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  1. #1
    The Lightbringer
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    Heroic Dragon Soul Kill Order

    Greetings fellow raiders. I have seen plenty of threads started up and they continue to fill the forums on a daily basis of what order should you kill bosses in heroic DS. Well I've compiled an order, and I've wrote some suggestions to help you choose what might be best for your guild and tips to help you make up your minds based on strengths and weakness of a raid comp.

    This also deals with un-nerfed versions of fights and they could change depending on the current Aspect buff %. I will try comment if a fight changes drastically to the current %.



    10 Man Heroic DS Kill Order:



    Suggested Path:

    Morchok > Yorsahj > Ultraxion > Zon'ozz > Hagara > Warmaster

    Please note difficulty ramps up from Morchok and depending on your raid strengths and weaknesses or your guilds strengths and weaknesses, you have the option of several bosses after Morchok. Read below for more information. All bosses must be killed on heroic to reach Deathwing Heroic so you don't have a choice there. Most of these bosses are inter-changeable, read the description under each boss and you can decide for yourself.


    1 - Morchok

    The most obvious choice to take on first. If you cannot beat this guy without a lot of hassle it is best to stick to normal mode until you farm some more gear in your resets. If you can kill normal mode Deathwing without trouble, you should be easily able to kill this boss. It is suggested to have some DPS with healing offspecs to make this a lot easier on the healers. See below.

    The enrage is very generous (considering you can bring 4 healers), pop Heroism/BL during the 20% area, after the vortex has occured, as Morchok and his twin will hit much faster, due to the soft enrage mechanic.

    Treat the boss as 2 5man bosses, move them apart on either side of the path for ease.

    Suggested Raid Group:

    2 Tanks, 4 healers, 2 melee, 2 ranged. (4 healing makes this encounter much easier for a first kill, you can drop a healer or 2 when you feel comfortable.)

    Strengths / Weaknesses to look for in your raid group:

    Tank: Any tank classes work well here.

    Healers: Any healing classes.

    Ranged: Any ranged classes work well here.

    Melee: If you have several melee classes, just decide which 2 soak the extra stomp damage while the others move to the crystal range after the stomp. I'd suggest having at least 2 that can take stomps without dying. They will always stay near the boss to take the extra damage the boss does to the 2nd closest person in melee range. Rogues are best here due to Feint, high armor wearers are also good for melee soaking, ie. DK and Paladins. Please note it does not have to be a melee class soaking, it just makes sense.



    2 - Yor-sahj

    Note: The current % of the Aspects buff should make him quite laughable, you should be able to kill him way before the enrage timer, most combinations should be quite easily handled and adds should die in a matter of seconds.

    Yor-sahj will demand co-ordination and individual reflexes. If your guild has trouble with co-ordination and adapting quickly given a change in color combinations then maybe you should leave this boss for now.

    Number 2 on the usual down list is the "ooze boss" as many call him. The enrage can be tight, even if 10 minutes sounds long and made even tighter by the amount of adds you get during the fight. If you've been farming gear for quite some time, the enrage should not be a problem nowadays (it especially was during the first weeks). Although the pattern for ooze selection is random, there is only a certain amount of combinations that can be choosen. For in-depth analysis on colors please refer to the search function for Yor'sahj and plan ahead.

    Tips: Hardest part of the fight is the following combination: Green, Red, Yellow, Black. Kill the Yellow and perform a circle around the boss with Heroism/BL, having everyone 4 yards from each other. Be as close to the boss as allows, have 1 melee stand under the boss to make some room. Also for the first Mana Void, keep it alive and bring it to low HP (20-30%), kill it when the second void drains you, use a mana cooldown when the first drains you.

    Suggested Raid Group:

    1 Tank, 2 healers, 2-3 melee, 5-6 ranged.

    Strengths / Weaknesses to look for in your raid group:

    Some guilds will prefer 3 healers over 2, however, due to a tight enrage (presumably for a first kill and gear level), you will need all the DPS you can get. I also feel that 2 healers make the Deep Corruption easier (see in the healer section)

    Tank: To make a kill much easier, a Blood DK is the most preferred tanking class here. Due to the self-healing during Deep Corruption (purple).

    Healers: The strongest healers here are arguably: Paladins, Shaman and Priests. I feel resto druids have it a little bit tougher here but are viable nevertheless, the Deep Corruption is most unforgiving to them (IMO). Do not AOE heal under Deep Corruption, stick to direct single target heals. Divide each of the healers into each group and have them heal only that group for Deep Corruption never blowing up the raid.

    Ranged: AOE classes is your priority, practically any ranged should have no problem with this fight.

