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Firelands Normal Mode and Baradin Hold Boss Strategies
05/07/2011 à 17:41
Today we have a list of the boss encounters in
Terres de Feu
along with their strategies--the videos are from our affiliated site,
, and the strategies mostly written by Wowhead with some of TS' strategies mixed in. Hopefully this helps out those of you who are looking to engage and start clearing the zone this reset; it's a fairly easy zone, but it can be hard to progress past a certain point for a lot of guilds.
is also finally live, as the PvP season has started. This means you have an easy loot pinata to check out, even if you don't regularly raid, so be sure to check out
Bastion de Baradin
is a boss summoned by killing trash packs roaming around instance. You will be able to monitor your progress in summoning him through his zone wide yells. Once summoned, he patrols around the zone much like
. An elemental hunter, he has two pets:
. These pets play a large role in the encounter by causing Shannox to enrage upon their deaths so you will want to to bring Shannox to 30% HP before killing them; while technically you can push Shannox with the dogs alive, they enrage when they see their master go below that threshold and hit extremely hard.
When you engage Shannox, have ranged spread out and the melee clumped on the boss. Shannox uses
which is a stacking debuff making the fight one tank on the boss and one tank to handle the dogs; you can do the boss tanking with one single tank (which we did on heroic) or two tanks. Both strategies are viable. If you can spare the DPS on normal mode 25-man, two tanks is way easier--however, it won't work in heroic modes. Since Tankspot's video uses three tanks, we'll discuss mainly this way. This method involves the offtank switch to maintanking after a certain amount of stacks--we did to nine, but everyone will be different--or you can reset the stacks when he does his toss move. Of course, switching isn't as simple as taunting. Throughout the whole fight you will want the tanks to mirror each other's threat, using
to help them switch between tanking.
Your third tank's job is kiting
. His main ability
Déchirure de membre
. There are two strategies you can use: either the tanks can do a three way rotation to help reset debuffs or you can purposely kite the dog into Shannox's traps which will buy the tank time to get away and reset their debuff.
As is normal for a hunter, Shannox's other staple ability are traps.
causes damage to those who run over it--including the bosses themselves, so it's good to try to make a dog trigger it. The other kind of trap is a lot more serious:
Prison de cristal
, which encases whoever triggers it. Players should never get trapped, as this causes the raid's DPS to be pulled off the boss to break the trap and also creates line of sight issues. Rogues can disarm these traps as well.
The other dog is
. He can't be tanked and will run around, damaging random raid members. He will sometimes cast
and focus a raid member for enormous damage. A specific raid healer should be assigned to watch this debuff and ensure no one dies from it, while DPS should attack the mob to get his focus to be broken.
Throughout the fight, Shannox will cast
Jeter la lance
. The spear lands near Riplimb and you don't want to stand in it. It also triggers a wave of fire which are easy to avoid; just stand in-between them. since this happens on a set timer, make sure your raid healers are aware and also make sure tanks get topped off immediately during this event.
As he reaches 30% HP, you will want to kill his dogs before you push him into his burn phase. For each dead hound, Shannox will inflict 30% more damage 30% faster, so with both of them dead you're looking at a 60% increase in both damage and attack speed. You will want to have a cooldown rotation on the tank at this point as the damage skyrockets. Blow any longer cooldowns here as well and you should have a kill easily.
has two easily defined phases: the first is a kiting phase, the second is a burn phase. For phase one, you split into two groups, below her web and on top of it; for phase two, everyone groups up underneath her web and you must kill her before her increasing damage is too high while dealing with a debuff similar to
Phase one starts when she's first engaged--she retreats up to the safety of her web. You have to have players follow her up there or else the raid takes damage from
. Immediately split up your raid into top and bottom groups.
If you're assigned to go up top, you must use the web strings that drop from the sky to climb up onto her web. Only one person can climb up each string. Strings are created by
that create her web; they hit for a low amount of damage on players and are negligible. Their purpose is just to create more web strings to return back up. You will want to have everyone who can bring them down do so, for example a Holy paladin should taunt and so on. That way you can make more web strings so those who are up top can go back up.
three times during phase one. When she begins to cast it, those up top must jump back down to avoid taking damage and then must return up top when it's over. This is the perfect time to blow AoE healing cooldowns, since the entire raid will take a lot of damage.
On the bottom part,
spawn one at a time; these are larger, hard hitting spiders. Have your second tank pick them up. The Drones themselves need to be kited around the room because tons of little
spawn every once in a while by
and they run around, damaging those in their path. If they get close enough to the Drones, the Drones eat them and gain a buff called well-fed as well as get healed.
