Guide Guide to BWL

Inev

Raid Leader
Joined
26th Aug 2019
Messages
183
Location
UK
Class
Druid
Welcome to our Blackwing Lair guide. The intention here is to give everyone the chance to get an idea of what the encounters are like in the new raid ahead of time, and also to let you know what strategies we will be aiming to use.

During the first raids we will explain each boss encounter just as we did in Molten Core, so the first few nights will be fairly slow with a lot of talking and we might die a lot. So please all be patient and listen up on the night - some of you may have done this content before, others have not. But this is our first time doing it together!


Razorgore

Phase 1

The raid will split into 4 teams, with each team occupying one corner:
(North is Orb)
- Team 1, groups 1 and 2, go North West
- Team 2, groups 3 and 4, go North East
- Team 3, groups 5 and 6, go South West
- Team 4, groups 7 and 8, go South East

Kill order is: Orc Caster > Orc Melee > Dragonkin Mage > Dragonkin Melee
Orb team is 3 man - 2 to take the orb in turns, and a priest to shield them and act as backup orb user.
Kill the eggs to the south moving north so that on the last egg Razorgore is in the north side of the room.

Phase 2
As the last egg is destroyed the raid moves to the northwest side of the room in perpetration.
The MT and OT builds aggro on Razorgore and tank him just outside the pillars. Razorgore casts a frontal AoE Conflagration that temporarily wipes all aggro on the current tank, so the other tank needs to be 2nd on aggro to take over. Who ever is the OT needs to stand 90°% (on his side) to avoid Conflagration.
All DPS stands behind Razorgore to avoid the Conflagration .
The rest of the raid will need to LOS the fireball casts behind the pillars.


Vaelastraz the Corrupt

Vaelastraz is a dragon so has all the usual dragon attacks (tail swipe / cleave / frontal breath).

At the start of the encounter everyone in the room will receive the buff 'Essence of Rend' which Restores 500 mana per second / Restores 50 energy per second / Generates 20 rage per second.

The raid will take damage constantly from a damage aura that hits everyone for 300-700 fire damage per tick every 3 seconds.
ALL Priests and Druids will raid heal to counter this, Paladins and 1 Druid / Priest for Hots on Tank.

Burning Adrenaline : Damage done increased by 100%, Attack speed increased by 100%, Reduces maximum health by 5% every second, down to 18% after 20 sec. Deals 4375 to 5625 damage to nearby allies upon death. Vealastraz will cast this on the person with highest aggro and then every 15 seconds on a ranged user. Ranged classes will need to move out of the raid to a designated position to die!

The person highest on aggro will also get the Burning Adrenaline (tank) so they will eventually die from its effects, so we will cycle through 3-4 tanks.

Melee classes need to be on his right-hand side with the raid behind them, OT's on his left so when he aggro swaps he wont cleave / breath on the raid with the MT in front of the boss.

This fight is won on aggro management, so all melee (melee are the HUGE DPS in this fight with the buffs) NEED to stop below the 3 tanks in aggro.


Suppression Room

These are incredibly hazardous because they create a Suppression Aura which will slow all nearby raid members within 20 yards by 80% and reduce both melee and spell casts by 80% as well. Therefore we will be slowed and gimped while the enemies around don’t get effected at all.

There are also some stronger mobs in the rooms called Death Talon Hatchers. The Hatchers respawn after 20 minutes. In the first room full of suppression devices, we will pull the Hatchers and humanoids out of the room for easy kills.

We will use a Paladin to tank the whelp adds in full plate / tank gear, casters will AoE on top of the Paladin, while the tanks take the elites and melee deal with them.

The devices can be turned off by Rogues using Disarm Trap. Throughout this whole gauntlet, the Rogues should be exclusively in Stealth and using Distract to allow them to easily turn off these devices.

1579711039036.png



Broodlord Lashlayer

MT starts the fight with the 2 OT going in as well. MT will position Broodlord in the corner with the OT on his right and left leg to avoid cleave and build aggro. The raid must allow 15-20 seconds while they build aggro - do not DPS. The raid will move into the doorway / gate.