    Melee: Having more than 3 melee will make this fight more difficult. Due to the spreading needed at green, the tight circle made for Red, Green and Black combo and finally if you must nuke a mana void during a green, it can be risky. It can be done, but if you can, stick with a maximum of 3. All classes perform quite well here, especially strong AOE melee classes.


    3 - Ultraxion

    Note: The current % of the Aspects buff makes this guy a huge joke compared to before (which he was a joke anyway), consider this boss 2nd.

    Although he is the 5th boss in the instance, he is arguably easier than Zon'ozz and Hagara (perhaps even Yor-sahj). If you have excellent DPSers, tanks that can also push good numbers and ok healers, this fight is perfect for a third position or you could potentially slot him in as your second heroic kill in Dragon Soul.

    The enrage should only be a real threat on 10man if you are very under-geared, a reset or 2 will help you overcome this easily. Most first kills of this boss will happen around 5min 30sec into the fight (obviously depending on your dps). The enrage is a strict 6 minutes in which he will blow up the raid afterwards.

    There will be 3 Fading Lights. 1 on the current tank and 2 on random DPS. Treat it the same as normal. There will be a 7 Hour of Twilights to plan for realistically. There will be a 2 minute debuff so you can take every 3rd in your rotation ie. (1st, 4th, 7th). Any class with a damage reduction will be most useful for soaking, you will need at least 6 soakers for this.

    Also after the 5 minute mark is when the real healing test begins, this will be made much easier with a proper rotation of raid wide cds called out after each one ends.

    Tip: Have your healers fade out at the start of the fight and pop Heroism for the best possible DPS benefit (no Fading Lights), you can then re-use Heroism/BL for the healers after the 5 minute mark, when they actually do need it.

    Suggested Raid Group:

    2 Tanks, 2 healers, 6 DPS.

    I wrote DPS, due to it really doesn't matter what your raid has as a DPS class. What will matter is how many DPS you will use in your soaking rotation and what classes.

    Strengths / Weaknesses to look for in your raid group:

    Tank: All tanks do well here. DKs and Feral Druids are arguably the best choices due to their DPS and cooldowns (4set). Warriors generally (of course it depends on your skill too!!!) are the worst at DPS here, but the the 4set and a good rallying cry after the 5 minute mark is great!

    Healers: Paladins are arguably the best possible healer to bring to this fight. However ALL classes do well. Please refer to an Ultraxion guide for what color crystal your class should take. A brilliant combination for this fight IMO is a Paladin and a Disc Priest, due to the Disc Priest can smite the boss (making the enrage a little easier) till the first Hour of Twilight, since healing is slow here. Depending on the other healer of course the Priest can continue DPSing longer making the enrage that much easier. Holy Paladins can also use Hand of Sacrifice on a player soaking Hour to reduce the damage often. You should not have any problems with any healing setup.

    Ranged: Strong single target classes. If you have a Shadow Priest or Mage, they can take 3 of the Hour of Twilights.

    Melee: Strong single target classes. If you have a Rogue they can take 3 of the Hour of Twilights. Ret Paladins can assist soakers with Hand of Sacrifice often.


    4 - Warlord Zon'ozz

    Note: The current % of the Aspects buff should allow you take another bounce or two quite safely. The healing and dps requirement to breeze through the dark phases is significantly reduced. The enrage timer should be quite easy to meet.

    Zon'ozz is an intense healing encounter that will test the healers extensively and will require good DPS to also kill. The raid must have good co-ordination and be ready to split up during Dark Phases. If your guild has excellent healers and good DPS and can co-ordinate, this bosses position is pretty solid. If you have subpar healers I would probably suggest Hagara (although her healing requirement can be hectic too!)

    He has a tight enrage of 6 minutes that will require a zerg/nuke method to down. The 4th Dark Phase is the zerg/nuke phase and an appropriate time to Heroism/BL. You will want the boss under 30% by the time you enter the 4th Dark Phase.

    There are many different ways to divide the bounces. 7-7-7-5 is probably the most used method. However you could do a 5-5-5-5 or 7-5-5-5 or 9-7-5-1 etc. It's up to you, just aim for 20+ bounces in total.

    Suggested Raid Group:

    1 Tank, 3 healers, 1-2melee, 4-5 ranged.

    Strengths / Weaknesses to look for in your raid group:

    Tank: All tanks work well here, but Blood DKs shine once again with their self-healing and plethora of cooldowns also their 4set can be used every dark phase. I suggest have a cooldown ready if you ever bring the boss past 6 bounces.

