Hello and welcome to the druid soloing guide! Between the various buffs we've received in 4.3 and the increased availability of 378 gear, soloing has never been easier to get into. Whether you want to farm a little gold and transmog. gear, push the limits of your class and spec, or simply have some time to kill, I hope you'll find this guide useful.
If you've killed something that's not on the list, please post about it and I'll add it in. The more information you can give, the better. If you think I've made a mistake somewhere, or would like to suggest a better way of doing a boss, feel free. I've been wrong in the past, and I'd like this guide to be as accurate as possible. For now, it's feral only, but I could add a moonkin or resto section if there's enough demand for it.
Now, let's get started!
SPEC: You'll get the most mileage out of Feral. Passive self-healing, defensive cds, and the ability to actually take a hit separate it from Balance, while Resto will kill stuff too slowly to work out.
http://wowtal.com/#k=-wZhRAtkT.b0w.druid.QgN6zf.
This build will work for the majority of fights you'll come across. It's a very bear-centric build, in fact it's only 2 points off from a normal tanking build. Nurturing Instinct is taken because many fights allow you to heal during downtime, and feral heals can actually be pretty strong with that talent.
An alternate spec that may lead to quicker kills:
http://wowtal.com/#k=-bK_4Hjil.b0w.druid.-XKwzf.
Simply drop the points in Pulverize and Perseverance to pick up Predatory Strikes. This build assumes you'll be shifting to cat often to put up bleeds, using the PS proc at the end for a healing touch to counter the lost health. Losing Pulverize hurts more if you have 2pc t13, but otherwise you won't see a large survival drop using this spec, and fights that allow you to put up bleeds will go more quickly.
Of course other talents are situational: Stampede is particularly useful in low-energy cat situations (think Yogg p2), PS is an excellent mana and time saver if you need to heal, etc. There's probably *some* use for every talent, so don't be afraid to experiment. The above are good general-purpose talent builds, not the end-all be-all of specs.
Prime Glyphs I recommend are Berserk/Mangle/Rip. The first two are self-explanatory, while Rip is a bit questionable. Most fights will let you use it, and your alternative glyph, Lacerate, I find very underwhelming. If you're fighting a boss that doesn't let you use cat at all, go ahead and use Lacerate.
Tiger's Fury can be a good option if it works well with fight timers.
Major glyphs are your choice, just don't use Frenzied Regen. I'd recommend Ferocious Bite, but they won't likely matter.
Minors are obviously your choice.
GEARING:
Note that this section is mostly for those pushing the medium or hard bosses. For those looking to kill some time on the easier stuff, your gearing won't make a big difference, so I recommend saving the gold and not reforging.
Agile Shadowspirit Diamond Is your meta gem. The DPS from that crit damage is too good to pass up. Charscale Leg Armor is better than the DPS version. Other enchants should focus on maxing your agility or mastery.
A rough stat priority would be: Agility>Exp. to 26>Stam>Hit>more Exp~=Mastery>Crit>Haste. Gear towards the fight though. If you need more DPS, up your agility and hit/exp. If physical damage is killing you, focus on agility and mastery. If magic damage is killing you consider picking up stam to increase your health/HPS, or if you can shift out and heal focus on agility for the +healing.
As you gear up further, you may notice sheer AP makes SD large enough to absorb almost all physical damage. At this point, Mastery becomes pretty worthless. I'd still keep Mastery rated pretty highly for the 378 area, but in DS gear it hasn't seemed useful to me in a long while.
e: Switched it up just a tad: Smacked a dummy out of curiosity for a bit; dodged/parried swings still generate rage, misses don't, so Hit's effect on rage makes it stronger than exp. past the softcap (due to enabling more mauls). Cap it or at least come close for a consistent rage income when bosses aren't hitting hard enough to fill that bar up.
Tier bonuses:
For Bear-heavy bosses, 2t12+2t13 will work out the best. 2t12 is a strong dps increase, 2t13 is a strong survival increase, and the 4pc bonuses for these sets are both weak for soloing. Of course, if you have 397/410 t13, replacing them with 378 t12 may not be a good idea... but it probably will, and I'm keeping my 391 t12 til the end of this expac.
For Cat-heavy bosses, 4t13 or 2t12/2t13 can work. T13 bonuses are reliant on actually having those talents, of course, but usually there's something to drop if you want them.
IMPORTANT ABBREVIATIONS:
AoE: Area of Effect. Refers to swipe and thrash.
SD: Savage Defense, our mastery shields.
CDs: Cooldowns. Refers to Survival instincts (SI), Barkskin (BS), Frenzied Regeneration (FR). May also refer to Berserk.