The fight revolves around Knock Away, which will be used frequently and will reduce the threat of the current tank by half. Any time Knock Away happens, the tank with the next highest aggro should move to where the previous main tank was positioned.

Every 25 seconds, the boss will use Mortal Strike for more than 5,000 damage, which will also apply a healing debuff. A priest will immediately cast Power Word: Shield as a buffer to catch up and tide the tank over until the effect fades (four seconds) - we need to be ready for this.

Blast Wave is the last ability, and melee DPS in particular should get comfortable weaving in and out of range every 10 seconds so that they don’t get hit by it.

This fight is not a DPS race and instead should be taken slowly. DPS should not go crazy about using cooldowns or trying to top the damage meters.


Firemaw

This fight revolves around Flame Buffet dealing raid wide damage and increasing fire damage taken every time it hits. Flame Buffet can be LOS. This means that DPS and healers will constantly need to run out of line of sight when their Flame Buffet stacks start nearing 4-6 stacks to help the healers out. Damage dealers must be prepared to use bandages when they are LOS.

Shadow Flame is the only scary thing the boss does which will be cast on the tank in front of him, which is lethal if you get hit with the damage-over-time effect. So tanks must have their Onyxia Scale Cloak on. The raid is not required to use Onyxia Scale Cloak as long as the boss doesn't turn toward them.

MT will start the fight and OT will join on the 3rd Flame buffet to start building aggro. At 7 stacks the OT needs to taunt the boss from MT so he can move to LOS and lose his stacks - as this happens the 2nd OT needs to move in to do the same and so the 3 tanks can rotate.

Healers will be split into 2 teams so they can heal the MT+OT and healing up the melee / casters in LOS who are losing there stacks.
This is not a DPS race - the fight is a tank control fight!!!!! DO NOT aggro the boss.....

1579711017591.png



Ebonroc

Ebonroc's main ability is Shadow of Ebonroc. This effect lasts eight seconds and will cause the tank to heal Ebonroc for 25,000 health any time Ebonroc attacks the debuff. Therefore, once again the 2 OTs need build aggro on him and Taunt in turn to take the boss off the MT until the Debuff ends, then the OT can tank or it can go back to the MT. (Funny MS is good for this fight ...)

Shadow Flame is the only scary thing the boss does which will be cast on the tank in front of him, which is lethal if you get hit with the damage-over-time effect. So tanks must have their Onyxia Scale Cloak on. The raid is not required to use Onyxia Scale Cloak as long as the boss doesn't turn toward them.

Wing Buffet, will hit anyone in front of him.

Tank him against the wall away from the raid - OTs need to be 90% on his left and right side, while the raid stands directly behind the boss.

DPS - DO NOT aggro the boss. EASY FIGHT!!!!!!!!!!


Flamegor

Flamegor's Main ability is called Frenzy, enraging him for 10 seconds. When enraged, his attack speed is dramatically increased and he will cast Fire Nova every other second. We simply need 3 Hunters to Tranquilizing Shot him in rotation to neutralise this.

Shadow Flame is the only scary thing the boss does which will be cast on the tank in front of him, which is lethal if you get hit with the damage-over-time effect. So tanks must have their Onyxia Scale Cloak on. The raid is not required to use Onyxia Scale Cloak as long as the boss doesn't turn toward them.

Wing Buffet, will hit anyone in front of him.

The MT should tank him again the wall, while the raid stands behind him. DPS - DO NOT aggro the boss. EASY FIGHT!!!!!!!!!!


Chromaggus

This is actually a hard fight!

For his breath attacks, Chromaggus will only use two of five different spells each week. These spells correspond to different colours (red, green, blue, black, and bronze), which have different effects when they are used. Depending on the combination of breath attacks you have on a lockout, Chromaggus fight can be extremely difficult or a little more manageable.

