AQ40 Ultimate guide by Inner sanctum (http://www.wow-inner-sanctum.org/)
Skeram the Prophet
Skeram abilities:
Earth shock: 2500-3000 nature damage. He will only do this if no one is in melee
range.
Arcane Explosion: 900-1400 damage.
Split: Disapears, reappearing with two additional copies of himself. These
clones have considerably less hitpoints than the original.
True Fulfilment: Skeram mindcontrols the closest secondary target to him. lasts
20 seconds. Damage increased by 300% Spells cast instantly.All resistances
increased by 50. Movement speed increased by 40%.
Teleport: Skeram has the ability to teleport to either of the two platforms with
the obsidian destroyer statues.
Skeram’s Arcane Explosion is just a normal attack he does when 5 players are in
melee combar in addition he will Earth Shock when he is un-tanked, so make sure
that your tanks stay up or keep him constantly tanked by any class capable of
doing it.
The True Fulfilment seems to occur on a random secondary target in close range
of him, to counter this effect sheep/stun the players affected to make sure they
don’t kill anyone in the raid.
Every now and then he teleports to either the left or right platform as
illustrated in the picture. Either you can choose to keep on tanking him there
or drag him back into the middle, just make sure there is always two people
capable of tanking him up on the left and right platform.
Last but not least - at 75%/50%/25% he will split into two additional clones of
himself, of which one is the real Skeram and the other two will have less hit
points but still have all of his abilities. The tanks should instantly taunt
these spawns and get aggro or otherwise they will earth shock your raid to
death.
The way we check if they are real or fake is simply by keeping your eyes open,
because the real one will spawn 1 second after the two fake ones.
When the split occurs the tanks should instantly move their copy of Skeram a bit
up on the stairs, cause when he splits he still teleports around, make sure
there is always a warrior/paladin/shaman/druid standing ready to tank the mob if
it teleports. Once you know which is which, stick a Hunters Mark on either the
remaining fake one, or the real one, whichever suits your read group the best
from a logic point of view. This Mark is useful, as the Skaerams can still port
when there is more than one, and can end up with 2 of him in the same spot.
In this fight its not that important where you place the people, find a
comfortable spot just make sure the tanks are in the right place for the
spawning and you should be ok.

The Bug Trio
Let’s start off by noting a few things about this encounter. The first thing you
need to know is that they have a loot table each, so depending on what order you
kill these guys you’ll get different loot.
This isn’t all, depending on what order you kill them the encounter will either
become easier to really hard, the easiest way to do this encounter is to kill
Lord Kri first and finishing with Vem. These bugs have a variety of abilities
and these also differ depending on what order the bugs are killed.
This is a very well-thought and entertaining fight, its 3 encounters in 1, so
we’ll try to give you the all three versions of it.
Lord Kri
Toxic Volley: Hits for 500 damage and puts a DoT that ticks for 125 damage. This
once can stack pretty high so be sure to cleanse it.
Toxic Cloud: When Kri dies he leaves a poison Cloud that ticks for 2000 damage
per second. This cloud is on a timer and will dissapear once the timer goes out.
Princess Yauj
AoE Fear: 45 yard fear, that also reduces aggro.
Heal: Ability to heal both her-self and the other two family members if she gets
in range.
Summon Bugs: On death, she will summon several small bugs.
Vem
Charge: 2000-3000 damage on impact.
Extra: When Vem is killed, if he isn’t the last one you are going to kill, Kri
or Yauj will enrage and will hit twice as hard and use their abilities at
elevated speed (as someone elegantly put it, it’s like killing someone's child
right in front of them!).
Tactics:
The basic idea is to keep these 3 as far away from each others as possible, now
that is obviously easier said than done. The basic tanking positions are shown
in the picture, these guys will be tanked at those locations no matter in which
order you kill them. The arrow in picture shows the entrance to the room.

Lord Kri, Princess Yauj, Vem (Easy mode):
Start off by killing Lord Kri. Obviously you are going to need all your DPS on
him, only one tank is needed - aggro is very stable. Have your druids / paladins
/ shamans keep the DoT off everyone while the priests keep up the healing until
he is dead.
Make sure to move the raid away from that position, just to make sure no one
gets feared into the Toxic cloud, with everyone feared and/or not in range, it
will result in a certain death for that person.
As the picture shows, you need to tank Princess Yauj on the other side of the
room. She will need two tanks to keep her off the rest of the raid. The main
tank should have Fear Ward on him at all times possible, for horde side keep
Tremor Totem up, and use Will of the Forsaken at all times possible. Have the
off tank stand in the middle of the room out of the fears range ready to charge
and taunt, just in case the main tank should be hit by the fear and she springs
out on a rampage.
Since you are killing these bugs on “easy mode†Yauj won’t heal as much as she
would have done once Kri is dead. She should be a lot easier to kill, so let
your rogues kick her and mages Counterspell her as soon as she starts casting.
She cannot be silenced, but the interrupt effect of Counterspell still works.
While this is being done have your entire spare tank squad including the tank
that was on Kri keep Vem under control, because his aggro will be a bit unstable
and he will be charging left and right on random secondary targets.
