Post by Rodni on Jan 25, 2011 11:31:10 GMT -5
The following is purely based off my research and experience with the heroic cata dungeons. I wanted to get a cheat sheet started for those that are interested in the mechanics up front. If you would prefer to play it by ear, the following could be considered spoilers, so please do not read any further.
Blackrock Caverns
Rom'ogg Bonecrusher
- Hero/Time Warp after first Chains of Woe
- Collapse to tank during quake so tank can pick up adds
- DPS down adds then back to boss
- Burn down Chains of Woe and then get 15 yards away
- Snare/stun adds while in Chains of Woe so his 360 degree cleave kills them
Corla, Herald of Twilight
- Hero/Time Warp shortly after fight begins
- 3 people block beams to 80 stacks, then step out to let the debuff drop off, rinse and repeat
- Interupt Dark Command to prevent her fear
- If beam blocker gets feared, 4th person needs to block beam until feared person's debuff drop off and can get back into the rotation
Karsh Steelbender
- Hero/Time Warp around 30 - 40% of boss health
- Tank clips the pillar of fire with Karsh to drop his Quicksilver Armor buff and add a stack of Superheated Quicksilver Armor (Note: Boss movement can be tricky, error on the side of caution and make sure he goes through the fire until you are more comfortable with his movement)
- Do not leave Karsh in the fire
- Tank continues to clip the pillar of fire with Karsh to maintain the Superheated Quicksilver Armor buff on the boss
- The higher the stacks, the longer the buff so tank will be moving quit a bit in the beginning of the fight
- If buff drops, the grate will explode with fire and adds will spawn that need to be killed (don't let this happen)
- Pools of fire left by adds have the same affect on Karsh as the pillar of fire
Beauty (optional boss)
- Hero/Time Warp shortly after fight begins
- Maintain CC on as many of the pups as you can
- Burn down the pups you can not CC
- Stay away from back of cave to not aggro Runty
- Don't stand in fire
- Apply any kind of fear breaking mechanic you can (Tremor Totem, Fear Ward, etc.)
Ascendant Lord Obsidius
- Hero/Time Warp shortly after fight begins
- Tank boss off to the side
- Adds need to be slowed/snared and kited around the room away from the boss
- At 66% and 33% the boss will switch places with an add, tank gets boss off to the side and kiter picks up the add
- Remove Thunderclap from kiter if boss happens to hit them with it (shouldn't happen)
- Dispel Twilight Corruption if you can
Throne of the Tides
Lady Naz'jar
- Hero/Time Warp after phase 2
Phase 1: Boss Phase
- Avoid Fungal Spores that are thrown at you
- Move out of Geysers placed under you
- Interrupt Shock Blast
Phase 2: Add Phase
- She telepot to the middle of the room when phase two begins
- CC the witches that come in from left and right
- Tank picks up warrior add in the back of the room
- Burn down adds 1 at a time
- Stay clear of water tornadoes spawning from the boss
Commander Ulthok
- Hero/Time Warp shortly after fight begins
- Avoid Dark Fissures. These will gradually grow throughout the fight, slowly taking up the whole room. Tank slowly kites him around the outside of the room to maximize available space.
- When he Enrages, remove it if you can, else just heal through it
- Random people will get Squeezed, they will need extra heals
Erunak Stonespeaker and Mindbender Ghur'sha
- Hero/Time Warp after first party member is released from Enslave in phase 2
Phase 1: Erunak Stonespeaker
- Move out of Earth Shards
- Dispel Emberstrike (should only be on the tank)
- Interupt Lava Bolt
- Tank keeps Erunak turned away from the group due to a frontal cone attack called Magma Splash
- DPS'ing Erunak down to 50% will begin phase 2
Phase 2: Mindbender Ghur'sha
- DPS Enslaved party member to 50% to free them
- Purge/Spellsteal Absorb Magic (else, stop magic damage)
- Move out of Mind Fog (green gas on ground)
- Heal through Unrelenting Agony (black beams from boss to all party members)
Ozumat
- Hero/Time Warp after Blight Beasts have been killed in phase 3 and dps is on Ozumat
Phase 1: Add Phase
- Deep Murloc Invader packs (small mobs): Tank if possible, but AoE dps should be able to burn down quickly
- Vicious Mindlashers (medium mobs): Tank picks them up. Interupt their shadow bolt and mana burn. 2nd in priority to kill. After third Midnlasher is killed, phase 2 will begin.
- Unyielding Behemoth (big mob): Only one will apprear. Move away when he goes into the air and tank face him away from the group. Number 1 priority to kill.
Phase 2: Channeler Phase
- DPS burns down the 3 channelers
- Tank picks up and kite the Blight Beasts trying not to get hit by them
- Stay out of black puddles
- Phase 3 begins when all 3 channelers have been killed
Phase 3: Ozumat Phase
- Burn down whatever Blight Beasts are alive from phase 2, then burn down Ozumat who is located on the glass above you.
The Stonecore
Corborus
- Hero/Time Warp after boss re-emerges the first time
Phase 1: Boss Phase
- Dispel Dampening Wave from tank (your discretion to dispel more party memebers as the debuff only last 6 seconds)
- Get out of Crystal Barrage (red crystal shot at a random player)
- Range dps AoE crystals down (they explode if they get close to you)
Phase 2: Add Phase
- The boss will burrow to begin phase 2
- Stay out of boss's dust cloud
- AoE adds down
Slabhide (optional boss?)
- Hero/Time Warp after air phase
Phase 1: Ground Phase
- Tank faces boss away from group (Sand Blast is a frontal cone attack)
- Don't stand in magma pools
- LoS his Crystal Storm from at least 10 yards away (he'll stand up a bit and open his wings during Crystal Storm)
Phase 2: Air Phase
- Avoid getting hit by the falling rocks
Ozruk
- Hero/Time Warp shortly after the fight begins if you are to remove his enrage affect, else save it for when he enrages
- Tank should strafe out of Ground Slam so the boss doesn't turn and face the range
- Boss will put up Elementium Bulwark and Elementium Spike Shield which reflects spells and melee damage back to the party members. Casters will want to get a single DoT put on themselves and melee will just continue as normal. This is important for the paralyze ability the boss has.
