A guide to completing Brawler’s Guild pre-6.0

 Feral, General Druid, Strategy  Comments Off on A guide to completing Brawler’s Guild pre-6.0
Sep 192014

After finishing up all the Brawler’s Guild achievements last night, I’d like to type up a quick guide for those looking to get this done before 6.0 drops and they are no longer obtainable. It’s very doable if you’ve got some decent LFR/Timeless Burden gear, so let’s get to it!

Getting Started and General Tips

To get in, you need a Brawler’s Pass or a Blood-Soaked Invitation. Easiest way is AH, but if you’re unlucky, they’re always on the BMAH, and have a chance to drop from the PvP rares in Krasarang Wilds. (It also has a 100% chance to drop from Willy Wilder, if you’re willing to camp for a while.)

The format is simple. After queueing, you’ll be dropped into the ring, and have to fight a boss enemy (or enemies) and defeat him within 2 minutes. The main ladder has 36 bosses that must be defeated in order; after every 4 you defeat, you go up one Rank. There are also 16 “special” bosses that can be fought at any time; however, 12 of them require you do various things to unlock the card needed to battle them.

You will want to buff up. A vendor at the Guild sells cheap DPS potions, which are essential, but you’ll want a flask as well. Heroism drums are also nice, as are buffs from any other players around. If you want to completely trivialize some of the fights, you can also go farm some Faintly-Glowing Herbs from the Timeless Isle, which will work in Brawler’s Guild and have no cooldown.

Ranks 1-6

None of these bosses should be difficult, a few just have some tricks. Dippy (Rank 2) has a one-shot attack, but every attack from you knocks him back; you’re fine as long as you don’t corner him. Ixx (Rank 3)’s attack is best avoided by sitting directly on top of him while DPS’ing, but with good gear you may be able to burst him down without ever seeing it. Deeken (Rank 4) is your first “avoid tons of stuff” boss, and is a good sample of what awaits you at higher ranks.   You might have to try them once in order to see all the things you need to avoid, but that’s it. There’s a decent guide here.

Rank 7

Now is when things start to get interesting. GG Engineering is likely your first challenge. There’s a gnome who shoots you and a goblin you launches rockets at you; stay on top of the gnome so that he takes damage from the rocket blasts.

Dark Summoner is simple in theory. The Summoner brings in ghosts, which have an instakill melee attack, but you get a “flashlight” (cone attack) that stuns them. Killing a ghost drops Summoner’s shield for 20 sec. With good gear, you should be able to burn Summoner in 1 ghost sequence; just keep away from other ghosts that spawn. Turn on nameplates (V key).

Battletron will test your ability to DPS while moving. The boss summons 8 bombs that orbit him constantly and blow up when touched. You’ll want to run into 2 of them with a damage-reduction cooldown up (like Survival Instincts) to give you a window. After that, stay in that window circle-strafing around him until he dies. Beat him, enjoy the next joke boss, and get ready for the hardest fight of them all.

Rank 8


If you’re not prepared for him, Hexos will make you rage-quit. The mechanic is brutally simple: You’re stuck in the middle of the arena, Hexos is stuck to your face, and waves of laser beams come at you. All you have to do is quickly and accurately rotate the camera to “steer” through the lasers while executing a DPS rotation at the same time.

There’s no way to make this easy, and you can’t really outgear the fight to the extent needed to avoid the mechanic. In lieu of a walkthrough explanation, then, here’s a list of tips that helped me, which may or may not help you.

  • Enable Mouselook. This will let you rotate without the mouse without having to hold-down right click the whole time. (Make a macro with the command below, and bind it to a key; the key will toggle it on and off.)
    /run if IsMouselooking() then MouselookStop() else MouselookStart() end
  • Put a raid mark on yourself. I found it much easier to steer the mark through the maze, ignoring Hexos.
  • Untalent Faerie Swarm; slowing Hexos before he attaches to you can occasionally bug out the fight.
  • As soon as you zone into the arena, turn on Mouselook, pop a damage potion, then Savage Roar. From that point, focus purely on survival. Simplify the rotation as much as possible; use Soul of the Forest and Heart of the Wild, don’t worry about Thrashing, etc. Heck, spamming Rake as a combo point builder and alternating between Rip and Savage Roar is probably enough.
  • Consider tweaking your mouse sensitivity in the WoW options menu. I found myself frequently over-rotating for the rapid 180 spins until I turned it down a bit.
  • If you have a flaky network connection or mouse, you’ll definitely find out about it now. I moved my computer to a different room in my house recently, and my previously-fine wireless started dropping out and giving me little lag-blips. (It’s darkly funny when you see the lasers hit the center and then start heading back *out.*) I bought a powerline networking kit and killed Hexos on the next few attempts after switching to it.

Compared to Hexos, the rest of the Rank 8 bosses are a breeze. For Tyson Sanders, just play hit-and-run, keeping him dotted as you evade chickens. For the T440, run out of melee at 15 stacks of the debuff, let it drop, reengage and repeat. Finally, Anthracite is similar to Dark Summoner; use your special action (water spray) to make the boss vulnerable, DPS him, then kill one of the adds to recharge your spray and repeat. Note the spray points rearward (insert joke here) so face away from Anthracite when firing.

Rank 9

Big Badda Boom is your first fight, and a good appetizer for the much harder boss to follow. When you kill him, he explodes and spawns 2 smaller versions of him. Those likewise split and spawn 2 versions, etc, until you suddenly have 20+ hitting you. Not too tough as long as you take the fight slow and don’t kill too many adds at once; use Ysera’s Gift and Predatory Swiftness procs to keep up your health, and pop SI + Barkskin + Berserk for the final burst.

Next is Nibbleh, who’s the next “ugh dammit” boss.


The video encapsulates the fight strategy pretty well. Nibbleh leaves a trail that will buff him to a level where he will one-shot you, so you have to keep him moving around a rapidly-closing spiral. He also occasionally spits a bit of trail to a random sport in the arena. This is the frustrating part, not for the spit, but because he’ll sometimes stand still long enough from spitting to gain his buff, and there’s nothing you can do.

You can try the strat in the vid (turn on walk and constantly backpedal) but it didn’t work for me, perhaps due to Cat Form’s built-in speed increase. He constantly enraged in the corners. After that, I switched to running and constantly tapping back, and that worked well enough.

Doctor FIST, after Nibbleh, is essentially a joke boss; just stay close to him to evade his clearly marked attacks, and use Bash/Typhoon to interrupt his fifth attack, Hammer Fist.

Ahoo’ru is the final fight between you and Rank 10, and a worthy challenge.

It’s a two-phase fight. In P1, Ahoo’ru will walk to the middle, put up a shield, and fill the room with sparks that move randomly and hit for about 200k. He’ll also send out three larger flashes (1 at a time), which will be extra sparkly. Touching these will spawn an Angel; DPSing the Angel to 50% will cause him to start casting a Charge. Run to the other side of Ahoo’ru, let the Charge hit him, and repeat twice more to trigger P2, which is mostly a straight burn phase. Ahoo’ru’s only abilities here are summoning a ring of circles around you (run out, you’ll take about 200k damage as long as you only touch 1 circle) and casting one full-heal, which must be interrupted.

Phase 1 is the key; the better gear you have, the more time you can afford to take there. Well-geared players can use the strategy depicted in the video, touching each spark and killing each Angel in turn. Lesser-geared players will need to trigger all 3 Angels together, then AoE them to trigger 3 charges at once. Either way, push hard in P2 (don’t forget to pot) and collect your mount + achievement!

Optional Bosses

Aside from the ranking bosses, there are the original Rank 8 bosses (now called “special bosses” that can be fought. They were all quite difficult back in 5.0/5.1, but gear has trivialized them all to Battletron level, with the strategy for each being summarized as “stay out of bad, and AoE to start (Zen’shar)/jump a lot (Disruptron)/interrupt Blue Crush (Epicus).” Milhouse is a bit different; he summons energy sources that charge him via beam; you’ll want to stand in the beam and charge yourself instead. Let the first set of beams charge both you and him, and them start killing one source and standing in the other.

