PTR
First things first... trash is by far the hardest part of this instance, much more so than the bosses. That MIGHT change on heroic, but I doubt it.
The Arrakoa trash are very annoying and you need to CC them to make life easier. Some will heal (I think those are "east" Arrakoa), some will sit there and mass dispel all the CC you have done if you leave them up... some will empower the others.. its just a shitload of bad news. Once we re-run this on heroic Ill make anote of the names of the trash packs and what they do so you can better prioritize your CCs. Just know, you will need CCs.
The first boss Ranjit sounds a lot harder than he really is. He will randomly charge players and deal light/moderate damage. His main mechanic to be aware of, is he will throw a white spinning blade at a random player, this hurts a lot. After it lands it will spread out into a line of spinning blades, and that line will rotate either clockwise or counterclockwise (think of the lightning orb hallway in the new Heroic Deadmines that insta killed you). These deal heavy damage, but thankfully they rotate very slow. After 2 sets of those are sent out, he will summong a 2 fiery arching lines that cross the platform and spin either direction again. This will force you to move around the platform and with some bad positioning of the group and the white spinning blade lines, will make you have to go through them to "live". But like I said, thankfully these all move really slow so as long as you are alert, you shouldnt have a problem. One thing that does suck is while the 2 fire lines are out, he will still cast additional white spinning blades on players, so it just filles up the platform faster until the fire line despawns. Take note, the blades can and will change their spinning direction at any time, so you may have to backtrack.
After this boss is my "favorite" add. I say this because its a piece of shit! At the top of stairs there will be a large raven add running back and forth between 2 packs of trash. No big deal right? WRONG! First night we tackled him, I charged to the top of the stairs and tried tanking him between the 2 packs of adds. He flipped me over behind him, and then knocked me back into one of the trash packs. THEN he charged me, flipped me over again, and knocked me back into the OTHER trash pack. Sure it was funny and lots of "fucking knock it off bird!" was called out in mumble.... but it sucked. Best thing to do with that bird is pull it down the stairs to the main platform and kill it there, but be aware, that POS will do his damnedest to knock you up the stairs and into those trash packs. After the bird is dead, you can pull either the left or right side trash packs. Just pull them down the stairs and CC appropriately as they approach and kill.
Second boss Araknath is very underwhelming. He only has a few abilities, but it can last a while if you dont execute the fight properly. He does a smash ability on the tank that he does with either of his arms, so melee just stand directly behind him so they dont get hit with it. He also does "Burst" which is a light/moderate AoE that increases in dmg with each cast of it he does. Is not interruptable. The main mechanic that drags this fight out is the "Energize" Sunlight lines will shoot down into the mechanicals around the room and shoot to the boss and restore his health. You have to stand in them to intercept the line, but this will cause ticking fire dmg that increases the longer you stay in it. So you CAN take one in its entirety (we did), but you might want to rotate people out.
Next trash pack, just pull the bird packs separately because they will randomly focus people, if you pull both packs together and they all RNG and focus one person, GG, dead and it just spirals out of control from there.
Third boss Rukhran is a stationary fiery Raven. He will use an attack on the tank that stacks fairly frequently. You can use active mitigation to prevent these stacks from applying (I just used Shield Barrier when he hit me with it and that worked fine). He will launch out solar flares that will deal light/moderate dmg to anyone within 5 yards of impact. He will also spawn phoenix adds that will focus a player and follow them around. The phoenix adds move really slow and you CAN kite them the entire fight if you so choose, but early it itd be best to kill them off. Key note on the phoenix adds, is that once they die, they will leave a pile of ash on the ground. If a solar flare lands near them, they will re-ignite and the add will reappear. And if you kill a phoenix add near a pile of ash, the explosion they do deals high dmg to anyone within 10 yards, but will also reignite the ash pile. So kill them away from each other.
You will have a wind gauntlet you have to run after this boss up to the next main platform, during this wind gauntlet you are constantly pushed back while raven adds peck at you from the sides dealing 10k dmg to you each time they hit you. Stampeding Roar helps get through it quicker. In the big room before the final boss you will come across mechanical adds. The large one deals decent dmg, the reflector one puts shields on everyone, and there is another that empowers all of them. Trap, root, CC them however you can and just kill them one at a time. There is also a large Arrakoa add with them that can easily wipe your group with a supernova ability, be very cautious with him as he will disorient you and hit you with it.
Last boss High Sage Viryx brings back some memories from Wrath days. He will target a player with a laser that you need to kite around the platform and will leave fire patches in its wake. Kite smartly. He will summon arrakoa birds down to pick you up and carry you over the edge of the platform and drop you to your death (think back to Lich King Valkrys in P2), these can be stunned and slowed.. Lastly he will summon a mechanical shielding add to put an immunity shield on him. This shield is interruptable, so you can interrupt it and get extra cleave dmg on the boss while you focus the add down, or you can just focus the boss, and cleave the add down while interrupting the shield. Its a pretty simple fight, just try to stay out of fire, kite smart, and focus adds quickly and you win.
