Topic (Sticky) Quick guide of heroic mechanics (+ ZA ZG)
Eflow
Skullcrusher
Eflow
85 Goblin Death Knight
10670
Edited by Eflow on 6/14/11 10:32 AM (PDT)
Grim Batol:

Gen. Umbriss
He has malignant troggs that explode on death and enrage the boss for a couple of seconds if he's in range of the explosion. So assign a ranged dps to pick them and kill it away from the group, its fairly easy. No the boss doesn't random enrage because he doesn't like you. He also enrages bellow 20-30% hp (that may be because he doesn't like you).

Another valid and easier strat if you have sheep/trap available, is to CC the malignant trogg away from the group, and keep him CC'd during the fight, that will prevent more of them to spawn (the regular troggs will keep spawning), so you dont have to deal with this part of the fight.

Forgemaster Throngus
He is supposed to be kited on the "club" phase .. and he can be disarmed in the dw phase. And the "ideal" way to deal with the shield phase is having the group near him so you can easily rotate around him when he shifts direction. Staying far means more time running in flames. And yes, you are not supposed to stay under the rocks falling from the ceilling.

Dragon boss
The flame adds can be slowed. And if you take too long to kill them, they switch targets.

Erudax
The 2 faceless adds can be slowed. Ask your group to apply slow on them. (SLOW, not stun/frostnova/entangle).


Halls of Origination:

- The big winged guy has a fireshield buff that allows him to spam fireball on people near him, ask for purge/spellsteal.

Temple Guardian Anhuur
One easy way to deal with this fight, is to have your tank jump down on the snakes before the fight, aggro all the ones around the 2 switches, run up and simply tank the boss with the snakes (they barey deal dmg). Tell your dpsers TO NOT KILL THE SNAKES that are being tanked. If you don't kill them, they do not respawn and 2 players can easily jump down and turn the switches off, without being bothered by anything =)

Ammunae
His plants will heal him. But they are seeds 1st (they dont have a nameplate on their heads). Simply pay attention to small flashes of green light near the ground around the boss and to small seeds growing up. Dps them before they turn into an actual plant.

Setesh
Dont bother tanking the boss. Ask dpsers to burn the portals ASAP, and your own aoe dmg to hold the boss will kill the small ones (the big ones is pointless to try to kill).

Rajh
Should have his casts interrupts all times. Ask the group to stack near the healer on his aoe spam phase, so that he can easily aoe heal the group.

Isiset
She uses her skills in a specific way. Think it this way, she has 4 skills (starfall, nova, spawn adds, mana shield) and they are tied with each of the "3 of her". So if you kill A, you have 1 less skill to deal with. I like to kill the "golden" one (she has a "moon" on top of her) 1st since she's the starfall owner, lowering the group dmg.


Stonecore:

Trash

- Jump before the end of the cast "quake" on the giants trash, and tell me if you take dmg from it =). Ask you group to do the same. And the floating geode should be killed before he gets a target.

- Flayers fury of blow renders the mob stuck in that direction. Simply go to his back or side to avoid it.

- Yes the sentries do run away and call for mobs. Mark all of them when you reach that area so you can spot a nearby one and kill it.

Corborus
The red rocklings he spray on people should be aoe'd before they acquire a target. They do not explode on death. They explode on attacking. If you aoe them before they get a chance to attack, you take zero dmg. On his burrow phase, he also spawns 2 spots of smoke before forming a line between them, where he'll jump.

Slabhide
Yes you are supposed to use the rocks to line of sight the crystal barrage. And yes, they have a ridiculously thin hitbox, so stay behind ONE, and not in the middle of 2. And that smoke on the ground means fire will erupt.

Ozruk
Yes you are supposed to dodge his 150k ground slam (frontal cone in front of him). His paralize breaks on dmg, if you are a melee by the time he casts paralize start turning to run, because the bleed you inflicted on yourself will break it anyway. And his reflect spells shield can be dispelled/purged.

