Atramedes Crib Sheet

Welcome to Morrighan’s Crib Sheet Raid Guides. This Crib Sheet is for the 10 man version of Atramedes, which can be found in the Blackwing Descent raid in Blackrock Mountain. The tactics for 25 man are the same as far as I am aware and simply involve scaling up what is written here. You can find consolidated Crib Sheets on the menu to the right.

  • 1 tank, 3 healers, 6 dps.
  • This is a two phase fight with a ground and air phase.
  • This boss is blind.  All players have a Sound counter.  The more sound you have, the more likely he is to hear you.  What this actually means is you take more damage and move slower.  Not all Sound is avoidable, but you should keep Sound as low as possible.  There are a number of gongs around the room.  Using a gong resets Sound (but don’t use them for this reason).
  • During the ground phase have all the ranged stand together on one side of the boss, the melee spread along the other side of the boss and the tank stand in front of the boss.  He has a large hit box so melee should stand as far back as possible.
  • During the ground phase avoid the discs that move out from the boss (Sonar Pulse). Moving out and around is the best way to do this as gaps appear further out.  Move back to your assigned place immediately afterwards.
  • Atramdes will cast Devastating Flame where he will track a target with fire breath.  The target should run rotating the boss in a direction that won’t hit other players (towards his tail is normally best). You need to start running when you are targeted, not when he starts breathing.
  • During phase 1 a gong needs to be used to interrupt Searing Flame.  Assign someone to this.  That person must watch for the cast and then hit the gong fast so that no more than one tick goes off.  Failure = wipe.  Be in place in advance.  Don’t trust boss mod timers.
  • When the air phase start everyone should start running and keep running.  Atramedes will target someone and chase them with fire.  If you are not moving already when you are targetted it will be too late.  If you are targeted run around the edge of the room to keep the middle clear of fire.  Move off of discs.
  • During the air phase you need to ensure Atramedes never catches his target with fire.  You change his target by hitting a gong.  You only have a limited number of gongs so you have to use them carefully.  How you manage this depends on your raid makeup.  Assign two fast players – one to gong first, one second (if needed).
  • There are a limited number of gongs.  Once they’re gone, they’re gone.  So communication and assignments are key.  Also think about which ones you use and be aware where the remaining ones are.
  • Repeat phases until dead.

How you handle this fight depends on your raid makeup.  We normally have a resto shaman and a holy priest specced into Body and Soul when we do this.  Since healing is not difficult on this fight we have the resto shaman use the gongs on the melee side for interrupts.  He stands that side during the ground phase and heals melee.  If we have no shaman a mage does this using ranged side gongs instead.  For the air phase the priest shields the first target, giving them a run speed increase.  If that person already has some kind of run speed increase, then we let them run a little before the shaman gongs (using gongs on the opposite side to the interrupts).  In ghost wolf form and with a priest shield he can normally do the rest of the air phase.  If he had to gong more quickly off of a slower player, our unholy dk might gong towards the end of the phase.  Rogues, feral druids and mages also make good runners, but anyone with a speed increase will do.

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