There are also 12 “challenge” bosses, that are found by doing various tasks to unlock hidden quests. Instead of reciting everything here, I’ll just link you to a guide by Pwuebear on wowhead that excellently covers how to unlock them and strategies for the fight. None are especially difficult as long as you follow the strat. Best of luck, enjoy your achievement, and stay tuned for my Proving Grounds guide to come soon!TM

 Posted by at 12:49 pm

Valithria Dreamwalker strategy tips

 Strategy  Comments Off on Valithria Dreamwalker strategy tips
Feb 262010

After doing a few pulls on the Dreamwalker encounter last night, I was intrigued enough by the encounter to write up some tips…and yes, my “tips” always turn into walls o’ text. (Don’t tell my RL, but I did some feral healing and snuck into a portal on a pull last night to check out the dreamworld.)


10M: 2 portal/Val healers, 1/2 tank/raid healers, 1/2 tanks, rest DPS. (10M is very flexible, composition wise.)

25M: 4 portal/Val healers, 3 raid healers, 2 tanks, rest DPS. Assign one ranged DPS per side as zombie kiters. Assign one melee per side as archmage interrupter. Rest follow DPS order (below).

Portal healers should be people who are comfortable moving in 3D space. Remember Malygos/Oculus? If you HATED the flying parts there, you may not be the best choice for portal healing. Otherwise, the priority is roughly shaman>druid>paladin>hpriest>dpriest. (Shammies can probably pump out the most HPS (or close to it) due to AA and don’t raid heal overly well here. Druids’ HPS is lower than shaman or paladin, but their extra mobility is quite helpful to get to portals. Paladins work well either in-portal or out, and are probably the best overall healer to have for this fight, due to Beacon (they can dump quite a good bit of healing on Val even unbuffed).  Holy Priests are at a HPS disadvantage, though they have a key role in this fight with glyphed Guardian Spirit. Disc priests are advised to switch to Holy for this one. :))


Dreamwalker starts at 50% health and must be healed to full. (12M health in 10M, 36M in 25M, of which you’re healing half.) The healers assigned to this will be alternately healing her and going through portals she spawns to collect a stacking buff which increases their healing done and mana regen. The remainder of the raid will be defending her against a flow of adds that gradually increases in speed, with two tank/dps teams on either side.

Strategy, by role

Tank(s): Tank the Abominations facing away from the raid as much as possible to reduce Gut Spray damage on other raid members. Watch for Abom’s to die and be prepared to pick up the  Be prepared to pick up and get threat on Archmages quickly, as they’ll be a kill priority for melee.

Melee DPS: Priority is Blazing Skeletons/Suppressors/Archmages/Abominations. One melee DPS per side should be assigned to keep Archmages as highest priority to interrupt their Frostbolt Volley (make sure you let the tanks pick up threat first though). Watch Abomination facing to keep out of Gut Spray, and watch for the Archmage’s frost columns. You can help DPS zombies if the kiter has a comfortable threat lead (I frequently dropped a Rake on one while heading to something else), just stay away from them if they’re at low HP; they go boom. Kitties: Don’t use a normal DPS rotation, except for the Aboms, as most stuff is going to die too fast for Rip to be viable. Rake/SR/Mangle/Shred to 5 CP’s/Bite.

Ranged DPS: Priority is Blazing Skeletons (on either side)/Suppressors/Zombies/Abominations/Archmages. Position yourself near the middle and feel free to help on targets on the other side.  One ranged kiter per side (generally a Hunter) should kite the Zombies; try not to drag them through the tanks/melee, especially at low HP. (They go boom.) On 10M, it’s a good strategy to have one DPS enter portals to get the stacking buff, preferably an Arcane mage (good burst dps) or Elemental shammy (can do some off-healing)

Raid Healers: Same as normal, though you’ll be healing the tank more than you’re used to. You’ll probably have some mana issues, so ask for Innervates/Mana Tides early; the Valithria healers won’t need them. Almost all of the (non-tank) damage is avoidable until the late phases, so if people are dying early, that’s their fault. If you have spare GCD’s, heal Valithria.

Valithria Healers: Ah, the key to this fight. Here’s how it works. Starting 30s in and every 45s thereafter, Valithria will spawn 6 portals (3 in 10M). These portals will drop you into the “Emerald Dream” for 20s, where lots of green balls will be floating around. Every green ball that’s touched by a player will pop, giving everyone within 10yards a 10% buff to healing and damage done and some MP5. This buff lasts 35s, and stacks (to 100, though you won’t get that far). After leaving the Dream, you’ll have 25s to heal Val before the portals reopen and you start over. Here’s the breakdown (I find timelines helpful):

0:30- First portals spawn.
0:50- Out of dream world. (no, you can’t click off the buff to leave early). Hopefully, you’ll have popped a ball right before you exit. Run to where the portals spawn and start healing Val. An orb will appear a few seconds before the portal opens, so go stand on one to mark it as yours.
1:15- Next portals spawn. If you popped a ball right before you left, you’ll have 10s to quickly find another ball to refresh your stacks (though it’ll probably be closer to 5s).
1:35- Out of dream world.
2:00- Next portals spawn.
~7:00- Adds come too quickly; raidwipe.

There’s two strategies for grabbing balls that have been used successfully. The first and most common assigns each healer an area. This is a less risky strategy, but requires that each healer possess good 3D movement and awareness. The second has the healers group (after they grab one ball individually to refresh their stack) and all follow one person, sharing in the 10y splash. Each strategy is viable, so pick whichever best fits your raid. The most important thing, however, is not getting greedy; watch your debuff timer carefully and make sure you grab a ball right before your debuff wears off, to give yourself maximum time during the next portal phase.

Once you exit the realm, you’ll be dropped back into the raid. Immediately run back to your portal spot while popping any instants you have, then push max HPS into Valithria. Hopefully, one of your holy priests has glyphed Guardian Spirit (10s of +40% healing every minute is AWESOME) and will have that up on the pull and every other portal phase. (Sadly, she has a hidden debuff that prevents chaining GS with multiple priests. One per minute is all you get.) Paladins should beacon Val and HL bomb someone in the raid, probably a tank. Shamans will RT and HW spam on Val; Druids will slow-stack LB, roll RG/RJ, pop SM on CD, and spam Nourish. DON”T WORRY ABOUT THE RAID (though a couple instants as you’re moving into position is fine). Your priority is getting into portals quickly to refresh your buff, proper timing in the portal to give yourself max time in the next, and healing Val as much as you can. In that order. You’ll get about 9-10 portals before the enrage; after the 7th portal phase or so (6m in), pop Hero, pop Guardian Spirit, pop all healer cooldowns, have all hybrids heal as well, and get her the rest of the way. Prot pally LoH is great. :)

Random Tips (that I haven’t confirmed)

– Fire and Frost Res auras are great, but I’m not sure if raiders retain the benefit if the providing paladin is in the Dream.

– Totems despawn when a shammy enters the Dream (so drop that Mana Tide when you come OUT).

– Supposedly you’re both “mounted” and “swimming” in the dream realm, so swim speed or mount speed buffs might help.

– Amplify Magic on Val is probably a good idea.

– Mark the portal healers so they don’t try to take the same portals.

Halls of Reflection (Frozen Halls) Strategy

 Strategy  Comments Off on Halls of Reflection (Frozen Halls) Strategy
Dec 162009


The Frozen Halls is the complex of the three new 5-man instances added in Patch 3.3, of which Halls of Reflection is the third and most difficult. To get there, start facing the door of Icecrown Citadel, and fly right and up–you should see a ledge with banners hanging from it. On that ledge is a tunnel which leads into the room with the three entrance doors. (Note: I HIGHLY recommend you go find this for yourself the first time, before taking advantage of the LFG system’s Teleport to Dungeon. You don’t want to be the guy/girl holding up the group after a wipe because you can’t find your way back.)

