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World Of Warcraft - Bosses - Neoseeker
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World Of Warcraft

Bosses

  

Razorgore the Untamed

    The first room of BWL is the egg room. On your right in Razorgore, on your left, the enemies that are mind-controlling him with that orb. It is best to see this fight in stages; the first of which is getting control of that orb. Attack the enemies on the left and space them apart, killing them off one at a time. Once they are all dead, someone must grab control of the orb and mind control Razorgore.

    It is at this point that the fight turns nasty. Up to 40 dragonkin guards, orc guards and orc mages will start swarming into the room while the person controlling Razorgore uses him to destroy all the eggs. There are several things to keep in mind:
  • Razorgore cannot be allowed to die. If for any reason he's killed before all the eggs are dead, he will let loose a powerful AoE, killing everyone.
  • The dragonkin guards are the heaviest meelee'ers. Many find it useful to keep them out of the battle by way sleeping or fearing. Since there is a limit on Fear's cooldown, having druids focus sleep on them works effectively to remove them.
  • The orc mages do a good deal of damage with their attacks; many find it useful to eliminate these ones to have their replacements be something else.
  • Aggro is drawn easily, light heals are encouraged to those who don't have a tank protecting them.
  • Near the end of the eggs Fear is an effective and safe strategy.

    After the last egg is dealt with Razorgore will break free of the mind-control for good and the (up-to) 40 guards will flee and despawn. Many have their casters hide under the corner alcoves to avoid attracting attention.
    It's now the raid vs Razorgore. Many find it useful to take the fight near one of the platforms to have the raid situated on top or hiding behind it. This will be a slow methodical battle won through mana conservation and diligent healers. Light DPS should be used to avoid the main tanks (multiple should be used) from losing his focus. His most popular attack during this stage is sending out fireballs to multiple targets. Through slow but steady progress you can avoid having him tear your raid group apart and finally kill him. At this point the gates to the room reopen.


Vaelastrasz the Corrupt

    Your old ally from LBRS and UBRS during the Rend fight is back, though a fight against Nefarion has left him weak and corrupted by his dark magics. Have your raid group set up before talking to him, and store up on fire resistance gear (You can mind-control a Scarshield Spellbinder from LBRS to cast a +83 Fire Resistance Buff on everyone and then rejoin afterwards, if you wish). Lines the main tanks up over by the chair, and everyone else over on the far wall from the entrance. The backwall will then be open in case you need to run away from everybody. Why? Read on.

    When you're ready to die, talk to him; what ensues is perhaps the most dramatic fight in the game. Vael will explain that he has lost to Nefarion and been corrupted and this he is losing control, and to flee. Since that would be the smart thing to do, you're staying put. The next thing that will hit everyone is a buff from the overhead lightning bolt (so don't be alarmed); Mark of the Red. This buff increases your mana, rage and energy accumulation to the point that you don't have to worry about spell/ability costs.

    His attacks are standard; a flame breath reeeally hurts, swipes, claws, wiping raid groups. The ability to continue casting is offset by the fact that Vaelastrasz will start the fight at 30% health, and warriors will be able to use Execute early, holding onto the dragon's focus. This is useful because of the other ability pertinent to this fight, a Buring Adrenaline debuff that drains 5% maximum health per second, as well as exploding for fatal damage, taking those around you with you. A minor side-effect advantage to this is instant-cast spells. When you see this, run for an empty spot to die quietly in. This will be cast on the person he currently has his focus on, so warriors will need to be ready to pick it up. If you are a caster and see this, run away nuking your heart out, as you will notice that your attacks do a great deal more.

    Try to heal the tanks without drawing his focus away, and make sure not to have his debuff explode you in the middle of your group, and put Vaelastrasz down for good.


Broodlord Lashlayer

    The Broodlord is a difficult fight that's all about aggro management and timing, and being able to manipulate it correctly.
    After Vael, you have some walking to do through several 'supression rooms' to eventually come upon Lashlayer. Every time Lashlayer is attempted these rooms will need to be cleared. Traps and respawn are abundant:
  • The floor has many panels that act as traps. Stepping on or near one knocks back those around and reduces their movement, casting and attack speeds drastically. Have rogues constantly disarming them.
  • Spawns of caster and dragonkin guard mobs that have nasty AoE capabilities that need to be taken our in each supression room. They can all be sheeped, stunned, whatever.
  • Every 30 seconds or so several dragon whelps will spawn. Though not elite, they can become a hassle quickly.

