| Name | Blackwing Lair Guide: Part 1 |
| Category | Raid |
Razorgore the Untamed is the first boss fight you'll be encountering in Blackwing Lair. He is very similar to Drakkisath in UBRS, with his famous Conflagration ability. Once you entered the instance, you'll be presented with a room full of eggs, a few orcs at the left side platform, and Razorgore himself on the right side platform. The raid should pile up and buff up / get ready at the left side cubicles near the orcs, facing them.
Razorgore's Key Abilities
Conflagration - Fairly similar to Drakkisath's conflagration, inflicting 3000 damage over 10 seconds, and sending the target in a state of panic.
Fireball Volley - Razorgore on phase 2 will periodically do this ability, sending out fireballs to the raid members inflicting around 1200 damage per volley.
Group Setups
1: West Corner DPS Group - Tank, Druid, Priest, melee DPS
2: North Corner DPS Group - Tank, Druid, Priest, melee DPS
3: East Corner DPS Group - Tank, Druid, Priest, melee DPS
4: South Corner DPS Group - Tank, Druid, Priest, melee DPS
5: 4 Kiting Hunters and 1 Shaman/Paladin
6: North Gate Group - Ranged DPS and a healer
7: South Gate Group - Ranged DPS and a healer
8: 2 Controllers (MT and OT), 2 locks to protect the controllers and fear loose adds, and a shaman/paladin to help in phase 2 FR totem/aura.
Strategy
The main boss strategy for Razorgore will be killing / containing as much mages and legionnaires as the raid can, kiting the dragons by hunters, and sleeping some dragons by druids. This is a pretty aggro-sensitive fight, so healers should try to at least do very little healing as they can, probably do renews / rejuvenations only, and do spot heals only if the person is in danger and really needs the healing. The healers should have their Limited Invulnerability Potions ready so that in case they pull some aggro, they can drop it quick. This is also going to be druids' 'Fade', since druids don't have aggro-reducing skills. The north and south gate groups are going to be support DPS. They will support the DPS on the 2 corner groups near them, whichever corner has lacking DPS.
Before beginning to kill the orcs, raid leader should promote each corner druid and each kiting hunter. This way, these people can mark their own dragons, so everyone won't be confused if that dragon is being kited by someone, or is being slept. Assign a symbol for each corner druid, probably the first 4 raid symbols for each corner druid respectively. Each corner druid should pick up the very first dragon that comes out of their corner and sleep it immediately. Nature Swiftness + Hibernate helps to instantly sleep the target. Once it has been slept, the druid marks the dragon with his assigned symbol. The druid should keep the dragon slept at all times, and assisting heals on his corner group every once in a while by throwing Rejuvenation on damaged people. This way, the druid can lie low on the healing aggro, since druids have no aggro-reducing skills. For the kiting hunters, they should be distributed to the 4 corners where they can start kiting. The last 4 symbols can be given to them to mark their dragons accordingly, and they should pick up the 2nd dragon that comes out of the corner they are starting. These hunters should kite their dragons around the whole room. They should go up on each side ramps and jump down from the center to confuse the dragons' pathing AI. They should be ready with Living Action Potions so that in case they get dazed while kiting, they can get out of it and continue kiting. Scatter Shot also helps if the dragon manages to catch up.
Once the special assignments are done, let the killing begin.
Phase 0.5
Tanks charge the initial 3 mobs on the controlling platform. The orb controllers should proceed to the bottom of the platform, and start controlling the orb and breaking eggs, probably start with the main tank controlling first, then the off tank, switching controls every time. The priests should dispel any mind control or polymorph effects. Rogues shouldn't use Blade Flurry, or they would be dealing damage to mind controlled persons too and eventually killing them. Focus fire on one target at a time, with Grethok the Controller as the first one to be killed. Once the orcs have been killed, everyone runs to their respective corners / positions. The warlocks on the controller group should stay on the orb platform, fearing any loose mobs that are pounding on the controllers, and assisting on the DPS of each corner near them if they are idle. Shamans should move to the center of the room, dropping earthbind totems to slow down stragglers, and healing kiting hunters or other wounded people within their reach. For Paladins, they should just go and cross-heal wounded people, and heal the kiting hunters.