Once Yauj is dead make sure everyone clumps up somewhere in the middle of the
room, in order to make it easier for the mages and the warlocks to AoE them.
Once that is done move on to Vem and kill him, he should be easy pickings
without mom and dad around.
Lord Kri, Vem, Princess Yauj (Medium mode):
All right no matter what people think, this way of killing them is still damn
hard. Start of the same way as you did in the previous explanation and kill Lord
Kri. You will never under any circumstances kill Vem first as that will enrage
both Kri and Yauj, and will most certainly kill the raid (although we intend to
try for fun soon). So after Kri is dead move on to Vem and kill him, make sure
to keep Vem and Yauj away from each other; Yauj will go on a heal frenzy and
will be healing him as soon as he is in range, so make sure you have a minimum
of 2 rogues or mages ready to interrupt her once she casts, it’s almost
impossible to keep them away from each other.
Once you have Vem dead, Yauj will be a very pissed off princess, everyone needs
to be on their game with the kicks, counterspell and spell locks to keep her
from healing. It is very important to do so because at this point most of the
raid will be drained for mana - the longer the fight takes the larger the risk
of failure. Don't forget to kill the bugs once she's dead.
Princess Yauj, Vem, Lord Kri (Hard mode):
This is called the hard way because of the healer mana usage during the fight,
you’ll need to keep cleansing everyone in the raid from the volley Kri does.
Other than that the tactic is pretty much the same. Keep Yauj from healing, kill
her, kill her bugs, move to Vem kill him, and then finish off Kri.
A friendly reminder for the loot master, wait until the poison cloud de-spawns
;).
Battleguard Sartura
This is one of the nastiest fights in this instance for many classes. The key
here is too keep an evenly spread out raid; the area you fight her in is huge
and the raid should be able to avoid multiple targets being hit of any whirlwind
attacks that she makes. Also keep a watchful eye on the where the tanks are,
we’ll explain more a bit further in the guide.
Sartura Abilities:
Whirlwind: 2000-3500 damage in a 10 yard area around her in a 360 angle.
Enrage: At 20% she will become enraged, +63 physical damage, +30% attack speed.
Berserk: 10 minutes into the fight, she will become enraged. 10k-15k damage to
players in the area.
Sartura’s Royal Guard
Whirlwind: 500-1500 damage in a 10 yard area around her in a 360 angle. Similar
to Sartura’s whirlwind attack but less effective.
Knockback: They have a knockback attack that will send the targeted player
flying several yards.
The Pull
As shown in the picture, a split pull has to be made, having Sartura tanked in
the middle, and the royal guards along the edges of the room, taking down one
royal guard after another at a steady pace. This brings us back to the old MC
guides, assign a hunter to each tank that will do a distracting shot on each of
the royal guards, once they are close enough the respective tank takes over,
also have any spare tanks off-tanking Sartura.

Tactics:
For each add that dies, the tank that was tanking it moves to help the main tank
on Sartura.
All four of these mobs wipe their aggro once they go into the whirlwind state,
making them extremely hard to keep on one guy.
Have your mages cast Detect magic on them; it makes it easier to see if they are
stunnable or tauntable. Once they are in their whirlwind they cannot be stopped
in any way. Stun them at all times possible to reduce the amount of damage the
raid is taking.
Example:
Rogues wait for the tank to get a couple of sunders in then keep it stunned for
as long as possible before diminishing returns gets too high at that point they
should back off for a few seconds to allow the diminish to reset. Repeat the
stun rotation until all the adds are dead.
By the time rogues get to melee Sartura aggro should be quite stable on the
tanks.
On the first occasion when Sartura is stunnable/tauntable 2 paladins or 2
warriors should stun her to allow the rogues to get close enough to kidney shot
without requiring excessive healing.
2 rogues should go in at first and move out of range of the cleave when they
have 3 or 4 combo points. After the next phase where she isn't stunnable, the 2
rogues with combo points need to lock her down while she can be controlled. 2
different rogues now get combo points on her for the next time she can be
stunned. Repeat this process and hopefully she will not eat the raid and should
die quite easily.
This is very important: Anyone who gets aggro from the guards and / or Satura
due to the aggro wipe from Whirlwind MUST run towards their tank if they have no
way to drop the aggro (e.g. Feign Death / Fade / Ice Block / Vanish), to allow
control to be re-established.
Hence, you have to remember that all of this should be done in less than 10 min,
after that time is reached she will go berserk and kill everyone in the raid.
This is a fairly decent fight but takes a lot of time to master. Once everyone
gets a bit of confidence the fight will be executed with minimal casualties.
Make sure that anyone that gets aggro from any of them to ran towards the tanks
and not away from them, it will make the tanks job a lot easier and the survival
of the person in question will be higher, running away will certain death and
maybe even the death of other raid members.

Fankriss the Unyielding
Welcome to the Fankriss guide, this is one of the more interesting zerg fights
in the game because you actually can control the fight. But first a bit about
Fankriss’s abilities.
Mortal wounds: reducing the heal effect on the target by 10%, stacks 10 times.
Not too fancy a list of abilities, as you might gather. But the problem isn’t
really him, it’s his kazillion friends that tag along with him.
