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Auriaya (25 Man) Strategy Guide |
| by Nellorae |
| 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. |
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 Raid Composition
10 Man
2-3 tanks - Your raid will need to have 1 main tank to handle Auriaya, 1 off tank to handle the Feral Defender, and 1-2 off tanks to handle the Sanctum Sentries (one of these off tanks will be the one also handling the Feral Defender).
2-3 healers - Your raid will need to have 1 main tank healer, and 1 off tank healer. Both will also need to heal the raid. If they struggle, a third healer dedicated to the raid might prove beneficial.
4-6 DPS - You will need to have at least 1 DPS of a class that can help the main tank interrupt the Sentinel Blasts. More than one is better. Aside from that, stack as much AoE-heavy DPS as is practical so that the Sentries and the Swarm Guardians die faster.
Notes
At least one shaman and one priest will prove very helpful, as Tremor Totem + Mass Dispel are the best counters to the Terrifying Screech. A hunter to place a Snake Trap and use Misdirection is also very helpful; a large portion of the difficulty in this fight is successfully coordinating the pull.
25 Man
3-4 tanks - Your raid will need to have 1 main tank to handle Auriaya, 1 off tank to handle the Feral Defender, and 2-3 Off tanks to handle the Sanctum Sentries (one of which will be the same as the off tank handling the Feral Defender).
6-8 healers - Your raid will need to have 2 main tank healers and 2 off tank healers for each active off tank. All of them will also need to watch for other raid members taking damage at the beginning of the fight. As the Sanctum Sentries die, their off tank healers can swap to healing the raid, or helping with the main tank, as needed.
13-16 DPS - As with the 10 man, at least 1 DPS will need to be a class that can help the main tank interrupt the Sentinel Blasts. More than one is better. Aside from that, stack as much AoE-heavy DPS as is practical so that the Sentries and the Swarm Guardians die faster.
Notes
At least one shaman and one priest will prove very helpful, as Tremor Totem + Mass Dispel are the best counters to the Terrifying Screech. A hunter to place a Snake Trap and use Misdirection is also very helpful; a large portion of the difficulty in this fight is successfully coordinating the pull. Having either a priest or a paladin keep Shadow Protection on the raid is also helpful.
Gear Requirements
An appropriately geared raid will consist of members who have cleared and geared up in the Naxxaramas/Eye of Eternity/Obsidian Sanctum of their respective raid size. i.e. a 10 man raid will have members whose gear averages around a 200-213 item level and a 25 man raid will have members whose gear averages around a 213-226 item level.
Buffs
As always, it is beneficial to have as many of the raid buffs available as is possible for your group. Some form of Shadow Protection will help the off tank handling the Feral Defender. Some form of Replenishment is also useful, as an average first kill will be after around 6 minutes of combat.
Flasks, Fish Feasts or other high level food buffs, etc. are also useful, as always.
Abilities
Auriaya
~3.2 million HP in 10 man, ~16.8 million HP in 25 man
Melee swings for physical damage (~11,000-17,000 in 10 man; ~13,000-19,000 in 25 man), on a roughly 1.5 second timer. The stated damage values are against an appropriately geared tank. She can hit a cloth-wearing DPS player for upwards of 38,000.
After 10 minutes of combat, Auriaya will gain 150% haste and 900% damage. This creates a timer for the fight; your raid will wipe if she is not dead before she goes Berserk.
Terrifying Screech - This is a 5 second raid-wide fear. This fear cannot be out-ranged as it applies zone-wide, but it can be dispelled by all normal means, as well as avoided via Berserker Rage, Lichborne, Berserk, etc. It is absolutely critical that these fears be removed from everyone as quickly and dependably as possible, so the raid can regroup in time for the next Sonic Screech. There is an 8 second cool down on this ability, but Auriaya usually only casts it every 30-45 seconds or so.
Sonic Screech - This is a frontal cone blast of physical damage (~74,000-86,000 in 10 man; ~230,000-269,000 in 25 man) that is split between all targets in the cone. This cone affects an approximately 30 degree arc, and then goes forward indefinitely. This ability only has a 4 second cool down, but Auriaya usually casts it once every 30 seconds.
Sentinel Blast - This is a self-based zone-wide AoE blast, which applies a 3 second DoT. The DoT ticks each second for shadow damage (~3,500 in 10 man; ~6,000 in 25 man). Each tick also increases shadow damage taken by 100% for the next 5 seconds, effectively making the second and third ticks hit twice as hard as the one before. This spell is a 4 second cast, and should always be interrupted; if it hits your raid, it is likely to be a wipe. There is no set cool down on this ability, but Auriaya usually only tries to cast it once every 30 seconds or so.
