Deathbringer Saurfang Strat
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Deathbringer Saurfang Strat
NOTE: This is prone for edits as many of the released strats are purely speculative until each boss's first encounter.
Note: this video is a demonstration of a failed attempt.
Deathbringer Sauerfang has an estimated 34.86 million HP.
ENVIRONMENT, POSITIONING, AND PULL:
(1)After defeating the Gunship Battle Encounter, you ship will dock with the area where you'll fight the Deathbringer. There is a rather long "cut scene" where your faction's heroes will engage in dialog. Presumably, you'll be able to regroup and talk to someone to start the event.
(2) It has been recommended by others to have 2, or even 3, tanks for this encounter. However, I cannot fathom any reason for a tank switch. As I will explain below, the debuff Rune Blood may force a tank rotation similar to phase2 of Thorim, where tanks must quickly taunt upon application. Therefore, I am suggesting starting with 2 tanks to test the Rune Blood mechanic (see below).
(3) Positioning is more so key to this fight than anything else. Having a Boomkin will make your life much easier, as well as multiple hunters. More on this later.
(4) The raid will be positioned in a semi-circle around the platform as seen below. All ranged must maintain a 12yd separation from each other! If your guild is able to maintain this discipline, the fight will go much smoother. Note: I didn't want to clutter figure with too many dots, but your entire ranged/healer group will be able to fit in this general configuration.
BOSS/ADD ABILITIES
BLOOD POWER (BP) & BLOOD LINK
-Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has.
-This is a resource mechanic specific to this encounter. By using certain abilities, Saurfang will build BP. When his BP reaches 100, he will cast Mark of the Fallen Champion on a random raid member (explained later). Presumably, this will reset his BP back to zero. You will want to limit how often he casts this as much as possible, as too many raiders inflicted with the Mark will result in a wipe. Blood Link is the aura he uses to gain BP.
BLOOD NOVA (2BP GAINED PER TARGET)
-Range TBD, Instant Cast, 12 yard radius.
-Blood explodes outward from a random enemy target, inflicting 10k physical damage to nearby enemies.
-With a sufficient number of ranged targets, Saurfang will only cast this on ranged raid members (think Vezax shadowcrash). This is why it is vitally important for all ranged members to be spread at least 12 yards apart. The damage isn't as much of a concern as is him gaining more than 2BP for using this ability.
-As can be seen from the video (of a failed attempt), the ranged were grouped up and resulted in Saurfang gaining considerable BP from each cast - this is bad. Stay spread out to minimize this ability.
BOILING BLOOD (1BP GAINED PER TICK)
-Range TBD, Instant. 24 second duration.
-Boils the blood of an enemy, inflicting 9.5k physical damage every 3 seconds for 24 seconds. This is a heavy DoT placed on up to 6 targets at a time. Raid healers must either effectively cross-heal or have quick assignments for dealing with this damage.
RUNE BLOOD (1BP GAINED PER LANDED MELEE SWING)
-Instant. 20-30 second duration (uncomfirmed). Frequency TBD.
-Saurfang leeches health when he performs melee attacks on targest marked with Rune of Blood. Leeches 5.1k to 6.9k health from an enemy target and heals Saurfang for 5 times that amount.
-This is a debuff placed on the tank. For obvious reasons, having a high avoidance tank reduces the number of times he heals and gains BP. This is Saurfang's greatest source of BP. It may be possible to work two (or three) tanks in a rotation so that Saurfang never leeches health. Below is how the rotation would work:
1. Tank 1 Pulls
2. Saurfang casts Rune Blood on Tank 1
3. Tank 2 Taunts & Tanks for X seconds
4. Saurfang casts Rune Blood on Tank 2
5. Tank 1 Taunts
The frequency and duration of the Rune Blood spell is still unconfirmed, but several PTR testers have effectively used this strat to negate the worse of Rune Blood. If this is the case, then this would obviously be your best course of action.
MARK OF THE FALLEN CHAMPION (1BP GAINED PER TICK)
-Instant. Cast at 100BP.
-Causes Deathbring Saurfang's melee attacks to splash to this target, inflicting 5.7k to 6.3k additional physical damage.
-If the target dies while under this effect, Saurfang is healed for 5% of his total health. READ: NOBODY CAN DIE TO THIS DEBUFF!