SR: Stampeding Roar. No kitties, it's not Savage Roar. I'm sorry.
RNG: Random Number Generator. Basically, something requiring luck to pass.
HM: Hardmode
LIST OF BOSSES:
Should be applicable to ~370 ilvl druids unless otherwise mentioned. Wrath bosses are on 10-man. Bosses with no description are bosses I don’t know.
A quick difficulty explanation:
"Easy" bosses should not pose a significant challenge. You may wipe if you don't know mechanics, but otherwise you should be able to do them consistently.
"Medium" bosses should take some time to figure out how to deal with the mechanics. They should take some effort and probably a few wipes to learn, but should be consistently doable when you've figured it out.
"Hard" bosses are several steps above the rest. They may take a specific gearing strategy or spec, or simply are above and beyond in terms of dps and survival (read: gear) requirements. They may also have significant RNG components to them. Expect many wipes while learning and executing these bosses.
Obviously an "Easy" Ulduar boss will be harder than an "Easy" MC boss. However, if you're doing the instance in appropriate gear (gear up in the new heroics!), neither should take many wipes or much effort. Bosses that are in between are listed as such. If you feel my recommendations are off, feel free to let me know.
Missing Key talents (particularly Nurturing Instinct) can make some bosses much harder than normal. Many bosses, such as Kael, Razorscale, and Mimiron rely on being able to heal up during breaks in the fight, and missing NI may make them hard/impossible.
Vanilla: MC is a very quick solo, around 15-25 minutes. It has 2 legendaries; 1 we can use (which will never drop, grrr) and 1 we can’t use for anything but trolling chat. The rest of the instances are useful for old mats or rep, but the gold isn’t fantastic.
Molten Core: 100% cat, dispel any curses.
Lucifron: Easy
Magmadar: Easy
Gehennas: Easy
Garr: Easy
Shazzrah: Easy
Baron Geddon: Easy. Charge back down after the bomb goes off.
Golemagg the Incinerator: Easy
Sulfuron Harbinger: Easy
Majordomo Executus: Easy
Ragnaros: Easy. Charge back after the knockback to avoid fall damage.
Blackwing Lair:
Razorgore the Untamed: Hard. Glyph of Regrowth is a must. Swap gear at the start to drop below 50%, put up regrowth after the first channel, and stay below 50% all fight to keep it up. Channel the full 45 seconds each time if possible, kite razor and kill adds between channels, and use thorns and CDs before channeling. Should take 8 channels to break all the eggs. p2 is cake.
Vaelastrasz the Corrupt: Easy. DPS in cat, infinite energy. Don’t be surprised if you die after, though.
Broodlord Lashlayer: Easy. Tank by the gate to avoid suppression debuff.
Firemaw: Easy.
Ebonroc: Easy. Stay in bear, SD should prevent his heal.
Flamegor: Easy.
Chromaggus: Easy. Hourglass Sand helps, but isn’t necessary. Dispel curses/poisons off yourself.
Nefarian: Easy. He forces you into cat, so be feral specced. If you can, have thorns up for the add respawn.
Ruins of Ahn’Qiraj:
Kurinnaxx: Easy.
General Rajaxx: Easy. Do the trash 1 pack at a time to prevent infinite knockups (no, seriously, lol).
Moam: Easy.
Buru the Gorger: Easy. Probably safest in bear
Ayamiss the Hunter: Easy. Annoying in feral though. Stay away from the platform in the back, and slowly DPS him down, equip a caster weapon if you have one. You can reset the sting by moving away if need be.
Ossirian the Unscarred: Easy.
Temple of Ahn’Qiraj: Many mobs knock you high in the air, be ready to charge back down/shift to cat to avoid or lessen fall damage.
The Prophet Skeram: Easy
Battleguard Sartura: Easy. Knockbacks present. Kill adds first
Fankriss the Unyielding: Easy. Kill spawns before they enrage.
Princess Huhuran: Easy. Bear is probably safest after the enrage.
Twin Emperors: Vek'lor & Vek'nilash: Hard. DPS check. Recommend mostly DS gear, t13 bonuses help significantly. Cat spec (pick up PS, Stampede, and BitW at least) Credit to Nisz:
So basically, separate them just a bit, and when they teleport, Feral Charge over to the Physical Emperor, which would then keep them separate and proc an extra ravage! (correct me if I got that wrong, but that's my understanding).Tried a new strategy of just tanking them out in the open and adjusting the physical emperor such that when they teleport, I can use my feral charge to proc stampede. Worked like a charm.
FB glyph, LotP procs, and PS'd HT's when low on energy to stay alive. Don't be afraid to use FR; they'll heal a bit but the berserk is very long and your survival is more important.