Phase 1
Controllers continue trading off control and breaking the eggs. Break the eggs as fast as possible. When the control timer is running out, the current controller should run Razorgore as far away as possible so it gives the next controller enough time to gain control of the orb. Only use Razorgore's Fireball Volley ability for emergency situations, or if possible, only when there's around less than 3 eggs left. This ability will aggro all mobs affected by the volley and will charge at Razorgore, trying to kill him. If Razorgore dies from these mobs, he'll explode and wipe the whole raid, so get ready to move Razorgore far away as possible and release control (typing /dance is a good way to release orb control). When this is done, all mobs trying to attack Razorgore will move to attack the controller who just released control, so he should be ready to move and kite the mobs until the other controller manages to destroy the remaining eggs. The last person to control Razorgore will have Razorgore's aggro, so it’s really advisable to have the tanks on control duty.
Corner groups DPS down any mages and legionnaires that spawn, giving priority to the mages. Gate groups should assist with DPS on the corner groups near them appropriately. Druids sleep the first dragonkin that shows up and keep them slept during the whole phase 1, then hunters should kite any new dragonkin that spawn. Healers should avoid / shed aggro whenever possible, keeping their groups alive. Priests should try and use renew mainly for healing, and use flash heal only on emergencies that people need urgent heals. Shamans drop Earthbind totems at the center, and help heal the kiters. Warlocks on the orb platform support the DPS on the corners near them, and fear adds that are attacking the controllers. Repeat until all eggs are destroyed.
Phase 2
Once the final egg has been destroyed, all the remaining adds should exit the room, and the tank begins to tank Razorgore. The tank should move to a corner of the room and tank Razorgore there, having Razorgore's back facing the raid. Razorgore's conflagration ability hits from the front, and causes that tank to lose aggro. To alleviate this, the offtank should be at the back of Razorgore, allowing them to trade off aggro when the effect hits. When the conflag happens, the offtank should move to the main tank's position and continue tanking Razorgore, while the main tank goes to the offtank's position when the effect wears off. Tanks build aggro, healers heal the tanks, and tanks continue to transition smoothly. Once a favorable amount of aggro has been reached, DPS him down. Melee should just stay at his back to avoid being conflagged. If ever both tanks get conflagged at the same time, a backup tank should be ready to pick him up.
Once he's killed, resurrect the dead, loot up and form up before the gate to Vaelastrasz's room. Once all are ready, move in fast and tag the goblins quick, or they will run away and escape. Kill them as they drop hourglass sands, which are needed for Chromaggus, and also they drop elementium ores.
Consumables
Limited Invulnerability Potions for healers. Living Action Potions for kiting hunters. DPS potions for the melee and ranged.
Vaelastrasz the Corrupt is the second boss you'll be encountering right after killing Razorgore. Once you enter his room, it will trigger the event of the goblins running away, and Nefarian having some dialogue with Vaelastrasz, controlling him to do Nefarian's bidding. Once the event is done, you'll see Vaelastrasz still lying down and clickable (can be talked to), and is already at 30% health which is still a lot even though its at 30%. Don't talk to him yet, or it will trigger him and start the fight. This is your time to setup for the upcoming fight.
Vaelastrasz's Key Abilities
Essence of the Red - A very nifty buff while fighting Vael. All players receive extreme mana / energy / rage generation, essentially having unlimited mana / energy / rage. It only lasts up to 3 minutes for each attempt, so better be killing him within the time limit.
Burning Adrenaline - This is the nasty debuff that you should watch out for. The tank with the highest aggro, and one random mana user will be selected periodically and be given Burning Adrenaline. While this is in effect, all spells are buffed and become instant cast. But, while under its effect, the victim's health will continue to decrease at a rapid pace. And if the Burning Adrenaline expires and the victim is still alive, it will cause the person to explode, doing massive damage to everyone around him. Mana users who receive it should immediately run to the nearest corner, and do appropriate damage to Vael before they die.
Fire Nova - Vael hits everyone around him with a fire AoE, which disrupts casting time if it is not resisted. High amount of fire resistance should help you resist it, and avoid having your cast time to be held back.
Cleave - Vael has a cleave, so melee and healers need to make sure they are positioned appropriately to avoid that. Melee should be just behind his front legs, and healers should be at max distance while still being able to reach with their healing spells (Prayer of Healing or Holy Nova).
Fire Breath - Massive fire AoE damage breathed from the front of Vael. This ability should really only be hitting the tank unless Vael gets loose into the raid, or he turns to the raid and applies Burning Adrenaline to someone then does this ability immediately while he is still facing the raid.
Tail Swipe - Vael does a tail swipe to anyone who is at his tail. This ability knocks the person away, so be sure to avoid his tail at all cost.
