Razorgore

Setup
We split the raid into 4 teams. Each team occupies one corner. Usually
team A is groups 1 and 2 who go west
team B is groups 3 and 4 who go north
team C is groups 5 and 6 who go east
team D is groups 7 and 8 who go south
Each team gets
1 Hunter
1-2 Warriors
2 Priests/Druids
1 Paladin
1 Warlock
1-2 Rogues
1-2 Mages
A spokesperson for each team on TS announces spawns in the corners.
PHASE I (EGGS)
DPS
A mage or rogue in each team is appointed Main Assist, Mages, Hunters and Rogues
in the team will help kill his target. His target are all Orc Mages in the
corner. They have to die ASAP until eventually only Legionaires and Dragonkin
remain)
Warriors
The warrior(s) in each corner sunder (build aggro on) each dragonkin and
legionaire in their corner and kite it between the two platforms (running up the
stairs and jumping down in the middle front exploits the no-jump pathing of the
mos and gets distance between warrior and his heat. Piercing Howl helps too.
Eventually all 55 mobs will be following the warriors and if all goes fine, they
wont even take damage.
Healers
The healers in each team keep their warriors always shielded and HoT'ed. Optimal
position for them to be is the front corner of the platform on their side. From
there they always have a LoS to all team members and especially the warriors
roaming their corner currently (usually its 2 tanks you have to keep track of,
yours and the one of the team accross the room who follows the same path as your
warrior). Also if they get hit, they can easily get some distance by jumping
down the edge and running. Priest should use the CTRA aggro-gain announcer to be
able to cast fade before the mob hits them.
Paladins
Paladins are the orb controllers. They place themselves below the orb right from
the start and destroy eggs as fast as possible. They should not take damage
during the egg phase at all. Once all eggs are down, the primary orb user will
have a lot of aggro from Razorgore and he will come straight after him. We use
that to position razor immediately in a good spot and to bring him to the MT
tag-team.
PHASE II
The MT tag team builds aggro on razorgore. Every now and them Razor casts a
frontal AoE conflag that temporarily wipes all aggro on the current tank,
swithing it to the offtank. Position of the 2 tanks is 90° (not 180°).
All DPS stands behind Razorgore to avoid the conflag.
The 2 teams with the highest Mana after the Egg phase begins healing the MT
while the other 2 regen. In case mana is too drained to form teams quickly, all
healing shall be focused on the MTs while DPS heals itself with bandages. Note
that razorgore teleports players that are out of his AoE range for a while.
Movies:
Summary This is a guide which only purpose is to inspire and help people to down
Razorgore. It is a kill by Source of Strength and also contains explainiations
and tricks:
http://www.warcraftmovies.com/movieview.php?id=13762
Poison Thorns vs BWL(Razorgore KILL):
http://www.warcraftmovies.com/movieview.php?id=4939
Vaelastraz the Corrupt
General Info
Vaelastraz the corrup is the 2nd boss in Blackwing Lair right after Razorgore
the Untamed. Before the fight, Vaelastraz is sound asleep and everyone can roam
freely in the room. The fight is started by talking to him. After a brief
cut-scene the fight begins. Vaelastraz will now stay awake for exactly 60
minutes before he dies and despawns for 12 hours. While he is awake it is no
longer possible to roam freely. Vael will attack anyone within 20 yds of his
"middle". Since he's huge and ranged cant be made out accurately, as a general
rule the raid should stay outside the inner "courtyard marked by the columns.
Abilities
Everyone in the room will receive this buff when the fight starts:
Essence of Rend
Restores 500 mana per second.
Restores 50 energy per second.
Generates 20 rage per second.
3 minutes remaining
Random ranged members of the raid as well as Vael's main target will get:
Burning Adrenaline
Damage done increased by 100%.
Attack speed increased by 100%.
Reduces max. health by 5% every second. --> down to 18% after 20 sec.
Deals 4375 to 5625 damge to nearby allies upon death.
20 seconds remaining.
Fire breath:
AoE fire that hits everyone in an approximately 90° arc in front of him for
??-?? (a lot) fire damage.
