Archive for the 'Zul’Aman' Category

the Iron Man run | Zul’Aman and Black Temple to Bloodboil

Ok. I haven’t much time to post, so I’ll snag some combat stats and discuss it later. I went to a full Zul’Aman clear and progressed to Bloodboil in Black Temple. He seems to be a hurdle for a lot of raiders, so I might need some help on how to tackle the big Fel Orc.
This is mostly for historical recording than anything. My Iron Man day of raiding stats here. I’m just going to spill the stats here in a WALL_OF_TEXT, hopefully I can come back and re-edit later.

Zoomed through the 1st 4 bosses in Zul’Aman for the Bear Mount and then continued on to Malacrass and Zul’Jin.


I know I dropped a Searing Totem and Fire Elemental Totem for Nalorakk, I wonder why it’s missing from the WWS. /shrug

Hex Lord Malacrass

I usually put on a fair amount of Stamina gear, but to survive the Spirit Bolts, make sure to get shadow resistance high (i.e. Night’s End cloak + Medallion of Karabor).


Wow. I never thought I’d see the day when I would be tops on that Zul’Jin fight. Hunters have it pretty easy throughout this boss encounter.


Can I tell you that I don’t like Supremus? I had to completely avoid him for a lot of time for this fight, mostly because there was no one else to take the hurtful strikes near melee range. He absolutely throws melee dps away regularly, ranged just sit back and target a big, big, big guy and sidestep volcanoes. Stormstrike at only 9% of my total damage, that sux. And, we don’t usually have a good tank on both threat and health, so guess who’s next on Supremus Hateful strike list? *Crunch*!

Shade of Akama

Flask ran out and I forgot to reapply for this fight. 😦

Eek. Look at how low the Windfury Crit percentage is: 18 %

That sux too.

Interesting. I’ll have to look at some past Akama fights.

Teron Gorefiend

Stormstrike at only 17% crit rate. Yuck.

Gurtogg Bloodboil

Gurtogg is our progression block right now. Maybe we need 9-10 healers? How do you enhancement shamans run the Fel Rage? Equip shield? Forget shield, just DPS like mad? Pop Shamanistic Rage? Heroism/Bloodlust when?


Zul’Aman to Zul’jin


Well, I finally said adios to my trusted PVP cleaver and welcomed in a Netherbane to my off-hand. A fine upgrade and pretty high up there on my list of weapons for an enhancement shaman. 4th overall in value for an enhancement shaman for off-handers currently. This will change come the 2.4 patch, but a darn good off-hand indeed.


  • Hunter (our guild’s best dps’er on 25-person raids, hands down)
  • Warrior (long time great player and tankasaur)
  • Druid (feral) / Paladin (prot) swapped in for 1 boss Jan’alai
  • Rogue
  • Shaman (me)


  • Grace of Air Totem (sometimes twisted with Windfury for the Warrior and Rogue, but 90% GoA)
  • Strength of Earth Totem
  • Searing Totem
  • Healing Stream Totem



Just dps like mad and don’t pull aggro.


  • Heroism at about 35% health left on boss
  • My miss rate is better this time at about 13%
  • Crit rate (white damage): 38%
  • Windfury rate: 29%
  • Fire resist rate: over 20% (looks like Nalorakk resists fire a fair bit, hmmm if my spell hit was only better)




I love, love this boss. Very melee friendly! Just dps like mad and don’t pull aggro.


  • Heroism at about 40% health left on boss
  • Nature Resistance Totem used instead of Grace of Air /Windfury. Could have been higher dps!
  • My miss rate: 15.6%
  • Crit rate (white damage): 35%
  • Windfury rate: 30%
  • Earth Shock resist rate: over 23% (looks like Akil’zon resists a fair bit of nature damage, hmmm better spell hit will help, but will effect other melee factors)




Still have a few improvements to make on this boss. Seems like the Corrupted Lightning totem does get in my way of making more dps on the boss, but lasting the entire encounter was more important tonight. I even took a sabre-lash or two. Yuck!