Breaths
  • Red: Incinerate – Deals roughly 4,000 damage (double with black affliction on!).
  • Green: Corrosive Acid Breath – Deals about 1,000 damage every three seconds and lasts for 15 (5,000 total). It also reduces armour by 4,000 - 5,000.
  • Blue: Frost Burn – Deals about 1,400 damage and reduces attack speed by 80%.
  • Black: Ignite Flesh – Deals 750 damage every three seconds, but this breath stacks and lasts for a whole minute.
  • Bronze: Time Lapse – Halves your maximum health and stuns targets for six seconds. This also dramatically reduces threat. Your health is restored after the duration.
Afflictions
Healers main job will be to dispell the above Afflictions from the raid while keeping the MT up. The only exception to this is the bronze affliction, which is only removed with Hourglass Sand.

Furthermore, Chromaggus will Frenzy, but this can also be dispelled using Tranquilizing Shot by 3 Hunters doing it in rotation. The biggest difference is that Chromaggus will do this just about every 12 seconds and hits like a truck if it is not dispelled immediately. As a bonus, he will also permanently enrage once he reaches 20% health and can still cast Frenzy on top of it. Hunters must be on their game at all times even if it means your death from sub 20%.

Finally, Chromaggus’ skin will shimmer periodically. When this happens, he will receive more damage from magic of a specific element. This can help mages and warlocks do a little extra damage at times but they will need to watch the aggro when this happens.

EASY RIGHT????

MT will stand in line with the healers while Chromaggus will be LOS from the raid.
Caster / Ranged DPS will move in and out of LOS with the boss to DPS while avoiding the breaths.
Melee will be on Chromaggus’ right side and will use LOS between 2 pillars to avoid the breaths. A Paladin, Druid and Priest will be with them to dispel / heal.


Nefarian

All raid members will need an Onyxia Scale Cloak so they don’t die during the transition into Phase Two.

Phase One (Drakonids)
Here are the Drakonids you may see:
  • Red – Resists fire. Deals fire damage in a cone.
  • Blue – Resists frost. Drains mana and reduces attack speed.
  • Green – Resists nature. Also casts a stun.
  • Black – Resists shadow and fire. Deals direct (strong) fire damage.
  • Bronze – Resists arcane. Also lowers casting and attack speed.
We will split the raid into two groups - one group to the left side gate, and the other group to the right side gate.

Tanks and melee will stand in the gateway and pick up what they can. Hunters will need to keep a slowing trap down on the gate to help with this. If we have any mages with imp blizzard they can also blizzard the doorway. We will kill the adds as fast as possible - this is our only goal, to survive though this phase. Control and DPS.

Nefarian will port around the room casting shadow bolt randomly at people. He will also Mind Control at random, these MC'd people need to be Sheeped / Feared ASAP as they will get a damage buff.

Phase Two (Nefarian)
MT along with a Druid, Paladin and Priest will move out to pick up Nefarian before he lands. MT will tank him facing the wall.

Nefarian is a dragon so (tail swipe/cleave and breath). Nefarian will also cast Veil of Shadow on top aggro (MT) which will need to be decursed ASAP.

We need to maintain Fear Ward on the MT, and melee will need to move out to LOS the fear behind a broken pillar so they don't get feared into Nefarian and die. Caster / healer can also LOS the fear if needed.

What makes this encounter difficult is Nefarian decides to Class call a specific class in the raid group, which will result in some very negative effects for all corresponding raid members of the class. Some are far more impactful than others, but they must all be dealt with properly.

Here is what each class will suffer when Nefarian focuses on them:
  • Druid – Morphed into Cat Form and unable to shapeshift (no decurse)
  • Hunter – Ranged weapon in hand will immediately break and lose all durability (any class call swap to a 2nd wep)
  • Mage – Will cast Wild Polymorph on any other members of the raid regardless of where they are. Mages need to be LOS of the MT and healer preferably (dispel asap)
  • Paladin – Places a Blessing of Protection on Nefarian. (DPS stop, MT cannot aggro) Melee should move out as they can't hit the boss.
  • Priest – Any targeted, direct heals will also apply Corrupted Healing, a DoT that stacks. (STOP healing) You can still use shield.
  • Rogue – Placed next to Nefarian and unable to move. (LOL pray to god) MT will need to turn Nefarian slightly away from the rogues.
  • Warlock – Summons a pair of infernals to stun the warlock and nearby raid members. (lock will stack on each other, mages will Frostnova and AoE them down)
  • Warrior – Swapped into Berserker Stance with double the damage taken effect and unable to swap stances. (HUGE overheal)
Once we bring Nefarian below 20% health, the final phase of the fight will begin. Nefarian will summon Bone Construct from all the Drakonids that died earlier. They don’t have much health, but they do hit quite hard. They should all be AOE'd down as quickly as possible.