C'Thun: Not possible by normal means. Doable the same way others have; kiting Ouro into the room to port you out of the stomach.
Bug Trio: Yauj, Vem, Kri: Easy. Kill Yauj first, then whatever you feel like. Interrupt heals. Knockbacks present.
Viscidus: Impossible. Could probably freeze him, but don’t have the hits to shatter him.
Ouro: Easy.
Drops: Red Qiraji Resonating Crystal and many others. Mounts only usable in AQ40.
The Burning Crusade: SSC/TK are your good farm instances here. 250g/boss with 8 fairly easy bosses between them.
Karazhan:
Servant Quarters: All 3 are Easy.
Attumen the Huntsman: Easy.
Moroes: Easy.
Opera Event: All 3 are Easy. Remember to kill Romeo and Juliet at the same time.
Maiden of Virtue: Easy.
The Curator: Easy.
Chess Event: Medium. Requires some decent RNG. You don’t die if you wipe, so you’re free to try over and over and over again. There are several strats, I believe I charged the queen in to attack their king, then jumped in the king until it ended. Just keep your king out of fire and hope for the best, really.
Terestian Illhoof: Easy.
Shade of Aran: Easy.
Netherspite: Easy. Three basic strats: Pull him out of the room, tank him in the back and intercept all 3, or just intercept green and burn him.
Nightbane: Easy.
Prince Malchezaar: Easy.
Drops: Fiery Warhorse's Reins, off Attumen the Huntsman.
Gruul’s Lair:
High King Maulgar: Medium. Burst down Blindeye ASAP, interrupting heals. Then kill Olm, then Crosh, Kiggler, and finally Maulgar. If needed, shift to bear for Frenzied regen, the remainder of the fight is done in cat.
Alternatively, you can kill Olm first to eliminate his fears, but be sure to interrupt Blindeye if needed while doing so. After that it's Blindeye, and the remaining order is the same.
Gruul the Dragonkiller: Easy.
Magtheridon’s Lair:
Magtheridon: Easy. Tank him up against a wall to avoid evade bugging.
Serpentshrine Cavern:
Hydross the Unstable: Easy. Stay in cat, there’s no physical damage, and it’s safe to heal if needed. Pull him away from the start to reset the water debuff, and pull him back to the start to reset the nature debuff. Swipe adds on every transition.
The Lurker Below: Easy. Run from spout, stay in tight to avoid getting knocked off the platform, running back in close after each knockback. Rake 1-shots ranged adds during submerge, while melee adds die quickly to swipe.
Leotheras the Blind: Medium-Easy. CDs during demon phase, heal through the magic damage. Wait out the demon phase debuff before pushing him below 500k, or you’ll have to burn the last bit with massive extra damage taken.
Fathom-Lord Karathress: Easy. Caribdis first, then the other two guards, then Karathress. Try to avoid tornadoes, they’re annoying, and try to interrupt heals. NEVER get caught out of form, if you have a mana bar he’ll blast you for half your health.
Morogrim Tidewalker: Easy. Can be tanked towards the back and globules will never reach you.
Lady Vashj: Hard. Balance Spec required, and Nitro boosts are strongly recommended. Spec lunar shower for mana, and fungal growth for a slow. P2 tips: Do not let elementals reach vashj, and do not let striders in melee range. Kill tainted eles as soon as they spawn, preferably using a speed boost to reach them faster (nitros>SR>dash), and loot them quickly. Knockback striders and use shrooms to slow them. Shift out of the elite’s hamstring. Finally, starfall will only target enemies in combat, it will not target eles moving towards Vashj. The goal of p2 is to deal with all of the adds efficiently, and keep Vashj’s surge stacks in the single digits. In p3, don’t let Vashj too close or she’ll stun, and move out of puddles. There's no rush, so keep yourself healed well.
Tempest Keep, The Eye:
Void Reaver: Easy.
Al'ar: Easy. Jump down if he flies to the center.
High Astromancer Solarian: Easy. Can charge/skullbash the knockup if timed well. On trash: Kill MC'ing mobs (center mob in patrols) quickly to prevent the packs from resetting.
Kael'thas Sunstrider: Medium. Clear the instance first. Run out of his room, kill the first, 3rd, and 4th adds on one side of the instance, the 2nd add on the other side. Berserk+Thorns and aoe down the weapons, loot the mace and staff. Go to 2nd add, kill him, equip legendary staff and use it, kill 3rd and 4th adds, kill 1st when he gets there. In p4, interrupt fireballs when you can, keep staff buff up for the disorient, keep mace buff up when you can, CDs for the pyroblasts. If needed, you can run away and continuously range his fireballs to heal. At 50%, equip your normal weapon, berserk if it’s up, and chase him down with dash until he gets to his room. The last bit is the same as before; keep the staff buff up and interrupt fireballs. Keep your distance and heal during the gravity lapse. There is no pyroblast in this phase, so just use CDs whenever.
http://www.youtube.com/watch?v=K0r9ODgZl_U
Faster method. Credit to Traen:
Kills him in his room, eliminating the need to clear the instance. Just kill the trash in his room for space.I hided behind the statue and killed all 4 adds at the same spot.