- Paralyze will immobilize the party, but can be broken by damage and can be dispelled. Melee should start running away as soon as he starts to cast this.
- Shortly after Paralyze, the boss will cast Shatter. Once freed from Paralyze get 20 yards away from the boss
- At low health, the boss will enrage, remove it if you are able
- NOTE: As a priest, you can Shadow Word: Death the boss when he begins to cast Paralyze (you have to be quick because it is a 1 second cast) to break yourself out and then proceed to dispell it from the rest of the ranged party members (melee should fine). This also allows the reflect mechanic to be spell stolen/dispelled/purged from the boss to help increase dps.
High Priestess Azil
- Hero/Time Warp after phase two
Phase 1: Boss Phase
- Interupt Force Grip
- Remove Curse of Blood
- Stay away from Gravity Wells
Phase 2: Add Phase
- Phase 2 begins when Azil flies back to her alter
- Kite adds through the Gravity Wells and dps them down when needed
- Avoid the boss's Seismic Shard by moving out of the dust areas on the ground
The Vortex Pinnacle
Grand Vizier Ertan
- Hero/Time Warp shortly after the fight begins
- Avoid the tornadoes he cast around the outside of the room
- When he summons the tornadoes into him, range can move out and away, navigating in between the tornadoes as they collapse. Melee will also need to move out and away from the boss.
- Spread out evenly around the boss so the Lurking Tempest that are summoned will Feign Death during the encounter
Altairus
- Hero/Time Warp shortly after the fight begins
- Avoid getting hit by the tornadoes that spawn on the pull
- Stay upwind for a haste buff
- Spread out to prevent multiple party members from getting hit by the breath attack
Asaad
- Hero/Time Warp shortly after the fight begins
- Spread out 15 yards to minimize Chain Lightening
- Jump when he begins to cast Static Cling to prevent from being rooted (this can be dispelled)
- Get inside the triangle he draws on the group to avoid Supremecy of the Storm
Grim Batol
General Umbriss
- Hero/Time Warp at 30% of bosses health
- Range needs to side step out of the way of Blitz
- Avoid Ground Siege if he faces you when casting it
- Keep tank topped off to negate the affect of Bleeding Wound
- CC the Malignant Trogg when adds come out and keep it CC'd for the duration of the fight
- DPS the remaining 3 Trogg Dwellers that spawn
- NOTE: If you are able to CC the Malignant Trogg, there will not be any additional Malignant Troggs with the other group of adds. If you are unable to reliably CC this trogg and must kill it, one or two ranged dps must it get alone and burn it down away from the other troggs and boss. It will enrage the boss and turn the other troggs into Malignant troggs if it dies near them.
Forgemaster Throngus
- Hero/Time Warp during Dual Blades phase
- Don't stand in cave-ins
- Don't stand in fire
- Specific mechanics are based on the weapon the boss picks
Mace Phase
- Tank must kite the boss as he does 300% damage and moves at 70% movement speed
- Must be kite around the outside of the area to keep fire out of the middle of the room
- Impaling Slam party member will need extra heals
Dual Blades
- Dispel DoT off the tank
- Disarm boss
- Use three instant cast spells to remove Disorienting Roar
Shield
- The boss will be rooted and rotate to a random party member and shoot a cone of fire from his shield
- Move behind boss to avoid his cone attack
- This is a heavy AoE damage phase
- NOTE: Boss will go through the phases randomly, but will always go through each before starting over.
- NOTE: When Change Weapon begins, range should move in order to react to Shield phase quickly and tank should step away in order to react to Mace phase quickly.
Drahga Shadowburner
- Hero/Time Warp at beginning of phase two
Phase 1: Boss Phase
- Interupt Burning Shadowbolt as often as you can
- Snare/slow/stun the add and dps it down
- The add's target needs to kite the add while it is being dps'd down. If the add reaches it's target, it will explode for massive AoE damage
Phase 2: Dragon Phase
- DPS'ing Drahga to 25% will begin phase 2
- Adds will continue to spawn, handle them the same as in phase 1
- Move out of the rifts on the ground quickly
- Stay close to the dragon so you can quickly move behind her when she does her 180 degree breath attack
- At low health, the dragon will fly off and the fight goes back to phase 1
Erudax
- Hero/Time Warp after first set of adds
- Strafe to the side if the boss looks at you to avoid Binding Shadows. Getting hit with this will root you and heal the boss. The root can be dispelled
- Tank will get hit with Enfeebling Blow (knocking them back and increasing damage taken). Tank can wait for boss to come to them while the debuff ticks off
- Stand in small purple void zone to be safe from Shadow Gale
- Immediatly after Shadow Gale, two adds will spawn at the door. They can not be rooted, but must be slowed immediatly and dps'ed down. If they are allowed to hatch the eggs in the room, unkillable whelp adds will apply additional damage to the raid. One add will go to the left and the other to the right. Have your dps and slow assignments arranged before the pull.
Halls of Origination
Temple Guardian Anhuur
- Hero/Time Warp shortly after the fight begins
Phase 1: Boss Phase
- Move out of Burning Light
- Dispel Divine Reckoning off party members (this will heal the boss)
- At 66% and 33% he will enter his Shield phase. He will teleport and root himself in the center of his platform and put up a Shield of Light around him while channeling Reverberating Hymn. The Hymn deals AoE damage to everyone in the room and needs to be interupted immediatly after his shield is dropped.
Phase 2: Shield Phase
- Once his shield goes up, one dps needs to stay up on the platform waiting for the shield to drop.
- The tank, healer and other two dps all jump down to the left as a group
- Tank gathers all the vipers as quickly as possible while one of the dps'ers begin to flip the lever. It is about an 8 second channel so make sure the cast bar completes and be aware that if attacked by a viper, it will interupt you.
- Tank, healer and last dps now move to the right side (do not wait for left lever channel to finish, move as soon as the tank has all the vipers).
