Scum and Villainy Crib Sheet

If you want a detailed guide with pictures, videos, etc. I would suggest Dulfy’s guide.  This is a quick run down of what you need to know to kill each boss with no frills.  These are the tactics I have been running – others may also work.

Dash’roode (Desert Boss)

  • This boss takes place as you gradually move across a desert
  • Buy at least one personal shield before you start
  • Move from shield to shield – shields last 1 minute (there are 4)
  • If you get ‘lost’ use your personal shield, ignore the adds and start running
  • Keep DPSing as you move from shield to shield
  • Don’t stand in yellow circles
  • When you get knocked back, move into the shield and hug for heals

Titan 6 (Robot and Rocks)

  • Spread out to avoid missiles
  • Move out of red things
  • When Titan 6 announced Defense Sequence 3, move into the orange areas beside the rocks and stay there
  • Let the tank gather the adds and AoE them on top of the boss
  • Below 20%, spread, nuke and stay out of fire


  • Tank facing the wall and away from the raid (knockback and cone)
  • Arrange in advance how you will kill the Snipers that appear on the walls (assign pulls/tanks/dps – we use 1 tank and 2 ranged for example)
  • When targeted by Firebug (blue circle) run to the edge. When the Firebug arrives, you can move.  They drop a circle of fire.
  • When Thrasher dies, kill the boss and kill/cc his adds.

Operations Chief (Stealth)

  • You need to sneak to take out four teams without getting seen by the Battledroids
  • Assign 2 people to each team – do not have more than 2 people engage a team at any one time
    • Red – tank+DPS
    • Green – healer + ranged dps (shoot from downstairs)
    • Gold – healer + dps with interrupts
    • Blue – tank + dps with off heals
    • Other combos will work
  • If you get seen by a droid, cc it – don’t bother fighting it as it will respawn instantly
  • Once all 4 teams are down, head immediately to the boss at which point Battledroids will despawn
  • Kill rail turrets, then boss in order of priority
  • Watch for debuffs to cleanse and aggro drops

Olok the Shadow (excessively long and complex boss)


  • You will need to fight the droids below row by row in Phase 2, but can eliminate some in Phase 1
  • Plan which droids to eliminate and mark them
  • You have 8 tokens for eliminations
    • Recon & Frontline droids cost 1
    • Assault & Artillery droids cost 2
  • Rules for eliminations
    • Don’t have more than 2 Artillery/Assault droids on a row
    • Remove as many Frontline droids as you can with no more than 1 per row if possible

Phase 1

  • Kill the Bodyguards
  • Hit the Wealthy Buyer until he vanishes leaving a token on a random player
  • That player has to use the interface in the centre facing the droids to remove one of the marked droids quickly
  • Repeat until you have used 8 tokens

Phase 2

  • Kill the droids row by row in the following order of priority:
    • Frontline
    • Recon
    • Assault
    • Artillery (tanks can kite and move out of bubbles)

Phase 3

  • The boss finally shows up
  • Kill the Underworld Arms Trader as first priority and interrupt every Final Offer
  • Kill the Shady Customer when you can’t hit Olok, but keep ahead of the new spawn

Cartel Warlords

  • Kill order:
    • Garr (untankable)
    • Horic (untankable)
    • Sunder (kite)
    • Tu’Chuk
  • Spread so that Horic only hits one person at a time until he is down
  • When Garr and Horic are down, the Sunder tank will be frozen in place and will need cleansing and lots of healing
  • When 3 are down, new adds will spawn – ignore them and kill Tu’Chuk fast

Dread Master Styrak

  • Do not attack Styrak unless it says to and stay away from the throne

Phase 1

  • Adds will come one row at a time – kill the Officer first

Phase 2

  • Kill the Kell Dragon
  • Keep out of acid
  • Stand behind a tank when he spins
  • Swap tanks when the appartion of Styrak appears and kill the apparition


  • Gather and bubble/AoE heal

Phase 3

  • Tank swap when tanks are knocked back
  • Spread to avoid chaining damage
  • If teleported into another room, kill what you find fast
  • When Styrak disappears and casts a giant apparition, kill that and not the adds (adds chained by blue lightning)
  • When four small adds appear on their own, kill them fast (adds linked to players)
  • Don’t let players targeted by adds die

Phase 4

  • Kill the Kell Dragon again
  • Kill Styrak fast as he has new abilities that will one shot people

Karagga’s Palace Crib Sheet

Important note: Karagga’s hat sometimes drops in here and it is awesome.


  • When you zone in, don’t move! Then step slowly backwards.
  • Don’t stand near the edges as he will knock you off.
  • He is untankable and will randomly target people.
  • Do not stand in front of him at any time (he swipes). Unless you are targeted. Then stand still and don’t turn him to swipe anyone else.
  • We always have the targeted person stand still and everyone else move (optional).
  • Kill the red add ASAP. Kill/cc other adds.