  • Heroism at about 30% health left on boss
  • My miss rate: 15%
  • Crit rate (white damage): 34%
  • Windfury rate: 29%
  • Fire resist rate: over 30% (looks like Halazzi resists heaps of fire damage, hmmm)




My first ever kill of this boss, heck…. it’s my first ever SEEING this boss. He can be a pain, but I just prioritize my targets for bird adds first, Jan’alai 2nd after the bird adds are down.


  • Stay alive!
  • Heroism at about 30% health left on boss
  • My miss rate: 20% ouch! Parries ftl!
  • Crit rate (white damage): 27%
  • Windfury rate: 25% boo!



Hex Lord Malacrass

I pulled on my PVP gear for stamina buffs. All sorts of any kinds of stamina increases so we can all survive the Spirit Bolts (Shadow) ability from the Hex Lord. Made sure I was topped up in health just before the Spirit Bolts came blasting in.


  • Heroism at about 25% health left on boss
  • Group makeup was changed to Rogue, Warrior, Hunter, Hunter & me.
  • My miss rate: 15.9%
  • Crit rate (white damage): 38%
  • Windfury rate: 31%



Add’l details on his abilities on this fight:


We packed up and held Zul’jin for tomorrow.


We were a bit tired and wanted to try Zul’jin with full rested XP, so we’ll try him tomorrow night. Note: this dungeon will reset in 1 day 3 hrs!

SSC & Zul’Aman


We are just on the verdge of getting Mount Hyjal attuned, and the patch 2.4 notes show us that Blizzard has used the nerf bat on attunement again.  No Eye attunement, you just get “Champion of the Naaru”.  No Black Temple attunement, you get the “Hand of A’dal” title.  A giant big “ha ha!” to all the people with the title.   Now anyone can run into Mount Hyjal and Black Temple, so gather up your 25-pugs and get ready to wipe!

Getting less and less turnout from our raid healers, so we farmed up some content from both SSC and Zul’aman tonight.  In hopes of getting our great healers back into the swing of raiding, we downed bosses from Lurker Below to Morogrim in Serpentshrine Cavern then turned out and downed three bosses in Zul’Aman.

  • Hydross @ 6th for total damage.  646 dps. blah!


  • Morogrim @ 10th overall damage for 919 dps.  Mucho good, but AoE damage rules in this fight.



  • Nalorakk  @ 2nd for damage output and 831 dps.


  • Akil’zon @ #1 in damage output and 797 dps.



We’re going heavy on Lady Vashj and Kael’thas this week.  Stay tuned for more.

Raiding DPS Progression History


Historical progress of our guild on some of the SSC/TK bosses plus some Zul’Aman as well. These are all the recorded WWS kills (except for Vashj, still working on her).