    Healers: Healing will be intense, and all classes are viable here. You will want to use raid cooldowns efficently and divide them per Dark Phase so discuss it beforehand. Most strategies employ a stack up method for the first few seconds of the dark phase and spreading afterwards. If you employ such a tactic, use the raid cooldown when the room goes dark. Have 1 healer follow the tank at an angle to keep him healed while he is guiding the boss into the orb, then re-join the raid before the dark phase takes place.

    Ranged: Burst dps is preferred for this boss, also classes with dots can be very useful, they can dot the boss and eyes while running into position. Ranged is the most preferred DPS for this fight, so more the better.

    Melee: Burst dps is preferred. A cleaving class is practically essential to be able to cleave the Claw and attack the boss at the same time. If none, just kill the claw asap. To make the dark phase easier for healers it is preferred to bring as little melee as possible, generally 2 is the limit, it can be done with more!


    5 - Hagara

    Note: The current % of the Aspects buff should allow you to exit the frost phase much faster, survive the lightning phase a little longer and allows more leniency with the frost beams.

    The 4th boss in the instance is generally done before Warmaster Blackhorn. Hagara is a big step up from her normal counterpart. She can be a vicious fight that tests awareness and co-ordination from your guild. If your guild struggles with co-ordination, leave this boss at position 5, if you have great co-ordination and can think as you run then you could move this boss before Zon'ozz.

    Hagara is similar to normal in how the phases change. A good tip is check her weapons before the pull, they determine the starting phase.

    As said above, co-ordination is key and you will need to have catlike reactions during her normal phase which I find is the toughest phase (funny right?). Be ready for quite a lot of movement and remembering positions (raid markers help!) Depending on how your raid will cover the frost phase will be a good recovery time for healers or mana-draining. And lightning is called "how fast can you leave this phase". You should find a strategy that gets you out of that phase ASAP. If you can do this phase, the rest of the fight is quite easy, providing by the time you've mastered this phase the normal phase should be wrapped up too. You will have 8 pylons to deal with and try get a strategy that will get you out of the phase in about 10 seconds or so after the big add dies.

    Unlike normal mode, you cannot ignore the ice lances which will lead to a death quickly. Shattered Ice can 1 shot you if you have 2 stacks of Ice Lance, it is recommended to have 3 groups of 2 soakers for the Ice lances rotating at 5 stacks and make sure you can tank the boss in a way that Shattered Ice will only touch the tank (frontal cone 180 degrees of Hagara), however once again depending on strategy you may not be able to ignore Shattered Ice. If you cannot ignore Shattered Ice, it might be like playing with RNG. I also like having 1 DPS as a floater just in case of Ice Tombs after the first Frost/Lightning phase.

    Suggested Raid Group:

    1 Tank, 3 healers, 2-3melee, 3-4 ranged.

    Strengths / Weaknesses to look for in your raid group:

    Tank: Warriors are the worst tank for this, followed by Paladins. Ferals and DKs have a huge advantage here, allowing them to soak Focused Assault without needing taunters or massive cooldowns. However, although DK and feral is preferred, you don't need one to kill this boss. Just makes life easier.

    Healers: Healing will be intense, and all classes are viable here. Priests and Druids shine with strong raid cooldowns for Lightning Phase however. Also depending on if you stack or not in frost phase, Bubble is great, Spirit Link Totem and a Paladins Aura Mastery.

    Ranged: Dotters are brilliant for the Frost Phase, but anything generally will do overall. Generally guilds will use as many ranged as possible for this fight, I'd recommend a minimum of 3-4 but you may find things easier with more.

    Melee: Depending on strategy it probably is best to assume no more than 3 melee on this fight and all classes generally work well. Cleavers can be awesome for Frost tombs, and DPS with burst is great too for both normal and Frost phases.


    6 - Warmaster Blackhorn

    Note: The current % of the Aspects buff should allow you a little break in between add spawns and lowers the punishment significantly for missing a few twilight barrages. The ship should survive with a lot more HP than usual. Phase 2 healing requirement is significantly lower as a result of him hitting a lot less on the tanks, he will still hit like a truck, but the difference is noticeable, same with the aoe.

    This fight is a big step up from all of the 5 previous bosses. The main problem with this fight is soaking. You have limited people to soak. This boss will test your DPS strength, your healing efficency, tank personal awareness and for everyones awareness for that matter. Prepare for a nasty fight! This will be the last fight you will consider to progress on realistically.

    Suggested Raid Group:

    2 Tanks, 2 healers, 1-2melee, 4-5 ranged.

    Strengths / Weaknesses to look for in your raid group:

    Tank: All tanks work well here, 4sets will be awesome!

