It is quite a hard fight where everyone plays a part and needs to be alert at all times. I suggest that your guild is at least has no problem killing Grugonim and Sicaron on regular basis
READ MORE FOR STRATEGIES
RAID COMPOSITION:
3 Tanks
4 Healers (2 ST, 2 AOE) here i recommend 5 healers if you are just starting out, 3 st and 2 aoe or vice versa
2 Supports (Bard and Archon)
11 DPS (3-4 Rogue range is recommended with one of them being 51MM)
At this point I highly recommend KBM mod since it is updated for this fight.
STRATEGY:
The fight is composed of 3 phases
Phase 1
The fight begins with 3 tanks move to their respective positions.
Tank A grabs Azul Searbone and position him near the Warboss (WATCH BOSS CLEAVE)
Tank B and C grabs 1 Warforged Stalwart, 1 Warforged Caster, and 3 Warforged Thralls each and position him at the left and right of the battlefield respectively. Make sure they are within range with the Tank A for practical purposes (I'll explain it in a bit)
Assign 2 interrupters to help tank B and C interrupts Deathblow casted by Warforged Stalwart. It is gonna be hard for the tanks to interrupt while positioning and grabbing adds at the later phase. Deathblow is a skill that will pull random raid members and snare them. It may cause a wipe at later staged if not interrupted.
note: DO NOT KILL WARFORGED STALWART OR ANY OF THE ADDS. FOCUS ON AZUL SEARBONE
From the beginning of the fight, Archon and Bard will have the job to sheep Warforged Firestorm at ALL times while keeping buffs up. Please refrain standing close to the rest of the raid. Stay near Tank B and C but not too close or you'll get cleaved
There are 2 mechanics that should be taken note of at this phase:
- Molten Rejuvenation - a buff that the boss gains, any SPELL DAMAGE will cause it to heal for 10%. Meaning warriors and rogues may still DPS Searbone at this point without using any spell finishers (eg Fiery Burst). Keep elemental buffs like Storm Blade off (not tested yet).
- At a fixed interval, Searbone will transform 1 of the Warforged Thralls to be a Fire Elemental that MUST be DPSed ASAP or they will blow and possibly wipe the raid. What we did was Tank A pulled them to where the melee group is so they can DPS them along with the boss. That is why I stated Tank B and C are to stay within range of Tank A. ALL range DPS must turn to the Fire Elemental at this point
update: on 4/25, we couldnt get the bard to CC one of the Firestorm so we have Tank B tanked it the whole fight
Phase 2
The phase transition begins with with Natung Charstorm and 3 Thralls entering the fight. Tank A will pull them all first while Tank B and C single taunt the Thralls off Tank A once at a time while keeping interrupt on Stalwarts' Deathblow
The positioning continues to be the same as Phase 1. Archon and Bard keep sheeping Firestorms.
At
a random time during this phase, a few Warforged Thralls will spawn and
enter the fight. Tank B and C must be alert and pick up these adds as
they will kill your Bard/Archon/Healers if not picked up fast.
There is only 1 mechanic to take note of:
- Scorching Torment - It will spawn a big red circle that you do not have to be shocked about. It will only root and does some AOE damage which can be healed easily. However, MELEE MUST GET AWAY FROM THE BOSS AND STAND AT RANGE OR THEY'LL GET ONE-SHOTTED.
Continue and you will get to 3rd phase.
Phase 1 and 2 |
At this point, EVERYONE should stay out from each other. Keep a distance of about the AOE of Scorpion boss in GP.
3 Rogue Range DPS will stand at the entrance ONE AT A TIME while the rest of the raid are to spread out in the middle of the room. Do let some space for the melee to get out of the boss and stand at safe distance.
STAY AWAY FROM THESE ROGUES AS FAR AS POSSIBLE.
There are 3 mechanics to take note of:
- Burning Sacrifice - Warboss will emote and call out one of your furthest member and place a 'Contract' on them. He will glow in circle and anyone inside this circle will die. Therefore I said stay away from the rogues as far as possible. The circle range is pretty big.
- Immortal Torment - Right after Burning Sacrifice, he will cast this skill which is the same as Spines of Earth from GP scorpion boss. Everyone will start glowing in circle and take damage. Big heals at this point.
- Burning Will - A buff on the boss that must be PURGED ASAP or it will heal the boss. Hence, It is good to have an MM at this fight.
Phase 3 |
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