Post by pacman on Dec 19, 2006 23:25:51 GMT -5
Yeah... so I'm hella bored and figured I'd make a post to discuss the very first fight in BWL, the Razorgore.
A general sidenote, there are only 18 pulls in the entire instance (I count the surpression room as 1 fight since it's continuous). Yet it can take 6 hours to get to the 4th boss, so have no delusions that it's going to be easy in any way, stock up on every concievable buff.
Anyway, RG. You'll walk in, go up some steps and bam your in his room. To the left there is the Mindcontrol orb, the controller, and 2 gurads. To your right is big RG himself, and scattered throughout the entire room are the eggs you have to break open. Also along the walls are these square spawn areas where all of the mobs spawn, 8 total areas, 2 in each corner, and the controller and RG are up on platforms that have ramps up to them. It's a really basic layout once you see it.
Phase 1: Your MT (loren) will charge the controler and the majority of the raid will swarm the platform and take everything down while your orb controler (someone with MindControl experience) takes control of RG before he start decimating the raid. The MCer will then use RG's spell to break the eggs around the area. Sounds easy enough.
However during this time Legionaires, Mages, and Dragonkin will continually spawn from the 4 corners, from those little square areas.
-Dragonkin-
Have a druid sleep one and keep it slept, and this is where your hunters come in. They will kite as many D-kin as they can around the room in a COUNTER-CLOCKWISE rotation. If anyone dies to a D-kin it's the hunters fault.
-Mages-
There will be 4 groups of pure wtfdps 1 for each corner. This groups ONLY job is to destroy the mages that spawn as quickly as possible. This group does NOT attack the legionaires that spawn or the ones that run past. Eventually Mages will stop spawning, at this point these groups are to just survive and attempt to snare the legionaires that are swarming your shaman. However, DO NOT stop them with frost-novas or any other type of stun etc. simply because the next shaman might not be able to avoid them and thus get dazed and wtf pwned.
-Legionaires-
This is where your shaman come in. There will be 1 for each corner, dropping an earthbind and frost-shocking the first legionaire that spawns in their corner. Then they run COUNTER-CLOCKWISE, to the next corner and wait for their legionaires to catch up with them. The entire time the shaman are kiting, they will be picking up more and more legionaries. If you manage to get hit, or see someone who is close enough to you to toss them a heal you should have enough time, if the earthbinds work, to stand on the platforms and toss a heal or two.
As far as healing goes for phase 1 you will do only what is necessary. You cannot get the aggro from the shaman or you will die. Bubbles on passers by and rejuvs/renews etc are it. If you do get one or two Legos on you join the kite.
Now the way you run is Very important. On Buru you simply need to run away from him in a circle in either rotation. On RG you HAVE to keep the kite going in one direction so people don't get clogged up and killed.
Phase 2:
After the last egg is killed off all of the other mobs will flee and RG will make a bee-line for the orb controller, which he will then kill, so put a soulstone on him, unless its your MT then just let him tank'im. At this point your MT will get on RG with oh I'd say two OT's just incase and they will all fight for aggro like everyones lives depends on it. RG is alot like Drakk in the sense that he will conflag whoever is highest on the aggro list then start beating on the next one etc. However he does also do a Fireball AE that isn't that powerful and doesn't require any FR to counter simply because your rogues have a special job.
Your rogues will be bandaging the entire raid while your healers heal the MT and OT's. This is of course if you dont have many healers, however rogues won't be attacking RG anyway, except with bows if they really choose to. This goes for DPS warriors as well.
It's a simple tank and spank in phase 2, the only difference is the fireball AE, and the amount of damage he throws out.
A general sidenote, there are only 18 pulls in the entire instance (I count the surpression room as 1 fight since it's continuous). Yet it can take 6 hours to get to the 4th boss, so have no delusions that it's going to be easy in any way, stock up on every concievable buff.
Anyway, RG. You'll walk in, go up some steps and bam your in his room. To the left there is the Mindcontrol orb, the controller, and 2 gurads. To your right is big RG himself, and scattered throughout the entire room are the eggs you have to break open. Also along the walls are these square spawn areas where all of the mobs spawn, 8 total areas, 2 in each corner, and the controller and RG are up on platforms that have ramps up to them. It's a really basic layout once you see it.
Phase 1: Your MT (loren) will charge the controler and the majority of the raid will swarm the platform and take everything down while your orb controler (someone with MindControl experience) takes control of RG before he start decimating the raid. The MCer will then use RG's spell to break the eggs around the area. Sounds easy enough.
However during this time Legionaires, Mages, and Dragonkin will continually spawn from the 4 corners, from those little square areas.
-Dragonkin-
Have a druid sleep one and keep it slept, and this is where your hunters come in. They will kite as many D-kin as they can around the room in a COUNTER-CLOCKWISE rotation. If anyone dies to a D-kin it's the hunters fault.
-Mages-
There will be 4 groups of pure wtfdps 1 for each corner. This groups ONLY job is to destroy the mages that spawn as quickly as possible. This group does NOT attack the legionaires that spawn or the ones that run past. Eventually Mages will stop spawning, at this point these groups are to just survive and attempt to snare the legionaires that are swarming your shaman. However, DO NOT stop them with frost-novas or any other type of stun etc. simply because the next shaman might not be able to avoid them and thus get dazed and wtf pwned.
-Legionaires-
This is where your shaman come in. There will be 1 for each corner, dropping an earthbind and frost-shocking the first legionaire that spawns in their corner. Then they run COUNTER-CLOCKWISE, to the next corner and wait for their legionaires to catch up with them. The entire time the shaman are kiting, they will be picking up more and more legionaries. If you manage to get hit, or see someone who is close enough to you to toss them a heal you should have enough time, if the earthbinds work, to stand on the platforms and toss a heal or two.
As far as healing goes for phase 1 you will do only what is necessary. You cannot get the aggro from the shaman or you will die. Bubbles on passers by and rejuvs/renews etc are it. If you do get one or two Legos on you join the kite.
Now the way you run is Very important. On Buru you simply need to run away from him in a circle in either rotation. On RG you HAVE to keep the kite going in one direction so people don't get clogged up and killed.
Phase 2:
After the last egg is killed off all of the other mobs will flee and RG will make a bee-line for the orb controller, which he will then kill, so put a soulstone on him, unless its your MT then just let him tank'im. At this point your MT will get on RG with oh I'd say two OT's just incase and they will all fight for aggro like everyones lives depends on it. RG is alot like Drakk in the sense that he will conflag whoever is highest on the aggro list then start beating on the next one etc. However he does also do a Fireball AE that isn't that powerful and doesn't require any FR to counter simply because your rogues have a special job.
Your rogues will be bandaging the entire raid while your healers heal the MT and OT's. This is of course if you dont have many healers, however rogues won't be attacking RG anyway, except with bows if they really choose to. This goes for DPS warriors as well.
It's a simple tank and spank in phase 2, the only difference is the fireball AE, and the amount of damage he throws out.