The OT will use Shield Wall, then immediately follow up with Challenging Shout. The 2nd OT should wait a few seconds after the last warrior before they use their combo so that the most number of constructs will be taunted.

Paladins should be applying Blessing of Protection to a Mage so they can use AoE. Paladins can also Holy Wrath next. Once Mages are immune, they should their AoE to bring all the constructs down ASAP.

The rest of the fight is carries on as above.

 

Swatte

Core Raid Member
Joined
14th Aug 2019
Messages
199
Location
Sweden
Class
Paladin
Great post, will read it more then once! New content, Woo!
 

Swatte

Core Raid Member
Joined
14th Aug 2019
Messages
199
Location
Sweden
Class
Paladin
About the Focus, and BoP being cast on nefarian. If we keep it on CD.. can he still cast it on himself?
 

Xeno

Core Raid Member
Joined
11th Dec 2019
Messages
73
Location
Sheffield, England
Class
Warrior
Excellent guide!

Personally I think the biggest factors in BWL are threat control and boss positioning, there are very few boss fights that are taunt-able in BWL so if you take aggro theres a VERY high chance you'll wipe the raid.

The majority of people have the latest threatmeters installed but i saw 4 or 5 people without, being an idiot I forgot to screenshot who that was but if you haven't already please make sure you grab either:

https://www.curseforge.com/wow/addons/ThreatClassic2
https://www.curseforge.com/wow/addons/details-damage-meter-classic-wow
 

Naz

Loot Council
Joined
11th Aug 2019
Messages
229
Location
London, UK
Class
Warrior
Welcome to our Blackwing Lair guide. The intention here is to give everyone the chance to get an idea of what the encounters are like in the new raid ahead of time, and also to let you know what strategies we will be aiming to use.

During the first raids we will explain each boss encounter just as we did in Molten Core, so the first few nights will be fairly slow with a lot of talking and we might die a lot. So please all be patient and listen up on the night - some of you may have done this content before, others have not. But this is our first time doing it together!


Razorgore

Phase 1

The raid will split into 4 teams, with each team occupying one corner:
(North is Orb)
- Team 1, groups 1 and 2, go North West
- Team 2, groups 3 and 4, go North East
- Team 3, groups 5 and 6, go South West
- Team 4, groups 7 and 8, go South East

Kill order is: Orc Caster > Orc Melee > Dragonkin Mage > Dragonkin Melee
Orb team is 3 man - 2 to take the orb in turns, and a priest to shield them and act as backup orb user.
Kill the eggs to the south moving north so that on the last egg Razorgore is in the north side of the room.

Phase 2
As the last egg is destroyed the raid moves to the northwest side of the room in perpetration.
The MT and OT builds aggro on Razorgore and tank him just outside the pillars. Razorgore casts a frontal AoE Conflagration that temporarily wipes all aggro on the current tank, so the other tank needs to be 2nd on aggro to take over. Who ever is the OT needs to stand 90°% (on his side) to avoid Conflagration.
All DPS stands behind Razorgore to avoid the Conflagration .
The rest of the raid will need to LOS the fireball casts behind the pillars.


Vaelastraz the Corrupt

Vaelastraz is a dragon so has all the usual dragon attacks (tail swipe / cleave / frontal breath).

At the start of the encounter everyone in the room will receive the buff 'Essence of Rend' which Restores 500 mana per second / Restores 50 energy per second / Generates 20 rage per second.

