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Malygos (25 Man) Strategy Guide

by Jackmason
This is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author and ourselves and do not copy it.

Introduction

Malygos the Spellweaver is the final boss of the Tier 7 content of World of Warcraft. To engage him, one player in the raid must have the Key to the Focusing Iris, which is an item dropped by Sapphiron in Naxxramas. There is no trash in the instance. The fight consists of three phases and is relatively complicated, but not gear dependent, except for the main tank.

Raid Setup - 25 Man

A good 25 man Malygos raid composition will consist of 7-8 healers, one main tank, 1-2 off-tanks, and the remaining slots filled with DPS classes. It is extremely useful to have 2 death knights and 1 paladin (retribution or protection) among the DPS and off-tank classes. Beyond that, a healthy mix of ranged and melee DPS is advisable. Also, at least 3 of the healers should be priests or druids because of their instant cast group heals: Circle of Healing and Wild Growth.

The main tank should be as well geared as possible for the fight. A tank still in Burning Crusade gear will find Malygos extremely difficult to tank. You may want to prioritize your tank's upgrades when looting items from heroics and Naxxramas before attempting Malygos.

Raid Setup - 10 Man

A 10-man raid can kill Malygos with one main tank, 2-3 healers, and the rest DPS. Off tanks are not necessary for the fight. Many 10-mans will operate without any death knights or paladins, but at least one class capable of an immobilizing effect or stun -- Frost Nova, Entangling Roots, etc. -- is highly desirable. Also, having one of the healers be a priest or druid is almost essential due to the group healing required during the fight. If one isn't available, the paladin and shaman healers need to coordinate their use of shields and hots carefully to survive each Vortex.


Phase 1 - Ground Phase


Malygos and His Abilities

Malygos has 19.5 million hit points on heroic mode, and 7 million hit points on normal mode.

Malygos deals significantly less damage to the tank in a Normal mode raid.

Berserk Timer: Malygos has a 10 minute Berserk timer that applies to the encounter as a whole. This means that you need to move through the early phases as fast as possible so that you have more time to complete the encounter in phase three before his Berserk aura kills the raid.

Arcane Breath: This is a frontal cone AoE attack that deals about 30 000 (heroic) or 20 000 (normal) damage to all creatures 40 yards in front of Malygos' head. After 5 seconds, any player hit by the ability will explode, damaging nearby allies for around 20 000 damage (no player should get hit by this except the main tank. It will one-shot-kill almost any non-tank, and the explosion is lethal to anyone nearby). This is cast rougly every 15 seconds, but the timer is variable and he will sometimes cast it faster, which is part of what makes tank healing so stressful, especially on heroic mode.

Arcane Storm: Every 10-15 seconds, Malygos randomly turns toward the raid and fires this ability, which is a series of arcane missiles that target random players and deal arcane damage. This raid damage needs to be healed through; there is no way to prevent it. It is also quite distracting when Malygos casts the ability, as he will turn towards the raid to cast the spell. It can appear as if someone has pulled aggro, but this is (hopefully!) not the case. This ability hits more players in heroic mode than in normal mode.

Vortex: Every 60 seconds, Malygos will lift off and fly to the center of the platform. All players in the raid will be lifted into the air and spin around him for 10 seconds, taking 2000 damage per second. Only instant cast spells can be used during this time. In order for the raid to survive, priests' Circle of Healing and druids' Wild Growth are essential.

Power Spark: Malygos will summon a Power Spark from the sky every 20-30 seconds. If a Power Spark reaches him, which takes about half a minute, it will increase his damage by 50% for 10 seconds, making him nearly able to one-shot-kill the main tank with his Arcane Breath ability. As discussed below, the raid should kill them before they reach Malygos (during the Vortex ability, Power Sparks are frozen in the sky and do not move).

If Power Sparks are killed, they leave an aura on the ground, 15 yards in diameter, which increases player damage by 50%! This aura is extremely helpful in beating Malygos' berserk timer.


