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Lord Marrowgar: - Death Knight's can deathgrip the Bone Spike to bring it in range of melee, better to save it in case

the off-tank gets Bone spiked. - Druid's can use Starfall to kill the Bone Spikes, use Feral Charge in Cat or Bear to get to a Bone Spike in a bad position, and can move close enough or have somebody positioned near Bone Spikes to use Wild Growth in order to keep them alive even for a moment longer. - Hunter's can use Multi-Shot to hit all of the Bone Spikes, use Arcane Shot to give some quick damage to the Bone Spike, and use Disengage to get out of fire or a Bone Storm. - Mage's can use Ice Block to avoid bad positioning on Bone Storm, or Blink to get out of the way of fire or close the gap on a Bone Spike. - Paladin's can use Divine Shield to avoid being killed in Bone Storm as well as Hand of Protection to survive some of the Bone Storm's damage. - Priest's can use a Power Word: Shield in combination with Body and Soul being talented to get people out of fire quicker or move themselves to safety. Prayer of Healing also works on Bone Spiked victims. - Rogue's can use Cloak of Shadows to escape fire damage, and Shadow Step can get you behind the Bone Spikes to get to them more quickly. - Shaman's can <possibly> use Grounding Totem to avoid being Bone Spiked, and should always Bloodlust five to ten seconds into the encounter. - Warlock's can set their portal up on one side of the room, and position themselves on the other so they may get to Bone Spike's quicker or escape Bone Storm more easily. Demonology Warlocks can use Demon Form to charge Spikes, or to get through fire. Affliction Warlocks should DoT all Bone Spikes and then focus on the one with the highest health. - Warrior's can use Intervene to escape fire or to get to a Bone Spike quicker, same with Charge and Intercept. Try to save or time your Whirlwind abilities when there are multiple Bone Spikes around. Lady Deathwhisper: - Death Knight's can use Death Grip to keep high priority Mind Controlled targets away from other people in the raid. They can also use Anti-Magic shield to absorb Death and Decay to get full runic power repeatedly for a few seconds. Refrain from using Pestilence as it will jump to the mind controlled raid members. - Druid's must prioritize Cycloning high damage melee targets like Deathknight's, Warriors, Rogues, Feral Druids, etc. as they will possibly one shot other classes. Refrain from using Starfall at all during the encounter as you will either get mind controlled instantly when it is used, or you will kill those who are mind controlled. If a tank is mind controlled, Druids may use taunt to keep an add off of a more squishy target. Druids can also use Typhoon to push back mobs that are after yourself or other players. - Hunter's must misdirect their designated side's tank, as well as pick up the one which comes from the back (depending upon mode), and focus on killing those spawns first before going back to the boss - be wary for the other tank or your tank to be mind controlled so you can swap your misdirection quickly to a target that can pick them up as well as use distracting shot on one. You can also use Disengage to get out of Death and Decay quickly. - Mage's can use Ice Block to avoid Death and Decay, the spirit, the spawned mobs, and a mind controlled target coming to kill them. You can also blink away from the Spirit or Death and Decay. - Paladin's can use Divine Shield to survive Death and Decay, drop aggro on the mobs spawned, and survive the spirit. If a tank is mind controlled, Paladins can use taunt to keep the mob off of a more squishier target. - Priest's can use Body and Soul with Power Word: Shield to help a target escape the mobs that are spawned, the spirit, and Death and Decay. - Rogue's can use Cloak of Shadows to escape the Frostbolts, Death and Decay, as well the spirit. They can also use Evasion to avoid taking some damage from the mobs that are spawned if they are not picked up. Possible Tricks of Trade bug on the tank who is trying to maintain aggro on Lady Deathwhisper. They can also Shadow Step onto Lady Deathwhisper or the mobs spawned to escape a moment of Death and Decay when transitioning from the mobs spawned or Lady Deathwhisper. - Shaman's can use Thunder Storm to push back the mobs that are spawned if they are after the player or other players as well as Earthbind Totem to slow them. Grounding Totem may help with absorbing Frostbolts. Bloodlust after she is positioned after breaking free. - Warlock's should position their portal on opposing sides of the room, so they may maneuver more quickly to kill the mobs that are spawned. Use your portal to avoid the spirit. Affliction Warlocks should maintain their DOTs on all of the mobs that are spawned and focus the one with the highest health. Demonology Warlocks should never use Immolation Aura during this fight, as you will be mind controlled very quickly for some reason. Demonic Charge can get you through and away from danger very easily as well, so keep it available just in case. Fear the mind controlled targets that are not being cycloned, and make sure to prioritize correctly.