    Healers: Healing will be crazy, all classes shouldn't have much a problem here. Preferrably ones that can have some damage reduction cd for soaking if needed

    Ranged: The more ranged the better! Dotters are king here and straight up burst. The drakes need to die while anchored or killed by dots as they fly away. 'Cleaving' classes work well too for phase 2 or when the drakes die and you need to kill the melee adds before the next wave.

    Melee: The less melee the better to be honest. However, you will preferrably want cleave/dot type classes for this. Melee can help on drakes but that's up to the tanks positioning, mainly they will be cleaving adds and the boss with Gariona in P2. DKs are great with deathgripping sappers here.




    25 Man Heroic DS Kill Order:



    Suggested Path:

    Morchok > Hagara > Yorsahj > Zon'ozz > Ultraxion > Warmaster

    Please note difficulty ramps up from Morchok and depending on your raid strengths and weaknesses or your guilds strengths and weaknesses, you have the option of several bosses after Morchok. Read below for more information. All bosses must be killed on heroic to reach Deathwing Heroic so you don't have a choice there. Most of these bosses are inter-changeable, read the description under each boss and you can decide for yourself.

    Please also note that since 25 man groups can vary so much as there are more players it's safer for me to use the word DPS rather than exact range/melee numbers.


    1 - Morchok

    The most obvious choice to take on first. If you cannot beat this guy without a lot of hassle it is best to stick to normal mode until you farm some more gear in your resets. If you can kill normal mode Deathwing without trouble, you should be easily able to kill this boss. It is suggested to have some DPS with healing offspecs to make this a lot easier on the healers. See below.

    The enrage is very generous (considering you can bring 8 healers), pop Heroism/BL during the 20% area, after the vortex has occured, as Morchok and his twin will hit much faster, due to the soft enrage mechanic.

    Treat the boss as 2 5man bosses with 12 people on one side and 13 people on the opposite, move them apart on either side of the path for ease.

    Suggested Raid Group:

    1 Tank, 2-4 healers, 8-9 DPS, per group. (Total: 2 Tank, 6-8 healers, 16-18 DPS) (8 healing makes this encounter much easier for a first kill, you can drop a healer or 2 when you feel comfortable.)

    Strengths / Weaknesses to look for in your raid group:

    Tank: Any tank classes work well here.

    Healers: Any healing classes.

    Ranged: Any ranged classes work well here.

    Melee: If you have several melee classes, just decide which 2 soak the extra stomp damage while the others move to the crystal range after the stomp. I'd suggest having at least 2 that can take stomps without dying. They will always stay near the boss to take the extra damage the boss does to the 2nd closest person in melee range. Rogues are best here due to Feint, high armor wearers are also good for melee soaking, ie. DK and Paladins. Please note it does not have to be a melee class soaking, it just makes sense.


    2 - Hagara

    The 4th boss in the instance is generally done second. She can be a vicious fight that tests awareness and co-ordination from your guild. If your guild struggles with co-ordination, leave this boss. The reason she is targetted second is she is very similar to 25man normal mode, the only major difference will be how you rotate the stacks of Ice Lances in the normal phase, learn to deal with the Frostflake in frost and it's similar to normal.

    Hagara is similar to normal mode in how the phases change. A good tip is check her weapons before the pull, they determine the starting phase.

    You will have 4 pylons and 1 big add to deal with in the lightning phase, but it should be similar to normal mode on how your team handles it.

    Unlike normal mode, you cannot ignore the ice lances which will lead to a death quickly. Shattered Ice can 1 shot you if you have 2 stacks of Ice Lance, it is recommended to have 3 groups of soakers therefore, you need to have two - three players on each Ice Lance. By alternating every 2 or 3 seconds, they enable to debuff to drop. Make sure you can tank the boss in a way that Shattered Ice will only touch the tank (frontal cone 180 degrees of Hagara), however once again depending on strategy you may not be able to ignore Shattered Ice. If you cannot ignore Shattered Ice, it might be like playing with RNG.

    Suggested Raid Group:

    1 Tank, 6-7 healers, 17-18 DPS

    Strengths / Weaknesses to look for in your raid group:

    Tank: Warriors are the worst tank for this, followed by Paladins. Ferals and DKs have a huge advantage here, allowing them to soak Focused Assault without needing taunters or massive cooldowns. However, although DK and feral is preferred, you don't need one to kill this boss. Just makes life easier.

    Healers: Healing will be intense, and all classes are viable here. Priests and Druids shine with strong raid cooldowns for Lightning Phase however. Also depending on if you stack or not in frost phase, Bubble is great, Spirit Link Totem and a Paladins Aura Mastery.

    Ranged: Dotters are brilliant for the Frost Phase, but anything generally will do overall. Generally guilds will use as many ranged as possible for this fight.

