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Gogu1983
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PostPosted: 02/06/2009 01:57    Post subject: BT Reply with quote

High Warlord Naj'entus

Abilities
Health: 3,800,000
Melee: ~4,500 on plate
Needle Spine: Does 2,890 to 3,910 physical damage to three random targets in a cone shape and an additional 2,280 to 2,520 frost damage to anyone within six yards of the targets.
Impaling Spine Hits a random single target for 4,513 to 4,987 physical damage. The target is stunned and has a 30 second DoT which does 2,750 damage every 3 seconds. Players must loot the spine from the impaled target to remove the debuff. Ability has a 20 second cooldown.
Tidal Shield: Naj'entus becomes immune to all damage and regenerates health. Shield must be broken by a player throwing [Naj'entus Spine] at Naj'entus. When the shield breaks, the entire raid takes 8,500 frost damage. Ability has a 60 second cooldown.
Enrage: 8 clipe enrage timer.
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Preparation


There is a pair of Aqueous Lords before this boss. They pull together (but separately from the boss) and are not part of the encounter.

Raid composition:
One main tank
7-9 healers
Usual mix of DPS (ranged preferred)

All raid members take 8,500 frost damage every 60 seconds, making 8,501 HP buffed the absolute minimum requirement, but in practice 10,000 HP buffed are needed, to give the healers a little slack.

Classes that are likely candidates for combat rezzes (all Shamans and all healers) should have at least 8500 HP unbuffed. Frost resistance gear and [Major Frost Protection Potions] are not a reliable means to increase survivability. Everybody should have health potions and healthstones, and don't hesitate to use them.

After a standard pull, the melee group sets up close to the boss, and all ranged classes distribute over a large area, with each raid member 6 yards apart from everyone else to avoid the frost AoE from Needle Spine. The melee group should split in 2-3 subgroups to minimize AoE damage.

Rogues need to keep a full stack of Wound Poison up on the boss to reduce its self-healing effect while the Tidal Shield is up. Other reduced healing abilities also work, but do not last that long after last application and often wear off a few seconds after the Tidal Shield is up.
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Impaling Spine

Every 20 seconds, Naj'entus shoots a large coral cone at a random raid member. The spine paralyzes and damages its target until it is removed by another player by looting the target. This needs to be done very quickly. It is possible to carry up to five spines in the inventory.

Looted spines disappear when releasing (after a death) or when the encounter is reset.
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Tidal Shield

Every 60 seconds (the first time 60 seconds after the pull), Naj'entus casts a Tidal Shield (instead of throwing an impaling spine). He stops throwing needle spines for 10 seconds after casting the shield, but continues to melee. The shield can be broken by throwing an impaling spine looted earlier at it.

Spines have a maximum range of 25 yards.

Since the shield deals 8500 frost damage to the entire raid, everybody must be at top health before the spine is thrown. Most Boss Mod type UI enhancements have an indicator window showing people with less than 8500 health when the shield is up.

Dealing with the Impaling Spines and the Tidal Shield requires good synchronisation. It's a common practise to have one player announce the Impaling Spine targets, and to call for the throwing of a spine when the whole raid is healed. It's a good idea to have one of the raid healers do the calling for the spine throw (because he can call for the spine when the last heal is nearly finished).

In some situations it may be necessary to sacrifice a few raid members because Naj'entus heals himself, so waiting a long time for the raid to heal up is not a good option.
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Macros


This is a quick method to throw a spine from the inventory:
/use Naj'entus spine

It's also a good idea to announce the facts of being hit by and having looted a spine:
/say <name> got spined!

and
/say <name> looted a spine!
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Quotes

Aggro:
You will die, in the name of Lady Vashj!

Impale:
Stick around!
I'll deal with you later!

Special:
Blood will flow!
Bal, lamer zhita!

Enraged:
My patience has run out! Die, die!

Killing a player:
Your success was short lived!
Time for you... to go!

Death:
Lord Illidan will... crush you.

Supremus

Abilities
Melee: Hits for over 5,000 on plate. Cannot crush.
Molten Flame: A blue fire trail, originating from Supremus, spreads along the ground towards a random target. The flames do 3325 to 3675 fire damage per second to targets who stand within it. Ability is used every 20 seconds.
Hateful strike: A melee attack which does 27,750 to 32,250 physical damage, before mitigation, to the target with the highest current health within melee range.

Phase 2 additional abilities:
Gaze: Fixes aggro on a random target and moves towards the target at 90% reduced speed. Ability has a 10 second cooldown.
Molten Punch: Knocks back and does 5,250 physical damage to the target being gazed if the target is within 40 yards of Supremus.
Volcanic Geyser: Randomly summons small volcanoes which deal 4163 to 4837 fire damage per second to targets within 15 yards of the volcano.
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Preparation

Any standard raid composition will do. One main tank and at least one off tank with high health are needed. 2-3 healers should be on the main tank, 2 healers on the off tank(s), and the other healers on the raid.

No special resistance gear is required, although fire damage from the volcanoes is resistible. As the enrage timer is generous, some guilds may find it useful to stack fire resistance should their primary difficulty be people dying in volcanoes.
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Phase 1

During this phase, the fight is basic tank and spank. Raid members must move to avoid the molten flames.

In order to absorb the hateful strikes, at least one off tank (better two) should stay in melee range at all times. Since the hateful strikes can occur irregularly (and sometimes in rather quick succession), the healers must be alert and quickly bring up all tanks. The main tank should have the highest health, because if one of the off-tanks has higher base HP, it's possible that Supremus ignores that off-tank and hits someone else with a hateful strike instead.

As of 2.4, the hitbox of Supremus is larger than his melee range, thus melee damage dealers not designated as off tanks can hit him from outside his melee range, and be that way safe from all hurtful strikes. This also increases safety from molten flames. The designated off tanks should stand closer to Supremus, to make sure they're eligible targets for hurtful strikes. The OTs should stand away from the other melee classes, so that Supremus must turn to deal a hateful strike.

After 60 seconds, Supremus switches to phase 2. Melee DPS needs to run away from Supremus a few seconds before the start of phase 2 to avoid being too close in case they are the first focus of Supremus' Gaze.
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Phase 2

Similar to Thaladred the Darkener at Kael'thas, Supremus sets his gaze on a random raid member and walks toward them at about 90% of natural run speed. If he catches his target, he melees it which usually means a one-hit kill on most raid members.

If the target of his gaze is within roughly 40 yards, he occasionally hits it with a ranged attack, which deals ~5k physical damage and deals a knockback (usually away from Supremus). If the gaze target is further away than 40 yards, he dashes at about five times the normal run speed until the range is about 20 yards.

There is insufficient room to kite him in a straight line when he's dashing, so the targets should attempt to either stay within 40 yards (to prevent dashing) or not kite him in a linear path.

