1. #1

    Firelands 4.2 Boss overview



    I made this post originally for the benefit of my guild. However, given this community is just as active, I feel branching out could be of benefit to others and ourselves. The Dungeon Journal has already given a lot of this information out, so this is just perspective, detail, and tactic; as opposed to genuinely fresh information.
    Here, I will (at least attempt) to give as updated information as possible on bosses from my perspective, and perhaps others; on the 4.2 bosses. Feel free to contribute, and should it be a worthy addition to what I feel is a reasonably comprehensive overview of boss-per-boss, I will edit and add to the post.



    Our testing on this was quite brief. Hopefully there will be another chance to test and I will update this. What we gathered in our brief testing however was the following:

    -Phase 1-

    The Boss will instantly ascend to the web above her at the pull. She will then proceed to spawn three separate adds:

    -Cinderweb Spinner-
    These adds spawn from webs on the ceiling, roughly two at a time; with medium health. They will randomly target a player, firing Burning Acid at them (this is not interruptable). When they are taunted, they are dragged to the ground and should be killed by the raid, at which point they will spawn a clickable rope that will take the player that clicks it to the top, where Beth'Tilac is.

    -Cinderweb Spiderling-
    These will spawn in groups of approx. 10, from corners of the room, with low health. If there is no drone up, they will move to the nearest player and cast Seeping Venom, which is a lot like the parasites at Magmaw. They can be slowed, and must be AoE'd down. These are -TOP- priority targets.

    -Cinderweb Drone-
    Only one of these will Spawn per minute. They will spawn with high health, and must be tanked. They have a breath, therefore positioning of them in accordance with the raid is important. They will also occasionally cast Acid the same as the Spinners. Finally, the most important mechanic is that when one is active, the spiderlings will stop targetting players and move toward the drone. If any reaches one, they will provide Well Fed to the Drone, which cannot happen if the raid is going to manage.

    -Upstairs-
    When no player is up top with Beth'Tilac, she sprays down fiery venom onto those underneath, for a large amount of fire damage (unsure which specific spell this is) indefinitely.
    When there are players up top, she will cease this and instead AoE the top side. Our strategy was to send one tank, and one healer up their to keep up with her hard hitting melee and Ember Flare. Whilst up top, there will be constant Meteors, which if not avoided deal 40k direct damage and large fire damage over time on the spot they landed. When they land, they also burn a hole in the web, allowing players to fall through. This is key, because whenever her energy bar depletes, she will cast Smouldering Devestation, reminiscent of Algalon's Big Bang, and any player remaining up top will die; therefore they must drop down via the hole and renew the cycle.

    The remainder of the fight was mostly switching adds for ropes and dealing with her AoE. The final phase, we never experienced, and mostly is just hearsay.


    A Majority of this Fight will be spent in Phase 1 which I will describe below. This Phase lasts from 100% to 25%.

    -Phase 1-

    In this Phase, Ryiloth cannot be tanked, and will move based on a direction meter at the bottom, much like the Cho'gall Corruption meter. At 50, he is going straight forward, 0 he is going left at a very sharp angle, and 100 at a very sharp right angle. This is altered by DPS on his two legs. His health is pooled between his legs and his Body, and redistributes so they are always even.
    If he ever reaches the lava at the edge of the platform, he begins to cast Drink Magma, which will cause him to cast Molten Spew, for 45k fire damage a second for 4 seconds, causing a raid wipe.

    He begins with 80 stacks of obsidian armor, each stack grants 1% damage reduction. To reduce this, you must guide him over active volcanoes to remove 10 stacks per. Removing these are the main focus of the first phase.

    -Volcanoes-
    Volcanoes will spawn, 3 at a time (on 10man) every time he casts Concussive Stomp, which is roughly every 30 seconds. This also causes direct damage to the raid, and is affected by Molten Armor. He will then cause one of these volcanoes to become active (unaware of the exact time) which will launch fireballs across the room. If you are hit by these fireballs, you get a stack of Eurption; increasing the fire damage taken by 10%, and taking periodic damage. This effect also stacks.
    Whilst the volcanoes are inactive, if Rhyiloth walks over them, he gains 2 stacks of Molten Armor, each stack granting 5% damage and lasting for 1min15sec. In addition, when any volcano is broken, some will spawn a molten crater that sends 5 waves of fire out in various directions, knocking those hit into the air and dealing 75k fire damage.