Cleave:
AoE physical that hits everyone in front of him for 1500-3000 physical damage (AoE
angle was decreased in 1.9)
Tailwipe:
AoE knockback that hits for 500-700 physical damage. Hits everyone in an 90° arc
to the back of Vael.
Aura:
Damage aura that hits everyone for 300-700 fire damage per tick.
Burning Adrenaline
BA is lethal. We use a mod to announce the burning one of his buff/debuff, so he
can action accordingly --> run away from your allies (min 30yd) and resume DPS
(which is largely increased). DPS only for ranged classes of course. If the MT
has BA he turns Vael slightly to the right in order to make room for MT2, then
dies in that spot. More on that later.
Frontal damage/MTs
We need to work something out to prevent Vael's fre breath from killing the dps
(just like onyxia)... now if they MT could be kept alive this would be no
problem. However we have to feed up to 6 tanks to Vael before he dies.
The whole idea here is to make it impossible for vael to face the DPS by placing
the 6 most hated chars (warriors) into strategic positions that direct his flame
breath away from the DPS if a Tank dies and another one has to take over.
Picture guide

Vael has 3 limited AoE and 1 Aura type damage abilities. The damage zones are
shown in the picture above. Note that he has a blind angle just over his rear
legs.
Pulling Vael is done by one warrior that runs through him from the wall opposite
the throne. By that he turns him and makes sure he doesnt move. 5 seconds afer
initial aggro the offtanks move in and fight for aggro. 10 seconds after initial
aggro all dps begins.
Positions during the battle are as shown above with raid entirely in the blind
angle. All tanks are on one side. When Vael is at 20% Warriors activate
Recklessness and Execute for maximum damage. At 10% all Rogues and Hunters stop
DPS for 10 seconds. Rogues use feint and vanish whenever available. If it is
resisted they stop all backstabs until they can cast a successful feint again.
Hunters have to be carefull with dps after a good aimed shot crit. Feign death
whenever available is mandatory.
If a ranged char gets BA, he will immediately run away from his allies to one of
the green zones (around the columns). Once he arrives there he resumes DPS
which is greatly increased. If possible he stays clear of Vaels Flame breath
and within 40yd of a priest, but never at the expense of safety for the raid.
When the current Main Tank gets burning adrenaline he stays in position. The
offtanks get ready to get aggro and immediately turn vael back to the tank
positions. During the transition Vael must not move, only turn. So it is
important for tanks to always stay within melee range of vael. Occationally on
the transition healers might get a tailwipe and a short gap in the MT healing
occurs. To bridge that we have 2 priests flashhealing the MT.
Note: An observation in regard to Vaels flame breath was, that he only does it
when his target is stationary. So should you ever see yourself targetted by Vael,
start to strafe right away in order to turn Vael away from your allies.
Healing
Everyone takes damage, so the best solution is Prayer of Healing, which means 8
priests, one fore each group. If less than 8 are available, use druids with
chaining renew+regrowth on all of their partymembers. But the easiers setup is 8
priests.
Then setup 2 druids or 2 more priests + 1 Paladin to chain heals exclusively on
the current Tank so that at all time he has 1x PoH, 1x HL and 2x HT incoming on
him. All priests who PoH, will also occationaly send a Flash Heal to the MT.
Buffs
5 Warriors will be dedicated tanks and buffed as usual. The surplus tanks will
get BoS and join rogues for DPS. All other DPS will get BoS too as well as all
healers. Rogues do not get Blessing of Might (to limit their DPS and crits so
tanks can keep up) --> Essence of rend buffs damage, but not taunt/sunder armor.
Macros
To make healing simple, we use these macros. Put them on your hotbar:
Code:
*** Priest ***********
/Script TargetUnit("targettarget"); CastSpellByName("Flash Heal(Rank 7)");
TargetLastTarget();
********************
*** Druid ***********
/Script TargetUnit("targettarget"); CastSpellByName("Healing Touch(Rank 10)");
TargetLastTarget();
********************
*** Paladin ***********
/Script TargetUnit("targettarget"); CastSpellByName("Holy Light(Rank 8)");
TargetLastTarget();
********************
With these macros all healers can basically just keep Vael targeted, cast their
PoH and when there is time, activate the macor to throw a quick heal to the
current MT. No healer will have to worry about who is currently the MT, the
macro will sort that. All you have to watch for is your range to the tanks.
