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Heroic Dungeon/Raid Boss Guide by MartinDecoud

Version: 1.06 | Updated: 02/18/11

         _______ _______  _       ______     _______ _______   
|\     /|  ___  )  ____ )( \     (  __  \   (  ___  )  ____ \  
| )   ( | (   ) | (    )|| (     | (  \  )  | (   ) | (    \/  
| | _ | | |   | | (____)|| |     | |   ) |  | |   | | (__      
| |( )| | |   | |     __)| |     | |   | |  | |   | |  __)     
| || || | |   | | (\ (   | |     | |   ) |  | |   | | (        
| () () | (___) | ) \ \__| (____/\ (__/  )  | (___) | )        
(_______)_______)/   \__/(_______/______/   (_______)/         

         _______ _______  _______ _______  _______ ________________  
|\     /|  ___  )  ____ )(  ____ \  ____ )(  ___  )  ____ \__   __/  
| )   ( | (   ) | (    )|| (    \/ (    )|| (   ) | (    \/  ) (     
| | _ | | (___) | (____)|| |     | (____)|| (___) | (__      | |     
| |( )| |  ___  |     __)| |     |     __)|  ___  |  __)     | |     
| || || | (   ) | (\ (   | |     | (\ (   | (   ) | (        | |     
| () () | )   ( | ) \ \__| (____/\ ) \ \__| )   ( | )        | |     
(_______)/     \|/   \__/(_______//   \__/|/     \|/         )_(     

 _______ _______________________ _______ _            _______ _______ 
(  ____ \  ___  )__   __/  ___  )  ____ \ \  |\     /|  ____ \       )
| (    \/ (   ) |  ) (  | (   ) | (    \/ (  ( \   / ) (    \/ () () |
| |     | (___) |  | |  | (___) | |     | |   \ (_) /| (_____| || || |
| |     |  ___  |  | |  |  ___  | |     | |    \   / (_____  ) |(_)| |
| |     | (   ) |  | |  | (   ) | |     | |     ) (        ) | |   | |
| (____/\ )   ( |  | |  | )   ( | (____/\ (____/\ |  /\____) | )   ( |
(_______//     \|  )_(  |/     \|_______/_______|_/  \_______)/     \|


In my Restoration Druid guide for WoW Cataclsym, I ended up explaining the
mechanics of all Heroic Dungeons and normal raids. I figured I would excerpt
and add to that part of the guide and turn it into a general knowledge guide
helping to explain the mechanics of Cataclysm bosses. If you are a Resto Druid
my other guide--also on GameFAQs.com--may be helpful.

This guide is written from a healer's perspective. I am 12/12 on my main--Panis
on the server Skullcrusher--and have ranked in 9/12 fights accoring to
WorldofLogs.com including a #1 ranking. I have also healed 7/12 on a Holy
Palidan. If any DPS or tanks have any strategies or points to add please email

I appreciate any feedback and am always looking to improve my healing or
consider alternate strategies and approaches. Thank your for reading my guide.

To navigate this guide use control-F and type in the brackets and what is
between the brackets to quickly find the proper section.



VIII. Heroic Dungeon Guide [8.0]

IX. Raid Guide [9.0]

   i. Baradin Hold          	[9.1]
 	Pit Lord Argaloth 	  [9.1a]
   ii. Throne of the Four Winds [9.2]
	Conclave of Wind 	  [9.2a]
	Al'Akir 		  [9.2b]
   iii. Bastion of Twilight 	[9.3]
	Halfus Wyrmbreaker 	  [9.3a]
	Valiona & Theralion 	  [9.3b]
	Ascendant Council 	  [9.3c]
	Cho'gall 		  [9.3d]
   iv. Blackwing Descent    	[9.4]
	Magmaw			  [9.4a]
	Omnotron Defense System	  [9.4b]
	Maloriak		  [9.4c]
	Atramedes		  [9.4d]
	Chimaeron		  [9.4e]
	Nefarion		  [9.4f]

X. Heroic Raid Guide [10.0]

XI. Links [11.0]


Aggro: When a mob targets you, you have aggro on that mob.

AoE: Area of effect. Usually refers to a spell or ability that targets an area.

BoA: Binds on Account. Can trader this item between players on your account.

BoE: Binds on Equip. Can trade, sell, or buy these items from other players.

Boomkin: Druid with Balance specilization.

Buff: A status effect which aids the unit under its effect.

CC: Crowd Control. An ability that prevents a mob from taking action like
Polymorph, Hex, Fear, etc.

Crit: Critical strike rating

Debuff: A status effect which hinders the unit under its effect.

DoT: Damage Over Time. Ability that damages the target over time like Moonfire.

DPS: Party member brought along to provide damage.

GCD: Global Cooldown. 1.5 second limit on how often you can cast spells and
perform certain actions. Can be lowered with more haste.

HoT: Heal Over Time. Spell that heals the target periodically like Rejuv.

ilvl: Item level. Better items have a higher item level.

Int: Intellect

LoS: Line of Sight. To cast a spell on a target you have to have line of
sight with someone. Staircases have the mysterious ability to sap the
intelligence from tanks and cause tanks to forget about the existence of LoS.

Mast: Mastery Rating

Spi: Spirit

SM: Swiftmend

ToL: Tree of Life form

UI: User Interface


While these guides are written from a healer's perspective, they include all
relevant mechanics for each fight. The guides can be useful to all classes.
I have only healed these on a Resto Druid and Holy Palidan. Priests and Shaman
can take some of the lessons--i.e. a good time for an AoE heal is a good time
for any healing class--away from this but will have to use different abilities. 

When first starting Heroics bring along some food and cheap flasks for the
well fed and flask bonus.

I recommend running one random Heroic every day to get your Valor Points. If
you are just getting used to Heroics, run an eay one like Vortex Pinnacle,
Blackrock Caverns, or Lost City of the Tol'vir until you feel more comfortable
and get some better gear.

Once you have done your daily random, do not do any randoms. Instead
specifically target Heroics that have items you want.

Heroics are now very easy due to Blizzard buffing anyone who finds a group
through the random dungeon maker. Blizzard I disapprove of this. Heroics are
now very boring and do not prepare people for raiding.

     ||  Heroic Blackrock Caverns   ||

One of the easier Heroics.

  ~ Notable Trash & Gimmicks ~

The Evolved Twilight Zealots need to be interrupted. The Angered Earth mobs
drop a meteor that is split between the group. Stack for this. 

=  Rom'ogg Bonecrusher  =


Quake: Damages the ground you are standing under and spawns adds. Move towards
the tank so he can aggro these adds off of you. Adds do not need to be killed
as the boss will do it for you.

Chains of Woe: Pulls everyone near the boss and immobilizes them until the
chains are broken. Chains must be killed quickly by the DPS and tank or the
boss will kill the group with Skullcracker. Run when the chains are broken.

Skullcracker: Deadly AoE ability that kills anyone nearby. Run away as soon as
the Chains of Woe are broken. Massive damage to anyone nearby him when it is

  ~ Mechanics ~

The tank has to pick up the adds after Quake. DPS targets the boss and does not
worry about the adds. The boss will kill the adds with his Skullcracker. After
Chains of Woe, the tank and the DPS have to destroy the chains before
Skullcracker finishes casting. After the Chains of Woe are destroyed run away
from the boss until Skullcracker is finished. 

  ~ Healing ~

The adds from Quake will aggro onto you due to your heals. Be ready with
damage mitigation (Barkskin, Divine Protection etc) and to run to the tank so
he can pull them off of you. Cast AoE heals where needed on the party after
Quake. After Chains of Woe be prepared to run out of range of Skullcracker as
soon as possible. Bubbling or Kitty form and dash is not needed but can be used
in an emergency.

Rom'ogg does not hit hard and it is very easy to keep the tank up with a HoT
stack or some minor heals. 

=   Corla, Herald of the Twilight   =

  ~ Mechanics ~

Note the three mobs kneeling in front of Corla. When the fight starts, the
shadow beams flowing into them will start stacking a buff on them. When that
buff reaches 100, the mobs turn into a mob and will likely cause the party to
wipe. To stop the buff from reaching 100, someone will have to stand in front
of each of the beams. However by stepping into the beam the debuff will start
stacking on you. If it reaches 100 you will evolve and likely cause the party
to wipe.

The trick is to alternate standing in the shadow beam and letting the
shadow beam hit the mob. Let the beam reach 80 on the mob then step in front
of it. When the buff on the mob has disappeared, move out of the way and let
the debuff on you disappear. The buff disappears after 15 seconds.

This is complicated by Corla casting Dark Command which will cause someone to
be feared and run out of the beam thus letting the buff reach 100. Dark
Command has to be interupted. Shamans can drop a Tremor Totem to prevent the
fear but the spell should still be interrupted.

  ~ Healing ~

Corla does not hit hard at all. Just worry about the mechanics.

=   Karsh Steelbender   =

  ~ Mechanics ~

This fight relies almost entirely on the skill of the tank. Karsh takes almost
no damage until he touches the flame pillar in the middle of the room. When he
touches the flame he gains a debuff that melts his armor, allowing the party
to damage him. The longer he is in the flame, the greater the debuff grows
allowing the party to inflict more and more damage. However when he is in the
flame it causes damage to the entire party and Karsh gets stronger. The
debuff wears off after 15 seconds. If the tank does not lure him back into the
flame pillar before the debuff disappears then his armor hardens and he cannot
be damaged. Everytime the debuff falls off adds come. When the adds die, they
drop a pool of fire that causes damage to anyone who stands in it and functions
similar to the flame pillar when Karsh stands in it (i.e. his armor melts and
everyone takes flame damage).
The tank has to draw him into the flame pillar until the debuff reaches 1-3
stacks. When the debuff is about to fall off, the tank has to repeat the
process until Karsh dies.

Two things can go wrong. The first is if the tank messes up and does not get
Karsh back into the flame pillar in time and the debuff falls off. Adds will
come. Kill the adds AWAY from Karsh, then drag Karsh back into the flame
pillar. For some reason, tanks who mess this up drag Karsh back into the fire
first before taking care of the adds and also aggro the adds so they cannot
be pulled away from Karsh before they are killed. It is like tanks' reaction
is "Hey, I messed up, let's make this worse!" Either ignore the adds or kill
them away from the boss, THEN drag Karch back into the flame pillar.

The second thing that can go wrong is if the debuff grows too big and Karsh
starts hitting too hard. If this happens then the tank has to let the debuff
fall off. Kill or ignore the adds then drag Karsh back into the flame pillar.

  ~ Healing ~

Watch the tank and the debuff on Karsh and anticipate when the tank will be
dragging Karsh through the flame pillar. At that time the party will take
increasing flame damage. As the stacks add up, be ready with party heals and

	= Druids = 

Rejuv prior to the flame damage and Wild Growth and Rejuv after the
flame damage. As the debuff grows, pop into Tree Form and cast Lifeblooms on
everyone. Continue to cast Rejuv and Wild Growth. Be ready with Tranquility if

Keep a full stack of Lifeblooms with Rejuv on the tank at all times. Cast
Regrowth to trigger Nature's Grace and be ready to pump him with Healing
Touches and Swiftmends as the debuff grows and Karsh gets stronger.

	= Palidans =

Cycle through your cooldowns if the party starts to take too much flame damage.
Holy Radiance and Light of Dawn after the tank pulls Karsh through the pillar.

=   Beauty  =
=~~=~~=~~=~~= (optional boss)

  ~ Mechanics ~

Beauty has two puppies with her. These must be cc'd or killed. The fight
lasts a few minutes so the cc has to be renewed. Polymorph, Fear, Freezing
Trap, Hex and Hibernate all work. Beauty also casts fear occasionaly. This can
be prevented by Tremor Totem. From time to time Beauty will cast a charge
ability or some minor fire abilities. The pups drop flame pools that appear on
the ground. Do not stand in the fire.

  ~ Healing ~

Keep the tank and party as close to full as you can at all times as fear will
cause you to be unable to heal for a period. The fight is not hard with good
cc. Have an instant heal like Swiftmend or Word of Glory ready for a tank heal
after a fear. Be ready to use a cool down then too.

Druids can Hibernate and Shamans can Hex if designated as a CC person or if one
of the DPS misses their assignment.

=   Ascendant Lord Obsidius   =

  ~ Mechanics ~

The boss has three mobs in front of him. One of the DPS must aggro the mobs
and pull them away from the boss. The DPS has to then kite the mobs. These mobs
inflict a stacking debuff on anyone nearby that prevents healing, thus the need
to pull them away from the tank and to kite them.

Periodically the boss will switch with one of the mobs. The kiting DPS must
once again aggro the mobs and pull them away from the boss. It helps to have a
DPS who can slow or stun the mobs like a Shaman with earthbind totem, a hunter
with Frost Trap, or a Frost Mage.

  ~ Healing ~

Healing is complicated depending on how good the kiting DPS is at avoiding
damage. A bad DPS will force you to constantly heal two targets: the tank and
the kiting DPS. Keep an eye on the kiting DPS and be ready to give this person
additional heals. If the kiting DPS is good, this fight is very easy to heal.
The boss will also cast a debuff which should be removed as it causes damage
over time.

     ||    Heroic Throne of the Tides    ||

  ~ Notable Trash & Gimmicks ~

CC the Spiritmenders, mana drain them, or kill them first first or they will
heal up the other mobs.

=   Lady Naz'jar  =


Geyser: Summons a pool of water on the ground that will later erupt and cause
massive damage to anyone standing in it. Move out of the Geyser.

Shock Blast: Massive damage to the tank. Should be interrupted.

Fungal Spores: Minor poison damage that can be dispelled or strafed to avoid.

Cyclones: Summons a cyclone that damages and stuns anyone caught in it. Move
away from the cyclone.

Summon Adds: Summons 3 adds. Occurs at 50% and 25% life.

  ~ Mechanics ~

This is a two phase fight. Phase one she casts Geyser, Shock Blast, and Fungal
Spores. It causes minor damage. Phase 1 is simple. Interupt Shock Blast and
move if you are standing on a Geyser puddle.

Phase 2 starts when she reaches 50% life and 25% life. She moves to the
middle of the room and becomes invulnerable. Three adds will come. The one on
the east and west side are casters and the one from the north is a melee add.
The casters deal huge damage--more damage than the boss does. CC one of the
casters and kill the other one ASAP. Hex, Mind Control, Sheep, Freezing Trap,
and Fear are all sufficient CC's. After you kill one caster, kill the melee
then the last caster. While this is going on cyclones will come from Lady
Naz'jar towards the outside of the room. If you get caught in a cyclone you
will be unable to perform actions and take damage. Avoid these.

Before the fight starts designate the kill and CC order for phase two so that
everyone is on the same page.

  ~ Healing ~

Keep the tank full in phase 1 in case someone misses an interupt and a Shock
Blast hits. Move out of the Geyser puddles.

Make sure the group knows who is going to be cc'd and who is going to be killed
first in phase 2. Position yourself accordingly as the mobs will aggro on you
due to your HoTs. If the east add is being killed first, move to the east side
of the room during phase 1. Face the boss and avoid the cyclones.  Be ready
for big heals at the start of each phase 2, when CC breaks, and if someone
gets sucked into a cyclone.

=  Commander Ulthok  =


Dark Fissure: Causes a shadow puddle on the ground that slowly expands. Deals
damage to anyone in the puddle.

Squeeze: Does damage and immobilizes the target hit by this.

Enrage: Ulthok does slightly more damage, can be Sooth'd if someone is bored.