Than I killed weapons without using berserk, starting in cat form and ending in bear form. Before finishing last add I healed to full and equipped the staff.
Adds activated, I waited for fear and just used berserk in bear form to kill all 4 adds at once. I used survival instincts but did not have to use frenzied regeneration. Killed Kael'thas as usual.
Also, doable as Balance (and, imo, far superior as balance if you don't have NI in your feral spec). Same idea, keep mace buff up in between disorients and equip the staff to avoid the disorient. Be sure to be in solar for the Weapon phase.
Drops: Ashes of Al'ar, off Kael.
The Battle of Mount Hyjal: Trash is soooooo boring here.
Rage Winterchill: Medium. Go kitty. Run out of death and decay. Dash/SR for the roots if death and decay is coming. Heal through the damage you do take, but try to avoid most of it. A PvP trinket can be useful if his iceblock and DnD line up. A Prismatic Elixir can make your life easier, too, as Icebolt is fully resistable.
Anetheron: Easy. Bear form, SD should prevent his healing.
Kaz'rogal: Easy.
Azgalor: Easy.
Archimonde: Medium-Easy. Don’t let him near the tree or he’ll reset, avoid dreadflame.
Black Temple:
High Warlord Naj'entus: Night elf: Easy. Shadowmeld can reset him and drop the shield, pick him back up and kill him. Can safely do in Cat.
Non-Nelf: Hard. Start by doing nothing, body pull him and sit there for about 30 seconds. A pet trinket like the Yogg-0 light can pull his attention, letting him impale you. Spam-loot the spine as the debuff ends. Continue doing nothing until the trinket is off CD, and next time his shield drops use it again.
Once you have 2 spines, heal up with FR, wait for the next shield to fade, and start tearing his face off in Cat. It's an easy burn from here.
Supremus: Easy
Shade of Akama: Easy
Teron Gorefiend: Easy
Gurtogg Bloodboil: Hard Similar to Razuvious, just a tank and spank with dodge luck involved. It may be possible to get the Fel Rage buff by doing nothing for about a minute, and laying a dummy to get his attention. I need to check this, but this is how DKs do it (admittedly they have more pets).
Reliquary of Souls: Impossible. No pet and not enough interrupts/heals for p2.
Mother Shahraz:
The Illidari Council:
Illidan Stormrage: Easy. Berserk and CD through the fire elementals. Burn p3 quickly so you don't need to deal with the demon.
Sunwell Plateau:
Kalecgos & Sathrovarr: Impossible. No way to damage Sathrovarr. He is skippable, pull him far enough back to reset him and run past.
Brutallus: Impossible. Meteor slash damage ramps up too quickly.
Felmyst:
Alythess & Sacrolash:
M'uru / Entropius:
Kil'jaeden: Easy. Tank in Cat, heal up if you get low. I went bear for reflections, I don't know if it mattered though. Much harder without nurturing instinct.
Wrath of the Lich King: Bosses typically drop around 100-150 gold, while minibosses (like those in OS or RS) typically drop less.
The Obsidian Sanctum:
Tenebron: Easy.
Shadron: Vesperon: Easy. CD through torment, you can’t take the portal.
Sartharion: 0d: Easy.
1d: Easy. Leave up Tenebron.
2d: /shrug. Shouldn’t be terrible post-vengeance buff, but significantly tougher than 1d. Leave up Tenebron/Vesperon.
3d: Impossible. Shadron lands 75 seconds in, and shortly thereafter his disciple will make Sarth immune to damage. This disciple isn't killable without entering the portal and resetting the fight, so Sarth must be dead prior to this. Requires approximately 40k dps to achieve this, and note that a very pissed Tenebron will be tearing you apart when Sarth gets low.
Naxxramas:
Anub'Rekhan: Easy. Charge/Skullbash when knocked up. Run around the edge to avoid locust swarm.
Grand Widow Faerlina: Easy. Kill 1-2 adds early to cut damage down, save the rest and kill them when she enrages.
Maexxna: Easy.
Noth the Plaguebringer: Easy.
Heigan the Unclean: Easy. Tank on platform, heal and dodge eruptions during dance.