Group Setups
1: Tank bank A- 2 Tanks, Druid, Priest, Shaman / Paladin
2: Tank bank B- 2 Tanks, Druid, Priest, Shaman / Paladin
3: Tank bank C- 2 Tanks (if possible), Druid, Priest, Shaman / Paladin
4: Melee DPS Group- melee DPS, healer / priest
5: Melee / Ranged DPS Group- melee / ranged DPS, healer / priest
6: Ranged DPS Group- ranged DPS, healer / priest
7: Ranged DPS Group- ranged DPS, healer / priest
8: Ranged DPS Group- ranged DPS, healer / priest
Notes on group setups
- DPS groups should be built to maximize their DPS.
- Rogue / Melee groups should be given priority on having a priest on their group when there are not enough for each group.
Positions
- Melee DPS on the side closest to where you enter Vael's room (Right side of Vael).
- Ranged DPS groups on the west wall as you enter, facing Vael from the back once he's been activated (Wall behind Vael). They should all stick as close to the wall as possible, to avoid being hit by Vael's tail.
- Tank banks should be on the far side (Northish) from where you enter (Left side of Vael). Tank healers should be near the wall as possible to avoid being cleaved when he turns to apply Burning Adrenaline to someone on the tank bank side. Priests healing the tank groups should be facing the main tank or Vael's neck directly in front of them. Druid MT healers should position themselves at Vael's hind legs, but near the wall. Make sure the druids have the MT in the range of their healing spells.
- Melee need to be standing just behind his front legs to avoid cleave.
- Next tank needs to be in proper position (right by his front legs) so Vael doesn't turn into the raid when he eventually dies due to Burning Adrenaline.
- The corners of the room are for persons with Burning Adrenaline. People afflicted should run to the corners so they can avoid exploding near the other people.
Strategy
This is a DPS race with tight aggro management, focusing on very controlled tank transitions. You only have 3 minutes until the Essence of the Red buff expires, so the raid should be going all-out but still watching their aggro (especially rogues). The warriors are essentially expected to tank, since all tanks are all falling in line to die in this fight. When Burning Adrenaline hits the current tank, they essentially need to last for a bit, then just die. Healers need to be spamming heals like there's no tomorrow, to top off tanks. But be careful upon engaging, or you might pull aggro off the tank with your heals. Persons who got Burning Adrenaline should immediately head to the nearest corner and die there. Avoid exploding near other people.
Here are the detailed tasks for each class in the fight.
Tanks
Tanks should be on their full Fire Resistance gear. Before engaging Vael, determine the tank order. This way, confusion between the tanks would be avoided, and tank transitions would be going smoothly. Current tank should be positioned between Vael and the throne, then the next tank should be right at Vael's front legs, while the rest of the tanks should be at Vael's belly. When the raid is ready, first tank should ask for a shield from a nearby priest, and talk to Vael. After a long dialogue, Vael will go hostile. The first tank should build up aggro fast, and at around 3 sunders next tank should begin building up aggro, followed by the next tank after a few seconds, and so on until the last tank. Staple aggro building skill for the tanks would be Heroic Strike spamming with a very fast weapon since there is unlimited rage (recommended weapon: Julie's Dagger). Upon reaching 18-19% on Vael, warriors should be starting execute spams, starting from the current tank down to the last warrior to avoid disrupting the sequence of tanks. By then, tanks should have tons of aggro, but still continue to spam Execute and Heroic Strike and other warrior aggro skills. When Burning Adrenaline hits the current tank, the next tank should be prepared and go to the main tanking position quickly if the current tank finally dies. Resume tanking, and the next tank will go to the "Next Tank" position, and build aggro until the current tank dies. Rinse and repeat until Vael dies, or the raid wipes.
Healers
Healers should be at around 150 or so fire resistance.
Priests - For priests on the tank bank groups (and probably on the melee DPS group), they should be spamming Prayer of Healing rank 2 to top off tanks all the time. Why not rank 5? Because you can pull aggro quickly with all the heal aggro you are generating with it. Position yourself near the wall but still within range for your prayer of healing to reach all of your group, and a bit diagonal to Vael, so you won't get cleaved / breathed if ever Vael turns to the side. For the other priests on the ranged DPS groups, they should spam Holy Nova. Remember to use Fade every time it’s available for use. When the main tank just engaged Vael, use flash heals to keep him healed and fade immediately, then proceed to spamming prayers.
