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

Thrasher

  • 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)

Pre-pull

  • 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

Transition

  • 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.

Bonecrusher

  • 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.

Al’Akir

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.

Magmaw

  • 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.

Maloriak

  • 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.

Chimaeron

  • 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.

Atramedes

  • 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.

Nefarian

  • 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.

Cho’gall

  • 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.

Ulduar: Fiero with friends

Theres been some talk recently about Ulduar and the nostalgia people feel for Ulduar.  I wanted to delve into that a bit.

My Ulduar experience
During Ulduar I was in a guild called Forgotten Heroes that raided 25 mans.  In the first tier we had cleared 3 drakes while the content was relevant.  It took a long time, but since Naxxramas was so easy, we had a lot of time.

Ulduar was definitely harder.  We cleared Ulduar while the content was relevant and did at least one hard mode (XT).  We worked on others and got a couple in 10 man I think.  We may have done slightly better in 25 man – I can’t recall.

The drakes weren’t removed from Ulduar, so when Trial of the Crusader came and died we started going back to Ulduar on 10 man to work on the Hard Modes.  In those Hard Mode runs were the foundations of my current guild, Dreamstate.  We had way more fun doing that than we did raiding 25 man Trial of the Crusader.  Once we started Dreamstate at the beginning of Icecrown Citadel we made a point of going back and finishing off Ulduar.

Why Ulduar was good
Ulduar was the last raid of the old regime.  It was good because people it allowed people the challenge of Hard Modes, with the satisfaction of a Normal Mode clear.  Let me explain.

One of the reasons we raid is for that moment of victory.  The psychologists call this moment fiero – the cheer when you down a new boss.  It makes us feel good.  In Ulduar, you could ‘complete’ the instance by killing Yogg-Saron.  You could then do some Hard Modes.  On the surface that doesn’t sound so different to today.  However, the Hard Modes of Ulduar were very much ‘optional extras’.  They didn’t exist on every boss, they were gradated so you could come at them gradually, and in some cases they were insanely hard so that the expectation of completion just wasn’t there.  The fiero moment given by downing Yogg-Saron was therefore more significant than downing a final boss on normal these days.  When you downed Yogg-Saron you had ‘completed’ the instance (Algalon never counted).  Now, when you downed Ragnaros you face the option of starting all over again.

That wasn’t the only thing.  Ulduar had a good difficulty curve with progression through being smooth.  That contrasts to Firelands, for example, where the step up to Ragnaros was too steep, especially on heroic.  The fact that Algalon was insanely hard didn’t matter as most people didn’t count him.  Thats the same model that worked so well with Sinestra in Bastion of Twilight.

What the numbers say … and what they don’t
Theres likely a part of the nostalgia for Ulduar that is just ‘rose tinted glasses syndrome’.  As I said, it was the last raid of its kind, before the Heroic Mode raiding we see today came in.  But I suspect that a lot of the love for Ulduar comes from people who aren’t on the chart published by MMO Champion.  I suspect that a lot of the love for Ulduar comes from people like me who went back later.  Especially while Trial of the Crusader was out.

Trial of the Crusader was an odd raid.  But I would suspect that Blizzard knew what it was doing more than we might think.  Trial of the Crusader was essentially the equivalent of an Ulduar nerf.  By giving us a little tier, we could gear up and go back to Ulduar!  That would explain a lot.

Ulduar’s success, in my mind, comes from its ability to transcend raid tiers.  Even two tiers later there was still motivation to go back.  That is not something Blizzard have managed to repeat in this expansion.  When players return to an older tier its often not through guild organised, formal raiding.  It was for the fun of trying to get the Hard Modes they never managed before.   By not nerfing tier 11 Heroic Modes, and by having Heroic Ragnaros be so very hard, players were less motivated to go back.  In Ulduar, the increased gear of the next tiers made the Hard Modes about as difficult as normal mode content.  So you could go and have fun in Ulduar with friends knowing the content would not be out of your reach.  And theres nothing more appealing in the game than fiero with friends!

