My guild, which is a pretty typical 10-man casual progression guild, just finished Warmaster Blackhorn. This was a bit of a wall for us, so I spent a lot of time reading the various strategy websites. These all ended up being fairly useless, as they had missing information, wrong information, and used 25-man strategies that seemed to work badly on 10 mans. So I figured I’d collect some accurate information and then discuss our strategy for the fight.
Phase 1:
There are a lot of moving parts in this phase.
Twilight Drakes: There are six of these. They do no damage directly, only throwing small twilight blasts at the ship. They have 1.1 million hp, and can only be damaged when close to the ship. They come in pairs of two 60 seconds apart. When all 6 die, phase 1 ends.
Twilight Barrage: These are small swirls on the deck of the ship. They deal 210000 shadow damage, split among all targets in the swirl (including the ship as a target). However, if a player takes damage the ship does not, so the ship takes either the full 210k or nothing. You get one blast every 13 seconds from each active drake - a drake goes active after he drops off his melee add, and continues shooting until he dies.
Melee adds: Each drake starts by flying in to drop off a melee add. These have 3.4 million hp each. They come in pairs of two, 60 seconds apart. You need two tanks, one for each add. There are two types, Dreadblades and Slayers. Each has a stacking debuff, so the tanks need to trade off on each wave. The Dreadblades have a cone attack, so point them in a safe direction. They will occasionally charge a random player – they prefer ranged, but they will charge in melee range if there is no one at range. The charge is marked with a line of circles on the deck, and everyone on the path will get hit.
Twilight Onslaught: This is a giant swirl on the deck. It’s the same as the Barrages, except it’s a much bigger hit – 800k. It happens every 35 seconds. The ship will always take some damage from these.
Twilight Sappers: Every 40 seconds, a drake will fly in and drop one of these guys off. They have 340k hp. They hit the deck, go invisible, and start running for the back of the ship. About halfway down the hull, they become visible, and you kill them. If they reach the back of the ship, they explode for 800k damage against the ship and players. They can be stunned, slowed (but not rooted), deathgripped, etc.
The Ship: The ship has three functions in phase 1. First, it has 4.6 million hp. If it dies, you wipe. It takes damage from Twilight Barrage, Twilight Onslaught, and Sappers. Second, the harpoon guns pull the Twilight Drakes in. This allows players to dps them. The harpoons last for 22 seconds, and it takes the harpoon guns 13 seconds to reload. Finally, the ship does 4k dps to each active drake with the deck guns.
Myths about this phase:
Myth 1: You need to soak the barrages. This is untrue, and can get you in a lot of trouble by killing your dps. If you kill at least one drake on every harpoon cycle, soak all the Onslaughts and kill all the Sappers, you can ignore the Barrages completely and make it to phase 2. You’ll soak a couple by accident, but there’s no reason to intentionally soak any of them unless you screw up somewhere else.
Myth 2: Everyone needs to soak the Onslaught. While you have to soak each Onslaught, you don’t need the whole raid. Seven is doable, and eight is actually quite safe. You can significantly help your dps by letting someone sit and tunnel, rather than running.
Myth 3: All dps should switch to the sapper. This is a dps killer. You have at least 10 seconds to kill the sapper – that’s before any slows, lifegrips, knockbacks, etc. Put 2-3 people on sapper duty, and let the rest of the dps focus on the other mobs.
Myth 4: The ship stops taking damage in phase 2. Not quite true. While the Barrages and Onslaughts stop, if a Sapper is active (including the drake flying in, but he’s not on deck yet) you can still lose the ship. So clean up that last sapper.
Phase 2:
There are a lot fewer things going on in this phase. You have any leftover mobs from phase 1, usually melee adds, possibly a sapper. Then you have the new stuff.
Goriona: This is the big dragon. She flies in to drop off Warmaster Blackhorn, then hangs out near the ship. She has 13 million hp, and flies away at 25% (so roughly 9 million damage). Only ranged can hit Goriona, and they have to be in the front starboard (right) section of the ship.
