hermandorf trial strats - Sun, 2008/09/07 - 2:08pm


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Joined: 2007-03-27

HYJAL BOSSES

 

Rage winter chill

First, talking to Jaina Proudmoore starts the waves spawning. So don't talk to Jaina Proudmoore, someone will do that when we're ready to pull.

Each boss in Hyjal is preceded by 8 timed waves of trash, which means that trash will not stop coming. IE - take your AFKs before we start the event.

The first 8 waves are(from WoWWiki):

  • Wave 1: 10 Ghouls
  • Wave 2: 10 Ghouls, 2 Crypt Fiends
  • Wave 3: 6 Ghouls, 6 Crypt Fiends
  • Wave 4: 6 Ghouls, 4 Crypt Fiends, 2 Necromancers
  • Wave 5: 2 Ghouls, 6 Crypt Fiends, 4 Necromancers
  • Wave 6: 6 Ghouls, 6 Abominations
  • Wave 7: 4 Ghouls, 4 Necromancers, 4 Abominations
  • Wave 8: 6 Ghouls, 4 Crypt Fiends, 2 Abominations, 2 Necromancers

At the start of each pull, a Hunter will shoot a Ghoul and kite him around into the NPCs and back to the raid to get them involved in the fight. Necromancers should be MC'ed by Shadow Priests and the haste buff given to melee, and remaining Necromancers should be sheeped. Mages and Shadow Priests doing so, however, will need to watch that they don't get too close to the front to pull aggro on the 12 or so approaching mobs and get gibbed. A Paladin tank makes much of this trash easier. After Comjake has aggro, he'll hit his "Call for AOE" macro and casters cut loose with AEs on the trash. Tanks other than the Paladin tank will want to grab an Abomination or two, because they have a stun effect that will make things problematic for Comjake tanking.

Of note in here is that Wave 6 is probably the most difficult to deal with, so Heroism is best used on that wave, and since there are no Necromancers, Shadow Priests should try to shackle an Abomination far enough up fron before it's in the Consecration. A Hunter may want to kite one too.

Phase 1... err... the entire fight:

The MT gets a MD at the start of the fight, then we begin.

Rage only has two abilities that need to be worried about:

1. Frostbolt - There are two kinds of Frostbolts. One kind does damage to the target and does a Frost Nova around them to people nearby. That kind isn't a big deal. The other one is the one that we need to worry about. That Frostbolt does roughly 5k damage, with an entomb effect that does 2500 damage every second to the target, stunning them in the process. The healers assigned to Frostbolt duty must be fast on heals to prevent this move from being a deathtouch, and I mean "start casting as soon as Rage targets someone" fast. It's a good idea to make a

/assist Rage Winterchill

macro to spam to help identify when he's changed targets to somebody else, so you can quickly see when he's changed targets to do a Frostbolt and start throwing your fastest heals (so ideally, put said macro next to your fastest heal somewhere convenient).

Be aware that he'll turn his attention back to the MT while the Entomb effect is still going on, so you just want to use it to detect when he switches, then use your normal heals. Keeping a close on eye on the Target of Target box does the same thing, but the macro may make detection simpler. The Entomb effect can be removed with abilities like Ice Block and Divine Shield. It can also be removed with a PvP trinket, so if you have one, bring it along with you to put on after Phase 8.

2. Death and Decay - A targetted AOE, this does 15% of your life in damage every second you're in the AOE. This AOE is very large, about 20 yards, and can be difficult to see if the spell effects are turned down. This can be anywhere, so melee need to be careful as well.

This is dealt with by using a variation of our Don't Stand in the Fire strategy.

For healing, a good general guideline for splitting assignments is to have 3 healers (including a tree) on the MT, 2 healers on Frostbolt duty, and 2 healers on the raid.

Move out of Death and Decay, DPS him down. If you can't see Death and Decay, get a boss mod to flash on your screen when you're standing in it.


Anetheron

This fight is primarily about positioning and infernal pickup. Once we have that down, we should kill him with ez.

BUT FIRST...

Here are the trash waves prior to Anetheron!