Raid Strategy


Positioning

Malygos raid positions in Phase 1

As noted in the diagram, the main tank should position Malygos facing directly north, and the raid should stand behind Malygos to the south. This allows the raid leaders to clearly see when a Power Spark has spawned at any of the 4 spawn points: NE, NW, SE, or SW. Malygos does not have a tail attack like most dragons, so standing under his tail is fine. Also, Malygos' hitbox is quite large; melee classes can be quite flexible in their positioning and stand quite far back from Malygos and still be able to reach him.

Healing - 25 Man

Four or five healers should be assigned exclusively to tank healing while Malygos is on the ground. The incoming damage on the main tank is quite intense and Malygos' Arcane Breath will take a huge chunk of even a well geared tank's life total. The remaining healers should be assigned to heal the raid, topping off players after an Arcane Storm volley lands.

During Vortex, no spells with casting times will work, and all priest and druid healers should be constantly casting their instant cast group heals: Wild Growth and Circle of Healing are excellent here and required to survive a Vortex. With 3 or more priests or druids in the raid, Vortex healing becomes quite easy.

Healing - 10 Man

Healing on Normal mode is generally much easier than on Heroic. It is recommended to bring 3 healers to a 10 player raid group until you have learned the fight, and it is extremely helpful if at least one of those healers is a priest or a druid (for healing through Vortex with Wild Growth or Circle of Healing). With three healers, two should be assigned to healing the main tank during the ground phase while the third heals raid damage from the Arcane Storm. If you only have two healers, the best geared should usually be assigned to heal the MT with backup from the second healer.

Healing Vortex is much more difficult on Normal mode. The ability still does 20 000 damage over 10 seconds to the entire raid. With a priest or a druid healer in the raid, it is fairly easy to keep everyone alive. However, if your only healers are shamans and paladins, then special precautions should be taken:

- Everyone in the raid should wear high stamina gear, if possible to get above 20 000 hit points when fully buffed.
- Hit point buffs, such as Prayer of Fortitude from a shadow priest, Commanding Shout from a warrior, and Blessing of Kings from a paladin, are highly recommended.
- Consumables and food that add stamina are also very important to use.

Once everyone in the raid has maximum hit points, paladins and shaman should use their Sacred Shield and Riptide abilities on the raid members with the lowest life during the Vortex, and any raid member who gets low should have Healthstones or Health Potions available for use. Classes which have damage mitigation abilities, like the druid Barkskin or death knight Anti-Magic Shell, should use them during Vortex to help make the healers' jobs easier. With everyone focused on surviving Vortex it is still possible, even with only paladin and shaman healers.

Dealing with Power Sparks

Power Sparks spawn in the sky at one of the four marked spawn points, at NE, NW, SE, or SW. They fly directly towards Malygos and aggro does not work to "distract" them from their goal. Their flight time is approximately 30 seconds. When they reach Malygos, they increase his damage by 50%, which often means a death for the main tank from Arcane Breath. This buff only lasts for 10 seconds, but those 10 seconds can be deadly.

As a Power Spark heads towards Malygos, death knights in the raid should make note of its position and be ready to Death Grip it. Power Sparks cannot be Taunted, but Death Grip *will* pull them to the death knight before they can resume their path towards Malygos. Once the Power Spark is in range, the death knight should Death Grip the Power Spark to the raid and a paladin should immediately use Hammer of Justice to stun the Power Spark. This gives the raid enough time to kill the Power Spark, creating the beneficial power aura (lasting 60 seconds) on the ground underneath the players.

It is very useful to have two death knights for this because of the cooldown on Death Grip; a pair of death knights means that one will always have Death Grip available for each Power Spark and prevent any from reaching Malygos. Chains of Ice are similarly useful for keeping a Power Spark in place if a stun is resisted or is on cooldown.