Gear
[Black Amnesty] helps the rogues. Bringing 6-7 Rogues into this encounter is a
good idea. +healing helps the Druids when they have to heal a group with HoTs.
This fight is about DPS and aggro control.
 
Broodlord Lashlayer
The procedure:
Lashlayers aggro range is rather large (40yds) so he has to be "pulled" from the
2nd to last alcove on the right. This is done when all Hatchers are dead and no
taskmasters are around.
Upon pull the raid moves to the gate and the tanks get BL locked down in the
alcove right of the gate.
While the tanks get a stable setup going in the corner (offtanks 90° off the
MT), raid kills the last whelps that got aggroed during the pull.
DPS starts after around 30 seconds and stays very slow throughout the fight. It
any DPS char gets aggro he has to move BL back to the tank spot. If neccessary
at expense of his own life.
Tanking
One tank moves to the gate and pulls BL to the corner in the last alcove. The
other 2 move to BL's right side and do their share of taunting. Around every 30
sec, BL will cast a knockback that reduces aggro on all characters in front of
him. This should be only one tank if positioning is correct. So when this
happens, one of the 2 tanks on his side gets aggro. He then turns BL back
towards the corner while the previous MT joins for regaining aggro at the side.
(Thanks to Bastila for some valuable pointers here)
DPS
Since BL wipes large parts of his aggro every now and then (knockback), DPS cant
go all out. At least not ranged DPS. BoS is a great help, so is Feint, Feign
Death, Fade etc. Overall DPS should be slow and steady... meaning no big crits,
no trinkets etc.
Healers have to be extra carefull, so DPS-classes should get to a safespot and
bandage whenever needed. A healing rotation involving all available healers also
greatly helps to balance the threat generated by healing over as many players as
possible and keep it low on individuals. Melee DPS can dodge all damage by only
attacking for 10 seconds after a knockback.
Specials
At random intervals (15-30sec), BL does a mortal strike that ignores armor and
hits the current aggro holder for 6000-12000 damage. Nothing can be done about
that. So the player needs to be rezzed or healed. Stamina gear is the way to go
in this fight. Flask of Titans, Lung Juice etc. help. Note also that mortal
strike adds a debuff that reduces all healing effects by 50% for 4 seconds.
Shield your tank first thing after a Mortal Strike.
Note from
http://www.wowwiki.com :
The Alliance has many advantages in this fight including Blessing of Salvation,
Divine Intervention (can be used to remove all aggro from target, the Paladin
can then use a Soul Stone to res and stand outside of combat to ressurect dead
party members) and Paladins in general, who generate very little threat with
their heals. Since 1.9.3 it is all but impossible to stay out of combat for more
than a few seconds, but this is a way to get one dead person back up if your
Druids have run out of Rebirths.
The only thing the Horde can use to hedge out any advantage at all is the damage
buffing totems (Windfury, Strength of Earth), which will greatly help if the
strategy involves massing DPS on Broodlord. Shamans can now also reduce party
members threat with 2/3rd effectiveness of a Paladin's using the Tranquil Air
totem.
Firemaw

(the illustration is not accruate about the size of firemaws hitbox (its
actually bigger) and thus the offtank position. I will add a screenshot to make
it clearer soon.)
Wing Buffet
Frontal AoE, reduces Aggro every 30 seconds (announced by CTRA)
Shadow Flame
Frontal AoE for 4000-5000 dmg (ignors all armor and resistances). Causes a
strong DoT without Onyxia Scale Cloak.
Flame Buffet
Strong DoT Aura with LoS check plus non-dispellable debuff that increases fire
damage taken
PLAN:
Positioning is critical and the fights is a wipe if the correct position of
firemaw cannot be established very quick. Also everyone in raid has to
understand how the line of sight works here. Understanding the illustration 100%
is required for all players. Understanding the principle even more since it will
be applied to all followup dragons in BWL.