    Once you've circumvented the traps the broodlord waits to be pulled. Be mindful of the above difficulties as you fight him, as well as choosing the position of your party carefully, given that he's fond of knockback abilities. What you should watch out for:
  • A fire-based AoE knockback ability that hurts quite a bit.
  • A nasty cleave attack; keep casters clear.
  • A single-person knockback ability that then reduces their aggro level by half.
  • A Mortal Strike ability that is performed on the raid member of his focus, leaving them with the Mortal Strike debuff. Tanks need to have incredible armor and health to attempt being a tank for him; and hope that this attack doesn't critical.

    These abilities pose a huge problem; mainly that main tanks can be quickly phased out, either by lack of focus or by killing them. Several tips include:
  • A light DPS approach.
  • A ballistic DPS approach, killing him faster to avoid letting him exploit his abilities too much.
  • Constantly using abilities like Fade, Cower, Feign Death, Vanish to avoid hitting the top of the aggro list.
  • Having a caster suicide and being out-of-combat ressurected to wipe their aggro.
  • Carefully modulating the DPS output of your raid, lowering when he switches to a new tank.

    You will ultimately want to finish the fight before he runs out of tanks and casters become the targets. Heal the tanks heavily, as a mortal strike could kill them instantly or very soon after. Consider having a priest on the ready with a shield in case he follows up with a blastwave. Eventually, he will fall. If you were tanking him by a nest with caster's back to the gate, move them nearer around 2%, as the gate will rise soon after.


Firemaw

    Firemaw isn't as tricky as the previous fights, but still very deadly. You will want to clear a few mobs before pulling him, but ultimately will want to fight him in the doorway by where Lashlayer was fought. He has many abilities akin to other bosses in this instance, including:
  • Wing Buffet: Reduces the aggro of the person struck with it.
  • Shadow Flame: A deadly bolt that deals 4000 damage as well as 1000 damage-over-time. The Onyxia Scale Cloak prevents the DoT effect.
  • Flame Buffet: A line-of-sight ability that stack if the targets remains in the line of sight. Applies a damage-over-time non-dispellable debuff. This one is unique to Firemaw.

    The doorway method for positioning now allows you to isolate the tank and to keep everyone else against the wall and out of line-of-sight. If the tank is knocked back have the second tank close by to pick him up. Have off-tanks bandage to allow for mana conservation, as tanks should have lessened fire-resistance from his attacks and will need more healing than usual. It is a fairly lengthy fight. Defeating him should usually yield the tier 2 glove pieces from a few class' sets.


Ebonroc & Flamegor

    Why lump these together? Because Firemaw, Ebonroc and Flamegor are much the same, and share many of the same abilities. The same tactics, more or less dependant on their unique ability, generally apply.Thus, the above tactic, or a variation that does not involve a doorway, can apply.

    Ebonroc's special ability is:
  • Shadow of Ebonroc: Cast upon the main tank, and will gain 25000 health everytime he hits that person. It cannot be dispelled. Suggest to change his focus quickly or attempt stuns until it naturally disappears. Conversions to other tans, therefore, is crucial.

    Flamegor's special ability is:
  • Fire Nova: Akin to Firemaw's line-of-sight ability, but does not stack, and only deals 550 Fire damage while in line-of-sight. The doorway method is again useful.

    Each is most difficult to pull than the last. Flamegor also has a frenzy ability akin to Magmadar's, which can also be dispelled by a Hunter's Tranquilizing Shot. You could also clear up to the circular ramp and pull each down as you're ready.


Chromaggus

    Imagine the blood of all the colors of dragons combined inside a corehound-type beast, and you have Chromaggus. As a result, it is a very interesting fight because his abilities change with each new instance reset.Interesting, in this case, also means nasty.