It is very useful, if possible, to kill Power Sparks in the same location as the previous Power Spark died. This creates a double stack of the power aura, increasing player damage by a total of 125%. This is a major DPS buff and makes the third phase of the fight much easier because of Malygos' strict berserk timer.

Be sure not to kill a Power Spark out of range of Malygos' hitbox. This is not something that you should worry too much about, because Malygos' hitbox is quite large and almost any Power Spark kill location will give an aura where melee can stand and still reach him. If a Power Spark is killed out of position, there should still be no need to split the raid and move ranged to it; there should be 2 or 3 Power Spark auras on the platform at any given time, so one Power Spark killed out of position isn't such a big deal.

Dealing with Power Sparks - 10 Man without Death Knights/Paladins

Power Sparks are more difficult to deal with in 10-player raids that lack a death knight or paladin. Ranged classes should DPS Power Sparks as soon as they come in range, and classes with other immobilizing abilities or stuns should work out rotations and be alert to use their abilities to prevent the Power Sparks from reaching Malygos. Although a Power Sparked Malygos is less dangerous to the tank on Normal mode, Power Sparks still cannot be ignored and the DPS buff from Power Spark auras is still important.

Dealing with Vortex

Every 60 seconds, Malygos casts Vortex, which pulls all players into a spinning whirlwind around him that deals 20 000 damage to every player in the raid over 10 seconds. As noted above, instant cast heals are essential to countering this ability, although every player should use whatever instant abilities they have to either DPS Malygos or defend themselves during these 10 seconds.

During Vortex, players will notice that they can "turn" themselves and that their arrow on the minimap will rotate. This has no visible effect during Vortex, but is still important. The direction players are facing during the Vortex (on the minimap) will be the direction their player models are facing when the Vortex ends and Malygos drops them in the center of the room. All players except the MT should face south during the Vortex and immediately run forward when the Vortex ends. This will reposition them behind Malygos while the MT runs north and Malygos lands to face him. If players stay in the center of the room, they risk catching Malygos' first Arcane Breath and then blowing up in the raid, causing a wipe.

DPS Strategy

There are several special elements that DPS classes should pay special attention to during the fight:

1) Power Sparks. DPS need to be ready to locate and kill a Power Spark before it reaches Malygos. They don't have many hit points, but by the time they are in the raid, not much time remains before they reach Malygos and possibly cause the MT to die (Power Sparks have 38 000 hit points on heroic mode, and 13 000 on normal mode). Furthermore, DPS need to always make sure they move with the raid to the available Power Spark auras so that their damage output is increased by 50% or more. There is a lot to pay attention to during this fight and it's easy to get distracted; make sure to stick together for easy healing and bonus damage buffs.

2) Aggro. For most of the fight, DPS classes are doing between 50% and 125% more damage than normal. While tank threat is quite good in WotLK, it is not that good, and the best DPS classes will easily become threat capped under these conditions. It is important to use a threat meter and watch it carefully so that you avoid pulling aggro from the MT, who is not getting the same damage buffs you are and whose threat probably won't be enough. Save your threat clearing abilities for these situations and use them wisely. (Note: If you are just above the tank's threat you will still pull aggro after a Vortex when Malygos chooses his target. Do NOT go above 100% of the MT's threat!)

3) Bloodlust/Heroism. Use Bloodlust/Heroism in phase one, immediately after a Vortex has finished. This gives you a full duration of the buff before another Vortex is cast, allowing you to make full use of it. Ideally, use a Bloodlust/Heroism only when you have a Power Spark aura or (even better) two stacked Power Spark auras for the entire raid to stand in.

4) Berserk Timer. Malygos has an overall Berserk timer of 10 minutes for the entire fight. The better your raid's DPS, the more time you will have for the more difficult second and third phases. Don't slack off here and then wipe at 1% during phase three because you took too long earlier!