High Priestess
Try to kite her in a line on the right side of the altar, "closing" the way to that open area where the adds come from. And ask your group to stand near you, so that all void zones spawn there (they have a 3-4sec activation time). This way you simply stay on the left of the void zones on his "air" phase and laugh when the pack of adds are sucked inside the voidzones when they come after you. When you see smoke in the ground, DO NOT STAND on it, she'll throw a rock in there that will 1shot anything caught by it. <span class="underline"/>
Eflow
Skullcrusher
Eflow
85 Goblin Death Knight
10670
Edited by Eflow on 1/27/11 6:49 AM (PST)
Vortex Pinnacle

Trash

- Interrupt the casts of those air elemental packs that summon storms.

- You can easily move the dragon outside the healing rain, and then turn him around and position yourself inside it, even with your group behind you. That heals for 5%hp/sec so don't bother with the splash dmg people will take.

- The mobs are immune to CC inside the ground field (those lightning structures that happen to be around some tiger dudes pulls). Wait for them to pat outside that area to cc them and obviously dont tank them inside, since your casters wont be able to attack them. The pack that is inside one of those, simply aggro them and run out of their range so they move out and then get cc'd. And ask your healer to not hot/heal anyone since mobs will turn to him in the proccess.

Asaad
- Yeh you should stay inside the triangle that he create to avoid his aoe.
- And he cast his root (Static Cling) right after he casts chain lightning, so if you jump when he casts it, you'll avoid being rooted and making the healer's life easier


Lost City

Lockmaw
The small adds can be taunted, but you cant technically aggro them (after you taunt, you can keep them on you by regular aggro, but you can't simply "outaggo" them from the person marked .. have to taunt). So if you dont have an aoe taunt in a short cooldown (cof, paladins) just ask your group to kite/aoe them asap. Dont let them pile up or @@%! will hit the fan.

Augh
You can taunt him when he's whirlwinding in the direction of a dps, to keep him rotating in a safe zone between everyone.

High Prophet
Yes kill / kite the fire phoenix and then do the same with the shadow phoenix. And dont stand under the red giant beam he summons =p.

Siamat
He's an add boss. Kill 3 big guys and he'll activate, dont bother tanking him before he activate, focus on adds. Don't stand in the storm areas for obvious reasons.

The small adds when killed, leave a "storm" area, so if possible, try to kill them outside the center to avoid unecessary dmg.

The big adds when killed explode and leave a debuff that increases nature dmg taken on everyone caught by the explosion (melee range).


Shadowfand Keep

Trash
- You can safely pull the big guys on the coutyard (the ones with aoe fear) back upstairs and inside the building so you dont risk people running on fear aggroing the others.

B. Ashbury
It's all about: interrupt EVERYTHING he casts. And the healer dont need to freak out to heal everyone after each "aoe grip". It takes all of your current health, but will never actually kill anyone. As long as people interrupt everything, nobody but the tank will take dmg.

If you dont have many interrupts, interrupt both his "aoe heal" after his aoe grip, and his self heal (Mend Rotten Flesh).

B. Silverlaine
It's better to simply burn him and dispell the healing debuffs the tank takes. The adds can be killed on cleave dmg.

Com. Springvale
The adds should be killed/interrupted ASAP. They cast a lot of nasty @@%! and buff the boss / debuff you, turning that fight into a nightmare. And yes, you are supposed to move out the desacration.

The non-cheating strat i use, is to pull him to the previous room (group stand a bit further down) so that both adds come from the door that leads to his room. This way the tank can easily pick them up, and his frontal cone shadow will only hit the tank.

Lord Walden
"Run around and kill him". His "poison" only stacks if you are standing still, if you keep moving, you take no dmg at all. His frost things can be easily avoided if you are moving as well. And the special fire pot increases your crit chance by 100% for the duration of the aoe.

Lord Godfrey
Simply don't stand in front of his pistol barrage .. seriously.
Eflow
Skullcrusher
Eflow
85 Goblin Death Knight
10670
Edited by Eflow on 1/27/11 6:36 AM (PST)
Blackrock Caverns

Bonecrusher
Clear the area before pulling him, because he'll call any mob around ~30y of him.

Simply break the chains, and run out of his aoe, and kill adds, pretty simple fight.

Corla
What i do is to have 1 ranged/healer on each of the adds (interrupting the beam) and myself interrupting the middle one.

At ~70-80 stacks, just get out of them beam, and wait till your stacks wear of, when they do, simply run in again. That gives more than enough time to kill the boss. And obviously, interrupt her fear (her only cast).