Jarg and Sorno

  • Split the raid evenly between the two bosses.
  • They have to die at once.
  • Taunt back after a charge.
  • Melee on Sorno, ranged on Jarg for preference.
  • If you get sucked in, move out.
  • Don’t stand in bad.

Foreman Crusher

  • Tank needs lots of healing during frenzy.
  • Spread out and don’t stand in bad.
  • Kill adds.

G4-B3 Fabricator

  • [Puzzle] You need to line up the three icons in order to fire the laser at the boss. He builds up immunity to damage, so you will need to do this frequently. You do this by switching the icons between the three interfaces. You can practice before you start.
  • One healer and one dps should stay up top to manage the icons.
  • The boss must be under the laser being fired to remove his immunity. Kite hime between two lasers and just use these.
  • Kill the stun droids ASAP if they are near any player.
  • Tank switch on 5-6 stacks.
  • Ranged and healers spread out by the door.

Karagga the Unyielding

  • Kite the boss slowly around the room to leave a fire trail.
  • Don’t stand behind him ever.
  • Kill all the mouse droids ASAP and before they reach people.
  • If you get sucked in, move out (the person pulling you in cannot move).
  • Don’t stand in bad.
  • Ranged and healers stay spread in the middle.

Morrighan’s Throne of the Four Winds Crib Sheet

Since my historical crib sheets still see some views I’m going to re-post the ones I wrote as pages and link them up.

Conclave of Winds

  • 3 djinn, Anshal, Nezir and Rohash, are on separate platforms and need to die at around the same time.
  • 1 tank, 1 healer and 3 dps (melee here) should go to Anshal’s platform.  You may want to have one dps swap to Rohash.
  • 1 tank, 1 healer should go to Nezir’s platform
  • 1 healer and 2 dps should go to Rohash’s platform
  • All 3 djinn have an energy bar which at 90 triggers an ‘ultimate’ ability.  There must be someone on each platform at that time or the raid will be insta-wiped.
  • You can jump from platform to platform at any time apart from when an ultimate is cast.  Aim carefully or you will miss.
  • The tank/healer pairs should swap platform just before each ultimate (70-75 energy) and remain on their new platform until the next ultimate.
  • Rohash’s healer stays there for the whole fight (some people have the dps stay instead).
  • The dps should all move to dps Nezir during the ultimate and then return to their platforms and bosses.  During Nezir’s ultimate they should stay alive, self healing if needed as the damage is high.
  • On Anshal’s platform – move him out of the green circle fast as it heals Anshal and silences everyone.  Kill the adds.
  • On Nezir’s platform – avoid the cone attack which knocks you back and stay off of ice patches. This ultimate does a lot of damage.
  • On  Rohash’s platform – melee is generally bad here, avoid Wind Blast which circles around the platform and will knock you off it you are hit and stay out of tornadoes.


Phase 1:

  • Separate into pairs with each pair standing on the repeating large shapes on the platform. The pairs should line up as follows:
    • 2 dps
    • 1 healer, 1 dps
    • 1 healer, tank
    • 1 healer, 1 dps
    • 2 dps
  • Avoid stuff that will kill you in this order of priority (always apply this priority – don’t avoid the ice only to get stuck in the whirlwinds):
  • Make sure you run through the gap in the wall of whirlwinds that comes around the platform (hint: run at an angle if you were a bit slow in starting). Note that you will see a hazy version of the wall just before it appears to help you spot it.
  • Move into melee range to stop yourself being knocked off the platform on Wind Blast.
  • Don’t stand on the ice.

Phase 2:

  • Hug the tank. No more Wind Blast or ice, but the wall of whirlwinds remains.
  • Some small electric spark adds spawn. You need to kill these to increase the damage Al’Akir takes. Controlled nuking is needed to keep the debuff up. Mostly you can just nuke them as they appear in the post-nerf version.

Phase 3:

  • You’re flying. Mark someone and hug them. By hug I mean stay on the same level as them.
  • Move progressively down the area as lightning spawns. You need to plan to give yourself enough room. Either move in small increments or move down twice, then go to the bottom and start moving up.
  • One player periodically gets Lightning Rod and damages people around them. That person should move away by going around the boss. Stay on the same level as the raid and don’t move backwards as if you get too far from the boss you get caught in wind and die.

Blackwing Descent Crib Sheet

Since my historical crib sheets still see some views I’m going to re-post the ones I wrote as pages and link them up.


  • 1 tank, 3 healers, 6 dps (3 should be in melee range) [2 tanks is an alternative approach]
  • Arrange players in 3 groups – tank, melee group, ranged group.  Groups need to be able to move off of Pillar of Flame, though generally only the ranged group will get targetted.
  • Someone must remain in melee range of Magmaw at all times or he enrages.
  • There is nothing to stop you running off of the edge into Magmaw’s pit. Don’t do it or your raid will laugh/yell at you.