Besides the Molten Flames (which still spawn during Phase 2), small volcanoes appear randomly on top of people. The volcanoes deal substantial AoE damage even before they're fully visible, it's a good idea not to stay immobile in larger groups for a long time. Minor Speed or one of its variations such as Boar's Speed is recommended for this fight.

Phase 2 continues for 60 seconds, with a gaze change approximately every 10 seconds if the target does not die. The same person can be gazed twice in a row, and totems are valid gaze targets. For unknown reasons, some players may not be valid gaze targets. These players can get a gaze but Supremus switches to a different target within a second.

When kiting Supremus, the large obstuctions in the upper part of the area should be avoided. Players must not climb on them, and runners should give them a wide berth because it's possible for him to get stuck on the structures, which causes him to evade (while still spawning volcanoes), which is a very bad state of affairs. It is also possible for him to immediately teleport anyone outside of his ability to reach to his feet, which can be very nasty. This can also happen if he knocks his gaze target up onto a wall. Travel Form and Ghost Wolf are highly recommended in this phase.

There is no aggro table for Phase 2, and an aggro wipe when he switches back to Phase 1. Classes with DoT spells should be careful that their DoTs have finished before the switch back to Phase 1, or they may draw aggro. A paladin tank can be helpful in picking up Supremus after the phase transition, as it is a demon and can be hit by Exorcism at range.

Teron Gorefiend

Abilities
Teron Gorefiend
Health: 4,100,000
Mana: 1,693,500
Melee: ~6k normal hit on plate (can crush and crit)
Incinerate: Cast on a random target and does 2,775 to 3,225 fire damage on impact. Also applies a debuff to the target which does an additional 8,325 fire damage over three seconds. Debuff can be dispelled by priests and paladins.
Doom Blossom: A dark cloud appears for over two minutes which casts Shadow Bolts for approximately 1,500 shadow damage at random targets. More than one Doom Blossom can be active at once.
Crushing Shadows: Cast on five random raid members and applies a fifteen second debuff which increases shadow damage taken by 60%.
Shadow of Death: Cast every 30 seconds on a random target and applies a debuff which kills the target after 55 seconds. When the target dies (by the debuff or any other reason), four Shadowy Constructs spawn at the target's corpse and the target turns into a Ghost for 60 seconds.
Shadowy Constructs:
Melee: ~300 on cloth
Shadow Strike: Melee attack doing roughly 2,500 shadow damage. Not resistible.
Atrophy: 60 second debuff applied on melee hit which decreases attack speed by 5%, stacks up to 10 times. Not removable.
Immune: Immune to all attacks by normal players, can only be harmed by players in the Ghost form
Aggro: random aggro on normal raid members, attack Ghosts only after all other players are dead
Ghost form player
Spirit Strike - key '1' - A melee attack which does 638 to 862 frost damage and reduces damage dealt by the target by 10% for 5 seconds. Ability can only be used on Teron Gorefiend.
Spirit Lance - key '3' - A ranged attack which does 6,175 to 6,825 damage and applies a debuff on the target which reduces its movement speed by 30% for 9 seconds. The debuff stacks up to the three times. Ability has a 30 yard range and can only be used on Shadowy Constructs.
Spirit Chains - key '4' - A short-range AoE shackle which does 1,900 to 2,100 frost damage to targets within 12 yards. Targets are held in place for 5 seconds. Ability has a 15 second cooldown and only affects Shadowy Constructs.
Spirit Volley - key '5' - A short range AoE which does 9,900 to 12,100 frost damage. Ability has a 15 second cooldown and only affects Shadowy Constructs.
Spirit Shield - key '7' - Applies a 30 second buff on a friendly target which absorbs 11,400 to 12,600 shadow damage. Ability has a 1.5 momente cooldown. Because Ghosts last for 60 seconds, this ability can only be used once per Ghost.
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Preparation

Only one single tank is needed, all other tanks should switch to DPS or Healing gear. The Gorefiend tank has to deal with solid melee damage. The usual mix of damage dealers and healers (6-8) is reasonable for this fight.

The whole raid needs the Shadow Protection buff. Cauldron of Major Shadow Protection is also really useful. It's possible to wear some extra shadow resistance, but not much - it's a DPS race, not a battle for survival. Soulstones should be created pre-fight, but not pre-cast. They are needed for healers getting Shadow of Death.

Teron can be tanked right where he stands, and ranged DPS should group behind the MT opposite to the entrance. This gives the whole length of the room for the Ghost form players to kill the Shadowy Constructs.
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Teron Gorefiend

Teron himself has a relatively low amount of health and must be killed as quickly as possible. It's fairly standard tank and spank, he's not tauntable, but a good tank can control him rather easily. As usual, melee DPS must stand behind him to avoid increasing his attack speed by parries. 3-4 healers should be able to keep the tank up, the other healers should take care of the massive damage the raid takes (this is another fight where Chain Heal and Circle of Healing are very effective).

Incinerate (the fire dot) must be dispelled as soon as possible, two Priests or Paladin dispellers should be predesignated.

All damage enhancing, long-cooldown abilities like Bloodlust (or Heroism) should be used as early as possbile after the tank has settled into an initial threat lead.
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Shadow of Death

Every 30 seconds, a random raid member (not the person with aggro) receives this debuff. After 55 seconds, the debuff turns the player into a Ghost and spawns four Shadowy Constructs. The Constructs attack the raid, and usually cause a wipe if they succeed. Therefore, the Ghost player must kill them before they reach the raid, by kiting and nuking them with the Ghost abilities.

After the 60 seconds ghost phase, the player simply dies. Healers (ex. Shamans with an available Ankh) should get a Soulstone when they receive the debuff, so that they can resurrect at this point.

About 15-20 seconds before the debuff runs out, the affected raid member must move to the south end (as far away from the raid as possible). The first action after turning into a Ghost should be to AoE damage the Constructs with Spirit Volley (key '5'), move with the group and then AoE freeze them with Spirit Chains (key '4') as soon as the GCD allows. During the 15 sec cooldown, the Constructs must be nuked with Spirit Lance (key '3'), which damages and slows a single Construct.

This is the most difficult phase for the Ghost player - while slowly moving backwards towards the raid, all four constructs must be hit with Spirit Lance in turn to keep them all slowed and close together. Each Spirit Lance should hit a different target (either using the Tab key or mouse for targeting in a rotation). After 15 seconds, a second combination of Volley ('5') and Chains ('4') is available, after that the Constructs should have taken enough damage to die with 2-3 more Spirit Lances.

After the four Constructs are dead, it is a good idea to look for Constructs from the next player, and help kill them. If no Constructs are up, it's possible to move to the raid and buff a healer with Spirit Shield ('7'), and then get within melee range of Teron and attack him with Spirit Strike ('1').

Since learning the Kite'n'Nuke technique required for killing the Constructs may be difficult for classes which normally do not kite, and learning it under raid conditions is rather expensive (one wipe per try), it's a good idea if all raid members practice using the Teron Gorefiend's Shadowy Construct simulator before attempting him. The simulator is not a replacement for the real thing, but it gives players the general idea what to expect.

