more splash damage aoe things.
Lord Jaraxxus Strategy Guide
saedo — Fri, 07/03/2009 - 13:41
Abilities:
- Fel Fireball - Inflicts 15,113 to 15,887 (25-Players: 24,375 to 25,625) Fire damage and an additional 5,850 to 6,150 (25-Players: 9,263 to 9,737) Fire damage every 1 second for 5 seconds. Interruptable, magic dispellable.
- Fel Lightning - Inflicts 7,863 to 9,137 (25-Players: 9,713 to 11,287) Fire damage to a random target and jumps to other players nearby, affecting up to 3 (25-Players: 5) targets.
- Incinerate Flesh - Absorbs the next 30,000 (25-Players: 60,000) healing done to the target and reduces damage done by 50%. If the spell is not removed by healing, it will cause Burning Inferno. Lasts 12 seconds or until the spell absorbs its healing limit.
- Burning Inferno - Inflicts 2,438 to 2,562 (25-Players: 3,900 to 4,100) Fire damage every 1 second for 5 seconds to all friendly targets. Cast by the target of Incinerate Flesh if the latter is not removed before its duration expires. Incinerate Flesh is removed after absorbing 30,000 (25-Players: 60,000) healing.
- Legion Flame - Inflicts 2,925 to 3,075 (25-Players: 4,388 to 4,612) Fire damage every 1 second for 6 seconds. The target also spawns a Legion Flame every 1 second. Each Legion Flame inflicts another 2,925 to 3,075 (25-Players: 4,338 to 4,612) Fire damage every 1 second and lasts for 60 seconds.
- Infernal Eruption - Summons an Infernal Volcano, which shoots 3 Felflame Infernals at players over 15 seconds. Every time an Infernal lands, it causes Infernal Eruption, inflicting 9,263 to 9,737 Fire damage to targets in a 10 yard radius.
- Nether Portal - Summons a Nether Portal and inflicts 6,825 to 7,175 (25-Players: 9,263 to 9,737) Shadow damage to targets in a 10 yard radius of the portal. The Portal spawns a Mistress of Pain.
- Nether Power - Increases magic damage done by 20% per application. Jaraxxus will buff himself with 5 (25-Players: 10) stacks.
Felflame Infernos
- Fel Streak: The Felflame Infernal charges a target and inflicts 4388 to 4612 (25-Players: 6,338 to 6,662) Fire damage and triggering a Fel Inferno in the area.
- Fel Inferno: Inflicts 2,500 (25-Players: 3,500) Fire damage every 1 second for 6 seconds to targets within 15 yards.
Mistress of Pain
- Shivan Slash: Inflicts 50% (25-Players: 75%) weapon damage and ignoring armor.
- Spinning Pain Spike: Leaps to a random player and Inflicts high physical damage based on the target's maximum health.
The Fight:
Tank him in the center while the raid spreads out 360 all around him. Try to maintain at least a 10 yard distance from each other and spread out your healers accordingly. Melee will have to make due. Use Fire Resist Totems/Auras to help a bit.
Otherwise this fight is fairly managable, it only looks scary cause of a lot of abilities happening, but once you see it once, you'll get a good idea on how to beat it.
Incinerate Flesh is the first major debuff you should be aware of. You have to heal bomb the person that has it to cleanse it off, otherwise the raid will take additional fire damage. Not a raid wiper, but will stress your healers out more. You can cloak / bubble / block /etc out of this debuff.
Legion Flame is a green fireball that flies at you causing you to drop puddles of flame every second for 6 seconds, so 6 fires. You want to move to the back wall as quickly as you can, or at least away from the raid. Yes, it leaves a trail of fire, but if you move fast enough, there'll be gaps, easy for otherswalk around them. If you don't move, that means you start dropping fires one on top of another. Though that gives you more room, that sort of creates one "big" fire patch that'll become very lethal and one shot you if you happen to touch it (well 6 quick shots).
Fel Fireball is an incinerate napalm type attack. It is interruptable. Otherwise, still healable and magic dispellable if you miss that.
Fel Lightning is a chain lightning attack that chains through 5 of you. Targets melee so they'll have to eat it. Ranged should be spread out to avoid chaining.
Every 60 seconds, he will summon adds. There'll be 2 types and he'll alternate their order. They are to be OT'd and killed by ranged. You can use 1 OT, and they have low health so should go down fast.
Also around this time he'll do Nether Power on himself, 10 stacks. You are to dispel / purge / spellsteal (it works) off of him or his attacks like Fel Fireball becomes lethal. You may have to do it multiple times if you don't get the 10 off right away.
As for adds type one is the Mistress of Pain, she whirlwinds (shivan slash), so melee stay out. Tank her way from people. She will randomly leap towards someone, heal that person or he's dead. Something akin to KT's Frost Blast, it will eventually deal damage equal to their max hp, so give them something. OT has to pick it back up right after.
Type two is the infernos. A volcano will spawn (think Supremus) and 3 Infernos will pop up (slight delay inbetween each). Don't be near there, they'll do 10K damage upon landing. OT just pick them up and range burn down again. They aoe around them with Fel Inferno and randomly Fel Streak others.