- Tank again quickly gathers all the vipers from the right side and the dps begins to flip the lever
- Once the vipers are gathered, the tank and healer head back up to the bosses platform
- Once the left lever is flipped, that dps catches up to the tank and healer
- Once the right lever is flipped, that dps catches up to the tank and healer
- Once both levers are flipped and the shield drops, the dps on the platform interupts the boss's channel
- Healers stays with the tank the entire time and heals him through the viper's dps
- When the channel is interupted, the boss will be free to go after the tank. Everyone gathers back onto the bosses platform and AoE dps the vipers. No damage should be done to the vipers until now, so the tank should have plenty of threat on them.
- Once all the vipers are down, dps goes back to the boss
Earthrager Ptah
- Hero/Time Warp shortly after the fight begins
- Stay behind boss to avoid cleave
- At 50% kill adds then resume to kill boss
- Avoid quicksands and tornados
Anraphet
- Hero/Time Warp during Omega Stance
- Quickly get out of Alpha Beams (void zones aimed at party members)
- Dispel Nemesis Strike off the tank
- DPS race style fight
Isiset
- Hero/Time Warp at 66% of bosses health (first split)
- Look away from boss during Supernova
- Purge/Spellsteal Veil of Sky from the boss
- DPS down Celestial Familiars (summoned adds), then back to boss
- At 66% she'll split into three mobs, kill the Astral Rain one to force Isiset to reappear
- At 33% she'll split into two mods, kill the Celestial Call one to force Isiset to reappear
Ammunae
- Hero/Time Warp shortly after fight begins
- Dedicate a DPS to kill Seedling Pods to minimize boss heals (non-caster preferably since it can be mana intensive)
- All dps burn down Bloodpetal Blossom, then back to boss
- Interupt Wither or dispel it
- All dps burn down Spores (spawned by boss) and avoid the Spore Cloud left behind
Setesh
- Hero/Time Warp shortly after fight begins
- Boss has no threat table, so not tankable
- Boss will cast Seed of Chaos, summoning lots of small purple bubbles on the ground. Staying near one will cause you to take a small amount of damage, but also add an additional ~15k damage to each of your attacks for 15 seconds. Use at your discresion.
- Avoid shadow projectiles and void zones
- All dps must burn down Chaos Portal as quickly as they can. While open, adds will spawn from the portals. Any adds that come out of the portals are to be picked up and tanked by the tank
- DPS ignores the adds and concentrates on Summoned Portals, first and foremost, and on the boss second.
Rajf
- Hero/Time Warp during recharge
- Interupt Inferno Leap
- Interupt Summon Sun Orb
- Avoid tornadoes, solar winds and stay out of fire
- When his energy reaches zero, he will move to the center of the room and recharge. During this recharge there is quit a bit of group damage the healer will have to deal with and damage done to the boss is increased by 100%.
Lost City of Tol'vir
General Husam
- Hero/Time Warp shortly after fight begins
- Avoid the Mytic Traps
- Avoid Shockwave (X pattern originating at the boss)
- Heal through Bad Intentions (charges a party member) and Hammer Fist (instant attack)
Lockmaw and Augh (optional boss)
- Hero/Time Warp during Augh's Fenzy
Phase 1: Lockmaw
- Stay away from tail to avoid damage from Dust Flail
- Range take pop shots at Augh when he appears to make him go away
- Spread out to minimize damage from Viscous Posion
- Slow/snare/stun and burn down Frenzied Crocolisks when they spawn
- Tank can help with Frenzied Crocolisks with taunts
- Remove Venomous Rage at 30% if you can
Phase 2: Augh
- Upon killing Lockmaw, you will enter phase 2, which is fighting Augh
- You have a brief break between the two, so heal up, eat up and drink up while you can
- Avoid Whirlwind by kiting him (he is tauntable during this)
- Remove Paralytic Blow Dart if you can (posion)
- Be aware of his disorient on the tank for 3 seconds (Dragon's Breath). He will go after the second person on the threat table during this time.
NOTES: Do not skip the trash packs before Lockmaw because they are tied to the boss and will automatically be aggro'd with the pull of the boss.
High Prophet Barim
- Hero/Time Warp shortly after coming out of phase 2
Phase 1: Light Phase
- Range dps down the phoenix-looking add. Keep your distance from the AoE that is centered around it. When killed it will turn into an egg, heal and spawn a new one.
- Tank and healer should alternate cooldowns to get tank through Fifty Lashings
- Remove Plague of Ages (disease)
- Move out of Heaven's Fury (massive pillar of light)
Phase 2: Dark Phase
- Stay out of Hallowed Ground (centered around the boss)
- Stun/slow/snare and dps down the Soul Fragments that spawn from party members and move towards the Harbinger of Darkness (dark phoenix)
- Burn down the dark phoenix otherwise
- Melee get out away for the death of the dark phoenix, it explodes for about 30k when it dies
- Killing the dark phoenix takes you back to phase 1
Siamat
- Hero/Time Warp shortly after everyone has settled in, in phase 2
Phase 1: Add Phase
- Range dps burn down the Minions of Siamat (smaller of the two adds), interupting the chain lightening as much as possible
- Stay out of the slow moving storm that is generated when they die
- Tank picks up and melee dps the Servants of Siamat (larger of the two adds)
- Move away from Servants as they are about to die to avoid getting the Thunder Crash debuff
- Killing the 3rd Servant that spawns will push you into phase 2. Position yourself as close to the center of the platform as you can, as the boss will toss people around to begin phase 2.