  ~ Mechanics ~

Ulthok main ability is Dark Fissure. He slams the ground and drops a shadow
puddle that will slowly grow as the fight goes on. Standing in it causes
damage. If the fight goes on long enough it will expand to cover the entire
room and there will not be a safe space to stand. From time to time he will
grab someone with the Squeeze ability and deal 75000 damage over six seconds.
Periodically he will Enrage and deal more damage for 10 seconds and cast
Curse of Fatigue.

Dark Fissure is the only ability to concern yourself with. The tank has to pull
the boss to the side of the room before the first fissure and then slowly tank
the boss around the room. The tank can leave room for the group to retreat into
Lady Naz'jar's room and continue to fight the boss in there. DPS has to let
the tank move the boss and establish aggro before dps'ing the boss.

  ~ Healing ~

The tank will not take much damage in the fight, even during the enrage. Save
your big heals for the Squeeze. Druids, a Rejuv and Swiftmend ready and drop a
couple of Healing Touches on the Squeezed target. Paladins can use a Word
of Glory followed by Divine Light. Dispell Curse of Fatigue. Stay out of the
Dark Fissure puddle and be ready to move if it expands or if you get Squeezed.

=   Erunak Stonespeaker & Mindbender Ghur'sha   =
=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~= (optional)


	= Phase 1 =

Cone of Fire: Tank should face the boss away from the raid.

Earth Shards: Line of shards in a random direct. Avoid the line if heading in
your direction.

Lava Bolt: Fire damage at a target. Interrupt this.

	= Phase 2 =

Mind Control on a random member. DPS the member down to 50% then go back to
killing the boss.

Mind Fog: Green gas on the ground. Move out of it or you will be pacified.

Unrelenting Agony: Damage to the party. Heal through it.

Absorb Magic: Shield that absorbs all magic damage for five seconds. Purge or
Spell Steal.

  ~ Mechanics ~

This is a two phase fight. In phase 1 the target is Erunak. He casts a cone of
fire in the direction he is facing so tank the boss facing away from the party.
He will randomly target a party member with Earth Shards, which does damage in
a line from the boss to the target. If he targets you or someone near you move
away. He also casts Lava Bolt which should be interupted

In phase 2 the jellyfish on his head drops off and is the new target. Ghur'sha
will mind control a random member. DPS down that member to 50% then go back
to killing the boss. Ghur'sha will periodically drop either a green cloud
on the ground which must be moved out of or Unrelenting Agony, which causes
damage to the entire party. Damage from this can be avoided by LoS'ing the boss
behind a pillar but then you will be unable to damage the boss

  ~ Healing ~

Be ready for big tank heals in Phase 1 and big party heals in Phase 2 when
Unrelenting Agony is being cast

	= Druid =

In phase 1, keep a full HoT stack on the tank and be ready with big heals if
Lava Bolt is not interupted. Dispell the tank to avoid further flame damage.
Be ready to move if targetted by Earth Shards.

For phase 2, cast Wild Growth on the party during Unrelenting Agony and keep
Rejuv on the party in anticipation of that spell. After a party member is Mind
Controlled be ready to heal him up from 50%.

	= Paladin =

Holy power most likely will be used for tank healing in tank healing in Phase 1
and party healing in phase 2. When someone is mind controlled, it is a good
time to regen some mana with Divine Plea.

=  Ozumat   =

  ~ Mechanics ~

Three phases in this fight. Phase 1 tank grabs all the adds and dps them down.
Phase 2 three stationary adds will come and start damaging Neptulon. DPS kills
these. Other adds will spawn from the ground. These must be picked up by the
tank and kited around the room. After the stationary adds are dead phase 3
will start. Everyone gets a buff which makes them huge but everyone also
starts taking stacking shadow damage which increases over time. A squid will
appear which must be killed.

  ~ Healing ~

Stand near the tank in phase 1 so he can take the adds off of you. In phase 2
follow the tank around the room as he kites the adds. Have cooldowns ready for
phase 3.
	= Druids =

Use Nature's Grasp, Barkskin, and Entangling Roots if mobs aggro on you.
Towards the end of phase 2 or beginning of phase 3 use Tree of Life and cast
Lifebloom, and Rejuv on the entire party. When phase 3 starts use Wild Growth
on cooldown and keep the Lifebloom and Rejuv stacks an each party member.
Tranquility may be needed.

	= Paladins =

Bubble if the adds aggro you in phase 2. Holy Radiance and chain cooldowns in
phase 3.

     ||    Heroic The Stonecore     ||

  ~ Notable Trash & Gimmicks ~

The Crystalspawn Giants stomp the ground. Jump when the casting bar is at like
70% to avoid damage from this.

=   Corborus   =


Crystal Shards: Direct damage to the target and anyone standing in it. Move out
of the shards and dps them down ASAP before the morph into explosive adds.

Dampening Wave: Deals minor damage to the party and absorbs 15000 healing.
Healer should heal this debuff off the tank then let it fade before healing
the rest of the party.

  ~ Mechanics ~

This is a two phase fight. In phase 1 Corborus attacks the tank. Periodically
he will target a random player with Crystal Shards. Unless the Shards are
destroyed they will spawn into an add and cause damage to any target they 
touch. Corborus will also cast Dampening Wave periodically. Quickly kill the
Crystal Shards and this fight is simple.

After a minute or so he will go underground and begin phase 2. In
phase 2 adds will come. Corborus will also pop out from under the ground,
killing any target standing in the area. This will look like dust coming from
the ground so move if you see the dust coming from beneath you. Adds will also
come in phase 2. Tank should aggro these and DPS kill them.

  ~ Healing ~

In phase 1, be ready to heal the target that gets hit with Crystal Shards or
move if it targets you. The Dampening Wave debuff that absorbs healing and
causes minor damage is not much of a concern. Simply use a heal on the
tank to eliminate it and wait for it to disappear from the party. Follow this
with a party heal. The debuff can be dispelled if necessary.

Adds will aggro onto you in phase 2. Druids, use Nature's Grasp and Barkskin.
Paladins can use Divine Protection and bubble. Keep moving to avoid Corborus
from popping up underneath you. Run back to the tank after this phase so he can
aggro the remaining mobs off of you.

=   Slabhide   =


Crystal Storm: Deals massive damage to anyone in her LoS. Move behind a
stalagtite to prevent.

Falling Rocks: Rocks fall from the ceiling. Move out of the dark circles on
the ground.

Dusty/Flame Pool: Ground gets dusty then lava comes up. Do not stand in the

  ~ Mechanics ~

Slabhide has a ground and air phase. In air phase stalagtites will drop from
from the ceiling onto a spot on the ground marked with a black circle. Move
away from the black circle. On the ground phase puddles of dust will appear
which quickly turn into puddles of flame. Move out of these to avoid taking

Slabhide will also cast Crystal Storm during the ground phase. Anyone
within her line of site will take damage. Hide behind a stalagtite to avoid
taking damage. DPS can avoid all damage in this fight. If they take damage or
die it is their fault.

  ~ Healing ~

Avoid the stalagtites falling from the ceiling and dodge the flame puddles on
the ground. Move behind the stalagtites when Crystal Storm begins. The only
tricky thing about healing this fight is mainting line of sight (LoS) with the
tank. Try to stay within his line of sight at all times while still maintaining
a path of retreat for the Crystal Storm. Have HoTs on the tank  or be ready
with a large instant heal in case LoS issues arise.

=   Ozruk   =


Elementium Bulwark: Reflects spells back to the caster for 10 seconds.

Paralyze: Prevents the party from moving until they take damage. Either reflect
a DoT on you during Elementium Bulwark or melee him to take damage.

Ground Slam: Deals damge to anyone within 8 yards of him. Happens right after
a Paralyze. Move away from him after the Paralyze.

Shatter: Deals damage in a cone in front of him. Tank must face the boss away
from the party then move behind the boss or to his side to avoid.

  ~ Mechanics ~

This fight depends on the skill of the tank. The boss casts two spells that
will almost certainly kill anyone hit by them--Ground Slam and Shatter.
To avoid the paralyze, ranged DPS and healers have to cast a DoT spell on Ozruk
when he uses Elementium Bulwark. This will reflect the DoT onto you. Then when
paralyzed the DoT will damage you and break the paralysis. Melee DPS and tanks
get a DoT by hitting Ozruk with a melee hit.

The tank has to get the DoT from Ozruk. Shortly after Paralysis, Ground Slam
will occur so all melee must be ready to move away. Tank should always face the
boss away from the party. When Shatter is being cast, tank has to move to the
other side of the boss to avoid the Shatter.

  ~ Healing ~

Druids cast Moonfire or Insect Swarm after Ozruk casts Elementium Bulwark.
Paladins can judge him for 4 second DoT. Hope that your tank knows what he is
doing. The boss does so little damage that if you die, you can run back in and
rejoin the fight (make sure to heal yourself before taking the teleport). Even
if you get hit by every Paralyze, it is still easy to heal this fight.

=  High Priestess Azil  =


Gravity Well: Causes damage to anyone in it. Causes adds in it to die. Kite
the adds into it.

Force Grip: Causes damage to whoever is targetted by it. Can be interrupted.

Seismic Shard: Hurls a rock at a random target. The ground will look dusty
before this happens. Move out of the dust.

  ~ Mechanics ~

Two phase fight. Phase 1 she summons Gravity Wells and adds. The adds die if
they go into the wells so either kite the adds through the wells or position
yourself so that the adds aggro you by running across the well. She also
casts Force Grip which can be interrupted.

In Phase 2 she goes back to her pillar and summons three huge boulders. Watch
for dust on the ground which indicate where she will throw the next boulder.
Avoid standing there or the boulder will kill you. Continue to dps the adds or
kite them through the wells. It helps if tanks can pick up these adds and keep
them off the healer. Also helps if the DPS kills these adds.

  ~ Healing ~

Adds will aggro onto you throughout the fight. Position yourself by the side
of a Gravity Well so the adds can die by running through it or so you can kite
the adds into it. For Druids, Nature's Grasp and Barkskin are helpful here or
stand near the tank. Holy Paladins can use Divine Protection or bubble. Watch
out for Force Grip and be ready to heal that target up. Be ready to dispell her
Curse of Blood which causes the target to take extra physical damage. Do not
get hit by a rock in phase 2.

     ||    Heroic Vortex Pinnacle   ||

Probably the easiest Heroic.

  ~ Notable Trash & Gimmicks ~

It is all pretty easy. 

=  Grand Vizier Ertan   =

  ~ Mechanics ~

Stand inside the group of cyclones. Dodge the cyclones when they come in or
don't.Pew pew.

  ~ Healing ~

The party will take damage when the boss summons in the cyclones. Use party
heals at that time.

=   Altairus   =

  ~ Mechanics ~

The boss summons cyclones which cause damage and throw you up into the air.
Wind will come from a random direction and flow over the boss. Stand upwind of
the boss for a buff. If you are downwind of the boss you will get a debuff
which lows your casting time. All members should try to be upwind as much
as possible.

The boss will also target a party member and breathe fire on him, damaging the
target and nearby enemies. Tank should taunt the dragon at this time so the
damage is taken by the tank.

Zoom out to see which way the wind is flowing if you are having problems
telling what is upwind and downwind.

  ~ Healing ~

First priority is to avoid the tornados.

	= Druid =

Keep a HoT stack on the tank. Most of the time Swiftmend, Wild Growth, and
Rejuv will be enough to keep people healed up so you do not have to move into
the buff. If people start to take too much damage, move to get the buff or
turn into ToL form and insta-cast Regrowth.

	= Paladin =

Get upwind. Direct heals on the low targets should provide enough healing
through beacon to the tank.

=   Asaad   =

  ~ Mechanics ~

When the boss casts a triangle of lightning on the ground move into it or you
will die. Spread out afterwards for the chain lightning. If you jump at 60%
of the cast time of Static Shock then you can avoid the debuff and get
an achievement. Adds now come. Ranged DPS can kill them if they feel like it.

  ~ Healing ~

Move into the triangle of lightning. If people do not jump and get hit by
Static Shock then decurse them (or wait until the next Static Shock when
applicable). Pattern is Static Shock -> triangle -> Static Shock -> Static
Shock -> triangle -> Static Shock -> Static Shock -> triangle -> (he's still
alive?!) -> Static Shock -> Static Shock -> triangle 

     ||    Heroic Lost City of the Tol'vir    ||

One of the easier Heroics.

  ~ Notable Trash & Gimmicks ~

None of note.

=  General Husam  =


Shockwave: Causes damage in four lines out from the boss.

Bad Intentions: Damages and throws a random member up in the air.

Detonate Traps: Causes mines to explode. Cannot be seen unless graphics are on
good or better setting.

  ~ Mechanics ~

Husam will throw mines on the ground. Do not walk on top of them or you will
take damage. He will also target a random member with Bad Intentions. He will
cast Shockwave in a line, which should be moved out of. Periodically he will
use Detonate Traps which causes the mines to explode and damage nearby members.
Move away from the mines.

Have your graphics set to Good or higher in order to see the mines during
Detonate Traps. Move out of the way of Shockwave and do not stand on the 
mines. If you die in this fight it is because you made a mistake.

  ~ Healing ~

Avoid the mines and Shockwave. Keep LoS with the tank around the pillars. Be
ready with a large heal for the Bad Intentions target.

=   Lockmaw & Augh   =

  ~ Mechanics ~

Phase 1 you dps Lockmaw and Augh will occasionally join the battle. Lockmaw
will cast Scent of Blood on a random member. That person has to run to the tank
so the tank can get aggro on the adds. DPS can then kill the adds. Avoid
Lockmaw's tail swipe by standing away from the tail. Augh will join the battle
by targeting a random member and casting Whirlwind. Move away from the

Phase 2 begins when Lockmaw is dead. The party is out of combat so can drink
and heal up before killing Augh. Move away from Augh when he begins casting

  ~ Healing ~

Both bosses cast a poison debuff which should be removed. Both also enrage at
low health so be ready for some bigger heals at that time.

=  High Prophet Barim   =


Fifty Lashings: Boss's melee attack gets stronger. Extra heals or a defensive
cooldown at this time.

Plague of Ages: Causes nature damage and jumps to nearby targets. Can be

Heaven's Fury: Flame pillar on a random target. Move out of it.

  ~ Mechanics ~

This is a two phase fight. Phase 1 he will summon a phoenix. A ranged DPS can
either kite this or the DPS can kill it. This should be moved away from the
tank to avoid the flame AoE. He will also call down a pillar of fire on a
random member. Move out of this. Fifty Lashings gives the boss a buff to
his melee attacks.

Phase two begins at 50% of the boss's life. He will summon a dark phoenix which
must be killed to end the phase. Periodically a player will get targetted and
summon a Soul Fragment. Kill the add before it reaches the dark phoenix or
the boss will get a buff and do more damage. Try to stun or snare the Soul
Fragment while the tank moves the dark phoenix away.

Phase 1 begins again when the dark phoenix is dead.

  ~ Healing ~

Be ready for extra tank healing when Fifty Lashings begins. Move out of the
pillar of fire. Save your cooldowns for phase 2 and be ready with party heals.

	= Druid =

In phase 2 everyone will take shadow damage so keep Wild Growth and Rejuv up on
the party. Use Tree of Life form so that you can use instant Entangling Roots
on Soul Fragments and roll Lifebloom on the party. If a Soul Fragment reaches
the dark phoenix, expect the tank to take extra damage.

	= Paladin =

Chain cooldowns in phase 2, Holy Radiance and Light of Dawn where needed.

=  Siamat   =

  ~ Mechanics ~

Phase 1 the boss takes reduced damage from a shield. Kill the three Servant
of Siamat adds to drop the shield and begin damaging the boss (phase 2). When
the adds die they drop a debuff on the ground that increases damage taken by
33%. In phase 1 the ranged adds cast Chain Lightning which should be
interrupted. Avoid standing in the green stuff on the ground which causes

Phase 2 begins after the third Servant dies. Siamat will then cast Wailing
Winds which tosses everyone around the platform. Continue to interupt the
Minion's chain lightning and damage the boss.