Loatheb: Easy.
Instructor Razuvious: Hard gearcheck. Dependent on dodging Unbalancing Strike. (ilvl 392).
Gothik the Harvester: Easy.
The Four Horsemen: Medium-Easy. Chase down Zeliek at the start, putting up bleeds. Shift to bear when melee adds get there and pop berserk. When Zeliek dies, move over to Blaumeaux, and kill Thane->Baron->Blaumeaux.
Patchwerk: Easy-Hard, depending entirely on dodge/SD luck. Might be easier with vengeance/stam changes, but I absolutely hate this fight.
Grobbulus: Easy.
Gluth: Hard. Requires just over 20k DPS to barely kill him post-berserk. Unfortunately he doesn't feed you much rage, so going cat for at least 1-2 berserks may be necessary (ilvl 392).
Thaddius: Medium. Kill Feugen/Stalagg at the same time, using all cds to survive the tesla coils. Thaddius himself is very easy.
Sapphiron: Easy.
Kel'Thuzad: Easy. Interrupt frostbolts, avoid void zones. Only tough part is just after KT activates, when banshees are still active.
The Eye of Eternity:
Malygos: Medium. P1: Try to kill sparks on top of each other in the middle, shift to cat to put up bleeds before vortex. Shoot for 3 vortices, 4 at max. P2: Stand in bubbles, berserk the melee adds down. Grab a disc and kill scions as a kitty, using defensive cds early. P3: Stack 3 before he becomes active. Then 1-1-2-3 repeat until he dies.
Drops:Reins of the Azure Drake, Reins of the Blue Drake
Vault of Archavon:
Archavon the Stone Watcher: Easy.
Emalon the Storm Watcher: Easy. Aoe, while worthless damage on the adds, can help proc SD. Kill big adds.
Koralon the Flame Watcher: Hard. Nitro boosts recommended. Kite him during meteor fists with speed boosts, using this time to heal. Later in the fight, if damage is too high, you can run during his breath cast to avoid a fists you have no movement cds for.
Toravon the Ice Watcher:
Drops:Reins of the Grand Black War Mammoth (and alliance equivalent). All bosses can drop it.
Ulduar:
Flame Leviathan: Easy. Stack pyrite to 8, let it tick a bit, stack to 9, let it tick, stack to 10, he’s dead. Also doable in 25-man, but is quite a bit tougher, requiring multiple demolishers.
Ignis the Furnace Master: Easy. Berserk can shatter constructs from a safe distance if needed. AoE can trigger SD if needed with multiple adds up.
Razorscale: Medium-Easy. In p2, tank her near dwarves. Make sure you have no DoTs/HoTs up when the armor debuff reaches 5 (I start spamming pulverize at 4), and she should ignore you and start hitting dwarves. Run away after it ends, heal, and repeat until she’s dead.
In p2, it is possible to reset the armor debuff. At 1 stack this won't take any luck, but then you also don't gain much, but with some lucky timing on boss abilities you can reset a 3-4 stack and just keep right on trucking. She refreshes the debuff ~8 seconds, so stampeding roar if its up and start running away around 9-10 seconds. If she casts her breath and/or devouring flames right around then, she might not get back into melee range in time to refresh it. At 1 stack, stampeding roar outruns her, so no timing required.
XT-002 Deconstructor: Easy. SD absorbs tantrum damage. Go cat for heart phases; with good dps you can push him from heart phase to heart phase all the way from 75% to death.
Assembly of Iron: Hard gearcheck. Kill Steelbreaker before he kills you. Keep him out of Runes of Power normally, but you can use the runes during berserk for an extra DPS boost (Save SI for any fusion punch he gets off in the rune, though).
Kill Molgeim second. In p2 your health is likely low from p1, and FR is on CD. Interrupt Brundir, Move out of Bad, and if needed SR away and heal a bit (Molgeim moves slowly, Brundir won't chase). The goal here is to live until FR; succeed, and the encounter's as good as won.
P3: Kill Brundir. Happily move away and heal if you need to, best to do it while he's in the air and unhittable. Easy part.
Ilvl: ~400
Kologarn: Easy. If both arms are dead, he spams a pathetically weak, absorbable aoe.
Auriaya: Medium. Berserk the cats down to start, kill defender when it’s up, CD the screech. If needed, you can SR, run away, and heal a bit; she only moves at normal movement speed.
Freya: Easy. Frenzied during the lasher phase will give you the rage you need because of the AoE you’ll be doing. Be sure to kill the 3 adds at the same time.
Hodir: Medium. Decent dps check, although it’s much easier with the vengeance change. Requires about 16k. Make sure you’re in bear for frozen blows; SD absorbed melee hits don’t trigger the 20k frost hit.