Serpentshrine Cavern      
  Date Duration DPS
Fathom-Lord Karathress 2008/01/17 11:30 AM 8’28” 9895
  2008/01/03 2:15 PM 7’52” 9243
Hydross the Unstable 2008/12/19 12:13 PM 8’13” 8916
  2008/12/12 1:40 PM 9’58” 8127
  2008/12/05 1:01 PM 10’08” 7735
  2008/12/05 1:01 PM 10’06” 7735
  2008/12/03 12:32 PM 10’17” 7569
  2008/01/23 11:51 AM 7’37” 9862
  2008/01/02 1:08 PM 10’02” 7847
Lady Vashj 2008/01/29 1:01 AM 5’44” 6736
  2008/01/29 12:46 AM 5’31” 7917
  2008/01/29 12:28 AM 6’16” 8081
  2008/01/29 12:04 AM 5’43” 8725
  2008/01/28 11:33 PM 6’29” 7429
Leotheras the Blind 2008/01/23 1:53 PM 8’05” 8506
  2008/01/09 1:55 PM 8’34” 7800
  2008/01/03 12:27 PM 10’05” 6869
Morogrim Tidewalker 2008/01/10 12:42 PM 8’56” 13936
  2008/01/10 12:17 PM 10’42” 10612
  2008/01/02 2:31 PM 9’00” 13915
The Lurker Below 2008/12/19 1:16 PM 11’03” 8203
  2008/12/03 1:19 PM 13’59” 6957
  2008/01/23 12:22 PM 8’51” 9441
  2008/01/02 12:20 PM 11’21” 8011
Tempest Keep      
  Date Duration DPS
High Astromancer Solarian 2008/01/14 2:03 PM 7’34” 11476
  2008/01/06 12:22 PM 6’14” 10145
Void Reaver 2008/12/10 1:56 PM 8’32” 8945
  2008/11/29 12:53 PM 9’53” 7688
  2008/01/14 1:21 PM 3’59” 10758
  Date Duration DPS
Akil’zon 2008/12/20 1:25 PM 5’24” 4223
  2008/12/04 11:33 AM 7’24” 3096
  2008/12/04 11:33 AM 7’24” 3096
  2008/12/01 12:08 PM 5’34” 4136
Halazzi 2008/12/20 2:04 PM 8’41” 2638
  2008/12/01 1:41 PM 7’03” 3804
Nalorakk 2008/12/20 1:01 PM 5’09” 4470
  2008/12/15 12:05 PM 5’25” 4254
  2008/12/04 10:59 AM 6’50” 3365
  2008/12/04 10:59 AM 6’50” 3365
  2008/12/04 10:59 AM 6’50” 3365
  2008/12/01 11:24 AM 5’18” 4349
Zul’jin 2008/01/07 3:09 PM 8’59” 3238


Zul’jin finished off

Our 2nd guild run on Zul’jin.

A few warm up attempts in on him, then he went down in a bloodbath of glory!


I actually like this fight a lot, despite the whacky movement involved.

My Party:

  • Warrior
  • Druid (feral)
  • Hunter
  • Rogue
  • Shaman (me)

Phase 1: Time the Whirlwinds from Zul’jin. Go in, dps, count to 6 or 7 seconds, step back out of Whirlwind range, go back in <repeat>.


  • Grace of Air Totem
  • Strength of Earth Totem
  • Searing Totem
  • Mana Spring Totem

Phase 2: Keep together so any priest can perform Mass Dispell AoE on the entire raid, dps a bunch. Just before Phase 3, change Grace of Air to Nature Resistance totem. Once phase 3 starts, drop Earth Elemental totem (immune to nature damage in phase 3).

Phase 3: The hardest phase. Those Feather Vortex’s Cyclones are just plain nasty. They are nothing but pure Nature damage, but they can bounce you around and kill you fast. Going within melee range to the center of the storm is just suicide, but staying at range to cast spells is also faulty. I can’t cast (many) spells because any mana used in this phase gets a smack of 1500 damage back at you. Just try to stay alive in this phase. Move and move and move and move and move. First aid, health potions, equip shield, anything to stay alive. If you get comfortable with this phase (I have no idea how that is possible) then pop Bloodlust/Heroism to get through this phase as fast as possible (without deaths). Sometimes I think it’s just better to die here, and reincarnate after this phase is over.


  • Nature Resistance Totem
  • Searing Totem
  • Mana Spring Totem
  • Earth Elemental Totem (I call him “Rocky”)
You have been warned!
14:49'04.055 248 Asirae gains Lightning Speed  248 Feather Vortex's Cyclone hits Asirae for 979 Nature damage 
 248 Feather Vortex's Cyclone hits Asirae for 1025 Nature damage 
 248 Feather Vortex's Cyclone hits Asirae for 992 Nature damage 
 257 Feather Vortex's Cyclone hits Asirae for 1027 Nature damage 
 257 Asirae's Melee crits Zul'jin for 881 
 647 Asirae's Flame Shock dots Zul'jin for 162 Fire damage 
 647 Asirae gains 204 Mana from Water Shield 
 990 Asirae's Improved Leader of the Pack heals Asirae for 335 
 990 Feather Vortex's Cyclone hits Asirae for 1036 Nature damage 
 990 Feather Vortex's Cyclone hits Asirae for 1029 Nature damage 
 990 Feather Vortex's Cyclone hits Asirae for 992 Nature damage 
 990 Searing Totem VII's Attack hits Zul'jin for 168 Fire damage 
 412 Asirae dies :(

Phase 4: Weapon swap needed here. Equip a shield in your off hand. Dps as much as you can but when you get targeted for the frenzy, make sure your shield is in hand and a health potion is ready to quaff. Survive this phase and the last phase is pretty easy.