Phase 2: Boss Phase
- Minions will continue to spawn, but ignore them and burn down the boss
- Siamat will periodically Absorb Storms, removing an Minion and giving himself a passive AoE
Deadmines
Glubtok
- Hero/Time Warp sometime in Phase 2 to quickly burn the last of the boss's health
Phase 1: 100% - 50% Health
- Don't stand near the tank if you don't have to
- Be mindful of his blink, he wipes his threat
- At 50% health the fight will go into phase 2
Phase 2: 50% - 0% Health
- Start out either in front of or behind him as to avoid the fire and frost energy that shoots to his sides
- Boss is stationary for this phase and not tanked
- Tank will pick up adds and dps'ing them down the best they can. If tank gets overwhelmed, additional AoE dps should assist, but then quickly get on the boss
- Run around the room to avoid the rotating fire wall
- Stay out of Fire Blossoms and Frost Blossoms which spawn on the floor
Helix Gearbreaker
- Hero/Time Warp shortly after entering phase 2
Phase 1: Lumbering Oaf
- Stay out of bombs
- Stay off the tracks
- Big heals on the party member that gets picked up and smashed into the wood pile
- Move away from the party member that gets a Chest Bomb and heal them through the explosion and fall damage
- Kill Lumbering Oaf to get into phase 2
Phase 2: Helix Gearbreaker
- Chest Bombs will come more frequently
- Burn down Helix as he jumps from party member to party member
Foe Reaper 5000
- Hero/Time Warp when Safety Restrictions go Off-line
- Melee dps jumps in the empty harvester and slow/knockback/dps the adds that spawn
- Boss is tanked about 10 - 20 yards up the ramp, facing down the ramp
- Range and healer are further up the ramp and maintain max range
- All range and healer run away (up the ramp) when boss charges a random party member
- All party members move away from the boss while he whirlwinds. It will last about 10 seconds and he'll move in random directions
- Heal tank through Safety Restrictions Off-line (enrage at low health)
Admiral Ripsnarl
- Hero/Time Warp around 20% - 25% boss health
- Boss will charge random party member, stunning them for 2 seconds
- Stay away from the tank as to avoid additional damage from the boss's Swipe, but don't spread out too much (stick to one half of the ship)
- Boss disappears at 75%, 50% and 25% (fog rolls in the first time he disappears)
- Vapor adds begin to appear at 75%, dps needs to burn these down before they grow into Condensed Vapors
- Close to death, Vapors will spawn very quickly, ignore the adds at this point and burn down the boss
"Captain" Cookie
- Hero/Time Warp shortly after the fight begins (with the haste buff from the boss mechanics, you probably wanna save it for last boss though)
- Eat the good food for a stacking haste buff
- Don't stand in bad food
- He isn't really tanked and you will take fire damage engaging him in melee
- It is a dps race as more and more of the room is taken up by bad food, the longer the fight goes
- Melee can alternate eating good food and bad food to help minimize the AoE taken up by the bad food
Vanessa VanCleef
- Hero/Time Warp during Helix's Nightmare or at 25% of Venassa VanCleef's health
- On the pull, the boss will use Nightmare Elixir on all the party members and send you back to the Goblin Foundry
- Heal up and mana up in between the nightmares the best you can
- Phase 1: Glubtok's Nightmare
- Head down the ramp avoiding the fire and ice
- DPS down Glubtok's image at the bottom of the ramp
- Heal through his Spirit Strike
Phase 2: Helix's Nightmare
- Stick to the corner of the room to minimize spider adds aggro'd
- Blow cooldowns, ignore adds and dps Helix down quickly
- No AoE for this fight to prevent from pulling more spiders
Phase 3: Mechanical Nightmare
- Make your way through the tunnel avoiding the rotating rods of lightening
- Position yourself near the door at the end of the tunnel the be safe from the lightening rods
- Tank and spank the boss
Phase 4: Ripsnarl's Nightmare
- Kill the two packs of worgens and Ripsnarl before they kill the admiral's family
- The human NPCs can be healed
- Taunt worgens off the NPCs
Phase 5: Vanessa VanCleef
- DPS on adds take priority over the boss
- DPS should stand in the Ragezones (as long as you don't have aggro)
- Use the ropes at 50% and 25% to avoid explosives set on the boat
- Adds stop spawning at 25% and she buffs herself with Vengeance of VanCleef. Burn boss quickly as the damage she does becomes very deadly
Shadowfang Keep
Baron Ashbury
- Hero/Time Warp at 20% boss health
- Dispel Pain and Suffering (magic). If you can't dispel magic then it needs to be interupted
- Asphyxiate will bring the entire party down to 1 hit point, but is followed up with Stay of Execution, which heals party members and boss for 10% health every second. Let this tick once, so tank doesn't get one-shot, then interupt Stay of Execution.
- Dark Archangel Form at 20% with lots of AoE damage. Do not push him to 20% too soon after Asphyxiate
Baron Silverlaine (optional boss)
- Hero/Time Warp anytime during one of the summoned adds
- Tank and dps the adds then back to the boss
- Dispel Cursed Veil (magic)
Commander Springvale (optional boss)
- Hero/Time Warp towards the end of the fight to burst down the boss
- Tank pulls boss to opposite side of the room
- CC one of the adds on the pull and then burn down the other
- DPS then burns down the CC'd add
- Tank moves out of Desecration, going to the other corner
- Tank keeps boss facing into the corner to prevent cone attack from hitting party members
- When adds spawn, CC one and burn the other as in the beggining
- Interupt/stun adds to prevent heals on the boss
- Once Word of Shame is cast on the party, maintain CC on the adds and burn down the boss
- NOTE: This is an extremly difficult boss, but the fight is made much easier if the boss is pulled all the way back to the courtyard. Have everyone waiting in the courtyard and send someone with a sprint ability back to pull the boss. Tank picks up adds and boss when they reach the courtyard and dps down the adds first then the boss. No more adds will appear during the encounter.
Lord Walden
- Hero/Time Warp shortly after his first mixture
- Avoid getting hit by Frost Mixtures and Poison Mixtures thrown from the boss
- Avoid Ice Shards that follow his mysterious mixture channel
- Continue moving during Toxic Coagulant (green mixture) to negate the affect
- Stand still during Toxic Catalyst (red mixture) to negate the affect
Lord Godfrey
- Hero/Time Warp shortly after the fight begins
- AoE down the adds that are spawned
- Interupt Cursed Bullets (it's a 1 second cast, so be quick)
- Heal through initial damage of Cursed Bullets if it gets through and cleanse the DoT (curse) if you are able to
- Move out of the way of Pistol Barrage
If you have anything to add, please feel free to comment.