As far as the tanking goes, it’s not a big deal - the main tank and the off-tank
need to play a bit of ping-pong with him in order not to stack the debuff too
high, this shouldn't be too hard since he is tauntable.
There are 3 entry points for bugs to massively zerg the raid; place one tank at
each exit, their main job is to keep every single bug that comes out of those
holes to go straight on them, with a demo shout, if you don’t have enough tanks
for this you can use a paladin or a druid.
The paladins can easily keep the spawn at them with the help of consecration and
the druid can do the same with demo roar.
There are two types of bugs emerging through those entry points, one of which is
the Silithid Drones which are the ones that are supposed to be tanked by tanks
at those entry points. The second is Spawns of Fankriss, these should not be
tanked by the tanks at the entry points, these should be killed as fast as
possible by the dps squad. All the dps should stop attacking Fankriss at that
point and concentrate every shred of it on the Spawns, these hit hard really
hard and can bring down a cloth wearer in one or two hits; make sure they are
immobilized at all times possible via stuns and frostnova or any other things
you may think of. We should add they enrage if they aren't killed fast enough,
which means they will hit people for 12000 damage each attack which in turn is
an instant kill for anyone in the raid.
As long as the Spawns are maintained, the entry points covered the aggro
switching between the tanks goes as planned, this should be a walk in the park.
The arrow in the picture shows where you will be coming from

Viscidus
This is a highly entertaining and at the same time a very frustrating fight, for
Alliance at least.
Zone bound
Viscidus cannot leave his room, consequently, if all targets on his aggro list
leave his room, he will reset, preventing a full wipe, and allowing many raid
members to escape. This makes this a less painful encounter to learn.
Viscidus abilities
Toxin: Spits a cloud on a random secondary target which on impact will create a
cloud over a 5 yard area around the target. The cloud remains in place for a
long duration, doing 1500 nature damage per second and slowing move speed to 60%
for as long as the person maintains his position within the cloud. It is
possible for the initial target to resist the attack (This is a binary Yes/No
resist of the initial attack) If so, the cloud will not appear at all.
Poison Bolt Volley: 100 yard radius, poison nova which hits nearby targets for
1500-2500 damage and in addition puts a DoT on the targets which does 300-800
damage per second (poison).
Poison shock: Melee based attack does 1050-1350 damage.
The key:
The key to winning this fight lies with the mages. Viscidus is vulnerable to
frost and freezes up if the mages casts certain amount of Frostbolts at him.
Start off by having all the mages in the raid spam rank 11 frost bolts, make
sure to take off 5% of his HP, after that start casting rank 1 frost bolt until
he freezes. Once he is frozen he needs a certain amount of melee hits to shatter
him, make sure everyone in the raid is hitting him if possible, even healers.
The melee dps should be able to take 1% more off his HP lowering it to 94%
before he shatters, more about why we do this later in the guide.
Tactics:
We have all our melee damage outside of Viscidus room ready for the call.

He goes through 3 stages of freezing and each will be announced clearly.
Viscidus begins to slow: At this stage he will hit your main tank at a 15%
slower rate.
VIscidus is freezing up: At this point he is close to a frozen state and will
hit at a very slow rate 30% reduction; you need to have timing right because
soon you will have to call in your melee.
Viscidus is frozen solid: At this point he is frozen and is immobilized for a
short period of time. At this state the melee (meaning the rogues, warriors, and
every other class that can be spared) runs in and melees him. We equipped our
rogues with white very fast vendor bought daggers when learning the fight, as it
isn’t the damage that will shatter him, it’s the amount of melee hits, the same
logic as Frostbolt rank 1. During his frozen state he will yet again go through
three phases of cracking.
Viscidus begins to crack: After a few hits you will receive this message.
Viscidus looks ready to shatter: at this point you are very close to making him
explode.
Viscidus explodes: at which point he will explode into 20 Globs of Viscidus.
Note: If he doesn’t get the X amount of melee hit on him during his frozen state
he will not shatter, and the best way to save your time and mana is to call a
wipe and any living raid member should run out of the room in order to reset
him.
Glob stage
Each glob has approximately 10000Hp and will be spread evenly in a circle around
the room. These globs don’t do anything other than start to move in to the
center of the room and reassemble themselves into Viscidus. These Globs can't be
stunned, slowed, feared or CC'd in any way.
Here is the finesse in this fight. You have to assign 6 evenly divided
damage-dealing groups, one guy in each group will be the targetter and the rest
of the group is to assist him on the Glob; the Globs move slowly to the middle
of the room in the beginning but pick up the pace as they get closer to each
other, so save any heavy damage boosts like trinkets and the like for this
phase. Each glob you successfully kill will take out 5% of his health.
If executed correctly you will have killed 6 globs. It eases the targeting if
you divide the room into 6 equally large sectors; each targetter will be
assigned a sector - target one of the globs that spawns and kill it. This will
also be easier since you remove the chances of double targeting on the same glob
if you are evenly spread out and have assigned points to kill.
If you should miss out on 1 glob then the buffer you created by taking off 6% of
his HP in thebeginning of the fight has become of use.

Now that you have successfully shattered him once and killed 6 of the globs you
will have to repeat what has been said here. Once he re-assembles have the melee
run out with a Healer/cleanser to remove any DoT that may be on them and heal
them up fully. After that that healer and/or cleanser runs back in and joins the
freezing stage again.