So if Ulduar’s success is because of its social connections, and its easy access to fiero moments, then thats something Blizzard should look to achieve in all its raids.  Maybe then we’ll wax lyrically about up and coming raids too.

Morrighan’s Siege of Wyrmrest Temple LFR Crib Sheet

Covering LFR difficulty only.  I will add links to MMO Champion’s boss pages (Learn to Raid vids, Encounter Journal entries and loot tables) as well as the well written tactics at Icy Veins for people doing normal/heroic raiding.

There are four bosses in the Siege of Wymrest Temple.

Morchock [MMO Champion | Icy Veins]

  • 2 tanks who should always be the closest to the boss to take the double Stomp damage.
  • The raid should stand behind the boss at maximum melee range to share Stomp damage.
  • 7 ranged/healers should move to each red crystal as it spawns and sit right on top of it until it explodes. Closer = less damage.  While this isn’t vital, if your health is low it might kill you.
  • Every so often he will pull you all towards him and cast The Earth Consumes you which spawns some spikes (don’t get hit as these spawn as they do damage).  Hide behind them.
  • Hide from the black blood in the safe spots behind the spikes.  Once the blood has spawned you can move to dps him if you have a safe spot available.  The blood will kill you even on LFR.
  • He enrages at 20%.

Warlord Zon’ozz [ MMO Champion | Icy Veins]

  • 1 tank should fact him away from the raid.
  • Melee should hug behind the boss.  Ranged should stand further back and behind him.
  • Dispel Disrupting Shadows immediately.
  • Every so often a void spawns.  It can be bounced between players, making it grow larger.  A small group, including a healer, should do this.  It can be safely ignored, but more bounces will speed up the fight by making the boss take more damage during the burn phase.
  • Once it hits the boss, hug.  He will do lots of AoE damage.  Pop cooldowns and burn.
  • Repeat until dead.

Yor’sahj the Unsleeping [MMO Champion | Icy Veins]

  • 1 tank.
  • Its all about the oozes here.  There are 6 possible different coloured oozes and he will spawn 3 every so often.  You can kill one of them.  The other 2 will merge with the boss and give him certain abilities.  Its all about the combinations.
  • The oozes do the following:
    • Purple means every 5 heals on a target cause the target to explode and take damage.  Use big heals and avoid AoE heals. Better just to kill it.
    • Green causes the raid to be digested and does minor damage.  There is no splash damage in LFR so hug.  This is almost harmless in LFR.
    • Yellow increases attack speed and adds an AoE component to Void Bolt.  Hug.
    • Black spawns add that cast spells on players.  Hug and AoE.
    • Red damages 3/8 people at random.  Hug.
    • Blue causes a mana void to appear and suck mana from every ranged caster.  Kill it and the mana comes back to those nearby.  It only steals mana once.
  • In LFR mode I personally would kill Purple > Yellow > Red > Black.  Again, Green is completely harmless!!!!!!  If you can’t manage to AoE the adds, then killing Black before red might be a good idea.
  • You can hug for every ooze combination.  Only Blue requires you to move (to dps the mana void).

Hagara the Storm Binder [MMO Champion | Icy Veins]

  • This is a 3 phase fight.  There is a ‘main phase’ and then 2 other ‘special phases’ – an Ice Phase and a Lightning Phase.  During special phases she is immune to all damage.
  • Focused Assault does a lot of damage to the 1 tank so be ready with extra healing.  She doesn’t move while channeling it so move back away from her.  Move towards the edge so by the time a special phase comes, you are on the edge.
  • In the main phase hug up.  Dispell Shattered Ice and have a ranged ‘tank’ Ice Lance.
  • Ice Phase:
    • She covers most of the platform in a big bubble.  Get out of it and hug at a Binding Crystal.  Stay there until the walls have spawned.
    • She casts four walls of icy spikes that rotate clockwise around the platform.  Group and move around between them, paying attention at all times.
    • Binding Crystals appear that you need to dps while running round and round.  Destroy all four to end the phase and go back to normal.  Don’t risk getting hit by a wall to do more damage.
  • Lightning Phase:
    • Kill adds near one of the Lightning Conductors so it overloads.  It will cause someone to be Electrocuted.
    • Create a chain of people to spread Lightning between Lightning Conductors to overload them.  Some healing is needed here.
  • Repeat Main > Special > Main > Other Special until dead.