  • Grace of Air Totem
  • Strength of Earth Totem
  • Searing Totem
  • Mana Spring Totem

Phase 5: The fire phase. Swap your off hand weapon back and shove that shield back into your bags. Just dps and move, dps and move. Swing once, twice then keep moving. Just movement to keep away from the fire pillars is all you need to worry about. Swing, shock and move 2 steps to the left. Swing, swing and then move 2 steps to the right. Repeat and plant a Fire Elemental totem to add any damage if you can.


  • Grace of Air Totem
  • Strength of Earth Totem
  • Fire Elemental Totem (I call him “Sparky”)
  • Fire Resistance Totem



Check this out:

Asirae’s Lightning Shield hits Zul’jin for 863 Nature damage

Nalorakk, Akil’zon, Halazzi

Ventured into Amani troll lands today with the uber raiders from our guild.  With two of the best druids around for tanks, we downed the 1st three bosses Nalorakk, Akil’zon and Halazzi. 


  • Druid Feral
  • Druid Feral
  • Rogue
  • Fury Warrior
  • Shaman enhance (me!)
  • Hunter
  • Shaman resto
  • Mage
  • Paladin holy
  • Paladin holy
  • Priest holy/disc

The blue colored raiders above were in my group, so party buffs were Windfury, Strength of Earth, Mana spring and sometimes Searing Totems. 


Interesting note on Nalorakk: we wiped on the 1st attempt when the bear tanks in my party had more Agility from Grace of Air totems, but our DPS was a little behind … in fact we didn’t make it to the 10 minute timer.  On the 2nd attempt (without the trash mobs in front of Nalorakk on this try), I used Windfury exclusively and the fury warrior and rogue in my group did some major damage output.  In fact, it only took us a little over 5 minutes to down the bear avatar with Windfury and extra effort fom everyone.  My miss rate was 18%.  WWS reported 101% dps uptime from our rogue.  Thanks WWS 🙂







Melee have it nice on this fight.  Our strategy was more centered for the lightning storms, so it was a quick hop to the lightning storm focus area and easy to run back for melee output.  You think might be able to correct it’s calculations, rogue at 101% dps time.  Nice for ole sneaky sneak rogue.  My miss rate was at 18%.

Oh yeah!  Exploit to get past the guantlet:  when you start up the ramp towards Akil’zon’s area, have a hunter go behind your party and wait for the mobs that come up behind the party.  Have the Hunter distance himself from the main party & attack the mobs that come up behind you.  The Hunter can then Feign Death after engaging the mobs behind the raid group, and the mobs will reset!  They will not continue to come up behind the raid party while you ascend up the hills towards Akil’zon!  How nice indeed.   

Works without a hunter too.   Make a rogue hit the rear approaching mobs with blind, then Vanish.  The mobs will reset and allow you unfettered access up the ramp to Akil’zon.





Overall, I tried to smash the Corrupted Lightning Totems from Halazzi & I died during the fight (89% dps time), so my damage output suffered a bit.  Killing the Lynx when the avatar splits seemed to work heaps better than focusing on Halazzi the whole time.  My miss rate was at 12%.