  ~ Healing ~

Have everyone near full life at the end of Phase 1 as it will be hard to heal
when being tossed around by Wailing Winds. Try to conserve mana when possible
as this fight can drag on. Have your cooldowns ready for phase 2.

	= Druid =

Wild Growth plus Rejuv on the party when necessary. Save your Tree of Life form
and Tranquility for Phase 2 if things begin getting dangerous. Tree of Life
form in phase two plus Lifeblooms on everyone is very useful for this fight.

     ||    Heroic Halls of Origination   ||

  ~ Notable Trash & Gimmicks ~

There is a gauntlet between the first and second bosses. Avoid the troggs in
this gauntlet as they will continue to spawn and just go straight for the

=  Temple Guardian Anhuur  =


Burning Light: Blue fire spawns under a random member. Move out of this.

Divine Reckoning: Hurts target and heals the boss. Dispell this.

  ~ Mechanics ~

Two phase fight. Phase 1 dps the boss. He occasionally casts Burning Light on
a party member. Move out of the blue flames. Dispell Divine Reckoning.

At 66% and 33% the boss will become protected by a shield and invulnerable to
damage. Beneath the boss's platform there is a pit. On each side of the pit
there is a lever. The two levers must be pressed to release the shield. To
release the shield both levers must be held for 10 seconds. However there are
snakes in the pit. If the snake hits you it will interrupt the lever press.
One person must aggro the snakes while someone else presses the lever. Once
the shield is down the boss will cast a spell that damages everyone until he
is interrupted. There are multiple ways to do this fight:

1) The tank grabs the snakes at the beginning of the fight. No one dps's the
snakes. When the boss puts up his shield, one person drops down to each side
and presses the lever. DO NOT dps the the snakes or they will die and respawn
down in the pit. I swear to god DPS, if Blizzard still let me kick you I would
boot each and every one of you that dps's the snakes after I tell you not to
dps the snakes.

2) The entire group drops down to the same side. The tank aggro's the snakes,
and quickly moves to the other lever and aggro's those snakes. He then quickly
moves back to the boss. One dps gets each lever and the third dps kills the

3) 2 people drop down to each side of the platform. One person aggro's the
snakes while the other pulls the lever.

I recommend 1) if the tank and healer are good. 2) otherwise. The problem with
3) is at least two people are out of the healers range for an extended period.
This forces the healer to expend a lot of mana trying to heal them up and
leaves the damaged party members vulnerable.

  ~ Healing ~

Move out of the blue flame. Dispell the debuff. Always stick with the tank. It
is much easier to keep someone at full life or near full life then it is to
try to heal them up from low life. Use strategy 2) and be generous with your
part heals. Druids, Pop ToL form if you need to cast some Regrowths on the
move. Barkskin and Nature's Grasp if the tank fails to aggro the snakes on you.
Paladins can Divine Protection and bubble if the adds get to be too much.

If you do strategy 3) cast a HoT on people who are going to leave your LoS. 
Stick with the tank.

=  Earthrager Ptah   =
=~~=~~=~~=~~=~~=~~=~~= (optional)

  ~ Mechanics ~

The boss cleaves so only the tank should stand in front of him. The boss
disappears at 50% and adds come. Stack on the tank and dps down the adds.

  ~ Healing ~

Yawn. It's so sleepy in here.

=   Anraphet   =


Alpha Beams: Shadow damage to anyone standing in it. Move out of it.

Omega Stance: Damage to the entire party. Heal through it.

Nemesis Strike: Extra melee damage and shadow damge over time. Dispell it.

  ~ Mechanics ~

The boss casts five Alpha Beams and then he will shift into Omega Stance. Move
out of the Alpha Beams. The boss casts Nemesis Strike on the tank which should
be dispelled.

Everyone should spread out so that each Alpha Beam only hits one person. Be
prepared to move quickly when the boss targets you with Alpha Beam. It is
easier for the healer if people group up during Omega Stance for AoE heals but
this is not essential.  

  ~ Healing ~

After you are targetted with an Alpha Beam, it is usually safe to stand still
and cast a large heal where needed. Until you are targetted by Alpha Beam
I like to keep moving. Party heals like Wild Growth and Holy Radiance during
the Omega Stance period.

	= Druid =

I like to do this entire fight without standing still. HoT stack and dispells
on the tank. Rejuv on the Alpha Beam target with a Swiftmend if needed. Have
Wild Growth available for Omega Stance and follow it up with Rejuv on each
party member. Cast Regrowth during Omega Stance to proc your Nature's Grace
and heal everyone up. ToL form for instant Regrowth on the move.

=  Isiset   =
=~~=~~=~~=~~= (optional)


Supernova: Stuns any target looking at her. Turn away.

Astral Rain: AoE damage to the party.

Veil of Sky: Spell damage is partially damages her mana instead of her health.

Celestial Call: Summons an add.

Split: Splits into multiple targets.

  ~ Mechanics ~

At 66% the boss will split into three targets. At 33% the boss will split into
two targets. All DPS should focus on one target. When the target is dead the
boss will reform. When she splits into multiple targets, killing the target
will prevent her from casting that spell any more. I.e. kill the Celestial Call
target and that spell will no longer be cast. I recommned killing Celestial
Call, then Astral Rain, but the order is not important.

Another ability to be aware of is Supernova. Simply turn away to avoid. This
effect can be dispelled.

  ~ Healing ~

Face away from the boss during Supernova (or the entire fight) and dispell the
fails if needed. Move to avoid the arcane thing on the ground if it is
following you. Astral Rain is simple to heal through with Rejuv and Wild
Growth or your class's applicable party heal.

=  Ammunae  =
=~~=~~=~~=~~= (optional)

  ~ Mechanics ~

Fairly straightforward. Ammunae will drop seed pods on the ground. When these
hatch adds will come out and the boss will be healed. Kill the pods ASAP and
the boss will go down quickly. The boss will also grab a target from time
to time and cast Rampant Growth, which are both easy to heal through.

  ~ Healing ~

This fight is about the DPS making sure to kill the pods. 

=  Setesh   =
=~~=~~=~~=~~= (optional)


Seed of Chaos: Green painful bubbles on the ground. Move away from these.

Shadow Missle: Slowly fires at a target leaving a pool of shadow on the ground.
Move to avoid and do not stand in the shadow.

  ~ Mechanics ~

The boss cannot be aggro'd. He runs around the room opening portals. The DPS
has to kill the portals ASAP or too many adds will come and the group will
wipe. The tank will pick up any adds from the portals. The DPS resumes damaging
the boss when the portals are destroyed. Periodically the boss will cast Seed
of Chaos. Move away during this. He will also cast projectiles which leave a
painful pool of shadow in the ground. Move to avoid.

DPS only kills the portals and the boss. Let the tank worry about the adds.

  ~ Healing ~

Your heals will aggro the adds from the portal. Help the tank out and stay near
him as he runs around the room. This makes it easier for him to grab adds from
you. Druids, Nature's Grasp and Barkskin when needed and Paladins can Divine
Protection and bubble. Avoid standing in the painful stuff on the ground--leave
that for the bad DPS.

	= Druids =

This fight can last a bit so try to conserve mana by using Tree of Life form
and casting Life Blooms on everyone and Regrowth/Healing Touch only on Omen of
Clarity procs.

=  Rajh  =

  ~ Mechanics ~

Rajh needs to be interrupted. He casts Sun Orb, which should be interrupted
before it causes big damage to the tank. He also casts Inferno Leap which will
target a random member. The random member can move out of this--the indicator
is a circle of flame on the ground--or this too can be interupted.

Throughout the fight the party will take minor flame damage and flame cyclones
will move through the room. Rajh will periodically move to the center of the
room and recharge his energy. At this time everyone takes damage but everyone
also deals double damage. Use Bloodlust or Time Warp at this time.

  ~ Healing ~

This is easy to heal through if the boss is interrupted. Have a cooldown and
party heals available when Rajh recharges.

	= Druid = 

Keep Rejuvs on everyone and Wild Growth and Swiftmend on cooldown. Pop ToL form
during the recharging phase or to conserve mana by blooming everyone one and
using Regrowth/Healing Touch only on Omen of Clarity procs.

     ||    Heroic Grim Batol   ||

  ~ Notable Trash & Gimmicks ~

Free the dragons caught in the nets. Ride these and spam fireballs on the
trash to damage them down. Dragons also serve like teleports do after a wipe.

= General Umbriss =
=~~=~~=~~=~~=~~=~~= (optional)


Blitz: Targets a random target then charges them. Strafe to either side if
he targets you.

Ground Siege: Targets a random direct. Move to the side to avoid.

Bleeding Wound: Causes damage over time to the tank. Dispelled if tank is
healed to over 90% of his life.

  ~ Mechanics ~

Adds come from the back of the room. If the purple glowing add is killed near
the boss he gets a huge strength buff. The tank should grab the boss and
all the normal Trogg adds while a DPS pulls the purple add away from the boss
and kills it. DPS should kill all other adds too but take special care when
working on the purple add. Umbriss will occassionally set his eyes on someone
and begin to cast Blitz or Ground Siege. Dodge to the side to avoid either one.

  ~ Healing ~

Be ready for adds to aggro onto you. Druids Barkskin and Nature's Grasp when
needed, Paladins Divine Protection and bubble. Keep an eye on the boss and be
ready to dodge the Ground Siege and Blitz.

=   Forgemaster Throngus   =

  ~ Mechanics ~

Forgemaster has three modes. Each mode will begin by him grabbing a weapon.
Throughout each mode flame pools will fall on the ground and rocks will fall
from the ceiling. Do not stand in this or you will take a lot of damage. This
may be the hardest Heroic boss for a healer so help him out by avoiding
unnecessary damage.

When Forgemaster grabs a mace, he moves slowly but hits very hard. The boss
must be kited. During this phase he will occassionally grab and impale a
target. DPS watch your aggro as the tank will not be able to melee the boss.

When Forgemaster grabs his shield, he deals damage in front of him. The group
must run behind him. When he shifts his direction move behind him again.

When Forgemaster grabs his dual blades he deals a lot of damage to the tank
and leaves a stacking debuff on him. Healer must occassionally dispell this
while the healer and tank burn defensive cooldowns.

  ~ Healing ~

Use cooldowns for the dual blades phase and party heals for the shield phase.

	= Druids =

This may be the toughest Heroic fight to heal. During dual blades phase keep
a full stack on the tank plus Regrowth to trigger Nature's Grace. Occassionally
dispell the debuff on the tank. If you are hit by Disorienting Roar, your
cast time will be much longer. Cast three instant spells to remove this.

On the mace phase, heal the party up as the tank will not take much damage.
Be ready to drop big heals on the impaled target.

Shield phase is a pain. Use Wild Growth and Swiftmend on cooldown. All targets
should have a Rejuv on them at all times. Barkskin is good to use here.

Save your Tranquility to late in the fight but use Tree of Life early to
conserve mana.

	= Paladins =

Use cooldowns for Dual Blades phase and dispell occassionaly. Holy Radiance and
Light of Dawn for Shield phase. Mace phase is a chance to use Divine plea and
melee to get some mana back.

=  Drahga Shadowburner  =
=~~=~~=~~=~~=~~=~~=~~=~~= (optional)

  ~ Mechanics ~

The boss will summon flame adds throughout the fight. The flame add will
randomly target a member. If the flame reaches that member it will blow up,
likely killing the target and anyone nearby. The DPS must stun, slow, snare,
and kill the adds ASAP. If you are targetted by the add run away so the DPS
has more time to kill it.

Phase 1 is simply dps'ing Drahga while killing the flame adds. Phase 2 Drahga
disappears and a dragon appears. Keep dps'ing the flame adds. The dragon will
periodically cast a huge breath attack at a random target. Move behind the
dragon or you will take a bunch of damage. This attack is the same as this
dragon uses in the raid Bastion of Twilight. Practice dodging it here so
you are ready for the raid.

  ~ Healing ~

Healing this fight is easy. However people really struggle with the mechanics
so be ready to help them out. Druids, Root every fire add. Twice if needed.
Glyphing Entangling Roots can help out. Root then run away if the flame add
aggro's you.

Be ready to move behind the dragon when she casts her breath. This means
standing somewhat near the boss so it is easy to get behind her, not standing
30 yards away and beginning to move when she casts her breath. Kitty form, Dash
and Barkskin if you need it to get to the other side of her. Holy Paladins
can bubble the flame add or the breath.

=  Erudax   =


Summon Faceless Corruptions: Two adds come. These must be dps'd down quickly or
the boss will regain life and eggs will hatch causing damge to the party.

Summon Gale: Summons a storm killing anyone not in the eye of the storm. Move
into the eye.

Feeble Body: Tank takes more damage and is knocked back. Tank should run away
until this debuff fades.

Binding Shadows: Shadow missle on a random target. Strafe to avoid. Dispell if
someone is hit by it or they will be unable to move and will take damage.
  ~ Mechanics ~

The boss will summon two adds. These adds have to be dps'd down before they
reach the eggs. If they are dps'd down, the fight is the easiest in this place.
If they are not dps'd down, you will likely wipe. When the adds reach the eggs
they will release something that causes party damage and heals the boss. The
adds can be slowed but not stunned. I.e. Frost Trap can slow the adds, but
Freeze Trap will not stop an add. Split the DPS up to ensure equal DPS on each
add. The tank should also dps an add.

Before summoning the add the boss has three abilities. One is Summon Gale. The
boss will cast a spell that damages everyone not standing in the eye of the
storm. Move into the eye--it is a black circle on the ground--or die. When the
boss casts Feeble Body, the tank should run away until it fades. The third
ability is Binding Shadows. This can be dodged by moving out of the way. 
Dispell it if someone is hit so they can move to DPS the adds.

  ~ Healing ~

If the DPS does their job this fight is simple. Move into the Shadow Gale. Be
ready to cast your largest heal after Feeble Body if the tank is bad. Be ready
to dispell if the DPS is bad and does not move out of Binding Shadows.

If an add does reach the eggs and begins to hatch then it gets difficult.
Everyone will begin to take damage. Druids Wild Growth on cooldown, Rejuv on
each party member, Swiftmend and Efforesence when people group up in the
middle. Holy Paladins target the low man with a direct heal, Light of Dawn when
possible and Divine Radiance when people group up.

     ||    Heroic Shadowfang Keep   ||

  ~ Notable Trash & Gimmicks ~

After killing the first two bosses there is a ghost near the entrance who you
can talk to in order to teleport to places further in the dungeon after wipes.

=  Baron Ashbury  =


Asphyxiate: Brings everyone down to 1 health.

Stay of Execution: Heals the boss and the party for 10% of their health every
second. Let it tick once or twice before interrupting.

Wracking Pain: Damages a target. Interrupt or dispell.

Dark Angel Form: Boss morphs at 20% life and causes massive AoE shadow damage.

  ~ Mechanics ~

Good interrupts are essential to this fight. The boss will cast Asphyxiate
every so often bringin all party members down to 1 health. He will then cast
Stay of Execution, healing himself and the party. After the Asphyxiate, let
the Stay of Execution tick one or two times before interrupting it. If you
interrupt before any ticks, then the entire party will have low health and 
be vulnerable to death. If you interrupt too late the boss will gain all his
life back.

The boss also casts Wracking Pain which needs to be interrupted or dispelled.
It does not hit for too much but since everyone is at low life after the
Asphyxiate it is deadly. Interrupt the Mend Rotting Flesh before it heals him.