Druids - They are essentially main tank healers, unless the raid lacks healers, they can be assigned on the ranged DPS groups to heal them individually. Stay just behind the hind legs, but near the wall and not near Vael. Move forward if your heal spells aren't reaching the main tank and just stay at the max range of healing. They should maintain healing-over-time spells on the main tank, and just spam Regrowth since it’s a fast healing spell, or max rank Healing Touch, for big heals. Once the main tank engages Vael, wait a couple of seconds before casting your heals, or you might pull off aggro with your heal, or a heal crit at worst.
Shamans / Paladins - Also main tank healers. Stick to the fast heals, and keep the main tank topped off. Stay near the wall, and within range for healing the main tank. For shamans, don't drop totems before the main tank establishes aggro, or the totem might attract aggro initially.
If anyone gets Burning Adrenaline, go to a corner quickly and throw your last heals before you die.
Rogues
They should be on medium fire resistance if possible, since you'll need high DPS to kill Vael within 3 minutes until the buff expires. Stay by the hind legs of Vael, and DPS him down once the tank gives out the DPS signal. Use feint every time it’s up and available for use. Once the first tank gets Burning Adrenaline, use Vanish to clear your aggro. If, and only if, all tanks are out, and Vael is at 1-2%, rogues should be ready to Evasion-tank Vael, and hope the remainder of the raid will kill him, or just wipe.
Other DPS
Still medium fire resistance if possible, so DPS won't be too gimped. Start DPS when the tank gives the signal, and watch your aggro. Hunters feign death every time.
Special Notes
- Burning Adrenaline on mana users is random, and if key healers are hit early, the fight can become a mess.
- Raid Leader needs to be on top of the Burning Adrenaline situation, and switch people in and out of the Tank banks as necessary.
- Make sure the Raid Leader calls out which mana user has Burning Adrenaline for each cast, to avoid having him exploding on other people.
- Remember that Vael has a tremendous amount of hitpoints, and even 1% he can easily wipe the raid. Continue max DPS pressure until he is dead.
Consumables
DPS potions for the melee and ranged. Flask of the Titans for the tanks. Magic Resistance Potions helps the raid too with an additional 50 resistance for 3 minutes.
Useful Addon
KLHThreat Meter - for determining aggro rankings, so you know who's on the top and needs to drop their aggro or lay low (if he's not a tank).
Death Talon dragon packs
Right after killing Vaelastrasz, the gate above Vael's room going to the next part of the instance will be opened, and there you'll find 2 groups of 6 dragons, one on each side of the next room. Before pulling each group, have the raid stay down below at Vael's room. That's where you'll be fighting the dragons, since you'll need room fighting these dragons.
Have 4-5 tanks, a few healers to heal those tanks, and 1-2 druids ready (depending on the dragons) waiting above Vael's room just before the gate. The tanks are going to tank 1 dragon each down below, while the druids keep Wyrmkins slept the whole time until all other dragons being tanked are killed, since Wyrmkins have an AoE fireball volley which can hurt the raid while killing the other dragons. Mark each dragon accordingly with different raid symbols to avoid confusion, and then assign targets accordingly. The tanks are to get the Seethers, Flamescales and Captain, while the druids get the Wyrmkins. Once the targets are acquired, tanks position themselves near the ledge in front of the gate, while the druids use Nature Swiftness (for instant cast Hibernate) and prowl in cat form, then stick by the walls on each side of the gate to avoid being seen by the other dragons that are going to be tanked, and getting knockbacked. Once the positions are set, get ready to pull.
Once the dragons come down the gate, each warrior picks up his own dragon and does initial aggro, while the druids wait for the wyrmkins, get out of cat form and keep them slept until all other dragons are killed. Once done, warriors should drop down to Vael's room below, and the dragons will eventually follow them through the side ramps, so get ready to grab them again when they get to the base of the ramps. Tank them separately, and have the raid focus on one dragon at a time, probably Seethers first, then Flamescales, then the Captain. Priests remember to dispel Mark of Detonation from people, or that debuff will hurt people surrounding the victim. When the dragons are killed, one or two warriors (depending on how many wyrmkins are being slept) go up to the floor above and get a wyrmkin. Pop one wyrmkin out of hibernation, jump down, and wait for the dragon to come down. Kill it, get the other one, and do the same thing.
There are only 2 groups of these, and these packs are pretty easy, so don't worry. Loot up, and get ready to move in to the next room, the dreaded Suppression Room.