  • Wave 1: 10 Ghouls
  • Wave 2: 8 Ghouls, 4 Abominations
  • Wave 3: 4 Ghouls, 4 Crypt Fiends, 4 Necromancers
  • Wave 4: 4 Ghouls, 4 Crypt Fiends, 4 Banshees
  • Wave 5: 6 Crypt Fiends, 2 Necromancers, 4 Banshees
  • Wave 6: 6 Ghouls, 2 Abominations, 4 Necromancers
  • Wave 7: 4 Crypt Fiends, 4 Banshees, 4 Abominations
  • Wave 8: 3 Ghouls, 4 Abominations, 3 Crypt Fiends, 2 Banshees, 2 Shadowy Necromancers

As before, we'll start each pull by having a Hunter pick off a Ghoul and run him through the NPCs to get them to help out. The non-Paladin tanks will keep Abominations busy so they don't stun Comjake. Shadow Priests MC a Necromancer, remaining Necromancers are sheeped. When Comjake calls for AOE to start, casters AOE, we mop up the trash, and repeat. Melee should be single-target killing an Abomination or two at the start.

Banshees can be shackled, trapped, or feared. They can also put a 200,000 HP magic shield on them, which can and should be removed by people capable when it goes up.

AND NOW... HUGE DEMON GUY #2!

One phase to this fight. We arrange ourselves around Anetheron to avoid us all getting hit by Carrion Swarm, which is a 3-6k cone attack targetted at a random raid member. This attack will also apply a debuff that reduces healing done by 75% for 15 seconds. (Meaning that any healing that you perform on yourself or someone else if you have the debuff will do 1/4 what it usually does). Since melee will be behind him(in the southwest), Anetheron will be facing northeast. Spread yourself out so that you form a semi-circle, northwest to southeast.

Positioning is easier to explain when you're actually there, so we'll do that in more detail there. But basically, Anetheron should be tanked up where most of the trash is tanked facing Jaina. Melee are behind him, and healers are spaced out around so that a Carrion Swarm cone can't hit them all at once.

There should be a couple of healers standing far enough back to be out of range of the Swarm ready to heal the Infernal tank, and any ranged classes in range.

Other things Anetheron does:
-a Vampiric Aura that returns 300% of his damage done in melee as health (so effects that reduce healing are good here)
-randomly sleeps people

He also drops infernals on people. People must (obviously) run away from the infernals, who will be picked up by the Infernal offtank ASAP - Paladins are good at this. Hunters can help with misdirects. The spell that Anetheron uses for this is called Inferno, and he'll target somebody and spend 3 seconds casting it. Get away from the person who is targetted, and if you are target, start running immediately to where the Infernal tank is.

The infernal has an immolation aura of 3k a tick. Pull the infernal to the northeast behind the raid, which ends up right near Jaina. When the infernal in position, ranged DPS goes to town on the infernal. When ranged dps is killing an Infernal, they can stand way the hell away from Anetheron so that any Carrion Swarm will not hit them. Kill the infernal, then switch back to Anetheron.

Avoid dying to the infernal, stay above 6k health as best you can, do lots of DPS, and don't clump up. Collect epix, and don't talk to Jaina afterwards, unless you don't like loot.

Kaz'goral

TRASH WAVES!

  • Wave 1: 4 Ghouls, 4 Abominations, 2 Banshees, 2 Necromancers.
  • Wave 2: 4 Ghouls, 10 Gargoyles
  • Wave 3: 4 Ghouls, 6 Crypt Fiends, 4 Necromancers
  • Wave 4: 6 Crypt Fiends, 2 Shadowy Necromancers, 6 Gargoyles
  • Wave 5: 4 Ghouls, 6 Abominations, 4 Necromancers
  • Wave 6: 8 Gargoyles, 1 Frost Wyrm
  • Wave 7: 6 Ghouls, 6 Abominations, 3 Necromancers, 1 Frost Wyrm
  • Wave 8: 6 Ghouls, 6 Abominations, 2 Crypt Fiends, 2 Banshees, 2 Necromancers

Gargoyles will spawn in the corner of the Horde base near the Tauren warriors, and when aggroed by someone they can't reach with their spells, they'll land and chase them, so one hunter will be tasked to do that. Frost wyrms do not land, and will be tanked by Kerena. They will be first to die when they come, and people should stand away from Kerena when she's tanking for she'll be taking splash damage.

The waves I'm nervous about are waves 5-8 - 6 abominations are a lot. We may need to just sheep necromancers and have 3 abomination shackles up. What do you guys think?

The Main Course - Kaz'rogal

First, everyone needs maximum mana consumables for this fight. Tons of pots, dark runes, anything that'll help you get mana.

Kaz'rogal is a fairly simple boss - we'll pull him right in front of Thrall, so that Thrall can go commando on us like he did back at Durnholde. He does a lot of melee damage - a 10k cleave a'la Magtheridon, so we need to watch out for that, and an AOE warstomp that does about 2k damage or so with a 5 second stun. I've heard conflicting reports as to whether it can be outranged or not.

This is about it so far as damage output goes, so yay. Much like Magtheridon, everyone is on MT healing.