5) Final Liftoff. Malygos will lift off into the air for phase two, but his liftoff takes quite a while! Make sure to use this time to DPS him if you are a ranged class, as the final burn while he is taking off can net you an extra 4-7% of his life total if you are good. Starting phase three with Malygos at 44% instead of 49% is a big help.

Phase 2 - Adds Phase

When Malygos reaches 50% health, phase one ends and Malygos will take off high into the air above the platform and summon adds for you to fight. He will fly around in the air while you fight his army of adds for the entire phase. Once you have slain all the adds, phase three will begin!

Enemies and Abilities


Nexus Lord

These are ground adds that need to be tanked. There are four of these on heroic mode and two on normal mode. One tank can tank two Nexus Lords. They need to be burned down immediately by all classes in the raid. They hit reasonably hard and have a +100% attack speed self-buff. In addition, they have an instant cast damage spell they use on their aggro target called Arcane Shock. It does around 15k damage in heroic mode and 10k in normal mode. This makes them quite dangerous to tanks and makes tank healing demanding in this phase. Make sure to raid mark Nexus Lords and focus fire on them one by one until they are dead.

Each time a Nexus Lord dies, a Hoverdisk will fall to the ground. Melee classes can "mount" these disks by right-clicking them, allowing them to fly up into the air and DPS the Scions floating above the platform. As discussed later, each time a Nexus Lord dies a melee player should immediately take his disk and go attack the Scions in the air.

Scion of Eternity

These adds fly around on floating disks out of melee range of the raid. More will spawn in heroic mode than in normal mode. They shoot random Arcane Barrages at targets on the ground which deal significant damage and can almost one-shot-kill players who are not protected by an Anti-Magic Shell. Arcane Barrages appear like the Mage spell Arcane Barrage and spiral towards players with a travel time. They deal about 18 000 damage on heroic mode and will one-shot most players if they are caught by one outside of an Anti-Magic Shell (Anti-Magic Shell, as noted below, cuts the damage in half, making it healable). In normal mode, they deal 15 000 damage.

As with Nexus Lords, each Scion of Eternity that dies will drop their Hoverdisk onto the platform below, allowing another melee class to mount up and attack the remaining Scions of Eternity flying above the raid.

Malygos

Anti-Magic Shell: Malygos will drop purple bolts onto the platform during phase two. These bolts explode on impact, knocking nearby players back, but then turn into purple bubbles that reduce magic damage by 50% for all players inside them. The entire raid needs to stack inside these shells, moving to each new shell as it is dropped on the platform. The shells shrink over time, so it is essential to move to each new shell as soon as it appears. The longer players are between shells, the greater chance they have of being hit (and possibly killed) by a Scion of Eternity's Arcane Barrage. Players in between shells who are not at full life should use a health potion or a healthstone to make sure they survive the trip.

Deep Breath: Malygos will occasionally cast Deep Breath, bathing the entire platform in massive arcane energies that deal 4000 damage per second to anyone caught outside an Anti-Magic Shell. Players inside the shell will take no damage from the breath. Don't get left outside! (Deep Breath is easy to avoid if you are moving to the shells as soon as they spawn; there is no reason for anyone to die to one).


Raid Strategy


Positioning

The entire raid should immediately clump up underneath the first Anti-Magic Shell that spawns, which should be in place before the Nexus Lords have landed on the platform. The Lords Nexus should be picked up by the main tank and off-tank and killed as fast as possible by the entire raid. The raid remains clumped, moving to each new shell as soon as it has spawned on the platform. It is important to move quickly while still maintaining as much healing and DPS as possible.

During Deep Breath, the raid will be positioned under a rapidly shrinking shell. Don't move until the Deep Breath has ended! Once the Breath is over, you'll quickly get a new shell, and should run to it as fast as possible.