Steelbender
What i do on this one, is to stack 2-4 stacks of the debuff on the boss (i simply "dip" him into the fire waterfall), when he's with 5-8sec left on the debuff, i dip him again for 1-3 more stacks. This way you slowly refresh his stacks on a "safe" way, giving time to the healer to keep everyone up .. just start rotating cooldowns when he's with more than 10stacks. If you dont let his stacks fall, adds wont appear.

Beauty
I dont advise this to everygroup .. but what i found to be easier, is to simply jump on the boss, tank everything while rotating cooldowns. A little more chaotic for the healer to heal, but the fight goes very quick.

Other idea is to CC 1-2 of the dogs and tank the boss with the remaining adds. Carefull on breaking CC tough.

Lord Obsidius
Either drop slow mechanics (earthbind totem, trap, mage frost novas etc) and kite the mobs while tanking them.

I simply keep the boss rotating in circles around the ranged dpsers, while someone help slowing the adds a bit.


Throne of Tides

Lady Naz'jar
What i do is to ask one of the dpsers to CC the left caster mob, and aggro the right caster + big guy. Keep in mind that the big add cleave for a significant dmg.

It's a tricky boss to do with people that are not the brighest. If you have no combat cc available, try to aggro the 2 on the right, and ask for someone to interrupt the one in the left while you taunt it. This boss really requires that people help a bit. Leaving all on the tank's shoulder on this fight can be a bit taxing.

Commander Ulthok
This boss is quite simple. I simply pick a side of the room, start tanking him in one of the edges, and keep kiting him around the room when he drops the shadow zones. Btw, you can avoid his "dark fissure" .. simply run away from him when he start casting (he'll hit the ground where you were, not you)

Erunak Stonespeaker
Interrupt casts, etc etc .. when the boss becomes the little floating squid, the simplest way to deal with his absorving dmg shield, is to simply purge/dispell/spellsteal his buff. And if i'm not mistaken, you can line of sight those black tendrils to cancel them.

Ozumat
Very easy boss .. one small detail that i do to make the fight easier. When he summons 3 mobs that channel Neptulon, and start spawning those big fiends with the stacking shadow debuff ... instead of tanking them, i simply kite them. Depending on your dps you'll have 3-4 spawned by the time people kill the 3 channellers .. This way you dont need to split dps to kill them, and this phase of the fight ends fasters .. the fiends can be 2 shotted once you get the god-mode buff.


Deadmines

Helix Gearbreaker
You can stay under the log in the middle of the room .. the goblins on top of it can't throw bombs in there .. and when the goblin plant a bomb on your chest, you'll explode, hit your head on the log and drop to the ground, avoiding fall dmg.

Foe Reaper 5000
Most simple fight ever .. tank the boss on top of the ramp (near where you entered the room), and have the person who controls the golem down there, dealing with the fire guys. And obviously, spread out / dont stand in the way of his rotating slashes of pain.

Vanessa VanCleef
During her nightmare, after everyone is tied up in the chains, you can quickly jump down before being slowed, but DO NOT STAND IN THE INNER CIRCLE. All this inner area will be covered in fire.

The spider boss, simply have everyone stand in the corner and focus fire on the boss.

What i do is tank her close to the door so i can easily pick up the adds when they leave the cabin. Obviously, as a tank never tank anything inside of the rage zone.
Wickedwombat
Gorgonnash
Wickedwombat
85 Blood Elf Death Knight
4090
TYVM!
Hansazul
Elune
Hansazul
85 Draenei Warrior
8090
Thanks for the reference guide.
Lyca
Alleria
Lyca
85 Worgen Warrior
9560
tagging this too
Kithalt
Whisperwind
Kithalt
85 Human Paladin
5555
This is excellent. There are two things that I like to know about dungeons. The first is the basic strategy/knowing what abilities the boss has. The second is little tricks that make the fight much easier like your "jumping to avoid quake" trick. I guess those two are related, but there are always little, simple things that can be done to make the whole thing much, much easier. It's nice to find lists of these things on the forums.
Jimduggan
Windrunner
Jimduggan
85 Gnome Warrior
5805
12/15/2010 7:09 AMPosted by Eflow
- the 2nd boss is better to simply burn him and dispell the healing debuffs the tank takes.