That's about it for the fight. Tank and spank, spread out, avoid damage and fires, ranged kill adds, heal bomb Incinerate Flesh, move the fuck away if you have Legion Flame. Easy enough boss.
Hard Mode:
- Fel Fireball - Inflicts 18,038 to 18,962 (25-Players: 34,125 to 35,875) Fire damage and an additional 7,800 to 8,200 (25-Players: 10,725 to 11,275) Fire damage every 1 second for 5 seconds. Interruptable, magic dispellable.
- Fel Lightning - Inflicts 9,713 to 11,287 (25-Players: 11,700 to 12,300) Fire damage to a random target and jumps to other players nearby, affecting up to 3 (25-Players: 5) targets.
- Incinerate Flesh - Absorbs the next 40,000 (25-Players: 85,000) healing done to the target and reduces damage done by 50%. If the spell is not removed by healing, it will cause Burning Inferno. Lasts 12 seconds or until the spell absorbs its healing limit.
- Burning Inferno - Inflicts 2,438 to 2,562 (25-Players: 7,800 to 8,200) Fire damage every 1 second for 5 seconds to all friendly targets. Cast by the target of Incinerate Flesh if the latter is not removed before its duration expires. Incinerate Flesh is removed after absorbing 40,000 (25-Players: 85,000) healing.
- Legion Flame - Inflicts 3,900 to 4,100 (25-Players: 6,338 to 6,662) Fire damage every 1 second for 6 seconds. The target also spawns a Legion Flame every 1 second. Each Legion Flame inflicts another 3,900 to 4,100 (25-Players: 6,338 to 6,662) Fire damage every 1 second and lasts for 60 seconds.
- Nether Portal - Summons a Nether Portal and inflicts 8,288 to 8,712 (25-Players: 10,725 to 11,275) Shadow damage to targets in a 10 yard radius of the portal. The Portal spawns a Mistress of Pain.
Felflame Infernos:
- Fel Streak: The Felflame Infernal charges a target and inflicts 6,338 to 6,662 (25-Players: 11,700 to 12,300) Fire damage and triggering a Fel Inferno in the area.
- Fel Inferno: Inflicts 3,500 (25-Players: 5,000) Fire damage every 1 second for 6 seconds to targets within 15 yards.
Mistress of Pain:
- Mistress' Kiss: Next spell with a cast time interrupts that school for 8 sec and causes 8288 to 8712 (25-Players: 13,650 to 14350) Shadow damage.
Well besides stuff hitting harder, so more emphasis on spreading out, kicking fireballs, and heal bombing the Incinerate Flesh to not fail and trigger Burning Inferno...
The Nether Portals and Fel Volcanos are targettable mobs now that must be killed. They will continually spawn their Mistress of Pain and Fel Inferno until they are.
Mistress' Kiss: This should only occur when the Mistress of Pain is up, a random debuff that lasts for 15 seconds. It will interrupt you. Best bet, as long as your health isn't low and someone can heal you, is to probably cast a different school of magic to take the interrupt there. Like Fire mages casting Frost, Shadow Priests popping a heal off, or something, whatever you like, or the school you hate. Then you'd be able to continue on your task. Holy Pallies are screwed though, could just take the interrupt for 8 sec, or be silenced for 15 sec, maybe limited to holy shocking.
Otherwise, same basic fight, if you got past the Beasts, this should be easy enough.
Achievements:
Three Sixty Pain Spike: Defeat Lord Jaraxxus while at least two Mistresses of Pain are alive in 10/25-player mode.
Sounds like it's fairly simple. Have the OT keep them around. Range ignore her. Heal through extra damage. Though, not sure if 2nd OT needed if they both leap away to kill someone.
Videos:
10 Man:
25 Man (w/ Narration):
Ulduar Raid. Read up on the strats here. /Ulduar
Come prepared with plenty of consumables. Invites start at 6pm ST. If you are not online by 6pm I will looking for replacements shortly after. Be on time. Bring a good attitude.
Ulduar Raid. Read up on the strats here. /Ulduar
Come prepared with plenty of consumables. Invites start at 6pm ST. If you are not online by 6pm I will looking for replacements shortly after. Be on time. Bring a good attitude.
Ulduar Raid. Read up on the strats here. /Ulduar
Come prepared with plenty of consumables. Invites start at 6pm ST. If you are not online by 6pm I will looking for replacements shortly after. Be on time. Bring a good attitude.
Completion of Kitten Brigade raids.
Continuation of Kitten Brigade raids.
On the menu:
1) Mimiron.
2) Freya (potential 2 Keepers?).
3) Thorim hard-mode.
4) Hodir hard-mode.
Assuming we complete Hodir hard-mode, everything else will likely be easy-mode. Odds are we'll be busting ass on Hodir hardmode more this week.
Time for more Kitten Brigade.
On the menu:
1) VoA if able, at start or end of night.
2) 4-tower Flame Leviathan.
3) (if needed) Ignis and Razorscale as "lag test".
4) Hard-mode XT002.
5) Kologarn.
6) Auriaya.



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