Shadowmoon Burial Grounds
Mehguy — Sun, 08/24/2014 - 14:22
There is a fair amount of trash through here, but nothing overwhelming. Main trash to the first boss just interrupt casts, no CC needed. The bigger elementals are the more threatening. Before the first boss there are 2 of these elementals. Keep constant interrupts up and you will win. Elapsed said you can use Turn Evil on them, but that and Banish I think are the only things you can use on them. They do pat into a room, so you can bypass them if you want to wait.
First boss, Sadana Bloodfury, isnt too bad. Just make sure you do NOT step on the purple runes on the ground. She will summon a dagger above a random player, move out of it. It will do aoe dmg to players nearby so just avoid it once its on the ground. She will summon a spirit add, stun it and kill it. If it reaches her it will heal her for 25% of max health and give a dmg boost. She will run to the middle of the room and summon an eclipse that deals massive dmg. To negate this dmg, stand on one of the highlighted moon runes on the ground (see vid) and it will reduce the dmg by 80%.
Trash to the 2nd boss can be a pain. There are adds that constantly channel a rend type ability on players, focus these adds and keep them interrupted/cc'd. If one player gets tag-teamed by 2 rends, they will likely die. Also stay away from the square graves on the ground, adds will spawn from these if you get too close. This comes into play in the next boss encounter.
Second Boss, Nhallish, is fairly simple, but if you arent quick during the phased part, you will die. Keep the boss faced away from the group, he will channel a frontal cone ability that will follow you if you try to strafe out of it, so tanks just need to sit there, pop a minor cd and deal with it. He will teleport to a random target, and channel a whirlwind/vacuum. Run out of this, once you get so far away you wont be pulled in any further. He will send you to a phased realm and separate your spirit from you. You need to kill your spirit and click on the remains to get out of the phase. If you do not kill it within 20 secs you will die. The spirit will constantly run away from you so use slows or stuns to help out. Healers be sure you have your offensive spells on your bars for this. He will also shoot lots of shadow missiles into the air that crash to the ground and leave void zones. These are easily avoidable and will despawn over time. Stay away from the outside of the room to avoid spawning adds from the square graves I mentioned before.
Trash to 3rd boss can be rough. Use CCs on the casters and kill them one by one to make life easier or you will get overwhelmed with adds. After those you will have bats and spiders to deal with. The bats are too big of a deal, but the spiders can kill the tank relatively quick with their poison. They have 2 attacks and one of which applies a debuff and REALLY hurts on the application. Cannot remember the name of that ability, but that is the priority to interrupt. On the long bridge to the boss there are bats and a giant worm that will spawn (similar to the lava worms leading to Rag in Firelands). Try to range pull the bats and kill them before spawning the worm. Tank stay in melee range of the worm and dont get hit by slam. If you get knocked in the water, use the blue water jets coming from the water to get back to the platform.
3rd boss Bonemaw, was kind of a pain the first time Elapsed and I ran it, but was easier with a guild group. Tank the boss facing to the side of the platform to keep his slam from hitting the group. He will use "Inhale" to suck you into his mouth to eat you. When the notifcation for this comes up, run to the other side of the platform and start running away to avoid being pulled in. The pull gets stronger near the end of the cast/channel. He will spawn death zones on the ground, itll just look like a circle with skeleton arms grabbing around at you, if you are having a hard time running away from the Inhale, you can stand in these and it will root you in place, BUT you will take a lot of dmg being in them. Its easier just to run away. After the first Inhale he will spawn back his 2 worms from trash you fought earlier. You need to have 2 other players in melee range of them or they will spam cast poison on to the group and kill you. Try to keep them facing away from the middle of the room so the slams from both of them and the boss do not cover the entire platform. If the slam positioning is bad and there is nowhere to stand, JUMP off the platform and swim to the water jet thing to get back to the platform quickly. Focus the smaller worms then back on the boss. Once the smaller worms are dead, the boss will randomly change his position from his main place to one of the other 2 worm spawn locations. Nothing changes in regards to the fight overall, abilities all remain the same, just the positioning is different.
Trash to last boss is just a 2 spider, 2 bat pack. Then a 2 elemental pack before the door.