Blackrock Caverns
Rom'ogg Bonecrusher
- Hero/Time Warp after first Chains of Woe
- Collapse to tank during quake so tank can pick up adds
- DPS down adds then back to boss
- Burn down Chains of Woe and then get 15 yards away
- Snare/stun adds while in Chains of Woe so his 360 degree cleave kills them
Corla, Herald of Twilight
- Hero/Time Warp shortly after fight begins
- 3 people block beams to 80 stacks, then step out to let the debuff drop off, rinse and repeat
- Interupt Dark Command to prevent her fear
- If beam blocker gets feared, 4th person needs to block beam until feared person's debuff drop off and can get back into the rotation
Karsh Steelbender
- Hero/Time Warp around 30 - 40% of boss health
- Tank clips the pillar of fire with Karsh to drop his Quicksilver Armor buff and add a stack of Superheated Quicksilver Armor (Note: Boss movement can be tricky, error on the side of caution and make sure he goes through the fire until you are more comfortable with his movement)
- Do not leave Karsh in the fire
- Tank continues to clip the pillar of fire with Karsh to maintain the Superheated Quicksilver Armor buff on the boss
- The higher the stacks, the longer the buff so tank will be moving quit a bit in the beginning of the fight
- If buff drops, the grate will explode with fire and adds will spawn that need to be killed (don't let this happen)
- Pools of fire left by adds have the same affect on Karsh as the pillar of fire
Beauty (optional boss)
- Hero/Time Warp shortly after fight begins
- Maintain CC on as many of the pups as you can
- Burn down the pups you can not CC
- Stay away from back of cave to not aggro Runty
- Don't stand in fire
- Apply any kind of fear breaking mechanic you can (Tremor Totem, Fear Ward, etc.)
Ascendant Lord Obsidius
- Hero/Time Warp shortly after fight begins
- Tank boss off to the side
- Adds need to be slowed/snared and kited around the room away from the boss
- At 66% and 33% the boss will switch places with an add, tank gets boss off to the side and kiter picks up the add
- Remove Thunderclap from kiter if boss happens to hit them with it (shouldn't happen)
- Dispel Twilight Corruption if you can
Throne of the Tides
Lady Naz'jar
- Hero/Time Warp after phase 2
Phase 1: Boss Phase
- Avoid Fungal Spores that are thrown at you
- Move out of Geysers placed under you
- Interrupt Shock Blast
Phase 2: Add Phase
- She telepot to the middle of the room when phase two begins
- CC the witches that come in from left and right
- Tank picks up warrior add in the back of the room
- Burn down adds 1 at a time
- Stay clear of water tornadoes spawning from the boss
Commander Ulthok
- Hero/Time Warp shortly after fight begins
- Avoid Dark Fissures. These will gradually grow throughout the fight, slowly taking up the whole room. Tank slowly kites him around the outside of the room to maximize available space.
- When he Enrages, remove it if you can, else just heal through it
- Random people will get Squeezed, they will need extra heals
Erunak Stonespeaker and Mindbender Ghur'sha
- Hero/Time Warp after first party member is released from Enslave in phase 2
Phase 1: Erunak Stonespeaker
- Move out of Earth Shards
- Dispel Emberstrike (should only be on the tank)
- Interupt Lava Bolt
- Tank keeps Erunak turned away from the group due to a frontal cone attack called Magma Splash
- DPS'ing Erunak down to 50% will begin phase 2
Phase 2: Mindbender Ghur'sha
- DPS Enslaved party member to 50% to free them
- Purge/Spellsteal Absorb Magic (else, stop magic damage)
- Move out of Mind Fog (green gas on ground)
- Heal through Unrelenting Agony (black beams from boss to all party members)
Ozumat
- Hero/Time Warp after Blight Beasts have been killed in phase 3 and dps is on Ozumat
Phase 1: Add Phase
- Deep Murloc Invader packs (small mobs): Tank if possible, but AoE dps should be able to burn down quickly
- Vicious Mindlashers (medium mobs): Tank picks them up. Interupt their shadow bolt and mana burn. 2nd in priority to kill. After third Midnlasher is killed, phase 2 will begin.
- Unyielding Behemoth (big mob): Only one will apprear. Move away when he goes into the air and tank face him away from the group. Number 1 priority to kill.
Phase 2: Channeler Phase
- DPS burns down the 3 channelers
- Tank picks up and kite the Blight Beasts trying not to get hit by them
- Stay out of black puddles
- Phase 3 begins when all 3 channelers have been killed
Phase 3: Ozumat Phase
- Burn down whatever Blight Beasts are alive from phase 2, then burn down Ozumat who is located on the glass above you.
The Stonecore
Corborus
- Hero/Time Warp after boss re-emerges the first time
Phase 1: Boss Phase
- Dispel Dampening Wave from tank (your discretion to dispel more party memebers as the debuff only last 6 seconds)
- Get out of Crystal Barrage (red crystal shot at a random player)
- Range dps AoE crystals down (they explode if they get close to you)
Phase 2: Add Phase
- The boss will burrow to begin phase 2
- Stay out of boss's dust cloud
- AoE adds down
Slabhide (optional boss?)
- Hero/Time Warp after air phase
Phase 1: Ground Phase
- Tank faces boss away from group (Sand Blast is a frontal cone attack)
- Don't stand in magma pools
- LoS his Crystal Storm from at least 10 yards away (he'll stand up a bit and open his wings during Crystal Storm)
Phase 2: Air Phase
- Avoid getting hit by the falling rocks
Ozruk
- Hero/Time Warp shortly after the fight begins if you are to remove his enrage affect, else save it for when he enrages
- Tank should strafe out of Ground Slam so the boss doesn't turn and face the range
- Boss will put up Elementium Bulwark and Elementium Spike Shield which reflects spells and melee damage back to the party members. Casters will want to get a single DoT put on themselves and melee will just continue as normal. This is important for the paralyze ability the boss has.