This is a very mana intensive fight, we have 5 paladins on cleansing duty along
with 2 or 3 druids. We have 2 priests that heal the main tank and any other
priests in the raid are evenly spread out to spam prayer of healing. Usually
they are in the mage groups.
At this rate you will need to shatter him 3 times before he is dead, if you
successfully kill 6 globs each shattering round. Once he is reduced to very low
hitpoints (<10%) he will require shattering one more time. This final shatter
kills Viscidus, there are no globs produced. If you only get 5 Globs, press
ahead; any less than 5 Globs killed on the first split and we choose to reset.
While it is of course do-able in more stages, 5 globs per split is a good target
for a fight you can reset before you lose people. In adittion once you are in
the 15% health area make sure that you dps him how under 10% and then freeze him
to avoid an additional shattering phase.
Tips: There will be a lot of toxin clouds in the areas where people stand, so
make sure no one is standing in the doorway where the melee are supposed to run
in. That will save you both mana and time.
Horde Variations
Totems are a great boon in this fight, as Poison cleansing totems can
efficiently keep the DoT from the Poison Bolt Volley under control.
Horde raids can also effectively use an AoE tactic since Shamans have Fire Nova
totem that they can place out at the reform point to ensure any globs on low HP
die.
Princess Huhuran
Frenzy: As in all Frenzy attacks in the game they can be tranquilized by the
hunters, this is no exception.
Poison Bolt Volley: 1500-2500 damage on impact to the 15 closest targets. Only
occurs when Huhuran is in frenzy mode.
Noxious Poison: 2900 damage over 8 seconds. Random area of effect spell that
will silence the targets.
Wyvern Sting: 15-yard area of effect sleep. If cleansed deals 3000 damage.
Acid Spit: 219 damage to 281 damage per second; stacks 99 times affects only the
main tank
Berserk: At 30% health, Huhuran's attack speed doubles, and she releases poison
bolt volleys every 3 seconds to the 15 closest targets.
Preparations:
In this fight you will need 15 players with exquisite nature resistance gear.
The goal is to have those players have 240+ NR and ready with greater nature
protection potions.
Once she nears the 30% health level those 15 people should be standing as the
picture shows in a “V†formation around her protecting the players without the
nature resistance behind them.
In addition you need to have a priest in each one of the teams that will take
the hit from the Volley once she Berserks, their primary job is to spare as much
mana as possible during the fight and dispose of it through Prayer of Healing
for the last 30%.

Aggro management:
We use three tanks to keep her in check, a tank with 300+ nature resistance
can’t handle more than 13-15 stacks of the Acid Spit, and it seldom gets
resisted or reset.
Tank Switching:
The tank switching in this fight should be fairly easy, once the stack is at 9,
the main tank should stop any special attacks while the next tank in starts to
do everything in his power to gain aggro, at some point the switch will be made
and you can ping-pong back and forth between those two tanks, don’t forget to
keep up the previous tank he will most certainly have a stack of 10 on him.
The third tank is just a precaution in case one of the tanks should die, he can
step in and the circle is closed again.
A very important side note is that you need to have cleansers near the tanks to
remove the Wyvern sting on the OFF-TANKS ONLY, you should never remove it of the
main tank nor any other close combat class that may be in the area, the damage
they will take will drain the healers for mana and might even kill them as well
(that was OFF-TANKS, in case you missed it, NOT the MT or rogues!!).
The Fight:
As far as the fight goes the first 70% of it is really a cake-walk, the damage
output on the raid is minimal. The only ones you need to keep up at all times
are the 3 tanks which will take up most of the healing. All classesneed to save
any high cooldown abilities until that phase, be sure to have the druids ready
to innervate the priests that are healing the nature resistance people (at
around 35% if needed, otherwise when the Poison Volleys start to fly), if they
die it’s most certainly a wipe. Make sure that everyone drinks a greater nature
protection potion if it’s available shortly into the 30% stage; dont drink it
right before, wait until a PoH has been cast by your group's Priest but you are
not at full HP. Drink the pot at this point, absorbing the next 1-2 hits and
giving your healer a break.
Remember to Tranquilize her as soon as she frenzies you don’t want any
unnecessary damage during the first 70%, healer mana is a precious thing in the
latter stages of this fight and all heals should be kept on the main tanks.
Twin Emperors
This is one of the most well-designed encounters in this game in our opinion,
and a guild favourite; everyone needs to be on their game and awake to exit as
the winner, the slightest mistake will cause the raid to wipe, so here is the
winning formulae.
Emperor Vek'nilash: Immune to all magical damage.
Uppercut: Random secondary target knockback,does approximately 2500-3500 damage.
Unbalancing strike: Massive melee attack, deals 4000-8000 damage.
Mutate Bug: Mutates a bug every 10-15sec causing it to go aggressive, and deal
1800% more damage per hit. Size increase by 400%.
Emperor Vek'lor: Immune to all physical damage.
Shadow bolt: 3000-4000 damage.
Blizzard: Random secondary target AoE spell. Slows the players in the area as
well a damaging them for 1500-2500 damage every second during the period which
the player is under the effect. Also suffers from delay to the event from the
server reaching your game client quite frequently, causing the damage from
Blizzard to be incurred well after you have left its radius.