    -Adds-
    Rhyiloth will periodically aoe the raid for roughly 15k damage, and then spawn one of two random Add sets.
    He could spawn a Spark of Rhyiloth, with around 1.3million HP. These adds cause a 10k~ fire damage per second to targets within 10 yards, and as such can only be dealt with by ranged. In addition, every 5 seconds they gain a stack of Infernal Rage, making these very important to kill asap.
    Secondly, he can spawn a pack of 8(?) Fragments of Rhyiloth, that need to be aoe tanked. These adds cause low tank damage, but spawn with a buff that will begin ticking down immediately from 30 seconds. When this reaches zero, they will cast Meltdown, dealing all their remaining HP in a large aoe at a random point in the room as fire damage. These must be AoEd down.

    -Phase 2-

    This begins when he reaches 25%, regardless of his stacks of obsidian armor. Therefore, moving him over active volcanoes and attempting to clear his Molten Armor buff is vital to the success of the last phase.

    In the final phase, he becomes active as a tankable mob, and AoEs the raid regularly with Immolation, for 10k; the interval I am not sure of however. He continues to stomp, though this is more burst healing than devestating damage, and can be dealth with. In 10man, this phase lasts for 3million HP, which is roughly the amount of HP that will be burned in a bloodlust phase with 5 appropriately geared DPS, and as such the final phase relies on a well executed first phase, meaning no stacks of obsidian armor, and adds dealt with as fast as possible; especially sparks.


    The fight is split into 4 separate phases, three of them are quite brief, and the bulk of the fight is spent within Phase 1.

    -Phase 1 - Add Phase-
    In this phase, the raid is split into two uneven groups, those remaining on the ground will deal with three different types of adds, and those in the air will fly behind Alysrazor acquiring buffs.

    On the ground, the three different add types are Blazing Talon Initiates, Voracious Hatchlings, and Plump Lava Worms.

    Blazing Talon Initiates will randomly spawn in a corner of the arena and stand still, spam casting Brushfire, which spawns a patch of fire that travels in a straight line across the room, and deals 30k fire damage if you come into contact with it.
    -These are the -HIGHEST- priority target.

    Voracious Hatchlings spawn from two eggs that appear in the middle of the room. They will leash to the nearest target to them when they spawn, and hit extremely hard, but increase the damage taken from the target they are leashed to by 1000%. Therefore, the tanks must be next to the eggs, and everyone else should make sure to be stood further away so as not to risk getting hit. They have a Cleave, which is also a stacking dot on the tank that increases their damage taken. They have 3 separate buffs they can gain. The first is ideal, and can be maintained by dragging them towards lava worms and letting them eat them. If they do not manage to keep this buff, they have an enrage mechanic.
    -These are -Low- priority targets, as the tank deals a lot of the damage to them.

    Finally, Plump Lava Worms spawn at random around the room. They will remain stationary, and spam Lava Spew. This is dangerous, and should be avoided by all but the tanks; who should be dragging the hatchlings to the worms.
    -These should -NEVER- be your target, as they die as soon as they come into contact with a hatchling.

    She will also drop to the ground twice per Phase one, and cast Blazing Claws. This works as a cleave, in which she will fly in a straight line across the arena and spam cast this, applying the debuff to anyone hit. Therefore, to avoid this you simply stand to the sides and won't get hit.

    Whilst this is going on in the ground, two (I'm roughly guessing 5 on 25m) DPS will be given the role of flying behind her. Feathers will spawn at the start of the fight, and after every Blazing Claws. These feathers allow the player to run 30% faster per feather clicked and cast while moving, and when 3 are clicked the player will fly into the air and be able to attack the flying boss.
    While flying behind, she will spawn rings (they look a lot like the rings from the Netherwing race events) which you must fly through to gain the following Buff, which at 25 stacks also grants this. Each ring also refreshes the duration of your wings, so you must remember to keep flying through. You will spend this phase DPSing the boss, but also avoiding Clouds that spawn, which will cause significant damage; and are even more dangerous due to the range issues with the healers. You must also make sure not to stand infront of the boss during her Blazing Claws, as you are still susceptable to be hit.