Summon Swarming Guardian - Approximately every 35 seconds, Auriaya summons a pack (15-20) of little cats with low health (~5,000 in 10 man; ~25,000 in 25 man) on top of a random raid member. These cats will melee for a small amount (~150-350 in 10 man; ~300-500 in 25 man), but have no other abilities.
Sanctum Sentry
~335,000 HP in 10 man; ~560,000 HP in 25 man
There are 2 of them in 10 man and 4 of them in 25 man, patrolling with Auriaya.
These Sentries will melee swing for physical damage (~4,500-6,500 in 10 man; ~9,000-12,000 in 25 man) on a roughly 1.5 second timer. The stated damage values are against an appropriately geared tank.
Savage Pounce - The Sanctum Sentry jumps to a random raid member, and hits them for physical damage (~5,500-6,500 in 10 man; ~7,500-8,500 in 25 man), leaving a DoT that ticks for ~3,000-4,000 in 10 man, ~6,000-7,000 in 25 man once per second for 5 seconds. This ability has a minimum range of 8 yards and a maximum range of 30 yards. It is also avoidable by staying out of the Sanctum Sentry's Line of sight. The Sanctum Sentry will return to his main target after the Savage Pounce. If they are allowed the range to make this attack, they will do so each ~5-10 seconds.
Rip Flesh - This bleed DoT is placed on the Sanctum Sentry's main target, and ticks for physical damage (~2,300-2,600 in 10 man; ~4,600-5,300 in 25 man) every 2 seconds for 20 seconds. This DoT can stack up to 20 times. Each Sanctum Sentry will use this every 15 seconds or so, but there is no set cooldown or timer on it.
Strength of the Pack - This is a short range aura which increases the damage done of all other Sanctum Sentries within 10 yards by 50%, whenever at least 2 Sanctum Sentries are alive. This effect stacks (i.e. with all 4 alive and in range of each other, each will have 3 stacks from the other Sentries, bringing the buff to +150%).
Feral Defender
~200,000 HP in 10 man; ~600,000 HP in 25 man
Auriaya summons the Feral Defender ~1 minute into the fight, a few yards away from herself. He then respawns from his own corpse ~30 seconds after each time he is killed, until his stack of Feral Essence runs out (9 kills).
The Feral Defender melee swings for shadow damage (~2,500-4,000 in 10 man; ~7,000-11,000 in 25 man). The stated damage values are against an appropriately geared tank.
Feral Rush - The Defender will periodically charge around to various random raid members, hitting them for shadow damage (~1,000 in 10 man; ~3,000 in 25 man) and interrupting their spell casting. The Feral Rush lasts for 6 seconds, and in that time the Feral Defender will usually hit roughly half of the raid (~5-6 in 10 man; ~10-12 in 25 man). The Feral Defender will return to his main target after the Feral Rush. There is no cool down on this ability, but usually there will be 5-10 seconds between Feral Rushes.
Feral Pounce - The Feral Defender jumps to a random raid member, stunning them for 4 seconds and leaving a DoT that ticks once each second for shadow damage (~600-700 in 10 man; ~900-1100 in 25 man). This has a minimum range of 5 yards and a maximum range of 45 yards. It is also avoidable by staying out of the Feral Defender's line of sight. The Feral Defender will return to his main target after the Feral Pounce. This ability doesn't have a cool down, but the Feral Defender will usually use it every 10 seconds or so.
Feral Essence - This is a buff that starts stacked to 9 on the Feral Defender. Each stack increases his damage done by 50%. Each time he dies, this buff allows him to revive, with the stack reduced by one.
Seeping Feral Essence - Each time the Feral Defender is killed, he leaves behind a void-zone type effect on the ground where he dies. This zone affects an approximately 10 yard circle. Raid members standing in the zone will take ticks of shadow damage (~6,500 in 10 man; ~9,000 in 25 man) every second.
Hard Mode
Auriaya does not have a hard mode. The achievements listed at the bottom of this guide do not grant any additional loot.
Strategy
The Pull
Be sure to first kill the two pairs of giants to either side on the lower platforms. It's helpful to have the shadow protection buff or aura up, but no resistance gear is warranted.
Have the entire raid stack accord to the pull position diagram. When Auriaya has safely patrolled away, have hunters place Snake Traps on the lower tier platform, then position themselves as indicated in order to Misdirect to the tanks (you need a minimum of one hunter to Misdirect Auriaya to the main tank; it is helpful to have at least one more to get the Sanctum Sentries headed toward the off tank). It is very helpful to have either a death knight or paladin off tank (or both!) who can place a Death and Decay or Consecration down at the top of the stairs in the indicated position, to simplify getting initial aggro from the soon to be incoming mobs.