Suppression Room
The next room (above the dragon packs) you'll be seeing is popularly called the Suppression Room. Remember the Lyceum in Blackrock Depths, where everything there respawns every 30 seconds? This is similar to BRD's Lyceum, except it has additional stuff to it.
Death Talon Hatcher - this dragon has a nasty debuff called Growing Flames which is not dispellable. This debuff deals fire damage every 2 seconds, and it stacks. This debuff only affects people within a few yards away from the dragon. Having too high stacked of this debuff is deadly. To prevent this, the tank should bring this dragon away from the raid as possible, and tank it there. The raid needs to stay on range with the dragon and do ranged DPS on it. Getting too close will get you the debuff, so if you see you have it, move away and the debuff will be removed. Once killed, will respawn after around 15 minutes.
Blackwing Taskmaster - these humanoids come in packs. Just sheep the others and focus fire on one, then move on to the next, and so on. Nothing really special that the raid needs to be aware of, they go down pretty easily. Like the Hatcher, will respawn in several minutes after being killed.
Whelps - these are the equivalent of the fast-respawning dwarves in Lyceum in BRD. These whelps are generally just AoE'd down.
Suppression Device - these devices are all around the whole suppression room. They emit a suppression aura, which decreases players’ movement speed greatly, and also decreases casting speed. These are traps, so only rogues can take care of them by disarm trap.
Important Notes
- Everyone needs to move every time the signal to move is given. No one should be left behind, or they could bring respawned whelps to the raid.
- Crawling the room is pretty mana intensive. Drink when you can, but don't drink away from the raid. Move with the raid, then drink with them.
- The raid needs to stay clumped up always, on every cubbyhole you move in. The only one away from the clump is the tank who is tanking a Hatcher.
- Rogues' main job in this room is disarming traps. Rogues can disarm traps while stealthed. With this, the rogues should be out ahead of the group, disarming the suppression devices quickly so that the rest raid will not get suppression aura when they move. A rogue needs to stay behind too, to make sure the nearest suppression device is disarmed quickly if it reactivates. If they get aggro from the whelps while disarming, vanish.
- If someone dies, resurrect them whenever possible. If the dead person is rather far behind, just have the person release, and run back. Summon the person when he's back in the instance.
General Strategy
After killing the 2 dragon packs after Vael, the raid moves above to the beginning of the suppression room. Everyone stays clumped up on the ledge, and prepares for the long crawl towards the end of the suppression room, and face Broodlord Lashlayer there. Tanks need to be in their fire resistance gear, since they need to tank the Hatchers with the stacking Growing Flames debuff on them. The raid will be crawling the suppression room along the right wall. From start to end, raid needs to hug the right wall, and stay clumped up all the time except for the tank who needs to stay away from the raid with the Hatcher. Buff up, and get ready to pull the nearest Hatchers, and the humanoid pack. When they're dead, move on to the first 'cubby hole' on the right wall. Stay clumped up, AoE all the whelps that go to the raid. Pull one dragon / humanoid pack within reach at a time to the raid. If a dragon is pulled, the tank needs to tank it at the other side of the hole away from the raid, to avoid the stacking Growing Flames debuff on the raid. Rogues continue to be ahead and disarm suppression devices, and keep them down all the time. Once the dragons / humanoid packs within reach of the current hole are killed, the raid leader may now signal to move on to the next hole. Repeat this until the raid reaches the middle portion of the suppression room, a small room with a suppression device. The raid can stay here for a while, and continue to pull dragons / humanoid packs within reach from the next part of the suppression room. Once the big ones are cleared, the raid may now move on and continue to scale along the right wall. Get to the corner, pull the 'big ones' within reach, then continue on to the next hole. Grab big ones, move to the next hole, until you arrive at the 2nd to the last hole, just before Broodlord. Be careful not to move forward once on the 2nd to the last hole, as Broodlord has a large aggro radius. Continue grabbing the rest of the dragons / humanoids before Broodlord. Once they're cleared, kill the remaining whelps poking on the raid.
You're now cleared 99% of the Suppression room. All that's left is killing Broodlord, and the room stops respawning. Stay in this hole, pull the whelps between you and Broodlord so you'll have a clear path to Broodlord. Once done, get ready to kill him.
Broodlord Lashlayer is the third boss in Blackwing Lair, located at the end of the dreaded Suppression Room. Once the raid has gone to the 2nd to the last cubby hole, preparations should be done, and no one should move forward or they would pull Broodlord since he has a very large aggro radius. Preparations should be done fast, or the raid will get respawns on that current hole.