The raid will take damage constantly from a damage aura that hits everyone for 300-700 fire damage per tick every 3 seconds.
ALL Priests and Druids will raid heal to counter this, Paladins and 1 Druid / Priest for Hots on Tank.

Burning Adrenaline : Damage done increased by 100%, Attack speed increased by 100%, Reduces maximum health by 5% every second, down to 18% after 20 sec. Deals 4375 to 5625 damage to nearby allies upon death. Vealastraz will cast this on the person with highest aggro and then every 15 seconds on a ranged user. Ranged classes will need to move out of the raid to a designated position to die!

The person highest on aggro will also get the Burning Adrenaline (tank) so they will eventually die from its effects, so we will cycle through 3-4 tanks.

Melee classes need to be on his right-hand side with the raid behind them, OT's on his left so when he aggro swaps he wont cleave / breath on the raid with the MT in front of the boss.

This fight is won on aggro management, so all melee (melee are the HUGE DPS in this fight with the buffs) NEED to stop below the 3 tanks in aggro.


Suppression Room

These are incredibly hazardous because they create a Suppression Aura which will slow all nearby raid members within 20 yards by 80% and reduce both melee and spell casts by 80% as well. Therefore we will be slowed and gimped while the enemies around don’t get effected at all.

There are also some stronger mobs in the rooms called Death Talon Hatchers. The Hatchers respawn after 20 minutes. In the first room full of suppression devices, we will pull the Hatchers and humanoids out of the room for easy kills.

We will use a Paladin to tank the whelp adds in full plate / tank gear, casters will AoE on top of the Paladin, while the tanks take the elites and melee deal with them.

The devices can be turned off by Rogues using Disarm Trap. Throughout this whole gauntlet, the Rogues should be exclusively in Stealth and using Distract to allow them to easily turn off these devices.

View attachment 2409


Broodlord Lashlayer

MT starts the fight with the 2 OT going in as well. MT will position Broodlord in the corner with the OT on his right and left leg to avoid cleave and build aggro. The raid must allow 15-20 seconds while they build aggro - do not DPS. The raid will move into the doorway / gate.

The fight revolves around Knock Away, which will be used frequently and will reduce the threat of the current tank by half. Any time Knock Away happens, the tank with the next highest aggro should move to where the previous main tank was positioned.

Every 25 seconds, the boss will use Mortal Strike for more than 5,000 damage, which will also apply a healing debuff. A priest will immediately cast Power Word: Shield as a buffer to catch up and tide the tank over until the effect fades (four seconds) - we need to be ready for this.

Blast Wave is the last ability, and melee DPS in particular should get comfortable weaving in and out of range every 10 seconds so that they don’t get hit by it.

This fight is not a DPS race and instead should be taken slowly. DPS should not go crazy about using cooldowns or trying to top the damage meters.


Firemaw

This fight revolves around Flame Buffet dealing raid wide damage and increasing fire damage taken every time it hits. Flame Buffet can be LOS. This means that DPS and healers will constantly need to run out of line of sight when their Flame Buffet stacks start nearing 4-6 stacks to help the healers out. Damage dealers must be prepared to use bandages when they are LOS.

Shadow Flame is the only scary thing the boss does which will be cast on the tank in front of him, which is lethal if you get hit with the damage-over-time effect. So tanks must have their Onyxia Scale Cloak on. The raid is not required to use Onyxia Scale Cloak as long as the boss doesn't turn toward them.

MT will start the fight and OT will join on the 3rd Flame buffet to start building aggro. At 7 stacks the OT needs to taunt the boss from MT so he can move to LOS and lose his stacks - as this happens the 2nd OT needs to move in to do the same and so the 3 tanks can rotate.

Healers will be split into 2 teams so they can heal the MT+OT and healing up the melee / casters in LOS who are losing there stacks.
This is not a DPS race - the fight is a tank control fight!!!!! DO NOT aggro the boss.....