Arcane Burst: Massive magical attack AoE. Proximity based, deals 3000 damage and
knock-backs the targets in range.
Explode bug: Explodes a bug every 7-10sec causing 2500-3500 damage in a 10 yard
area. Size increase by 200%.
Additional abilities:
Heal Brother: Whenever they get within 60 yards of one another, they will start
healing each other for approximately 20k damage, instant cast.
Teleport twin: Every 30-40 seconds, the two twins will switch places.
Frenzy: After 15 minutes, the Emperors will go into frenzy mode dealing massive
damage to the raid, if the frenzy is initiated the raid will die.
Qiraji Scarabs/Qiraji Scorpions:
Virulent Poison: Poison attack can be dispelled.
Positioning:
You are going to have to split up the raid in several forces. A melee squad
consisting of all the rogues and offensive warriors you have, a caster team
consisting of all your mages and warlocks, two heal squads (one for each tank)
consisting of priests, druids and paladins / shamans.You will also need two
additional tanks tanking in the middle with two hunters assisting them. The
hunters' job is to pull any mutated bugs in the room to their corresponding
tanks where the casters will finish them off.
As shown in the pictures, the casters stand on the top of platform, the melee
squad will have to run back and forth between the emperors chasing Vek'nilash.
General Positons :-

The Pull:
At the start of the fight Emperor Vek'nilash will be on the right platform and
Emperor Vek'lor will be on the left. The team that will start with Emperor
Vek'lor will have two tanks. A warrior, and a warlock with Soul Link as the
second. We estimate a warlock with Soul link and 8k HP should have 165 shadow
resistance to be able to tank it, it is possible to do it without Soul Link but
it is advisable that warlock should have 240+ shadow resistance.
The pull on both sides needs to be timed perfectly; a rushed start will wipe the
raid. The team starting on Emperor Vek'lor will send in the warlock to initiate
the pull. Since Vek'lor is a bit stubborn and refuses to move, hence the
warlock's primary objective is to pull him at least half-way to the tanking
position before the first switch comes in; once that side gets Vek'nilash and
the warrior takes over it he will be far easier to move into position.
The warlock should initiate the encounter a second before the warrior on the
other side by using deathcoil, searing pain and corruption to gain a bit more
aggro.
The Warrior tanking Vek'nilash should have no problem at all dragging him down
to his tanking position before the first switch is at hand.
Aggro management:
The hard part about this fight is that you need to get into the rhythm of the
tank switching. We will try to explain to you how to do this, but it will
require some practice to get this to work properly.
Both emperors react on proximity, meaning that the player closest to any off
them will receive a huge amount of threat. This will work in your advantage when
switching between warrior and warlock.
We will start by explaining the first tank switch after the initial pull:
Transition from Warlock to Warrior:
This is the easy switch, basically have your tank standing in front of the
warlock placing him closest to Vek'lor, when the switch comes to Vek'nilash the
proximity aggro will do its duty, if no one is closer to him other than the tank
he will receive initial aggro and the transition is made.
Transition from Warrior to Warlock:
When the switch comes have the warlock stand between Vek'nilash’s legs. When the
switch happens Vek'lor will be stunned for 2 seconds giving both the warrior and
the warlock the necessary time to get away from him so that they don’t get the
arcane burst. The reasoning behind the warlocks positioning is to make sure that
the warlock is closer to Vek'nilash than the tank, so when the switch occurs the
warlock will receive the proximity aggro.
Tanking Postions :-

The reason why we have a warlock tanking in this fight is because the aggro is
stable enough for the casters to crank up the damage a bit. But we have this on
only one side because the casters on the platform need to clear out the mutated
bugs as soon as they spawn, and when the warlock is not tanking the casters duty
is to clear out any additional bugs that may spawn.
Of course having two warlocks tanking on each side will increase the damage
dealt to them significantly.
However, the warrior that started off with Vek'nilash will need to keep aggro on
his own on both the Emperors, his job is easier. Once he receives Vek'lor, the
two second stun will give him enough time to run out of range of the arcane
burst, but here too you have to make sure NO-ONE stands closer than that tank.
Make your tank stand a few yards away from Vek'lor and spam Bloodrage, Shield
Block and Battle Shout, this will generate enough aggro to keep Vek'lor’s
attention. At this state no caster should be casting a single rank of spell on
him since he will be very unstable and hard to handle. Once the switch has
happened a couple of times, casters can put out 1-2 frost / shadow / fire casts
maximum.
The melee squad:
The melee squad need to be on their game because they can cause a wipe easily.
They need to make sure that the transition is complete; the aggro is stable
enough before they even get close enough to do any damage.
Healing teams:
As far as healing goes we usually have two team consisting of two priests, two
druids and a paladin / shaman in each team for the tanks, an additional two
paladins / shamans to heal the warlock's voidwalker; in addition those players
should be healing the tanks that are tanking the mutated bugs, they do mild
damage that can easily be out-healed.
Because of the space created when tanking Vek'lor, the healing team should take
a few steps back placing them almost in the middle of the room, that way they
will be able to heal the tank/warlock and outrange the Blizzard.