Note: I am incredibly indebted to Kelriia’s(the_ivorytower) guide on LJ (has spoilers). Lots of good stuff there too.


  • This instance is hard. It’s certainly tuned to a higher level than any other 5-man. If you’re still gearing up your toon, I’d run everything else a few times before trying this on Heroic. This includes DPS, as the whole encounter is timed.
  • For the second gauntlet, tanking mobs farther away from the wall gives you more DPS time (since they won’t run as far) but may require more movement. If you’re going for the achievement, it’s definitely helpful.
  • Don’t try to attack the final boss. :)
  • Those CC skills/ranged interrupts you’ve never used/haven’t used since BC? Put em on your bars. This depends on your group and strat, but here’s some abilities for each class that can be used proactively:
    • Priests: Shackle
    • Pallies: HOLY WRATH (not a long cc, but awesome), Turn Undead, Repentance
    • Hunters: Freezing Arrow, Silencing Shot, pet tanking
    • Rogues: Dismantle, Sap(maybe)
    • Warriors: Heroic Throw
    • DK’s: Grip/COI, depending on strat; Strangulate
    • Druids: Root, Cyclone
    • Mages: Counterspell
    • Shamans: Wind Shear, Hex(maybe)
    • Locks: Felhunter Spell Lock, pet tanking

The First Gauntlet:

The first part of HoR occurs all in one circular room, with small sections cut out of each side.  There will be multiple waves of spawning mobs and bosses, similar to Violet Hold. There are 10 waves total, with Falric appearing on wave 5 and Marwyn on wave 10. Each trash wave consists of 3-5 mobs, which spawn in at random points around the room (starts with 3, and gradually increases). The mobs are randomly selected, so you’ll frequently have multiples of the same kind.  You only have a few seconds to drink between trash waves (like 5 or so), and another wave will spawn if you’re not killing the first group fast enough, so DPS can’t slack. You do get a small breather after Falric, before the waves spawn again. 

Mobs and abilities (in recommended kill or cc order):

  • Ghostly Priest: Melee healer/caster. Casts Dark Mending, a 50kish heal; also casts a low-damage curse DoT, an AOE knockback, and occasionally fears people (dispellable). These guys go down fast, but their fear sucks when it’s your healer/dispeller, and if they’re left for later, they’ll heal another target up. Kill first. Hard to keep CC’ed, since they run into melee range.
  • Phantom Mage: Ranged caster. Worst spell is Flamestrike, an area AOE that hits for 5k and does 1k DPS for 8 sec to anyone standing in it. (Flamestrike’s AOE effect isn’t very noticeable, especially under the hunter’s frost trap.) This spell is what frequently wipes groups, especially ones using the LOS strategy (see below) if people are too bunched up. He also casts Fireball/Frostbolt/Chains of Ice…none of which are too bad on their own, unless the target has been cursed by the hunter. At 50% HP, he’ll blink away and create a Phantom Hallucination where he was standing; the hallucination has the same abilities as the mage (but starts at 50% HP) so finish off the mage, then kill the hallucination. The hallucination explodes for a LOT (10k) of damage when it dies, so if you’re tanking or dps’ing it, back off when it’s close to dead and let the ranged DPS  finish it.  CC first; kill after priests.
  • Shadowy Mercenary: Melee rogue. They throw around some weak poison (heal through it), occasionally stun the tank for 3s, and randomly shadowstep to a party member, hit them hard (8k or so) and come running back. Not a big threat, except for the shadowstep, which can finish off someone low from a Flamestrike. If the tank keeps his distance from the rest of the party, he’ll spend a lot of time running back and forth, and not be a large factor. 
  • Spectral Footman: Melee fighter. These hit VERY hard…they have an attack that ignores armor, and can enrage to attack twice as fast for 8s. They also Shield Bash, which works as a cone attack and locks out spells for 4s. Let the tank handle these…stay away if you are a DPS’er/caster.  Note: If you have more than one, be prepared to use cooldowns (tank/healer). Rootable. Protip for feral tanks (that I just thought of…grr why didn’t I think of this the other day when I was tanking it): Nature’s Grasp is usable in bear form, so if you can position yourself to where a melee hits you first (preferably a footman), you can auto-root it and move away.
  • Tortured Rifleman: Ranged hunter. Not a large threat; doesn’t hit hard. Can frost trap his target, but the trap only lasts 2s, so not a big deal. He does throw a curse that increases magic damage taken by 50%, which should be removed if possible.  CC second, if available.

Trash Strategy:

While waiting for the event to start, gather your party into one of the nooks on the left and right hand side. The healer and DPS should stay off to the side, out of LOS of the spawning mobs; the tank waits in the nook entryway. Once the mobs spawn, the tank picks up aggro on melee mobs with his AOE ability, and initial aggro on ranged mobs with a ranged attack of some kind.   How you handle the ranged from that point depends on your composition. If you have a priest/hunter/pally, they can (and should) keep a ranged mob cc’ed. (Boomkin can cyclone, but that only lasts 6s, so that’s tough to keep up… a hunter/lock can sic their pet on them, but it won’t last very long.) If you decide to bring the ranged in and just tank them all, that’s doable with a well-geared tank and healer. You can use a ranged interrupt to bring the mage in, but the hunter is a bit harder (Dismantle works). Best is to just let them aggro on the healer, have the healer LOS them so they run in, and have the tank pick them up. Note to pally/DK tanks: Don’t expect your consecrate/D&D to pick up aggro for you. I’ve healed HoR a few times, and been one/two-shot by mobs that ran straight through and only got a single tick.


He”s mostly a tank-and-spank, with two major abilities. The first is Hopelessness, which reduces your damage and healing done by 25%. This stacks 3x, and is applied at 75%, 50%, and 25% HP. The DPS reduction isn’t a big deal, but the healing reduction is bad in combination with the second ability, Defiling Horror. This is an AOE horror (not fear, fear breaks don’t work) that does 16k damage over 4 seconds to the whole party. Your healer will find it difficult to keep the tank and party healed with 3 stacks of Hopelessness. Not a lot of strategy involved, except on the healer’s part. (You may have to let a DPS die.) Falric also throws around a magic debuff that stuns for 6s after 6s…dispel this if you can. (Druids, Tranquility was MADE for this fight.)


Not a big challenge. He can hit a tank pretty hard, throw a nasty DoT on a party member (which if dispelled, spreads out the remainder of the damage over the whole raid) and cast void zones. Drop him and keep moving.

The Second Gauntlet:

After some nifty moments (which I won’t spoil if you haven’t seen them), you start the second gauntlet, which has the party running down a path which is periodically blocked by summoned walls (four). In order to break them, the party has to kill waves of adds running in. (There’s one wave per wall, with two on the final wall). There are two types of adds you have to worry about…Abominations, which cleave and have a vomit attack, and Witch Doctors, which have an AOE shadowbolt attack. Generally, I recommend AOE to maximize DPS; however, classes with ranged interrupts will need to use them to get the Witch Doctors in the kill zone. (You have to kill the adds in a certain time.)

Finish, get your loot, and relax, knowing you’ve beaten this awesome instance. Then start getting ready for ICC10. :) 


Pit of Saron (Frozen Halls) Strategy

 Strategy  Comments Off on Pit of Saron (Frozen Halls) Strategy
Dec 142009


The Frozen Halls is the complex of the three new 5-man instances added in Patch 3.3, of which Pit of Saron is the second, of moderate difficulty. To get there, start facing the door of Icecrown Citadel, and fly right and up–you should see a ledge with banners hand from it. On that ledge is a tunnel which leads into the room with the three entrance doors. (Note: I HIGHLY recommend you go find this for yourself the first time, before taking advantage of the LFG system’s Teleport to Dungeon. You don’t want to be the guy/girl holding up the group after a wipe because you can’t find your way back.)