Melee attacks until the flame buffet debuff stacks too high and they need
healing. When that happens they move to the melee-safe-position and bandage up.
Ranged dps stays on the Line of sight to firemaw and cross it to the safezone
when the debuff stacks too high... bandage
Healers position themselves so they only have LoS (Line of Sight) to the tank
but not Firemaw. Avoiding the debuff (Flame buffet) on healers is critical.
Group 1 setup is MT1 + MT2 + MT3 + Warlock + Paladin. Group 2, 3 and 4 are heal
teams A and B with pala + druid + 2x priest if possible. Healing only on Tanks,
the fight is long, rotation is needed and DPS has to bandage.
Tanking Variant I
The dragons are tauntable. This opens up a beautiful way to keep him positioned
and avoid all aggro-loss on the MT during Wing Buffet: 3 Seconds before the Wing
Buffet, an offtank will taunt the Dragon while standing 90° off the Main Tank.
This forces the Wing Buffet on the Offtank who looses aggro back to the Main
Tank once the effect of the taunt fades (3 sec). In other words: the offtank
attempts to catch the bullet. It is important that the offtank's taunt is cast
no longer than 3 seconds before the Wing Buffet. If 2 Offtanks are available
they coordinate to cast the taunt staggered (Second taunt is cast about 2
seconds after the first) to cover any inaccuracies of the running timers.
Whoever is in the Wing Buffet's AoE gets knocked back 30-40 yards and has to run
back immediately. Usually to the safe-position.
Required setup is three tanks, one main and two offtank. Both need to be
warriors. They position themselves as indicated in the image above at a 90°
angle. The offtanks stand in their safe-position most of the time to avoid the
debuff. Once the Wing Buffet timer is running out, they move into their Taunt
Position close enough to the Dragon to make sure that if aggro switches to the
taunting tank, the dragon will not move, just turn to him (this is critical).
Tanking Variant II
This is an alternate pattern for Firemaw.
The Main Tank stands in the far left corner of the closed gate that leads to the
lower trap-room and one offtank stands at the opposite side of the gate. Both
are standing with their backs to the corner so a Wing Buffet wont knock them out
of position.
The Offtank will build aggro together with the Main Tank and make sure he is at
all time second on the Dragons hate-list. That way, whenever a Wing Buffet hits
the Main Tank, the Offtank is there to briefly tank Firemaw until the Main Tank
can taunt him back.
This is made possible because DPS is very slow in this fight and Healing of the
Main Tank spread over many individual healers.
To make this work, a group of 2 priests has to be positioned accross the tank
positions behind firemaw. There is a column to provide a LoS safezone for them.
They just pop out of their safespot when the Wing Buffet timer is running out to
burst heal the Offtank until the Main Tank has regained aggro.
For additional safety, a second Offtank can be added. They both build aggro and
after each 2nd Wing Buffet one of them goes to the safespot to let the debuff
wear out.
 
Ebonroc

Wing Buffet
Frontal AoE, reduces Aggro every 30 seconds
Shadow Flame
Frontal AoE for 4000-5000 dmg (ignors all armor and resistances). Causes a
strong DoT without Onyxia Scale Cloak.
Shadow of Ebonroc
Non-dispellable short-duration curse on the current aggro holder that heals
Ebonroc if he can do damage to him. Each hit on a cursed player heals him for
25k HP its not a wiper if the healing rotation is good, so its just a matter of
getting in the groove with the taunting.
PLAN:
Group 1 setup is MT1 + MT2 + MT3 + Warlock + Paladin. Group 2 and 3 are heal
teams A and B with 2x druid + 2-3x priest + 0-1x Paladin if possible. Healing
only on Tanks, the fight is long, rotation is needed and DPS has to bandage.
Tank 2 and 3 get in position in the alcove as show above. A hunter pet pulls
Ebonroc to them. Tank 2 gets aggro and both tanks build aggro for one minute
(not caring about the curse).