More Zul’Aman hints


  • Badges of Justice: Nalorakk drops only one, but all the others dropped two badges each.
  • Flamecasters: spellstealing. Run speed + spell haste = mach 10 mage.
  • Jan’alai’s entrance: is in an unintuitive location. You can see him from the center, but you have to go back to the front of the instance and climb over Nalorakk’s platform to get to him.
  • Amani Scouts: will spawn every few minutes in the huts in front of Jan’alai’s pyramid. If you can kill them before they reach a drum (not hard as they don’t have much health) , you won’t have to deal with the two adds they call. Once you reach the first set of steps, you shouldn’t aggro scouts anymore.
  • Aman’ishi Warbringers: non CCable. Tank them. They demount at 20%, so their bears must be dealt with as well.
  • Aman’ishi Bears: Vulnerable to Poly, trap, fear. They can be sheeped. If you choose to tank them, drag them away from each other as their debuff Armor Crunch (=25% armor) stacks. Keep an eye on the bear riders, who dismount at 20%. Not to be underestimated. Be ready to grab the mounts when the trolls dismount at 20%. Tank them at opposite corners of the platform to avoid the stacking debuff.
  • Aman’ishi Tribesman: Vulnerable to Poly, mind control.
  • Aman’ishi Medicine Man: Vulnerable to Polymorph, Snares, most CCs. Spawns an Invulnerability totem which makes nearby mobs invulnerable. So, it’s a good idea to kill this mob first in a pack, and kill the totem fast.
  • Aman’ishi Guardians: Come in pairs. Non-CCable. Bring non-elite adds with them.
  • Aman’ishi Savages: can be solo: AOEd by a mage etc.
  • Aman’ishi Axe Thrower: Sap, Sheep, Fear
  • Jan’alai’s Dragonhawk Hatchlings: are much weaker expected. A coordinated group should be able to take a dozen or so down.
  • Amani Guardians dispel Crowd Controls such as Polymorph, so it’s crucial to keep reapplying the CC or tank the mobs further away.
  • Sacrifice Timer: Once you talk to Harrison Jones to start the event, you’ll get a 20-minute sacrifice timer. Kill the bear boss within the timer, then you receive a chest containing an additional Badge of Justice & another piece of loot. Each kill within a timer gives you bonus time to get to the next boss plus whatever time you had remaining. The timers and bonus loot chests only exist for the four animal bosses, and if you go over the time limit on one boss, that’s it for that raid ID.
  • Akil’zon’s Gauntlet: Update (Nov. 27, 2007 ) recently a hotfix was applied and now…. the Amani’shi Lookout will break sap and not able to be incapacitated once you cross a certain point. You can still sap him for the 5 seconds that it gives you. So….

Exploit to get past the guantlet: when you start up the ramp towards Akil’zon’s area, have a hunter go behind your party and wait for the mobs that come up behind the party. Have the Hunter distance himself from the main party & attack the mobs that come up behind you. The Hunter can then Feign Death after engaging the mobs behind the raid group, and the mobs will reset! They will not continue to come up behind the raid party while you ascend up the hills towards Akil’zon! How nice indeed. If you don’t have a hunter, a rogue can play this part as well. Have the rogue hang back, blind one of the mobs, then vanish. Easy as pie!

  • Budd Nedreck in Hatchet Hills, where you can also find the ZA flight point, repair dude, and reagent vendor. He’ll give you a quest to retrieve a map from Nalorakk, which will give you a free 20-slot bag and open up two more quests.


Bear Avatar (video)

Trash is simple. CC the casters tank and spank the melee. Note that most humanoid mobs can be MCed so if you’re short on CC that is an alternative. The boss himself is simple, two tanks stacked on top of each other to split his cleave, melee behind, ranged somewhere else. Nalorakk charges around but doesn’t hit hard. Every now and then he will switch forms, other tank taunts, then tank’n spank. He switches back and the first tank needs to taunt back.


Patch 2.3 taunt changes make this fight very non-random. The DoTs on the bear form can get pretty painful on the tank so look out for that. In human form he’s not really a big issue (druid tank for human, War/Pal tank for bear). A Blessing of Protection can replace a taunt if required. Cast it on one tank and the boss will switch to the other. A Blessing of Protection will also remove Mangle, although this should never be required unless mistakes are made.

The encounter is resettable. If a tank dies, RUN.


And, if you are lucky and have a group skilled and geared and able to…. a bear mount can drop on the 20 minute timed quest.


Lynx Avatar

The trash is numerous, unintuitive, and annoying. The ambush mechanic is surprising if you didn’t read a guide and fun for the first pull, but then it becomes annoying, and soon it just becomes extra pulls to waste time for your timed attack quest.