Broodlord's Key Abilities
Blast Wave - Inflicts 2700 - 3200ish Fire damage to nearby enemies and reduces their movement speed to 50% of normal for 8 seconds.
Mortal Strike - Broodlord's deadly ability. He has one nasty mortal strike that hits the tanks for 5000+ damage depending on the tanks gear. Healers need to be on the spot with Power Word: Shield once Mortal Strike hits a tank.
Knockback - This is an area of effect knock back which does mild damage and reduces your threat level. All tanks will be fighting for aggro and need to be ready to switch positions when they are top of the list and is the current main tank. If a DPS class becomes top of the list they should run to the MT position and die. Keeping Broodlord out of the raid is critical.
Cleave - Frontal / side attack which affects everyone in the area for around 1300+ dmg and affects up to 5 targets. Easily avoided by everyone except Main Tank with proper positioning.
Group Setups
1: Tank bank A- 2 Tanks, Druid, Priest, Shaman / Paladin
2: Tank bank B- 2 Tanks, Druid, Priest, Shaman / Paladin
3: Tank bank C- 1 Tank, DPS, healer
4: DPS Group- DPS, healer(s)
5: DPS Group- DPS, healer(s)
6: DPS Group- DPS, healer(s)
7: DPS Group- DPS, healer(s)
8: DPS Group- DPS, healer(s)
Notes on group setups
- DPS groups should be built to maximize their DPS.
Positions
- Tanks will be tanking him right where he stands, with their backs facing a corner of the gate. Main tank has the right corner of the gate, while the offtanks are at the other corner, making Broodlord face only the main tank and having the offtanks at the back out of cleave range.
- Rest of the raid moves in to the last cubbyhole just beside where Broodlord was standing, once the tank starts to engage Broodlord. DPS should wait till the signal to DPS has been given.
- Once the DPS signal is given, melee DPS can move in behind Broodlord and start DPSing, but still watching their aggro. This way, they can avoid cleave, since they are behind Broodlord.
Strategy
The raid will be creeping through the Suppression Room along the right side wall. The raid stops at the 2nd to the last cubbyhole (well short of where the Broodlord is standing), since he has a very large aggro range. The raid continues to clear the remaining Death Talon Hatchers and Blackwing Taskmasters, while still AoEing down the whelps. Once the last set of dragons and humanoids are cleared, the raid buffs up and prepares. Tanks should be getting back to their full tanking gear, and melee DPS should have medium fire resistance for the Blast Wave ability. A rogue should be assigned to full-time disarming the suppression device near the raid. That rogue won't be DPSing, but only be monitoring that suppression device, and disarms it every time it comes up and activates. There will normally be around 5 tanks (or less, if the raid can handle it) for this boss, all fighting for aggro. Once the rogue has disarmed the last trap, main tank moves in and engages Broodlord, while the rest of the raid moves in to their respective positions. The Main Tank goes to his respective corner of the gate keeping his back facing the wall to prevent the knockback from pulling any additional whelps from the rest of the Suppression Room, while the offtanks goes to the other side of the gate. All tanks continue to fight for aggro, as the DPS begins going full force. At each knockback, the top of the aggro list will change, so the next tank on the aggro needs to be ready to move to the main tank position such that the knockback will not throw him into the Suppression Room. DPS should watch their aggro, and clear / drop their aggro with their aggro-reducing / clearing skills every time those skills are up (Feign Death, Feint, etc). Healers keep the tanks up, especially the current tank, as he can die on a Mortal Strike crit from Broodlord. Each tank should be assigned a priest, for them to shield once a mortal strike happens, as well as keeping that tank topped off all the time. Other healers focus on healing the current tank, and keep him topped off all the time. Also healers should be on alert whenever current tank changes due to Broodlord's knockback, which drops aggro. Druids maintain healing-over-time spells all the time on the current tank. When a mage or a warlock gets high on the aggro, he should get ready to go to the main tank's position, so that Broodlord will not go to the rest of the raid and cleave them, if ever that person manages to pull aggro. If whelps get pulled, just AoE these down quick, then resume DPS on Broodlord once they're killed. Just keep the tanks topped off, manage aggro, and DPS Broodlord down carefully. Watch the current tank and keep him up, shield him when he gets Mortal Striked. Kill him, and the whole Suppression Room stops respawning.
Once he's dead and you're done looting, you may now clear back to the suppression room, since you'll need the room for the next trash mobs.
Additional Notes
- Make sure no one gets too close to Broodlord before the MT begins to engage. He has a very large aggro radius.