After one minute aggro building, Tank 1 gets in position 90° off Tank 1 and 2 on
the other side of Ebonroc. DPS starts when Tank 1 is in position.
When Ebonroc casts his curse on Tank 2 or 3, Tank 1 taunts Ebonroc immediately
to avoid damage on the cursed tank. Just after that, the aggro-tank that doesnt
have the curse taunts and tanks Ebonroc to let the curse wear off.
As a safeguard the offcenter positions can be augmented by an additional tank
each.
Wing Buffet
We ignore the wing buffet in this fight, since its a taunt frenzy anyway.
Flamegor
(the
illustration is not accruate about the size of ebonrocs hitbox (its actually
bigger) and thus the offtank position. I will add a screenshot to make it
clearer soon.)
Summary: Same as Firemaw, with frenzy that can be dispelled with tranq-shot.
Wing Buffet
Frontal AoE, reduces Aggro every 30 seconds
Shadow Flame
Frontal AoE for 4000-5000 dmg (ignors all armor and resistances). Causes a
strong DoT without Onyxia Scale Cloak.
Frenzy
Strong 360° AoE with LoS check. Can be dispelled with a Tranquillizing Shot from
a Hunter.
PLAN:
Positioning is critical and the fights is a wipe if the correct position of
Firemaw cannot be established very quick. Also everyone in raid has to
understand how the line of sight works here. Understanding the illustration 100%
is required for all players.
Melee attacks until their health drops too much (50%). When that happens they
move to the melee-safe-position and bandage up.
Ranged dps stays on the Line of sight to firemaw and cross it to the safezone
when they get low on health to bandage
Healers position themselves so they only have LoS (Line of Sight) to the tank
but not Flamegor. Avoiding the AoE on healers is critical.
When the frenzy is announced, a hunter quickly step into LoS and uses his TQ
shot.
Group 1 setup is MT1 + MT2 + Warlock + Paladin + Whoever. Group 2 and 3 are heal
teams A and B with pala + 2x druid + 2x priest if possible. Healing only on
Tanks, the fight is long, rotation is needed and DPS has to bandage in a
safespot.
Tanking
(Works for all 3 Dragons the same)
The dragons are tauntable. This opens up a beautiful way to keep him positioned
and avoid all aggro-loss on the MT during Wing Buffet: 3 Seconds before the Wing
Buffet, an offtank will taunt the Dragon while standing 90° off the Main Tank.
This forces the Wing Buffet on the Offtank who looses aggro back to the Main
Tank once the effect of the taunt fades (3 sec). In other words: the offtank
attempts to catch the bullet. It is important that the offtank's taunt is cast
no longer than 3 seconds before the Wing Buffet. If 2 Offtanks are available
they coordinate to cast the taunt staggered (Second taunt is cast about 2
seconds after the first) to cover any inaccuracies of the running timers.
Whoever is in the Wing Buffet's AoE gets knocked back 30-40 yards and has to run
back immediately. Usually to the safe-position. If all stand in the right spot
however the knockback should be blocked by a corner-wall behind the tanks back.
Required setup is two tanks, one main and one offtank. Both need to be warriors.
They position themselves as indicated in the image above at a 90° angle. The
offtank hast to make sure he stands close enough to the Dragon to make sure that
if aggro switches to him, the dragon will not move, just turn to him (this is
critical).
To make this work, two healers (preferably druid+priest) have to be positioned
accross the tank positions behind firemaw. There is a column to provide a LoS
safezone for them. They just pop out of their safespot when the Wing Buffet
timer is running out to burst heal the Offtank until the Main Tank has regained
aggro. Note it is possible to stay in sight of the offtank while being hidden
from the dragon in the same way the MT healers are. The sweet spot here is very
small though but its there.
Chromaggus
(Note
there are many places in BWL where chromaggus can be successfully fought. The
round ramp, the staircase between supression rooms, in the gate to the octagonal
room he originally stands are all viable spots. The setup follows always the
same principle in is probably most easily understood in this spot)
Chromaggus is different for each instance ID. His abilities are however derived
from a fixed pool. He chooses 2 afflictions (debuffs) and 2 aspects (breaths)
that remain unchanged until the instance resets.