- Paralyze will immobilize the party, but can be broken by damage and can be dispelled. Melee should start running away as soon as he starts to cast this.
- Shortly after Paralyze, the boss will cast Shatter. Once freed from Paralyze get 20 yards away from the boss
- At low health, the boss will enrage, remove it if you are able
- NOTE: As a priest, you can Shadow Word: Death the boss when he begins to cast Paralyze (you have to be quick because it is a 1 second cast) to break yourself out and then proceed to dispell it from the rest of the ranged party members (melee should fine). This also allows the reflect mechanic to be spell stolen/dispelled/purged from the boss to help increase dps.
High Priestess Azil
- Hero/Time Warp after phase two
Phase 1: Boss Phase
- Interupt Force Grip
- Remove Curse of Blood
- Stay away from Gravity Wells
Phase 2: Add Phase
- Phase 2 begins when Azil flies back to her alter
- Kite adds through the Gravity Wells and dps them down when needed
- Avoid the boss's Seismic Shard by moving out of the dust areas on the ground
The Vortex Pinnacle
Grand Vizier Ertan
- Hero/Time Warp shortly after the fight begins
- Avoid the tornadoes he cast around the outside of the room
- When he summons the tornadoes into him, range can move out and away, navigating in between the tornadoes as they collapse. Melee will also need to move out and away from the boss.
- Spread out evenly around the boss so the Lurking Tempest that are summoned will Feign Death during the encounter
Altairus
- Hero/Time Warp shortly after the fight begins
- Avoid getting hit by the tornadoes that spawn on the pull
- Stay upwind for a haste buff
- Spread out to prevent multiple party members from getting hit by the breath attack
Asaad
- Hero/Time Warp shortly after the fight begins
- Spread out 15 yards to minimize Chain Lightening
- Jump when he begins to cast Static Cling to prevent from being rooted (this can be dispelled)
- Get inside the triangle he draws on the group to avoid Supremecy of the Storm
Grim Batol
General Umbriss
- Hero/Time Warp at 30% of bosses health
- Range needs to side step out of the way of Blitz
- Avoid Ground Siege if he faces you when casting it
- Keep tank topped off to negate the affect of Bleeding Wound
- CC the Malignant Trogg when adds come out and keep it CC'd for the duration of the fight
- DPS the remaining 3 Trogg Dwellers that spawn
- NOTE: If you are able to CC the Malignant Trogg, there will not be any additional Malignant Troggs with the other group of adds. If you are unable to reliably CC this trogg and must kill it, one or two ranged dps must it get alone and burn it down away from the other troggs and boss. It will enrage the boss and turn the other troggs into Malignant troggs if it dies near them.
Forgemaster Throngus
- Hero/Time Warp during Dual Blades phase
- Don't stand in cave-ins
- Don't stand in fire
- Specific mechanics are based on the weapon the boss picks
Mace Phase
- Tank must kite the boss as he does 300% damage and moves at 70% movement speed
- Must be kite around the outside of the area to keep fire out of the middle of the room
- Impaling Slam party member will need extra heals
Dual Blades
- Dispel DoT off the tank
- Disarm boss
- Use three instant cast spells to remove Disorienting Roar
Shield
- The boss will be rooted and rotate to a random party member and shoot a cone of fire from his shield
- Move behind boss to avoid his cone attack
- This is a heavy AoE damage phase
- NOTE: Boss will go through the phases randomly, but will always go through each before starting over.
- NOTE: When Change Weapon begins, range should move in order to react to Shield phase quickly and tank should step away in order to react to Mace phase quickly.
Drahga Shadowburner
- Hero/Time Warp at beginning of phase two
Phase 1: Boss Phase
- Interupt Burning Shadowbolt as often as you can
- Snare/slow/stun the add and dps it down
- The add's target needs to kite the add while it is being dps'd down. If the add reaches it's target, it will explode for massive AoE damage
Phase 2: Dragon Phase
- DPS'ing Drahga to 25% will begin phase 2
- Adds will continue to spawn, handle them the same as in phase 1
- Move out of the rifts on the ground quickly
- Stay close to the dragon so you can quickly move behind her when she does her 180 degree breath attack
- At low health, the dragon will fly off and the fight goes back to phase 1
Erudax
- Hero/Time Warp after first set of adds
- Strafe to the side if the boss looks at you to avoid Binding Shadows. Getting hit with this will root you and heal the boss. The root can be dispelled
- Tank will get hit with Enfeebling Blow (knocking them back and increasing damage taken). Tank can wait for boss to come to them while the debuff ticks off
- Stand in small purple void zone to be safe from Shadow Gale
- Immediatly after Shadow Gale, two adds will spawn at the door. They can not be rooted, but must be slowed immediatly and dps'ed down. If they are allowed to hatch the eggs in the room, unkillable whelp adds will apply additional damage to the raid. One add will go to the left and the other to the right. Have your dps and slow assignments arranged before the pull.
Halls of Origination
Temple Guardian Anhuur
- Hero/Time Warp shortly after the fight begins
Phase 1: Boss Phase
- Move out of Burning Light
- Dispel Divine Reckoning off party members (this will heal the boss)
- At 66% and 33% he will enter his Shield phase. He will teleport and root himself in the center of his platform and put up a Shield of Light around him while channeling Reverberating Hymn. The Hymn deals AoE damage to everyone in the room and needs to be interupted immediatly after his shield is dropped.
Phase 2: Shield Phase
- Once his shield goes up, one dps needs to stay up on the platform waiting for the shield to drop.
- The tank, healer and other two dps all jump down to the left as a group
- Tank gathers all the vipers as quickly as possible while one of the dps'ers begin to flip the lever. It is about an 8 second channel so make sure the cast bar completes and be aware that if attacked by a viper, it will interupt you.
- Tank, healer and last dps now move to the right side (do not wait for left lever channel to finish, move as soon as the tank has all the vipers).