I would recommend letting a tick, or 2 of the Stay of Execution to go off, it heals the boss a bit, but it also heals your group. That way the healer basically doesn't have to heal up the group, takes a bit longer, but I have found it to be easier.
Eflow
Skullcrusher
Eflow
85 Goblin Death Knight
10670
Edited by Eflow on 12/15/10 10:57 AM (PST)


I would recommend letting a tick, or 2 of the Stay of Execution to go off, it heals the boss a bit, but it also heals your group. That way the healer basically doesn't have to heal up the group, takes a bit longer, but I have found it to be easier.


its also a possibility. It really depends on how many people with interrupts you have.


btw, if anyone have anything to contribute to any instance, feel free to add here and i'll try to squeeze it in the initial posts with the proper credit.
Fact
Dark Iron
Fact
85 Blood Elf Paladin
6000
For the first boss of H Grim Batol, the easier strategy than pulling away the shadow troggs and killing them multiple times throughout the fight is tanking the boss away from where the troggs spawn (with the healer nearby to taunt the small troggs off of when he gets healing aggro) and have somebody CC the shadow trogg. If the shadow trogg is CC'd the entire fight, no more will spawn and it becomes a very simple fight.
Duga
Nesingwary
Duga
85 Orc Death Knight
3075
oooh perfect, thank you!
Duga
Nesingwary
Duga
85 Orc Death Knight
3075
*praying i don't get BRC in the near future*
Eldärwen
Windrunner
Eldärwen
85 Night Elf Warrior
7195
Here are a few corrections:

- The crocodile boss, the small adds can be taunted, but you cant technically aggro them. So if you dont have an aoe taunt in a short cooldown (cof, paladins) just ask your group to kite/aoe them asap. Dont let them pile up or @@%! will hit the fan.


They actually do aggro onto the tank when you taunt. They don't switch their threat back to their original target. Confirmed by me chain taunting them while attempting the Achievement.

12/15/2010 7:09 AMPosted by Eflow
- The 1st boss is all about: interrupt EVERYTHING he casts. And the healer dont need to freak out to heal everyone after each "aoe grip". It takes 90% of your current health, so it will never actually kill anyone. As long as people interrupt everything, nobody but the tank will take dmg.


Sort of. You do want to let one tick of "Stay of Execution" because there is a very very very small damage aoe going off every few seconds. It also gives you a stacking shadow damage increasing debuff.
Kalle
Doomhammer
Kalle
85 Draenei Death Knight
7430
Edited by Kalle on 12/26/10 10:19 AM (PST)
Very nice guide Eflow. One thing -
Grim Batol: Isn't the trogg that has to be pulled away called malignant? I think it would helpful to have the actual name so that your selected kiter can set a /target macro for it.

Oh, and reported for sticky ;p
Jagon
Onyxia
Jagon
16 Orc Warrior
70
In Grim Batol then flame adds on the third boss can be stunned as well.
Hansazul
Elune
Hansazul
85 Draenei Warrior
8090
In Grim Batol you can ride the dragons to inflict pretty good damage to the trash leading up to the first boss. Those packs retain all of the damage you've dealt and become much easier to deal with as you clear.

After the second boss, you can go back to the same drakes and ride them to the next part of the dungeon, skipping a few extra pulls on the way.
Xapewaio
Ravenholdt
Xapewaio
85 Blood Elf Paladin
3905
This is awesome! Exactly what I was looking for!

Thanks!!

-Xape
Waniou
Dath'Remar
Waniou
85 Draenei Warrior
9815
When I first did heroic SFK, I found the damage of the curse the last boss applied to be more than my healer could handle and wound up wiping until a DPS left and we got a druid who could decurse it.
Elfbane
Akama
Elfbane
85 Tauren Warrior
7155
Keeping a mental note of this for when I leave Afghanistan and can finally run instances.
Whynot
Area 52
Whynot
85 Blood Elf Priest
3670
I'm in ur thread with two thumbs way up

d(^.^d
---------
List of CC and Interrupts
http://us.battle.net/wow/en/forum/topic/1536335625

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