At 20% he will go into Dark Angel form and cast AoE shadow damage on the party.
This gets stronger and stronger and will eventually kill the group. The
important thing is not to push the boss under 20% right after an Asphyxiate
as the party will have low health. Let the healer heal up, push the boss below
20% then burn all cooldowns. Lust or Time Warp if you have it. All members
should use any defensive cooldowns that they have.

  ~ Healing ~

Be ready with an instant heal on the tank after the Asphyxiate. Have your best
cooldowns ready for the final 20%. There is no need to fully heal the DPS after
an Asphyxiate (as the next Asphyxiate will get them down to 1 health) unless
the party is about to push the boss into the Dark Angel phase.  If the DPS is
bad at interrupts be ready to dispell Wracking Pain.

	= Druids =

Keep a Rejuv on the tank at all times. After an Asphyxiate Swiftmend and then
Wild Growth. If no Rejuv is on the tank drop a Regrowth then Swiftmend the
tank. Save your Tree of Life form and Tranquility for when the boss gets
under 20%.

	= Paladins =

Word of Glory or Light of Dawn after Asphyxiate then a Holy Radiance. Save
all cooldowns for the final 20%. Lay of Hands at the last possible moment.

=   Baron Silverlaine   =

  ~ Mechanics ~

DPS the boss. The boss summons adds. Kill the adds, then go back to dps'ing the

  ~ Healing ~

The boss casts a debuff which reduces healing taken by 75%. Remove this from
the tank and keep him full. When the debuff falls off the other party members,
resume healing the party.

=   Commander Springvale   =
=~~=~~=~~=~~=~~=~~=~~=~~=~~= (optional)


Shield of the Perfidious: Does damage in a cone in front of the boss. Tank
should turn the boss and DPS remain behind him.

Desecration: Green circle on the ground that causes anyone standing in it to
take damage.

  ~ Mechanics ~

The boss starts with two adds. If the adds or left up, they will cast a buff
on the boss that heals him. More adds will come periodically throughout the
fight. If your DPS is good you can ignore the adds and burn the boss down (or
just kill the first two adds and burn the boss down). The adds can be shackled.
The proper way to do the fight is to kill the adds, then the boss, then have
the tank grab the adds that come throughout the fight, kill those, and then
the boss.

This is made more difficult by two of the bosses abilities. Desecration causes
damage to anyone standing in it and forces the tank to move. Shield of the
Perfidious will damage anyone standing in front of him. As the tank will be
grabbing adds throughout the fight the boss will be turned around, making it
more difficult to stand behind the boss or for the tank to turn the boss,
causing the Shield of Perfidious attack to cause more damage. 

  ~ Healing ~

This is not an easy fight to heal. Position yourself so the tank can easily
pull adds off of you. Aggressively use your cooldowns and large heals during
signs of trouble.

	= Druids =

Use your Barkskin when the adds aggro. Keep a full HoT stack on the tank and be
ready to Rejuv the tank and melee dps when the boss drops his green damaging
circle on the ground. Save your Tranquility for as late into the fight as you
can stand it. ToL form and Lifebloom the party at the first sign of trouble.

=   Lord Walden   =

  ~ Mechanics ~

The boss will mix different potions for various effects. The Green potion
means everyone has to move. If you stand still you will die. The blue potion
casts ice shards round the room. Do not stand where the shards are about to
fall. The red potion increases critical strike chance by 100% for as long as
you remain stationary. Red light green light game brought to WoW.

  ~ Healing ~

Either people will move during the green phase and live or they will stand
still and die. Heal up in between the green phases.

=  Lord Godfrey   =


Pistol Barrage: Heavy damage to anyone in the Pistol Barrage cone. Since patch
4.0.6 he now casts it on a random party member.

  ~ Mechanics ~

Fairly straightforward. The boss will summon adds which the tank must pick up.
He will periodically cast Pistol Barrage on a random target. Anyone targetted
by the barrage should quickly move out of it.

  ~ Healing ~

Keep the tank at full health. The boss will cast a Cursed Bullet at a random
party member. Dispell this and heal the target up.

     ||    Heroic Deadmines    ||

  ~ Notable Trash & Gimmicks ~

My least favorite Heroic. I cannot stand this place. Hop into the cannons to
do more DPS. Stack on the pirates to avoid their charge.

=  Glubtok  =

  ~ Mechanics ~

Very easy fight. Phase 1 Glubtok will teleport around the room. At 50% he moves
to the middle of the room. He will cast a line of fire on the ground which
rotates around the room. Do not stand in this. He drops ice shards from the
ceiling. Avoid these by not standing in the blue circle. Flame adds will come
which the tank should pick up.

  ~ Healing ~

Avoid the wall of flame, do not stand underneath where the ice falls. Stick
with the tank so he can get the adds off of you.

=   Helix Gearbreaker   =

  ~ Mechanics ~

Helix starts on top of an oaf. Kill the oaf then Helix. Helix's minions will
drop mines from the ceiling. Do not stand near these. The oaf will occasionally
pick someone up then slam them against the wall. Do not stand in this path
(do not stand on the tracks). Helix will also grab onto someone's chest and
plant a bomb. If you have the bomb attached to you move away from the group.

  ~ Healing ~

Watch who Helix and the Oaf target. Be ready to heal this person up with some
direct heals like Rejuv plus Swiftmend and Healing Touch or Word of Glory and
Divine Light.

=  Foe Reaper 5000   =


Overdrive: Causes more damage to anyone dumb enough to still be near him when
he channels it.

Harvest: Targets a party member then runs towards it dealing massive
damage to anyone dumb enough to be in the path. Do not be that jerk who stands
way behind the party, thus forcing everyone to run far away when the jerk gets
targetted by Harvest.

  ~ Mechanics ~

Adds will come throughout the fight. One person has to ride in a Reaper bot and
kill the adds. This person should hit 1, 1, 2 (damage, damage, stun) to kill
the adds and keep them off the group. The tank will pull the boss up the ramp
a short bit. The boss casts two spells: Overdrive and Harvest. Move up the
ramp to avoid these abilities. Once the abilities are over, pull the boss
down the ramp a bit. Adds come a bit faster when the boss is enraged.

  ~ Healing ~

HoT the tank and heal the Reaper bot where needed. Run up the ramp during
Overdrive and Harvest. Paladins be ready for a big direct heal or to use
some cooldowns after running.

=  Admiral Ripsnarl  =

  ~ Mechanics ~

The Admiral will summon adds throughout the fight. Kill the adds ASAP or they
will grow stronger and do massive dammage to the party. Keep the adds under
control and this fight is pretty simple. DPS down the Admiral, switch to the
adds, and then back to the Admiral. The Admiral does a cleave so do not stand
in front of him.

  ~ Healing ~

This fight can last a bit so be ready to use Tree of Life form to conserve
mana or time your Divine Pleas will. Stay somewhat near the tank so he can get
adds off of you but not too close or the boss will damage you.

=  "Captain" Cookie  =

  ~ Mechanics ~

The boss will drop good food and bad food on the ground. Eating good food
increases your haste by 30% and stacks. Bad food causes a green painful
swirl on the ground--do not stand in this. Eating bad food causes damage.
However if no one eats bad food there will be nowhere safe to stand and
everyone will take too much damage to heal through. The good food will be
shiny and gold, the bad fool will be green.

Eat a piece of bad food then a piece of good food. This removes a piece of bad
food from the ground then gives you a buff. Doing this allows you to keep the
ground clear of bad food and gives the party plenty of time to kill the boss.

  ~ Healing ~

Help people out by clearing the bad food and then eating good food to remove
the bad food debuff. Party heals lile Light of Dawn and Holy Radiance are great
for this fight.

	= Druids =

Rejuv the party and Wild Growth on cooldown. This fight can drag so use Tree of
Life form to conserve mana and stack Lifeblooms on all party members.

=  Vanessa VanCleef  =

The boss comes when someone reads the note on the ground. Before fighting
Vanessa the party must go through the nightmare. If you die in any phase then
run into the zone and take the teleporter.

Part 1 of the nightmare, the party is hanging over a vat of something. Mouse
over the valves and click to free yourself. The party must then run down the
ramp to nightmare Glubtok. Either run down the ramp avoiding the fire on the
ground and ice falling from the ceiling or very quickly drop off the side of
the ramp before the flames start. Kill Glubtok and avoid the falling ice.

Nightmare Helix is next and is the toughest part of the nightmare. Burn all
cooldowns at this phase and Lust if you have it. Spider adds will come but
these do not need to be dps'd down. The phase ends when Helix dies so focus on
him. The tank should pick up the spider adds if any aggro onto the party.

Phase 3 has the party dodging shiny lightning orbs. Do not touch these or you
will die. Dodge the orbs til you reach the foe reaper. Kill him.

Phase 4 of the nightmare has you running back up the ship. Kill the worgens
while healing the Harrisons. If either Harrison dies then the party will wipe.
Run to the top of the ship to find Vanessa and start the fight.

  ~ Mechanics ~

Adds come throughout the fight. Kill them then resume dps'ing the boss. At 50%
and  25% the boss will set off explosives. Move over to the ropes and click
them in order to swing off the ship. If you do not reach a rope in time you
will die. DPS can stand in the red bubbles to get a dps bonus but they will
also take more damage standing in the circle.

  ~ Healing ~

Stand near the tank so he can grab the adds off of you. Be ready to run to
the ropes and jump off.


All raids can be run once every week. Killing a boss in a raid gets you saved
to that raid. Each boss killed grants 70 Valor Points in 10 man raids and 90
Valor Points in 25 man raids. To reach to Valor Point cap (assuming you run
your Heroic Daily every day) you must kill 11 bosses in 10 man raids or 9
bosses in 25 man raids.

For all raids you should come prepared with a Cataclysm Flask and +90 of a stat
food. Going between ilvl 346 Heroic gear and ilvl 359 Raid gear, typically only
provides you with +40 of your primary stat. Passing on the +90 of a primary
stat that food provides is lazy and disrespectful to the people you are raiding

     ||    Baradin Hold   ||
     ||====:====:====:====|| [9.1]

Baradin Hold is located in Tol Barad. To enter this dungeon, your side must
have control of Tol Barad. The entrance is located to the west side of Baradin
Keep in the basement beneath it.

=  Pit Lord Argaloth =


Meteor Slash: Massive damage to a target and any nearby members. Causes a
debuff which causes fire damage to increase. Must be absorbed by multiple
members. A group cannot survive two Meteor Slash's in a row so tanks must
alternate taunting the boss and taking Meteor Slash's.

Consuming Darkess: Deals shadow damage every .5 seconds. Must be dispelled

Fel Firestorm: Damage to anyone standing in the flames. Targets random members.
Must move around to avoid. Cast at 66% and 33% life.

  ~ Mechanics ~

This boss is a DPS check. The DPS in the group must be able to collectively
average 10,000 dps or higher. The boss must be killed within five minutes or he
will go Berserk and kill everyone. This fight requires two tanks.

The raid will form into two equally split groups. Each group will have one
tank. Stack on your tank.  The tanks will swap aggro after each Meteor Slash. 
The boss will cast Meteor Slash on the tank who has aggro.The tank that is not
being targetted by the boss will taunt after the first Meteor Slash and the
other tank will taunt back after the second Meteor Slash. This will cause
damage that is split among all party members he is facing, thus the
need to stack. Meteor Slash will also leave a debuff on the target which
increases fire damage taken. If a group takes two Meteor Slashes in a row they
will die, thus the need for the tanks to swap taunts after every Meteor Slash.

At 66% and 33% the boss will cast Fel Firestorm. At this point the group must
spread out and avoid the flames on the ground. Move around until it ends then
stack back up in your original groups. Lust when the boss has 25% health

Throughout the fight healers will have to quickly dispell Consuming Darkness,
which causes Shadow damage every .5 seconds that it is active.

  ~ Healing ~

Healers must quickly dispell the debuff--start with the lowest health target--
and conserve mana so that they have enough throughout the fight.

	= Druid =

Full HoT stack on the tank who has aggro. Plant a pre-emptive Rejuv on a target
in that tanks group prior to the Meteor Slash. Cast Wild Growth and Swiftmend
after each Meteor Slash and then Rejuv and Nourish where needed to top people

Cast your Innervate and Tree of Life early so that it can be used later in the
fight. Move around when Fel Firestorm starts and heal the bad players who
get hit by the fire.

	= Paladin =

Holy Shock on cooldown to build up Holy Power and Judge on cooldown for mana.
Use Holy Radiance when your group gets hit by the Meteor Slash and Light of
Dawn on the other group when they get hit by Meteor Slash. Use cooldowns early
so that they can be available later in the fight. Swap Beacons after each
Meteor Slash. Divine Plea during the Fel Fire phase.

     ||   Throne of the Four Winds  ||
     ||====:====:====:====:====:====|| [9.2]

Throne of the Four Winds is located in the southwest part of Ulduar floating
in the sky.

=  Conclave of Wind  =
=~~=~~=~~=~~=~~=~~=~~= [9.2a]

Coordinating raid movement is essential to beating Conclave. There are three
bosses on three platforms. Someone must be on each platform throughout the
fight or a raid wiping ability will be cast. The bosses must be killed within
90 seconds of each other or they reset to full life. This is a two tank fight.

	= East Platform - Rohash =

Rohash does not require a tank. Only a healer and ranged DPS. In 10 man
you want 1 healer and 2 ranged DPS on this platform to begin the fight.

   ::Rohash Abilities:: 

Slicing Gale: Minor damage to a random target.

Tornado: Summons tornados on the platform. Do not get caught in these.

Wind Blast: Rotates clockwise around the platform, knocking anyone in front of
him on the platform off. This should be avoided and may result in a wipe if
people are knocked off.

Hurricane: Rohash's ultimate ability. Cast when he gains 90 energy. Everyone
on the platform is caugh in a Hurricane and thrown into the air. Causes minor
damage and some fall damage when you land.

	= West Platform - Anshal =

Anshal requires a tank. In 10 man, all melee DPS and 1 healer should start
here as well as any ranged DPS not on Rohash's platform. 

   ::Anshal Abilities::

Soothing Breeze: Summons a circle on the ground that heals anyone caught in it,
including himself and his adds. The tank must quickly pull Anshal out of this
circle before he heals himself.

Nurture: Summons adds. These adds do damage to anyone nearby. Tank must aggro
the adds and the DPS should dps them down.

Zephyr: Anshal's ultimate ability. Heals any adds left alive on the platform.
He also gains strength. During this phase, the tank on the platform must kite
the boss and use defensive cooldowns.

	= North Platform - Nezir =

Nezir requires a tank. Places a debuff on anyone on this platform that
increases frost damage taken. In 10 man start with 1 healer and 1 tank on this

   ::Nezir Abilities::

Permafrost: Damages any targets in front of him. Only the tank should be in
front of him.

Chilling Wind: Stacks a frost debuff that increases frost damage taken and
deals minor damage.

Ice Patch: Drops a patch of ice on the ground that slows and damages anyone
standing in it. Move out of it.

  ~ Mechanics ~

All three bosses must die within 90 seconds of each other. If at any point a
boss is alive and no one is on the platform, a raid wiping ability will begin
to be cast. The bosses each have an energy bar that starts at 0 and reaches 90

Divide your group among the three platforms. A tank on the north and west
platforms, sufficient heals on each platform, ranged DPS on the east platform,
and melee DPS on the west platform. In 10 man you want 1 healer on each
platform, a tank on the north and west platforms, 2 ranged DPS on the east
platform and the remainder of your DPS on the west platform.