View attachment 2408


Ebonroc

Ebonroc's main ability is Shadow of Ebonroc. This effect lasts eight seconds and will cause the tank to heal Ebonroc for 25,000 health any time Ebonroc attacks the debuff. Therefore, once again the 2 OTs need build aggro on him and Taunt in turn to take the boss off the MT until the Debuff ends, then the OT can tank or it can go back to the MT. (Funny MS is good for this fight ...)

Shadow Flame is the only scary thing the boss does which will be cast on the tank in front of him, which is lethal if you get hit with the damage-over-time effect. So tanks must have their Onyxia Scale Cloak on. The raid is not required to use Onyxia Scale Cloak as long as the boss doesn't turn toward them.

Wing Buffet, will hit anyone in front of him.

Tank him against the wall away from the raid - OTs need to be 90% on his left and right side, while the raid stands directly behind the boss.

DPS - DO NOT aggro the boss. EASY FIGHT!!!!!!!!!!


Flamegor

Flamegor's Main ability is called Frenzy, enraging him for 10 seconds. When enraged, his attack speed is dramatically increased and he will cast Fire Nova every other second. We simply need 3 Hunters to Tranquilizing Shot him in rotation to neutralise this.

Shadow Flame is the only scary thing the boss does which will be cast on the tank in front of him, which is lethal if you get hit with the damage-over-time effect. So tanks must have their Onyxia Scale Cloak on. The raid is not required to use Onyxia Scale Cloak as long as the boss doesn't turn toward them.

Wing Buffet, will hit anyone in front of him.

The MT should tank him again the wall, while the raid stands behind him. DPS - DO NOT aggro the boss. EASY FIGHT!!!!!!!!!!


Chromaggus

This is actually a hard fight!

For his breath attacks, Chromaggus will only use two of five different spells each week. These spells correspond to different colours (red, green, blue, black, and bronze), which have different effects when they are used. Depending on the combination of breath attacks you have on a lockout, Chromaggus fight can be extremely difficult or a little more manageable.

Breaths
  • Red: Incinerate – Deals roughly 4,000 damage (double with black affliction on!).
  • Green: Corrosive Acid Breath – Deals about 1,000 damage every three seconds and lasts for 15 (5,000 total). It also reduces armour by 4,000 - 5,000.
  • Blue: Frost Burn – Deals about 1,400 damage and reduces attack speed by 80%.
  • Black: Ignite Flesh – Deals 750 damage every three seconds, but this breath stacks and lasts for a whole minute.
  • Bronze: Time Lapse – Halves your maximum health and stuns targets for six seconds. This also dramatically reduces threat. Your health is restored after the duration.
Afflictions
Healers main job will be to dispell the above Afflictions from the raid while keeping the MT up. The only exception to this is the bronze affliction, which is only removed with Hourglass Sand.

Furthermore, Chromaggus will Frenzy, but this can also be dispelled using Tranquilizing Shot by 3 Hunters doing it in rotation. The biggest difference is that Chromaggus will do this just about every 12 seconds and hits like a truck if it is not dispelled immediately. As a bonus, he will also permanently enrage once he reaches 20% health and can still cast Frenzy on top of it. Hunters must be on their game at all times even if it means your death from sub 20%.

Finally, Chromaggus’ skin will shimmer periodically. When this happens, he will receive more damage from magic of a specific element. This can help mages and warlocks do a little extra damage at times but they will need to watch the aggro when this happens.

EASY RIGHT????

MT will stand in line with the healers while Chromaggus will be LOS from the raid.
Caster / Ranged DPS will move in and out of LOS with the boss to DPS while avoiding the breaths.
Melee will be on Chromaggus’ right side and will use LOS between 2 pillars to avoid the breaths. A Paladin, Druid and Priest will be with them to dispel / heal.


Nefarian

All raid members will need an Onyxia Scale Cloak so they don’t die during the transition into Phase Two.

Phase One (Drakonids)
Here are the Drakonids you may see:
  • Red – Resists fire. Deals fire damage in a cone.
  • Blue – Resists frost. Drains mana and reduces attack speed.
  • Green – Resists nature. Also casts a stun.
  • Black – Resists shadow and fire. Deals direct (strong) fire damage.
  • Bronze – Resists arcane. Also lowers casting and attack speed.
We will split the raid into two groups - one group to the left side gate, and the other group to the right side gate.