-This is the ability you want to avoid. When he reaches, 100BP, he will cast Mark of the Fallen Champion on a random raid member. For the duration of the fight, the Marked raider will receive this damage every time the tank is hit and will gain an extra BP. As such, his BP gain increases exponentially as the fight goes on - this is why it is vitally important to limit the number of times this is cast.
-SPECULATION: The raid will become nearly impossible to heal if too many members have the Mark. It is also possible that the boss heals from each Mark tick, but it is unconfirmed.
FRENZY
-Instant.
-Saurfang goes into a frenzy, increasing his attack speed by 30%.
-Nothing special. Tranq Shot or apply Anesthetic Poison to remove. Soft enrage at 25% health.
BLOOD BEASTS (201k HP)
Blood Beasts (BB) are adds that are spawned approximately every 30 seconds in waves of 5, which your ranged DPS must contend with.
1. Approximately every 30 seconds, Saurfang will summon 5 BB around himself. They must NOT be allowed to hit ANYONE.. If a BB connects with a melee swing, Saurfang gains 3BP - this is BAD. As such, they cannot be tanked, but instead must be kited. BB have a 75% DR to AoE effects, so AoEing them down is out of the question.
2. BB can be slowed, dazed, stunned, rooted, and knocked back. All of these can, and should, be used to defeat this encounter.
3. Create a "slow" area using frost traps and earthbind totems where the BBs can be kited. Just before the timer for the first BBs spawn, have melee DPS and tanks cease and AoE abilities and have your Boomkin cast Hurricane on Saurfang. This will ensure that the BBs are not initially pulled by the melee, causing Saurfang to gain unnecessary BP. All five BBs should now be aggroed to the Boomkin, who stands at the far end of the slow patch.
4. All ranged DPS should initially be assisting Hunter [A], who will be casting Distracting Shot on the nearest BB. At 201k health, it should go down quickly. Hunter should peel off Hunter [A]'s target just before its death and use Distracting Shot on the next closest BB, with all ranged DPS assisting Hunter [B]. If done properly, both adds should be dead before they reach either hunter. You may want to have your Boomkin keep an eye on heal aggro gained on the other three adds. Have him put some non-AoE threat on them just in case.
5. If the ranged DPS focus fired correctly, the other three adds will still be aggoed onto the Boomkin, and making their way through the slow patch. Just before they hit melee range, the Boomkin will cast Typhoon, knocking the three adds back and essentially resetting the pull.
6. At this time, the ranged DPS will repeat step 4 while the final BB is rooted, icy chains'd, or otherwise immobilized. When 3 and 4 are down, burn the 5th and get back on the boss.
IMPORTANT NOTES:
1. The key to this fight is limiting the amount of BP that Saurfang generates.
2. RANGED STAY 12 YARDS APART! Follow the diagram and you should be fine.
3. Do not let Blood Beats hit you - it generates BP for Saurfang.
4. Saurfang will gain BP exponentially as the fight goes on. You must slow this inevitability as much as you can.
5. Have a high avoidance tank on Saurfang. The less frequently the tank is hit, the less BP he gains, and the less damage Marked targets take.
6. DISC PRIESTS ARE YOUR FRIENDS! If any ability that generates BP for Saurang is completely absorbed, he will not receive any BP. The tank, Marked members, and recipients of Boiling Blood should have Power Word: Shield up on them whenever possible. (In fact, just shield everyone, it's always a good policy).
(6) DISC PRIESTS ARE YOUR FRIENDS! If any ability that generates BP for DBS is completely absorbed, he will not receive any BP. As such, the tank, Marked members, and recipients of Boiling Blood should have PW:S up on them whenever possible. In fact, just shield everyone, its always a good policy.
7. You cannot afford dead raid members. If Saurfang's healing is greater than DPS, wipe it up and try again.
8. Towards the end of the fight, you will inevitably have several Marked targets. It may be advisable to assign raid healers to focus each target, as they will be taking massive damage. Remember, a player dying to Mark results in a 5% health gain for Saurfang.
Final Notes: This will be updated again when 3.3 is finally released.
This encounter wasn't tested much, and was reported to be improperly tuned during tests, so many of the numbers on these abilities may change. However, the mechanics should generally work in the same way. Deathbringer Saurfang will test your guild's healers and the coordination of your ranged DPS. Melee DPS pretty much get to do their thing for the entire fight.