Do not try to exploit this encounter by disconnecting or hearthing out. Doing so immediately spawns the constructs with no friendly ghost to kill them. That is a wipe.
Notes
Players with the debuff should not die by any other cause while still fighting Gorefiend, because in that case the Constructs spawn directly in the raid, and this frequently starts a wipe
If someone is slow in killing the constructs, the next person with the debuff may draw aggro from a construct while on the way to the back of the room. Healers must be aware of this possibility and keep the running player up
If there are any problems (like high latency or slow reaction time), it's better to skip the first Spirit Volley. The safest approach in that case is to spam '4' for the last seconds before the debuff runs out, to make sure the Constructs are frozen
For the tank it's tank & spank and because he hits fairly hard, Gorefiend is usually regarded as an excellent encounter to test threat techniques and maximizing it.
Ghost controls

Some UI mods can lead to the Ghost form ability controls to appear at an unexpected location (or even not at all). When preparing for this encounter and using an action bar mod, it's a good idea to test whether the ghost controls are visible. The cheapest method to test this is the Battered Steam Tonk Controller, or a Steam Tonk Controller crafted by an engineer.

Bartender, Bongos3, Dominoes all have an extra action bar called 'posses' bar, which is used when the player takes direct control over another entity. Players should configure their mod so that this bar is visible.
Avoiding Shadow of Death

Classes which can remove themselves from combat can completely avoid Shadow of Death. By using Vanish, Feign Death, Divine Shield or Ice Block during the cast time of Shadow of Death, players avoid getting the debuff, and Teron does not cast it again until 30 seconds later.

The ability must be used during the 1 second cast time. Teron regularly targets random players to use one of his abilities, but Shadow of Death is his only ability with a cast time. The targeted player needs to react very quickly, to faciliate this a macro like
/stopcasting
/cast <ability>

may be useful.

If players with these abilities do manage to avoid Shadow of Death, the raid effectively saves one entire Shadowy Construct cycle, which is a big boon.
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Quotes

Teron Gorefiend

Intro:
I was the first, you know. For me, the wheel of death has spun many times. <laughs> So much time has passed. I have a lot of catching up to do...

Aggro:
Vengeance is mine!

Killing a player:
I have use for you!
It gets worse...

Doom Blossom:
Death...<chuckles> Really isn't so bad.
I have something for you...

Incinerate:
YOU WILL SHOW THE PROPER RESPECT!
What are you afraid of?

Crushing Shadows:
Give in!

Death:
The wheel...spins...again....

Gurtogg Bloodboil

Health: 5,600,000
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Abilities
Melee: 6k on plate (9k crushing, up to 20k on cloth)
Fel Acid Breath: 10 yard AoE Nature debuff dealt in a frontal cone on a random target in melee range, for 2750 nature damage every 5 seconds for 20 seconds, resistible, Cloak of Shadows removes.
Arcing Smash: 5k damage 4 yard range cleave attack on all targets in front of the boss, 10 sec cooldown.
Berserk: After 10 minutes Gurtoggs damage increases by 500% and attack speed by 150%
Phase 1 only
Bloodboil: debuff cast every 10 sec on the five raid members furthest away from Gurtogg, dealing 600 damage per sec for 24 sec. Not resistible or dispellable, resilience and Shadow Embrace reduce the damage taken. Can be removed with Divine Shield and Iceblock.
Acidic Wound: stacking debuff applied on melee hit every 2 sec. The stack expires 60 sec after the last debuff was applied. Reduces armor by 500 and ticks for 250 damage per debuff. Not removable. Avoidable by dodge/parry/miss
Eject: Knock back the current target, reduces threat
Bewildering Strike: Disorients the current target (similar to Scatter Shot), causing 5 sec aggro loss
Arcing Smash also applies (= refreshes) the Acidic Wound debuff on all targets hit
Phase 2 only
Fel Acid Breath is cast on the Fel Rage target only
Arcing Smash damage is increased to 12k and also deals a Mortal Strike type debuff which reduces healing taken by 50% for 6 sec
Fel Rage (player): 30 sec debuff cast on a random raid member (see below) used every 90 seconds
Fel Rage (self): stacking self-buff which increases damage dealt and forces Gurtogg to attack only the player with the Fel Rage debuff
Acid Geyser: 5k nature damage 5 yard AoE on and around the Fel Rage target at the start of phase 2
Insignificance: All raid members get this resistible buff. Insignificant players cannot cause threat
Fel Rage

The Fel Rage debuff has the following effects on players:
+15k Armor
+30k Health
+100% Healing done (healing doubled)
+300% Damage done (DPS quadrupled)
+100% Size (character size doubled)
Gurtogg attacks only the player with Fel Rage until the player is dead or becomes invulnerable (e.g. Iceblock or Bubble), in that case he returns to the highest aggro target
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Preparation

The fight has two alternating phases in a 90 seconds cycle. During the 60 seconds of Phase 1 the bloodboil debuff is dealt out and the tanks take a stacking debuff. Right after the fifth set of bloodboil debuffs, Gurtogg and one random raid member receive Fel Rage, which starts Phase 2. After 30 seconds Fel Rage wears off and Phase 1 starts again.

The encounter can be reset by running up the ramp, through the next room and up the stairs on the back of that room.
Raid composition
3 Tanks (more difficult but possible with two tanks)
8-9 healers (well-geared and experienced raids can do with 7, new raids can bring even 10)
normal mix of damage dealers

Because the enrage timer is rather long trading DPS for extra healing is feasible.
Buffs and gear

The fight is extremely healing intensive, even more so than High Warlord Naj'entus - healers should wear their best endurance gear. The whole raid should be buffed with Amplify Magic - even though the acid damage is magic, the advantage gained from increased healing outweighs that. Each raid member should have a Healthstone, all raid members should have a few health or rejuvenation potions. No special resistance gear is required.
Positioning

Most raids fight him on the ramp leading down to his place. The melee group stands on the right wall (when facing the boss), tanks with their backs to the wall, everybody else sets up on the ramp near the line drawn on the floor at the left wall. Three groups of five people each need to be pre-designated as Bloodboil (BB) soakers. The first of these groups sets up beyond the line with their backs to the left wall.
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Phase 1

After a standard Misdirection pull, the first tank takes him. The other tanks should do their best to build as much threat as possible, all other raid members must be extra careful to stay below all three tanks on the aggro list.
Bloodboil

Every time Gurtogg deals BB, the five BB soakers who just got it must move forward over the line, and the next group of five must move back to the wall, in order to take the next BB. The three groups need to keep up this rotation until five sets of BBs have been dealt. For new raids it's a good idea to practise this rotation prior to the pull. No raid member should ever take a double BB, because that's very hard to heal through.