The challenge in the fight is the Mark of Kaz'rogal, which hits everyone in the raid and drains 3k mana over 5 seconds. He starts off casting this every minute, then 50 seconds, then 40, 30, etc, until he's casting it every 10 seconds. When you run out of mana to drain, you explode for 10-12k damage.

This means that all mana users need to be spread out, as the explosion has a 15 yard range. Weazus will have to extra careful as result. I assume this doesn't affect feral druids.

This basically puts a soft cap timer on us to kill him - bosskillers says 3 1/2 minutes, so that seems like a decent number to shoot for. The goal for mana users is to not run out of mana - shadow priests will be given an innervate and a shaman for mana tide, and other high mana users should be extra careful. I have a feeling the other two innervates may be needed by arcane mages, but we'll see. All four innervates we have will be used during this fight.

The Mark of Kaz'rogal can be resisted - it's shadow based, so wear your BT neck. We're trying to get the shadow resist capes finished ASAP for healers, and those should be worn as well when you get em. That puts you around 150 shadow resist, which should help.

 

Azgalor

First things first - here's the Azgalor trash:

 

  • Wave 1: 6 Abominations, 6 Necromancers
  • Wave 2: 5 Ghouls, 8 Gargoyles, 1 Frost Wyrm
  • Wave 3: 6 Ghouls, 8 Giant Infernals
  • Wave 4: 6 Fel Stalkers, 8 Giant Infernals
  • Wave 5: 4 Abominations, 6 Fel Stalkers, 4 Necromancers
  • Wave 6: 8 Necromancers, 6 Banshees
  • Wave 7: 2 Ghouls, 2 Crypt Friends, 2 Fel Stalkers, 6 Giant Infernals
  • Wave 8: 4 Abominations, 4 Banshees, 4 Crypt Fiends, 2 Fel Stalkers, 2 Necromancers

Giant Infernals will fall at random throughout the base, and will often end up tanked by Horde NPC's. They can be feared and banished, and many of them should be. They have an immolation aura which will make it difficult to group up for AOE, so Comjake will remain to tank the adds running through the front door, and Melee and non-Warlock AOE will kill the non-infernal trash at the front, then everyone will single-target kill the infernals. Non-Comjake tanks will be assigned to the back to infernal tank

Fel Stalkers are little felhounds with a mana burn. We'll AOE these down in wave 4 first, in order to ensure Comjake doesn't end up completely OOM.

Waves to worry about -

Wave 1 is pretty difficult. but nothing we haven't dealt with. Sheep the Necromancers quickly, MC one or two, and tanks each grab an Abomination with Comjake grabbing the remainder.

Most of the next waves are either AOE waves or infernal waves. A warlock will be tanking the Frost Wyrm in Wave 2.

Wave 6 - This is a wave of 14 casters so it's very easy for tanks to get instagibbed by it. There are two general ways of dealing with it. The first way is to leave one Fel Stalker banished from the previous wave at the front, so that the NPCs stay up there when Wave 6 comes, and absorb some of the initial nukes. The second way is for one of the Warriors to pop Shield Wall and take the initial hits, which will last long enough for Necromancers to get CC'd and Banshees to get split enough that they're not all nuking one person. Doing both is not a bad idea.

 

Azgalor


First of all, Azgalor has a Cleave. So don't get Cleaved.

We're going to do this the slower and safer way. This has the side benefit of melee not having to farm fire resist gear.

We will pull Azgalor to Thrall just like Kaz'rogal with the MD, and make sure Thrall is attacking from the side or back - this ensures that he A) won't get hit by the 10k cleave and b) Won't cause a bad parry. Azgalor will probably be tanked by a Druid, as he can't crush.

The fight has three major components to worry about -

First, he has a rain of fire which hits for 2k every 2 seconds. This can be outranged, so everybody will be endeavouring to stay at your max possible range, and spread out. If you do get RoF on you, get out of it immediately. Rain of Fire is the only damage that the Azgalor group will be taking, aside from the MT.

Second, he does an AOE silence which lasts for 5 seconds. This is shadow based, so healers will be wearing any shadow resist gear they have to ensure some resists. When we get more hearts, we'll have 1/2 MT healers in full SR, but for now, just put on any you do have. In order to prevent MT deaths here, all HoT's MUST be up at all times.

To help counteract this, Shyeera will be in tank gear, out of range of RoF. Get in to demo shout and thunderclap, then get back out. When the silence goes off, one of the Prot Warriors should intervene the Azgalor tank and get back out again. This'll significantly reduce the incoming damage on the Azgalor tank and make MT healing much easier.