Tanks and melee will stand in the gateway and pick up what they can. Hunters will need to keep a slowing trap down on the gate to help with this. If we have any mages with imp blizzard they can also blizzard the doorway. We will kill the adds as fast as possible - this is our only goal, to survive though this phase. Control and DPS.

Nefarian will port around the room casting shadow bolt randomly at people. He will also Mind Control at random, these MC'd people need to be Sheeped / Feared ASAP as they will get a damage buff.

Phase Two (Nefarian)
MT along with a Druid, Paladin and Priest will move out to pick up Nefarian before he lands. MT will tank him facing the wall.

Nefarian is a dragon so (tail swipe/cleave and breath). Nefarian will also cast Veil of Shadow on top aggro (MT) which will need to be decursed ASAP.

We need to maintain Fear Ward on the MT, and melee will need to move out to LOS the fear behind a broken pillar so they don't get feared into Nefarian and die. Caster / healer can also LOS the fear if needed.

What makes this encounter difficult is Nefarian decides to Class call a specific class in the raid group, which will result in some very negative effects for all corresponding raid members of the class. Some are far more impactful than others, but they must all be dealt with properly.

Here is what each class will suffer when Nefarian focuses on them:
  • Druid – Morphed into Cat Form and unable to shapeshift (no decurse)
  • Hunter – Ranged weapon in hand will immediately break and lose all durability (any class call swap to a 2nd wep)
  • Mage – Will cast Wild Polymorph on any other members of the raid regardless of where they are. Mages need to be LOS of the MT and healer preferably (dispel asap)
  • Paladin – Places a Blessing of Protection on Nefarian. (DPS stop, MT cannot aggro) Melee should move out as they can't hit the boss.
  • Priest – Any targeted, direct heals will also apply Corrupted Healing, a DoT that stacks. (STOP healing) You can still use shield.
  • Rogue – Placed next to Nefarian and unable to move. (LOL pray to god) MT will need to turn Nefarian slightly away from the rogues.
  • Warlock – Summons a pair of infernals to stun the warlock and nearby raid members. (lock will stack on each other, mages will Frostnova and AoE them down)
  • Warrior – Swapped into Berserker Stance with double the damage taken effect and unable to swap stances. (HUGE overheal)
Once we bring Nefarian below 20% health, the final phase of the fight will begin. Nefarian will summon Bone Construct from all the Drakonids that died earlier. They don’t have much health, but they do hit quite hard. They should all be AOE'd down as quickly as possible.

The OT will use Shield Wall, then immediately follow up with Challenging Shout. The 2nd OT should wait a few seconds after the last warrior before they use their combo so that the most number of constructs will be taunted.

Paladins should be applying Blessing of Protection to a Mage so they can use AoE. Paladins can also Holy Wrath next. Once Mages are immune, they should their AoE to bring all the constructs down ASAP.

The rest of the fight is carries on as above.

What a great, concise write-up, thanks Inev! Not a single boss detail missing I can see.


A question I've hinted at a couple times this week:
Why a paladin tank on Suppression Room whelps?

(tl;dr: suppression room whelp tank needs to hold many small mobs for a long time and not kill them - warriors can do this with demo shout easy, paladins go oom making them useless, and can kill whelps with consecration by accident)

The general suppression room tactic seems right to me - take the big elites out one or two at a time as they patrol around the room while we wait near the start, and when they're all dead we move to the stairs safe spot together (then repeat for upstairs).
This calls for a tank to hold onto whelps while we disarm the nearby trap(s) so a puller can fish for the elites to bring to us.
The whelps don't get killed - they respawn basically instantly. This calls for a tank to hold the whelps for a long time, and for people to occasionally run to him with new loose whelps to pick up. Only when we move to the end of the room (or decide to pull back for an emergency mana break) do we aoe the whelps down all at once.
If a tank is required to do long-term aoe threat on many small mobs then a paladin is a bad choice since they go oom especially from consecration, and they deal aoe threat from damage which can kill the whelps.
Warriors can spam Demo Shout infinitely without a problem. Warrior clearly holds superiority in this role, so I think we should just drop the paladin idea personally.