One method to organize the rotation is to designate three groups, and give one member of each group a raid mark. After each BB, the raid leader calls out the icon which is due next. Two of the groups have to take two sets of BB each, one group takes only one. Raid members with low total health, usually Mages or Priests, should be in that third group.
Healing

Three healers should concentrate on healing through the BB damage. 1-2 healers should be on the off-tanks, and the rest on the current MT. As usual in situations with lots of distributed damage, Chain Heal and Circle of Healing are the spells of choice.
Tanking

The Acidic Wound stack can grow to dangerous levels, at 20 debuffs for example, the tank takes 5k damage per tick and has 10k less armor. If it gets too much, the tank must drop aggro (Misdirection to one of the OTs is helpful here) and move to Gurtoggs back, avoiding Arcing Smash for 60 seconds until the debuff stack wears off. During that time, the tank must continue building as much hate as possible. Paladins can bubble out of the debuff stack (which temporarily removes him from the threat list).

All three tanks must be clearly aware of each others threat levels and current Acidic Wound stack. In the ideal case, the three tanks are closely together on the hate list and can easily take aggro from each other. In order to build rage the OTs can take an Arcing Smash now and then on purpose. A small stack of Acidic Wounds helps rage generation.

The third tank is needed for Disorient. If one tank is on Acidic Wound cooldown and the current MT gets Disoriented, the third tank must take over.

Stacking avoidance gear can be feasible, because all of Gurtogg's abilities can be avoided. The problem in that case is that the aggro-reducing abilities are avoided too, this can lead to the MT running far ahead on the hate list. The MT may have to stop his attacks entirely, or Blessing of Protection can be used.
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Transition to Fel Rage

The transition to Fel Rage (FR) after the fifth BB is the most healing intensive clipă in the fight. 15 raid members have BB, and one person gets FR, needing a lot of attention from the healers, while the tanks still have the DoT stacks from Acidic Wounds. All main tank healers must immediately switch to the FR target, while the raid healers must do their best keeping the BB targets up. At the same time, the raid must spread out to avoid too much damage from the Acid Geyser. It's a good idea to start repositioning after the fourth BB, but be careful that the designated BB soakers remain the raid members furthest away from Gurtogg. The melee damage dealers should also move away from him, to avoid taking damage from Arcing Smash when he turns around to face the FR target.
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Phase 2

At the start of Phase 2, Gurtogg casts Acid Geyser together with FR on a random raid member and quickly runs to that person. The FR target should not move, and the raid should regroup so that nobody is hit by Gurtoggs frontal cone attacks.

The toughest job during these 30 seconds is to keep the FR target up. Cloth classes take normal attacks for ~13k (up to 20k crushing), and nothing prevents two (or more) crushing blows in a row. If the FR target can heal, he should do a lot of self-healing (since FR increases healing done by 100%). All non-healing capable classes should use at least a Super Healing Potion and a Healthstone, and try to reduce their damage taken as much as possible.

If the FR target dies, Gurtogg returns to the normal aggro list (usually to a tank). Since during Phase 2 Gurtoggs damage output is substantially higher than during Phase 1, the tank should use all means available to increase his survivability (e.g. Shield Wall). It is in the raid's best interest not to let the FR target die, as with the extra HP and armor, even mages are better suited to take Gurtogg's attacks than the tanks are.

Damage dealers should make sure they have the Insignificance buff, and then go all-out during this phase, using all trinkets and cooldowns (like Bloodlust).
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Class instructions for Fel Rage

Generally, FR targets must immediately use all damage-reducing or health enhancing abilities they have. Damage dealers and tanks should switch to their most defensive setup. Classes able to use a shield should equip one. Pure healing builds should exclusively spam heal themselves (this allows the other healers to regain some mana). DPS hybrids able to heal should start out spam healing themselves. If the raid healers have covered up and the situation feels comfortable, hybrids may start do DPS, but must be ready to immediately resume self healing if their health drops below 50%.
Death Knight: First, Icebound Fortitude and Bone Armor (if available). After that, go Frost Presence immediately. Vampiric Blood helps healing you. Be prepared to use Rune Tap (if available)
Druid: First, Barkskin. After that, go Bear Form immediately. Frenzied Regeneration heals for dublu the usual amount, use it wisely. Keep Demoralizing Roar up
Hunter: Hit Aspect of the Monkey/Aspect of the Dragonhawk as soon as possible, since it's impossible to move away from him, deal melee damage. Use Deterrence if available
Mage: Use Ice Armor and Ice Barrier as often as possible. Switch on Mana Shield while the Mortal Strike debuff is in effect. Nuke with instant or uninterruptible attacks (like Fire Blast or Ice Lance). Never use Iceblock
Priest: Use Dispersion if available. Use Power Word: Shield on every CD. Keep Renew up and spam Flash Heal on self. Be prepared to use Desperate Prayer (if available)
Rogue: Use all DPS enhancing cooldowns. Hit Cloak of Shadows when he uses Fel Acid. Save Evasion for the Mortal Strike debuff. Do not Vanish
Shaman: Enhancement Shamans should use Shamanistic Rage. Resto shamans must not forget to Earth Shield themselves. If the shaman has a two handed weapon equipped, it is recommend to equip a shield for extra armor until the FR is gone.
Warlock: First, Metamorphosis if available. Spam Drain Life, ignoring interrupts. Keep up Siphon Life if available, use Death Coil when low on HP
Warrior: Switch to Defensive Stance and equip 1H + shield. Do not use Death Wish
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Tips
Pain Suppression helps the FR target a lot. It may be worth having a priest respec to get it if the raid is continuously unable to beat this boss
If it looks like a Fel Raged person is going to die, Intervene may be a life saver.
Shamans not in the tank group should drop Tranquil Air Totem during Phase 1, and a DPS enhancing totem (like Wrath of Air Totem) during Phase 2
Mages can take the fourth and fifth BBs on purpose and then remove them with Iceblock, Paladins can do the same with Divine Shield
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Alternate strategy
Positioning

Some raids fight Gurtogg at the waterfalls right in front of his initial position. The tanks line up at the right waterfall, the raid stands near the trough of the left waterfall, with the BB soakers in the trough.

Another alternative is to tank him on the wall behind his initial position. This gives the raid a lot of space to spread out to minimize the damage from Acit Geyser, but has the disadvantage that wipe recovery is much more difficult.
Two tanks

It's possible to manage this fight with only two tanks. This requires them both to have very good avoidance gear.
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Quotes

Aggro:
Horde will crush you!

Special:
Drink your blood! Eat your flesh!
I hunger!

Killing a player:
Time to feast!
More! I want more!

Enraged:
I'll rip the meat from your bones!