[source]
Note: this video is a demonstration of a failed attempt.
Deathbringer Sauerfang has an estimated 34.86 million HP.
ENVIRONMENT, POSITIONING, AND PULL:
(1)After defeating the Gunship Battle Encounter, you ship will dock with the area where you'll fight the Deathbringer. There is a rather long "cut scene" where your faction's heroes will engage in dialog. Presumably, you'll be able to regroup and talk to someone to start the event.
(2) It has been recommended by others to have 2, or even 3, tanks for this encounter. However, I cannot fathom any reason for a tank switch. As I will explain below, the debuff Rune Blood may force a tank rotation similar to phase2 of Thorim, where tanks must quickly taunt upon application. Therefore, I am suggesting starting with 2 tanks to test the Rune Blood mechanic (see below).
(3) Positioning is more so key to this fight than anything else. Having a Boomkin will make your life much easier, as well as multiple hunters. More on this later.
(4) The raid will be positioned in a semi-circle around the platform as seen below. All ranged must maintain a 12yd separation from each other! If your guild is able to maintain this discipline, the fight will go much smoother. Note: I didn't want to clutter figure with too many dots, but your entire ranged/healer group will be able to fit in this general configuration.
BOSS/ADD ABILITIES
BLOOD POWER (BP) & BLOOD LINK
-Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has.
-This is a resource mechanic specific to this encounter. By using certain abilities, Saurfang will build BP. When his BP reaches 100, he will cast Mark of the Fallen Champion on a random raid member (explained later). Presumably, this will reset his BP back to zero. You will want to limit how often he casts this as much as possible, as too many raiders inflicted with the Mark will result in a wipe. Blood Link is the aura he uses to gain BP.
BLOOD NOVA (2BP GAINED PER TARGET)
-Range TBD, Instant Cast, 12 yard radius.
-Blood explodes outward from a random enemy target, inflicting 10k physical damage to nearby enemies.
-With a sufficient number of ranged targets, Saurfang will only cast this on ranged raid members (think Vezax shadowcrash). This is why it is vitally important for all ranged members to be spread at least 12 yards apart. The damage isn't as much of a concern as is him gaining more than 2BP for using this ability.
-As can be seen from the video (of a failed attempt), the ranged were grouped up and resulted in Saurfang gaining considerable BP from each cast - this is bad. Stay spread out to minimize this ability.
BOILING BLOOD (1BP GAINED PER TICK)
-Range TBD, Instant. 24 second duration.
-Boils the blood of an enemy, inflicting 9.5k physical damage every 3 seconds for 24 seconds. This is a heavy DoT placed on up to 6 targets at a time. Raid healers must either effectively cross-heal or have quick assignments for dealing with this damage.
RUNE BLOOD (1BP GAINED PER LANDED MELEE SWING)
-Instant. 20-30 second duration (uncomfirmed). Frequency TBD.
-Saurfang leeches health when he performs melee attacks on targest marked with Rune of Blood. Leeches 5.1k to 6.9k health from an enemy target and heals Saurfang for 5 times that amount.
-This is a debuff placed on the tank. For obvious reasons, having a high avoidance tank reduces the number of times he heals and gains BP. This is Saurfang's greatest source of BP. It may be possible to work two (or three) tanks in a rotation so that Saurfang never leeches health. Below is how the rotation would work:
1. Tank 1 Pulls
2. Saurfang casts Rune Blood on Tank 1
3. Tank 2 Taunts & Tanks for X seconds
4. Saurfang casts Rune Blood on Tank 2
5. Tank 1 Taunts
The frequency and duration of the Rune Blood spell is still unconfirmed, but several PTR testers have effectively used this strat to negate the worse of Rune Blood. If this is the case, then this would obviously be your best course of action.
MARK OF THE FALLEN CHAMPION (1BP GAINED PER TICK)
-Instant. Cast at 100BP.
-Causes Deathbring Saurfang's melee attacks to splash to this target, inflicting 5.7k to 6.3k additional physical damage.
-If the target dies while under this effect, Saurfang is healed for 5% of his total health. READ: NOBODY CAN DIE TO THIS DEBUFF!
-This is the ability you want to avoid. When he reaches, 100BP, he will cast Mark of the Fallen Champion on a random raid member. For the duration of the fight, the Marked raider will receive this damage every time the tank is hit and will gain an extra BP. As such, his BP gain increases exponentially as the fight goes on - this is why it is vitally important to limit the number of times this is cast.