- Warrior's should use their intervene, charge, and intercept abilities at the correct times to maneuver around the room more quickly to effectively DPS. Put on a shield, change to defensive stance and taunt the mobs that are spawned if they are running rampant. Deathbringer Saurefang: Nothing special about this boss, if you die - I will laugh hysterically at you. Festergut: Nothing special about this boss, if you die, you deserve a dick slap. Rotface: *Note - If you are on the other side of the room, as any class, you do not have to move from Unstable Explosion since it's range is broken on Molten making it if you are far enough away from it, it will not do any damage to you. - Deathknight's can use Anti-Magic Shield to absorb the spit to help reduce damage taken and increase their overall damage. - Druid's can use Barkskin to take reduced damage when stuck in the spit, as well as able to use Feral Charge to get out of Slime Pool if they are stuck. - Hunter's can use disengage to move out of Slime Pool and use Deterrence to take reduced damage from the spit if you are forced to stay in it. - Mage's can Blink and/or Ice Block to avoid Slime Pool and the Spit. - Paladin's can use Divine Shield when they are going to die, instead of popping certain CDs to make it unavailable to them. - Priest's can use Guardian Spirit if they or somebody else is going to die, or they can use Body and Soul on themselves or others to help move out of the Slime Pool or the Spit faster. - Rogue's can use Cloak of Shadows to avoid taking Unstable Explosion damage, Spit damage, and they can use Shadow Step to get back to DPSing the boss after running out to avoid dying to Unstable Explosion if CoS is on CD. - Shaman's should use Bloodlust 5-10 seconds into the fight. - Warlock's should position their portal on the opposite side of where a slime pool will spawn so they can get around the room quicker making it easier to survive spit, pools, and the unstable explosion. - Warrior's should use Charge, Intercept, and Intervene to move around the room when required. Professor Putricide: - Deathknight's can stand in the Slime Pool if it is under them with Anti-Magic Shield to gain Runic Power to increase burst damage. - Druid's can use Feral Charge to move from Professor Putricide to the Green Abomination more quickly. - Hunter's can disengage to avoid malleable goo, as well as Feign Death when the Orange Ooze is targeting them. - Mage's can Blink away from Malleable Goo, as well as Ice Block to avoid the Green/Orange on them. - Paladin's can Divine Shield to avoid the Green/Orange ooze. - Priest's can use Fade or Dispersion to avoid the Green/Orange ooze, as well as Body and Soul to kite the Orange Ooze if need be. - Rogue's can use Cloak of Shadows, as well as Vanish (I think) to avoid the Green/Orange ooze as well as Malleable Goo. Shadow Step can also be used to get between the boss and the Green ooze. - Shaman's should Bloodlust after Phase 3 is started. - Warlock's should position their portal on opposite sides of the room so they can escape the Orange Ooze when kiting, as well as Malleable Goo. - Warrior's should use Intervene, Charge and Intercept to get around the room and avoid Malleable Goo when times call for it. Blood Prince Council: *Note - For Prince Valanar, Ranged Players can position themselves one cell out of range of the boss and they will not be knocked back, and after Empowered Shock Vortex - just move in one cell and continue to DPS. *Note - For Prince Taldaram, anyone who does not have the Fire Orb on them should get in the path to reduce the damage done to the target it is going to hit. - Deathknight's can use Anti-Magic Shield to clear their stacks and continue moving around to the boss as well as to absorb damage from Empowered Shock Vortex. Refrain from AoE on this fight, unless the bosses are spread out (even then it is probably better to not AoE). - Druid's can use Feral Charge to get around the room easier, refrain from using Starfall unless positioned correctly, use Moonfire to kill Kinetic Bombs.