Mimiron: Medium-Hard. P1 is a heavy dps/survival check, but is much easier post-4.3. p2 is a joke, and p3 is pretty easy as long as the magnetic cores work. P4 may take 2 berserks to get the head down. Don’t kill the other parts while berserk is on CD, and be sure to use shock blast/spinning up casts to heal.
Firefighter: http://www.youtube.com/watch?v=qu-z6SLl8oc Overview in the description. This post is already massively long, you don't really want it longer do you?
Thorim: Hard gearcheck, recommended ilvl around 390. Must be done on Hardmode, engineering recommended*. Recommended dps around 20k on Thorim.
To kill it: Kill arena adds. Dash into gauntlet and pull the first miniboss. GTFO of the gauntlet before lightning ball instantly kills you. Plant a goblin land mine/pet trinket where the iron dwarf healer will spawn. Run back into the gauntlet, when the fight resets the dwarf should chase after you. Hit him and the rest of the arena adds will come after you. Leave at least 1 up while doing the gauntlet. At the end of the gauntlet, kill the last add, wait for Thorim to become attackable, and walk onto his platform. Jump down and kill him.
*Pet trinkets, such as Vanquished Clutches of Yogg-Saron (though others may work), can be used in place of a land mine. This means that engineering isn't necessary, just helpful (since you save a trinket slot).
General Vezax: Medium. Decent gearcheck, but should be fine in 378s. Interrupt searing flames, making sure to have high rage for Frenzied so you don’t let casts go off during it. Move out of shadow crashes since they lower your healing. Kill 1 crystal so HM doesn’t activate. Tank near a wall so knockbacks don’t take forever.
Yogg-Saron: 4 lights: Medium. P1 kill adds near boss, use cds if you have fervor. P2: swipe constrictors, then kill corruptors. Ignore crushers unless you have lots of free time. Brain: rake 1-shots tentacles, but swipe can work in icecrown too. Berserk the brain and kill it in one pass. P3: kill corruptor, then crushers, then boss, of course killing immortal guardians as they spawn. Use sanity wells if you have to, but try to avoid gaze. Kill empowered adds whenever it’s cast to avoid the heal.
3 lights: Medium. Leave Hodir up. Same strategy as 4 lights, just more damage taken.
2 lights: Medium-Hard. Leave Freya+Hodir up. Strategy remains the same, but no sanity wells means you must avoid gaze in p3.
1 light: Very Hard. Leave Mimiron+Freya+Hodir up. Strategy remains the same, with more emphasis on not wasting your time in p2. Faster casting tentacles in p2 makes it much, much harder, and very RNG-dependent.
0 lights: Impossible. Adds would overwhelm you way too quickly.
Algalon the Observer: Impossible. DPS requirements to beat the phase punch are way too high.
Trial of the Crusader:
Northrend Beasts: Hard. Very high dps/survival checks, Ilvl ~403+ recommended.
Burn Gormok quickly without using CDs, they'll be necessary for worms. Ideally, kill him before 8 stacks of Impale, though the main goal is to take as little damage from him as possible. Snobolds can't land on a bear's back, apparently
Quickly burn Acidmaw, ensuring Dreadscale/snobolds are damaged by berserk. Use SI to cover the last 12 seconds of the Impale DoT+worm attacks, FR as late as possible, and BS on CD. The goal of P2 is to kill Acidmaw ASAP, if he lives long enough to emerge later, he's likely to paralyze you (and stationary dreadscale likes to wait on burning spray). Goal 2 is to have significant health to deal with Dreadscale, I had full health going up against enraged Dreadscale and nearly died by the end of p2.
Icehowl is a joke. Note he's bugged and doesn't knock you back anymore, just straight up. It's comical, really, as he charges to wherever you are, often "hitting the wall" in the middle of the arena.
Lord Jaraxxus: Easy.
Faction Champions: Hard. Why? Because you have to have the patience to run around in circles for hours on end healing, using narrow windows to DPS when you have high health/CDs to slowly run their healers OOM and win. Only attempt this if you have multiple hours to burn.
Fortunately, when geared, this eases a bit. Berserk (in bear) overpowers the healing two healers can put out, and lets you whittle one target down (particularly if you drop kitty bleeds on them first) and score a kill. Standard bear DPS with max vengeance overpowers 1 healer and can work a single target down well enough, so just clear 1 healer out and you're golden.
Twin Val'kyr: Fjola & Eydis: Easy.
Anub'arak: Hard, primarily due to gear. Kill burrowers quickly on the ice. Bash helps to stop them from stacking their debuff. Have CDs ready for phase 3, it's brutal. Don't worry about the healing you do to him, it's pretty minor and you'll out-dps it easily, just survive the phase long enough to win.