The bosses charge up their energy throughout the fight. At 90 energy the
bosses each perform their ultimate ability and you will be unable to move
from platform to platform. The North platform ultimate deals damage that is
split equally among all players there so everyone except for essential
personnel should be on the North platform for the ultimate. In 10 man, this
means everyone is there except for the one healer on the east platform and
the one healer and tank on the west platform.

The east platform should DPS the boss down. At 85 energy the ranged DPS will
jump to the North platform and DPS the North boss. They can then go back
to the east boss or stay on the North boss depending on how much life each
boss has. Remember that all bosses must die within 90 seconds of each other so
you may have to juggle DPS a bit. Healer will remain on the east platform at
all times.

The North platform will have a tank and healer on it. At 85 energy the tank
and healer will jump to the West platform. They must leave the platform because
the frost debuff they have will leave them unable to survive Nezir's ultimate.
When getting ready to switch, take into account the frost patch which can slow
you down.

The West platform will attack the boss. The tank must move the boss from
the middle of the platform. This is important because if Anshal drops a
Soothing Breeze healing circle in the middle of the platform, he will heal to
full during his ultimate. When adds are summoned the tank must pick them up and
the DPS promptly kill them. Healer, stack on your tank when the adds come
so the tank will pull aggro easier. After the tank has aggro move away from
the adds unless you are melee as they hurt anyone standing near them. At 85
energy everyone will go to the North platform. Tank has to make sure to pull
the boss far away from the healing circle. The graphic is incorrect and the
boss will heal if it is near the circle even it if looks like it is a bit out
of it. DPS can stay at the North platform for a bit after the ultimate but must
return to the West platform to kill the adds. 

Repeat this until all bosses are down to low life. Then you can either:
1.) Kill the West and East bosses at the same time then burn and kill the north
2.) Kill the north boss then split into two groups where one gets the west
boss and the other gets the east boss.

Either strategy is fine, just make sure to have all three bosses down to low
health before killing any boss.

  ~ Healing ~

East platform is about avoiding tornados and staying on the platform. The other
healers will be switching back and forth so must be able to heal the North and
West platforms. 

	= Druid = 

North is simple when there is no ultimate. Simply heal the tank and keep a
Rejuv on yourself. During the ultimate Wild Growth and Rejuv's all around.

The west platform is simple until the adds come. Stack on the tank so he can
aggro the adds then move away. Pre HoT the melee DPS as they will take damage
from being near the adds and be ready with big heals on the tank while the adds
are still up. I like to use Tree of Life form during this part of the fight. If
you are on the West platform for the ultimate, the tank will need big heals if
he is unable to kite the boss.

	= Paladin =

North is simple when there is no ultimate. Resist Aura and heal the tank. Hand
of Freedom if caught in the ice when you go to switch. For the ultimate, burn
a cooldown and use Holy Radiance where the largest clump of people is. Aura
Mastery is also helpful if you have Resist Aura active.

West platform is simple until the adds come. Stack on the tank so he can aggro
adds then move away. Use a cooldown when the adds come and be ready with large
heals on the melee and any DPS that pulls aggro.

=  Al'Akir  =
=~~=~~=~~=~~= [9.2b]

Al'Akir has three phases. The important thing in phase 1 is to stay out of the
cyclones, in phase 2 to properly manage the add kills, and in phase 3 to remain
on the proper level. Only 1 tank is needed.


  ~ Phase 1 Abilities (100%-80% Health) ~

Wind Burst: Knocks everyone on the platform back. If you are not close when
he casts this, then you will be knocked off of the platform. Be near the boss
when it is cast.

Tornado Wall: Wall of tornados with one hole. Must move through the hole while
timing the movement with the Wind Bursts.

Lightning: Blast of lightning in a single direction. Must spread out to
minimize the amount of people getting hit by lightning. In 10 man, no more
than 2 people should be hit. In 25 man, no more than 2 or 3.

Sleet Storm: Rains ice and leaves a patch of ice on the ground. Do not stand
in this or on the patch or you will take damage.

  ~ Phase 2 Abilities (80% to 30% Health) ~

Wind Burst and Lightning stop in this phase. Tornado Wall continues.

Summon Add: One add comes every 20 seconds. Timing the kill of these adds is
important as every add that dies stacks a debuff on the boss.

Acid Rain: Stacking debuff that causes more and more damage to everyone as the
phase continues.

  ~ Phase 3 Abilities (30%-0% Health) ~

Wind Burst: Now an instant cast. Continues to knock people back and knocks
people down slightly.

Lightning Rod: Does damage to you and anyone near you. Move away from the
group horizontally.

Cloud wall: Entire altitude is filled with clouds. Dodge by moving vertically
up or down. Have to move as a group.

	= Phase 1 (100%-80% Health) =

Phase 1 everyone must spread out in groups of two in 10 man and two/three in 25
man. The boss will cast lightning at a random group. This should not hit more
than 2 (3 in 25 man) people. Use the markers on the platform that kind of look
like spades to seperate the groups.

   ~ Positions (10 Man) ~

D----D-BOSS-D----D		H ~ Healer
	T			T ~ Tank
  HD         DH			D ~ DPS
He periodically casts Wind Burst which will knock everyone back. If you are not
close to the boss when he casts Wind Burst you will be knocked off the
platform. He will also summon a wall of tornados. There will be one gap in the
wall which the group must dodge through. Have someone call out in vent where
the gap is.

Stay out of the tornados at any cost. It is better to get knocked off the
platform by Wind Burst than to get caught in the tornado. It is better to run
on top of another group and risk getting more people hit by lightning than to
get caught in the tornado. The tank cannot get hit by tornado or it is likely
a wipe. In phase 1 your priority should be finding where the hole in the
tornado is and doing whatever it takes to run through that hole. If a Wind
Burst is coming up either pre-emptively run to the hole in the tornado wall
or run away from the tornado wall until after the burst.

When the tank is not within melee range of Al'Akir he will be targetted by a
lightning beam and take more damage. If you are standing within melee range of
Al'Akir, any spell with a cast time will be interrupted by him. He will also
rain ice down during phase 1. Do not stand in the ice puddles.

	= Phase 2 (80%-30% Health) =

Phase 2 starts at 80%. You no longer need to worry about lightning or Wind
Burst. However now multiple walls of tornados come and you must continue to
dodge them. The party should group up in a loose stack near the tank.

One person should off-tank the adds (in 10 man a DPS like a Warrior or Death
Knight can do this). The adds cause damage to anyone nearby so they should be
tanked away from the group. Everytime an add dies the boss gains a debuff and
takes more damage. This debuff stacks with each add that dies. The debuff lasts
20 seconds. A new add comes every 20 seconds. Add kills must be timed so that
the debuff stacks higher and higher and the boss takes more damage. Do not kill
the first add until after the third add appears (some groups may want to wait
until the fourth add appears). Then burn down the first add. Time your
subsequent add kills for when the debuff is about to fall off.

In phase 2 the party will take stacking damage from Acid Rain. At some point
this becomes unhealable. With proper add management this will not be an issue.
At 30% phase 3 starts.

	= Phase 3 (30%-0% Health) =

In phase 3 the platform disappears and everyone can fly around. The important
thing is everyone must be on the same altitude but spread out horizontally.
Either group up at the top of the boss or at his feet. Do not fly too far down
or you will get burnt by the lightning clouds.

The boss will summon clouds of lightning on a random member. This can only be 
dodged by moving out of it vertically. Eventually there will be too many
clouds and no where to dodge vertically. Thus the need to be on the same
vertical height. If one person is on a different level and the cloud appears
on his level than everyone else will have no where to dodge or be stuck on the
wrong side of the cloud. The boss will target a random member with Lightning
Rod. Anyone near that target will take heavy electric damage. That member
should move away from the group horizontally, staying on the same vertical
level. The boss will now cast Wind Burst instantly, knocking people back and

Group up at the bottom of the boss. Stay on the same vertical height in a loose
group. When the lightning cloud comes hit space bar to fly up and out of it (or
fly down out of it if the group is dodging downwards). Stay on the same
vertical height. If you get Lightning Rod fly horizontally away from the group,
staying on the same vertical height. Repeat until the boss is dead or there is
no room to fly around in. Pop lust right in Phase 3 when everyone is in

  ~ Healing ~

Phase 1 is more about mechanics than healing. Healers will typically be
assigned to groups that only they or one other healer can reach. You will be
responsible for keeping those people healed up after the lightning blasts. HoT
stack or Beacon the tank if he is in range.

Phase 2 has the Acid Rain debuff stacking up more and more throughout the
	= Druids =

Wild Growth on cooldown. Spam Rejuv on every member. Continue to dodge tornados
and stay away from the stormlings. Tranquility can be used late in this phase,
save it for when Acid Rain stacks are very high and right after you dodge a
tornado wall. You will want to use Tree of Life at some point in this phase.
	= Paladins =

Holy Radiance on cooldown. Save your cooldowns for later in the phase. Build up
Holy Power and use Light of Dawn on cooldown.

	= Phase 3 =

Phase 3 is also more about the mechanics than healing. Stay out of the
lightning clouds and fly away horizontally if you have the Lightning Rod

     ||   The Bastion of Twilight   ||
     ||====:====:====:====:====:====|| [9.3]

The Bastion of Twilight is located in Twilight Highlands high up in the air
on a large platform on the west side of the area. The trash at the beginning
and between Halfus and the 2nd boss can be cc'd.

The trash before the third boss is a bit tricky. The lightning and earth trash
are easy. The fire and water trash must be pulled together. Do not attack the
fire trash until the water trash lowers the fire thrash's shield, or anyone
attacking the fire trash will take damage. The fire trash will give you a
debuff that allows you to attack the water trash and interrupt its painful
raid-wide damage spell.

=  Halfus Wyrmbreaker   =

  ~ Mechanics ~

Halfus's abilities change each week depending on which of the 5 drakes are up
that week. Each week 3 of the 5 drakes can be talked to, determining which of
Halfus's abilities he will perform. Typically in 10 man you want 2 tanks,
3 healers, and 5 DPS. In 25 man you may want a third tank. Below are the drakes
listed in preferred order of release:

Storm Rider: Halfus gains the ability to perform Shadow Nova. Shadow Nova
damages the entire raid and knocks them back. .25 second cast time. Releasing
Storm Rider reduces the cast time to 1.5 seconds. This must be interrupted.

Nether Scion: Halfus gains the enrage ability, allowing him to attack more
quickly. Releasing the Nether Scion will remove this enrage.

Time Warden: The Proto-Behemoth behind Halfus gains the Fireball Barage
ability, causing damage to raid members it hits. Releasing Time Warden allows
the raid to strafe and dodge the Fireball Barage. If Time Warden is the 2nd
drake that needs to be released, it may be advisable to release him at the
start with the first drake.

Emerald Whelps: The Proto-Behemoth behind Halfus causes raid wide damage with
his Flame Barrage. Releasing the whelps drastically weakens the Flame Barrage.

Slate Dragon: Halfus gains the Malevolent Strikes ability. Every time Halfus
hits the tank, the tank will gain a stack of Malevolent Strikes, reducing
healing by 8%. The more stacks, the more healing reduced. Tanks must taunt swap
Halfus when the stacks get too high (usually around 8 or so). When the debuff
fades, the tanks have to swap again. Releasing the Slate Dragon causes Halfus
to become periodically stunned.

Each week's strategy will depend on the drake comp. I will try to give you an
idea of the general mechanics and some various pointers.

Halfus has a 5 minute enrage timer. Each drake killed causes Halfus to take
100% more damage so you can release all three drakes and beat the timer but it
is not necessary to do (updated as of patch 4.0.6). The typical strategy is to
release one or two drakes right after pulling Halfus. Lust right away, have
all DPS target and kill one drake, kill the next drake and then either release
the third drake or kill Halfus. The beginning of the fight is the hardest part
so burn all needed cooldowns early.

At 50% Halfus will begin casting Furious Howl. Furious Howl will prevent all
raid members from performing any action for about 10 seconds. All drakes must
either be dead before this or you must choose not to release them. If Storm
Rider is up this week, Halfus will follow Furious Howl with a Shadow Nova. A
mage MUST blink after the third howl and interrupt this Shadow Nova.

If Storm Ride is up....
-He must always be released first and at the beginning of the fight
-An interrupt rotation must be assigned. Shamans can windshear every Shadow
Nova but barring that, a solid rotation must be assigned.
-The first Shadow Nova is hard to interrupt but can be done (in Heroic Mode
this has to be interrupted)
-When Furious Howls start, a Mage must blink out of the third howl and
interrupt the subsequent Shadow Nova

If Nether Drake is up...
-He must always be released at the beginning of the fight if Slate Dragon is up
or the tank will take too many stacks of Malevolent Strike. Even if Slate
Dragon is not up, he should still probably be released at the beginning of
the fight.

If Time Warden is up...
-You may want to release him at the pull if he is the 2nd drake to be released.
This will greatly reduce raid healing needed but force the healers to focus
more on tank healing

If Whelps are up...
-The raid will take a lot of damage. This makes the fight much more healing
intensive. Try to release these Whelps to relieve the healing burden.

If Slate Dragon is up...
-Tanks will have to taunt swap Halfus throughout the fight. Let your stack get
to 8 or so then swap, let your stack fall off then swap back.
-Avoidance trinkets and cooldowns can prevent Halfus from stacking the debuff
on you.
-Using the Palidan spell Hand of Protection will remove all stacks. Use this
then have the tank remove the buff and taunt back to remove the stack.

  ~ Healing ~

	= Druid =

The beginning of this fight will be the most healing intensive part. Tree of
Life immediately, get Lifebloom stacks on both tanks. Proc Nature's Grace early
and be ready for an early Tranquility if needed. Some combinations drain a lot
of mana so Innervate early so it can be up again later in the fight.

If Whelps are up...
-Be ready for serious raid heals. Wild Growth on cooldowns, Rejuv for everyone,
save your Tranquility for the last possible moment.

If Slate Drake is up...
-Know who is tanking Halfus (ie make sure you know who Halfus's target is by
setting Halfus as your focus) and have a rough idea of how many stacks he has.
Even if you are not assigned to heal that tank, when the stacks reach 7 or
higher the tank will be needing some extra heals.
-Keep a HoT stack on the Halfus tank and keep Swiftmend on cooldown for this
tank. Healing Touch plus an immediate Swiftmend is our biggest burst heal.

=  Valiona & Theralion  =


	~ Phase 1 Abilities (Valiona on ground) ~

Blackout: Causes damage that is split between all nearby members. Must group
up and dispell this to split damage between the raid. Group up and spread out
quickly due to the Meteor ability. 2 Blackouts in first ground phase, 3
Blackouts in the second ground phase.

Meteor: Causes damage to everyone within 8 yards of the target. Must stay
spread out so that multiple people do not take damage from the same meteor.

Devouring Flames: Targets random member and flame breaths in a wide cone in
that direction. Must quickly run behind the boss.

Dazzling Destruction: 5 patches of purple shiny stuff on the ground. Avoid or
you will be sent to the Twilight Realm.

	~ Phase 2 Abilities (Theralion on ground) ~

Twilight Meteor: Now causes damage to be split between nearby members. Have to
group up in a ranged group and a melee group.

Engulfing Magic: Your HoTs, DoTs, and direct damage abilities cause damage to
nearby enemies. If you are hit by Engulfing Magic, then run away from the
group before you kill everyone.

Shadow Pools: Pool of shadow on the ground. Immediately run out. Do not finish
your cast first. Move out. This should only hit the ranged group. If this is
hitting the melee group then there are not enough people in the ranged group.

Deep Breath: Randomly targets 1/3 of the room. Someone in vent should call out
which side it is hitting so the raid can dodge.

