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Commander Sarannis
Abilities
Guards - At 40% Sarannis will summon guards, two non-elite bloodwarders and one elite bloodwarder mender, the mender casts a heal on Sarannis that can heal up for to 9000 or so HP, stop this, the non-elites also ahve an arcane attack that deals around 500 damage.
AoE Arcane Attack - Deals around 1000-2000 damage to everyone within range.
Arcane Damage Debuff - This'll increase all arcane damage taken by 1200, stacks up to two times.
Fight
Commander Sarannis is a fairly simple and easy fight, the only complications being the arcane debuff but that's handled quite easily. Simply keep someone on guard for the debuff, the arcane blast on it's own causes rather pitiful damage, still, add 1200 or even 2400 to each blast and it adds up quickly.
Secondly, you'll want to drop the adds as fast as possible when summoned, the healer can bring back quite a bit of health to the commander and thus must be annihilated on sight, the other adds are rather weak and could be right now as well or after the boss, either way it should be finished easily after this point.
High Botanist Freywinn
Abilities
Transformation - Every 35-40 seconds or so Freywinn will transform into a tree, becoming immune to all damage.
Tranquility - This is an AoE heal spell, similar to the druid spell, Freywinn casts this while in tree form thus healing him and all of his minions within range.
Summon Seedlings - Every few seconds Freywinn will summon a seedling, each has about 800 or so hp and appears within three color categories, red, white, and green. Each color represents it's abilities, green is root, red is damage, and white is freezing.
Summon Lashers - When Frewyinn enters tree form he'll summon three lashers, each hits for around 1000 damage and as long as they remain Freywinn will stay in tree form.
Fight
Before engaging Freywinn you'll want to assign at least one player to attacking the seedlings, almost anyone can down them quite quickly due to their extremely low hp so any class should be able to do this, ranged is preffered however.
When Freywinn goes tree form everyone, including tanks, healers, etc., will need to take down the lashers. Each lasher has around 3.5-4.5k HP or so, focus fire them down one at a time and kill them as fast as possible to reduce the amount healed by Freywinn's tranquility, the longer their up the longer his heal goes off.
Once the lashers go down Freywinn exists tree form and is up for damage again, this is a partially DPS and largely endurance based fight depending on how you play it, fast DPS ends it faster but burns more mana, endurance can take 3-4 rounds of lashers to down him yet almost guarantees success, pick your poison(strategy.)
Thorgrin the Tender
Abilities
Hellfire - Short range AoE damage spell, deals 1300 per second/tick to everyone within range.
Enrage - Once Thorgrin reaches low HP he'll enrage, gaining a 75% increase to his attack speed and damage.
Sacrifice - Every 35 - 40 seconds Thorgrin will randomly select and sacrifice a player. The "sacrificed" player will be chosen from those not currently aggroed by the boss and within LOS(Line of Sight.) Once sacrificed the player will be teleported to Thorgrin's starting location and magically held for around ten seconds, during this period of time the player will take 750 damage a second for a total of 6,000 damage at the end, all casting/doing anything whatsoever is unable during this time.
Fight
This fight isn't that hard, the only way/times you should experience much trouble would be to have a crucial player double-sacrificed or a healer at a bad time. Ignoring the whole sacrifice part as that's mainly left up to luck the basic fight plan is to hold the boss stable, prefferably unmoving the entire fight, and just pump DPS as fast as possible until a sacrifice or hellfire goes off.
When hellfire is cast your entire party will need to move out of range, he'll stay stationary thus even the tank can move out and avoid damage. Once hellfire ends the boss will return to his previous aggro target, hopefully this is the tank, and you should give him a few seconds to re-gain aggro stability before moving DPS back in.
The last trick to this fight is to keep your healer on-guard and at a high enough mana range to heal up anyone who happens to be sacrificed, one thing to remember is that sacrifice clears the bosses aggro table, therefore healing a sacrificed player too early leads to your healer pulling aggro and dieing, a wipe generally follows soon after. Always allow the tank time to gain aggro again before healing anyone, and even at that the tank comes before anyone else, don't lose your tank trying to heal both him and a DPS character.
Laj
Abilities
Summon Lashers - Laj has the ability to summon two thorn lashers, these come in a variety of versions, straight up damage, thorns, and alot more.
Magic Immunity - Laj will change colors throughout the fight, becoming immune to a select damage type depending on the color. Blue - Frost, Green - Nature, Black - Shadow, Red - Fire, a bit easy to figure out.
Nature Debuff - This debuff increases nature damage taken, only used on the main aggroed target.
Fight
Laj is quite a simple and easy fight, far more so than any of the other fights in this dungeon really. The only real job anyone has besides the usual Tank/DPS/Healer roles is to have one DPS, prefferably a ranged class such as hunter/mage, keeping a hold on the summoned lashers as they come.
Throughout the fight he'll continue summoning these and they may actually require two players to take down efficiently, it all depends on how geared your DPS is, other than that just switch magic types accordingly as Laj changes color and you should be fine.
Warp Splinter
Abilities
Summon Treants - This spell is cast by Warp Splinter every 45 seconds, this summons 6 treants around the room who then begin move towards him. Each Treant has around 2800-3000 HP or so and will live for 20 seconds, upon the 20 second despawn mark passing they'll dissapear giving all left-over life to the boss.
Warstomp - 30 yard AoE stun, last two seconds and deals around 1500-2500 damage.
Arcane Volley - Targets everyone in the area with arcane missles, dealing about 2000 damage to each.
Fight
Positioning for this fight should have your tank next to the bridge leading to his room, this allows you to reset the fight by crossing the bridge and also gives his summons a rather long walking range.
Everyone able to do ranged damage, meaning hunters, mages, warlocks, all those classes, should be at maximum range, allowing them to avoid warstomp. Also once the treants are summoned everyone on DPS should move off the boss and start taking down the treants as fast as possible, left alone they can bring the boss up 20-25% of his HP. One method is going straight up DPS, another would be to AoE them.
Ignoring how you kill them as long as they all go down before the 20-second mark then the fight should be a cake-walk, if they live however you'll find yourself running out of mana before too long so keep the DPS up. Always remember you can leash the boss by running over the bridge.
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