Icecrown Citadel:
Lord Marrowgar: Medium. Run away during bone spike casts if needed to heal.
Hardmode: Hard. Enrage timer ends after bone storm 7. Go cat for bonestorms, using berserk when it’s up. Use cds during normal phases to gain dps time, run and heal during bone spike casts if needed like normal.
Lady Deathwhisper: Hard. Bear berserk or Cat swipe to burst add waves down quickly. Dispel curse if you get it. Glyph of Tiger’s Fury allows you to use it between add waves while being sure it’ll be up in time. Predatory strikes recommended for healing. P2: tank and spank, interrupt frostbolts.
Hardmode: Hard 45 seconds between add spawns, so GoTF isn't useful. Burn down add waves quickly but safely, and burn down her shield prior to the 6th wave. From there, tank&spank killing adds that spawn in the back.
Gunship Battle: Impossible.
Deathbringer Saurfang: Easy. Although to be fair, this could be gear-based. Tank and spank, kill beasts as they spawn. Done at ilvl 400.
Festergut: Impossible. DPS req. too high.
Rotface: Easy.
Professor Putricide: Should be doable, not sure on difficulty.
Blood Prince Council: Hard. It's a matter of surviving the 3 minutes between FRs. The most dangerous phase is Keleseth, so CD through it. Gather orbs and make sure to keep hitting SOMETHING for SD. I believe Berserk will cleave onto the orbs, so be careful with it if you use it at all, it's not a DPS race. Done at ilvl 400.
Blood-Queen Lana'thel: Impossible. DPS req. too high.
Valithria Dreamwalker:
Sindragosa:
The Lich King: Very Hard. Engineering required, Scales of Life recommended. Ilvl recommended: 395+, you'll want close to 300k health in ICC. Each phase presents a unique challenge to your survival, and you'll need to progress through each phase to a kill (just like a normal raid boss!).
Phase 1: You'll need engineering. Put down a target dummy to draw his attention briefly and get necrotic plague after a few adds have spawned. Heal through it with FR, and simply tank everything to the end of the phase. AoE'ing is highly recommended to keep SD proccing, if you drop below 90% and get infest, you're toast.
Phase 1.5 (transition 1): Get to the edges, kill ice spheres as they get close with FFF/AoEs/Berserk cleave. Berserk when multiple adds are up. FR as the phase is ending to get back up to full health, infest is in phase 2 too.
Phase 2: As expected, Soul Reaper+Infest is a nasty combo. Barkskin is up for every other one, and you'll need to use your other CDs for the rest. Scales and a health potion are useful to keep healed, be sure to use them if needed. Save Berserk for p2.5.
Phase 2.5: Same as p1.5, except 4 spirits spawn. Berserk as they start to pile up, and keep the ice spheres away from you. Use your CDs when the damage is high, you'll need them since FR won't be ready for a while.
Phase 3: If you can survive long enough to get FR off, your only worry should be berserk. Vile spirits will evade if you pull them too far away, so you can simply alternate spawning them on the edge and on the throne and not get hit. Be sure to watch the berserk timer, it's not terribly tight but it can sneak up on you.
The Ruby Sanctum:
Baltharus the Warborn: http://www.youtube.com/watch?v=SkHmAjjkRkA. Just do the same thing. Lol.
General Zarithrian:
Saviana Ragefire: Medium. Heal during conflag, soothe enrage when she lands, tank until she takes off. At ~20% she stops taking off, so have CDs ready for the final push.
Halion:
Onyxia's Lair:
Onyxia: Medium. P1: Tank and spank against back wall. P2: chase after her at the start to put up bleeds, you'll want that damage. Stand under her and AoE or faerie fire to damage her, kill adds as they spawn. Easy phase, but very long. P3: Tank and spank, use CDs for fears if you feel like it.
Drops: Reins of the Onyxian Drake
Cataclysm: Primarily mount runs, but who knows? Might be a raid boss here in the future. And guess what? There is!
Stonecore normal: You'll need to clear Corborus trash. Focus Milhouse first in the packs. If needed, root warbringers/berserkers. Prowl past Corborus (unless you want to kill him, he's fairly easy), and all the trash to Slabhide.
Slabhide: Heal during the stalagmites falling, tank him in bear on ground phases while avoiding fire. If you're doing fine health-wise, you can DPS him in the air as well.
Drops: Reins of the Vitreous Stone Drake, off Slabhide.
Vortex Pinnacle normal: Prowl past all trash. A prismatic elixir can help make this a safer, easier solo.