Last boss is overtuned and we were not able to kill it. It would be best to watch the video to understand what goes on. Primarily just keep him faced away from the group. He will always cast his big dmg-ing ability towards the tank, which leaves a large corruption line on the ground for a few seconds, and will always drop his shadow orb (pulses AoE dmg) on the tank, so there is always a lot of repositioning for the tank. The skeleton add line needs to be dealt with as soon as it spawns, kill one skeleton to break a hole in the line for the group to move through. Touching the skeletons or the shadow corruption behind it is a one-shot. The big thing with this is the constant group dmg going out that really screws with a healer. That and the timing of the abilities, the tank has to be REALLY quick to time when he uses his shadow line and orb ability to be able to get through the hole so he doesnt drop either of those in the middle of the group and wipe them. You can see what I mean by the vid. At the end the timing was bad and the line got dropped right down the middle of the escape path. It was a wipe by that time anyways, but thats the frequent issue that kept arising during our attempts. A bit overtuned for a normal.
Iron Docks
Mehguy — Sun, 08/24/2014 - 14:21
This encounter was not available for us to test yet. Will upload info when available.
Grimrail Depot
Mehguy — Sun, 08/24/2014 - 14:21
This dungeon has some trash to be concerned about, so Ill go over them a little before the bosses.
Trash leading up to the first boss isnt too crazy, but there are some goblin adds (I think they were engineers) that should be focused down. They will run to iron stars in the room, once reaching them they will try to activate it. Interrupt or stun them. If an iron star goes active, it will roll into a wall a deal group wide dmg. The bigger adds just charge a random player.
First boss encounter Rocketspark and Borka isnt anything too crazy. Rocketspark just jumps around the room and fires missles at players. One ability will target 2(normal) or all players(heroic) with reticles. Move as soon as they appear, they hurt. He will jump up on boxes for a channeled barrage attack. This is where Borka come into play. For the most part Borka is underwhelming. Just keep him in the middle of the room. Shortly after Rocketspark jumps up for his channeled ability have the tank face Borka towards him. Borka will charge and stun Rocketspark, interrupting his channel. Just rinse and repeat. On heroic Borka does a slam that deals grp dmg and interrupts spellcasting for 5 secs. Dont be casting when this goes off.
Trash to the second boss isnt too terrible, but should utilize CC's to make it easier. Their are several types of orc adds. Grenadiers, Boomers, and Gunners. The ones you need to be concerned about the most are the Gunners. You need to face them away from the group, they will spam cast a flame ability that deals a lot of dmg. There is one pull in particular where there are 2 of them, the definitely need to be CC'd. If they both are positioned wrong and cast into the group then GG, death. Good thing to remember (which I had a hard time doing) was that once they start casting, you can strafe out of it. So tanks just make sure to keep strafing left or right while they are spam casting it so you dont spin it into the group. The grenadiers and boomers arent too severe. They just throw grenades and bombs into the group. There is another mob, named cinder-something, that will toss fire patches on the ground, just move out of those.
Second boss, and everyones favorite, Nitogg Thundertower, is the bastard of the place. He is also the "turret boss". You dps him for a while inside the room, then he will open up the train and retreat to his turret, constantly firing at you and focusing on a player. When he focuses on a player, just have them LoS behind a pillar to avoid his barrage. He will constantly spawn adds into the fight. Infantry (just cleave down), Grenadiers, and Boomers. On heroic he will also spawn the Gunners, do your best to face them from the group. But thankfully on heroic they just dont sit there and spam cast at you, so you CAN reposition them a bit to help out. During this fight you objective is to stay line of sight of the boss as much as possible. Deal with adds then click on their bodies to obtain their "weapons". Grenadiers drop grenades that you can use via your extra action button. You should use these to help kill all of the adds quickly. If there are no adds up, use them on the boss. The Boomers give you shells which will allow you to use the turrets on the sides of the train (you can see Saedo using them in the vid), you will use the turrets to deal the most damage to the boss' turret. You can also use one of the abilities on the turret to help kill adds if you dont have any grenades. Once the boss' turret is destroyed he jumps out and you just kill him the rest of the way. In the vid you will notice fire covering a significant part of the train and we have to retreat backwards, it deals a lot of dmg and leaves a nasty debuff. That is only on heroic, there is no ground fire on normal. Also, if you have a shaman, or another caster with a significttn knockback, you CAN knock the adds off the sides of the train to watch them go bye-bye, but by doing that you risk losing grenades or shells to use on the boss. So utilize that wisely.
Trash up to the last boss isnt bad, just wait for fire to be gone on either side of the one car, then run as fast as you can past it so you dont die. Then the last cars trash can be pulled in small packs. Nothing really special about them. Once you kill the last pack, go back to the entrance of that car so the boss doesnt land on you.
Last boss Skylord Tovra isnt too terrible. Her wyvern will do fly bys and drop lightning patches in the ground that despawn after a while. She will also throw a "spinning spear" at random players. This is similar to the gunners that once she begins her cast of it, you can side-step and avoid the dmg. She will also throw traps randomly at players, these can be dodged if you move quick enough, otherwise you get frozen in place and can take a bit of dmg. On heroic she places a hunters mark on a random player and will throw an explosive spear at the target and deals dmg to anyone with 8 yards. Also the lightning breath lasts longer and will eventually fill up the floor, sort of a soft enrage. It will still despawn as it did for us, but you will unavoidably have a full platform for a while if the fight lingers too long.