*We may just have a Prot Warrior stand at the very back of Azgalor rather than go in and out. We'll see.

Third, Azgalor will randomly Doom somebody - a 20 second debuff after which you die. Warlocks will save all soulstones and cast them on doomed people as soon as they get Doomed to get them back into the fight when they die. We can also throw battle rezzes at dead people when our Soulstones have run out. Doom is also shadow based, so wearing a bit of SR may help you resist a doom or two.

The doomed person will run over to the tauren warriors, where a tank, a healer, and the melee will be. Doom has a max range so this group won't be getting Doomed. When you die, you will spawn a doomguard, which the melee and the warriors will kill. They do a warstomp that does damage, but judgement of light will keep the melee topped off pretty well. The Doomguard group will be at an area by the tents we'll go over there. You want to run *past* the tents a bit so that the tank has time to pick it up and doesn't get stunned right when the Doomguard commes out.

At some point when Azgalor's to 20 or 25% or so, melee will stop dealing with Doomguards and run in to help finish Azgalor. The Doomguard tank and healer still need to stay where they are, and people with Doom still need to run to that area to die.  From here on in, we just pick up and offtank the Doomguards.

This makes the fight slower, but a lot less hectic. Melee won't be risking Rain of Fires till close to the kill at the end, and Dooms can be dealt with fairly routinely. Ranged DPS can hit Azgalor fairly unimpeded since they're spread out and at their max range and shouldn't be getting hit much by Rain of Fires.

 

 

Black temple bosses

Naj’entus Strategy Guide

              

 

Here is a link to the Boss Killers page. 

http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&guide_id=102&sid=ofeNCr1Bn7

 

The basic strategy we’ll be using comes from this page.  Please review. 

 

This fight is a DPS gear check as well as one of the most healing intensive fights in the game.

EVERYONE must have at least 10K HP.  Go get some stam gear either from badge vendors or from PvP.

As well everyone needs to bring lots of health pots, bandaids and the like as you will need to be able to heal yourself to help out the healers. The quicker you get healed up the faster we can break this guys shield.

 TO NOTE 

One of the most important aspects of the fight is getting the spine out of the person who gets impaled.  Once you take out the spine it goes into your inventory.  REMEMBER WHO has the spine.  Every 60 seconds when his shield goes up everyone must get topped off FAST.  Once we are topped off the person with the spine needs to click it to throw it at Naj’entus to break his shield.  Once the shield breaks it does 8500 frost dmg to the ENTIRE raid.  This also needs to be healed up quickly as his AOE resumes as well doing a lot of dmg.  This is where most people will die from not being healed up quick enough. 

 ORGANIZATION 

Melee DPS will be following the buddy system dpsing in groups of two, spread around Naj’entus.  This will help minimize the amount of damage they take from the aoe the boss does and also allow for quick removal of the spine should it be cast on one of the melee. 

 

Ranged DPS will be spread out in a circle type formation around the boss mostly in groups, you need to be far enough away from eachother to not get hit by AOE yet close enough to QUICKLY remove the spine from one of you fellow raiders. 

 

Healers, your job really sucks for this one, a lot is depending on you all.  A healer will need to be stationed with each group of ranged DPSr’s.  As well 2 healers will need to be helping out with the melee and MT.  Would be a good idea to have the pallies MT heal and all our CoH priests doing melee and ranged or raid healing.

 The Pull 

Thanosia will MD pull to the MT (Ragz) who will be stationed in the middle of the room.  All the ranged dps and healers should already be in positioned around the room in their semi groups.  Once Ragz gets about 10K threat unleash hell.  Hunters Need to be constantly MDing Ragz  to keep his threat up. 

 The Fight 

As stated above every 60 seconds his shield goes up and then we explode it.  This cycle continues until he dies, it’s pretty straight foreward really.  The problem is that if our healers are not quick enough to top everyone off then we will have issues with Naj’entus regaining his health.

All of the Offtanks need to be in full dps gear and also giving it their all.

Rogues I need you to have wound poison on him all the time, this is really important for the shield phase.

 Conclusion   

DPS – go nuts

Healers – mash that heal button like your life depended on it

Ragz – Don’t die

 

Pick up phatty lootz and move on to the next boss.

 

Supremus Strategy Guide

 

Here is the link to the Boss killers page.

http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&guide_id=104&sid=ofeNCr1Bn7

 

This is actually a pretty easy fight if everyone can avoid the firey stuff in phase 2. 

 

People to note

 

Ragz will be the MT

Mclintock will be OT in full stam gear.