Healing

Healing during this phase can be quite tense at the beginning. Healers must heal both tanks (2 healers per tank) as well as healing people targeted by Scions of Eternity with their random Arcane Barrages. This results in a lot of overall damage, especially if a Scion of Eternity barrages someone down to 1k HP while they are running between Anti-Magic Shells. Overall this is a good time for healers to use a Mana Potion and to use regeneration abilities like Mana Tide, Innervate, regeneration trinkets, and so on. After this phase the healers' mana pools will not be needed, so don't be afraid to blow a lot of mana early while the healing is difficult: it gets easier and you can be completely dry by the end if you need to be.

How to Use Hoverdisks

As noted above, each time one of the adds dies, a Hoverdisk will fall to the ground. These are "flying mounts" that any player can mount in order to fly into the air and attack the Scions of Eternity who are riding their own disks. Melee players should take a Hoverdisk as soon as one drops, allowing one player into the air for each add killed. Ranged classes should not take hoverdisks unless all the melee already have one.

While on board a Hoverdisk, players will be immune to damage from Deep Breath and the Scions' Arcane Barrage attacks, meaning that they do not require healing. Melee should follow and kill Scions of Eternity as fast as possible once they are on board a hoverdisk, and avoid any split DPS (since each new Scion of Eternity killed is a new Hoverdisk for someone else in the raid).

Surviving a Deep Breath

Normally, Malygos will cast an Anti-Magic Shell, and then once the previous shell has shrunk to about 75% of it's original size, cast another one for the raid to move to. Deep Breath takes the place of an Anti-Magic Shell in his rotation, meaning that, rather than leaving the current Shell for a new one, the raid stays stacked inside the current shell for the duration of the Deep Breath, and then moves to the new Shell Malygos will drop after his Deep Breath ends.

It is not possible to get "caught outside" for the Deep Breath, because it will only occur after all players should already have moved well into the newest available shell. The raid's shell will shrink considerably while Deep Breath is casting, but it is still safe inside the shell until the Deep Breath is finished and a new shell has been dropped.

DPS Priorities in Phase Two

As phase two starts, the immediate priority for all DPS classes, melee and ranged, is to focus fire and burn down each Nexus Lord one by one. The Nexus Lords deal significant damage to their tanks, are quite dangerous while moving between Anti-Magic Shells, and take away from the healing available to the raid: they must die first.

As each Nexus Lord dies, a Hoverdisk becomes available to the raid. A melee class should immediate take this Hoverdisk and begin DPSing Scions of Eternity, for two reasons:

- It is better to take the Hoverdisk while you are still inside the Anti-Magic Shell where the Nexus Lord was killed.
- Once on a Hoverdisk, you are immune to Arcane Barrage damage from the Scions of Eternity, reducing the healing necessary for the raid.

Except for the melee player who takes each new Hoverdisk, the entire raid should remain focused on the Nexus Lords because they pose a greater threat to the raid. Once all four Nexus Lords are dead (or two Nexus Lords on normal mode) then the ranged classes in the raid can turn their attention to the Scions of Eternity floating overhead.

The key element here is to do as much as possible to reduce the incoming damage to the raid. That is why the priority order is:

1) Kill Nexus Lords
2) Get melee onto Hoverdisks
3) Kill Scions of Eternity

Because of this priority, splitting melee and ranged DPS between Nexus Lords and Scions of Eternity is not advisable.

Preparing for the Next Phase

Once all the Scions of Eternity are dead, Malygos will become quite unhappy and will destroy the platform the players are standing on. You have some time before he does this however: about 10-15 seconds after the final Scion of Eternity has died. Players should stand with their groups at their assigned locations (detailed more in the description of the next phase). Once the platform breaks, you should be in position with your group to fall onto your Wyrmrest Skytalons, the red drakes with which you will do the final phase.

Phase Three - Drake Flight Phase

The third phase begins when Malygos breaks the platform and sends the entire raid falling onto the backs of red drakes that have come to rescue them. These red drakes are vehicles that the players use to do the final portion of the encounter, and are equipped with a variety of abilities that require some explanation.