 

Morrighan’s Siege of Wyrmrest Temple Crib Sheet

Yes, thats right – they’re back.  These cover LFR and normal difficulty only.  Its as short as I can make it and contains all the relevent information, but not the extreme detail.  I will add links to MMO Champion’s boss pages (Learn to Raid vids, Encounter Journal entries and loot tables) as well as the well written tactics at Icy Veins.

Please note updates will be listed at the bottom of the guide along with the date of the update.

There are four bosses in the Siege of Wymrest Temple.

Morchock [MMO Champion | Icy Veins]

  • 2 tanks who should always be the closest to the boss to take the double Stomp damage.
  • The raid should stand behind the boss at maximum melee range to share Stomp damage.
  • 3 (10 man) or 7 (25 man) ranged should move to each red crystal as it spawns and sit right on top of it until it explodes. Closer = less damage.  Assign a group to do this including healers.
  • Every so often he will pull you all towards him and cast The Earth Consumes you which spawns some spikes (don’t get hit as these spawn as they do damage).  Hide behind them.
  • Hide from the black blood in the safe spots behind the spikes.  Once the blood has spawned you can move to dps him if you have a safe spot available.
  • He enrages at 20%.

Warlord Zon’ozz [ MMO Champion | Icy Veins]

  • 1 tank should ensure he’s facing the raid when the Void spawns, but not during any Psychic Drain (i.e. turn him a lot).  Turn him away once it has spawned.
  • Melee should hug behind the boss.  Ranged should stand further back towards the edge of the pool.  Split healers between these groups.
  • Dispel Disrupting Shadows freely unless the Void is up, then do it carefully to avoid killing anyone.
  • Every so often a void spawns.  It will hit players and then travel back in the opposite direction.  You want to bounce it about 5 times between the ranged and melee groups.  After that, let it hit Zon’ozz.  It will stun him, remove Focused Anger stacks and increase his damage taken during phase 2 5% for every bounce you managed.  Don’t ever let it hit the edge of the room.   In LFR difficulty it will automatically hit Zon’ozz after its been bounced enough times.
  • Once it hits the boss, hug.  He will do lots of AoE damage.  Pop cooldowns and burn.
  • Repeat until dead.

Yor’sahj the Unsleeping [MMO Champion | Icy Veins]

  • He does a stacking dot to his main target called Void Bolt.  You want 2 tanks to swap back and forth.
  • Apart from that its all about the oozes here.  There are 6 possible different coloured oozes and he will spawn 3 every so often.  You can kill one of them.  The other 2 will merge with the boss and give him certain abilities.  Its all about the combinations.
  • The oozes do the following:
    • Purple means every 5 heals on a target cause the target to explode and take damage.  Use big heals and avoid AoE heals. Best to assign healers per group to avoid double heals.
    • Green causes the raid to be digested. Spread out at least 4 yards. Less dangerous in LFR.
    • Yellow increases attack speed and adds an AoE component to Void Bolt.  Hug.
    • Black spawns add that cast spells on players.  Hug and AoE.
    • Red damages 3/8 people at random.  Hug.
    • Blue causes a mana void to appear and suck mana from every ranged caster.  Kill it and the mana comes back to those nearby.  It only steals mana once.
  • In normal modes Green > Yellow > Purple is your kill order.
  • In LFR mode Yellow > Purple > Black is your kill order.
  • Hug unless you have Green (spread 4 yards) or Blue on Normal (get close to the Mana Void then).