- Druid Battle Rezzes should be quick and used on the tanks if and when they die.
- Rogue assigned on the trap should be alert and keep the trap down at all times. If the trap manages to get activated, and it affects a healer, their cast time will be reduced and will be bad for healing the tank on time.
- Keep the raid away from his body when he dies as the Head is a quest item Bind-on-Pickup and cannot be master-looted.
- If you wipe while fighting Broodlord, you need to clear the Suppression room again, so be on top of your toes and make sure to kill him, unless you want to clear the whole Suppression room again.
Consumables
DPS potions for the melee and ranged. Flask of the Titans for the tanks.
Lab Packs
Once you have killed Broodlord Lashlayer, you will start encountering these packs. These groups consist of several Blackwing Technicians, a couple of Blackwing Warlocks, one or two Blackwing Spellbinders, and a Death Talon Overseer. On the first pack after Broodlord, there is no Overseer, so you'll only have to worry about the others included in the group. First few packs also have 1 Spellbinder on it, but beyond Firemaw, you may start encountering packs with 2 Spellbinders. These packs are going to be your 'farm' for Elementium ores dropping from the technicians, which are going to be used for making the Thunderfury, if ever your guild managed to get the 2 Bindings in Molten Core. Also, these packs should be your source of Hourglass Sands for use on Chromaggus.
Once Broodlord has been killed and looting is done, the raid needs to re-clear the suppression room. You will need all the space you'll need for these packs. These pulls are very technical and everyone should be on their toes for this, or it will result in a wipe. Several classes will have a particular assignment on how to deal with each mob in each pack. Packs situated in the first room of the Alchemy Lab should be pulled back to Broodlord's room and fight them there.
Mob Notes
Blackwing Technician - these little goblins pack a punch, and come in packs. They are a ranged mob and use dynamites to deal moderate damage to people in an area. They also have an acid bottle ability which poisons you and deals nature damage over time. They have relatively low health, and a mage is recommended to handle these goblins with Arcane Explosion while circling around them.
Blackwing Warlocks - these orcs are equipped with Rain of Fire which deals around 1000 fire damage per tick DoT on an area. Also, when they die, they release an enraged felguard which can be really deadly to the raid if allowed to be loose. Tanks should engage them and tank them on a corner, while the rest of the raid should be moving away from the Rain of Fire. When they die, warlocks should be ready to banish / fear the felguard to avoid it wiping the raid. They are also immune to polymorph.
Enraged Felguard - these demons spawn when a warlock dies. They should be crowd-controlled immediately with a banish, or chain-fear. These guys have Blast Wave spell which deals moderate damage.
Blackwing Spellbinder - these blood elves are immune to any kind of magic, and can Polymorph a person close to him / her. Also, they consistently cast Flamestrike which deals a fair amount of fire damage DoT (around 1000+ per tick) on an area. Initially, it’s recommended for a hunter to kite these elves away from the raid and then just return them when the raid is done killing all the other mobs. When its their turn to be killed, melee him to death. They got a fair amount of defense, so it would probably take time, and this would be a great time to train your weapon skills.
Death Talon Overseer - these look like a mini version of Broodlord. They got a cleave, and comes with a particular weakness to an element, while resistant to the other schools. When it’s this mob's turn to die, everyone try out to deal different spells to determine its weakness, then once determined, focus on it and bring it down.
Pulling Strategy
Before pulling, have a hunter and a warrior assigned to each of the warlocks and overseer. For the spellbinder/s, hunter/s should be assigned to kite them at the far side of the Suppression Room, circling around them there while waiting for the rest of the pack to be killed. A mage should be assigned to handle the technicians, and kite them around an area with Arcane Explosion, with a priest to protect the mage from dying. Once the assignments are done, a hunter targets a technician, and pulls them. This hunter should leave line of sight immediately so the rest of the pack will follow and leave their spots. Once the pack shows up by the door, each tank's hunter use Distracting shot on their assigned warlock and overseer, and bring them to their respective tanks. The hunter assigned to the spellbinder brings the spellbinder very far away from the raid, to avoid its Flame strike to wipe the raid. This hunter needs to kite it around in that area for a while, and wait until all other mobs are killed. For the technicians, the hunter pulling needs to bring them to an open area, for the mage to work on. Once they come up to range, the mage assigned should start spamming Arcane Explosion on them to attract their attention. Once they're on the mage, the mage should start kiting them around in a circle, to avoid their grenades, while still spamming Arcane Explosion. Mage's priest should be constantly shielding the mage to protect him, and heal him.