    Melee: Depending on strategy it probably is best to assume to not be too melee on this fight and all classes generally work well. Cleavers can be awesome for Frost tombs, and DPS with burst is great too for both normal and Frost phases.

    3 - Yor-sahj

    Note: The current % of the Aspects buff should make him quite laughable, you should be able to kill him way before the enrage timer, most combinations should be quite easily handled and adds should die in a matter of seconds.

    Yor-sahj will demand co-ordination and individual reflexes. If your guild has trouble with co-ordination and adapting quickly given a change in color combinations then maybe you should leave this boss for now.

    The enrage can be tight, even if 10 minutes sounds long and made even tighter by the amount of adds you get during the fight. If you've been farming gear for quite some time, the enrage should not be a problem nowadays (it especially was during the first weeks and pre 10% nerf during December, arguably one of the toughest fights on heroic). Although the pattern for ooze selection is random, there is only a certain amount of combinations that can be choosen. For in-depth analysis on colors please refer to the search function for Yor'sahj and plan ahead.

    Tips: For the first Mana Void, keep it alive and bring it to low HP (20-30%), kill it when the second void drains you, use a mana cooldown when the first drains you.

    Suggested Raid Group:

    2 Tanks, 5-6 healers, 17-18

    Strengths / Weaknesses to look for in your raid group:

    Tank: To make a kill much easier, a Blood DK is the most preferred tanking class here. Due to the self-healing during Deep Corruption (purple). If you are having a lot of trouble keeping the tanks alive, it is feasible to bring 3.

    Healers: The strongest healers here are arguably: Paladins, Shaman and Priests. I feel resto druids have it a little bit tougher here but are viable nevertheless, the Deep Corruption is most unforgiving to them (IMO). Do not AOE heal under Deep Corruption, stick to direct single target heals. Divide each of the healers into each group and have them heal only that group for Deep Corruption never blowing up the raid.

    Ranged: AOE classes is your priority, practically any ranged should have no problem with this fight.

    Melee: All classes perform quite well here, especially strong AOE melee classes.


    4 - Warlord Zon'ozz

    Note: The current % of the Aspects buff should allow you take another bounce or two quite safely. The healing and dps requirement to breeze through the dark phases is significantly reduced. The enrage timer should be quite easy to meet.

    Zon'ozz is an intense healing encounter that will test the healers extensively and will require good DPS to also kill. The raid must have good co-ordination and be ready to split up during Dark Phases. If your guild has excellent healers and good DPS and can co-ordinate, this bosses position is pretty solid. Depending also on gear farmed, if you are having trouble with this boss, perhaps Ultraxion might be easier for you.

    He has a tight enrage of 6 minutes that will require a zerg/nuke method to down. The 4th Dark Phase is the zerg/nuke phase and an appropriate time to Heroism/BL. You will want the boss under 30% by the time you enter the 4th Dark Phase.

    There are many different ways to divide the bounces. 7-7-7-5 is probably the most used method. However you could do a 5-5-5-5 or 7-5-5-5 or 9-7-5-1 etc. It's up to you, just aim for 20+ bounces in total.

    Suggested Raid Group:

    1 Tank, 6 healers, 18 DPS

    Strengths / Weaknesses to look for in your raid group:

    Tank: All tanks work well here, but Blood DKs shine once again with their self-healing and plethora of cooldowns also their 4set can be used every dark phase. I suggest have a cooldown ready if you ever bring the boss past 6 bounces.

    Healers: Healing will be intense, and all classes are viable here. You will want to use raid cooldowns efficently and divide them per Dark Phase so discuss it beforehand.

    Ranged: Burst dps is preferred for this boss, also classes with dots can be very useful, they can dot the boss and eyes while running into position. Ranged is the most preferred DPS for this fight, so more the better. You can greatly reduce healing needed by later voids if you have a Shadow Priest or Mage solo-soaking.

    Melee: Burst dps is preferred. Cleaving classes are practically essential to be able to cleave the Claw and attack the boss at the same time. If none, just kill the claw asap. To make the dark phase easier for healers it is preferred to not go into this fight too melee heavy.


    5 - Ultraxion

    Note: With the current % Aspects, it negates the toughest part of this fight (the last 30-45 or so seconds) obviously for a first kill you might still get close to the enrage, but realistically the most tedious part of the encounter is removed. Because of this, if you have the gear, you could do this boss after Hagara, this depends on your DPS.

    Although he is the 5th boss in the instance, he is easier than Zon'ozz and Yor-sahj in terms of tactics in terms of where to go next. If you have excellent DPSers, tanks that can also push good numbers and ok healers, this fight is perfect for a third position or you could potentially slot him in as your third heroic kill in Dragon Soul. If you have farmed enough gear at this point, don't hesitate too much if you want to try this boss as third on the list, but without the Aspects %, it really is best to leave him 5th.