As far as the Blizzard goes if it should hit you, try to get out of it as soon
as possible, Frost protection potions are handy here, absorbing more damage than
a heal pot and allowing you to bandage. Once Vek'nilash is back, retune to your
original positions so that you may be in range of the warrior.
Final words:
Keep in mind you need to do this within 15 minutes - after that the twins will
make a short story of your raid, to be precise 2 seconds until total
annihilation. Stick to this guide, repeat the procedure and you should be able
to kill them before that time.
Ouro
Ouro abilities:
Sand Blast: 100 yards range, 2sec cast, area-based 65 yards; this spell will
envelop the targets in a whirlwind state, during that time the player is
immobilized. Simultaneously the targets will be hit for 3400-4600 Nature damage.
Sweep: 360 degree (physical) knockback, short proximity, does 2625-3375 damage.
Quake: Ouro will submerge, and split into several tracks underground, anyone hit
by them will continuously take 500-2000 damage depending on nature resist.
Summon bugs: Once Ouro re-emerges he will summon 15-20 scarabs.
Positioning:
We divide the raid in 3 squads around Ouro, one for ranged dps, one for melee
dps and one healer squad. The ranged dps stands to the right side of Ouro at
maximum distance, their main job other than to do as much damage as they can on
him, is to grab the attention of his secondary targeting, namely the sandblast.
In addition, have one or two healers standing in the dps squad because the other
tanks will be standing as close to Ouro as possible, directly in front of the
ranged dps squad. We have a few healers there as the knockbacks may hit a few
tanks out of range of the healers. In addition to all this, have 3 healers stay
way behind the ranged dps squad - again at maximum distance. These three
healers' objective is to heal the ranged dps up to full hp once they get hit by
the sandblast (which they will 90% of the time) - if these three healers stand
correctly they will be well out of range of the sandblast and will never get hit
by it. Place the remainder of healerson the left side of him and in front of the
rogues; this healing squad's main objective is to keep the tanks up along with
the rogues.
The main tanks objective is to always have Ouro facing away from the raid, the
picture shows in more detail how the positioning should be executed.
If this placement is correct the only ones hit by the sandblast will be the
ranged DPS with the exception of 1-2 healers and the odd one or two off-tanks.

Tanking:
Ouro needs to have someone in close combat at all times or else he will submerge
and can’t be damaged. He will submerge eventually but we want to keep him up as
long as possible. Start of with the main tank tanking Ouro, and try to face the
boss away from the raid. The placement of the tanks and their primary objective
is to take over tanking in case the main tank is swept away, and also serve as a
buffer for the rogues so that they don't grab Ouros attention. Each time a sweep
is about to occur, have the Rogues run out of range; any off-tank hit by the
sweep should make sure to intercept back as fast as possible to Ouro so that he
doesn't submerge, however some of the tanks will resist the sweep, making them
the MT. That tank needs to be quick to position Ouro facing away from the raid
yet again until the main tank can make his way back to his position.
If executed correctly Ouro will stay up from 1:30 min to 3:00min.
Submerge/re-emerge:
At some point during the fight Ouro will submerge - at that point raid will have
to out-run or out-heal the damage caused by the quakes. We don’t advise to
spread out as much as possible because Ouro will re-emerge on one of the raid
members causing a ground rupture on the target. If you are unlucky and your main
tank is too far away it could result in an unnecessary submerge phase yet again.
So stay semi-clumped up (as a guideline, imagine a circle which has a radius
exactly half the distance from the middle of the room to the outer walls) - this
will help you to exterminate the scarab spawn as well. Once he re-emerges a
spawn of 15-20 scarabs will appear at this point you need to clump the raid up
tightly (i.e. close the circle) so that the mages and the warlocks gets the
chance to AoE them. Once they are down the raid splits back to the positions
explained above and repeat the procedure until the next submerge phase.
But this is not all, once you take him down to 20% he will go into frenzy mode.
He won't submerge in this stage, but will use both emerged and submerged
abilities, so in addition to dealing with his Sand Blast, there will also be
constant Dirt Mound Quakes and summoned bugs. This is an extrememly chaotic
phase, and success requires careful overall control and individual reactions. As
the bugs spawn constantly, they're best dealt with by fear kiting, or frost
novas. We suggest any class that has any high cooldown abilities make sure
they're active in that phase and give it all you got until he’s down.
C’Thun
And for our final guide we bring you the C’Thun guide, the fight that has caused
many arguments and disputes. Here it is for your reading pleasure.
C’Thun phase one abilities:
Eye Beam: 2625 - 3375 nature based spell, functionally similar to chain
lightning, in that it jumps from target to target if they are in range of it.
For each jump it does, it doubles the damage, resulting in certain death to the
people that get hit after the initial target got hit. He casts this spell every
3 seconds.
Dark Glare: 43750-56250 Shadow damage any players that get struck by this spell
will with a 110% certainty die.
Eye Tentacles: 45 second spawn timer, spawns at the edge of the dark mist around
C’Thun, knocking any targets on their spawn point; casts mindfly (channelling
spell), 750 shadow damage per second, in addition slowing the targetted player.