After three casts of
, she drops back down from the web and start phase two. When she comes down, she gains a stacking damage buff called
. She will cast
on herself periodically and with each stack of Frenzy she gains she'll do 5% more damage. It applies to all of her damage so this becomes the burn phase. She also casts
Le baiser de la veuve
on the tank so you will want to have the tank that was tanking the Drones taunt off so the main tank can reset their debuff.
Phase one of this fight starts out different from most fights as there is no need to tank him. He ambles around slowly and does not attack directly; instead, the real threat is where he intends to walk. Consequently, you'll need to steer him where you want him to path by attacking his left or right legs--applying more DPS to the leg in which direction you want him to turn. Balance the amount of damage done to his legs and then apply a group of DPS to swap to whatever leg is needed to cause a turn, communicating on ventrilo. E.g., if you want him to turn left, call it out and have your DPS switch off their assigned leg to the left leg for a quick turn.
Your immediate goal in steering him is to make sure that he stays on the island itself; if he gets to close to the edges, he'll begin to drink the surrounding lava which results in potentially deadly raid damage from
Boire du magma
Your secondary goal is to make sure that he is being led in the path of active volcanoes that crop up over time. Each time he walks over one, he will stomp on it, which removes stacks of
Armure en obsidienne
and gives him
Armure de la fournaise
instead. You will know it is an active volcano because he will shoot an orange beam towards a dormant one. He starts the fight with 80 stacks of
and the goal is to remove them all so you can DPS him down to trigger phase two. Don't worry much about
he gains in exchange, as he loses a stack whenever he casts a spell or summons an add.
As he is being steered around successfully in phase one, the ranged DPS, healers, and the tank handle the adds he summons.
spawns two types of adds:
Fragments of Rhyolith
. He spawns these in an alternating pattern so you will never have two types of adds up at the same time, making this a single tank fight.
begin with a debuff called
. When it expires, it does their remaining HP as AoE damage to the entire raid. As such, it's best to just AoE them down with ranged.
The other adds hit harder; a single
spawned each time with an
aura, ticking for a base 10,000 fire damage to those within its range. The tank should pull it off to the corners of the island to tank it away from the ranged. It is important to have the ranged focus down the
as it contributes to too much raid damage and also takes up space where the melee couldn't steer the boss because of their ground AoE.
As mentioned earlier, throughout the fight active volcanoes spawn periodically. They put a stacking debuff on the raid that increases fire damage taken called
. This debuff won't stop stacking until the volcanoes are dealt with and they make the damage the raid takes be quite severe as they buff all of it. You can easily wipe if it stacks to high. In addition, he casts
time to time which hurts even more with the debuff. Volcanoes also shoot lines of magma across the zone which then flare up and become walls of lava. They hit hard and knock you up in the air, but are easy to avoid.
transitions into phase two after dipping to a low enough percentage, his model changes and the tank must pick him up. You cannot attack his legs anymore and he remains stationary. He also gains an
aura similar to the one the
adds had. This ticks for a lot of and affects the whole raid. However, if he has
stacks, he will hit for more. At this point, cooldowns should be used. This is the entire rest of the phase--dealing with the damage from his AoE and burning him down before it overwhelms your healers.
is a four phase encounter which repeats in a cycle, making it quite long and also making wipes frustrating. It's very easy to wipe in phase three due to the whirling lava tornadoes.
Tankspot did not have a video done for this encounter, so we will be posting a new strategy and video when they become available; while we've written most of our own strategies, it's very useless without a visual aid.
Alysrazor will being the fight by flying in the air and casting
Tempête de feu
. She will also surround her domain with walls of fire, so make sure your entire raid is inside the confines of the fire hawk's area. During the first phase of the fight, she will fly above the raid and you will have to deal with two types of adds -
Initiée de la Serre flamboyante
. (She will also leave harmful fire behind her path, so players should stand out of it.) The Initiates are mostly standard and easy to counter, but you'll have to make sure to interrupt their
Conflagration de flammes
while avoiding the balls of fire moving in a straight line. The second type of adds, the Hatchlings, will spawn as a pair early in this stage and will fixate on the player closest to their egg - make sure those two players are your tanks. After some time, the Hatchlings will grow hungry and their melee attacks will give them 20% chance to throw a
. To minimize the extra damage caused due to Tantrums, drag the Hatchlings to one of the
Plump Lava Worms
that spawn on the ground during this phase.
The other aspect of this phase requires a few players to fly with Alysrazor and damage her. Periodically she will use
to all players at the center of her area, which does a lot of physical damage and
in the process. Molting will cause her to drop feathers on the ground. Pick those up to gain a stacking movement speed buff that allows you to cast while moving as well. Gain three stacks of the buff (i.e. collect three feathers), and you'll be able to fly and chase Alysrazor around. When doing so, make sure you fly through the circles of fire she leaves behind - they will refresh your flight buff, as well as increase your haste.