  • Frost resistance is handy for an undergeared group on Garfrost and Tyrannus.
  • Nature resistance is handy on K&I.
  • If you REALLY want your Quel’Dalar, you can farm the Skeletal Slaves in here solo. CC the Necrolyte, kill/loot the slaves, and drop aggro (run out, shadowmeld, feign death, whatever). There’s 5 nec/slave groups running around, so you can clear all five, duck out, and reset the instance to reset the trash. The item to start the quest chain has about a 0.1% droprate, though (estimated), so good luck with that.

Notable Trash:

All the beginning trash is AOE’able, and notable only for having high HP.  You can go left or right around the middle crevasse, but every group I’ve been in has gone right. (Which gives you more than enough slaves to finish the quest, if needed.)  There’s a small ambush around the back of the crevasse, after Garfrost. Just hang back a bit, let the slaves get nailed, then pull as normal.

The trash packs going up the hill after Krick are easily the hardest of the instance. First, you’ll have to deal with two five-pulls, with three casters (Flamebearer/Wrathbringer) and two melee. The Flamebearers are the nasty ones, since they’ll Blink to a random target in your group and start casting Hellfire…which sucks, seeing how constricted the path up is. If you can, I’d recommend cc’ing the back Flamebearer. The two six-pulls after those are easier; the damage on the tank will be heavier, but there will be much less party damage to occupy the healer. Again, if you can cc one of the frost mages in the back, it’s helpful.  (Don’t stand in the circle, even if it is pretty.)

The tunnel gauntlet with falling ice isn’t hard..have the tank run to the middle, grabbing every add he passes, and AOE them down with the revenant. Heal/regen mana in the center (safe from ice spot) and run to the end, repeat.


Forgemaster Garfrost
As soon as one add or the boss is aggroed, all six adds and the boss will aggro on the offender. Let the tank get a bit of AOE threat, AOE the adds down, then focus on Garfrost.  He has a stacking aura (Permafrost) that does cold damage, and throws boulders at random raid members…so get behind the boulders for 3 sec to get rid of the buff. It is dispellable, however, so most groups won’t have to worry about it.  At 66% and 33% HP, he’ll stun everyone and jump to an an anvil to get a new weapon, doubling (and redoubling) his cold damage.  PS: Boulder Time. He adds a cone attack in P2, and a slow/DoT in P3, which aren’t much to worry about.  Just watch your debuff if you have no dispeller–a full 30x stack of Permafrost will do 9600 damage (before resi) every two seconds in p3.

Krick and Ick
Clear out all the trash around K&I before you start. They just require some awareness; they’re not too difficult. (Krick rides on top of Ick, and is untargetable.) Krick will generally throw around lots of green stuff (get out), but he’ll also cast a poison nova (run away), order Ick to pursue one of the non-tanks (run away) or throw out lots of mines (run away…dodge mines). Feel free to pull them out of the initial area if you want more room to run.

Scourgelord Tyrannus
Fun fight. At the start, Tyrannus will dismount from his frostwyrm, who will fly around and throw ice at players (can’t dodge this..damage and stun) and the ground (dodge this…turns into ice patches that do a lot of damage and slow you if you’re on them). While this is going on, Tyr will alternately mark a target with Overlord’s Brand (which causes that target’s damage to reflect to the tank…stop DPS), Forceful Smash the tank (which hits for a lot, and knocks him back pretty far), and Empower, which doubles his damage for 10s. He usually Empowers right after a Smash, so if you’re tanking, position yourself with an ice patch somewhere behind you…you can kite him over the ice.

[Glory of the Hero] guide, Part 2

 Strategy  Comments Off on [Glory of the Hero] guide, Part 2
Oct 202009

This is the continuation of my [Glory of the Hero] achievement guide; see part 1 here. Today, we’ll tackle the harder instance achievements; Oculus, AK/AN, and Gundrak.

The Oculus
Note: It’s generally easier, assuming your healer is decent, for him to heal from the ground rather than on an Emerald Drake. While he’s very vulnerable, as long as the drakes stay at max healing range and kite Arcane Spheres the same way, he should be okay.

  • [Experienced Drake Rider]
    On three different visits to The Oculus, get credit for defeating Ley-Guardian Eregos while riding an Amber, Emerald, and Ruby drake on Heroic Difficulty.
    Challenge: Easy
    Special Group Composition Needed: No
    No real strategy to this. Hardest part is finding Oculus PUG’s.
  • [Amber Void]
    Defeat Ley-Guardian Eregos in The Oculus on Heroic Difficulty without anyone in your party using an Amber Drake.
    Challenge: Easy
    Special Group Composition Needed: No
    The easiest of the Void achievements. Not complicated, strategy wise, just load up on Ruby Drakes and pick away at Eregos’s health.
  • [Emerald Void]
    Defeat Ley-Guardian Eregos in The Oculus on Heroic Difficulty without anyone in your party using an Emerald Drake.
    Challenge: Moderate
    Special Group Composition Needed: Good healer (or 2 average ones)
    As noted above, this just takes a decent healer. Have the healer dismount on one of the islands surrounding Eregos, pull Eregos to that spot, and kill him there. 1 Ruby + 3 Ambers will do the trick (or 1 + 2 if you want to run 2 healers, to be extra safe). For the Arcane Sphere kiting phases, just have the drakes do a quick, tight loop around the center circle, and come back to the starting platform.  Remember that healers can buff the drakes: the priest Fortitude buff is exceptionally helpful.
  • [Make It Count]
    Defeat Ley-Guardian Eregos in The Oculus on Heroic Difficulty within 20 minutes of Drakos the Interrogator’s death.
    Challenge: Hard
    Special Group Composition Needed: No
    Obviously, work out who’s riding which drakes, and the strat for Eregos before you kill Drakos. Don’t stop to loot; it’ll all be there to get later if you want it.
    1. As soon as Drakos dies, everyone grab their assigned drake. I recommend 4 amber/1 ruby (for the heal  from ground strategy) or 3 amber/1 ruby/1 emerald.
    2. Fly straight up, then east, and have the whole group fly directly above  their landing location on the construct platform. Have all the Amber drakes pop their timestop at the same time. (Why? Timestop puts 5 stacks of shock charges on each enemy drake affected by the timestop, which makes the first shock lance from the amber that timestopped hit for about 40% of the enemy drake’s HP. However, these charges are per player: 3 or 4 ambers popping timestop simultaneously, then firing one lance at each drake, will clear the platforms lightning fast.) It’s better to clear more than less; I’ve seen many more achievement runs fail because an extra drake started attacking the dismounted party, then fail because they ran out of time.
    3. Kill the eastern constructs, fly to center ring, clear it all the way around, fly to western platform, kill drakes, kill constructs.
    4. Fly to boss platform, kill drakes (this is the one where most people pull drakes on, so clear this one well), kill boss.
    5. Fly up, fly to third boss spots, kill mobs, kill third boss.
    6. Fly to a base platform, finish off any whelps that aggroed, buff drakes, pull Eregos, kill. (See Ruby Void for tips on fast Eregos DPS.) I did this in a group with Ulduar 10-level gear…the first attempt, we had about 7 individual deaths, miscommunications, everything, and still killed Eregos in about 21:30. The 2nd attempt, everything went smooth, and we downed him in about 16 minutes.
  • [Ruby Void]
    Defeat Ley-Guardian Eregos in The Oculus on Heroic Difficulty without anyone in your party using a Ruby Drake.
    Challenge: Hard
    Special Group Composition Needed: No; Voice chat highly recommended
    The hardest of the voids, simply because Amber Drakes have no effective way to deal with the adds that Eregos spawns. There’s several ways to do this, however.
    1. Fast burn: Go 1 Emerald/4  Amber (or healer on ground/4 Amber, or 5 Amber if you’re feeling cocky). 1 Amber is assigned as “main channeler,” and continuously channels Rift while the other Ambers spam Lance.  This will quickly build the channelers Shock Charge stack. Once the “main channeler” reaches 10 stacks of Shock Charge, he calls for “group channel,” and the rest of the Ambers start channeling Rift. Channel 1 then stops channeling Rift and fires a single lance, which will detonate for huge damage. This will instantly stack 10 stacks of Shock Charge for the other Ambers channeling Rift. He then calls “main channel,” starts channeling Rift; the rest of the group fires one lance, which does mega-huge damage, and stacks the main channeler’s stacks to 10 instantly. Repeat. While all this is going on, have one drake time stop at 8 seconds after pull, and a 2nd and 3rd drake timestop immediately after the first; if done correctly, Eregos will be pushed into 60% HP and phase without ever spawning whelps. Again, repeat with Ambers 4, (5)1, and 2 8 seconds after he phases back in for 60%-20%, and then back to 3 and 4 for kill.
    2. Grind it out: Go 3 Amber, 1 Emerald, 1 ground healer (or 2 Emeralds).  The Ambers will be rotating time stops every 20 seconds (use the in-game stopwatch to time it…/sw). Once an Amber time stops, that will stack 5 charges on each whelp currently up; 1-2 Lance shots will down the whelp. Other than that, DPS as above, or if channel rotating proves difficult, assign 1 drake to permanently channel (except when whelp downing). 1 Emerald keeps the Nightmare debuff up and heals; the other Emerald/healer heals. Note that Eregos will eventually go immune to the time stops, which is fine; the point is dropping whelps.

