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Quick Boss Tips
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Post by
ArgentSun
Think of this as super shortened version of the Strategist. Since I've barely had time this past ~2 weeks, I couldn't keep up with the guides or the boss pages. So I'll jot down a quick Trial of the Crusader notes compilation - it's by no means adequate guide, but it'll help you with a few hints. And it'll be all in one place.
Northrend Beasts
Gormok: Switch tanks every 2 stacks of Impale.
Gormok: Assigned the ranged DPS to kill snobolds; if a healers gets one, make them run to melee, where all DPS should help kill it.
Gormok: Stay away from fire.
Two Jormungars: Tank them facing away from the group, spread out, have people with fire run to people with acid.
Two Jormungars: Aggro wipe when they burrow.
Icehowl: strafe to the side as soon as your stun debuff wears off. Spread out.
Lord Jaraxxus
Interrupt Fireballs; dispel the DoT if interrupt fails
Spread out, 15+ yards away from each other
Tank adds in the middle
Remove Nether Power ASAP
Faction Champions
Depends on the group.
You choose to burn DPS first, leaving healers last (if you have many people who can interrupt), Healers first, DPS last (if you don't have that many interrupts), or switch between healers and DPS
Tremor Totem and Cleansing Totem work wonders.
Any kind of slow effect (trap, chains of ice, slow, etc) will give your raiders extra time to kite unpleasant DPS (e.g. warrior, enhancement shaman, DK, rogue)
Shaman drops Healing Stream Totem - kill it.
AoE fears are wonderful.
Avoid Mass Dispelling divine shield and Ice Block - loot may glitch.
Kill the warlock's pet after 1 or more healers have died; stay away from the lock's Hellfire.
Twin Val'kyr
Change color if: your Val'kyr casts Vortex, or the other Val'kyr casts shield.
In both cases, run away from your boss and either DPS the other one (Twin Pact), or wait for Vortex to stop ticking.
Anub'arak
Kill little adds ASAP.
Tank Burrowers apart (1 at melee, 1 at range) and assign a few people to kill them.
Tank Burrowers on Permafrost.
Always have Permafrost down.
When Anub'arak is underground, move from Permafrost to permafrost, to avoid spikes (they and the permafrost negate each other).
At 30% just offtank the remaining Burrowers, and have your healers keep everybody (except the tanks) at ~50% health, to reduce Anub's healing. Use Bloodlust/Heroism in this phase.
Post by
MischievousLoki
Faction Champions:
Taunts work like crowd control. Having your tank(s) constantly attempt to taunt/stun/slow the 2h melee you might be facing (warrior/death knight/ret paladin) is invaluable.
Post by
341986
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Post by
Fingulfin
Lord Jaraxxus
Spread out, 15+ yards away from each other
I've said it before, I'll say it again: Spreading out
IS A BAD THING
on this fight. Chain lightning
does NOT hit for much
, it
does NOT increase
when it jumps and it STILL does a pathetic amount of damage on Heroic mode.
All that spreading will do is make it harder for healers to reach incinerate flesh targets. While you don't want to blatantly stack (in case someone on top of you gets Legion Flames) there is NO reason to be more than 5 yards away from your neighbor.
TL:DR:
DO NOT SPREAD OUT ON THIS FIGHT . IT IS COMPLETELY UNNECESSARY
. (Yes, I like caps.)
Post by
120885
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Post by
ArgentSun
The healer with the Snobold will be interrupted anyway. Might as well get in range of more DPS.
Post by
73830
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Post by
146010
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Post by
Fingulfin
Yeah. But your spellstealers/purgers will have to be on the top of their game for dispelling, because nobody'll be laughing when a 300% bolt wipes five people out on 25 man.
If a 300% bolt wipes people out you have a much bigger problem than spreading out.
EDIT:
The healer with the Snobold will be interrupted anyway. Might as well get in range of more DPS.
Why, so when one healer is out of the game you can have yet another person eating 10k stomps? No thank you. When a healer gets a snobold, the melee can run to ME, not the other way around. This way you have less melee getting stomped and more DPS on the Healers Snobold. Everyone wins. Better yet, you can have range who aren't retarded and switch as soon as a snobold is called out.
Post by
ArgentSun
Matter of preference, I guess. On Normal it shouldn't make any difference, but on Heroic the DPS race might force you to keep your DPS close to the boss. I am far from the notion that I am always right.
Post by
Planky
The healer with the Snobold will be interrupted anyway. Might as well get in range of more DPS.
Why, so when one healer is out of the game you can have yet another person eating 10k stomps? No thank you. When a healer gets a snobold, the melee can run to ME, not the other way around. This way you have less melee getting stomped and more DPS on the Healers Snobold. Everyone wins. Better yet, you can have range who aren't retarded and switch as soon as a snobold is called out.
I wouldn't get too used to that strategy if I were you. Melee peeling off from the boss won't do you any good when you get around to heroic beasts.
Post by
Fingulfin
We don't have to have melee peel off, our ranged are smart enough to switch.
Post by
421339
This post was from a user who has deleted their account.
Post by
ArgentSun
It's 10% of the current health of the target. So a DPS with 25k health will be healing Anub'arak for 2,500 every second if your healers keep him up at 100%. This drops to half at 50%. Ideally you want everybody at 2,500 health (because the spell drains a minimum of 250 health, regardless of the current. If Anub'arak drains off a player with less than 2,500 hp, he is draining more than 10%, which is unproductive). Of course keeping everybody at 2,500 health is not only dangerous, but hard as well.
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