    The enrage is a strict 6 minutes in which he will blow up the raid afterwards, this is a common issue in the 25man setting.


    There will be 6 Fading Lights. 1 on the current tank and 5 on random DPS. Treat it the same as normal. There will be 7 Hour of Twilights to plan for realistically. There will be a 2 minute debuff so you can take every 3rd in your rotation ie. (1st, 4th, 7th). Any class with a damage reduction will be most useful for soaking.

    Also after the 5 minute mark is when the real healing test begins, this will be made much easier with a proper rotation of raid wide cds called out after each one ends.

    Tip: Have your healers fade out at the start of the fight and pop Heroism for the best possible DPS benefit (no Fading Lights), you can then re-use Heroism/BL for the healers after the 5 minute mark, when they actually do need it.

    Suggested Raid Group:

    2 Tanks, 5-6 healers, 17-18 DPS.

    I wrote DPS, due to it really doesn't matter what your raid has as a DPS class. What will matter is how many DPS you will use in your soaking rotation and what classes.

    Strengths / Weaknesses to look for in your raid group:

    Tank: All tanks do well here. DKs and Feral Druids are arguably the best choices due to their DPS. Paladins bring high DPS also yet Warriors generally (of course it depends on your skill too!!!) are the worst at DPS here, but the the 4set and a good rallying cry after the 5 minute mark is great!

    Healers: Paladins are arguably the best possible healer to bring to this fight. However ALL classes do well. Please refer to an Ultraxion guide for what color crystal your class should take. Disc Priests can smite the boss (making the enrage a little easier) till the first Hour of Twilight, since healing is slow here. Depending on the other healers of course the Priest can continue DPSing longer making the enrage that much easier. Holy Paladins can also use Hand of Sacrifice on a player soaking Hour to reduce the damage often. You should not have any problems with any healing setup.

    Ranged: Strong single target classes. If you have a Shadow Priest or Mage, they can take 3 of the Hour of Twilights.

    Melee: Strong single target classes. If you have a Rogue they can take 3 of the Hour of Twilights. Ret Paladins can assist soakers with Hand of Sacrifice often.


    6 - Warmaster Blackhorn

    Note: The current % of the Aspects buff should allow you a little break in between add spawns. The ship should survive with a lot more HP than usual. Phase 2 healing requirement is significantly lower as a result of him hitting a lot less on the tanks, he will still hit like a truck, but the difference is noticeable, same with the aoe.

    This fight is a big step up from all of the 5 previous bosses. The main problems will be killing the Drakes within 1 harpoon, killing them asap to reduce overall Barrages, the soaking of these Barrages and how you will handle Onslaught. This boss will test your DPS strength and bringing more ranged suits this fight, your healing efficency, tank personal awareness and for everyones awareness for that matter. Prepare for a nasty fight! This will be the last fight you will consider to progress on realistically.

    Suggested Raid Group:

    2 Tanks, 6 healers, 17 DPS

    Strengths / Weaknesses to look for in your raid group:

    Tank: All tanks work well here, 4sets will be awesome!

    Healers: Healing will be crazy, all classes shouldn't have much a problem here. Preferrably ones that can have some damage reduction cd for soaking if needed

    Ranged: The more ranged the better! Dotters are king here and straight up burst. The drakes need to die while anchored or killed by dots as they fly away. 'Cleaving' classes work well too for phase 2 or when the drakes die and you need to kill the melee adds before the next wave.

    Melee: The less melee the better to be honest. However, you will preferrably want cleave/dot type classes for this. Melee can help on drakes but that's up to the tanks positioning, mainly they will be cleaving adds and the boss with Gariona in P2. DKs are great with deathgripping sappers here.



    Thank you for reading. I hope this will help some people make up their minds on what is best for their guild. Feel free to discuss and I can make ammends to the above where needed. Please remember this guides purpose is to help, not force people to the set path or a set raid composition (they are merely suggestion), read through the bosses and it should provide further insight. Most bosses are inter-changeable, as stated at the start, depending on your own guild. This guide may not reflect the opinion of everyone, but what guide does. Post constructively, any questions ask below.
    Last edited by Azshira; 2012-08-23 at 11:01 PM.

  2. #2
    I'd put Ultraxion before Yor. Yor requires a lot of planning at both raid level and personal level. It also requires healers and DPSers to know their classes very well and be able to adapt to the various scenarios that will come up during the boss. I'd also suggest 3 healing when progressing atleast since enrage timer shouldn't be a problem unless you're undergeared and you won't have to deal with the deadly purple/black/red combo.

