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dredrock



Joined: 20 Jul 2008
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re: Azgalor

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Raid Setup
Tanks: 5 (A mix of protection and fury warriors and feral druids)
Healers: 8
DPS : 12

Some of the "tanks" can be DPS specced and change from tanking gear to DPS gear at the end of the waves.


Buffs, Potions and Gear
Shadow Protection buff and Medallion of Karabor are good to help resist the Howl of Azgalor ability, especially for healers.



Boss Abilities
HP - 4,200,000
Melee Strength - 7-8k on plate


Cleave
Azgalor's frontal cleave hits for 10,000.


Rain of Fire
Much like the warlock's Rain of Fire, it rains fire in a 20 yard area, dealing 1619-1881 fire damage every 2 seconds for 10 seconds and applying an undispellable debuff called Unquenchable Flames that deals 1250 fire damage every second for 5 seconds. Can be avoided with Divine Shield / Ice Block / Cloak of Shadows. Used very randomly.


Howl of Azgalor
An AoE silence with a 99 yard radius, that lasts 5 seconds. Used at the very start of the encounter and on a 15-20 second timer after that. Can be avoided with Ice Block / Divine Shield.


Doom
Cast every 45-50 seconds on a random target, it places a debuff on them called Doom, which after 20 seconds will kill the target. When the target dies, it will spawn a Lesser Doomguard with 62,000 HP on the spot of the dead player, which must be tanked. The ability is not used on the main tank and cannot be removed or avoided in any way by any immunity.



The Mobs

All mobs can be stunned and feared. Undead can be Shackled and Turned, demons can be feared/Banished. Shadowy Necromancers can be Mind Controlled/sheeped.



Abominations
HP - 180,000
Melee Strength - About 3k on plate.

Poison Aura - Sometimes the Abomination will use a poison cloud-like ability, dealing roughly 750 damage to everyone around the Abomination every 3 seconds.

Shackle-able / Fear-able/ Trap-able



Ghouls
HP - 140,000
Melee Strength - About 1.5k on plate.

Cannibalise - When they go low on health, the ghouls will run to a corpse and start cannibalizing it, restoring about 7% of their health every 2 seconds, for 10 seconds.

If you see a ghoul cannibalizing, you must stun it or Shackle it or even fear it as fast as you can to prevent it restoring health. A cannibalizing ghoul takes an entire raid's worth of DPS to kill.

Shackle-able / Fear-able/ Trap-able



Shadowy Necromancers
HP - 120,000

Unholy Frenzy - Increases an ally's attack speed by 100% for 20 sec, but also inflicts 500 nature damage to that ally every 2 sec.

Shadow Bolt - A bolt of shadow dealing 2250-2750 to the current target.

Cripple - Increases the time between an enemy's attacks by 100% and decreases movement speed by 50%, in addition to reducing its strength by 50%. Lasts 15 sec. Can be dispelled.

Summon Skeletons - Summon a skeleton from a nearby corpse. They can be either a Skeleton Invader, with 32k HP, or a Skeleton Mage with 24k HP. One is a melee type, the other one is a caster. They are no real threat, just an irritation.

Sheep-able / Fear-able / Trap-able



Banshee
HP - 83,000

Banshee Curse - Reduces chance to hit by 66% for 5 min. Decurseable.

Banshee Wail - Much like a Shadow Bolt, it causes 2475 to 3025 to the current target.

Anti-Magic Shell - Creates an anti-magic shield around the caster, absorbing up to 200,000 magic damage for 30 seconds. Can be pruged.

Shackle-able / Fear-able / Trap-able



Crypt Fiends
HP - 170,000
Melee Strength - About 2k on plate.

They will sometimes shoot out tiny spiders at a random person in range. They do about 300-400 damage total. Absolutely nothing to worry about.

Web - They will sometimes put a web around someone, immobilizing him for 10 seconds.

Shackle-able / Fear-able / Trap-able



Gargoyles
Parts of waves 2 and 4 in large numbers.

HP - 120,000.
Melee Strength - About 1.5k on plate.

Gargoyle Strike - Deals 850 to 1150 nature damage to an enemy. The spell has a 35 yard range and a 1.5 second cast.

The Gargoyles will start in the air, out of melee range. Howoever, if they aggro someone and he goes out of their Gargoyle Strike range, they will land and follow by ground and remain grounded.