  ~ Mechanics ~

	= Phase 1 =

There are two dragons in this fight. The fight will alter between Valiona on
the ground and Theralion in the air (phase 1) and vice versa (phase 2). This
is a one tank fight, with three healers on 10 man.

In phase 1, Theralion will target random raid members with meteors so the party
should be spread out most of the fight. If you are grouped up, multiple people
will be hit by the same meteor, causing unnecessary damage. The only time when
you should group up is when someone is targetted by Blackout. Blackout causes
massive damage that is split among all nearby members when it expires or is
dispelled. If only one or two people are nearby when it is dispelled it will
kill them instantly. Group up at a set location--like the bosses tail--dispell
it and then spread out again. Do this quickly to avoid Meteors.

After each Blackout Valiona will face a random direction with a breath attack.
Move behind the boss to avoid this. There will be two Blackouts and two breath
attacks before the first phase 2. The second phase 1 has three Blackouts.

	= Phase 2 =

Phase 2 begins with Theralion casting Dazzling Destruction. 5 large pink swirls
will appear on the ground. Do not stand in these. Theralion will then drop to
the ground and Valiona will fly into the sky. The tank needs to get aggro on
Theralion ASAP. Theralion will cast Engulfing Magic two or three times in this
phase. Engulfing Magic causes anyone nearby to take massive damage from you
based on your current damage and healing. If you get hit by Engulfing Magic
move away from nearby members immediately and halt dps until you are at a safe
range. Resume dps or healing when you are at a safe range.

Valiona casts two abilities: a Shadow Pool and Twilight meteor. Her meteor
damage is split between all nearby members. The party must stack into a ranged
group and a melee group to split the damage from the meteors. The ranged group
should have at least 5 members, that way Shadow Pool will only target them.
Mark a ranged group member with a star and make sure that all ranged members
follow this person around the room. Quickly move out of Shadow Pool--even if it
means interrupting a spell cast. The ranged group will rotate around the room,
moving away from Shadow Pool, splitting meteor damage, and not killing the
group with Engulfing Magic (see below for an alternate and preferred 10 man
strategy for this fight).

Phase 1 begins again after Valiona casts three deep breaths. She will randomly
target the left side, right side, or middle of the room. Have someone in vent
call it out and be ready to move out of that third of the room. Repeat until
the boss is dead. Lust after a Blackout sometime in Phase 1.

If you are hit by Dazzling Destruction or a deep breath you will enter the
Twilight Realm. To get out find a portal and click it. Avoid the balls to
prevent damage. Your graphics must be at a good or higher setting to see the
Shadow Pools.

	= Alternate 10 Man Phase 2 Strategy =

I greatly prefer this strategy for 10 man raiding. It is simpler to learn and
execute, reduces the amount of movement needed, and decreases the amount of
damage taken. In phase 2 rather than have a ranged group stack up and move
around the room, have every ranged DPS and healer spread out. Melee stacks by
the boss. If you are targetted by a Meteor then run into the melee group to
split the damage then run back out. If you get hit by Engulfing Magic, it's
fine since you are spread out and no one is near you. Lust in this phase.

   ~ Healing ~

	= Druid =

Phase 1 use your Swiftmend and Wild Growth right after a Blackout. Pre Rejuv
for a Blackout and Rejuv more after the Blackout. Kitty form, Barksin and Dash
to dodge her breath attacke.

Phase 2 Rejuv the ranged group (or the melee group if using the 10 man
strategy) and Swiftmend and Wild Growth on cooldown. I like to use Tree of Life
form for this phase and Lifebloom the ranged members (if you are using the 25
man strategy) or the melee (if you are using the 10 man strategy).

	= Paladin =

Beacon the tank. Holy Radiance and Light of Dawn for each Blackout in Phase 1.
In Phase 2, Holy Radiance right after a shadow pool appears. Build up Holy
Power and use Light of Dawn as much as you can.

=  Twilight Ascendant Council =


	~ Phase 1 Abilities ~

Flame Torrent (Ignacious): Cone of fire. Tank turns boss away from raid.

Burning Blood (Ignacious): Debuff that causes fire damage. Spreads a buff
that causes members to deal more damage to Feludious. Move this buff to the
ranged group, let it tick so they get the debuff, then dispell.

Aegis Shield (Ignacious): Raid-wide damage that tick every two seconds. Must
destroy the shield then interrupt to stop this damage. Must be stopped before
the 4th tick. 

Water Bomb (Feludious): Puts a debuff on you called Water Logged. Run into the
trail of fire or the next Glaciate will turn you into an ice block.

Glaciate (Feludious): Nearby members take ice damage. Tank should move away
from the boss during this.

Heart of Ice (Feludious): Debuff that causes ice damage. Spreads a buff to
nearby members that causes them to deal more damage to Ignacious. Move this
buff to the melee group, let it tick so they can get the debuff, then dispell.

Hydro Lance (Feludious): Heavy damage to a single target. Should be interrupted
primarily by the tank but have a ranged interrupt on standby.

	~ Phase 2 Abilities ~

Quake: Causes damage to anyone who does not have the tornado buff. Hop in the
cyclone when the Quake is the next cast.

Thundershock: Causes damage to anyone who does not have the gravity well buff.
Hop in the gravity well when Thundershock is the next cast.

Lightning Rod: Deals chain lightning to the target and anyone nearby. Must move
away from the group until this is over.

Harden Skin (Terrastra): Deals 100% increased damage and absorbs 50% of damage
until this shield is broken and hurts him. Burn him down when the shield

Eruption (Terrastra): Deals damage from spike eruptions to nearby people. Only
hurts a little.

	~ Phase 3 Abilities ~

Cryogenic Aura: Ice pool on the ground that reduces the damage the boss takes
and spreads when he is in it. Tank must pull the boss out of it and keep the
boss moving throughout this phase.

Gravity Crush: Entrapped target cannot move and takes damage. Takes fall
damage when released.

Lava Seed: Plants a fire seed on the ground that then erupts. Do not stand
in the ground where the seed is placed.

Chain Lightning: Spread out to avoid the lightning hitting you to be chained
to other nearby people. Only effects ranged.

  ~ Mechanics ~

This fight is a bit of a gear check. If your DPS does not average 12000 DPS
per player then it is best to skip this fight until you get better gear or
better DPS (unless your healers are exceptional). This is a two tank fight,
typically three heals on 10 man (though two healing it is possible).

There are three phases. In phases 1 and 2 you fight two targets. When either
of the targets gets to 25% the phase ends. In Phase 3 they join up to form
one target. The phase 3 boss will have the combined health of the four previous
targets. That means the closer you get the four prior targets to 25%, the less
health the phase 3 boss will have. It is essential that all targets have less
than 28% health when the phase ends or the phase 3 boss will likely have too
much health to defeat.

	= Phase 1 =

Phase 1 has Ignacious (fire boss) and Feludius (water boss).

One tank on each boss, a tank with a reliable interrupt should be on Feludius.
The bosses should be tanked so that the ranged DPS can be in range of each
boss. Ranged DPS should be in a loose stack. Stack too tightly and Ignacious
will hit the entire stack when he jumps on a random ranged member. Stack too
loosely and everyone will not get the Heart of Ice debuff.

Ignacious should be turned away from the raid so that only the tank gets
damage from Flame Torrent. All melee dps should be on Ignacious (if melee DPS
is on Feludius they will get hurt by Glaciate). When Aegis Shield starts,
ranged DPS should switch to Ignacious to destroy shield. During Aegis Shield,
burn cooldowns and then promptly interrupt the spell. The shield must be broken
and the spell interrupted as soon as possible. Aegis Shield ticks for raid wide
damage every two seconds. If it ticks four times it is likely a wipe. The group
should aim for two ticks or less. Aegis Shield will begin shortly after

Feludius's Hydro Lance should be interrupted every time. The tank can get most
of them but you should have a ranged interrupt on standby--a Mage is good for
this. Move away from Feludius if he is too close during Glaciate. Feludius
may hit you with Water Bomb which causes the Water Logged debuff. If you have
this debuff when Glaciate starts you will be turned into a block of ice. To
get rid of this debuff run through the line of fire that Ignacious drops on
the ground.

The two debuffs, Heart of Ice and Burning Blood, hurt the person who gets them
but provide a needed raid buff. If you get the Heart of Ice debuff you should
run to the melee group damaging Ignacious, stand there until it ticks and
nearby people get the buff, and then have a healer dispell it. If you get the
Burning Blood debuff run to the ranged DPS group, let it tick, and have a
healer dispell it.

	= Phase 2 =

Phase 2 begins when either Ignacious or Feludius (hopefully both) reach 25%.
Arion and Terrastra then join the fight. This phase alternates between a
deadly Quake spell being cast and a deadly Thundershock spell being cast.
These casts are predictable. It starts with Quake, then goes to Thundershock,
then back to Quake etc. To avoid damage from Quake, find the cyclone and hop
in it. To avoid damage from Thundershock find the Gravity Well and hop in it.
Someone on vent should call out which buff you need to get next and where to
find it.

Terrastra also casts Eruptions which is not such a big deal. Melee DPS should
avoid standing in it. Arion casts Lightning Rod which is the deadliest
ability in this phase. If you get Lightning Rod you MUST run away from the
group. Do not worry about getting the proper buff. Run to the side of the room
and wait for Lightning Rod to be over. You can survive a Quake or Thundershock
but if you stand near people with Lightning Rod, multiple people will die.

When Terrastra casts Harden Skin burn the boss to get rid of it. The tank will
take extra damage until it is eliminated. Use defensive cooldowns as needed.

Each tank takes a boss and typically melee DPS on Terrestra and ranged DPS
on Arion since she teleports around a bit. Make sure both targets are at 28%
or below before pushing to phase 3.

	= Phase 3 =

Phase 3 is a dps race. The Elementium Monstrosity will cause more and more
damage until the fight is unhealable. Have all healing and DPS cooldowns
available. Save your lust for this phase. The boss hits ranged DPS and healers
with lightning which will chain to any person near you. Healers and ranged
DPS need to spread out and avoid chaining lightning into each other. He will
also drop a ice pool on the ground which reduces damage the boss takes when he
stand in it and causes damage to anyone who stands in it. The boss will also
pick up a target with Gravity Crush rendering the target unable to take action
and to take damage and then fall damage. His last ability is Lava Seed which
puts seeds on the ground which explode a couple seconds later.

The tank should pull the boss out of the middle of the room and tank him in a
circle about mid-way through the room. The tank has to keep the boss moving
throughout this phase. Ranged DPS and healers can stand in the middle of the
room, spread out to avoid the chained lightning but able to dps the boss
without moving. To dodge Lava Seed simply do not stand on the ground
where the seed is planted. This phase is all about the DPS. They have to go
all out. Pop all cooldowns and maybe a DPS increasing potion.

  ~ Healing ~

	= Druid =

There are only two difficult healing parts to this fight: the Aegis Shield in
Phase 1 and all of Phase 3. Pop Tree of Life prior to the first Aegis Shield
and pre HoT with Lifebloom and Rejuv. Follow up with Wild Growth. Get a HoT
stack on both tanks after the Aegis. A Potion of Concentration can be drinken
between phase 1 and phase 2 for mana regen.

In phase 2 a healer might get Lightning Rod and have to run out of the group.
Be ready to pick up his role. If it is a tank healer, help out by healing that
tank. If it is a raid healer, help heal the raid a bit more.

Phase 3 is where you go nuts. Pop Tree of Life form 15 or more seconds into
this phase. Wild Growth and Swiftmend on cooldown. Do not worry about healing
the tanks, focus on the DPS and healers. Lifebloom like crazy and cast Regrowth
on every Omen of Clarity proc. The key is to save your Tranquility for as late
as possible into the phase. Be ready to heal up the Gravity Crush target and if
you are hit by Gravity Crush, kitty form will reduce fall damage.

=   Cho'gall   =
=~~=~~=~~=~~=~~= [9.3d]


Shadow's Orders: Deals three bursts of raid-wide damage.

Flame's Orders: Cho'gall's melee attacks gain extra damage.

Conversion: Mind controls a target. Must be broken with any stun or snare.

Fury of Cho'gall: Places a debuff on the tank. Must tank swap after this.

Summon Corrupting Adherent: Summons an add. Interrupt this add and avoid its
shadow missle.

Fester Blood: Causes adds to come from the corpses of dead adds.

	= Phase 2 = 

Darkened Creations: Summons Darkened Creations adds. These adds must have
their channelled spell interrupted and be dps'd down ASAP. 4 adds in 10 man,
10 adds in 25 man.

  ~ Mechanics ~

The key to Cho'gall is to properly manage adds so that the raid has low
corruption going into phase 2. Then in phase 2, the group must properly manage
the Darkened Creation adds. Two tanks are needed and for 10 man three
healers are typical (though it can be two healed). Each player gets a
corruption bar. Throughout the fight taking damage will increase a player's
corruption and leave them more vulnerable.

25 corruption: You get a debuff that increases corruption taken. Dispell this.
50 corruption: You vomit in front of you damaging anyone in a cone in front of
you. Turn away from the group when this happens.
75 corruption: Two tentacles spawn.
100 corruption: You can no longer be healed but spells become instant cast and
you deal more damage.

	= Phase 1 (100%-25% Health) =

Tank Cho'gall on one side of the room far away from the entrance. Group up 
right behind Cho'gall and be ready for Conversions. When Cho'gall casts
Conversion break the mind control with any stun ability like Fear, Scatter
Shot, Thundering Stomp, etc. Be ready for tank heals during Flame's Orders and
raid heals during Shadow's Orders. After Fury of Cho'gall the tanks must swap
aggro with the off-tank picking up Cho'gall. When adds are up, the tank will
want to use a minor cooldown during Flame's Orders.

Cho'gall will summon an add. A tank must take this add to the room entrance and
all DPS shoud switch to the add and kill it. Interrupts on this add are needed
or the tank will take too much corruption. The add will shoot out shadow
missles that target a random raid member. Dodge these by moving out of the
shadow circle on the ground. The add must die before Cho'gall casts Festering

Festering Blood is where things get tricky. 5 slime adds come out of the corpse
of each dead add. These must be killed before they attack people and cause
their corruption to increase. The first Festering Blood there will only be one
dead add and the 5 slimes are easy for the ranged DPS to kill. Second Festering
Blood will be 2 dead adds so 10 slimes. The third and fourth Festering Blood
means 15 and 20 adds. At this point the melee DPS must help out. Any slowing
ability like Frost Trap and Hungering Cold should be used to slow the adds
and buy more DPS time. Do not get hit by the adds or your corruption will
rapidly increase. Phase 1 is easy except for these intense periods of add
control and burn. At 25% health phase 2 starts.

	= Phase 2 (25%-0% Health) = 

Corruption increases gradually in this phase even if you are not taking damage.
Eventually this becomes unhealable so it becomes a DPS race. Burn Lust at this
phase. Watch your corruption stack and be ready to turn away when you are
about to barf. Tentacle adds come during this period. These adds must be
interrupted ASAP. Then they must be dps'd down by all dps before returning to
the boss. Designate a DPS leader and have everyone /assist that leader or have
him as the focus and follow his lead. A Warrior is a good off-tank for this as
he can bounce around interrupting like crazy. In 10 man, 4 adds will
periodically appear. In 25 man 10 adds will appear. The key is to Interrupt.

  ~ Healing ~

	= Druid =

If you are a tank healer, keep your full stack on him and Wild Growth and Rejuv
the raid when you can. If you are designated the raid healer, keep your
Lifebloom stack on the Cho'gall tank. Be ready for extra Healing Touches during
Flame's Orders. During Shadow's Orders heal up the raid. Remember there are
three bursts of Shadow's Orders. After the third burst you have plenty of time
to heal up the raid so do not panic.