After some time in Phase One, Alysrazor will summon multiple
es - essentially fire tornadoes that move around and damage players. This is Phase Two. Avoid them at all cost, but try to run through the circles of fire she will also spawn - they are the same circles as the ones flying players encountered in Phase 1. After a few seconds in
phase, Alysrazor will crash on the ground and being her
, phase three. This is essentially a timed burn phase. The boss will crash with 0 of her Molten Power resource, and will end the phase when she reaches 50 of it - but she will take 50% extra damage for the duration of this phase.
Essence des Verts
will replenish your casters' mana pools, make sure to hit her even if you are a healer. Alysrazor will gain 3
every 3 seconds due to her
, and two
Sculptegriffe de la Serre flamboyante
s will spawn and attempt to channel
into her, restoring even more Molten Power. The tanks should interrupt the adds while the dps burns the boss
When Alysrazor reaches 50 Molten Power, she will enter the last phase of her cycle. Her
buff will continue restoring 2 Molten Power every second. While in this phase, Alysrazor will constantly AoE the raid with
, so you should stack together if you haven't already done so during the last phase. The current tank should stay a little away from the group and soak the
the boss will continue using on her primary target. When Alysrazor reaches 100 Molten Power, she will cast
, doing about 50k Fire damage, knocking everyone back, and entering Phase 1 again.
is a one-phase encounter that gives each role (DPS, healer, and tank) a clearly defined niche to fill.
He has two alternating abilities he uses on the tank called
. He also casts
Brasier de gloire
on tanks, increasing their health but also the damage they take. You want to have two tanks to handle each specific ability; one tank should just gain
Blaze of Glory
debuffs and become a soaker for the
ability, taunting before he does the ability and then allowing the other tank to have the boss back.
Throughout the fight,
Éclats de tourment
. There is one in range and one in melee. Once a shard is active, have one person "tank" it (a ranged DPS and a melee DPS) by staying with it and have the rest of the raid switch sides. The person taking damage from the shard will receive a stacking debuff called
. Each stack of Torment does an increasing amount of shadow damage and you want to let it stack as high as possible, even using cooldowns to help with the damage. If someone does not tank a shard, your raid will wipe from the AoE it does without a target.
Every time a healer heals someone who has stacks of Torment, they get their own buff called
. You get one stack per stack of Torment the target has, so that's why you want Torment to be so high. This buff allows the healers to heal the tanks as their HP climbs higher and higher thanks to
Blaze of Glory
. Basically, after gaining stacks, a healer should then heal the tank which gives them a
That's the entire fight; we found it easiest to get 50+ stacks on our paladins and we ran three paladins making it trivial. You will want to have three tank healers, so just have a healer gain stacks every shard for the first three shards, then switch fulltime to the tank where they won't lose their buff.
Staghelm has two forms:
Forme de scorpion
(raid collapse) and
Forme de félin
(raid spread). Every third shift, Staghelm will shift into human form and then adapt to your raid's positioning afterwards with either Scorpion or Cat.
The longer Staghelm remains in a form, the faster his energy bar fills thanks to
. Whenever his energy bar is full, he'll use a devastating ability that depends on the form he's in. Eventually, his energy is filling fast enough that you have to switch forms.
Of course, the major caveat is that every time Staghelm switches forms, he also gains a stacking buff that makes him deal 8% more damage on those devastating abilities. This acts as a soft enrage, as eventually he just does too much damage to sustain.
You should start out the fight with the whole raid stacked together including the tank, with Staghelm facing everyone to trigger
. Whenever his energy bar fills up, he'll use an ability called
. This ability is devastating, especially as he casts it quicker and quicker. We were able to make it through eleven of them the first time; ten the second; and so on as he gained his damage debuff each phase switch. You will want to use cooldowns for the last few times he casts
. When your raid can not take another, call it out, and have everyone run out from the center and spread out around the edges of the room. This will trigger a phase switch.
In cat form, he'll use an ability called
. He'll pick a random ranged raid member and leap to them, leaving a puddle in his wake. These fire puddles don't vanish while he's in cat form and you'll need ample space in the middle, so make sure that all your ranged raid members are far away from the center.Every time he leaps, he'll also summon an add called
Esprit de la flamme
. These need to be killed as they come out, so make sure to assign some DPS to them.
After both phases, Staghelm will shift into human form, briefly stun your raid, cast
on everyone but the tank, and then shift into
The Searing Seeds debuff will have a different duration on every raid member, from roughly 10 seconds to roughly a minute.