Afflictions
(Unlimited Range, unaffected by LoS)
Brood Affliction: Black (Curse) --> ??
Brood Affliction: Red (Disease) --> ??
Brood Affliction: Bronze (Hourglass) --> 4 second stun at random intervals for
10 minutes
Brood Affliction: Blue (Magic) --> Movement Slowed
Brood Affliction: Green (Poison) --> DoT
Aspects
(360° AoE, affected by LoS)
Black - Ignite Flesh - Strong DoT (tricky in combination with Timelapse.
Requires MT and OT healing during the TL)
Red - Incinerate - 3675-4275 fire dmg
Bronze - Time Lapse - Frozen in time! Health reduced by 50%, and Wipes any
threat generated.
Blue - Frost burn - Attack speed reduced by 80%. Approx. 1400 dmg
Green - Corrosive Acid - 875 to 1125 dmg every 3 sec. Armour reduced by 3938 to
5062
Tactic remains the same for all combinations. EXCEPTION: Time Lapse
Positioning
Positioning is done as shown in the illustration, all DPS groups get a paladin
for healing but are expected to bandage. Its important that the DPS-safes are
all covered with dispelling for magic/curse/disease/poison. Healers in theory
dont need an extra cleanser since they can handle all by themselves (druid for
curse and poison, priests for disease and magic) but nevertheless a paladin at
at the healer spot is a good thing. Bronze cant be dispelled.
DPS
At all times, chroma is vulnerable to a certain school of magic. He constantly
changes it so we have to check for it over every now and then. Aside from
exploiting the vulnerability, its also important not to overnuke so the MT can
keep aggro.
Time Lapse
This requires an offtank to build aggro on Chroma. When the breath is announced,
the offtank runs to his safe. After the MT gets "stunned", the offtank gets
aggro and immediately runs chroma back to the tank spot where he hands over
aggro to the MT again. The offtank will get a personal healer (paladin or spare
druid/priests) that keeps him at full health to survive the 6 seconds time
lapse. The paladin shall not build any more aggro than absolutely neccessary so
Chromaggus will always go after the offtank. Note: the MT will have to be healed
during Time Lapse if it comes together with the Ignite Flesh breath.
Since the offtank cannot outaggro the MT healers and DPS, everyone in raid
but the offtank and his paladin have to become affected by time lapse. This
means: Hide for the damaging breath as usual, but stay in(get into) sight of
Chromaggus for the Time Lapse breath.
Nefarian
Be sure to check out jfkcro kick ass guide to Nefarian:
http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=35932&categoryid=20&forumid=63

(Sorry, this got a bit complicated. The "Safe" areas only refer to the Bellowing
Roar. The Shadowflame angle is approximate.)
P H A S E - I
After talking to Nefarian, Drakonids spawn from two entrances in the room. For
each instance id two brood afflictions are randomly chosen for them. Each
entrance spawns one type. The Drakonids will continue to spawn until 42 of them
have been killed. Then Nefarian lands --> Phase II.
Nefarius himself runs around the room during this phase, casts shadowbolts and
sheeps players.
P H A S E - I I
Nefarian (bid dragon) lands.
Nefarian Shouts
Nefarian tries to fcuk each class to maximum effect, this is what will happen:
Priests - Must not heal, otherwise the target will get a stacking debuff with
each heal that lands (lasts 20-30 seconds)
Druids - Stuck in catform
Rogues - Will be ported to Nefarian and cannot move
Mages - Random polymorph of other raidmembers into giraffs/cows/etc. (Ice block
can counter this, also LoS)
Warrior - Stuck in Berserker Stance
Warlocks - Spawning infernals
Hunters - Ranged weapon in use will break (unequip before each class call)
Paladins - Nefarian becomes immune to melee damage
Shaman - Hostile totems
Apparently these happen one at a time... remotely similar to Bloodlord
Mandokir's "I'm watching you"
Bellowing Roar
Simple AoE fear. Can be countered by Fear Ward and Berserker Rage. LoS check.