Phase 1

  • Get off of Pillar of Flame before it explodes.
  • Ranged dps kill the adds as a priority and any slows you have should be used – no one should ever get hit by adds as this leads to horrendous damage and more adds.
  • The tank will get Mangled every so often and at this point both raid healers will want to switch to healing the tank as much as possible without the raid wiping.  The damage is high.  The tank should pop a cooldown towards the end of Mangle to deal with being eaten.
  • To enter phase 2, 2/3 melee should jump on Magmaw’s head when he slumps forward (you will get a vehicle mount arrow).  This will change their action bars and they will get a new ability called Constricting Chains which they need to spam to impale Magmaw.

Phase 2

  • DPS – you do double damage so enjoy it.
  • Healers regen mana.  If you have mana top the raid and then DPS.

Omnitron Defense System

  • 2 tanks, 3 healers, 5 dps.
  • The fight consists of four ‘trons’ with different abilities who appear in a random order. After the first tron shields, a second one becomes active.  When the second tron shields, a third tron becomes active and the first tron becomes inactive.  This continues until you kill them.
  • When a tron becomes active, dps it.  When it casts a shield IMMEDIATELY stop dpsing it and hit the next one.
  • Arcanotron – stand in the blue patches as they are good (unless you also need to spread out – reducing damage comes before increasing dps) and move Arcanotron out of them.  Interrupt Arcane Annihilator (including once he is shielded).
  • Electron – spread to avoid damage from Lightning Conductor (debuff on player) and Electrical Discharge.
  • Magmatron – flame jets will shoot all over the room but there are gaps in them so move into these.  If you are ‘aquired’ as a target stop moving and wait to be spam healed.  Running around will just kill those around you.  Keep this tron still as much as possible.
  • Toxitron – Move out of poison clouds and kill the adds.  Adds will target a player who needs to move away.


  • 2 tanks, 3 healers, 5 dps.
  • There are four phases in this fight.  The three colored cauldron phases rotate, followed by a final burn the boss phase.
  • Designate two interruptors.  One interrupts Arcane Storm.
  • The other interrupts Release Abberations.  But not every time.  You want 9 adds available to burn during the green phase.  Interrupt the first cast, then let 3 casts through, then interrupt until the green phase is over and start again.  The add tank will need a lot of healing with 9 adds on him.  In 25 man you could have two add tanks either splitting the 9 or splitting the 18 adds. Managing adds is the single most important part of the fight.
  • During a red cauldron phase all stack on the main tank, apart from the add tank.  One person will be targeted with Consuming Flames.  They should move away from the group and stand to one side out of his cone attack.  Once the debuff is gone, move back in.
  • During a blue cauldron phase spread out at least 10 yards.  Ranged break people out of ice fast and heal that person to full fast before they are broken out.
  • During a green cauldron phase nuke the adds.  Only when ALL of the released adds are dead can you dps the boss.
  • Repeat the cauldron cycle twice and by then you should be at the final phase which starts at 25% (don’t start this phase with Abberations up).  In this phase the dps should simple nuke Maloriak.
  • The add tank needs to pick up the two large adds that spawn.  This is hard because they are only briefly tauntable/aggroable.  After a couple of seconds they will decide on a target and nom them.  If this is not the add tank its a fail.  Use threat reduction abilities to reduce the risk of this.


  • 2 tanks, 3 healers, 5 dps.
  • Spread out at least 10 yards.  Mark one person to collapse onto during Feud.
  • Except during Feud, no player needs more than 10k health, but every player needs to be kept at or above 10k health apart from the Double Strike tank who needs to be over 100k health.
  • 1 tank takes all the normal boss hits.  The second tank taunts the boss to take the Double Strike hits (two big hits).  The first tank then taunts back.
  • Caustic Slime will reduce 2/3 people to 1 HP.  Heal them back to above 10k before the next Caustic Slime/Massacre/Feud.  You will need to use your fast and expensive heal for this.
  • Massacre reduces everyone to 1 HP.  Heal them back to above 10k before the next Caustic Slime/Massacre/Feud.
  • During Feud Chimaeron stops all other attacks and just does lots of damage.  Spam heal the whole group.  You want to keep everyone as high as possible here.  Everyone should hug during Feud for maximum healing.
  • Repeat the above abilities until he gets to 20%.  You will want to assign healers carefully.  We normally assign 1 tank healer (double strike tank first) and 1 healer per group.  The group healers keep an eye on the normal hits tank too.  A good tactic is to assign healers a priority order in groups.  So group healer 1 starts at the top of group 1 and group healer 2 starts at the bottom of group 2.
  • At 20% NUKE.  You can’t heal any more, so healers NUKE.  You can’t taunt either.  He still has Double Strike.  Spread out so he has further to travel before he hits you.  Use cooldowns to prevent people from dying from double strike.  People will die so this is a race to down him before he kills you all.


  • 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.