Claw Tentacles: Random spawn over the entire area during phase one. They have
approximately 2000Hp in addition hitting any targets in melee range for 200-300
damage.
Ground Rupture: If emerged under players; will case a knock back effect and
damaging the targets for 1350 - 1650 damage
Entry to the room:
Because C’Thun’s ability to target players outside the room and even hit them
through walls we’ve chosen to have an evenly spread out raid along sides of the
entrance, with minimal distance to each other flowing into the room once the
encounter has started.
Some people like to send in 1 player ahead of everyone else due to C’Thun
targeting him as initial aggro, which gives the raid approximately 3 seconds to
run in and spread out. This works fine, but is also more risky and suits players
used to the fight. Which you're probably not, if you're reading this!
On the other hand there is a flaw with our "safe" way of doing it aswell, if the
raid doesn’t flow in to the room fast enough, C’Thun might start casting dark
glare at the entrance killing the last people that are trying to get into the
room, but the death rate is far less this way and as players get the entry speed
correct it will no longer be a problem.
Have two paladins (or if none available) / two player with high nature resist
take the lead of each side of the line, let them drink a greater nature
protection potion, priests shield them and have them run in. We chose paladins
due to their survivability, if they get low on health, they can just put on
their shield and get into position.
After the initial hits on the people that run into the room, C’Thun will start
targeting people outside the room; if everyone has a greater nature protection
potion on them that they drank before the start of the encounter, everyone
should be able to get into the room, get into position without taking a single
point of damage. If people are positioned correctly, the Eye Beam will not do
significant amounts of damage and players can whipper / bandage; but when
learning the fight drink the pots.
Positioning:
Due to the layout of the room and the amount of eye tentacles spawning during
this phase, we decided to split up the raid into 8 sections, meaning 5 players
in each section of the room. Each group's duty when they are not damaging C’Thun
or trying to avoid the dark glare is to interrupt and kill the eye tentacles
that spawn in their sector as fast as possible, they don’t have a lot of HP so
they go down really fast.
Each group normally consists of two healers, one melee, one ranged, and the
fifth member either a healer, melee or ranged. This setup is made so that the
use of the space in the room is optimal making sure that the players aren’t
close to each other so that they don’t chain the Eye Beam.
In the picture one section of the room has the general positions to which each
group/section should try to stick to, to make sure they are spread out enough :

The Fight:
As stated in C’Thun's abilities the Eye Tentacles will spawn each 45 seconds, at
which time all the DPS should stop hitting C’Thun and do anything within their
power to bring down those eye tentacles as fast as possible. If they are not
killed they will most certainly wipe the raid, and if not killed within 45
seconds an additional round of them will spawn and you will have two of them in
the same location. These eyes are priority number one for the entire raid, kill
them ASAP. We cannot stress this enough, even if 1.5 sec into a 2.5 sec damage
spell cast, interrupt it and kill the Eye Tentacles. Immediately.
While this is happening approximately every 90 seconds C’Thun will start to cast
Dark Glare, aimed at one of the eight sectors shown in the positioning picture.
Everyone needs to keep their eyes on C’Thun - this cast is initiated by him
swirling a dark cloud in front of his pupil, at which the group affected needs
to start running away from that sector.
Each group has a primary sector and a secondary one, the primary one is the
location where the players should run to once they enter the room; the secondary
sector is located 180 degrees around the room, placing it in the opposite side
of the room. So, for example, sector 4's alternate position is sector 5, sector
8 alternates with sector 1, and so on.
Once the Dark Glare has been initiated C’Thun will rotate 180 degrees around the
room, still casting, and then he will stop casting the spell and go back to
casting Eye Beam. At this point everyone in the raid should be at their
secondary positions until the time comes for the second Dark Glare, at which you
should move back to your primary position.
In addition to all of this the Claw Tentacles will spawn randomly throughout the
entire room, taking up precious space; have any class with DoT capabilities put
a few on them, it should bring them down quite fast due to their lack of HP.
Instant casts from mages and melee hitting them as they run past all help.
Also, keep in mind when you are running to your secondary or primary position,
you should keep a good distance from the Dark Glare - it might seem harmless
when you are running behind it, but all it takes is one claw tentacle to spawn
under you knock you into the Dark Glare and you are dead. Mages can Blink
through the beam, this can be used to kill leftover Eye Tentacles with great
effectiveness if the player is careful.
Once your raid is drilled into this phase it shouldn’t be that hard to complete
it with minimal casualties. It is very important for everyone in the raid to
survive phase one because every single person counts in phase two.
Phase two:
Once you have reduced Eye of C’Thun’s Hp to 0 his eye will implode and the God
himself will appear. C’Thun doesn’t have any abilities except the fact that he
is immune more or less to any type of damage, any type of damage caused to him
will do 1-20 points of damage, so it’s pointless hammering him - besides, at
this point you will have your hands full with other things.
Giant Claw Tentacle: Identical to the Claw Tentacle that spawns during phase
one, the only difference is that they do double the damage, and they have
increased in size by 400%. This means that you will get a ground rupture for
3000-4000 damage, and their melee hits are for 2500-4500 damage. In addition it
uses Ground Tremor, which will cause the targets in a 5 yard area to fall to the
ground and get stunned for two seconds.