Tail Whip
Stuns briefly. (damage? duration?)
Cleave
Frontal physical AoE (not yet exactly sure about its AoE angle, seems to be
somewhere between 90 and 120°)
-75% healing curse
Dispellable -75% healing curse on the current aggro-holder. Has to be dispelled
P H A S E - I I I
At 20% Nefarian resurrects the previously killed drakonids as undead.
--- Our current tactic -------------------------------------------------
PHASE I
(Thanks Kenshin/Luna for that video to illustrate this approach) We split raid
into two independent teams. They are camping one spawn point each. Rogues and
Warriors of each team stand right in the gate to the cave where the Drakonids
spawn. Via /assist they focus all damage on one after another and kill them as
fast as they spawn. The warriors in the teams will mainly use
cleave/retaliation/sweeping strike/whirlwind whenever available to get as much
aggro on them as possible. Mages/Warlocks keep the are under constandt
blizzard/fire rain. No more than 4 drakonids should be alive at one time. Those
who get shadowbolted by Nefarian during this phase have to be healed quickly.
Usually Nefarius pesters the team at the spawn point near the room entrance.
(we usually have 3 warriors on each side)
(in case of red drakonids warlock AoE has no effect on them, so we have mages in
one team, warlocks in the other)
PHASE II
3 Priests and 3 Druids together with MT1 (fearwarded) go grab Nefarian and
position him correctly while the rest of the raid kills the remaining Drakonids
(spawns stop when Nefarian lands)
From here on its a straight forward fight. Every now and then a AoE fear and a
class shout.
Warlock: as soon as the infernals spawn they have to be killed ASAP to prevent
them from going rogue on casters.
Priests: the moment the shout goes off, all priests have to immediately cancel
their channeled heal, sit there and do nothing until the debuff wears out. If a
heal lands, the targetted player gets a stacking DoT DoT each time a heal lands.
Renew and shield can still be cast.
Druid: the druid shout doest do anything bad to druids, they are just stuck in
cat. However this naturally takes away a lot of healing.
At all times, especially just before a fear, the MT should have a full set of
HoTs on him to bridge the heal-less time.
Last but not least the rogue shout: This one just ports the rogues in front of
Nefarian in a stun lock. If they get hit by Nefarian's Shadowflame or a couple
of cleaves they die. To counter this, Nefarian is always positioned at an angle
(see illustration) and in case of a rogue call immediately turned to the
alternate position.
Last but not least nefarian casts a -70% healing curse on the MT. Has to be
dispelled immediately (druids job).
Mages: Since the mage class call can mess up the tanking and healing quite
severely if not dispelled asap, we keep mages in a position without LoS to the
MT and Healers (see illustration)
PHASE III
The Drakonids we killed before rise back to life in the exact spot they were
killed before. At 22% all mages and warlocks get in position near the spawn
points to kill off the bone constructs immediately with AoE. A hunter sets up a
frost trap in the middle of the bone pile on each side to slow the initial
movement of the spawns.
Mages keep the spawns in nova-lock (using a limited invulnerability potions to
get away). Ideally the mobs are all locked down until they are dead. As soon as
the first mobs are immobilized Fire Rains and Blizzards are used to kill.
Once the main packs are dead, the spawns that managed to escape are killed and
the fight resusmes as normal for the last 20%
--- MODS -------------------------------------------------
The following mods simplify the fight quite a bit:
1) is an addcounter. This add counts deaths of teh drakonids. it uses the CTRA
channel to sync with the othe rplayers to provide accurate figures. One player
per group should have this mod installed and set tinto reporting mode by typing:
"/nef report".
http://www.curse-gaming.com/mod.php?addid=2642
2) is an improved announcer for all special abilities. This one has to be on the
MT. iT is turned on by typing "/nefarian on". Most notable "improvement" is the
class call warning a few seconds before it actually goes off... this gives
everyone (especially hunters) time to prepare for a call.
http://www.curse-gaming.com/mod.php?addid=2662
 
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