- Tank again quickly gathers all the vipers from the right side and the dps begins to flip the lever
- Once the vipers are gathered, the tank and healer head back up to the bosses platform
- Once the left lever is flipped, that dps catches up to the tank and healer
- Once the right lever is flipped, that dps catches up to the tank and healer
- Once both levers are flipped and the shield drops, the dps on the platform interupts the boss's channel
- Healers stays with the tank the entire time and heals him through the viper's dps
- When the channel is interupted, the boss will be free to go after the tank. Everyone gathers back onto the bosses platform and AoE dps the vipers. No damage should be done to the vipers until now, so the tank should have plenty of threat on them.
- Once all the vipers are down, dps goes back to the boss
Earthrager Ptah
- Hero/Time Warp shortly after the fight begins
- Stay behind boss to avoid cleave
- At 50% kill adds then resume to kill boss
- Avoid quicksands and tornados
Anraphet
- Hero/Time Warp during Omega Stance
- Quickly get out of Alpha Beams (void zones aimed at party members)
- Dispel Nemesis Strike off the tank
- DPS race style fight
Isiset
- Hero/Time Warp at 66% of bosses health (first split)
- Look away from boss during Supernova
- Purge/Spellsteal Veil of Sky from the boss
- DPS down Celestial Familiars (summoned adds), then back to boss
- At 66% she'll split into three mobs, kill the Astral Rain one to force Isiset to reappear
- At 33% she'll split into two mods, kill the Celestial Call one to force Isiset to reappear
Ammunae
- Hero/Time Warp shortly after fight begins
- Dedicate a DPS to kill Seedling Pods to minimize boss heals (non-caster preferably since it can be mana intensive)
- All dps burn down Bloodpetal Blossom, then back to boss
- Interupt Wither or dispel it
- All dps burn down Spores (spawned by boss) and avoid the Spore Cloud left behind
Setesh
- Hero/Time Warp shortly after fight begins
- Boss has no threat table, so not tankable
- Boss will cast Seed of Chaos, summoning lots of small purple bubbles on the ground. Staying near one will cause you to take a small amount of damage, but also add an additional ~15k damage to each of your attacks for 15 seconds. Use at your discresion.
- Avoid shadow projectiles and void zones
- All dps must burn down Chaos Portal as quickly as they can. While open, adds will spawn from the portals. Any adds that come out of the portals are to be picked up and tanked by the tank
- DPS ignores the adds and concentrates on Summoned Portals, first and foremost, and on the boss second.
Rajf
- Hero/Time Warp during recharge
- Interupt Inferno Leap
- Interupt Summon Sun Orb
- Avoid tornadoes, solar winds and stay out of fire
- When his energy reaches zero, he will move to the center of the room and recharge. During this recharge there is quit a bit of group damage the healer will have to deal with and damage done to the boss is increased by 100%.
Lost City of Tol'vir
General Husam
- Hero/Time Warp shortly after fight begins
- Avoid the Mytic Traps
- Avoid Shockwave (X pattern originating at the boss)
- Heal through Bad Intentions (charges a party member) and Hammer Fist (instant attack)
Lockmaw and Augh (optional boss)
- Hero/Time Warp during Augh's Fenzy
Phase 1: Lockmaw
- Stay away from tail to avoid damage from Dust Flail
- Range take pop shots at Augh when he appears to make him go away
- Spread out to minimize damage from Viscous Posion
- Slow/snare/stun and burn down Frenzied Crocolisks when they spawn
- Tank can help with Frenzied Crocolisks with taunts
- Remove Venomous Rage at 30% if you can
Phase 2: Augh
- Upon killing Lockmaw, you will enter phase 2, which is fighting Augh
- You have a brief break between the two, so heal up, eat up and drink up while you can
- Avoid Whirlwind by kiting him (he is tauntable during this)
- Remove Paralytic Blow Dart if you can (posion)
- Be aware of his disorient on the tank for 3 seconds (Dragon's Breath). He will go after the second person on the threat table during this time.
NOTES: Do not skip the trash packs before Lockmaw because they are tied to the boss and will automatically be aggro'd with the pull of the boss.
High Prophet Barim
- Hero/Time Warp shortly after coming out of phase 2
Phase 1: Light Phase
- Range dps down the phoenix-looking add. Keep your distance from the AoE that is centered around it. When killed it will turn into an egg, heal and spawn a new one.
- Tank and healer should alternate cooldowns to get tank through Fifty Lashings
- Remove Plague of Ages (disease)
- Move out of Heaven's Fury (massive pillar of light)
Phase 2: Dark Phase
- Stay out of Hallowed Ground (centered around the boss)
- Stun/slow/snare and dps down the Soul Fragments that spawn from party members and move towards the Harbinger of Darkness (dark phoenix)
- Burn down the dark phoenix otherwise
- Melee get out away for the death of the dark phoenix, it explodes for about 30k when it dies
- Killing the dark phoenix takes you back to phase 1
Siamat
- Hero/Time Warp shortly after everyone has settled in, in phase 2
Phase 1: Add Phase
- Range dps burn down the Minions of Siamat (smaller of the two adds), interupting the chain lightening as much as possible
- Stay out of the slow moving storm that is generated when they die
- Tank picks up and melee dps the Servants of Siamat (larger of the two adds)
- Move away from Servants as they are about to die to avoid getting the Thunder Crash debuff
- Killing the 3rd Servant that spawns will push you into phase 2. Position yourself as close to the center of the platform as you can, as the boss will toss people around to begin phase 2.