  • 2 tanks, 3 healers, 5 dps.
  • Every 10% (in all phases) of his health, Nefarian casts Crackle.  Crackle does lots of damage to the whole raid.  Top the raid before and heal up afterwards.  You want to have 2-3 crackles in phase 1 and 1 in phase 2 ideally, but see what works for you.

Phase 1: Nefarian and Onyxia

  • Tank both on opposite sides of the room (if they are too close they will get buffed) with their sides facing the raid, who stand in the middle.
  • Turn Onyxia when her sides start to sparkle.  This means the raid will get tail swiped.
  • Onyxia has to die before her bar reaches full.  Split dps between the targets.
  • Adds will spawn.  These need to be kited until they run out of energy and collapse.  You can use a melee, a mage, a hunter pet, etc. (a tank in 25 man).  Make sure they all die together (this is vital for phase 3).

Phase 2: Pillars

  • Assign pillars before you start.  Each needs 1 interruptor (2 on 25 man), a healer and split the dps.
  • You need to swim up through the lava and jump onto the pillar.  It has a lip so don’t be too close.
  • Interrupt Blast Nova every time.
  • This phase lasts until all the adds are dead or 3 minutes passes.
  • Shadowflame Barrage does lots of damage and this is very healing intensive.

Phase 3: Nefarian

  • Tank Nefarian in the middle of the room.  The raid should hug at his side.  Don’t let him breathe on adds, so turn away from the kiter.
  • One tank should kite the adds.  Nefarian will cast Shadowblaze (purple fire) which will activate the adds.  They must keep moving as if they get into more fire their energy will reset and they will empower.  Don’t slow them!!!  Let them collapse, then wait for them to rise again.
  • That fire moves – don’t stand in it!
  • Repeat add kiting and crackles until dead.

Bastion of Twilight Crib Sheet

Since my historical crib sheets still see some views I’m going to re-post the ones I wrote as pages and link them up.

Halfus Wyrmbreaker

  • 2 tanks, 3 healers, 5 dps.
  • There are 5 drakes (the whelps count as one drake) around the room Halfus is in.  They are friendly.  The combination for these changes every week so you will have to adjust your tactics each time you come here.  Each drake gives Halfus an ability.  If you release it that ability will be lessened in some way.  You will then have to kill it and Halfus will take 100% more damage per killed drake.
  • Release and kill your chosen dragons, then burn Halfus.  Drakes take around 1.5 seconds to become active and are activated by talking to them.  Assign people to activate them at chosen times.  Under 50% health Halfus casts Furious Roar which does some damage and knocks everyone over.  He casts it 3 times in a row.  Top the Halfus tank before this.  Ensure any drakes are dead before this.
  • The Proto-behemoth flies around above you.  Ignore it.
  • Healers – expect to use 90% of your mana getting the drakes down.  After that healing is pretty easy so don’t worry.

So what do the drakes do?

  • Storm Rider causes Halfus to cast Shadow Nova.  If you release the Storm Rider, the cast time of Shadow Nova is slowed and you can interrupt it.  Assign an interrupter.
  • Time Warden causes Proto-behemoth to cast Fireball Barrage.  If you release the Time Warden the Fireball Barrage will be slower so the raid can move out of the way.  Spread out to avoid the damage from these.
  • Slate Dragon causes Halfus to have Malevolent Strike (Mortal Strike) reducing healing on the tank per stack.  If you release the Slate Dragon Halfus will occasionally be stunned.  We don’t always bother with this dragon.  Your tanks will need to switch Halfus (and any other mobs) between them to let the debuff run off.
  • Nether Scion increases Halfus’ attack speed.  If you release the Nether Scion it reduces his attack speed, chance to hit and damage done.  This drake with the Slate Dragon means MS will apply more quickly.
  • The Orphaned Emerald Whelps cause Proto-behemoth to cast Superheated Breath (big fire damage).  If you release the whelps you reduce all the damage the Proto-behemoth does.

Now for the complicated part.  Your tactics will change depending on the combination of drakes available to you each week.

  • Generally speaking: Storm > Time > Whelps > Nether > Slate.
  • If Nether and Slate are both available, you need to prioritize these as the combination is dangerous.
  • If Slate is available you need to think about swapping the tanks on Halfus when MS is high and remember it will be almost impossible to taunt the whelps during a swap.
  • You can release just two dragons, release two and then a third, or release all three at once.  These tend to be the tactics used and you will rarely see less than two dragons being released or them being released one at a time.