- Hunter's should focus on Kinetic Bombs, and make sure (if more than one Hunter in the raid) that his Hunter Mark is on each focused target. Disengage to move around the room properly or get out of range of Shock Vortex. - Mage's can Ice Block to clear stacks, or avoid taking the Shock Vortex/Fire Orb damage. Blink around the room to move quicker from target to target. - Paladin's can use Divine Shield to clear stacks, and should dispel Glittering Sparks the moment it is up. - Priest's can use Body and Soul to get around the room quicker or to avoid taking Empowered Shock Vortex. - Rogue's can use Shadow Step to get around the room quicker, as well as Cloak of Shadows to clear stacks and to avoid taking Empowered Shock Vortex damage. - Shaman's should Bloodlust after it swaps from Valanar to Keleseth, or Taladram. They can use Flame Shock to kill Kinetic Bombs as well. Refrain from Chain Lightning if at all possible. - Warlock's can position their portal on the opposite side of the room to get around the room quicker, and to get back to a boss quicker after being thrown around the room. Depending upon the mode and spec you are in, you should DoT up all the bosses or Shadow Bolt one that is below 35% health (for Decimation Proc) and then Decimate the boss that you are focusing all DPS on. Use Shadow Ward when Shock Vortex is coming out to absorb damage, or save it for when you need to move around. - Warrior's should use Charge, Intervene, and Intercept to move around the room easier. Use Heroic Throw to kill Kinetic Bombs, and Shield Wall if you are going to die (if it is available). Refrain from using Whirlwind when on certain bosses. Blood-Queen Lana'thel: - Deathknight's can use Anti-Magic Shield to absorb the splash damage from Blood Bolt Whirl, or a tick or two of fire to increase burst damage. Better saved for flight phase though. - Druid's can use Barkskin to avoid flight phase damage, or when you have fire on yourself. Tranquility on flight phase as well if possible. - Hunter's should use disengage to reposition themselves to drop fire on the ground, as well as use Deterrence to survive Blood Bolt Whirl in flight phase. - Mage's should Blink to position fire correctly, and Ice Block during flight phase. - Paladin's should save Divine Shield for flight phase and throw heals out to whomever needs them. - Priest's should use Guardian Spirit, Power Infusion, and Dispersion during flight phase to survive, and help others survive. Use Body and Soul to help players position fire more easily. - Rogue's can use Cloak of Shadows to get rid of the flames, and survive the flight phase. - Shaman's should throw heals out during flight phase and Bloodlust after first flight phase when four or more players have the bite. - Warlock's should use their portal on the sides to position fire correctly, and during flight phase use Shadow Ward, Death Coil, and Life Drain to help absorb the damage. Make certain to hand out Healthstones before the fight to help reduce damage further. If you really wish to avoid damage, summon your Voidwalker right before. - Warrior's should put on a Shield, Shield Wall and Spell Reflect to help reduce as much damage as possible and intervene to the target you are trying to bite or receive a bite from. Valithria Dreamwalker: You should wipe after one or two portals on Heroic Mode so the instance does not bug. Other than that, if you fail here, I will laugh hysterically at you. Sindragosa: *Note - For some reason in Heroic Mode, LoSing the tombs while standing near or on them will not protect you and you will die. Be cautious. *Note - If you have bad frame rates, or lag make sure to stand closer to the boss so you will have more time to run out. - Deathknight's can use Anti-Magic Shield to avoid taking damage from Blistering Cold. - Druid's can use Feral Charge to get back to the boss after Blistering Cold has gone off. - Hunter's can use Disengage to escape Blistering Cold. - Mage's can use Blink to avoid taking the Blistering Cold to the face, or use Ice Block. - Paladin's can use Divine Shield to survive a Blistering Cold or use Aura Mastery to help others survive. - Priest's can use Body and Soul to help players who are having frame rate issues escape Blistering Cold more effectively. If you wish to troll, you can Psychic Scream under the tombs and watch them do a funny dance. - Rogue's can use Cloak of Shadows to survive Blistering Cold or clear stacks, and Shadow Step to get back in more quickly. - Shaman's should Bloodlust at 35% health remaining. Grounding Totem may take a Blistering Cold blast, keyword is may.