    Ultraxion is a way easier boss where people don't have to adapt at all, never move and basically just press their AoE heal or do dummy DPS. Nearly no planning is required. Even if you completely mess up in soft enrage you'll be able to stay alive to 5 min 20 sec. If you don't have enough DPS to kill it by then you need some better planning and execution by your healers.

    Hagara is a good choice if you lack some gear since the enrage timer is very forgiving and you won't have any trouble with it if everyone just stays alive.
    Quote Originally Posted by CaptainArlong View Post
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  3. #3
    The Lightbringer
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    If I can just comment on what you said Zheryn. Ultraxion is suggested as 2nd or 3rd depending on your gear. If the guild has farmed for normal for some time now, they should be well-geared for this fight and that makes it alot easier. Yorsahj, can be difficult but it isn't all that bad, you just need a solid team and healers who have a brain, i personally find 3 healers make problems in this fight due to they may try heal the same person in purple, I like to have 1 healer designated to each group to prevent that making purple never a problem. Hagara is a lot harder on 10man than most of the other bosses and it will require great co-ordination on a raid level and awareness from a personal level. The enrage is forgiving, but if you have the DPS you can kill her in 3 phases instead of 4 (the changing phases). It is a very taxing fight for the healers also and depending on your MT it can be worse.

  4. #4
    Quote Originally Posted by Azshira View Post
    If I can just comment on what you said Zheryn. Ultraxion is suggested as 2nd or 3rd depending on your gear. If the guild has farmed for normal for some time now, they should be well-geared for this fight and that makes it alot easier. Yorsahj, can be difficult but it isn't all that bad, you just need a solid team and healers who have a brain, i personally find 3 healers make problems in this fight due to they may try heal the same person in purple, I like to have 1 healer designated to each group to prevent that making purple never a problem. Hagara is a lot harder on 10man than most of the other bosses and it will require great co-ordination on a raid level and awareness from a personal level. The enrage is forgiving, but if you have the DPS you can kill her in 3 phases instead of 4 (the changing phases). It is a very taxing fight for the healers also and depending on your MT it can be worse.
    Exactly. I just wanted to highlight the difference in actual difficulty of the mechanics and skill required in Yor vs Ultraxion. Ultraxion barely requires any "progress" or practise and if you have farmed normals since DS came out you'll get a kill in a few tries. If you're in a guild that doesn't raid very often it might be worth thinking about since chances are that it will take several raids to down Yor, but you might get your second HC kill in an hour when going for Ultraxion

    On Yor with purple, 3 healers aren't necessary but you just have to make sure to have clear assignments. We had a holy priest taking care of the ranged group, a holy paladin on melee and a resto shaman on the tank for purple. The main thing about 3-healing Yor tho is to be able to switch the kill orders of the blobs to make every purple phase very safe and the others a bit harder but since you have 3 healers they also become pretty easy.

    On Red/Green/Yellow/Black we killed Yellow and spread out under the boss. The damage is pretty high but safe with 3 healers.

    On Red/Black/Yellow/Purple we killed Purple and just outhealed the damage easily with 3 healers. We felt the Red/Black/Purple combination was pretty deadly, but this way we don't have to deal with it.

    This boss can be very different tho depending on your setup so you basically have to plan good and try out what works for your group.
    Quote Originally Posted by CaptainArlong View Post
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  5. #5
    The Lightbringer
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    I have started constructing the 25man section. I am quite busy over the next 2 days but it should be fully finished during or before the weekend.

  6. #6
    Paladins are good DPSers however the 4set does not affect the raid and MAY make healing harder after the 5 minute mark, unlike the other tank 4sets.
    Err... what do you mean the paladin 4set does not affect the raid :| it's the same as the warrior just half the duration. And how could 20% damage reduction make healing harder?

  7. #7
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    Quote Originally Posted by bongles View Post
    Err... what do you mean the paladin 4set does not affect the raid :| it's the same as the warrior just half the duration. And how could 20% damage reduction make healing harder?
    The prot Paladin 4set is a self-used ability that does not affect raid wide reduction. The tank damage is low on this fight, however the aoe is the killer, especially towards the end. Thereby the raid wide cds from ferals, bloods and prot warriors, help immensely more. That's what it means

  8. #8
    Divine Guardian
    100 yd range
    3 min cooldown
    All party or raid members within 30 yards, excluding the Paladin, take 20% reduced damage for 6 sec.

    4 pieces: Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.

    It does affect the raid-wide ability, but it doesn't make it any better, only making you able to use it 2 times before soft enrage instead of 1, which doesn't make any difference really on this fight.
    Quote Originally Posted by CaptainArlong View Post
    When you play a video game, you don't put any "effort" into it at all. You're pushing keys on a keyboard, you're not running a marathon or playing a sport.