Valiona and Theralion

  • 1 tank, 3 healers, 6 dps.
  • There are two ground phases and two transition phases.
  • During ground phase 1 you should spread somewhat and try to avoid Twilight Blasts (don’t spread too much).  Hug on the tank just before Blackout is cast and dispell only when hugged.  Then spread again.  Every so often the dragon will do a big fire cone.  Before casting she turns and purple lines appear around her.  Move out of her cone (run through her).
  • During transition 1 don’t stand on the purple swirly things (Dazzling Destruction).  Try to move as a group because you may get a Blackout during this.
  • During ground phase 2 (the other dragon) you need to stand four people at ranged and away from each other to ensure Engulfing Magic (stay away from others) and Fabulous Flames (get off the purple stuff) are always cast on ranged and not the melee group.  Everyone else hugs on the melee REALLY close.  Anyone targeted by  Twilight Meteorite needs to run to the melee group before it hits so damage can be shared (purple arrow on your head).
  • During transition 2 move to the middle.  A row of flame will be cast that will take up 1/3 of the room.  If it is on either side, stay in the middle.  If its in the middle move.  Standing in it will kill you.
  • If you suddenly find you can no longer see your raid then you have FAILED and are now in the Twilight Realm.  This means you took too much damage from something you could have avoided.  Instead of killing you the game is simply announcing your noobishness and giving you a second chance. To get out, avoid the purple adds and find a portal.  If you die in the Twilight Realm you fail twice.

Twilight Ascendant Council

  • 2 tanks, 3 healers, 5 dps.
  • This is a three phase fight.  In phase 1 and 2 you have two members of the Ascendant Council.  These phases end when one of the mobs goes below 25%.  In the final phase you fight the Elementium Monstrosity which has the combined remaining health of the four Council members.  You need to ensure you dps down both pairs of mobs evenly to minimise the health the Elementium Monstrosity has in phase 3.

Phase 1

  • Phase 1 you have Feludius and Ignacious.  Tank them some distance from each other (not so far that a healer can’t reach both tanks and a ranged dps can’t hit both mobs).   Both mobs cast a magic debuff on players (Heart of Ice and Burning Blood) that does damage but increases their dps on the other target.  We normally just Dispel these.
  • All should stay away from Feludius apart from the tank and possibly the interruptor who should both run out during Glaciate (this does more damage the closer you are).  Hydrolance must be interrupted.  If you are Waterlogged you should run through the fire to remove it ASAP.
  • Ignacious charges leaving a row of fire before returning to his tank.  Move out of this unless you are removing Waterlogged.  He also has a shield called Aegis of Flame.  When he casts this all dps should switch to him and burn it down so they can interrupt the massive AoE damage he is doing (Rising Flames).

Phase 2

  • Phase 2 you have Arion and Terrestra.  A whirlwind will move around the room.  Coming into contact with this will knock you back and give you the  Swirling Winds debuff protecting you from Quake.  Also sparkly ground effects will appear randomly which suck you in and give you the Grounded debuff protecting you from Thundershock.  Both of these can kill you without the debuff.  Alternate the debuffs starting with Swirling Winds.
  • Arion should have ranged dps assigned to him.  He will jump all over the room.  Spread out as he does chain lightning.  If you get Static Overload (yellow arrow on your head) stay away from everyone else.  This means missing a debuff if necessary.
  • Terrestra casts Eruption (spikes on the floor) that can one shot you so move off of them.  He also takes very spikey damage due to his shield so watch his health carefully.

Phase 3

  • The Elementium Monstrosity appears.  This is a burn phase so use cooldowns.  Move off of fire on the floor (Lava Seed).  Kite the boss to keep him off of ice patches.  Spread for chain lightning which does more damage over time and leave the middle clear for your healers as this is a lot of healing.  Gravity Crush takes a player and suspends them in the air doing 120% of their health in damage, meaning they need spam healing.


  • 2 tanks, 3 healers, 5 dps.
  • As the fight starts a Corruption bar will appear.  You want to enter phase 2 with everyone under 30% corruption.
    • 25% Corruption gives a magical debuff that will increase corruption taken. Dispell it ASAP.
    • 50% Corruption you start throwing up on people, stunning them.  Turn away from the raid.
    • 75% you grow a tentacle that starts shooting people.
    • 100% you do massive dps, but are unhealable.
  • Phase 1 part 1:
    • Tank A tanks the boss.
    • The raid hugs around Cho’gall’s feet.
    • After the first time, ranged should AoE down the little adds before they hit anyone (causing corruption).  You get 5 adds per big add killed spawning from the big add corpses (so group them).  Assign more dps as you get more adds.
  • Phase 1 part 2:
    • Once Tank A has the Fury of Cho’gall debuff, Tank B taunts Cho’gall.
    • Tank A goes and tanks the big add (Corrupting Adherent).  This tank should interrupt Depravity (causes corruption).  This add has a small hit box.  Kite him to a chosen spot away from the raid.  Kill it before Cho’gall casts Fester Blood (3-4 dps).  Plan for four of these.
    • The raid spreads out and moves out of Corrupting Crash (causes corruption).  The effect of these is bigger than their graphic so move far out of them.
    • The Adherent should conveniently die at the time Tank A needs to go and taunt the boss back.  The raid should hug again.
  • Ranged are best for killing both adds.  Hunters and Frost DKs for slowing them.
  • Flame’s Orders causes high tank damage.  Shadow’s Orders causes AoE raid damage.
  • Cho’gall casts Conversion (mind control) on 2 random targets.  This needs to be interrupted or the target disabled ASAP:
    • Paladin: Rebuke, Hammer of Justice, Avenger’s Shield
    • Priest: Psychic Scream
    • Mage: Counterspell, Dragon’s Breath
    • Druid: Skull Bash, Bash, Feral Charge, Solar Beam
    • Hunter: Scatter Shot
    • Warlock: Shadowfury
    • Death Knight: Strangulate, Mind Freeze
    • Shaman: Wind Shear
    • Warrior: Pummel, Shockwave, Concussion Blow
    • Rogue: Kick, Improved Fan of Knives, Gouge
  • At 25% phase 2 starts.  Move the boss to a wall and hug up.
  • Tank switches continue, but no adds or Conversion.  DPS the boss unless there are eye stalks up, then dps and interrupt them.
  • In phase 2 there is a soft enrage as your Corruption will gradually increase.

