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Corporal
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the Deathbringer Saurfang encounter is a burndown fight that gets progressively harder as the fight goes on. This encounter relies of good execution, and being able to focus your healing and DPS as needed.
One of the most important mechanics of the fight is a buff Saurfang has which is called "blood link. When ever Saurfang, or one of his summoned creatures damages a player it will cause him to gain blood power. For every point of blood power Saurfang has he will grow 1% larger, and do 1% more damage. Your raid needs to have ranged spread out so they are all at least 12 yards away from each other. This is because of blood nova, which will hit a random player, as well as anyone with in 12 yards of them for 9500 to 10500 damage. for every player hit by Blood nova Deathbringer saurfang will gain two blood power. It is advised that your ranged have a boss mod installed with a proximity detector and that they use it in order to make sure they are always far enough away from each other Saurfang will also use an ability called Boiling blood, which is a damage over time debuff that does 5000 damage every 3 seconds for 15 seconds. this debuff is usually placed on 4 raid members at a time, but some times it may be applied to more people . Deathbringer Saurfang will gain 1 blood power for each tick of boiling blood. Deathbringer saurfang also puts a debuff on the tank called rune of blood. this causes Saurfang's melee attacks to also leach 5100 to 6900 health from the target, and heal Saurfang for 5 times the amount leached and lasts 20 seconds. On normal mode the healing it does to saurfang is not large enough to warrant bringing in a second tank over a DPS. in this video my guild did use two tanks but this is because at the time we were unsure of the mechanic, and wanted to have a back up just in case. When ever deathbringer saurfang hits 100 blood power he will place a debuff on a random raid member called Mark of the fallen champion. this debuff causes all of deathbringers saurfang's melee attacks to hit this target, plus an additonal 5700 to 6300 damage per hit. every time this player is hit deathbringer saurfang will gain 1 blood power. if the player with Mark of the fallen champion dies while under the effect of this debuff it will cause Saurfang to be healed for 5% of hit total health. Mark has an infinite duration and can not be removed by any abilities , and will persist thru death. Because mark gives Saurfang blood power it means that the speed at which he gains blood power throughout the fight increases exponentially as time goes on. One way to help negate some of the damage that saurfang does is to disarm or dismantle him whenever he has around 80 blood power. doing this will reduce tank damage but more importantly it will also reduce the damage anyone with mark will take. Also because all of the damage in this encounter is physical it is not a bad idea to have your mages buff the raid with amplify magic approximately every 30 seconds saurfang will spawn 5 blood beasts in a circle around him. each blood beast has approximately 91 thousand health. all blood beasts have a buff that reduces their AoE damage taken by 95% and disease damage taken by 70%. when ever a blood beast successfully lands a melee attack it will cause Saurfang to gain 1 blood power. for this reason the blood beasts are to be kited rather than tanked. Blood beasts are susceptible to all snares and stuns so ideally you want to have hunters make a path of frost traps so the they can be snared the whole time while being kited. moonkin druids are one one of the best classes to do the kiting because they have typhoon which can be used to push the blood beasts back and essentially reset the kite. when each pack of blood beasts spawns your moonkin should be channeling hurricane as they spawn so they can get initial agro. hunters should also use misdirect on the moonkin and use multi shot to help get agro on all of the adds. once all of the adds have cleared the melee ranged DPS should all focus down one add at a time. Melee who use an AoE ability in their normal rotation such as fury warriors and paladins need to be aware of the timers for when the next pack of blood beasts are going to spawn and make sure that their AoE doesn't hit the blood beasts when it spawns because it may cause you to get initial agro on them. Sincerely, Luskan
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