Ahn’Kahet: The Old Kingdom

  • [Respect Your Elders]
    Defeat Elder Nadox in Ahn’kahet on Heroic Difficulty without killing any Ahn’kahar Guardians.
    Challenge: Moderate
    Special Group Composition Needed: 2nd tank or good DPS.
    Easiest way of doing this is to have the MT kite Nadox to the base of the stairs outside his room (the little nook with the small spiders to the right of the stairs) while having an OT/DPS in his room hold the spawning guardians. I’ve done this successfully with an enh shammy as the OT.
  •  [The Party’s Over]
    Defeat Prince Taldaram in Ahn’kahet on Heroic Difficulty with less than 5 people.
    Challenge: Easy
    Special Group Composition Needed: No
    Not difficult. Kick the unlucky 5th (one of the DPS) right before the pull; the 5th can DPS for a full minute until he’s yanked out of the instance. Obviously, that person won’t get the achievement, so they’ll have to try again the next day.
  • [Volazj’s Quick Demise]
    Defeat Herald Volazj in Ahn’kahet on Heroic Difficulty in 2 minutes or less.
    Challenge: Hard
    Special Group Composition Needed: High DPS; warrior tank and healer with dps offspec makes things easier
    The challenge for this achievement, obviously, is getting through Insanity. Volazj starts to cast Insanity at 66% and 33% health, which creates 4 “clones” with 14k HP.  Everyone is phased to where they can only see clones of the rest of their party; once a person kills his or her first 4 clones, he is phased into another person’s phase, where he can help them kill their 4, and so on. This achievement can be completed without any adjustments with a good group, but here’s some tips to make it easier:
    1. If the healer has a DPS offspec, have them switch to it. Volazj doesn’t hit too hard (though he can wipe out a tank that’s low from fighting clones) The game looks at your talent spec when deciding the clone’s behavior, so a resto druid can go boomkin, for example, and still wear resto gear to heal. This makes killing clones MUCH easier.
    2.  Warrior tanks can spell reflect Volazj’s Mind Flay’s for good damage.
    3. A high DPS group can go through the first Insanity, then burn Volazj from 33%-0% before he casts it the second time (or have DoTs kill him during second Insanity, etc.) Easier if you have a healer DPS’ing.
    4. You can remove your weapons before cloning, and wield them right after, to gimp your clone.
  •  [Volunteer Work]
    Defeat Jedoga Shadowseeker in Ahn’kahet on Heroic Difficulty without killing any Twilight Volunteers.
    Challenge: Easy-Moderate
    Special Group Composition Needed: No
    Jedoga enrages when the Volunteer reaches her; have any melee DPS back off until she loses the enrage, then go back in. Hits hard while enraged; requires a well-geared tank and healer.  


  • [Watch Him Die]
    Defeat Krik’thir the Gatewatcher in Azjol-Nerub on Heroic Difficulty while Watcher Gashra, Watcher Narjil and Watcher Silthik are still alive.
    Challenge: Hard
    Special Group Composition Needed: A good kiter (who is preferably a tank), a well-geared MT
    I’ve attempted this achievement many many times, and the basic strategy most people try (two tanks) is very difficult.  The elites all do random web wraps and stuns, so most two-tank attempts usually fail when the healer, or both tanks, get wrapped. A much better strategy involves kiting.
    1. After clearing the first two pulls, work out the agro strategy. The kiter has to agro one mob out of each of the three groups; a hunter or rogue can MD/TotT a group if needed. For example, on my druid (starting in bear), I hit one group with Faerie Fire, hit the 2nd with a taunt, and had the 3rd MD’d to me. This needs to happen quickly to prevent the kiter from taking too much damage (or a wrap).
    2a. Once the three groups are aggroed, the kiter heads up the tunnel, preferably popping a Swiftness Potion or equivalent to get some speed, and stops before the instance door. If done correctly, it’ll take the add groups a good 25-30 seconds to reach you. Stay alive as long as you can; once you die, the adds will return to attack the rest of the party, but they’ll still have to make it the rest of the way back down the tunnel.
    2b. Meanwhile, the rest of the party charges Krik’thir and nukes him down. Note that no abilities can be used which generate global threat (heals, buffs, etc), as the kiter only has contact agro. Once the kiter is dead and the adds are returning, heals can be used; however, I’ve found it easier to use a well-geared tank and 3 DPS and just burn the boss. If your healer has dualspec, try it and see how it works.
  • [Hadronox Denied]
    Defeat Hadronox in Azjol-Nerub on Heroic Difficulty before he webs the top doors and prevents more creatures from spawning.
    Challenge: Easy
    Special Group Composition Needed: No
    Have a character that can drop combat (NE/Rogue/Hunter) pull the first mob and drop…this will despawn everything. Everyone runs down the tunnel, and burns the boss when he pops. It can be done legitimately by fast killing, but it’s harder. This achievement is also buggy as hell, in my experience.
  • [Gotta Go!]
    Defeat Anub’arak in Azjol-Nerub on Heroic Difficulty in 3 minutes or less.
    Challenge: Moderate
    Special Group Composition Needed: No
    Not much to say here; just need decent DPS.