Morrighan’s Eternity Vault Crib Sheet

This is written for 8 man Hard Mode because thats all I’ve done!  We ran the whole raid with two tanks (one an off-tank) and two healers.  These tactics would likely be suitable for story mode and 16 man. Nightmare Mode may contain additional mechanics.

For all bosses:

  • Don’t loot before the Master Looter. This can cause the loot to bug.

Annihilation Droid XRR-3

  • He doesn’t move so turn him away and tank.
  • Stay spread out and ranged should keep out of melee range to avoid knockbacks.
  • Move out of red circles on the ground.
  • When he casts Missile Barrage all run and hide behind the left pillar until it ends (apart from the main tank).
  • At 8% he starts casting Missile Barrage endlessly so pop defensive and offensive cooldowns and burn.
  • There is a reasonably tight enrage timer.


  • Lava hurts!
  • Tank Gharj at one end of each rock platform facing the edge.
  • Have the ranged dps and healers huddle at the other end.
  • Every so often Gharj destroys the platform you are standing on. Follow the rock path to the next one.
  • After a while adds appear when you change platforms. Don’t dps them until you are on the new platform.

Ancient Pylons

  • Split your raid evenly (i.e. a tank, a healer and 2 dps in each group) and get in position by each pylon.
  • You need to solve the puzzle to win. You work from bottom to top.
  • Have one dps, then the other, click the left console as soon as it is available (they get a debuff hence the swapping).
  • When the icon in the middle of the row matches the outer icons, click the Confirmation Console in the middle.
  • Both teams must complete a row to proceed to the next one.
  • Adds spawn as the fight goes on and become increasingly more difficult. Kill them ASAP.

Infernal Council

  • Each player has a mob to kill on their own.
  • You cannot help another player or the encounter will reset.  No dps, no heals, nothing.
  • Healers take the Assassins.
  • Tanks take the Juggernauts.
  • DPS take the Marauders. Some have more health than others so assign dps appropriately if needed.
  • Stand by your mob ready to start the fight. Some do knockbacks so place your back to something.
  • Kill all the mobs within 2 minutes.

Soa the Infernal One

  • There ares 5 phases es to this fight – 3 dps phases and 2 platform phases.
  • DPS phase 1:
    • Tank him in the middle.
    • Avoid green stuff.
    • Burn to 75% when the first platform phase will start.
  • DPS phase 2:
    • Tank him in the middle.
    • People targeted with Lightning Balls should kite them away from the raid before running into them to take the damage.
    • Get people out of mind trap ASAP.
  • DPS phase 3:
    • Lightning Balls and Mind Traps as phase 2.
    • Don’t hit the boss at all while his shield is up.
    • Tank kites the boss around under the spinning pillars.  When one drops it stuns the boss for 15 seconds.  All dps should hit him as hard as possible for that time ignoring all other mechanics.
    • You only have a few of these 15 second slots in which to kill him before he enrages.
  • Platform phases:
    • Hug up on the outer rim of the main platform and assign a leader.
    • Jump down from platform to platform along the routes listed below to avoid a platform disappearing underneath you.  Most of the jumps are anti-clockwise, but some are off the front or back of a platform.  Look before you leap! [I will add a route once I am confident in it]
    • On each platform is a small pyramid.  DPS it down.
    • Stop on assigned platforms (2 and 6) to AoE heal the group.

Moar Achievements: Children’s Week 2012

This is a re-write of the previous year’s guide.  There are no changes to the holiday from last year, but I’ve updated the format of the post.  There is only one new thing to consider: account wide pets. I highly recommend checking your toons to see which characters have which pets and targeting any pets you don’t already have.  You can also get different pets on different toons to try and collect all of them.