Wyrmrest Skytalons

Skytalons have 100 000 hit points and six abilities that they can use. They operate like rogues, using an energy bar and combo points that allow them to use finishers. They regenerate energy at the same rate as rogues: 10 energy per second at a continuous rate.

Flame Spike - 10 Energy. This deals 1000 damage to Malygos and gives you one combo point on him.

Engulf in Flames - 50 Energy. This finisher puts a stacking fire DoT on Malygos. It lasts longer per combo point. Your goal is to use your combo points to stack this buff as high as possible as fast as you can for massive damage on Malygos. High stacks of this ability are the key to killing Malygos before he hits his Berserk timer.

Revivify - 10 Energy. This is a dragon Lifebloom, healing for 500 per second and giving you a healing combo point on your target. It lasts 10 seconds.

Life Burst - 50 Energy. This finisher heals your target and every drake near it for 2500+2500 per combo point, for a maximum of 15 000 healing done if you have 5 healing combo points. It also gives you a buff that increases your healing done by 50% for 5 seconds per combo point.

Flame Shield - 25 Energy. This is a finisher that burns your combo points on any target to give you a shield that reduces incoming damage by 80%. You use this ability when Malygos is about to cast Surge of Power on you to keep your drake from dying.

Blazing Speed This is a "sprint" effect that lets your dragon move 500% faster to get out of Static Fields or back in range of your healers.

These drakes are the same drakes given for the daily quest called "Aces High!" in Coldarra. Doing this quest will allow you to practice with the drakes' abilities before doing the Malygos encounter, and is highly recommended.

Malygos' Abilities

Malygos has two primary abilities he uses during this phase.

Surge of Power This deals 72 000 damage over the course of 3 seconds, at 12 000 damage per "tick" of each half second. It targets three players at once in heroic mode, but only one player in normal mode. Those targetted should use their combo points to cast Flame Shield, defending themselves and reducing the damage by 80%.

Static Field This creates a huge ball of electric power in the air that deals around 10 000 damage per tick to any drake floating in it. Players need to look out for these and move away as fast as possible. They are larger than they appear, so make sure to move far from the field to avoid dying.

Arcane Pulse Malygos has a deadly AoE ability that will instantly hit anyone within 30 yards for 30 000 damage. Make sure to position yourself outside this range of him while in flight.

Raid Strategy

During this phase, everyone has control of the same drakes. That means that normal raid roles do not necessarily apply. There is no tank during phase three, and healing and DPS assignments should be worked out well in advance. Each party in the raid needs 3 members assigned to DPS, and 2 assigned to healing.

Positioning

Malygos raid positions in Phase 3

During this phase, each group should be positioned with their groupmates, with each separate group spread evenly around Malygos in a circular fashion. Each group should have one member with a raid marker on their drake so that the group can easily find each other and stick together. This is important because healers need to be able to find their groupmates and keep range on them throughout the phase. Each group should have a symbol and location assigned before phase three begins, and group up on the platform before it breaks at the end of phase two. This will drop them onto their drakes in the right location and all they have to do is hover up to eye level with Malygos.

Make sure to stay at least 30 yards away from Malygos at all times! Anyone inside a 30 yard radius is vulnerable to his Arcane Pulse attack, which instantly deals over 30 000 damage to anyone within range. Stay well enough away!

It is also important to stay at eye level with Malygos for range reasons. Too far in either direction on the vertical axis will also make it difficult for healers to heal you or even to see you during the fight; make sure to stay on the same plane with everyone else!

Additional 10 Man Notes

The raid should position their groups next to but not on top of one another. Since healing is much easier to coordinate in this phase (because it is easier to see who Surge of Power is targeting) it is nice for the group healers to be able to cross heal. In addition, with experience a 10-player raid will find that they only need 2 or 3 healers for the entire raid, instead of 2 for every party.