Twilight Flames: These are purple circles that Goriona casts on the ship. They hurt, so you have to move out of them. These stop appearing when Goriona flies off, and eventually fade.
The Ship: The guns on the sides of the ship go into rapid fire when Goriona comes in – the ship’s captain yells to concentrate all fire on the armored dragon. The ship does 100k dps to Goriona.
Warmaster Blackhorn: He has a stacking debuff, so the two tanks will have to swap him back and forth. He has a shout that hits everyone, and will interrupt spellcasters within 10 yards. He fires a cone attack at a random player that hurts and stuns players and must be dodged. Finally, he gains 1% damage for every percent of life lost. At the end, the tanks will need rolling cooldowns to survive.
Myth 1: You should max burn Goriona. The ship guns are going to massively outdamage you. There’s not much to gain from a bloodlust or other long cooldown here. Ranged should do the best they can, but dodging stuff and saving cooldowns for low-health Warmaster is much more effective.
Our Strategy:
Phase 1:
We tackled the fight with 2 tanks, 2 healers, 2 melee dps, and 4 ranged dps. We started with the tanks and melee dps towards the back of the ship, with 3 ranged on the left rail and 1 (arcane mage) on the right. If you don’t have an arcane mage, put your best burst dps here. One healer was on each side. We completely ignore the Twilight Barrages (the little swirls), as they don’t do enough damage to the ship to matter with this strategy.
When the drakes make their initial run in to drop off the melee adds, the ranged dps on the left rail dot up the one that passes over them. They then work on melee adds for a few seconds until the harpoons go out. The tanks get the two melee adds close together for cleaves, and the melee all work on them. As soon as the harpoons fire, the ranged all switch to the drakes on their side.
About 5 seconds after the harpoons fire, the first Onslaught will hit. Most of the raid stacks up – the arcane mage and the tank who’s handling the Dreadblade stay out. As soon as the Onslaught hits, everyone runs back to their initial positions to minimize charge damage. The 3 ranged on the left should easily kill their drake, and switch to help on the right drake. We might kill both drakes, but worst case should be ~15% life on the left drake.
A word on the arcane mage’s role here. He needs to do two big bursts here, 1 minute apart. On the first one, he should have a weakened drake, so he should only use cooldowns with a recycle of 1 minute or less. On the second drake, he goes max burn. It works out to ~35k dps for the first burn (over 20 seconds), and ~50k dps on the second one. To optimize his burst, he doesn’t ever stack for Onslaught.
When the first drake dies, one melee add should also be down, with the second in trouble. The sapper lands here. We have our DK tank deathgrip him back from the door, and the melee dps and 1 ranged from the left rail handle him. We then finish off everything from the first wave, stacking for the Onslaught when it happens.
Second wave goes much like the first. 3 ranged dps on the left kill their drake, then try to help out on the right side. The arcane mage on the right goes full burn and nearly solos his drake. Melee handle the sapper that lands with two drakes harpooned, and works on the melee adds. Usually, 1 melee add is up at 25% when the third set lands.
Third wave is also similar. Again, the 3 ranged on the left smash their drake. The arcane mage has shot his wad at this point, so his drake will fly away and have to be harpooned again. He gets killed as soon as he gets pulled in on the 2nd harpoon. The melee adds will probably still be up when the last drake dies and phase 2 starts – just have the melee dps kill them and ignore the Warmaster for a moment.
Phase 2:
The ranged dps all line up at the front right of the ship, in an “L” shape. This gives some room to dodge the circles and cone attacks. We use the boards on the deck as guides. Blackhorn is tanked 10 yards behind the ranged, with all the melee dps and healers behind him to try and pull the cones away from the ranged. The ranged work on Goriona, though dodging attacks is always more important than damaging her. No one damages the Warmaster till Goriona flies off.
Once Goriona is gone, we move Warmaster to the center of the ship, and spread out in a ring around him. Casters want to be just outside the range of the interrupt (10 yards), which takes a little practice. This gives you the smallest distance to run to clear the cone attack if he aims at you. After that, it’s just a matter of dpsing him down while dodging the cone, with cooldowns and lust/warp towards the end of the fight.