    Chromaggus potentially has 5 breaths, of which 2 are randomly selected each instance. These breaths are line-of-sight based, not just frontal. This is a large focus of the fight.
  • Corrosive Acid - Deals 1000 mana per tick as well as lowering armor by 4500.
  • Ignite Flesh - A damage-over-time that lasts for 1 minute.
  • Incinerate - 4000 fire damage.
  • Time Lapse - Stuns for 6 seconds, reduces max HP to half and reduces aggro. A good idea to have another tank be out of sight to pick it up quickly, as well as a healer to heal them.
  • Frost Burn - reduces attack speed, deals 2000 damage and burns mana

    In addition, Chromaggus has 5 'Brood Afflictions' that utilize all 5 colors of dragon abilities. These affect the entire area, and anyone afflicted with all 5 at once will turn into an elite mob for the duration of the battle.
  • Red - (Disease) 50 damage every 3 seconds, and heals Chromaggus if you die.
  • Green - (Poison) 250 damage every 5 seconds and healing reduced by 50%.
  • Blue - (Magic) Slowed movement and casting speed as well as draining mana.
  • Black - (Curse) Fire damage taken increased by 100%.
  • Bronze - (Stun) 4 second stun at random intervals for 10 minutes; can be removed with "Hourglass Sand".

    As well, Chromaggus enrages at 20% health, as well as starting to frenzy, which can be stopped using a hunter's Tranquilizing Shot. His skin will also start to glimmer, changing his resistances to magics.

    Position your raid such that you can get out of his line of sight when forced to. CTRaid Assist will also give off warnings whenever a breath is imminent. Whichever breath comes out will hurt the tank badly during this, so ramp up the healing. have off-tanks be ready to run back in if Time Lapse is one of his abilities. His changes in magical resistances give you a chance to increase the DPS of the casters. Decursers and debuff dispellers alike should keep on their toes, as these afflictions can be very nasty. Recall that frenzy should be quickly countered by Tranquilizing Shot. It is a long fight, but eventually Chromaggus will, hopefully, fall.


Nefarion

    Here he is, leader of the hated black dragonflight and holder of many nasty abilities. It starts civil enough; talk through what he says, and finally begin with "Let The Games Begin!"

    If I had to characterize a WoW boss as a super villain, this guy would take the cake. The first stage involves his being invulnerable and wandering amoungst the raid casting shadowbolts, fearing and polymorphing on random people. It is during this time that drakonids start flooding in. In addition to Chromatic Drakonids, the hardest type of mob, lesser, colored drakonids will also enter. These can easily be AoE'd and or killed off aside from the chromatic ones. Though none of these are vulnerable to any type of magic, each color will have its own resistance:
    Red - Has a stackable short-range fire breath; resistant to Fire.
    Blue - Attacks drain mana; resistant to Frost.
    Bronze - Reduces attack and castoing speeds; resistant to Arcane.
    Green - has a stun attack; resistant to Nature.
    Black - A damaging fire attack; resistant to Shadow and Fire.

    Two pre-determined colors of these drakonids will spawn to the north and south, and once 20 of each have been killed, Nefarion will land on the balcony in dragon-form, first casting Shadowflame. For this reason it is crucial that all members of the raid has an Onyxia Scale Cloak.

    With the remaining drakonids to kill off, the remainder of the fire is that of a dragon fight; he has the traditional swipes, cleaves, frontal cone-shaped fire breaths as well as casting Veil of Shadows on the nearest tank to him.

    He will also occasionally 'call out' a class, which is where this fight gets interesting. This will affect all raid members of the called out class-type, emoting audibly a small quip directed at them (again where his super villainly comes into play) and effecting all raid members of that class type. Some effects help Nefarian, others are detrimental, while others are awkward quirks:
  • Rogues - Instantly teleported right next to Nefarian and rooted in place.
  • Paladins - Cast Blessing of Protection on Nefarian.
  • Shaman - Casts buff totems for Nefarian.
  • Hunters - Instantly breaks their currently equipped range weapon.
  • Mages - Randomly casts Polymorph on raid members.
  • Warlocks - Summons infernals for Nefarian.
  • Priests - Direct heals also add a damage-over-time effect (Renew not affected).
  • Warriors - Stuck in Berserker Stance with an additional 30% extra damage taken.
  • Druids - Stuck in cat form.

    None of these are so terrible that they negate the class completely; though negation of the priestor warrior call can lead to a dead tank very quickly.

    Near the end of the fight Nefarion will ressurect the dead pile of bones from the drakonids into skelton constructs (think Rattlegore). These should be quickly and immediately delt with using AoE and mob management.

    Despite this, Nefarion can be defeat. With loot in tow, travel to Stormwind/Orgrimmar to have the head chained/piked up for all to see, opposite of where Onyxia's head might be.

  
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