To get For the Children you need to get the following achievements:

  • Home Alone – Hearthstone with your Orphan out
  • Daily Chores – Do 5 daily quests with your Orphan out
  • School of Hard Knocks – complete four specicific BG goals with your Orphan out
  • Bad Example – Eat 7 specific types of nice stuff with your Orphan out
  • Aw, Isn’t it Cute? – Obtain a Children’s Week pet
  • Hail to the King, Baby – Kill King Ymiron in Utgarde Pinnacle with your Orphan out

You need to be at least level 78 to complete this meta achievement.

There are a few bonus achievements and items:

  • Veteran Nanny – Acquire Egbert’s Egg, Sleepy Willy and Elekk Training Collar on one character. This will take 3 years.  I suspect this will vanish in MoP, but there is no way you can speed this up so unless you already have two of the pets on one toon, you’ll just have to lose this one.
  • There are quite a few pets available.  You can get a maximum of three within one Children’s Week.  Each year you can work on another pet, apart from the Northrend pets – you can only ever get one of these.
    • One from the Stormwind/Orgrimmar orphan quests. (Whiskers the Rat, Mr Wiggles, Speedy, Scooter the Snail)
    • One from the Shattrath orphan quests. (Peanut, Egbert, Willy, Legs)
    • One from the Northrend orphan quests. (Curious Oracle Hatchling/Curious Wolvar Hatchling)

Don’t forget to have your Orphan out when you do ALL of these achievements. 

Now one of these achievements is a nightmare.  I would recommend doing these achievements as follows.

  1. Follow the Children’s Week questline to obtain a pet.  Use your Hearthstone while travelling about. Buy some of Tigule and Foror’s Strawberry Flavoured Ice Cream while you are in Stormwind or Orgrimmar. It can be found on the Candy Vendor near the Cooking daily in Stormwind and from the Snack-O-Matic in Horde Zepplins.  [Completed: Aw, Isn’t it Cute? and Home Alone, plus 1/7 Bad Example]  You also now have a pet out of this holiday, if nothing else.
  2. Time to bite the bullet and go for the hard one.    I could describe it all but I think that Cynwise has already done so far better than I could so check out his guide.  Console yourself with the thought that even if you NEVER PvP you can turn the Honor points you will earn into Justice Points, or use them towards the Honor mounts if you’re a mount collector.  It won’t be enough consolation for the hell that is this achievement, but there you go.  If you are aiming for the meta this is the one you need to focus on because its by far the hardest to get. [Completed: School of Hard Knocks]
  3. Once back in town do any five daily quests during the week.  The Fishing/Cooking ones are ridiculously easy and will count. [Completed: Daily Chores]
  4. Now its off to Northrend.  Travel to Howling Fjord with a friend or two to complete Utgarde Pinnacle.  You may well be able to solo this.  If not, you should only need one friend.  [Completed: Hail to the King, Baby]
  5. Carry on to Dalaran where you can buy a Red Velvet Cupcake, Dalaran Brownie, Dalaran Donut and Lovely Cake from Aimee outside of one of the banks.  Eat them all. [5/7 Bad Example]
  6. You now need to either do some cooking or visit the AH for Tasty Cupcake and Delicious Chocolate Cake.  There is an achievement to make the Delicious Chocolate Cake so bake it if you can.  The recipe comes from the rewards for the Outland or Dalaran Cooking dailies.  The Tasty Cupcake recipe is a random Northrend drop.  Both can be found on the AH. [Completed: Bad Example]

Morrighan’s LFR Fall of Deathwing Crib Sheet

The second half of the raid is as follows.  These are LFR tactics only.  For videos and normal tactics click on the links.  Heroic tactics are on the Icy Veins site.  I know LFR is fairly faceroll but I have seen some stunning wipes because people didn’t know what they were doing (though even reading these tactics won’t help the tank who didn’t understand that he was meant to use taunt and get hit).

Ultraxion [MMO Champion | Icy Veins]

  • Hug at the bottom of the stairs to share Unstable Monstrosity.  He can’t parry.  Damage increases as the fight goes on.
  • You all have an extra button called Heroic Will.  When he casts Hour of Twilight, press it!  Hour of Twilight doesn’t kill on LFR, but as the fight goes on you are at risk from dying if too many people don’t click.
  • 2 tanks taunt the boss between them after each gets Fading Light.  Fading Light has a random duration.  When its got less then 5 seconds left on it you need to hit Heroic Will.  Not being in the normal realm when Fading Light runs out WILL kill the tank even on LFR.
  • Healing buffs come in the form of three different coloured crystals that healers need to run out and click on.  They spawn in three waves.  There are only enough crystals for the number of healers so each healer should take ONE crystal in the entire fight.  Don’t go and get another one when another colour spawns!

