A few Nazgrim questions:
a) when do you use bloodlust/heroicsm?
b) if the boss is a few% from being dead would you dps through defensive stance?
c) are the waves timer based or % of boss health based?
Adds are on a timer.
Kill him if there's no shamans up that are going to heal him.
Lust at the start or when he goes into berserker stance... we have done it both ways and both worked just fine...
Since Bull has answered the Add part.
Our raid group left the Ironstar adds up and killed the rest. So when the time came for Defensive Stance, we killed the Ironstar adds. Use a stun on the Shamans and you can kill them within that stun, preventing any casts or totem drops.
We used Lust at the start of the second Berserker Stance.
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if your having troubles with maximizing dps on the boss, blow lust at the start. that has the highest potential up-time during the fight that ALL of your dps will be on the boss. be careful around 10%, because he summons another wave of adds. there are a total of 10 waves during the fight on a timer, along with the 10% wave at the end. kill order is Shaman>Arcweaver>Assassin>Ironblade. anything else?
below 10% adds keep spawning. if you have problems with that, get him to 15%, clear off all adds, let only tanks hit him. when he is about to swap from battle to bers, bloodlust, all out on the boss and ignore all adds. off tank grab adds, especially shamans and tank them 30+ yards away from the boss as the healing tide totem is range based. stun/interrupt shamans, ignore totem and just kill the boss.
using BL on first zerker is better for overall dps and shortens the fight, but if you wipe below 10%, time bloodlust and zerker when he's just above 10%.
Here is how I understand this fight and what I believe to be a less risky (albeit longer) strat:
Adds on timer:
Battle - Zerker - Defensive
Battle - Zerker - Defensive
Battle - Zerker
No more adds:
Defensive - Battle
There may be 1 additional wave in the final defensive, but it won't matter.
Prioritize adds throughout the fight and dps the boss normally, using cds in zerker phase.
Pull off before 10% and let tanks push him in the final defensive phase.
This allows the raid plenty of time to clean up the 10% wave and any remaining adds.
When boss transitions to final Battle stance, lust and burn.
We had a bad experience lusting in the first berserk and ignoring adds at the end, we got a normal timer spawn plus the 10% and everyone got nuked by Arcweavers and Assassins. We switched to this, more controlled, strat and had a nice clean kill.
This is definitely a patience based strat and most raids will probably be ready for the burn well before add timers stop, but all I have seen posted is burn and ignore adds so if you would like a bit less RNG at the end, give this a try.
For the record we will probably switch to a 3rd berserker burn strat, but understanding adds and using this strat worked well for our first kill.
Here is a video from heroic Nazgrim. The timing of adds, lust and burn is all the same as regular! The three differences are there is an extra add each way, hunter type add and and an execute on the tanks.
We 3 shot this i believed and changed when we used hero every time lol. First we used it on pull (shitty) then used it on berserker stance (Ok but still didn't feel optimal) Then we decided to hit it ~20% and kill the boss ignoring any adds that spawn and the off tank would just pick the adds up and CC the casters. NOW IMPORTANT. When you start creeping to 20% you want to kill any adds groups BEFORE popping hero that will be spawning any time soon. Even if you get the boss to 15% somehow before the set of adds dies just wait. Then blow hero when adds are clear and enjoy the loot.
B) If the boss is at a "few percent", you either burn him down or get wiped by the adds. This isn't optional.
C) Timer based up until the boss is about 10% away from dying. At 10% adds start rapidly spawning and force you to focus the boss down.
On B, it's fine to push through defensive stance if he is about to die, just tell people not to let the spinning axe kill them. Even if you manage to spawn three of them at the end of the fight, it's pretty easy to avoid them and the only reason they provide any challenge at all is the extra rage they give the boss during the fight, so not a big concern if he's actually going to die.
Muk is wrong on C. Nazgrim spawns exactly one extra wave of adds at 10% while the waves keep coming on their normal timer. This is not an enrage effect. I find it ideal to get the boss to about 13% as he spawns a wave of adds, then we pop hero to burn those adds down, push the boss to 10% to spawn the extra wave, burn those and then you will probably only need to kill one more set of adds before the boss dies.
If you just go nuts on the boss when his health gets low, you will probably spawn two sets of adds at once, which makes it look like he's just summoning them at will, but I promise that's not how it works. The point of the mechanic is to control your DPS and continue to execute the other basic mechanics.
The initial add waves contain two waves, but a third add starts coming out as the fight progresses. If you time the spawns poorly (as we did, this week) and push him to 10% without cleaning up the timer waves, that's nine adds you have to manage in a very small amount of time.