    Roughly every 2 minutes, this phase ends as Alysrazor runs out of Molten Power (her energy bar).

    -Phase 2 - Raid AoE Damage-
    This phase is very brief, and is just a very high damage output phase. She will cast Fiery Vortex in the middle, which will launch Fiery Tornado outwards in the room, which will then rotate around the room in a fixed pattern. They can and should be avoided, and this is also an important time for raid cooldowns.

    -Phase 3 - Burn Phase-
    This phase is very brief, and is also where bloodlust will be used. Alysrazer is grounded and in the middle of the room motionless, taking 100% extra damage. This is when those who were flying should utilise their cooldowns to burn down as much of her health as possible. In addition, whenever she is attacked she will send out a wave from her corpse granting 10% max mana to all of those hit by it. This phase ends when she reaches 50 Molten Power, which will take 25~ seconds. Two adds will increase the generation of this.

    -Phase 4 - Transition Phase-
    This is the last of her phases, and she will rise from the centre and become tankable. She will cast Blazing Claws on the tanks, which will increase their damage taken, and thus requires a tank switch, and the tank not tanking standing behind her. Whilst this phase is active she will periodically aoe the raid every 3 seconds for 10k~ fire damage, and the phase will end when she reaches 100 Molten Power; and when this happens she will aoe the raid for 50k~ fire damage, and fly into the air.

    When Phase 4 ends, the fight returns to Phase 1, and the cycle begins again.


    This fight was absurdly simple, and as such I wouldn't expect it to make it to live in this state without some kind of buff.

    The fight consists of one single phase, and three core mechanics. Each role has one specific mechanic to deal with themselves.

    -DPS Role - Shards-

    Baleroc will periodically (roughly every 35 seconds) spawn a Purple crystal underneath the closest player. This crystal will then channel Torment on the nearest target after roughly 3 seconds. There will be 30 stacks total from these crystals, and 15 is the ideal time to switch; 20 being the absolute maximum. Cooldowns should be used as this begins to stack up, as the damage becomes extremely punishing.
    When a player moves out of range of the Crystal, and it switches to another player, all stacks instantly fall off and are replaced by Tormented, making it impossible for that player to take another beam within 40 seconds and survive. To deal with this, 4 DPS will need to rotate over 2 crystals for the duration of the fight. It is very simple in it's current form.

    -Healers Role - Vital Spark/Vital Flame-

    Healers here will be tasked with maintaining the buff Vital Flame. This is done by proccing stacks of Vital Spark, which is done by healing a player under the effect of the Torment effect from the crystals. For each stack of Torment on the target, the healer gains a stack of Spark; and when they cast a heal on a player (generally a tank) under the effect of Blaze of Glory these stacks turn into Vital Flame. This is vital (lol pun) to keeping up with the huge increases in damage on the tanks.

    -Tanks Role - Managing Baleroc's Buffs/Debuffs-

    Every 15~ seconds, Baleroc will cause a stack of Blaze of Glory on his primary target. This is important for dealing with the two separate sword states he can gain; but is also the cause for increased tank damage. Alongside this, whenever he applies Blaze of Glory, he himself gains a stack of Incendiary Soul. Thus, the tanks need to switch so they half the amount of Blaze of Glory on eachother.
    The final mechanic, is the two sword states, Decimation Blade, and Inferno Blade. Decimation Blade relies on the healers having high stacks to keep up with the large damage he will be dealing on the tank in bursts; and Inferno Blade requires proper usage of cooldowns as the fight continues due to Incediary Soul. Blaze of Glory will also raise the damage taken while outside of this phase from his physical damage.

    The fight simply hinges on the DPS maximising the amount of stacks of Torment to raise the amount of stacks of Vital Flame on the healers; to keep up with the huge damage on the tanks.

  2. #2
    Pandaren Monk Forgottenone's Avatar
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    Wow looks nice, should help us out when we first go in.

  3. #3
    Looks good. Looking forward to it getting fully filled out.

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