Frost Wyrm
HP - 330,000

They will remain airborne until they die, and so cannot be damaged by melee. They will come in waves 6 and 7 from the direction of the 2 Towers where the tanks and Shadowy Necromancer DPS are.

Frost Breath - A 3 second cast, 35 yard range ability that deals 2550 to 3450 frost damage to it's target and everyone in 8 yards around it, and slowing their movement speed by 50% for 6 seconds.

Have him off tanked by a hunter / mage / warlock somewhere away from people.



Giant Infernal
HP - 130,000
Melee Strength - 2000 fire damage

Flame Buffet- Increases fire damage taken by an enemy by 50 for 60 seconds. It stacks infinitely and is cast on the target highest on his aggro list. Can be dispelled.

Immolation Aura - Burns nearby enemies for 414 to 456 fire damage every 3 seconds.

Banishable / Fearable



Fel Stalker
HP - 100,000
Melee Strength - 2400 damage on cloth/6-800 on plate

Mana Burn - Burns 1140-1260 mana from the Fel Stalker's current target and deals half the mana burned in damage(570-630). Can be interrupted.

Banishable / Fearable



Lesser Doomguard
HP - 64,000
Melee Strength - 2400 damage on plate

Warstomp - Periodically he does a Warstomp, doing 1250 damage and stunning everyone in its range for 2 seconds. Does not cause the tank to lose aggro.

Cripple - Slows movement and attack speed of the current target by around 50%. One Doomguard is usually enough to keep it up on the tank at all times as it is used frequently.

Thrash - A chance on hit burst damage ability to gain 2 extra attacks on the current target.





The Waves
Have 1 or 2 hunters pull off a mob each wave to the tauren and Thrall camps then run back into the raid.

The waves come every 3 minutes, except for wave 8, which gives you 4 minutes before the boss.





Wave 1
6 Abominations, 6 Shadowy Necromancers

Sheep/fear most of the Shadowy Necromancers. Melee can start killing off the Shadowy Necromancers one by one, making sure you interrupt their spells as much as you can.

One or two hunters should pull an Abomination back to the tauren warrior and Thrall camps to engage them in the battle. Tanks gather up the Abominations. Ranged DPS focus on the Necroamancers at first until the tanks say they have aggro and are ready for AoE, after which start AoE-ing the Abominations.


Wave 2
5 Ghouls, 8 Gargoyles, 1 Frost Wyrm

This time the Gargoyles will come from where all mobs come during the waves, and the Frost Wyrm will come from the right-side Tower as seen from the horde camp.

Have a hunter/mage/warlock tank keep aggro on the Frost Wyrm away from the raid. Everyone who can should throw a DoT on the Frost Wyrm.

If you get Gargoyle aggro try to run away from them so as to make them land. Once landed, Tanks try to grab aggro on the Gargoyles and pile them up together with the Ghouls (who should already be tanked), and then begin AoE.

Once everything is dead, focus on finishing off the Frost Wyrm.


Wave 3
6 Ghouls, 8 Giant Infernals

In this wave, 6 Ghouls will come, in addition to 8 Giant Infernal meteorites falling around in a big circle, centered slightly in front of Thrall.

Main Tanks grab aggro on the Ghouls and build it up. If you think 2-3 Tanks can manage all the Ghouls, send some out to help with tanking the Giant Infernals.

You most likely won't need to kite in this wave, as a Giant Infernal will often land in range of the horde NPCs.

The Giant Infernals should be feared and Banished. The tauren warriors and all horde NPCs in general are very capable of tanking them. Kill off the NPC-tanked Infernals first, and keep Banishing/fearing the rest. Don't pile them up, as their Immolation Aura will become very deadly that way and a person or NPC with the Flame Buffet can die off quickly.

You can either:
a) AoE the Ghouls first and kill off the Infernals later
b) kill some Infernals then AoE the Ghouls and continue killing Infernals
c) kill the Infernals and then AoE the Ghouls.
The choice is yours though the second option is slightly recommended.


Wave 4
6 Fel Stalkers, 8 Giant Infernals

The Fel Stalkers are deadly as they have a Mana Burn, which burns roughly 1200 mana. They need to be tanked, Taunted off mana classes at all times, and then AoE-ed.

