Supremus, second boss of the Black Temple and a piece of cake pushover boss for anyone capable of working through previous encounters such as Kael’thas, Vashj, Archimonde, etc. Ignore his large stature, as he doesn’t actually hurt that much if you fight him correctly.
Molten Flame – Fires off several streams of blue fire along the ground targeting players, deals 3000 fire damage a second, utilized every 20 seconds or so.
Hateful Strike – Extremely high damage melee strike targeted at the highest HP player within range.
Gaze – Basically the same as Thaladred the Darkener’s ability from the Kael’thas fight, Supremus will select a player to gaze at and follow them for 10 seconds at 90% movement speed, making it fairly easy to avoid him.
Molten Punch – 40 yard range or so, deals about 5,000 damage and knockback, used on his current gaze target.
Volcanic Geyser – Accompanied by an emote of “The ground begins to crack open!” summoning small volcanoes, each will spew out blue fire into the surrounding area, dealing about 4500 damage, very avoidable.
Phase 1 is a fairly simple Tank n’ spank affair, have your two tanks, Main-tank and hateful strike tank, run up and engage the boss, everyone else surroundings him in regular fashion, ranged classes staying about as far away as possible.
The hateful strike will continue to be targeted every 5 seconds at the highest HP raid member, in this case it should be your off-tank disregarding odd circumstances, hitting for about 7K every usage, keep the off-tank topped off.
Other than this the last mechanic of phase 1 is to have melee avoid the molten flames, a rather easy task as they glow a bright fiery blue when summoned, however even a second or two of standing in them is rather painful.
60 seconds after being engaged Supremus will enter Phase 2.
Once phase 2 begins Supremus will set his sights(gaze) on a raid member, have the targeted player move away as quickly as possible or else facing an easy one-shot should they be anything but the tank.
Additionally, multiple miniature volcanoes will spawn throughout the area, firing out balls of blue fire dealing rather painful amounts of damage yet fairly easy to avoid as well. The molten flames will continue to be cast as well, watch out for these yet again.
The Tanks are going to want to follow the boss closely and max out their rage, threat levels will reset entering Phase 1 once more and therefore send the boss off wildly attacking players should the tanks not be capable of building threat instantaneously.
Melee DPS however will need to watch their step as the boss can and will switch over to them and proceed to one-shot the player at times, be as cautious as possible whilst maintaining DPS on the moving boss.
Ranged DPS will be firing full-bore due to the lack of aggro issues during this phase, only the bosses target need worry about keeping his/her distance, everyone else can DPS as much as possible.
Once the boss has cycled through 5 targets he will wipe threat and return to phase 1.