Interested to hear any thoughts or counter-arguments if anyone has any though - cheers


(also this guide is actually great Inev, thanks again)
 

ZED

Core Raid Member
Joined
20th Sep 2019
Messages
212
Location
Germany
Class
Warlock
Why a paladin tank on Suppression Room whelps?
Is this even a thing? O.O our prot tanks are geared to the gills-do we even have a Pala Tank in the guild (main spec?).
Say it ain't so Inev!

no seriously, is this a troll or is Naz serious that this is happening?🤔
 

Ghato

Core Raid Member
Joined
18th Dec 2019
Messages
57
Class
Druid
He might asked wrong question
"Why not a pala tank[...]"
but in the answer he clearly said warrior > pala and no room for pala tank
 

Xeno

Core Raid Member
Joined
11th Dec 2019
Messages
73
Location
Sheffield, England
Class
Warrior
Few notes from my experience:

Razergore - I find the easier way to do p1 is stand a group on the ramps each side of the MC orb, counterspell any casters, taunt any dragonkins, kill everything when its close. p2 ezpz LoS fun (A fury/prot off-tank would be nice...just saying ;) )

Vael - Threat management is the only real danger (bar casters exploding) we have boat loads of rogues so this fight should be easy for us. (A fury/prot tank would be nice...just saying ;) )

Suppression room - Paladin righetous fury tank?!?! Warriors should be able to handle it fine, or our friendly neighbourhood rank 9 feral druid in tank gear even easier.

Broodlord - easy peasy if positioned correctly and people watch threat

Firemaw, Ebonroc + Flamegor - way easier to mitigate wipes if everyone just wears their cloak incase someone fucks up and overaggros, will save a lot of corpse runs.

Chromaggus - easy peasy if people are positioned correctly and people dispel correctly and we dont get dicked by sand drops

Nefarian - Pray for hunter + warrior debuffs . holy water for 20%!
 

Inev

Raid Leader
Joined
26th Aug 2019
Messages
183
Location
UK
Class
Druid
A question I've hinted at a couple times this week:
Why a paladin tank on Suppression Room whelps?
....lets not put down a idea we have not even tried yet.
and do you really think we would put all the eggs in 1 basket and have a back up plan, im rather disappointed
p.s. its fun and different
 

Nouska

Raid Leader
Joined
13th Aug 2019
Messages
378
Location
Netherlands
Class
Mage
Heh - me and Inev disagreeing on some strats gave us a pretty good backup plan on most bosses! Let's see how it goes! We'll have to find what works best for us anyway.

@Xeno nice overview, thanks! Will incorporate it into strategies where we can.
 

Naz

Loot Council
Joined
11th Aug 2019
Messages
229
Location
London, UK
Class
Warrior
....lets not put down a idea we have not even tried yet.
and do you really think we would put all the eggs in 1 basket and have a back up plan, im rather disappointed
p.s. its fun and different
I never assumed you hadn't considered having a warrior tank it - I just wasn't sure what your reasoning for having a Paladin tank it was.

I'm not trying to be negative, I just think the logic speaks for itself. I'm not trying to put anyone down I just can't find a way that it stands up to logic.

I also think the most tedious and optimisation-heavy set of trash in the game so far isn't the right place to try something fun and different, personally.


Just trying to help - it sticks out and doesn't really seem in line with our approach to raiding up until now, so I didn't know if I'd misunderstood or something. But if it's just for fun then I'd suggest finding our fun somewhere other than the suppression room, myself!
 

Inev

Raid Leader
Joined
26th Aug 2019
Messages
183
Location
UK
Class
Druid
About the Focus, and BoP being cast on nefarian. If we keep it on CD.. can he still cast it on himself?
No your personal CD's dont matter it in any ways , even if all paladins are on CD he will BOP
 
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