Top tip: if your UI does not show the Heroic Will button, or you don’t like where it appears, you can use this macro: /click ExtraActionButton1

Warmaster Blackhorn [MMO Champion | Icy Veins]

  • The primary gimmick of this fight is that you have to protect the gunship you are on as well as defeating the adds (phase 1) and the boss (phase 2).
  • Phase 1  is 3 waves of adds:
    • All players should stand in the BIG purple swirly things.  If not enough players do this, those that do will die.  If no players do this the ship takes damage.
    • Standing in the little purple swirls is optional on LFR – just don’t bother moving out of them.
    • Dreadblade and Slayer adds do a frontal cleave attack with a stacking DoT of Shadow or Physical damage.  The 2 tanks need to alternate which they tank each wave.
  • Phase 2 is Blackhorn and his dragon Goriona:
    • Ranged dps should hit Goriona until she reaches 25% when she will fly away.  She casts shadowy fire at players which leave a big purple fire circle where they land.  Don’t stand in fire.
    • Spread around behind the boss, but not too far  to minimise stuns from Shockwave (frontal cone attack he sometimes turns to cast) with casters being more than 10 yards away to avoid Disrupting Roar.
    • Tanks should switch when Devastate stacks become too high.
    • Blackhorn does 1% more damage for every 1% of health he loses, so damage ramps up.

Spine of Deathwing [MMO Champion | Icy Veins]

  • Kill ONE Corruption.  You must then make sure you don’t kill the others so make sure pets aren’t hitting them and stop using AoE.
  • DPS the  Hideous Amalgamation to about 30%.  Then STOP.
  • Kill Corrupted Bloods.  These leave a pool on the floor.  When the Hideous Amalgamation stands in a pool it gets a stack of Absorbed Blood.  At 9 stacks the add starts to do lots of AoE damage.  Stand it right next to the plate you are trying to remove (as close to his head as you can get).  Then kill the add.
  • When the add dies it casts a big explosion.  Move away.  If you are close enough this will remove an armor plate revealing a Burning Tendon.  Kill the Burning Tendon before the plate repairs itself.
  • Repeat two more times.  Its exactly the same, only the extra holes will spawn more Bloods so the add will gain stacks quicker.  Try to avoid 9 stacks on a mob with high health.
  • Deathwing can roll, so make sure you aren’t all standing on one side.

Madness of Deathwing [MMO Champion | Icy Veins]

  • In phase 1 you attack four limbs on four platforms.
    • The best order for LFR is to start where you are, jump left twice, then finish off with the one on the right.  Each gets harder as a buff provided by one of the aspects is removed.
    • You can start on Deathwing, but as soon as the large tentacle spawns at the back of the platform hit it.
    • When the Elementium Bolt spawns all ranged should hit it.  Type /tar ele or use a macro.
    • When Regenerative Bloods appear, AoE them.
    • On the last platform only you need to single target and kill Blistering Tentacles.
    • If everything else is dead, hit Deathwing.  Each platform has an enrage timer but you shouldn’t come close to it.
  •  Jump back one platform to the left for Phase 2.
    • Hit Deathwing a bit.
    • When tentacles spawn the first time, kill them.
    • Use Dream (another Extra Action Button) if the tentacles case Shrapnel on you.
    • When the two larger adds appear the first time, kill them.
    • Hit Deathwing until dead.
    • If your dps is low you may need to kill adds twice.  The tentacles don’t do a lot of damage, especially if people use Dream, but the big adds WILL kill your tanks eventually, even on LFR.

Conclave of Winds Crib Sheet

Welcome to Morrighan’s Crib Sheet Raid Guides.  This Crib Sheet is for the 10 man version of the Conclave of Winds, which can be found in the Throne of the Four Winds in southern Uldum.  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 the consolidated Tier 11 Crib Sheets here.

  • 3 djinn, Anshal, Nezir and Rohash, are on separate platforms and need to die at around the same time.
  • 1 tank, 1 healer and 3 dps (melee here) should go to Anshal’s platform.  You may want to have one dps swap to Rohash.
  • 1 tank, 1 healer should go to Nezir’s platform
  • 1 healer and 2 dps should go to Rohash’s platform
  • All 3 djinn have an energy bar which at 90 triggers an ‘ultimate’ ability.  There must be someone on each platform at that time or the raid will be insta-wiped.
  • You can jump from platform to platform at any time apart from when an ultimate is cast.  Aim carefully or you will miss.
  • The tank/healer pairs should swap platform just before each ultimate (70-75 energy) and remain on their new platform until the next ultimate.
  • Rohash’s healer stays there for the whole fight (some people have the dps stay instead).
  • The dps should all move to dps Nezir during the ultimate and then return to their platforms and bosses.  During Nezir’s ultimate they should stay alive, self healing if needed as the damage is high.
  • On Anshal’s platform – move him out of the green circle fast as it heals Anshal and silences everyone.  Kill the adds.
  • On Nezir’s platform – avoid the cone attack which knocks you back and stay off of ice patches. This ultimate does a lot of damage.
  • On  Rohash’s platform – melee is generally bad here, avoid Wind Blast which circles around the platform and will knock you off it you are hit and stay out of tornadoes.

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