-SPECULATION: The raid will become nearly impossible to heal if too many members have the Mark. It is also possible that the boss heals from each Mark tick, but it is unconfirmed.
FRENZY
-Instant.
-Saurfang goes into a frenzy, increasing his attack speed by 30%.
-Nothing special. Tranq Shot or apply Anesthetic Poison to remove. Soft enrage at 25% health.
BLOOD BEASTS (201k HP)
Blood Beasts (BB) are adds that are spawned approximately every 30 seconds in waves of 5, which your ranged DPS must contend with.
1. Approximately every 30 seconds, Saurfang will summon 5 BB around himself. They must NOT be allowed to hit ANYONE.. If a BB connects with a melee swing, Saurfang gains 3BP - this is BAD. As such, they cannot be tanked, but instead must be kited. BB have a 75% DR to AoE effects, so AoEing them down is out of the question.
2. BB can be slowed, dazed, stunned, rooted, and knocked back. All of these can, and should, be used to defeat this encounter.
3. Create a "slow" area using frost traps and earthbind totems where the BBs can be kited. Just before the timer for the first BBs spawn, have melee DPS and tanks cease and AoE abilities and have your Boomkin cast Hurricane on Saurfang. This will ensure that the BBs are not initially pulled by the melee, causing Saurfang to gain unnecessary BP. All five BBs should now be aggroed to the Boomkin, who stands at the far end of the slow patch.
4. All ranged DPS should initially be assisting Hunter [A], who will be casting Distracting Shot on the nearest BB. At 201k health, it should go down quickly. Hunter should peel off Hunter [A]'s target just before its death and use Distracting Shot on the next closest BB, with all ranged DPS assisting Hunter [B]. If done properly, both adds should be dead before they reach either hunter. You may want to have your Boomkin keep an eye on heal aggro gained on the other three adds. Have him put some non-AoE threat on them just in case.
5. If the ranged DPS focus fired correctly, the other three adds will still be aggoed onto the Boomkin, and making their way through the slow patch. Just before they hit melee range, the Boomkin will cast Typhoon, knocking the three adds back and essentially resetting the pull.
6. At this time, the ranged DPS will repeat step 4 while the final BB is rooted, icy chains'd, or otherwise immobilized. When 3 and 4 are down, burn the 5th and get back on the boss.
IMPORTANT NOTES:
1. The key to this fight is limiting the amount of BP that Saurfang generates.
2. RANGED STAY 12 YARDS APART! Follow the diagram and you should be fine.
3. Do not let Blood Beats hit you - it generates BP for Saurfang.
4. Saurfang will gain BP exponentially as the fight goes on. You must slow this inevitability as much as you can.
5. Have a high avoidance tank on Saurfang. The less frequently the tank is hit, the less BP he gains, and the less damage Marked targets take.
6. DISC PRIESTS ARE YOUR FRIENDS! If any ability that generates BP for Saurang is completely absorbed, he will not receive any BP. The tank, Marked members, and recipients of Boiling Blood should have Power Word: Shield up on them whenever possible. (In fact, just shield everyone, it's always a good policy).
(6) DISC PRIESTS ARE YOUR FRIENDS! If any ability that generates BP for DBS is completely absorbed, he will not receive any BP. As such, the tank, Marked members, and recipients of Boiling Blood should have PW:S up on them whenever possible. In fact, just shield everyone, its always a good policy.
7. You cannot afford dead raid members. If Saurfang's healing is greater than DPS, wipe it up and try again.
8. Towards the end of the fight, you will inevitably have several Marked targets. It may be advisable to assign raid healers to focus each target, as they will be taking massive damage. Remember, a player dying to Mark results in a 5% health gain for Saurfang.
Final Notes: This will be updated again when 3.3 is finally released.
This encounter wasn't tested much, and was reported to be improperly tuned during tests, so many of the numbers on these abilities may change. However, the mechanics should generally work in the same way. Deathbringer Saurfang will test your guild's healers and the coordination of your ranged DPS. Melee DPS pretty much get to do their thing for the entire fight.
[source]
Shay- Peon
- Posts : 35
Join date : 2009-05-07
Age : 36
Location : New York
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