- Warlock's should use their portal to escape Blistering Cold and maximize DPS. Seed of Corruption on Tombs, since you will be constantly moving making Reign of Fire not as effective. - Warrior's should use Intervene on those targets out of Blistering Cold the fastest, eg: Warlocks, Hunters, and Mages. The Lich King: - Deathknight's can use Anti-Magic Shield to absorb some of the Infest damage, Pain and Suffering as well as Vile Spirits or on Heroic Mode, or the bombs dropped in Frostmourne. Chains of Ice the Valkyries that come to help slow them down long enough to DPS them down. - Druid's can use Feral Charge to close the gap when Valkyries are spawning, as well as Cyclone them if they have somebody, giving enough time for the players to react and focus damage on another while your Valk is frozen. Barkskin is viable for Vile Spirits, or bombs in Frostmourne (make sure to swap to Bearform). Feral Charge works to get out of Defile as well. - Hunter's make sure you focus Tranq Shots at all times, as the tank can go from full to none with one missed shot. Make sure your misdirects are being used correctly and swap them each phase transition if needed. Disengage helps you get away from defile, and make sure to utilize your feign death when Vile Spirits are after you. Disengage the moment you enter Heroic Frostmourne as it will save you from being annihilated by bombs. Make sure to plant a Frost Trap down when the Valks are spawned to give your players more time to react. - Mage's do not use Blink on the Frozen Throne as it is bugged. Make sure to utilize your Ice Blocks and save them for when you are about to die, eg: Vile Spirits, Frostmourne bombs, or Raging Spirits about to bend you over. Maximize DPS from the outer edge of the platform in phase transitions. - Paladin's save Divine Shield for when you enter Heroic Frostmourne, Raging Spirits on you, or when you exit Frostmourne and must Taunt and Divine Shield to give the enrage a few more seconds to save a tank or player. - Priest's use Body and Soul whenever available to help get out of defile, Heroic Frostmourne, or kite Vile Spirits. Guardian Spirit is huge as well for when you are sucked into Heroic Frostmourne. - Rogue's can use Cloak of Shadows to avoid taking much of the damage done throughout the Lich King encounter, but make sure to have it available to you for Heroic Frostmourne, Vile Spirits, as well as Defile. It will stop it from growing. Vanish when Vile Spirits target you. - Shaman's should use Bloodlust after the first defile is down. Use Chain Lightning when entering Heroic Frostmourne to help buy your players sometime against the bombs that are dropped. Frost Shocking Valks will also help buy your players some time, same with Earthbind totem on Valks and Vile Spirits. - Warlock's should use Shadow Ward before every single infest is out, making it that much easier to heal the raid. Make sure your portal is positioned correctly to avoid Vile Spirits as well as Defile. When entering Heroic Frostmourne, get to a safe position and spam Seed of Corruption to nuke the Spirits in the air. - Warrior's should Charge, Intercept, or Intervene out of defile or away from the Vile Spirits. When entering Heroic Frostmourne, make sure to Shield Wall as it will help the raid with heals. After exiting Frostmourne, if the Lich King is enraged, put on a shield and taunt him and intervene to a target to escape and give the players more than enough time to nullify his enrage timer. Shockwave helps slow all of the vile spirits chasing a target as well.

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