Reliquary of Souls

Abilities

Each Essence has an aura which is not removable, and raid-wide in effect until the aspect is defeated.
Essence of Suffering
Health: ~2.500.000 HP
Aura of Suffering: Reduce healing, regeneration and armor by 100% and defense by 500
Fixate: lock aggro on closest target every 5 sec
Enrage: every 45 sec increase physical damage by 25% and attack speed by 50% for 15 sec. (Please confirm. In 2.4 our WWS log seems to indicate double the damage and double the speed. 2,500 average damage every 0.5 seconds during enrage, versus 1,250 damage every 1.0 seconds normally)
Soul Drain: 30 sec dispellable debuff on three random targets, 2625 to 3375 damage plus 2625 to 3375 mana drain every 3 sec
Cannot crit or crush
Essence of Desire

All spells used by EoD can be interrupted, reflected or spell stolen.
Health: ~3.000.000 HP
Aura of Desire: 50% of damage dealt hits the player. Healing increased by 100%. Max player mana reduced by 5% every 8 seconds (after 160 seconds mana users have 0 mana)
Deaden: 1 sec cast, increase damage taken by 100%, 10 second duration
Spirit Shock: 1 sec cast, 9250-10750 arcane damage plus 5 sec confuse
Rune Shield: 15 sec duration. Absorb 50000 damage, grant immunity to interrupt effects. Increases attack and cast speed by 100%
Essence of Anger
Health: ~3.000.000 HP
Aura of Anger: Deals shadow damage which increases by 100 per 3 second tick (100 after 3sec, 200 after 6 sec then 300 etc..). Also increases damage dealt by players by 5% each tick
Seethe: After aggro switch or taunt ability usage, EoA gets a 10 sec buff increasing attack speed by 100% and size by 20%, the raid takes a 10 sec debuff increasing threat gained by 200%
Soul Scream: 5 targets in a 10-yard frontal cone take 2625-3375 shadow damage plus 4375-5625 mana/rage burn (0.5 damage for 1 mana, 100 damage for 1 rage), 10 sec cooldown
Spite: 3 random targets get a debuff which grants 2 sec immunity, then deals 7444-7556 nature damage followed by another 2 sec immunity
Enslaved Souls
Melee: ~600 on cloth
Soul Release: 15 yard AoE, restoring about 30% health and mana upon death
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Preparation

Raid composition:
1 Warrior Tank (additional paladin tank useful in phase 3)
6-7 healers (6 healers is better than 7)
17-18 damage dealers including at least 2 (better 3) Rogues
Running the Gauntlet

In the corridor leading to the boss, mobs are on a 15 sec respawn timer, so the raid has to run through it fast. There is no safe place between the trash mobs and the boss. The raid must stay close together at all times. No totems must be dropped (else they aggro respawns). The raid should stop and AoE after one third of the distance, a second time after two thirds, and the last time on top of the ramp leading down to the boss. When nuking, AoE capable classes should do AoE, and point damage dealers should concentrate on the red ghosts first, these are the most dangerous type. It's best to continue moving after all red ghosts are dead, and just keep the larger blue and violet ones tanked - these two types don't deal substantial amounts of damage.

Upon reaching the top of the ramp, it's safest to wait for one repop of the last group, kill them, and then engage RoS fully rezzed, buffed and coordinated. The boss becomes active 15 seconds after the first person steps on the ramp.
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Phase 1: Essence of Suffering

This phase is characterized by two things - healing is impossible, and aggro can be easily controlled. Beyond that, Soul Drain must be dispelled immediately.
Tank switching

Since no healing is possible, tanks must be rotated. To facilitate this EoS should move as little as possible. The red circle on the ground marks EoS' melee range. The current tank should stand in the center of EoS, only if a change is due the new tank moves into the current tank, and the current tank takes one step back. Tanks can usually stay for several fixates and should switch only after their health is low (~15%), or if an enrage is due.

High block value is desirable for all players planning to tank in this phase.
Enrage

Best suited for enrage tanking are rogues with Evasion available (incidentally evasion and the enrage have exactly the same duration). With normal DPS, three enrages can be expected, thus three rogues should be pre-designated. They must step in and take a fixate as in the normal tank rotation, and hit evasion as soon as EoS enrages.

The rogue must not use Vanish after the enrage is over, but rather hand over aggro as described above. If the current tank dies or somehow removes himself from the combat (e.g. with a paladin bubble), EoS switches to normal aggro mechanics (which is very bad).

With good dodge/parry gear, one rogue can tank a whole cycle (all non-enraged fixates plus one enrage).
Healing

Normal healing cannot take place during this phase. The only abilities which help are Blessing of Sacrifice, Power Word: Shield and Pain Suppression. Priests should spam PW:S freely, it's also a good idea to cast it on the enrage tank 15 sec before the enrage, so that the weakened soul debuff has worn off and a second shield can be cast during enrage. The safest method to deal with Soul Drain is to have two priests hit Mass Dispel every time it happens.
Alternate tanking rotation

The whole raid (except the three rogues) stand on the boss. When a player gets fixated, he moves outside the group (but not far, so that the boss doesn't move), thus another player gets fixated next. When an enrage is near, everyone moves out from under the boss except the current fixated person and a rogue moves in. The raid moves back in when less than five seconds of enrage remain, so that the next fixate after the enrage is taken by somebody else again.
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Ghost interphase

After EoS is defeated, it goes back into the Reliquary. At that point, several ghosts spawn and head towards the raid. To maximize the health and mana gain, the raid should all stand on one spot. It's a good idea to use mana intensive abilities (such as making mana gems or summoning new demons) at the beginning of the ghost phase so that the players can start the next phase with full mana. Paladins with Improved Lay on Hands can use it on the tank at the very start of this phase to give him the 30% armor buff.
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Phase 2: Essence of Desire

This phase is all about spell steal/interrupt/reflect, beyond healing through the massive damage the raid deals to itself (from the aura). Since EoD deals only low amounts of melee damage, rage generation can be a problem. Therefore the tank should not use abilities like Demo Shout or Thunderclap, while Curse of Recklessness is very useful. Warlocks should keep Curse of Tongues up, and a rogue should use Mind-numbing Poison. Paladins in caster groups should use Concentration Aura. Similarly, put Earth Shield on casters to diminuează spell interruption by damage. For classes whose DPS consists of many hits for smaller amounts of damage (such as rogues and affliction warlocks), Dampen Magic can be useful.
Spell handling
The main tank must use Spell Reflection on Deaden (the first time after about 30 seconds)
Two rogues should set up a Spirit Shock interrupt routine so that it doesn't hit the MT. Using two rogues has the advantage that they each know that the next Shock is due when their Kick becomes available again
It's best to spellsteal the Rune Shield, but that incurs the danger of a not interruptable Spirit Shock (if the mage is slow), so having a Felhunter eat it is safer (because the Felhunter is always on the boss)
Healing

This phase is very healing intensive. Since all damage dealers take 50% of their damage done, raid healers are very busy. Particularly after a spell reflected Deaden is up, damage dealers must be careful not to kill themselves.
Tips
If the raid gets near 0% mana and a kill is within reach, priests can use Inner Focus to cast one last spell (e.g. Mass Dispel the shield), yielding a few precious extra seconds to kill it for the melee damage dealers
Resummoning felhunters during this phase resets their mana to 100% so even though the raid is drained they may still have mana (depending only on how long they have been in the fight)
Players can restore their mana pools by dying and rezzing (Reincarnation, Soulstone, or Rebirth), Divine Intervention kills the paladin but restores the targets mana pool too (so if the paladin has a soulstone, two players can restore their mana)
Paladins can also use Judgement of Light. This will ease the burden on healers as physcial damage dealers (or casters who opt to wand) will receive some health back.