Dealing with this wave is the same as Wave 3 when it comes to Giant Infernals.

You can either:
a) AoE the Fel Stalkers first and kill off the Giant Infernals later
b) kill some Giant Infernals then AoE the Fel Stalkers and continue killing Giant Infernals
c) kill the Giant Infernals and then AoE the Fel Stalkers
d) have all melee kill off the Fel Stalkers while ranged kills the Giant Infernals.
The choice is entirely yours.


Wave 5
4 Abominations, 6 Fel Stalkers, 4 Shadowy Necromancers

Tanks should grab the Abominations and Fel Stalkers and build up aggro while melee and ranged kill off 1-2 Shadowy Necromancers.
Sheep the rest of the Shadowy Necromancers or even fear them.

After tanks have enough aggro, AoE the Abominations and Fel Stalkers. Melee keep on the Shadowy Necromancers. After all the Abominations and Fel Stalkers are dead, kill off the other Shadowy Necromancers.


Wave 6
8 Shadowy Necromancers, 6 Banshees

This wave is a bit harder than the rest as the potential for being 1-shot due to Shadowbolt/Banshee Wail chaining is high. Thus, have your main tanks stand in front of the entire raid (as you often should anyway) so they can take the initial aggro and get the spell hits. Be ready for a lot of fast healing to keep them up.

After tanks have aggro, sheep/fear the Shadowy Necromancers. Melee should start killing off the Banshees as their Anti-Magic Shell can be tricky to break through with AoE.

Ranged should focus on the Shadowy Necromancers, trying to Counterspell their spells.

Priests can try to Mind Control a few Shadowy Necromancers, and first increase melee DPS with their buffs before helping out with killing/taking aggro on the other free Shadowy Necromancers and Banshees; there are two ways of dealing with these. Either kill them one by one, or try to pile them up as much as you can and AoE what you have. The second variant is certainly harder to execute but can save you precious seconds if you're having trouble with the wave timer.


Wave 7
6 Giant Infernals, 2 Fel Stalkers, 2 Crypt Fiends, 2 Ghouls

Tanks grab the Fel Stalkers, Crypt Fiends, Ghouls and anything else.

While you build up aggro on them, ranged and melee take care of some of the Giant Infernals. AoE the Felhunter/Crypt Fiend/Ghoul pack when tanks have enough aggro and kill off any remaining mobs.


Wave 8
4 Abominations, 4 Crypt Fiends, 2 Fel Stalkers, 2 Shadowy Necromancers, 4 Banshees.
(the last trash wave you'll see in the Battle of Mount Hyjal .. this week)

Tanks should grab the Abominations, Crypt Fiends and Fel Stalkers. Sheep the Shadowy Necromancers. Melee can start killing off the Banshees. Ranged should also help out while they don't have their Anti-Magic Shell yet. When the tanks have enough aggro, AoE the mobs. After the AoE targets are dead, kill off any remaining mobs.



The Boss


Azgalor will come from the normal wave entrance. If you need to slow his approach to allow extra recovery time, a few rogues can chain Distract him. With 3 rogues, you can keep him entirely in place.

Azgalor must be Misdirected as soon as possible to the main tank so that he does not aggro on Thrall. If he engages some Horde mobs at the entrance, you should still Misdirect him. You don't want the NPCs competing for aggro at the start of the fight.

About 15 seconds after the moment Azgalor is engaged (be it by players or NPCs) he will use his Howl of Azgalor, and keep using it every 15-20 seconds. The MT must have his health topped off and have multiple heal over time (HoT) spells on him before this silence so that he doesn't die during it.

On a random basis and very often, if not constantly, Azgalor will cast his Rain of Fire ability on a random target. The raid needs to stay spread out and move out from it when hit. The main tank can simply take the Rain of Fire damage if it's cast within range of him for any reason.

40-45 seconds into the fight, the first Doom will be cast, and a new one will be cast every 40-45 seconds. Doom kills the targetted player after 20 seconds, which cannot be prevented, and spawns a Lesser Doomguard from him. The player must run to the Doomguard tanking spot as soon as possible and do everything he can not to die before he's there.

At the tank spot, there should be a healer and 2 tanks. If you're having trouble, add one more healer or tank as you see fit.
The Lesser Doomguard must be tanked near Thrall. Also, keeping the Doomguard tanking spot out of range of Howl of Azgalor helps the healer on the Doomguard tank.