Bloodmaul Slag Mines
Mehguy — Sun, 08/24/2014 - 14:20
Elapsed's comments on the below videos from Saedo pretty much highlight most of the key points to the encounters.
The first boss Slave Watcher Crushto was a bit of a pain at first. On normal the adds that spawn in arent that big of a deal, but in heroic, tied in with his other abilities, you can get overwhelmed with them. As he said, standing in melee makes it easier to dodge the stalagmite he shoots, and also allows the tank to better pick up the adds once they reach their initial targets.
The trash leading up to Magmolatus is the only trash of note. It will be a gauntlet of fire/rock elementals that just keep spawning. Part-way down the tunnel you will see a larger elemental. Once you kill him the constant waves will stop spawning. Otherwise the trash really isnt anything of note. Just interrupt abilities to help keep some dmg down.
The Second boss Magmolatus wasnt too bad on heroic, things just pretty much had more health. When the elementals spawn, they should be priority as they will just keep doing group dmg and become a nuisance. This will probably be a more difficult fight when it goes live because as Elapsed said, some of the mechanics didnt seem to do be doing the dmg that the Dungeon Journal said they would. Like majority of the time you could stand in the Fire AoE and it wouldnt do any dmg.
Third boss, Roltall, key point on heroic is its a DPS race early on. Our vid had us killing it before he throws out his 3rd slag of fire on the bridge and that should be your goal. Pop CDs at the start and just go to town as hard and as fast as you can. Notice the boulders rolling back at us from behind. That is only on heroic. On normal they roll just the one direction.
Last boss Gug'rokk was a bit rough, but not too bad. The adds he summons appeared to always spawn at his side, so try to keep the boss near his "throne" or middle of the room as best you can so there is a longer path of the adds to get to the kilns. If they reach the kiln, they will empower and start pulsing higher AoE dmg to everyone. As Elapsed said, the room fills up with fire quickly, it was best to have ranged stack, then when he summons the fire under you, just move quickly. It wont start ticking until it fully appears as fire.
Auchindoun
Mehguy — Sun, 08/24/2014 - 14:20
The first boss, Vigilant Kaathar, wasnt too bad. We screwed up on part of the mechanic because it had a graphical bug and we werent able to utilize a shield properly to negate group aoe. Youll see us talking about that in the vid. He will throw lightning out, ala Lei Shen style but it will stay their through the whole fight, just stay out of it. He will drop orbs on players that will explode over time. Main thing is just stay out of lightning, stay kind of together but spread. Then when he throws the shield (hopefully the graphical error will be fixed) stand behind it to negate the AoE. But dont get behind it too quick because he might drop the orbs on you if you stack too soon and youll blow up while behind the shield instead.
Second boss Soulbinder Nyami went by fairly quick. She will just constanly cast, and will sprint to groups of bodies around the room, which will rez some spirits that you just need to cleave down. One of which does a cool charge ability that spreads a few AoE lines on either side of him. Only other thing of note is she will pop up a bubble that everyone needs to stand in and she will cast a spiraling AoE that hurts a fair amount.
Third Boss Azzakel was a bit rougher. You dps him for a while, interrpt his cast. He will fly up in the air (time based) and become immune while he summons 3 types of adds, a Felguard, and 2 types of imps. One type will just stand and free cast which will deal a fair amount of dmg, the other will be on fire and running around like a chicken with its head cut off. If those ones hit you, you will get disoriented and run around for 5 secs unable to do anything unless you "every man" out of it, etc. Those adds should be your priority. We tried to ignore the adds and just burn him, but it didnt work out and we killed the imps and cleaved down the felguards with the boss and that worked best for us. It was the hardest fight in the instance IMO.
Last boss Teron'gor was an interesting fight. You start out flying to 3 platforms, each platform has a warlock on it, each with a spec of the warlock tree (demo, afflic, dest). After you kill them you will go down to the main platform. He will randomly choose one of the warlock specs and youll have to deal with those abilities during the fight. Once his health gets low he will retreat and the fight ends.
Warlords of Draenor (Beta) 5-man
Mehguy — Sun, 08/24/2014 - 14:19
Below are links to our overview, tips and videos to the WoD Dungeons that we have tackled in Beta.
We have done them all in normal, and a few in heroic. If they were done in heroic then we touch on the the new abilities in the comments and Saedo will have the heroic videos posted.
Opt-In For Blizzard Betas
garreth — Sat, 05/15/2010 - 14:47
Hey guys, make sure you go here, download the app, run it and opt-in for your chance at the various Blizzard betas:



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