Use Tree of Life early but make sure all cooldowns are available for Phase 2.
Pop Tree of Life form when things get hairy and save your Tranquility for as
late as possible in that phase. Dispell anyone who gets to 25 corruption or if
they are interrupted from Conversion with something that can be dispelled.
Blanket the group with Rejuv as much as your mana allows.

     || Blackwing Descent ||
     ||====:====:====:====|| [9.4]

Blackwing Descent is located on Blackrock Mountain. I often PUG this raid with
my alt and for some reason every group I have been in saves Chimaeron as the
5th kill. In my opinion Chim should be done third as he is much easier than
Atramedes and slightly easier than Maloriak.

The trash before Magmaw is a bit tricky. The two dragonkin have to die at the
same time or the other one enrages. They also charge at the target furthest
away from them so position the group in a triangle with the two furthest points
of the triangle being the tanks.

The trash before Atramedes is a pain. There are two pulls, each with four
dwarf spirits in it. Each has its own ability. When you kill one dwarf, the
other three dwarves get that ability. For the east pull, save the Whirlwind
and Stay of Execution dwarf for the last two kills. Each tank should tank 2
dwarves. When Stay of Execution is cast, all DPS switches to that target to
break his shield and then interrupt the cast. For the west pull, save the
Burden of the Crown dwarf for one of the last two kills. The Burden of the
Crown debuff causes major damage to anyone who is attacking.

= Magmaw =
=~~=~~=~~= [9.4a]

Phase 1 of the fight is about properly managing the adds. Phase 2 is the dps
phase. 1 tank is sufficient. In 10 man 1 tank, 3 healers and at least 3 ranged
DPS are needed. Kill the adds promptly and Magmaw is easy to defeat.


Flame Pillar: Flame pillar appears on the ground. Does damage to anyone
standing on it when it erupts and causes Lava Parasites to spawn. Cast on a
random raid member more than 15 yards from Magmaw.

Mangle: Heavy damage on the tank. After Mangle tank gets injested and cannot
take any action.

Dusty Room: Half the room gets dusty. Move to the other half of the room or
you will take dust damage and be stunned.

He will also periodically cause massive raid damage and some single target
damage to random members. Heal though these.

  ~ Mechanics ~

Have two melee and the tank healer in the melee group. This group will stay
near Magmaw until his head drops to the ground. The two melee (three in 25
man) will hop on Magmaw then chain him to the ground. Chain him by spamming
1 then clicking the green-target circle on the spike on the ground. If this
is not done promptly by both members Magmaw will break free and cause major
raid wide damage. After both chains are placed Magmaw will be spiked to the
ground and Phase 2 will start. DPS should use all cooldowns here and Lust.
After a phase 2, Magmaw will drop aggro. The two melee and healer should
back slightly away until the tank gets aggro again so that Magmaw does not
melee them. 

The tank will get Mangled and take extra damage. He will then get swallowed
and be able to move. Heavy heals are needed on the Mangle and defensive
cooldowns should be saved for this time.

The rest of the healers and ranged DPS will be stacked up 20-25 yards or so
from Magmaw. They will stay stacked until a Flame Pillar is cast. Quickly
move out of the Flame Pillar and regroup at another designated point. All
ranged DPS should kill the adds ASAP. Use any slowing abilities you have like
Frost Trap, Tsunami, Earthbind Totem, Cone of Cold, etc. If the adds hit you
they will infect you and more parasites will spawn. Do not get hit by the
adds. After the adds are dead stay grouped up until the next flame pillar then
move back to your original spot. Keep this up until Magmaw is chained to the
ground and phase 2 starts.

Typically groups start on the left, wait for Flame Pillar, and move to the
right. In 10 man, there will almost always be 2 Flame Pillars, then a phase 2,
then one Flame Pillar between each phase 2.

  ~ Healing ~

	= Druid =

During each phase 1 Magmaw will cast single target damage on random members
and periodically hit the entire raid with massive damage. Direct heal the
single target person and use Wild Growth and Swiftmend during the raid wide
healing phase. Pop Tree of Life form very early as the firhgt prior to the
first phase 2 is the most difficult, mana intensive part of the fight.

Keep a full HoT stack on the tank. While the tank is being Mangled, move out
of the ranged group and closer to the tank so you can hit him with Healing
Touches in addition to your HoT stack. During phase 2, use a Potion of
Concentration if needed and regen your mana. 

=  Omnotron Defense System =
=~~=~~=~~=~~=~~=~~=~~=~~=~~= [9.4b]

The four golems rotate with any two of them being active at any time.  It is
important that each member understands the mechanics of all the bosses and his
role in the fight. This is a two tank fight.


	~ Arcanotron Abilities ~

Arcane Annihilator: Inflicts damage to a single target. Should be interrupted.

Power Generator: Places a glowing buff on the ground that increases damage
dealt and mana regen. Arcanotron must be pulled out of it but healers and DPS
can stand in it for a dps and mana regen bonus.

At 50 energy, Arcanotron puts up a barrier that should be purged or spell
stolen asap.

	~ Toxitron Abilities ~

Chemical Bomb: Hits an area with a poison cloud. Those in the cloud--including
the bosses--take extra damage. Move out of the cloud.

Poison Protocol: Summons poison adds. Summons 3 adds. When Poison Protocol
starts melee DPS must move away and ranged DPS burn the adds ASAP. They can
be slowed and stunned. Roots, Cone of Cold, Frost Trap, etc work. If one
fixates on you run away.

At 50 energy, Toxitron puts up a barrier. If anyone DPS's him they get hit
with poison. All people should stop attacking him at this time even the tank.

	~ Electron Abilities ~

Lightning Conductor: Targets one random member. Anyone nearby takes lightning
damage. If you get this move away from the group.

Electrical Discharge: Chain lightning on a random target. Raid must spread

At 50 energy, Electron puts up a barrier. Do not attack it or everyone takes
AoE damage.

	~ Magmatron ~

Acquiring Target: Targets random member with a beam. Anyone in between that
member and the beam takes heavy damage. Move away from the group if targetted.

Incineration Security Measure: Deals raid wide fire damage.

At 50 energy Magmatron puts up a barrier. If this barrier is broken it deals
heavy damage to the raid.

  ~ Mechanics ~

As the order of the golems is random it is important to know their abilities
and your role. Tanks will alternate Golems. When one is shutting down--getting
near 0 energy--the next one is ready to be picked up. When a golem gets to 50
energy its barrier gets put up. For all barriers except Magmatron, It is okay
to DoT it but no direct damage or direct damage DoTs can be done (ie if your
DoT ticks every 3 seconds it is fine however if it does damage on the cast then
ticks it is not okay). The barrier drops at 25 energy so DPS can resume at that
point or burn the other golem. The exception is Magmatron's barrier. No DoT's
should be put on this.

When Electron is up, the raid needs to spread out. The person with Lightning
Conductor runs away from the raid. When Toxitron is up, the melee DPS has to
run away during Poison Protocol and the ranged DPS has to be ready to burn
the adds. When Magmatron is up, group up for AoE healing UNLESS Electron is up.
Stay spread out if Electron is up. Move away from the group if you are hit
with Acquiring Target. If Arcanotron is up, coordinate your interrupts over
vent. DPS be ready to move into Power Generators unless Electron is up, in
which case stay spread out. Only healers get the Power Generators in this case.

  ~ Healing ~
	= Druid =

Tank healing is pretty easy. A HoT stack and then some Healing Touches where
needed. Even if designated on a tank, be ready to help with the raid. Wild
Growth and Swiftmend on Cooldown. Raid healing means mass Rejuv and helping
out the low tank when needed. Juggling a stack on Lifebloom on both tanks
with the Tree of Life then keeping it up through the fight is useful on this
fight but not really practical if you are raid healing.

If Magmatron is up...
This is the toughest part to heal. I use Tree of Life for the first Magmatron.
Lifeblooms all around, Healing Touch and Rejuv + Swiftmend when someone is
targetted with Acquiring Target. Typically Tranquility is best timed late
into the fight after Magmatron's second Incineration.

If Arcanotron is up...
Hop into the Power Generator. Be ready with Healing Touches when interrupts
miss or fail to happen.

If Electron is up...
Stay spread out.

If Toxitron is up...
Root a slime add if no one needs healing. Move away if fixated or root if

=  Elevator =

A fiendish contraption crafted from the darkest depths of Nefarion's twisted
heart. Elevator lures unsuspecting raiders onto it, triggering horrendous
deaths from fall damage. You encounter Elevator after killing Omnitron and


Up: Elevator quickly moves up. This occurs right when you are about to step
off the elevator, causing you to move up before you step off the elevator and
increases your fall damage.

Down: Elevator rapidly moves down. This occurs right when you are about to
step on Elevator, causing you to miss the platform and plummet to your

  ~ Mechanics ~

Slowly approach Elevator. When located on the edge of the ledge wait for the
platform to come up. Cautiously step onto the platform. As Elevator goes down
move to the edge of the platform. Be ready to jump off as Elevator approaches
the bottom. Do not jump too early or you will take fall damage. Jump too late
and you will begin riding up Elevator.

Levitate, Slow Fall, Engineering Parachute, and Pali bubble are all useful
abilities to have.

=   Maloriak   =
=~~=~~=~~=~~=~~= [9.4c]

The only difficult part of the Maloriak fight is the add burn in Green Vial
Phase. Good DPS for these two burns is essential. This is a 2 tank fight. It
can be two or three healed on 10 man.

Maloriak At a Glance...
-Spread out during Blue phase
-Group up during Red phase
-Kill adds during first Green phase
-Kill adds and push Maloriak below 25% during 2nd green phase


Arcane Storm: Damages the entire raid until interrupted. Interrupt immediately.
Curse of Tongues or Rogue's poison will slow the cast on this and lessen the
damage per second.

Remedy: Heals Maloriak. Must be spell stolen or purged ASAP.

Release Aberrations: Release 3 adds from nearby vials.

	~ Blue Vial Phase Abilities ~

Blue vial phase means spread out.
Flash Freeze: Freezes a target and any nearby members. Causes initial damage
and causes damage when broken. The raid must be spread out to avoid multiple
people getting hit by the same Flash Freeze. Do not break the target out of
Flash Freeze until they have over 65k health. Ranged DPS must break the target
out after he has been healed up.

	~ Red Vial Phase Abilities ~

Red vial phase means group up in front of the boss.

Scorching Blast: Deals massive damage in a cone in front of the boss. Damage
is split between all members in the cone. Everyone except for the off-tank must
group up in a cone to mitigate the damage. Use a damage reduction cooldown
if available.

Consuming Flames: Deals minor fire damage and increase fire damage taken. If
hit with this debuff you must move out of the way of Scorching Blast or you
will die. If the tank gets it, he must stand there and take the extra damage.

	~ Green Vial Phase Abilities ~

Green vial phases means burn the adds ASAP.

Acid Nova: Causes the shield on the aberrations to temporarily dissolve.
Burn the adds quickly before debuff disappears.

	= Phase 2 Abilities =

Acid Nova: AoE, raid wide damage.

Absolute Zero: Summons an ice orb that causes damage to nearby targets. Move
out of it.

Magma Jets: Two lines of fire in a direction. Avoid it by strafing.

  ~ Mechanics ~

Designate someone to interrupt Arcane Storm. This must be interrupted every
time. The faster the better. When the Green Vial phase starts, Maloriak will
jump then cast Arcane Storm so be ready with a quick interrupt.

Group up during the Red phase, spread out during the Blue phase. The target
hit with Consuming flames in the Red phase has to move out of the group. The
target hit with Flash Freeze in the Blue phase must be healed up before a
ranged DPS breaks him out of the Blue phase.

Maloriak is surrounded by vials containing adds. Throughout the fight Maloriak
will release the adds. This can be interrupted however any adds not released
will be released when Maloriak hits 25%. If you interrupt all the Release
Aberration casts, all the adds will release at the end and the tank will
promptly die. The adds have a buff on them that causes them to do more damage
if there are more adds around. This also buffs Maloriak so the adds must be
kept away from him. A tank can survive 9 adds and 12 adds for a bit but any
more than that and the tank will likely die.

Maloriak has 5 minute berserk timer. The proper timing of the fight is to push
Maloriak to 25% during the second Green Vial phase. Any later and you will not
meet the Berserk timer. Any earlier and there will be adds still alive. Adds
are hard to kill except during the Green vial phase (though they can be
killed out of it if the DPS has nothing better to do). During the first Green
phase quickly burn the adds. The second Green phase kill the adds then push
the boss below 25% to trigger the final phase. Do not push Maloriak below
25% before this if adds are up.

You will want to have 9 adds released and ready to kill during the first
Green vial phase and 9 adds released and ready to kill during the second Green
phase. This means only interrupting 2 of Maloriak's 5 Release Aberrations
spells. Sometimes Maloriak will interrupt himself so it may not be necessary
to interrupt at all. When adds are released, cc abilities like Frost Trap can
be placed in the back of the room to help the off-tank kite the adds.

	= Final Phase =

Two large adds will come along with the remaining Aberration adds. The two
large adds will fixate after 10 seconds and be untauntable. The off-tank must
get aggro or have them Misdirected/Tricks of the Traded over to him ASAP.

This is the DPS burn phase. Lust and pop all cooldowns. Maloriak gains two new
abilities. He will cast Absolute Zero on a random target, summoning an ice
sphere that will explode and do damage. Simply move away from it to avoid
damage. He will also turn and phase in a random direction--like the first
boss in Grim Batol--and fire a jet of flames in that direction. If Maloriak
is facing you strafe to the side to dodge this. If hit by this it will hurt
you, pick you up and then cause fall damage. Have all defensive cooldowns
ready to go in this phase as it eventually becomes unhealable.

  ~ Healing ~

	= Druid =

Tank healing the main tank is easy until the final phase. Tank healing the off
tank is difficult during the first phase and easy during the final phase. As
this fight is two healable, you must be able to raid heal while keeping your
tank up.

Follow each poorly interrupted Arcane Storm with a Wild Growth and Rejuv's.
During the Red vial phase use Barkskin and save your Swiftmend and Wild Growth
til immediately after a Scorching Flames hits. I like to use Tree of Life
for the first Red vial phase and then again during the Final Phase. During
Blue vial phase Rejuv, Swiftmend, and Healing Touch the person hit with Flash
Freeze. Flash Freeze will be cast twice each Blue Phase.

When the off tank gets 9 aberrations on him focus almost all of your healing on
him. Full HoT stack, cast Regrowth to trigger Nature's Grace and keep a steady
stream of healing touches on him.

	= Final Phase Healing =

Pop Tree of Life at the beginning of the phase and roll Lifeblooms on everyone.
Use your Omen of Clarity procs for Regrowth and hit the low health man. Wild
Growth and Swiftmend on cooldown. Alternate between pre-emptive Rejuv's to
keep the raid up and healing the low health man. The main tank will need big
heals but the off tank should be fine if he properly uses his cooldowns. Save
Tranquility for as late into this phase as you can.

=   Atramedes  =
=~~=~~=~~=~~=~~= [9.4d]

Atramedes is a strange fight. Everyone gets a sound meter. If you take damage
during the fight your sound meter increases. If it reaches 100, Atramedes
will kill you instantly. To lower your sound there are 10 gongs placed around
the room. The fight consists of avoiding sound as much as possible and properly
using the gongs to reset sound. This is a one tank fight. 2 or 3 healable in 10


Searing Flame: Massive raid wide damage. Ticks every second for five seconds.
If this ticks more than once then you are doing it wrong. If it ticks more than
twice you will likely die. Cast once per each ground phase.

Modulation: Raid wide damage that increases sound. Unavoidable.