Hagara the Storm Binder [MMO Champion | Icy Veins]

  • This is a 3 phase fight.  There is a ‘main phase’ and then 2 other ‘special phases’ – an Ice Phase and a Lightning Phase.  During special phases she is immune to all damage.
  • Focused Assault does a lot of damage to the 1 tank so be ready with extra healing.  She doesn’t move while channeling it so run through her and stand the other side.
  • In the main phase hug up.  Dispell Shattered Ice and have a ranged ‘tank’ Ice Lance.  Set a spot for Ice Tombs and hug to AoE them down (these are not in LFR, they do not chain and do no splash damage).
  • Ice Phase:
    • She covers most of the platform in a big bubble.  Get out of it but stay as close as possible.
    • She casts four walls of icy spikes that rotate clockwise around the platform.  Group and move around between them, paying attention at all times.
    • In normal (not LFR) she drops icicles (stay out of the marks on the ground).
    • Binding Crystals appear that you need to dps while running round and round.  Destroy all four to end the phase and go back to normal.
  • Lightning Phase:
    • Kill adds near one of the Lightning Conductors so it overloads.  It will cause someone to be Electrocuted.
    • Create a chain between the Electrocuted person and other Lightning Conductors to overload them.
    • Lightning Storm randomly hits people and does a stacking debuff that makes it do more damage.  Remove the debuff once it starts getting high if you can (i.e. bubbles, CoS, etc.)
  • Repeat Main > Special > Main > Other Special until dead.

Minor updates to Morchock and Zon’ozz 5/12/11.
Updated ooze kill order on Yor’sahj 7/12/11.

Why PuG RL need to learn to read

So when Blizzard put VP back onto the t11 raids it was both a good and a bad thing.  On our Wednesday for fun t11 clear I often now take my main, Akandra.  Post-nerf you can easily two-man heal all of t11 apart from Conclave and Nefarian (simply because of range issues).  And maybe Al’akir.  But since we always make a mess of him I have no idea on that one.

Monday night rolls around and I am VP capped on Akandra.  So I decide to try and farm some VP on Enalla.  I do this just as we win Tol Barad which leads to … Baradin Hold and WarriorIdiotRL.  Hes asking for people for a class run.  I whisper the following line:

/whisper WarriorIdiotRL feral cat ilevel 363

I get an invite.  I then check to make sure I have whispered CAT and not BEAR.  Just in case.  I see my whisper, it clearly says CAT.  Thats CAT spelt C-A-T not B-E-A-R.  Which is why I am confused when, after we wipe, I get told I am one of the tanks.

Can’t I just go bear anyway?  Of course not – I’m not crit immune!  I actually wonder if he did read cat and decided to see if he could bully me into tanking.  I don’t have a tanking spec or gear set so that kinda failed.

Just as I left that group, my husband says theres a melee spot in Throne of the Four Winds.  It couldn’t be worse right?  We should at least down Conclave right?

Wrong.

HunterIdiotRL doesn’t actually know the tactics.  Hes got 3 healers, 2 tanks (after people explained to him he needed 2 and not 1) marked in the group.  So he hands the raid over to my husband who starts organising people.  Theres a little confusion as people do have different tactics for Conclave.  Some put dps on Nezir, some only dps him during the special abilities phase.  All of those tactics work but you need to pick one.

What doesn’t work is when one of the healers says ‘I’m Ret’.

How to RL PuGs

  1. Learn to read your whispers properly.
  2. When you are putting a group together, even a class run, spec matters more than class.  Don’t just see orange and think bear or see pink and think healer.  Check you have the right spec before you invite.  If they don’t say their spec, check it with them.  Then feel free to check again.  A line like ‘have you tanked this before Enalla?’ would have been a subtle way of checking he had the right spec.  Ask the healers ‘HealerA and HealerB can you sort out between you who is healing what’.
  3. Don’t assume someone will change spec and fill another role just because you want them to.  A cat specced out for dps can’t just go bear.  Even if you are lucky and they are crit immune, they will lack massive amounts of avoidance.  Feral cats are also likely to have high Haste, which does nothing for bears.  Expecting a ret to heal is even worse.  Its an entirely different set of gear.
  4. Read the tactics before you start putting a group together.  You will be expected to direct people and you won’t always get people like myself or my husband in your group who know the fight well enough from all angles to explain it.  A RL needs to know not just their own assignment, but everyone elses too. 

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