Killing Strategy and Sequence
The very first mob that should be killed are the warlocks. They have the greatest potential to wipe the raid, with its Rain of Fire which deals huge amount of damage per tick. The raid should focus on one Warlock first and kill it, then move to the next one. Once a warlock has died, the raid's warlocks should be alert and ready to banish the Enraged Felguard that will spawn on the dead warlock. Kill the other warlock, and do the same with the next felguard that will spawn. If you don't have enough warlocks in the raid, have it offtanked, or chain-fear it.
Next mob should be the technicians for the casters and a spellbinder for the melee. Casters should start casting their AoE spells on the technicians and they should drop fast. The hunter kiting the spellbinder should start bringing back the spellbinder to the raid, and melee people should go and start hitting on the spellbinder, while the casters are killing the technicians.
Once the Technicians are dead, casters move to the overseer and try to determine its weakness. Once determined, kill it fast with that element, but don't try to grab aggro with the massive damage you're dealing, so be careful.
When the Overseer is dead, tanks grab the Felguards and kill them one by one.
Wyrmguard Packs
Death Talon Wyrmguards are fairly similar to Death Talon Overseers, but bigger and has additional abilities. You will encounter an Overseer pack at the end of the first Alchemy Lab room, then the first Wyrmguard pack is just before pulling Ebonroc, while the last Wyrmguard pack is before Chromaggus. These packs consist of 3 Death Talon Wyrmguards, with the exception of the first one with 1 Death Talon Wyrmguard and 3 Death Talon Overseers.
What makes them special from the Overseers is that they have different Brood Powers. These powers are random, and can be deadly for the raid to have a particular Brood Power color combination on the packs. These packs can be considered harder than the drake bosses due to its random Brood Powers, or it can be easier depending on the colors you'll get. Aside from the Brood Power, they also have weakness to a certain element and resistance to others, just like the Overseers. And another thing, these wyrmguards are not tauntable, so be careful on your aggro.
Brood Powers
These are the possible Brood Powers that the Death Talon Wyrmguards can have:
Green - Single target sleep. Usually it’s the main tank for the Wyrmguard that will be slept. This will need multiple tanks on the wyrmguard with this power, to prevent the dragon to wander to the raid and wipe it while the tank is being slept.
Red - Heavy fire damage. With this, the tank will need additional healing.
Black - Instant 800-1200 fire damage to the tank. It is direct damage, just like Red, and will not get you a debuff. Like on the Red, tank will require additional healing.
Blue - Reduced attack and movement speed. Not really a threat, but because of the debuff it gives, it will be harder for the tank to gain aggro.
Bronze - Tank will be sent spinning consistently. This whirlwind effect on the tank will deal damage to adjacent players to the tank, so melee people should be careful. Also, because the tank is spinning most of the time, this is a deadly power to get since the tank will have a hard time to gain aggro with it, and may get the wyrmguard loose to the raid because of DPS aggro.
Killing Strategy and Sequence
When pulling, have 2 tanks initially assigned to a wyrmguard, then have a hunter assigned to pull each wyrmguard to its respective tanks. Once they're pulled, the raid should lay back a few and just try to determine their weaknesses. Don't start the DPS yet, or you might pull aggro from the tank and would wipe the raid. Aggro is the main concern of these pulls because of the powers, and the massive DPS output you'll get with their weakness.
Let the tanks gain aggro for a while, and determine their brood powers, before DPS can go. Each wyrmguard tank should tell the raid leader the brood power it has. Once all three powers are determined, start the DPS on the wyrmguards, one at a time. The order of Brood Powers to be killed according to its threat to the raid would be:
Green - Red / Black - Blue - Bronze
Green power should be killed first, as it takes up too much of tanking resources due to its sleep debuff on a tank. Once its down, or there's no green power, proceed to a red or a black one. They both deal direct damage to the tank so whichever wyrmguard that has it can be killed after Green. When they're down, or none is present, proceed to a Blue one. With the time spent on killing the other colors, the Blue's tank should have gotten enough aggro on it, so it will be safe for DPS. After Blue is Bronze, where the tank is consistently spinning. Kill it last, and by this time, its tank should have enough aggro.
These powers aren't limited to one unique color per wyrmguard. There are times where you'll encounter 2 greens and 1 bronze, 1 black and 2 blue, and so on. So the general tip for these packs is just to be careful on aggro. and if ever you pulled, just run to the tank.
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