Strategy for DPS Players

Players assigned to DPS should use the following pattern in order to get a large stack of Engulf on Malygos for maximum damage.

- First, cast Flame Spike twice at the very beginning of the fight. This is to start your rotation when the phase starts, or if your Engulf stack somehow falls off later.

- After the initial two Flame Spikes, you wait for your drake to have 85 energy. Then you cast Engulf in Flames, and immediately cast Flame Spike two more times, bringing you back to 2 combo points.

- Again, wait for 85 energy, and repeat the steps above. This should mean that you are casting a new Engulf every 7 seconds or so, letting it stack and doing 1500 damage per stack every 3 seconds. By the end of the fight, you should be able to reach a 15-25 stack of Engulf, meaning that you will be doing between 45 000-75 000 damage every 3 seconds.

- If Malygos focuses on you during the fight, you should have 2 combo points available, waiting for your drake to reach 85 energy. Wait for Malygos to finish casting the "Surge of Power" spell and immediately use Flame Shield to mitigate the damage. With 2 combo points, you can block the entire Surge of Power if you use the ability correctly. Then immediately build up 2 combo points again and return to your normal rotation.

- If Malygos focuses on you just after you have cast Engulf (using all your combo points) you will still be fine. You have 35 energy after casting Engulf in Flames. That means that you have enough to cast 2 Flame Spikes and then Shield before his Surge of Power finishes casting if you react fast enough. Do it, and then return to the normal rotation.

The key to this effective rotation is not blowing your energy too early. Make sure to wait to use Engulf until you have 85+ energy, so that you are not caught off guard at any time if Malygos decides to use Surge of Power on you. Do this, and maintain your rotation, and you should see a 20 stack of Engulf in no time.

Strategy for Healing Players

Players assigned to heal their groupmates have a much easier job than DPS players. The primary challenge comes in trying to keep your groupmates all in range and resisting the urge to dump all your energy too early. A typical rotation looks like this:

- Revivify Player 1
- Revivify Player 2
- Revivify Player 3
- Revivify Player 4
- Wait for 85 Energy
- Revivify Player 4
- Life Burst Player 4
- Repeat

In this example, Player 4 should be the player in your group who is most in need of major healing: one who has recently taken a Surge of Power or gotten caught in a Static Field by accident. Player 5, left out of the rotation, should be you. If you need extra healing, you can instead Revivify and Life Burst yourself for a boost if the other healer can't get to you.

This rotation will build up stacks of Revivify on all the other players in your group, which will roll for 3750 healing/second once you have the Life Burst buff up and the Revivifies are stacked to 5. This is more damage than Malygos can do through a Flame Shield with his Surge of Power spell and should make keeping your entire group alive quite easy. Keep your entire group in range, and if they all use their Flame Shields properly and move out of Static Fields, no one should ever die.

Meanwhile, if you get targeted with Surge of Power, simply cast a second Revivify on your current target (for your second combo point) and then use Flame Shield as Malygos finishes his cast and your Flame Shield will protect you for the full duration. Even if you have just cast Life Burst, you should have enough energy for a quick 2 combo points and a Flame Shield with no problems at all.

Additional 10 Man Notes

Although the above healing rotation is still quite useful as you are learning the Normal mode of the fight, with experience you will find it easier to simply heal the target of the Surge of Power while keeping your energy up to Flame Shield yourself if you have to. Healing during this phase is much lighter on normal mode, and if your raid is good at avoiding Static Fields, you will find yourself without much to do!

The Wrap-Up

Once Malygos dies, Alexstrasza arrives and creates a large red gem which serves as a treasure chest. You can open the chest while on the backs of your drakes just like a normal treasure chest. Finally, if you have died, wait until Alexstrasza's speech is over before releasing and running back into the instance: you will zone in and receive a new drake so that you can loot the chest. However, if you relase before this point you will not get your quest item (assuming you have the quest).
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Guide Author: Jackmason
Guide Posted: 21st Nov 08

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