Dyni will also be in STAM gear for this one

All other tanks will be in DPS gear

 

Phase 1

 

Basic tank and spank, this is where we get most of our dmg in on him.  He does 2 things during phase 1. 

-         Molten flame – sends out a blue flame that hits for a lot and is easily avoidable if you are even looking at your screen

-         Hateful Strike – Think Gruul, hits the most HP significant threat guy, please don’t be a clothie or you will die

 

Phase 2

 

This gets a little tricky if your not used to using those little arrow keys on your keyboard while raiding.  This is what happens…

 

-         Gaze – Randomly targets a raid member and charges at them at 90% speed for 10 sec.  When it is cast on you turn around and run the fuck away.  That is your only job for this.  After 10 sec he changes targets and does the same thing.  If he catches you it’s game over for you.

-         Volcanoes – He summons volcanoes and well they do what volcanoes should do, they erupt.  Stay the hell away from them, not hard to avoid unless you are unlucky and he summons them on top of you, even then you have a second or 2 to get out of the way. 

-         Molten Flame – This ability continues throughout the entire fight, stay out of the damn fire.

 

After 50 seconds he goes back to phase 1, dps will need to hold off and let Ragz get agro again, Hunters feel free to save your MD’s for the phase transitions.

 

During phase 2 you have the ENTIRE room to move around with, there is no excuse to get caught, druids can use travel form, shaman get to use wolf form, and it’s a huge damn space. 

Something else that we can try for this if we have issues getting caught is to have everyone continue to move throughout all of phase 2, this will help save our butts if a volcano spawns on us.

 

Shade of Akama

 

This is a very short but intense fight. The biggest thing to watch in this fight is quickly getting CC on the adds as they come out of the portals, as they move quickly. What helps is to substitute a macro for your sheep icon on your hotbar as such:

/target Ashtongue Elementalist
/cast Polymorph

or

/target Ashtongue Rogue
/cast Polymorph

This will let you mash your cast so it targets the right guy as soon as he comes out of the portal before he runs too far away from the tank(s). Tanks will also want to make a macro for targetting their first mob out of the portal so they can catch them quickly. If you try to target manually and then hit your CC or tank it, your mob is liable to be halfway across the room killing a healer, because they move very quickly.

We will break into four teams. The objective is to kill the channelers while dealing with adds, then killing the Shade of Akama before he kills Akama.

Channeler Team:

DPS: Melee (plus maybe one)
Healers: 1

This team will be tasked with killing the channelers banishing the Shade of Akama as quickly as possible. These have 100,000 health and ignore all aggro. They will also kill any Ashtongue Sorcerers that try to take the place of Channelers when they come from the portal - these also have 100,000 health. They will receive whatever heroisms we have along during this phase, and all shamans should pop their fire elemental totems for leet DPS on them. Blow cooldowns, drums, whatever; the channelers and sorcerors have no aggro and won't attack. The goal is to DPS them down as fast as possible, because once they are dead, adds stop and Phase 2 starts.

West Team:

1 Tank
4 DPS
2 Healers

East Team:

1 Tank
4 DPS
2 Healers

These teams will be tasked with killing the groups of three adds that pop on either side of the room. The hunter on that side will drop a frost trap to snare them initially, while the mage on that side will sheep the Ashtongue Rogue and possibly the Elementalist if we have the sheeps for it - if not the Elementalist will need to be offtanked. DPS will kill the Ashtongue Spiritbinder, then the Elementalist, then the Rogue. Spiritbinder can heal, so be prepared to interrupt, the Elementalist has Rain of Fire AoE, the Rogue has a poison that must be dispelled immediately.

The packs of 3 come from the portals about every 35 seconds, and each mob has about ~25k hp.

*DON'T BREAK CC*

Defender Team:

1 Tank
1 or 2 Healers

Every 15 seconds, an Ashtongue Defender will pop from one side and run towards Akama, ignoring all threat and snares to run to Akama, at which point they'll be attackable. The tank will be standing right by Akama waiting to pick him up and gather them up. We don't kill Defenders, they're simply offtanked for the duration of the fight. This means when Phase 2 starts and adds stop, the Defender tank will still need healing.

Phase 2: Everyone on the Shade of Akama

While we're killing the channelers, the Shade of Akama will hover over to Akama, and begin attacking him. When he's attackable, everyone must get on Akama - we have around one minute to drop him before the Shade kills Akama. He has one million HP, and Akama will apply a stackable poison that makes the Shade take more damage as the fight progresses. Do lots of damage, Akama dies, yay epix.

 

These strats where compiled by Argat, Ragz, and Kalindril.

 



And knowing is half the battle


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