As Auriaya patrols back toward the raid, she and the Sanctum Sentries will trigger the Snake Traps. When this happens, hunters should momentarily step into line of sight, Misdirect to their designated tanks, and then quickly step back out of line of sight to avoid being Savage Pounced. As the mobs move toward the raid, they will hopefully run through a ground AoE from an off tank that will give initial aggro to the right person. If not, the off tanks will have to Taunt as soon as the cats come into their line of sight.
The Fight
Have the raid give the off tanks a few seconds to build up solid threat, and then AoE the entire pack as heavily as is possible without taking aggro. The main tank will need to be sure that Auriaya is facing the raid at all times.
The idea is to kill the Sanctum Sentries before the first Terrifying Screech is cast at ~40 seconds into the fight, while keeping all raid members within 8 yards of each other and all the Sanctum Sentries, so none of the Sanctum Sentries can Savage Pounce anyone. If all of the Sanctum Sentries are not dead before the first Terrifying Screech, your raid will likely wipe, since the Sanctum Sentries will be free to Savage Pounce the terrified raiders fleeing in every direction. This strategy requires very alert and heavy healing on the off tanks because the Sanctum Sentries will be within each others' Strength of the Pack aura, so will hit extremely hard, especially in 25 man. Additionally, it requires that your raid knows how to clump tightly and AoE heavily without pulling aggro. It may be pertinent to remind ranged DPS that they will have a much smaller margin for threat than normal, since players in melee range can only put out 110% of the tank's threat before pulling aggro, rather than the 130% they are used to. Make sure they watch the threat meter.
Throughout this phase of AoE, and for the duration of the fight, the main tank and others helping with interrupts should always watch Auriaya's cast bar to make sure no Sentinel Blasts are ever completed. Shaman must keep an eye on their Tremor Totems, as occasionally a Sanctum Sentry will Savage Pounce one and remove it, in which case the Shaman will need to get it back down immediately, so as to be prepared for the first Terrifying Screech.
Each time Auriaya uses Terrifying Screech, the raid will need to clump back up in front of her as fast as they can, in order to distribute the damage from her Sonic Screeches. Interrupters especially will need to get free of the fear and get back in range as soon as possible, in case Auriaya begins to cast a Sentinel Blast. The main tank will also want to use whatever means he/she has available to break or immune these fears, in order to be able to interrupt if a DPS player cannot. It is more important to get back to the main tank quickly than it is for the main tank to drag Auriaya back to any certain spot. As long as there is room for the raid to get in front of her, a bit of shifting due to fears is fine. Melee DPS will have to watch for the Sonic Screech being cast, and step momentarily in front of her to take some of the damage.
Auriaya will summon the Feral Defender after roughly a minute, so the off tank designated to pick him up should be aware and ready around this time, to keep a healer from getting initial aggro. The whole raid should then move their stack to the spot where the Feral Defender is being summoned (a shadowy casting rope animation will go from Auriaya to the spot on the ground where he will appear), and be in a tight pile so he can Feral Pounce as few people as possible. Because the Feral Defender spends so much time Feral Rushing the raid, and because he doesn't hit hard, it is more important for DPS to just kill him fast than it is to watch threat carefully. He can be attacked full speed the moment he spawns. From this point on, any time the Feral Defender is alive, healers will need to be especially watchful of all raid members' health, in case an important heal from any of them is interrupted by Feral Rush. It is a good idea to assign multiple healers to each healing assignment in 25 man, and to make sure both healers in 10 man are prepared to cover for each other.
Throughout the fight, a paladin or death knight will want to keep a Consecrate or Death and Decay down under the raid pile, in order to pick up the Swarming Guardians Auriaya summons. This can be a DPS player or an off tank; the main point is to keep them off the healers. When they are summoned, all DPS that can should swap to AoE for a few moments until they are dead, then go back to the Feral Defender if he is alive, or Auriaya herself if the Feral Defender is dead.
As the Feral Defender dies, the entire raid should move to pile up in position 2. This helps keep raid members from being feared into the Seeping Feral Essence that the Feral Defender leaves behind, and breaking line of sight with his body forces the Feral Defender back into melee range when he respawns, limiting his chances to Feral Pounce anyone. Be sure that the raid moves as a unit as much as possible, to always be ready for a Sonic Screech from Auriaya. Until the Feral Defender respawns, it is important that the raid stack stays clumped out of line of sight from his body. After he has resurrected, it is again more important to quickly get back to wherever the main tank is, than it is to get to a specific place on the platform. It is very helpful to have the main tank and the Feral Defender's off tank marked with raid symbols, so they stay together and the raid stays with them. Also, be sure that shaman re-drop their Tremor Totems in the new location, to be prepared for the next Terrifying Screech.