Once Essence of Desire returns to the Reliquary, the ghosts appear once more and refill the raids mana and health
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Phase 3: Essence of Anger

The initial Seethe buff on the boss can be removed with Shield Slam. To avoid further Seethes, the tank must never lose aggro. Nonetheless, all raid members initially have the Seethe debuff and must therefore be very careful not to draw aggro.
Tanking

Since the tank is regularly affected by Soul Scream, and the damage by rage burn is higher than that from mana burn, a paladin tank is a good alternative to a warrior tank in this phase.

EoA should be tanked facing away from the raid. Threat generation is crucial. The tanks must spam all his abilities to keep rage (or mana) low. If a Soul Scream is near and a warrior tank has excess rage, he must stance dance to reduce the rage, even though this hurts aggro buildup. Paladins can dump excess mana by rebuffing Righteous Fury (or Lay on Hands).
DPS

Damage dealers must be very careful while they have the Seethe debuff. After the second scream (at about 20 seconds), everybody should use all DPS cooldowns (and Heroism/Bloodlust), Hunters should use Misdirection, and everybody should go all-out (still trying not to draw aggro).
Healing

About two healers should be on the tank, and four (preferably shamans and/or priests) on the raid. While the Aura damage is low, healers may even DPS a little if they have excess mana. Players afflicted by Spite must be topped up before they take the nature damage, and then immediately topped up again before the Aura kills them.
Alternate Strategy

The seethe (de)buff increases aggro generation by 200% for 10 seconds. If an off-tank initially pulls EoA and the main tank taunts after 1-2 seconds, the MTs aggro generation is increased substantially. As in the normal scenario, the raid must be very careful at start, but can start all-out DPS a little earlier (at about 12-15 seconds).
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Quotes
Essence of Suffering

Aggro:
Don't leave me alone!

Freed:
Pain and suffering, are all that await you.

Killing a player:
Look at what you made me do.
I didn't ask for this!

Enrage:
The pain is only beginning!

Recap:
I don't want to go back...!

Death:
Now what do I do?!
Essence of Desire

Aggro:
You can have anything you desire... for a price.

Killing a player:
Fulfillment is at hand.
Yes, you'll stay with us now.
Your reach exceeds your grasp.

Recap:
I'll be waiting.

Special:
Be careful what you wish for.

Death:
I won't be far...
Essence of Anger

Aggro:
Beware - I live.

Soul Scream:
So foolish!

Killing a player:
<maniacal>
Enough, no more!

Recap:
I won't be ignored.

Special:
On your knees!

Death:
Beware, cowards!

Mother Shahraz

Abilities
Melee: ~7k per hit on plate, never crushing, no swing timer reset on parry, see Brutallus for details.
Saber Lash: very frequent frontal cleave, 20 yard range, ~30k damage on plate, divided between up to three targets, provides immunity to Fatal Attraction for 30 sec
Fatal Attraction: Randomly timed, teleports three random targets to one location and deals them the demonic energy debuff. Resistible (shadow)
Demonic Energy: 30 sec debuff, affected players deal 15 yard AoE for ~3k Shadow damage per second. Removed if all afflicted players are 25 yards away from each other
Silencing Shriek: 9 sec 18 yard range AoE silence, resistible (shadow)
Beams: Every 9 seconds a beam hits 10 random raid members. Each beam type is repeated three times
Sinful Beam: 6938-8062 shadow damage
Sinister Beam: ~2k shadow damage plus knockup for ~50% falling damage
Vile Beam: ~2.5k shadow damage per tick over 8 seconds
Wicked Beam: ~4k shadow damage plus 1000 mana burn
Prismatic Aura: every 15 seconds a different random aura comes to effect which reduces damage of one type and increases damage of another Prismatic Aura 25% reduced 25% increased
Arcane Arcane Nature
Nature Nature Arcane
Holy Holy Shadow
Shadow Shadow Holy
Fire Fire Frost
Frost Frost Fire

Enrage: at 10% she periodically increases damage and attack speed for a short time. After 10 minutes, she enrages permanently
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Preparation
3 tanks
8-9 healers
normal mix of DPS

The main tank wears his normal tanking gear. All other raid members need very high (best maxed) shadow resistance. This is best accomplished using the epic BT crafted Shadow resistance gear plus the Medallion of Karabor. The Shadow Protection buff is mandatory, a Cauldron of Major Shadow Protection can help too. The fight is very mana intensive for healers.

Everybody should have a Healthstone.

After the universal nerfing of TBC raid contents in patch 3.0.2, she can be brought down without any shadow resistance gear provided the DPS and Healing are good.
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Positioning

Three tanks must stand close together in front of her to distribute the Saber Lash damage. She must face away from the raid, the melee group sets up behind her. Ranged and healers set up in one big group. It's a good idea to have the raid stand under the right-hand pillar, and the melee group with the boss at the opposite pillar, because the lower ceiling there somewhat reduces falling damage.

The encounter can be reset by running to the rear of the room (away from her platform).
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Fatal Attraction

This ability is the most frequent cause for wipes, one common wipe situation occurs when the FA targets are teleported into the melee group, and a Saber Lash happens at the same time. There is some evidence that the beams and FA not only target players, but also totems. It's therefore a very good idea if all shamans continuously keep up four totems. One healer should be predesignated as FA target healer, and spam heal the affected players. They must move apart very quickly, and try not to hurt too many other raid members. This is easier said than done, because often enough two players run in the same direction, both thinking due to lag that the other guy was "behind" and should break off, while in reality they're just close together, and each see themself as being "first". Good communication between the FA targets is essential.
Distributed setup

A one-group setup as described above has the disadvantage that the FA targets can be teleported into that one group, and then a lot of AoE damage is taken. By setting up in several (up to four) smaller groups, the number of people affected by the AoE is smaller, while the probability of having some people affected by it increases. Overall, distributed setups have the disadvantage that FA targets have problems to find safe spots to run to.
Close-in setup

When the whole raid clusters very close to her ("under her skirt"), nobody can be hit by the beams. The problem is that if only one person does not stand close enough, a wipe is highly probable.

This will cause everyone to be affected by the silence, including healers.
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Quotes

Aggro:
So, business... or pleasure?