Giant Eye Tentacle: This Giant Eye will start spawning during phase two; it has
the Eye Beam capabilities same as the Eye of C’Thun. In addition it only has
40000Hp and may be stunned and silenced.
Eating Tentacle: This Tentacle can’t be targeted nor harmed in any way, it will
spawn under a random target in the raid eating him and sending him into the
belly of C’Thun.
The fight:
Before going any further into the description we need to set a few priorities in
order to get this working. These priorities are:
1. Eye Tentacles
2. Giant Eye Tentacle
3. Giant Claw Tentacle
Everyone should keep this at the forefront of their mind during phase 2
attempts, and re-assess it constantly. Since C’thun himself isn’t doing any
direct damage to the raid, the Tentacles takes priority (set based on how
dangerous they are to the raid). Everyone in the raid should keep the position
they are in when the Eye of C’Thun is dead, depending on where you are it should
be either your primary or your secondary position.
Due to the Giant Claws and Giant Eye Tentacles not having fixed positions, heres
a picture of a random placement of a Giant Claw and Giant Eye Tentacle and
because of the priority list the dps is on the Giant Eye Tentacle :-

The first thing that will happen is a Giant Claw Tentacle spawn; at this point
have the closest tank charge it and all disposable DPS should go at it and bring
it down as fast as possible. While this is being done, one or two people in the
raid will be swallowed into the belly of C’Thun, where they will find two Flesh
Tentacles - these are harmless for ranged DPS since they are immobile and only
have a basic melee attack that does 1000-2000 damage. The people that get
swallowed into the belly (depending on what class they are) should stay in there
as long as possible and do as much damage as they can to those two, they are the
key to weakening C’Thun.
We try to have as much ranged DPS as we can in there along with one healer if
possible - tanks should instantly run out again. As in all end-game fights
communication is of the essence; once you are inside the stomach you will
receive a DoT called Digestive Acid that will be automatically removed upon
exiting the room. This Dot does around 150 damage every 5 seconds, and will
stack on you 99 times. A normal well geared player can handle about 10 stacks of
it before running out, which brings us to a key factor in the fight - cycling
through and prioritising who should be in or out of the stomach.
For example, if a Priest is already in the belly and another healer (Druid
maybe) zones in it is that Priests' duty to tell the Druid before him to get out
and take over the position of healing the people inside. Everyone (including the
ranged DPS) should start heading out when the digestive acid hits around 8-10
stacks, it is essential not to die in there, loss of people in this phase could
cause the loss of the fight. Rogues should (if they have the Evasion ability up)
activate Evasion and do as much damage as they can before running out. The way
out of the belly is on the island inbetween the two Flesh Tentacles; you only
need to step on it and you will be shot out taking 1000 damage on your way, once
out you’ll find yourself somewhere along the edges of the room.
Having covered the stomach part we go back to where we were outside. You should
have enough time to bring down the first spawn of the Giant Claw Tentacle before
anything else spawns; if the Eye Tentacles should spawn before you killed it
everyone should switch priority to the Eyes, leaving the tank (and his off-tank)
with two healers on the Giant Claw Tentacle. It is imperative to have an
off-tank on the giant claw if available, in case the tank should get eaten - an
un-tanked Claw Tentacle will despawn and respawn somewhere else in the room
causing Ground Ruptures and possibly killing people it hits. The healers should
make sure they keep their distance to the Giant Claw Tentacle in order not to
get interrupted.
This fight is all about controlling the spawns of the Tentacles and having a
co-ordinated raid that knows the priorities. To explain this a bit better we
will explain an extreme scenario:
C’Thun is weakened; a weakened state lasts 45 seconds, at which point the Flesh
Tentacles in his stomach will re-spawn and you’ll need to kill them again in
order to weaken him again.
You have 8 Eye Tentacles up, along with one Giant Eye Tentacle and one Giant
Claw Tentacle.
Everyone needs to keep calm once C’Thun is weakened, because in that state no
Tentacles will respawn; everyone should have the three priorities in mind - kill
the Eye Tentacles while having a few rogues and mages stunning or
counterspelling the Giant Eye Tentacle. Once the Eye Tentacles are dead move on
to the Giant Eye Tentacle and kill it, and now you may damage C’Thun for what
time is left in the weakened state while the tank, off-tank and the two healers
are keeping the Giant Claw Tentacle occupied.
An even more extreme situation that may occur if things get out of hand is the
same scenario as above, only you have an additional Giant Claw Tentacle, in
which case you should bring down one of them before damaging C’Thun.
While things like this are happening, you need to keep in mind to be spread out
as with phase 1 once a Giant Eye Tentacle spawns; also remember your positioning
in relation to people running around to get the optimal DPS on the tentacle that
spawns - this doesn't happen in phase 1, and your raid needs to adjust. Healers
should make good space available for DPS to move around when they have the
option to do so. You also need to keep in mind that the Eye Tentacles will spawn
soon, which means that you need to have either a class that can keep it occupied
in each sector or a DPS class that can make a short story out of it.
Summary: Everything in the room in phase two should be killed as fast as
possible, in the priority order above, with the exception of one Giant Claw
Tentacle which should be killed if the opportunity presents itself.
 
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