Sonic Pulse: Summons a disc that will move out from the boss causing sound
to increase on anyone who gets hit by it.

Sonic Breath: Randomly targets a member and chases them with a flame. In ground
phase, if you are targetted run one way, everyone else should take a couple
steps in the other direction. Circle around the boss as you run. or the flame
will catch up to you. In the air phase this breath will slowly catch up
to you. Burn movement enhancing abilities and have a stand-by ready to gong.

Due to how the game calculates positions when you jump--ie it assumes you
are at the same position until you land--you should not jump if a flame is
tracking you. It is counter-productive and leads to more sound and damage.

  ~ Mechanics ~

There is an air phase and a ground phase. Properly execute the mechanics or
you will face unavoidable sound deaths (And by sound I mean "the sensation
perceived from hearing" not sound as in "free from error, fallacy and
misapprehension" because that is the opposite of what I mean).

	= Ground Phase =

Form a melee group on one side of the boss--let us say his starboard side--
and a ranged group on his other side. Damage the boss while avoiding the discs
of sound that come out from beneath him. Stay stacked in your groups. When
he starts Sonic Breath--there will be two per ground phase--run one way while
the rest of the group takes two steps in the opposite direction. In this
example the ranged member targetted would run counterclockwise or right (away
from the tank) and the rest of the group would move slightly left. The melee
member targetted would run clockwise or left (away from the tank). When
running from the boss try to circle him or the flame will catch up. Restack
and be ready for the next Sonic Breath.

Designate a Ground Phase gong man. He will leave the ranged group early and
move to a gong prior to Searing Flame being cast. Hit the gong right when 
Searing Flame is cast to interrupt it. Only 0-1 ticks should go off from
Searing Flame.

	M			T ~ Tank
     T-Boss			M ~ Melee Stack
 				R ~ Ranged and healers stack

	= Air Phase =

Atramedes will fly into the air and target a random member with Sonic Breath.
If you are not moving at the beginning of this phase and he targets you, you
will die. The flame starts to move faster and faster until it catches up with
the target.

Designate two gong hitters for this phase. You will need someone with some
reliable movement increasing skills like a Shaman with ghost wolf, a Mage with
blink, a Warrior with Heroic Leap etc. When someone hits a gong during this
phase the flame breath will stop tracking the random person and target the
person who hit the gong. This gong hitter must immediately start running. If
the flame starts to catch up to them a second gong must be hit. No more than
two gongs should be hit per phase and ideally only one. A priest can use Body
and Soul or Leap of Faith to help the gong hitter kite the flame. In theory the
Druid Stampeding Roar can be used but that would mean implying the ability
actually had a use.

A Shaman in ghost wolf form with a priest Leap of Faith or Body and Soul can
kite the entire air phase by himself. Ground phase will begin again and the
fight will repeat itself.

  ~ Healing ~

	= Druid =

This fight is very easy to heal. It is more about mechanics. Either execute
the mechanics and live or take 100 sound damage and die. Wild Growth and
Swiftmend after Modulation. You will have so much mana during this fight feel
free to cast Rejuv whenever. It may help to heal the gong hitter in the air
phase or cast a Stampeding Roar.

=   Chimaeron  =
=~~=~~=~~=~~=~~= [9.4e]

This is a strange fight. Phase 1 stresses the healers and their burst healing
while phase 2 relies on tank avoidance and DPS burn.


Finkle's Mixture: When this buff is active you will survive any hit--no matter
how much it hits you for--as long as you have more than 10000 health. When
Finkle's Mixture is active, 10001 health is the new 100% health. Any healing
above 10001 is useless.

Caustic Slime: Hits the target and any nearby target for a lot of damage,
bringing them down to 1 health. Must have 10001 health or more in order to
survive. Necessitates spreading out to limit the amount of people getting hit.
In 10 man, 2 people will be hit by Caustic Slime each cast.

Masscre: Deals massive damage raid wide. Anyone with less than 10001 health
will die.

Feud: Finkle's Mixture will go offline. Melee attacks on the tank will stop
but he will deal raid wide damage split between all nearby members. There
will be three pulses of raid wide damage followed up by a Massacre. This
phase requires heavy burst healing with every member being over 10001 health
before the Massacre. The party must group up for this and healers must burn
their healing cooldowns.

Double Strike: Chim's next melee will be a double attack. The off tank must
taunt this, absorb the double strike before the main tank taunts back.

  ~ Mechanics ~

Release Finkle and get the Finkle's Mixture buff before attacking Chim. The
main tank will tank the boss while the off-tank will taunt and eat all double
strike abilities. The main tank only needs to have over 10000 health but the
off tank should be kept topped off. The off tank should be the better geared
tank with more avoidance and damage reduction abilities. A Death Knight is
the perfect main tank due to his self healing.

Healers must keep every member above 10000 health at all times. Split healing
assignments so that when people are hit by Caustic Slime, every healer
immediately jumps to their assigned person and heals them over 10000 health. Do
not be dumb and say "healer 1 you have group X and healer 2 you have group Y."
Healers should be assigned so that each raid healer is prepared to heal their
target after a Caustic Slime, for example "healer 1 you start at the bottom of
group X then work your way up til the top of group Y while healer 2 you do the

After each Massacre be ready for a Feud to start. When a Feud does follow a
Massacre, the raid must group up immediately. Use damage reduction spells and
Nature's Aspect, Divine Guardion, protection bubbles etc to reduce damage
taken. Healers must use their best heals and stagger their healing cooldowns so
that a powerful healing cooldown is available for each phase.

There will be three burts of nature damage followed by a Massacre. The group
does not need to be topped off at the end only kept above 10000 health for the
Massacre. The healers should be ready to heal for 3 or 4 feuds.

Please email me at martin.decoud@gmail.com if you have advice on any damage
mitigation abilities that can be used during the Feud.

	= Final Phase =

At 20% Chim will enter his final phase. No one can receive any healing at this
point. The boss will go berserk and deal massive damage. He will basically
one shot each person, starting at the top of the aggro list and working his
way down. Have someone on vent call out the aggro list so the next person is
ready to use their avoidance ability if applicable. Tanks should use their
avoidance cooldowns, and DPS should either kite the boss or use their special
abilities like Evasion for Rogues, Deterrance for Hunters, and Mirror Images
for Mages (if I am missing any other useful abilities for this phase please
let me know). Abilities that lower you on the aggro list can also be useful.
Be ready to kite if you can.

Since you cannot heal during this phase, healers must go to DPS mode.

  ~ Healing ~

Tank healing involves keeping the main tank above 10000 health and the off tank
topped off. A Palidan is preferred for tank healing with his Beacon of Light
on the Main Tank and direct heals on the off tank.

	= Druid =

I try to keep a Rejuv on each tank and a Lifebloom on the off tank. Lifebloom
can also be useful in that a person with a Lifebloom stack is never in danger
of dieing from a Massacre or Caustic Slime. If brought to 1 health, the
Lifebloom stack will heal them up before the next Massacre or Caustic Slime.

For the Caustic Slimes have a set order in place so each healer knows who they
will heal. For example if the Rogue and Warlock both get hit you should know,
hey I've got to heal the Rogue and the other guy will get the Warlock. In 10
man, we have one healer start at the top of group 1 and work his way down
to the bottom of group 2 while the other healer does the opposite.

Work out a good burst healing rotation with your other healers for the Feuds.
There will be four Feuds at the most. I like to go:
1st Feud: Tree of Life
2nd Feud: Nothing Special
3rd Feud: Tranquility

During each Feud, use Wild Growth on cooldown and Swiftmend. Cast Regrowth to
proc your Nature's Grace. 15 seconds into the Feud, the boss will cast a pulse
of raid wide damage, then another pulse at 20 seconds and a final pulse at
25 seconds. At first, Rejuv's all around--Chase the Wild Growth-- and let the
other healers cast the direct heals on the low target. Later in the Feud Rejuvs
will not mean as much so switch to direct healing. After the third burst
everyone must be over 10k. Any healing over that is a waste. Barkskin during
this phase.

For the Final Phase, pop Tree of Life if you have it and spam Wrath. If not
spam Wrath with Moonfire and Insect Swarm.

=   Nefarion   =
=~~=~~=~~=~~=~~= [9.4f]

Nefarion is about mitigating and dealing with the Crackle's while properly
managing the adds.


	= Nefarion's Abilities =

Crackle: At every 10% of his health, Nefarion will cast Cracle which deals
100,000 damage raid wide. I can't believe that this is a mechanic. It is dumb
and unimaginitive. Use any damage reducing abilities you have such as:
  Guardian Spirit
  Mirror of Broken Images (trinket anyone can get from Tol Barad)
  Anti-magic Barrier
  Divine Protection (glyphed to reduce magic damage)
  Divine Guardian (this is awesome)
  Nature's Aspect

Please email me and let me know if I am missing any other useful abilities.

Tail Lash: Do not stand behind the dragon.

Shadowflame Breath: Do not stand in front of the dragon unless you are a tank.
Will also resurrect any skeletons hit by this and reset their energy to full.

Shadowflame Barrage: Only occurs in phase 2. Does shadow damage to his target.

	= Onyxia's Abilities =

Tail Lash: This has a stupidly large range. You will want to be like 45 yards 
away from her tail.

Shadowflame Breath: Do not stand in front of the dragon unless you are a tank.
Will also resurrect any skeletons hit by this and reset their energy to full.

Lightning Discharge: Will emit fierce lightning damage to anyone on the side
of Onyxia. Tank must turn boss when this is about to be cast.

When Onyxia's lightning bar reaches full, she will wipe the entire raid.

  ~ Mechanics ~

This is a three phase fight. Two tanks are required.

	= Phase 1 =

Onyxia is the only dragon to start. Nefarion will join shortly. Nefarion and
Onyxia must be kept apart or they will both gain a buff and kill the raid. All
DPS starts on Onyxia. The tank must pull her to the west side of the room and
face her North or South. DPS stand on her side to avoid her breath and tail
swipe. When she starts her Lightning Discharge, the tank must turn her so
she is facing west. The DPS must move away to avoid the Lightning Charge and,
if possible, the Tail Swipe.

When Nefarion comes down, switch all melee DPS to Nefarion. The main tank must
aggro Nefarion and drag him to the east side of the room. When Onyxia reaches
a comfortable level, switch all ranged DPS to Nefarion also. At this time, all
ranged DPS must move far, far away from Onyxia so when the tank turns her they
will not get tail swiped. This means moving well across the room so that you
are almost in melee range of Nefarion.

Adds will pop up during this phase. They will run around until their energy
runs out. If hit by either dragon's breath they will get full energy. CC them
but try to do it intelligently so that they all run out of energy in a
convenient location. Your off tank will thank you for this in Phase 3.

Try to push Nefarion down as much as possible. You should have forced him
down below 80%--at least two Crackle's--before killing Onyxia to begin Phase 2.
We like to push him down even further and get 3 Crackle's in Phase 1 but your
DPS may not be able to manage. Kill Onyxia at the last possible moment before
her lightning bar fills up to trigger Phase 2.

	= Phase 2 =

The room fills up with lava. The raid must split up into three groups and each
has to hop onto a pillar. To get on a pillar, hold the space bar to swim up
then when you reach the surface jump out of the lava and up onto the platform.
I am not good at this but can make it up to the pillar. Some tips:
   	-Go to Menu -> Interface -> and turn off Water Collision
	-Do not be too close to the pillar when you begin to swim up or you
will be stuck on the lip and not able to jump up.
	-The best person I have seen at this (Reldraw) says he zooms into first
person, stands just a couple steps out of range them swims up and jumps up and
onto  the platform
	-You can pratice in somewhat similar conditions in the port in Azshara
near the Goblin town. There is a lip coming out of the water near the docks.

Each pillar has a mob on it that casts an interruptable spell called Blast
Nova. If more than 1 of these go off it is likely a wipe. Each pillar
should have at least one interrupt on it, capable of interrupting every 12
seconds or less. If your interrupt cooldown is higher than you need two
interrupts. It also helps to have a ranged interrupt on each pillar so that an
interrupt can be performed as people swim up. When on the pillar spread out to
avoid multiple people taking Shadowflame Barrage damage and interrupt the adds.

Heals and melee dps should be equally spread to the three pillars. Phase 3
begins when the add on each pillar dies. The melee DPS should focus on this
mob while the ranged DPS either burn Nefarion or burn the mob. If you did
3 Crackles in phase 1, then either push Nefarion down to 62% or push him for
another Crackle and as far down into the 51%+ range as your healers can take.
If you only did two Crackles in Phase 2 then you must push a Crackle here
and then push Nefarion as far down into 61%+ range as you can.

Phase 2 is very mana intensive. If the healers begin to run low, improvise and
push for Phase 3 when needed.

	= Phase 3 =

Tank Nefarion in the middle of the room. Avoid his Tail Lash and breath attack.
All DPS and healers--except for the off tank and his healer--should be grouped
up to one side of Nefarion.

The skeleton adds will be reborn. Every time they hit a target they gain a
debuff which makes their next attack stronger. They must be kited around the
room. Do not let them get in front of the boss or his breath will recharge
their energy and necessitate more kiting.

There will be flames on the ground. Do not stand in them. Keep the skeletons
out of them or their energy will recharge. Burn Nefarion as quickly as you can
but make sure to heal the raid up to full for every Crackle. You may need to
slow DPS so the healers can catch up. Use damage reducing cooldowns for
every Crackle that you are able to. Lust at some point in this phase but this
will depend on how the healers are doing and the raid damage at this point. A
non-healer heal like a Tranquility from a Boomkin/Feral Druid or a Hymn from
a Shadow Priest may be needed.

  ~ Healing ~

	= Druid =

Keep the raid topped off and be ready for every Crackle. After a Crackle, Chase
the Wild Growth with Rejuv's and Rejuv's all around. Keep your HoT stack on the
tank that needs it the most or the one you are designated for in both Phase 1
and Phase 3.

I like to have ToL available for Phase 2 as blooming the platform allows you
to produce serious healing output while conserving mana. Instant Regrowth 
during that time is also a plus.

The raid will rely on you to have mana and be able to heal up after each
Crackle. There is time to get the raid up after a Crackle so do not panic
and use ineffecient heals unless it is an emergency. Rejuv and Wild Growth
with Swiftmend and a Healing Touch or Nourish thrown in should be sufficient.
Save Tranquility for an emergency--when multiple people need heals and a
Crackle is incoming. Potion of Concentration can be managed in phase 3 if
you are raid healing.


I have attempted three bosses on H mode and downed one of them. I will
eventually write out some H mode strategies but it will likely be several

	^ XI. LINKS ^

Wowhead.com - Excellent info on gear, abilities, bosses and more.

ElitistJerks.com - The Resto Druid thread put together by Hamlet is great.

Curse.com - Place to get addons

WorldofLogs.com - Check here to see what the best healers are doing on fights.
Guild leaders should sign up and track every raid fight.

Tankspot.com - Tankspot has some useful videos for raid fights. Narrated in a
useful and entertaining way with plenty of great drawings.


I hope you enjoyed this guide. I appreciate any feedback, comments, or
questions. If you wish to host the guide or use any part of the guide, please
email me for permission. Do not host this guide without said permission. Thanks
to my guild BLT.


v1.00: Guide Released! This guide may be used on GameFAQs.com, neoseeker.com,
and gamershell.com. If it is being used anywhere else I am being ripped off.

v1.06: This guide may be hosted at GameFAQS, Neoseeker, and Gamershell. If it
is being hosted anywhere else, please let me know.
-Updated for patch 4.06
-Added an alternate strat for Valiona
-Updated for changes in Halfus
-Added some stuff to the Cho'gall (interrupt the Phase 2 Adds!) and Maloriak

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