Phase 2: Boss Phase
- Minions will continue to spawn, but ignore them and burn down the boss
- Siamat will periodically Absorb Storms, removing an Minion and giving himself a passive AoE
Deadmines
Glubtok
- Hero/Time Warp sometime in Phase 2 to quickly burn the last of the boss's health
Phase 1: 100% - 50% Health
- Don't stand near the tank if you don't have to
- Be mindful of his blink, he wipes his threat
- At 50% health the fight will go into phase 2
Phase 2: 50% - 0% Health
- Start out either in front of or behind him as to avoid the fire and frost energy that shoots to his sides
- Boss is stationary for this phase and not tanked
- Tank will pick up adds and dps'ing them down the best they can. If tank gets overwhelmed, additional AoE dps should assist, but then quickly get on the boss
- Run around the room to avoid the rotating fire wall
- Stay out of Fire Blossoms and Frost Blossoms which spawn on the floor
Helix Gearbreaker
- Hero/Time Warp shortly after entering phase 2
Phase 1: Lumbering Oaf
- Stay out of bombs
- Stay off the tracks
- Big heals on the party member that gets picked up and smashed into the wood pile
- Move away from the party member that gets a Chest Bomb and heal them through the explosion and fall damage
- Kill Lumbering Oaf to get into phase 2
Phase 2: Helix Gearbreaker
- Chest Bombs will come more frequently
- Burn down Helix as he jumps from party member to party member
Foe Reaper 5000
- Hero/Time Warp when Safety Restrictions go Off-line
- Melee dps jumps in the empty harvester and slow/knockback/dps the adds that spawn
- Boss is tanked about 10 - 20 yards up the ramp, facing down the ramp
- Range and healer are further up the ramp and maintain max range
- All range and healer run away (up the ramp) when boss charges a random party member
- All party members move away from the boss while he whirlwinds. It will last about 10 seconds and he'll move in random directions
- Heal tank through Safety Restrictions Off-line (enrage at low health)
Admiral Ripsnarl
- Hero/Time Warp around 20% - 25% boss health
- Boss will charge random party member, stunning them for 2 seconds
- Stay away from the tank as to avoid additional damage from the boss's Swipe, but don't spread out too much (stick to one half of the ship)
- Boss disappears at 75%, 50% and 25% (fog rolls in the first time he disappears)
- Vapor adds begin to appear at 75%, dps needs to burn these down before they grow into Condensed Vapors
- Close to death, Vapors will spawn very quickly, ignore the adds at this point and burn down the boss
"Captain" Cookie
- Hero/Time Warp shortly after the fight begins (with the haste buff from the boss mechanics, you probably wanna save it for last boss though)
- Eat the good food for a stacking haste buff
- Don't stand in bad food
- He isn't really tanked and you will take fire damage engaging him in melee
- It is a dps race as more and more of the room is taken up by bad food, the longer the fight goes
- Melee can alternate eating good food and bad food to help minimize the AoE taken up by the bad food
Vanessa VanCleef
- Hero/Time Warp during Helix's Nightmare or at 25% of Venassa VanCleef's health
- On the pull, the boss will use Nightmare Elixir on all the party members and send you back to the Goblin Foundry
- Heal up and mana up in between the nightmares the best you can
- Phase 1: Glubtok's Nightmare
- Head down the ramp avoiding the fire and ice
- DPS down Glubtok's image at the bottom of the ramp
- Heal through his Spirit Strike
Phase 2: Helix's Nightmare
- Stick to the corner of the room to minimize spider adds aggro'd
- Blow cooldowns, ignore adds and dps Helix down quickly
- No AoE for this fight to prevent from pulling more spiders
Phase 3: Mechanical Nightmare
- Make your way through the tunnel avoiding the rotating rods of lightening
- Position yourself near the door at the end of the tunnel the be safe from the lightening rods
- Tank and spank the boss
Phase 4: Ripsnarl's Nightmare
- Kill the two packs of worgens and Ripsnarl before they kill the admiral's family
- The human NPCs can be healed
- Taunt worgens off the NPCs
Phase 5: Vanessa VanCleef
- DPS on adds take priority over the boss
- DPS should stand in the Ragezones (as long as you don't have aggro)
- Use the ropes at 50% and 25% to avoid explosives set on the boat
- Adds stop spawning at 25% and she buffs herself with Vengeance of VanCleef. Burn boss quickly as the damage she does becomes very deadly
Shadowfang Keep
Baron Ashbury
- Hero/Time Warp at 20% boss health
- Dispel Pain and Suffering (magic). If you can't dispel magic then it needs to be interupted
- Asphyxiate will bring the entire party down to 1 hit point, but is followed up with Stay of Execution, which heals party members and boss for 10% health every second. Let this tick once, so tank doesn't get one-shot, then interupt Stay of Execution.
- Dark Archangel Form at 20% with lots of AoE damage. Do not push him to 20% too soon after Asphyxiate
Baron Silverlaine (optional boss)
- Hero/Time Warp anytime during one of the summoned adds
- Tank and dps the adds then back to the boss
- Dispel Cursed Veil (magic)
Commander Springvale (optional boss)
- Hero/Time Warp towards the end of the fight to burst down the boss
- Tank pulls boss to opposite side of the room
- CC one of the adds on the pull and then burn down the other
- DPS then burns down the CC'd add
- Tank moves out of Desecration, going to the other corner
- Tank keeps boss facing into the corner to prevent cone attack from hitting party members
- When adds spawn, CC one and burn the other as in the beggining
- Interupt/stun adds to prevent heals on the boss
- Once Word of Shame is cast on the party, maintain CC on the adds and burn down the boss
- NOTE: This is an extremly difficult boss, but the fight is made much easier if the boss is pulled all the way back to the courtyard. Have everyone waiting in the courtyard and send someone with a sprint ability back to pull the boss. Tank picks up adds and boss when they reach the courtyard and dps down the adds first then the boss. No more adds will appear during the encounter.
Lord Walden
- Hero/Time Warp shortly after his first mixture
- Avoid getting hit by Frost Mixtures and Poison Mixtures thrown from the boss
- Avoid Ice Shards that follow his mysterious mixture channel
- Continue moving during Toxic Coagulant (green mixture) to negate the affect
- Stand still during Toxic Catalyst (red mixture) to negate the affect
Lord Godfrey
- Hero/Time Warp shortly after the fight begins
- AoE down the adds that are spawned
- Interupt Cursed Bullets (it's a 1 second cast, so be quick)
- Heal through initial damage of Cursed Bullets if it gets through and cleanse the DoT (curse) if you are able to
- Move out of the way of Pistol Barrage
If you have anything to add, please feel free to comment.