The boss itself is straight forward. If you have a decently geared feral druid tank (our feral tank was 2 T5) the boss damage is mostly manageable. You do need another person with high armor values to help soak up the saber lashes & tank the lynx spirit when the boss splits. This person is more important that your MT because the #1 accident that result in wiping is probably when the boss splits every 25%, the off-tank fails at grabbing the spirit and it proceeds to waste your healers. If that is a problem, try having your main tank spam AE skills (cleave, swipe, consecration, whatever) to grab the lynx as it splits so that your off-tank has a little time to pick it up.

Healer assignment should be 2 on MT and 1 on OT who also does raid healing. The saber lash CD is really quick and he can do 2 saber lashes in quick succession which can kill your OT if he isn’t well geared enough and you healer didn’t land one heal on the OT. During the split phase the two MT healers can split to heal both tanks because the damage on the tanks is relatively low whilst the raid damage taken ranks up here with all the shocks flying around so your raid healer will need to be on the ball. People were spread out to avoid the chain lightning totem so chain heal was too slow and ineffective (unless melee was getting hit). Your DPS will need to help kill totems quickly or else raid damage will become unmanageable in this phase. Otherwise, this boss only requires a little practice and is more of a gear check rather than skill check.

Hexlord Malacrass

Depending on your raid setup this can get a bit annoying. Seriously, he’s so random that the fight can either be relatively easy (depending on if you can deal with spirit bolts) to extremely hard, depending on the random adds, which people he decides to power drain, and your raid setup.

We had the following adds: Ogre, Snake, Elemental, Undead. We started off trying to perma-sheep the ogre and shackle the undead while we slept the snake and kill the elemental, then killed the snake thereafter. For some reason the ogre was breaking sheep frequently and therefore after killing the elemental (we didn’t have a warlock) we killed the ogre and the mage would then sheep the snake so the druid can be freed to continue healing. Sheep on the snake and shackle on the undead was relatively stable.

Spirit bolts is the ability that is always here and also the sole ability that will wipe your raid. Basically he spits out an area wide AE per second that hits for 300 a tick (mitigated by shadow resist but increased by his stacking power drain). The problem with this ability is casting push-back. Even with 75% push-back resistance, casting is barely possible in the 15 seconds this happens. Therefore depending on your healer setup this can mean an automatic wipe. Luckily, we had a CoH priest and a resto druid which can heal relatively well during spirit bolts note that spirit bolts do not cause the earth shield to heal you AT ALL. Ended up with 6 stacking power drains (+60% damage) and the spirit bolt phase got very messy on the try we killed the boss.

The third ability is another random … the class drain ability. We had two priests and one try he decided to drain either priest two times in a row and two members of the team perma-MCed was just unmanageable. You’ll need a rogue to keep wound poison on him or warrior to keep the MS debuff on him because his heals are non-trivial & according to raid member’s report is also uninterruptible. You should purge or have a mage spell steal (best choice) his life-bloom if he drains your druid. If he drains a shaman his heal seemed to be un-interruptible, but the chain lightning can be kicked and the totem only has 1 hp. We didn’t have Paladins or Warlocks to see the crazy consecration and rain of fire. He’s laughable during rogue phase (dispell the wound poison) and is manageable in warrior (he has MS so be careful).

All in all this fight is very challenging and depending on the combination of the insane amount of random factors in this fight he can become impossible.

Group setup :

  • 2 Warriors (Prot, Fury)
  • 2 Druids (Resto, Feral)
  • 1 Rogue
  • 1 Shaman
  • 2 Priests (Shadow, 41Holy)
  • 1 Mage
  • 1 Hunter

Eagle Avatar (video)

The trash here is actually more challenging than the boss itself. It’s gauntlet style like Shattered Halls: 4 sets of 2 elites (windwalkers) on the road, every now and then non-elite eagles spawn from ahead and 2 elite reinforcements spawn from behind. Have a tank grab both windwalkers, kill them fast then move on to the next windwalkers, you don’t want to stay in the same spot for long. Reinforcements don’t hit for hard so just have another tank grab those and the eagles, AE down the eagles every 1-2 packs. Once you pull the tempest guy at the end spawns stop. I’m not sure if the gauntlet is supposed to respawn or not but we’ve cleared it once, it bugged out on us and spawned as we pulled the boss. We recleared the gauntlet, then after we wiped to the boss it didn’t re-spawn again.