Taunt:
You play, you pay.
I'm not impressed.
Enjoying yourselves?

Special:
You seem a little tense.
Don't be shy.
I'm all yours.

ing a player:
Easy come, easy go.
So much for a happy ending.

Enraged:
Stop toying with my emotions!

Death:
I wasn't finished.

Illidan Stormrage

Abilities
Berserk: After 25 minutes Illidan does a hard enrage.
Normal Form (Phases 1, 3 and 5)
Melee: on plate ~8k main hand, ~3k off-hand, no crushing blows
Flame Crash: 1.5 sec cast, 10 yard AoE dealing 5k fire damage per tick for 2 minutes centered on the ground at Illidans current target
Draw Soul: 1.5 sec cast, frontal cone AoE dealing 5k shadow damage and healing Illidan for 100k HP per target, resistible (shadow)
Parasitic Shadowfiend: 30 sec cooldown, random target 10 second debuff, dealing 3k shadow damage per tick, spawning 2 Parasitic Shadowfiends on expiration
Agonizing Flames: Phases 3 + 5 only, 5 yard AoE centered on the ground on a random player for 5k fire damage plus a Fire DoT debuff on all affected players for 36k damage over 60 seconds (increasing damage on each tick, final tick is ~4.6k fire damage)
Soft enrage: Phase 5 only, after 40 seconds Illidan increases his attack speed by 30% and damage by 50%
Flying (Phase 2)
Fireball: casting time 2 sec, Deal fire damage 3k-4k in 10 yards radius.
Eye Beam: 30 second cooldown, putting a blue trail of Demon Fire on the ground. Players standing in this fire when it lands take ~20k Shadow damage. The Demon Fire trail lasts for 1 minute and deals 2k fire damage per second to players standing in it
Dark Barrage: 40 sec cooldown, random target, 3k shadow damage per second for 10 seconds
Demon Form (Phase 4)

Illidan in Demon Form
Shadow Blast: 20 yard AoE for ~11k shadow damage centered on highest aggro target, cast every 2 sec, resistible.
Flame Burst: 20 sec cooldown, 3.5k fire damage to all raid members plus extra splash damage to players closer than 5 yards to each other. Resistible.
Shadow Demons: ~40 seconds into the phase, 4 Shadow Demons with ~22k HP spawn at Illidans position. They target random raid members and paralyze (stun) them, then move slowly towards their targets, kill them when they're there, then target somebody else.
Aura of Dread: A 15 yard aura around Illidan for 1k shadow damage per second also increasing Shadow Damage taken by 30%. This effect stacks over time.
Parasitic Shadowfiends
6000 HP
Target a raid member high on the global aggro list (usually a healer)
Quickly move towards their target
On dealing a successful melee attack, their target receives the Parasitic Shadowfiend debuff (spawning 2 more parasitic shadowfiends after taking damage for 10 seconds)
Flames of Azzinoth
Health: ±760,000
Melee: ~15k fire damage base, average of ~4k/hit with 365 resistance. Cannot crush or be blocked, but can crit, miss and be dodged or parried
Flame Blast: Frontal cone 15 yard AoE for ~9k fire damage
Blaze: AoE dealing 5k fire damage per second, centered on the ground at current target. Blaze always appears shortly after Flame Blast, and its location is decided at the instant the Flame Blast goes off.
Charge/Enrage: If any raid member is farther away than 25 yards from *both* Blades, one of the Flames charges that player and enrages, wiping the raid
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Preparation
1 Main Tank: Normal gear, should be uncrushable without including miss chance (dodge + parry + block) to nullify Shear
2 Off Tanks: Maximum fire resistance gear, immune to crits
1 Warlock Tank: Maxed shadow resistance gear, no points in Nether Protection
8-9 healers
12-13 damage dealers, including at least 2 mages

Illidan is not a gear dependent fight, it's possible to beat him even with Tier 5 or badge vendor gear on most of the raid, only the tanks really need good gear.
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Phase 1

The fight starts after a lengthy dialogue between Akama and Illidan, as the last line Illidan yells "You are not prepared!".
Tanking

The main tank picks Illidan up by simply standing closest to him. Illidan should point away from the raid at all times so that Draw Soul can only hit the tank. Periodically, the tank has to move to get out of Flame Crash.
Raid

Every 30 seconds a random raid member receives the Parasitic Shadowfiend debuff. The affected player and a mage should move away from the raid. When the Parasitic Shadowfiends spawn, the mage Frost Novas them and nukes them down quickly (usually with help from some other damage dealers). If the main tank receives the parasite debuff, the melee group must move away. Do not use Frost Nova in this case, just nuke the spawns.

Draw Soul is frequently cast right after a Flame Crash. The only player affected should be the tank. Keep the debuffs from Mortal Strike, Wound Poison and Aimed Shot up to restrânge the amount of healing Illidan receives.

At 90%, Illidan calls for the help of his minions, but they simply get killed by Akama. At 65%, Illidan takes off into the air, starting Phase 2.
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Phase 2

Illidan is immune to all attacks while flying. About 10 seconds after taking off, he throws his two Blades of Azzinoth to the east and west sides of the grill/circle pattern on the ground, where they remain fixed. Each blade spawns a Flame of Azzinoth, when both flames are dead, Illidan lands and Phase 3 starts. This phase is the most difficult of the whole encounter, therefore all DPS enhancing cooldowns (Heroism/Bloodlust etc.) should be used as soon as the tanks have solid aggro on the Flames.
Positioning

The two off-tanks each pick up one of the flames. All raid members must stay within 25 yards of at least one Blade of Azzinoth. At the same time, the raid must spread out to minimize the damage taken from Illidan's Fireballs. To maximize the effectiveness of Chain Heal and Circle of Healing, it's a good idea to set up in several tightly clustered groups.

The simpelest method is to use three groups, spread out at the points of a triangle. Setups with four or even five groups are possible too - in all cases, the raid must take care to set up outside the Eye Beam paths (see below). A setup with five groups results in a cross pattern - one group in the identic center of the circle, and one N, E, S, W, each 6 yards away from the center group. A four group setup leaves away the center group.

Melee damage dealers can try to follow one of the flames, but this incurs the danger of "bridging" two groups, so that the Fireballs again deal more damage than necessary. For this reason, it's safest to assign the melee damage dealers to one group and keep them at their place, only attacking a Flame when it moves close enough. With experience, raids can work out a technique to allow the melee damage dealers some movement.
Tanking

Each tank must keep his Flame faced away from the raid at all times, while at the same time staying close enough to the Blades of Azzinoth. This is most easily accomplished by staying in the area between the two circles. Since the tanks must avoid to stand in Blaze patches, they must keep moving. The result is the following 'kite path': Initially both flames are pulled to the northern (or southern) end of the circle, and then moved around the border towards the south, one tank along the eastern semicircle, the other along the west.