  • [Snakes. Why’d It Have To Be Snakes?]
    Defeat Slad’ran in Gundrak on Heroic Difficulty without getting snake wrapped.
    Challenge: Easy
    Special Group Composition Needed: No
    Kite the boss up the long spiral ramp, kill at top. Slad is also a good DPS check for [Less-Rabi]; if you can kill Slad in 14-15s then you’ve got a good shot at burning Rabi.
  • [Less-rabi]
    Defeat Moorabi in Gundrak on Heroic Difficulty while preventing him from transforming into a mammoth at any point during the encounter.
    Challenge: Very Hard
    Special Group Composition Needed: Shaman, 4DPS + tank for burn method
    This is easily the hardest 5-man achievement to get for GotH, and as such, I’ll go over Moor-abi’s mechanics in a bit greater detail than usual. Transformation is his key spell, which must be interrupted to prevent him from transforming. It operates under the following rules:
    -First cast 10s into pull; recast every 10s thereafter, or every 5s if below 50% HP. If locked out from spellcasting for over 5s (Shield Bash, Counterspell) while under 50%, will generally recast as soon as able.
    -Has a 4s cast time that speeds up in an inverse relationship with Moorabi’s health; i.e. a 2s cast time at 50% health, a 1s cast time at 25s, etc.
    -Can also randomly cast Quake which will stun the party for 2s (and kill the attempt, generally).With these mechanics in mind, there are two strategies that are commonly used.
    1. Fast burn. With this method, you’re looking to interrupt his first cast and kill him before he gets his second off, so you need to down him in 18s or so. He has 431k HP, so you’re looking at about 24,000 party DPS over that span (if the tank can pull 2k, that’s about 5.5k DPS per person). This is pretty high, so you’ll need a shaman for Hero/BL, as well as speed potions for all DPS’ers (and just plain good gear- 220 level). Have the tank interrupt the first cast, as late into the cast time as possible, and nuke. This was the strat our group used, and we got it on our 2nd attempt in 17s.
    2. Controlled burn. This method revolves around timing the casts (every 5s) and interrupting them, preferably with a shammy specced into Reverberation (whose interrupt is on a 5s CD). This method works in theory, but lag/randomness/other factors seem to pop up regularly to throw off the timing, causing the interrupt to go off right before the cast starts, etc. Still workable, but I recommend the first strategy.
  • [What the Eck?]
    Defeat Gal’darah in Gundrak on Heroic Difficulty while under the effects of Eck Residue.
    Challenge: Easy
    Special Group Composition Needed: No
    Kill Eck. Don’t die. Kill Gal’darah.
  • [Share The Love]
    Defeat Gal’darah in Gundrak on Heroic Difficulty and have 5 unique party members get impaled throughout the fight.
    Challenge: Easy
    Special Group Composition Needed: 2nd tank
    Not hard, just requires a 2nd tank. Gal’darah will randomly impale 2 people during every rhino phase, but never the tank, so have the OT taunt Gal’darah once he’s been impaled, and wait until everyone gets it, then kill.   

That’s it! Enjoy your Red Proto-Drake. If you manage to pull off Less-Rabi, consider adding a few more people and having a go at zerging Sarth 3D; the DPS requirements are fairly comparable. Have fun!

[Glory of the Hero] guide, Part 1

 Strategy  Comments Off on [Glory of the Hero] guide, Part 1
Oct 192009

Interested in bagging a Red Proto-Drake? Want that achievement that everyone’s (ok, not really) talking about? You’re in the right place. This guide will cover all the strategies for those pesky heroic achievements, so you never have to run them again (except for the emblem daily…or guildies…or alts…aggh!) This guide goes roughly in achievement difficulty order, so we’ll cover the easier instances today: UK/UP, VH, HOS/HOL, CoS, DTK, and Nexus. Come back in a couple days for Part 2, where we’ll cover strategies for the harder ones in a bit more detail. (And yes, bear guide part 3 is still coming, got sidetracked by this project.)

Utgarde Keep

  • [On The Rocks]
    Defeat Prince Keleseth in Utgarde Keep on Heroic Difficulty without shattering any Frost Tombs.
    Challenge: Easy
    Special Group Composition Needed: No
    You may already have this achievement by accident, it’s that easy. Just burn the boss and let people come out of tombs on their own.

Utgarde Pinnacle

  • [The Incredible Hulk]
    Force Svala Sorrowgrave to kill a Scourge Hulk on Heroic Difficulty in Utgarde Pinnacle.
    Challenge: Easy
    Special Group Composition Needed: No
    While Svala is being Chatty Cathy, have the tank grab the Scourge Hulk from the tunnel to her right (there’s a second one in the back of the room if you stuff up) and DPS it down to less than 9k health (make sure not to kill it though). Treat the boss like normal and during the sacrifice portion of the fight, ignore the adds and let your tank drag the Hulk to where he will be hit by the sword.
  • [Lodi Dodi We Loves the Skadi]
    Defeat Skadi the Ruthless in Utgarde Pinnacle on Heroic Difficulty within 3 minutes of starting the gauntlet event.
    Challenge: Easy
    Special Group Composition Needed: No
    First, have your group gather 6 harpoons (2 for three people). Start the gauntlet, sit at the entrance, and kill the mobs as they run to you. A harpooner spawns every other wave so you’ll have to kill 12 waves (this is the boring part). Not difficult as long as you don’t fall asleep and stand in the frost breath. Once you have 6 harpoons, have everyone run into the previous room to despawn the gauntlet. Once despawned, have everyone run up to the harpoons, send one person back to trigger the event, and on the first pass, havev the DPS fire all their harpoons to bring Skadi down. Kill as normal. This will also get you the next achievement, [My Girl Loves to Skadi All the Time]. Note: I’m not a fan of using “tricks” or “exploits” for achievements since they usually get fixed quickly…but I don’t see another way to do these two achievements.
  • [My Girl Loves to Skadi All the Time]
    Defeat Skadi the Ruthless in Utgarde Pinnacle on Heroic Difficulty after having killed Grauf from 100% to dead in a single pass.
    Challenge: Easy
    Special Group Composition Needed: No
    See above, same strategy.
  • [King’s Bane]
    Defeat King Ymiron in Utgarde Pinnacle on Heroic Difficulty without anyone in the party triggering Bane.
    Challenge: Easy
    Special Group Composition Needed: No
    Ymiron will cast Bane every 20s, but the timer resets every time he runs to a boat (which happens at every 20% of his life; 80%, 60%, etc.) He only has 566k HP in heroic, which means you only need about 6k party DPS.  3 halfway-competent DPS should be able to manage that, no problems, so you probably have this one already.

The Violet Hold

  • [Defenseless]
    Defeat Cyanigosa in The Violet Hold without using Defense Control Crystals and with Prison Seal Integrity at 100% while in Heroic Difficulty.
    Challenge: Easy
    Special Group Composition Needed: No
    Most people don’t even know about the crystals, so you’ll usually get this on your first or second VH run.
  • [Lockdown!]
    Defeat Xevozz, Lavanthor, Ichoron, Zuramat the Obliterator, Erekem, and Moragg in The Violet Hold on Heroic Difficulty.
    Challenge: RNG
    Special Group Composition Needed: No
    Luck and patience…that’s it for this one.
  • [Dehydration]
    Defeat Ichoron in the Violet Hold on Heroic Difficulty without allowing any Ichor Globules to merge.
    Challenge: Easy + RNG
    Special Group Composition Needed: No
    If you see Ichoron get selected, tell your DPS to go click a crystal after each knockback. Crystal kills the globules instantly. 
  • [A Void Dance]
    Defeat Zuramat the Obliterator in The Violet Hold without killing any void sentries.
    Challenge: Moderate + RNG
    Special Group Composition Needed: No
    Pure DPS race, needs a decent healer and DPS to keep up with the damage.

Halls of Stone

  • [Good Grief]
    Defeat the Maiden of Grief in the Halls of Stone on Heroic Difficulty in 1 minute or less.
    Challenge: Easy
    Special Group Composition Needed: No
    Kill boss, collect achievement. A good 3-man group could beat this timer.
  • [Brann Spankin’ New]
    Defeat the Tribunal of Ages encounter in the Halls of Stone on Heroic Difficulty without allowing Brann Bronzebeard to take any damage.
    Challenge: Easy
    Special Group Composition Needed: No
    Totally based on your tank’s skill at using their AoE ability every CD to grab every mob. Maybe slightly challenging for warriors.
  • [Abuse the Ooze]
    Defeat Sjonnir the Ironshaper in the Halls of Stone on Heroic Difficulty and kill 5 Iron Sludges during the encounter.
    Challenge: Moderate
    Special Group Composition Needed: No
    Ah, an actual strategy is required here! Tank Sjonnir at the door, put the healer behind him in the pathway to the center area, and the DPS in the center area. DPS kills adds and burns Sjonnir to under 50%, then stops DPS. At <50% DPS, Oozes will start spawning every few seconds from the platforms on both sides and moving towards the center. When they reach the center, they’ll look for another Ooze; 2 Oozes will combine to make an Iron Sludge, which does a nasty AOE poison volley. The safer-but-slower strategy is to assign one DPS to kill all oozes coming from one side; this increases Sludge creation time significantly. Kill 5 Sludges, burn the boss down, and you’ve got it.