Thrall and his camp alone are perfectly capable of dealing with the Doomguard and keeping no more than 1-2 Doomguards up at a time.

At the end of the fight the tanks should have a total of about 3-4 Lesser Doomguards on them which the raid must kill after Azgalor is dead.

Azgalor hits very hard so be very careful with the Main Tank healing.

Keep everyone topped off before the silence and move out of the Rain of Fire as fast as you can. Survive the Howl of Azgalor, Rain of Fire, don't die with Doom on you before you've reached the Doomguard tank spot, and you will have a kill. It takes about 5 minutes to kill Azgalor, which is around 7-8 Dooms.



Class Comments


Tanks
Taunt loose mobs, don't let them get on the casters, and be ready for AoE Taunt if anything goes wrong. On the boss itself, have the dedicated protection/feral tanks assigned for Azgalor and Lesser Doomguard tanking.

Lesser Doomguard tanks shouldn't stand close to the Doom-ed person so that they don't catch a Warstomp before they have aggro.


Fury Warriors, Feral Druids, Rogues
If you're not tanking any mobs, make sure to Taunt (for feral druids/warriors) mobs off the Horde NPCs if the NPCs get low on health. On Azgalor, move out of the Rain of Fire as fast as you can. Rogues can use Cloak of Shadows to avoid the damage and the DoT altogether.


Mages
On the non-Abomination waves, position is irreleveant. In Abomination waves it's crucial to be out of melee range of the Abominations. Sheep the Shadowy Necromancers, Counterspell their Shadowbolts, and keep an eye on the sheep. On Azgalor , run out of the Rain Of Fire and use Fire Ward to absorb some of the damage.


Warlocks
Banish Stalkers and Giant Infernals, prioritising those that are attacking the tauren warriors. On the non-Abomination waves, position is irreleveant. In Abomination waves it's crucial to be out of melee range of the Abominations. Fear the Shadowy Necromancers if the sheeping isn't fast enough, but don't fear too much as chasing down the mobs saps raid DPS. On Azgalor, Soulstone the people who get the Doom, whilst saving a Soulstone or two in case a healer gets it.


Hunters
You'll be kiting the undead mobs to the back of the raid to engage Thrall and the other mobs at the back into the fight. Use Aspect of the Cheetah if you're having troubles, but don't let the mobs hit you. Kite the mobs through the AoE whenever you can. On Azgalor, like everyone else, run out of the Rain of Fire.


Healers
At the trash, simply keep the raid alive. Shamans and paladins help out the AoE with Magma Totems, Holy Wrath, and Consecration.
At Azgalor, keep the tank and the raid topped at all times and especially just before a Howl of Azgalor, and use as many heal over time (HoT) spells on him as you can to prevent him dying during the silence effect. A paladin is most suitable for healing the Lesser Doomguard tanks.
Avel



Joined: 17 Jul 2007
Posts: 133

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re: Azgalor

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I read in wowhead comments that Thrall can fight the boss without dying to rain of fire (due to recent changes on the way it does damage. Fixed value instead of %HP), just need to move the boss to not let Thrall eat cleaves.

But using him on boss the entire fight shouldn't be something that is necessary to defeat Azgalor. So, I don't know how usefull that would be for us.
dredrock



Joined: 20 Jul 2008
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re: Azgalor

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I have always used Thrall in this fight. I just don't use him right off the bat because it's beneficial to tank Azgalor by the Taurens and let the rain chew them up while they add dps to Azgalor. Meanwhile Thrall is helping out to kill the Doomguards. At about 40-50% depending on how doom falls, you drag one Doomgaurd to Azgalor so that Thrall engages him and helps your raid burn him down.

It important for everyone to understand that when we do this nothing changes... Doomguards still come out, you still run to the tanks by the Thrall area where Thrall spawns, and the tanks still need healing... the only thing that changes is that Thrall is now dps'n Azgalor and this is where we should pop the heroisms and dps need to go crazy on Azgalor. You can keep malee on the doomgaurds I believe but I know by the end of the fight each tank could have 2-3 doomgaurds on them since there is a ranged dps shift.

Hope that clears up any foggyness on the 40-50% shift.
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