Grand Vizier Ertan: 100% cat/caster, only go bear for FR. Avoid the cyclones themselves. When he calls in his shield, run out behind it. You can stand JUST behind the shield and still dps him during this, or if there's a gap in the shield you can dps from there, but be sure to run out before the shield expands and avoid it on its way out. You can shift out to heal at any point, there is no physical damage.
Altairus: Tank&Spank. Stay upwind.
Drops: Reins of the Drake of the North Wind, off Altairus.
Firelands 10N: Prowl past all trash. For this boss, clear Alysrazor's trash, and the first pack on the way to Rhyolith. Both are simple as a bear, but other specs would enjoy help.
Alys trash: Pull and stand on top of the 2 casters. Pop all CDs, and wait it out until the birds begin spitting fire. They should destroy the casters quickly, at which point you'll want to kite the spit over to the egg piles, and finally the birds themselves. Hatchlings do pretty much nothing in terms of damage now, just keep AoEing and kill them with the spit when possible.
Rhyo trash: Mount up and charge up the hill. When the elemental retreats, shift to bear and AoE down all the mobs you pulled.
Alysrazor: Regardless of spec, you will want full, or nearly full BiS H-DS gear when attempting her. The DPS requirements are very high. Note that this is MUCH easier as balance. The DPS requirements for Feral are significantly tougher to reach, as is surviving the first ground phase. If you have a decent (397+) balance set, that's likely a far better choice for this encounter.
Balance: Push as much DPS as you can in the air, since you won't have any time to DPS during phases 2-4. When she descends, wait around a few seconds and continue dpsing her. Wait too long and you'll fall into the arena and die, but staying in for a bit can prevent a stack of harsh winds and make survival much easier. Fly out of the area towards Rhyolith's path, and heal like crazy. Keep Rejuv/LB up, barkskin around 5-6 stacks, and spam HT. When p2 ends, harsh winds will fall off, so just survive until then. During burnout, run up the path towards Rhyolith, and heal back to full. When she reignites, wait for her at the top of the path, and grab feathers when she detonates. Repeat until she dies, or ground phase 3 (the berserk).
Feral: Much like balance, except you won't likely have the DPS just from air phases. So, you'll need to attack her during the first burnout. This is annoying, since the hatchlings will attack you and you won't have imprinted to kill them off. Keep them fed and happy, and just focus on surviving the tornado phase. As the tornado phase ends, you will need to refresh Blazing Power; you're not going to survive without it. Burn her during burnout as much as possible, that's the whole reason you're down here. At 20 seconds left on blazing power, activate FR if the healing won't go to waste; if it'll go to waste, activate it as phase 4 starts. Resume feeding hatchlings as phase 4 starts. When she reaches ~80-84 energy, hit SI+BS, you definitely want those up for the final bit (when Blazing Power wears off). Grab feathers ASAP when she takes off, or the hatchlings will eat your face.
Ground phase 2 has 4 hatchlings up. Landing in the fight area=suicide. Do it like a balance druid, land outside and apply HoTs. At ~3 stacks, tranq (if up) and refresh LB/Rejuv. Then shift to bear, FR+BS, and at ~6 stacks use SI. Stay near the edge of the arena so you can melee her as she passes by for rage. Heal up during burnout, and run up Rhyo's hill so she doesn't reach you in p4. Repeat for ground phase 3 if needed (though she should REALLY be dead), except meet her as she comes clawing up the ramp to finish her off.
General Tips: Maximizing Blazing Power is going to help DPS. Gaining two stacks off of one ring is a handy, repeatable trick. You just need to be standing where the ring will spawn before it does, and then wait there until both stacks have gone off. This requires you to know where the rings will spawn, of course:
Alys will spawn rings relative to her current position (i.e: off to her right, above her, above her and to the right, etc.). She will spawn 3 in the same location, and then pick a new location to spawn the next 3 (it could be the same as the previous 3). She will always spawn rings directly to her right after a molting, so you want to double 2 of these 3, while every other set of 3 doubling 1 is the best you can reliably do. During molting, she will always spawn rings in the same location (right, middle, or left), and the 2nd and 3rd can easily be doubled.
This lets you hit Alysra's razor (24 stacks) on the 3rd ring after the first molting, which is the 16th ring she spawns. This can be done fairly reliably, and learning to do so without harming your rotation is key if you're a little undergeared.
Drops: Flametalon of Alysrazor

MMO-Champion
) requirements. They may also have significant RNG components to them. Expect many wipes while learning and executing these bosses.
)
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Dont know hot to survive p3??? when all adds are revived with 230K HP. That mage is killing me every time, cant get to him in time to kill him/her.