Eye Beam has only four possible paths, each intersects one of the Blades and tangentially touches the inner circle (either north or south). The actual AoE is about 2 yards wider than the graphic. Therefore only tanks and melee damage dealers have to take care. One player should constantly keep an eye on Illidan and announce whether he's flying over the east or west side (so that the tank on that side can move away from the two possible Eye Beam traces). Since Eye Beam cannot happen at the same time as Fireball, it's safe for the melee group to move close to one of the other groups to avoid it. If players get separated from the Flame by the residual (blue) fire from Eye Beam, they should wait until they're at full health and then dash through the fire.
Healing

The Flame tanks need two healers each, the remaining 4-5 healers heal the raid. About 80 seconds into the phase and every 40 seconds thereafter, Illidan puts a Dark Barrage on a random raid member. There is nothing to do about it than heal through. Since neither Fireballs nor Eye Beams can happen during a Dark Barrage, all raid healers have to immediately start spam healing the Barrage target. Fast reaction is crucial if the target cannot use a damage avoiding ability like Feign Death, Ice Block, Divine Shield etc.

During Phase 2 no combat or self rez should be used, since upon rezzing players may be susceptible to charge (even though being close enough to a Blade).
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Phase 3

After both Flames are dead, Illidan lands, starting Phase 3. Any combat rezzes should be performed at this point. Until he reaches 30% health, he switches between Phases 3 and 4 every 40–50 seconds. When below 30%, he switches between Phases 5 and 4. Each phase switch is an aggro reset, therefore misdirection should be used on each switch and DPS should be careful for the first few seconds. His abilities in Phase 3 are the same as in Phase 1, with the addition of Agonizing Flames. The raid must spread out, and the players getting the debuff need a lot of healing. Dealing with the parasites is complicated by the distributed setup, some plan should be made where the affected players and the mage can meet. This can be done by setting up one mage to each side of the raid, and have parasited raid members run away towards the sides.

Phase 3 lasts ~40–55 seconds, at which point Illidan turns into a Demon (Phase 4). If he reaches 30% health, Phase 5 starts. The transition to phase 5 should always happen during a Phase 3, because the raid is positioned correctly.
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Phase 4

Illidan kneels down and casts The Demon Within, turning him into a Demon. A warlock with maxed shadow resistance should tank him. After 60 seconds (three Flame Bursts), he kneels down again and turns back into a Night Elf, starting another Phase 3. Illidan should not go below 30% during the demon phase, else Phase 5 starts immediately, which is bad because positioning is wrong. Therefore slow DPS when he gets close to 30% in phase 4.
Positioning

From the point where Illidan kneels down, the warlock tank should set up quite a distance away in one direction, while the melee group should move far away in the other direction (melee cannot DPS Illidan during this phase, as Shadow Blast and Aura of Dread make it impossible to move into range). Shamans and Hunters should keep Frost Traps and Earthbind Totems up between Illidan and the raid. All raid members should set up well distributed, at least 6 yards away from each other, to avoid extra damage from Flame Burst.
Shadow Demons

The shadow demons spawn is always followed closely by a Flame Burst, so players must wait for the burst before they move out of position to kill them. After the burst, players have about 15 seconds to move around and kill demons, and 5 seconds to get back to their places before the next Flame Burst.

It's a good idea to place all AoE capable damage dealers within AoE range of Illidan, so that they can AoE the demons right when they spawn, while they're still snared. Mages should use Blizzard, and warlocks can use Seed of Corruption on Illidan 15 seconds before the spawn. If the AoE is performed well, it's possible to kill all the Demons within a few seconds after they spawn, this has the additional advantage that nobody needs to move out of position.

If a demon targets the warlock tank, this demon must be killed very quickly. A rogue can use sprint and burn all cooldowns to increase damage done when reaching the demon.
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Phase 5

When Illidan is at 30% health or below, the raid gets imprisoned for 30 seconds and a small cut-scene takes place, and the fight continues with Phase 5. Illidan still switches to Phase 4 every 60 seconds, but from now on, Phase 5 replaces Phase 3. Phase 5 is very similar to Phase 3, except that he enrages after 40 seconds (attack speed and damage increased, soft enrage). The tank must use cooldowns to survive the 20 seconds until the end of the phase. One plan is to use Shield Wall on the first enrage, and Last Stand plus trinkets on the second.

Additionally, Maiev Shadowsong enters the battle. Two times per Phase 5 cycle she semi-randomly places a special demon trap on the ground that can be used against Illidan. The tank needs to drag Illidan towards the trap, click to activate it, and position Illidan on top of it. While trapped, Illidans damage taken is increased by 100% and he loses his enrage buff. When the trap expires, a transition to Phase 4 starts immediately.

Using the demon trap is dangerous, because it may severely disturb positioning, and incur other complications like raid members taking extra damage from Agonizing Flames, loose Parasites, or the tank turning his back to Illidan and taking Shear. Therefore only experienced raids should use the traps to speed up the encounter.

First kills (prior to patch 3.0.2) by raids with about 4 members having the full Tier 6 bonus and most of the others wearing at about two pieces of Tier 6, typically experienced the following phase sequence: 1,2,3,4,3,4,3,5,4,5,4,5, the whole fight taking about 16 minutes.
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Quotes

Beginning of encounter:
Illidan: "Akama. Your duplicity is hardly surprising. I should have slaughtered you and your malformed brethren long ago."
Akama: "We've come to end your reign, Illidan. My people and all of Outland shall be free!"
Illidan: "Boldly said. But I remain...unconvinced."
Akama: "The time has come! The ocazie is at hand!"

Aggro:
You are not prepared!

Summon minions to attack Akama:
Come, my minions. Deal with this traitor as he deserves!

Attack Maiev:
Feel the hatred of ten thousand years!

Killing a player:
Who shall be next to taste my blades?!
This is too easy!

Phase 2:
I will not be touched by rabble such as you!
Behold the flames of Azzinoth!

Beam During Phase 2:
Stare into the eyes of the Betrayer!

Metamorphosis:
Behold the power...of the demon within!

Phase 5 Enrage
Feel the hatred of ten thousand years!

Hard Enrage:
You've wasted too much time mortals, now you shall fall!

When Maiev enters the battle:
Illidan: Is this it, mortals? Is this all the fury you can muster?
Maiev: Their fury pales before mine, Illidan. We have some unsettled business between us.
Illidan: Maiev...How is it even possible?
Maiev: Ah, my long hunt is finally over. Today, Justice will be done!

Death:
Maiev: It is finished. You are beaten.
Illidan: You have won...Maiev. But the huntress...is nothing without the hunt. You...are nothing...without me.
Maiev: He's right. I feel nothing. I am nothing. Farewell, champions.
Akama: The Light will fill these dismal halls once again. I swear it.
_________________
Munca in echipa presupune in primul rand sa-ti pierzi jumatate din timp explicandu-le celorlalti de ce nu au dreptate!
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