Boss was simple enough once we got our strat down. Our strategy is as follows: 2 markers are placed on 2 ranged (ideally 2 people with better awareness and playskill), have them stand in separate spots and assign the ranged to be split into 2 groups and stacked on top of either marker (3-4 per stack) the two ranged groups stands in a “triangle” formation with the melee, 20 yards apart, that way only 3-4 people are hit by the lightning ball at the same time, nothing chain heal can’t remedy. A hunter and mage were assigned to kill the birds in the sky. The triangle formation makes it really easy to see where the storm is forming and everyone can easily run to the spot without many mistakes. The boss will run into the group so the two people with markers will have to reposition themselves and the people assigned to the markers will have to follow. If everyone can get that routine this boss is easy.

Dragonhawk Avatar (video)

Fun. I’m sure there’s a way of skipping all the trash by abusing his mini-game ability. The trash packs are relatively easy but for the scout mechanic. Managed to be killing 10 or so mobs at the same time just because of these scouts. What happens is that you’ll notice there are drums around the area and scouts patrolling the vicinity. If they aggro they will run straight for a drum, if they get one (yes one) successful bang on the drum 2 elites will spawn. They can be rooted, stunned, and slowed (at least via frost shock) and only have 6k HP so kill them before they reach a drum. They will spawn behind you so rogues & druids need to be aware and react accordingly. Note that they will run STRAIGHT for the drums, so becareful when there are pulls with scouts.

Boss has 3 abilities: flamebreath, the mini-game, and hatcher spawn. Flame breath is a narrow but long cone AE, just make sure ppl don’t stand on the same straight line with the boss, especially behind the tank. The mini-game he will close the 4 “exits”, then start throwing balls of fire on the ground. After a few secs they all explode and you’ll take 5-7k damage per exploding ball that hits you. You have plenty of free time to find the free space (there is plenty of room) to stand. The explosion is slightly bigger than the ball graphic so don’t risk it and find somewhere where there is actually some room between you and any ball.


Every now and then two hatchers will spawn, and run to the two extensions on the altar to hatch eggs. There are 18-19 eggs on eggs on each platform. Each hatcher will run to either platform and start hatching eggs, each time they cast hatching they will hatch one more until they are killed (1 egg first cast, 2 eggs 2nd, 3 eggs 3rd, etc). Our strat was to have our druid charge and stun kill one, and let the other hatch 10 eggs (4 casts), stun and kill him, then deal with the adds. You may need to adjust according to your raid set up how many eggs you can handle at a time (10 was ok for us with only 1 mage AE). Occasionally the add spawn will overlap his fireballing mini-game and ranged will need to react and kill the hatchers from inside the game area before they spawn too much and wipe your raid. The boss has a 5 minute enrage timer and a 10 minute berserk (wipe) timer. After enrage he does hit quite hard on the tank so healers need to be aware of that.

The two elements of this fight which must be emphasised to the raid are the flame bombs and the hatchers. When he teleports the raid into the center (every 30 seconds), everyone must move to a safe spot so they don’t get blown up. When the hatchers spawn, DPS should quickly dispatch one of them and DPS down the other to 20% or so.

At 35% he’ll hatch all unhatched eggs, so you want to be cleared or near clear both egg platforms (3-4 add spawns if you hatch 10 at a time). You’ll only be left with his mini-game and dragon breath to deal with. His dragon breath has a long cooldown and as long as people are topped off and nobody get hit by a fireball in the mini-game, this boss is fun and easy.

You can reset this boss by running off the platform (unless the mini-game is in progress), but make sure you run off the correct side because the stairs are broken behind the boss and you need to run all the way around to get back to the boss.


May 2018
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