Halls of Lightning

  • [Lightning Shock]
    Defeat General Bjarngrim in the Halls of Lightning on Heroic Difficulty while he has a Temporary Electrical Charge.
    Challenge: Easy
    Special Group Composition Needed: No
    Pull Volkhan while he’s charged (he changes every platform) He just hits a bit harder than usual, still a joke to a reasonably geared group.
  • [Shatter Resistant]
    Defeat Volkhan in the Halls of Lightning on Heroic Difficulty without allowing him to shatter more than 4 Brittle Golems.
    Challenge: Easy
    Special Group Composition Needed: No
    Pull boss, have tank off-tank golems, collect achievement.
  • [Timely Death]
    Defeat Loken in the Halls of Lightning on Heroic Difficulty in 2 minutes or less.
    Challenge: Easy
    Special Group Composition Needed: No
    Staying alive is the challenge, not DPS. This was probably the boss that caused the most wipes in 3.0, as healers in blues simply got overwhelmed by damage. If the healer can keep everyone alive, you’ll get this easily.

The Culling of Stratholme

  • [The Culling of Time]
    Defeat the Infinite Corruptor in The Culling of Stratholme on Heroic Difficulty.
    Challenge: Moderate
    Special Group Composition Needed: No
    The famous “drake run.” Not much in the way of special strategy involved here; the Infinite Corruptor despawns 25 minutes after the first pack of enemies come in, so you have to have an all-around good group which can move quickly.
  • [Zombiefest!]
    Kill 100 Risen Zombies in 1 minute in The Culling of Stratholme on Heroic Difficulty.
    Challenge: Easy
    Special Group Composition Needed: No, but having two tanks makes it easier
    Not difficult, but requires some precise tactics.
    1. Kill the first waves, Meathook, and the second waves as normal.
    2. Have the tank kite the second boss into the inn, with party following.
    3. Hold the second boss(Salramm) in the inn for about two minutes, while all the zombies in the streets outside respawn.
    4. Kill the second boss.
    5. Wait for Arthas to arrive outside the inn; step out and talk to him, taking care to not pull the zombies outside. Follow him and kill boss 3(Chrono-Lord) as normal; talk to Arthas to have him open the bookcase and the path leading to the last street.
    6. Have either a 2nd tank or a good DPS’er run back through the streets to pull  as many zombies as possible(without killing any). Take off damage reflecting abilities, like Thorns, Ret Aura, etc. There are 85 total in the first streets. The rest of the party waits in the back street near Arthas.
    7. Once the puller gets back to the party, kill the 85, then kill 15 more on the back street in a minute (easy). Ding!

Drak’Tharon Keep

  • [Consumption Junction]
    Defeat Trollgore in Drak’Tharon Keep on Heroic Difficulty before Consume reaches ten stacks.
    Challenge: Moderate
    Special Group Composition Needed: No (shammy helps)
    After being pulled, Trollgore casts Consume on himself  every 15s. This buff gains one stack for every target (either player or enemy) in his line-of-sight. This may or may not count for things like pets, treants, etc; it’s best to not use those abilities, just to be safe. There are two possible strategies for this, depending on your party’s DPS.
    1. Quick burn (good DPS group)- Have the tank pick up the boss and position him in such a manner where the healer is in LOS to the tank but not the boss. (The entrance tunnel, the archway to the right of the stairs, or the corners besides the stair are all good places.) One DPS runs up the stairs, out of LOS of Trollgore, and burns down adds as they spawn. This means Trollgore will only have 3 players in LOS (tank and two DPS). This gives you a minute to burn him down, which requires about ~7500 DPS divided between the three characters on the boss.
    2. Coordinated burn- Same as above, but the DPS must run out of LOS when Consume is cast. Since it’s on a regular 15s timer, this isn’t too difficult; just stay out of LOS while you wait for the first cast; once it’s cast, pop in, DPS for 10s, pop out, wait for cast, etc. This gives you plenty of time, but requires good observation skills. Macro:
    /rw Consume cast, in for 10s!
    /in 10 /rw OUT OF LOS NOW!
  • [Oh Novos!]
    Defeat Novos the Summoner in Drak’Tharon Keep on Heroic Difficulty without allowing any undead minions to reach the floor.
    Challenge: Easy
    Special Group Composition Needed: No
    Easiest GotH achievement. I’ve run DTK 10+ times with pugs, and I’ve NEVER seen an undead reach the floor, even in a horrible group.
  • [Better Off Dred]
    Engage King Dred in Drak’Tharon Keep on Heroic Difficulty and slay 6 Drakkari Gutrippers or Drakkari Scytheclaw during his defeat.
    Challenge:  Moderate
    Special Group Composition Needed: No, but a 2nd tank or healer helps for undergeared groups
    Wait for Dred to path to the back of his enclosure, pull 2-3 of the small dinos, AOE them down to about 10%, then pull Dred and quickly finish the adds. Then send a DPS to pull the last ones singly (or just wait…Dred will call them in singly every so often). Once six are killed, kill Dred. It’s a bit challenging for undergeared groups since the bleeds from Dred and the adds stack, so having a 2nd healer (or a 2nd tank for the adds) can help.

The Nexus

  • [Split Personality]
    Defeat Grand Magus Telestra in The Nexus on Heroic Difficulty after having killed her images within 5 seconds of each other during both splits.
    Challenge: Moderate/Hard
    Special Group Composition Needed: No
    This achievement just requires good group coordination. Assign each DPS to one image (or better, one mark, and have the tank mark them up when they split). Have the DPS burn each image to 20%, then stop DPS. Once all three are at 20%, the tank calls for AOE, and they are quickly AOE’d down. If they are too spread out for effective AOE, the tank calls out re-engage, and each DPS kills its target as fast as it can, then helps others if needed. It’s best to put a class that can interrupt on the frost image, since due to a bug, the frost image will not die while it is casting blizzard (unless interrupted). Do this 2x.
  • [Chaos Theory]
    Defeat Anomalus in The Nexus on Heroic Difficulty without destroying any Chaotic Rifts.
    Challenge: Moderate/Hard
    Special Group Composition Needed: A full melee DPS group is very difficult; a mage makes this achievement much easier (Dampen Magic)
    This achievement has several things to consider.
    – The rifts spam a low-damage chain lightning on the closest player to them, which chains to other players within 15 yards.
    – At 75%, 50%, and 25%, Anom goes immune to all damage for 30s, stops moving, and charges the rifts he is nearby to do more damage.
    –  The rifts spawn wraiths, which do a low-damage Arcane Missiles on their agro target.
    Essentially, the tank needs to stay 15 yards away from the rest of the party, and closer to the rifts then the party, at almost all times. Here’s the strat (clear all trash first, even the packs you don’t usually clear):
    1. Have the tank grab Anom where he stands(upper round platform), with the healer/ranged dps at the back of the platform. Burn him to 75%.
    2. Once he goes immune, have the tank move to the center of the lower round platform, with the melee/healer/ranged dps moving to the back of the lower platform. Tank picks up wraiths, ranged DPS knocks them down, melee stays put.
    3. Once Anom goes unimmune, he’ll agro on the tank. All DPS quickly burn him to 50%, then repeat part 2, with tank moving to the bottom of the ramp leading to lower platform, and ranged/melee/healer jumping off the back of the lower platform and moving to back edge of that section. Kill wraiths.
    4. Same thing again; once Anom is at 25%, tank moves to spot where healer/ranged group was standing, all others move to keep the same spacing; kill ton of wraiths, finish Anom.
    5. If you’re stuck with a full melee group that really wants the achievement, you can kite Anom pretty much anywhere in the instance, so try the whole thing on the run.
  • [Intense Cold]
    Defeat Keristrasza in The Nexus on Heroic Difficulty without allowing Intense Cold to reach more than two stacks.
    Challenge: Easy/Moderate, depending on class
    Special Group Composition Needed: No, but a dispeller can help out for certain classes.
    (Note: This is an individual achievement.)
    Intense Cold is a debuff that stacks on you once every second; however, moving/jumping clears it. The difficulty is dealing with Crystal Chains, which snares you; use whatever ability you have that breaks snares (mages can blink, locks can port, druids can shapeshift, etc.) If you’re having trouble, grab a PvP trinket/Free Action Potion for additional breaks. If you’re REALLY having trouble, bribe a class with a dispel (pally/priest/shaman) to dispel you first, every time it hits.