  9. #9
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    Urgh got abilities mixed up, my mistake.

    ---------- Post added 2012-02-03 at 01:06 PM ----------

    Added Ultraxion and Yorsahj for 25man. Tidied up some things in the thread. Should be able to get Zon'ozz and Blackhorn up sometime tonight or early tomorrow

  10. #10
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    Full list is ready.

  11. #11
    IDK... this isnt bad but we found Hagara to be easier than zonozz still in ten man.

  12. #12
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    Quote Originally Posted by darkrook View Post
    IDK... this isnt bad but we found Hagara to be easier than zonozz still in ten man.
    Depends on the strengths of your guild too and perhaps group setup.

  13. #13
    Quote Originally Posted by Azshira View Post
    You will have 8 pylons and 2 big adds to deal with in the lightning phase, but it should be similar to normal mode on how your team handles it.
    This is incorrect. There are still only 4 pylons and 1 add.

  14. #14
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    Quote Originally Posted by Teye View Post
    This is incorrect. There are still only 4 pylons and 1 add.
    Cheers, my original source was in-correct just checked it myself.

  15. #15
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    My guild made a big mistake by not looking into the difficulty of encounters and ended up killing zonozz as 2nd, however once you have come past him, everything else up to blackhorn is a walk in the park. Not even Blackhorn seems that difficult after being stuck on zonozz for weeks, 2 weeks into the new content. Good list however as some have already suggested, I would put zonozz as 4th as it is alot more individually challenging than Hagara, at least on 10 man.

  16. #16
    I would reccomend two additions, firstly 3 tanks is very viable for Yor'sahj on 25-man. If you don't have a DK tank I would even recommend 3 tanks if you are struggling with keeping them up, it helped my guild a lot.

    I would also disagree that warriors are bad for Hagara, they can use heroic leap for the focused assault to get away, or intervene someone who's far away. It might not be optimal for melee to move her around like that, but the overall berserk should be fine, and dealing with the assault that way is easy.
    My addons:
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  17. #17
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    Quote Originally Posted by Boudiccea View Post
    My guild made a big mistake by not looking into the difficulty of encounters and ended up killing zonozz as 2nd, however once you have come past him, everything else up to blackhorn is a walk in the park. Not even Blackhorn seems that difficult after being stuck on zonozz for weeks, 2 weeks into the new content. Good list however as some have already suggested, I would put zonozz as 4th as it is alot more individually challenging than Hagara, at least on 10 man.
    Hey there. The list has him as 4th already and most bosses have a suggestion attached to perhaps do X boss first if your guild struggles with Y.

    ---------- Post added 2012-02-09 at 10:43 PM ----------

    Quote Originally Posted by Sildor View Post
    I would reccomend two additions, firstly 3 tanks is very viable for Yor'sahj on 25-man. If you don't have a DK tank I would even recommend 3 tanks if you are struggling with keeping them up, it helped my guild a lot.

    I would also disagree that warriors are bad for Hagara, they can use heroic leap for the focused assault to get away, or intervene someone who's far away. It might not be optimal for melee to move her around like that, but the overall berserk should be fine, and dealing with the assault that way is easy.
    One of the issues on 10man at least is shattered ice and if you move Hagara around someone could get hit hence why I have Dk and ferals recommended higher than warrior. They definately can tank it, but the whole point of this thread is recommendations and for ease Id choose a different tank. Same goes for Yorsahj that 2 tanks are recommended but I'll add your suggestion into the tank area. Thanks.

  18. #18
    Very nicely written, and much needed advice for those progressing through Heroics.

  19. #19
    My addition here would be yor'saj on 10m. We two heal it with a druid and shaman most of the time. Purple is taken at every opportunity, and the shaman heals the tank with greater healing wave while our druid raid heals using only rejuvenation, swiftmend, and healing touch. Most of the time it is actually quite easy. When a red/green/yellow/black come up, we kill green and then just use cooldowns to heal the raid. If we are under 50% mana we kill a void right before to get it back.
    Quote Originally Posted by Henry Ford
    Thinking is the hardest work there is, which is probably why few engage in it.
    This explains a lot.

  20. #20
    Deleted
    hasthis been updated for new order folowing nerfs
    (since ultraxon losing 10% hp and his aoe hiting for 10% less means he is like 3rd for 25's and probably 2nd for 10's)
    as nerfs effect different bosses more than others -> nerfs hit hagra lightning phase hard as it lowers the base damg which is them multiplied by the damg taken debuf so the nerf gets multiplied as well)

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