When Searing Seeds expires, the raid member will explode everyone else within 12 yards for damage. Whenever someone's debuff is about to tick off, they need to run out of the raid and away from other people.
The next time Staghelm changes forms after this, he'll briefly switch into human form again. This time, since you're transitioning into Cat Form, he won't cast
but instead use an ability called
. These will spawn orbs that focus on nearby raid members, you'll want to have people take a couple hits from the orb then switch with someone to combat its stacking debuff. More than five stacks will probably kill a person, so make sure you're watching out for it.
This is basically the entire fight; it gets harder and harder each transition.
In phase one, Ragnaros has two primary abilities. The first one is
. He targets the ground with his hammer and lava begins to boil on the ground; a few seconds later, he slams the hammer down. This impact causes
to radiate out from the blast. They're easy to avoid, but when we did get hit, they were pretty minimal damage. They put a debuff that can be dispelled that causes periodic damage. It's likely in heroic it would hit for too much or be unremovable as a way to make the mechanic more punishing.
The second ability he uses are
Piège de magma
s. He summons one on a random player in the raid. They function a lot like the
mechanic from heroic Lich King, except they don't remove you from the platform. This makes them relatively harmless. Unlike the heroic Lich King ones, they also don't despawn during phase transitions. We ended up clearing them with our priests--they would purposely set them off, take the initial damage, then use
to avoid taking fall damage right before they came back down.
Other than these two abilities, it was fairly simple.
is casted every once in a while and it's a lot like
encounter. Casters just shouldn't stand in melee to avoid it. Ragnaros also casts
on a random player so players should be careful to not be in front of
so they aren't punted back into one.
Phase two starts at 70%. Ragnaros spawns his
Sons of Flame
after throwing down Sulfuras. They speed towards the hammer and if they get close to it, they explode. They can't be slowed, but they can be stunned. We had ranged burst them down and melee get ones that were coming closer. They have a buff called
which increases their speed if their HP is above 50%, so our melee just switched to ones that were high then switched off after and allowed ranged to finish them off.
After you clean up the Sons, Ragnaros comes back up and throws down a
at every member of the raid. When they come down, we switched sides to the other end of the platform. After ten seconds, they spawn adds that can't be tanked. Luckily they don't hit for very much, either. We just gathered up and AoE'd them down then switched back to Ragnaros.
Other than that, it was a fairly simple phase. He also casts
on the platform to make certain areas obscured, this doesn't become much of an issue until phase three, but should still be watched out for.
The final phase starts out at 40% with another intermission similar to the last except for the addition of two
. These two mobs can be tanked and are fairly harmless except for the fact that they cast a debuff that heals Sons of Flame on random raid members. Just make sure that players that don't need to be anywhere near the Sons aren't and that players who have to be close don't stand directly in their linear path.
Phase three's whole mechanic relies on
s. Ragnaros will summon on down from the sky and it will fixate on a random raid member. You can alter its path slightly by DPSing it--every time it's hit, it rolls away. However, if you're in the meteor's landing path or within a couple yards of it (regardless of whether it's following you or not), it will kill you. Thus only ranged DPS should try to alter its path. These meteors can't be killed and more of them continue to spawn, effectively making this last phase an intense burn one. The raid must run back and forth to avoid the meteors while finishing the Lava Scions that were left up from the intermission and also damaging Ragnaros.
As with most previous PvP bosses,
is not an incredibly difficult fight, though may require a bit more execution than exercised in the average PUG. This fight will require
, which must face the boss away from the raid due to the frontal cone effect of
. When the first tank is hit with
and gains the debuff (
), the other tank must taunt the boss off (as getting hit again by
while debuffed will more than likely one-shot the tank). Simple tank rotation, tank gets debuff, other tank taunts. Unlike
, the damage is not spread between targets so there is absolutely no reason for anyone to be near your tanks (or for either of them to be near each other, for that matter).
DPS have a bit more to worry about, as Occu'thar will periodically target a random player and cast
. He will target the location and channel placement of a giant, fiery void zone on the ground that (you guess it) you shouldn't stand in. The animation for both the channel and the ground effect are
obvious, but players should try to spread out a bit to avoid unnecessary damage from it. Players shouldn't spread out
much, however, as his other ability is particularly mean.
Occasionally, Occu'thar will cast
, attaching an
to every player in the raid. The Eye will inflict ~6,000 Shadow damage every second for 10 seconds or until it is destroyed. When the Eyes go out, your raid will want to stack up
quickly and AoE these Eyes down as quickly as possible, because if they are left on a target for the full duration (10 seconds) they will detonate with
, dealing ~25,000 damage to all players.
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