Link to part 2 here.

Onyxia's Lair at 80 – strategy, first impressions

 Strategy  Comments Off on Onyxia's Lair at 80 – strategy, first impressions
Sep 232009

So, Patch 3.2.2 is out, and I had a chance to jump into a 10-man PUG this morning and check out Onyxia. My initial tactics advice is below. I believe 25-man has the same mechanics and numbers (just things hit harder), but I’m not sure about that at this point. I’ve now ran Ony 25 several times (alas, not yet successfully) and have updated the strategy below.

Onyxia’s Lair

Getting There: For those that don’t know, Onyxia’s Lair is in Dustwallow Marsh, outside of Theramore. There is a lvl 80 meeting stone there, so get a mage to port an advance party to Thera and summon the raid. (The first time that a mage port to Theramore was actually USEFUL.) The instance is very linear; there’s a path with four tank-and-spank trash mobs to clear on the way, then Onyxia herself. Note: Onyxia has a large aggro radius, so people need to release and run back on a wipe. Unlike vanilla, the GY is right outside the instance, which is nice. Also, tunnel trash will respawn when Ony is pulled (and despawn on a wipe), so no crazy kiting strategies will work. This does, however, make PUG raids quite painful if someone is griefing. 

Composition: 10M: 2T/2H/6DPS. A 3rd healer can be subbed for a DPS as needed. 25M: 2T/6H/17DPS, with a 3rd tank helpful for oops moments.  This fight is somewhat melee DPS unfriendly, so don’t take too many. Fire Resistance buffs, obviously, are helpful. Don’t forget the new LW/Inscription buffs are available if you’re missing a priest/pally/druid (10m).

Assignments (TL;DR version):

  • MT: tank Onyxia for P1/P3 towards the back wall, tank Lair Guards whelps in P2. Call for AOE on whelps as needed; if DPS is slow on Lair Guards you may need to hold a 2nd for a brief time.
  • OT: DPS P1/P3 (or tank whelps if needed), tank whelps Lair Guards in P2.  Warriors are good here for disarm. 
  • Ranged DPS: DPS Ony P1/P3; AOE initial P2 whelps, switch to Lair Guards when up, then DPS Ony. Help on later whelps as necessary (or you’re heavy on ranged) Stay away from Lair Guards.
  • Melee DPS: DPS Ony P1/P3; kill guards/whelps in P2, then flail about aimlessly trying to DPS flying Ony. When killing guards, run away on Blast Nova. In 25-man, two warriors/rogues need to alternate disarms on Lair Guards.
  • Healers: P1 on tank (watch the pull, a knockback can range him), P3 on tank/light raid healing. P2: Most healers on guard tank, Couple on whelp tank/raid. Most raid damage on this fight is avoidable, so your workload is based on your raid’s skill at avoiding deep breath.

Full Strategy:

  • Phase 1: Tank will pull and kite Onyxia to the back wall of her lair. (I didn’t get a chance to check, but I think Onyxia is untauntable, so DPS/healers will need to display some initial caution.) Yes, Onyxia is tauntable, but don’t be a noob and die on the pull. Onyxia has a bunch of frontal cone attacks (including one knockback) and a tail sweep in P1, so DPS/healers stay to her sides. At the east and wewst of her lair is a tunnel with whelp eggs, which will spawn whelps if someone ends up over there (usually tailswiped)…the OT needs to pick them up if that happens. If everyone positions correctly, the only person taking damage will be the MT. This part of the fight is a snooze, really. At 65% HP, Ony will take off and start P2, which is the challenging part of the fight.
  • Phase 2: The hard phase, from 65% to 40%.
    • Whelps: A TON of whelps (40) will spawn at the beginning of P2, on the left and right of the raid. Have both tanks take a side, round up their 20 pack, then drag to the center for AOE. (Your framerate will die during the AOE; recommend turning your camera away, if possible.)   If a couple peel off, they’re not that big a deal, but they can tie up a healer quite quickly. More will spawn in roughly every 60 seconds. Whelp tank needs to grab these and group up for AOE. It’s probably easiest to let the melee handle the whelps, and keep the group away from the Guards entirely. Bad early strat…melee will be tied up with Lair Guards. Have ranged switch to AOE’ing whelps when needed.
    • Lair Guards: These large adds will be spawning every 30 seconds from the entrance to the Lair. They hit pretty hard, cast Ignite Weapon which adds fire damage to their melee attacks, and (most importantly) cast Blast Nova with a 5s cast time. Yes, ANOTHER boss with a nova. I guess Loken/Emalon/Brundir weren’t enough…I missed the memo where Blizzard said every patch from here on out would have a Nova-type ability to avoid. Same drill…run away, run back in, ya. Tanks can eat it or (preferably) run out and back in. They can be tanked anywhere, but it’s best to pick a place and stick to it,  (usually near the front of the cave) so the healers/DPS stay away from there when dodging Deep Breaths. This is where most PUG’s will fail…typically around the 2nd breath, two-three people will dodge a breath and run into the nova, or the converse.
      Anyway, these guys are the priority for DPS, as having 2 up really makes things tough…they hit hard enough in tandem that they’ll drop a single tank quickly, and if the whelp tank picks it up, the Guard will inevitably stop and cast nova in the middle of the raid. In 25-man, a disarm rotation needs to be worked out, as they can gib a tank quite quickly.
    • Onyxia: While all this is going on, Ony has no threat table; she’ll be flying overhead, dropping weak fireballs on random raid members, and occasionally doing a “Deep Breath.” This will be preceded by a warning, “Onyxia takes in a deep breath…” When you see that warning, STOP what you’re doing, and run to the side of the lair. The deep breath goes on a line from her current location to the wall, and will one-shot healers and DPS that take a full breath. Ranged will be DPSing her down when not killing adds. Once you get her to 40%, you start P3 (and the hardest part is over)
  • Phase 3: Onyxia lands; treat it just like P1. I think she drops her aggro from P2 now, but I’m not sure (used to be, she’d eat all the ranged DPS after P2 while the tank frantically tried to get threat, since she was untauntable) Have your aggro drop/transfer abilities available, just in case. She gains an AOE fear, an light raid damage attack, and a few whelps will wander in from time to time. Use Fear Ward/Tremor Totem/Berserk/racials for the fears, but they’re not that dangerous, except on the tank (Ony loves to fear the tank into the raid, then breathe.) This phase isn’t too hard if the tank/healers are on their toes, but the transition can be difficult. There’s usually a few adds still floating around that need to be killed, healers are out of position, the raid-wide fear, etc. When tanking this, I save all my CD’s for the P2->P3 transition.

Loot: T9 normal-level gear; weapons, helms, and cloaks, mostly. One person can claim Onyxia’s head, which can be turned in for a quest reward item, and if you’re very lucky, there’s a 310% flying mount as well.

Overall, it’s fun and a good encounter (and you can post some SICK AOE DPS numbers on 40 whelps. :)) There’s a very good polearm in there for cats, according to Thinktank, and it’s use effect creates a very good bear weapon. I WANT…no more having to stick with Mongoose for dualspec viability.