Once the Feral Defender has respawned, and subsequently dies again, the raid will either move back to the original platform, or down the staircase to a lower platform, clumping back up as a unit at the chosen position 3. A normal pace for a raid first attempting this boss will have Auriaya die somewhere between the 2nd and 3rd Feral Defender respawns. If it looks like your kill is taking longer, moving down the stairs is probably the safer option. If its going to be close, then moving back to the original platform won't cost your raid quite as much DPS downtime. Again, this reposition is to help avoid being feared into the Seeping Feral Essence void zone, and to keep the raid out of the Feral Defender's line of sight when he respawns. Always move as a tight unit. Shamans be sure to re-drop Tremor Totems every time the raid moves more than a few yards, interrupters watch for Sentinel Blast casts, and everyone be aware and ready to react to Terrifying Screeches. This sequence continues until Auriaya is dead, with the raid moving to a new raid position each time the Feral Defender dies.
Associated Achievements
(Heroic:) Nine Lives
This achievement is not part of the Glory of the Ulduar Raider or Heroic: Glory of the Ulduar Raider meta-acheivements.
If your raid wants to get the Nine Lives achievement, pace your DPS on Auriaya such that she doesn't die until after the Feral Defender has been killed the 10th and final time. With as much AoE as is used, she likely will not need any direct damage at all, until after the Feral Defender is done respawning.
Going for this achievement doesn't change much in the way of strategy or raid composition, but it will likely present a large strain on mana users, as it will make the fight come close to the maximum 10 minute enrage. Additionally, as the Seeping Feral Essences accumulate, it will likely be necessary to move further around the circle of platforms rather than back and forth, since clear spots for the raid to stack will become smaller and smaller (see the Nine Lives raid positions diagram for ideas on where your raid can go). Just make sure to continue moving as a unit, and stacking out of line of sight from the last place the Feral Defender died. It may prove necessary to wait until your raid has geared up enough to handle the strain of both repeatedly killing the Feral Defender as fast as possible (to keep from hitting the enrage) and having the longevity to be able to survive a 8-9 minute fight.
(Heroic:) Crazy Cat Lady
This achievement is part of the Glory of the Ulduar Raider and Heroic: Glory of the Ulduar Raider meta-acheivements.
If your raid wants to get the Crazy Cat Lady achievement, you must kill Auriaya before killing any of her Sanctum Sentries. This will require very careful positioning and very high DPS/healing output.
10 Man
Gearing Requirements
An appropriately geared raid will have spent time gathering loot from the normal versions of multiple fights in Ulduar for their raid size. Generally, an average item level of 213 or higher throughout your raid will be needed to meet the healing, DPS, and tank survivability requirements of this fight.
Buffs
It is beneficial to have as many of the raid buffs available as is possible for your group. It may make things easier to stack DPS that give and benefit from one set of buffs (ie. all caster or all physical DPS), but it isn't at all necessary.
Some form of Shadow Protection buff will help with minimizing the damage from the Feral Defender, but resistance gear is not useful as it will limit your raiders' outputs too much.
Flasks, Fish Feasts or other high level food buffs, etc. are also useful, as always.
Raid Composition
This is the same as for the normal method of doing the fight, except you will want to only use 2 tanks and 2 healers so that you can bring extra DPS.
2 tanks (main tank and off tank) - Your raid can either choose to have the main tank on one of the Sanctum Sentries, or have an off tank on them both. If the main tank has a Sanctum Sentry, both tanks will gain stacks of Rip Flesh over time, and need progressively stronger healing to keep them alive. If the off tank takes both Sentries, healing needed on the main tank will remain steady throughout, but healing on the off tank will spike twice as fast. Really, either setup is viable, and will depend on your particular tanks' and healers' comfort levels with the damage. The off tank will need to try as much as is feasible to control the Feral Defender, as well.
2 healers - Choose healers who can multitask well; raid healing should be relatively light, but both will need to be capable of concentrating on a tank and still patch the raid, and both will need to be prepared to cover for each other in case one gets silenced by the Feral Defender.
6 DPS - You need at least one that can interrupt Sentinel Blasts consistently (two is better) and at least one with good AoE to clean up the Swarming Guardians.
Strategy
This achievement is very straightforward in the smaller setting of a 10 man raid. Basically, your raid will pull the same way as for the normal version of the fight but, instead of taking out the Sanctum Sentries first, just have DPS immediately burn Auriaya as hard as they can, while doing everything else the way it's done in the normal encounter. Regroup after each Terrifying Screech, and keep burning her until she's dead. Don't waste DPS time on the Feral Defender either; have the off tank pick him up when he spawns, but otherwise ignore him. Because there are only two Sanctum Sentries, their Strength of the Pack aura will only be applied once on each of them, and doesn't need to be dealt with other than making sure your healers are made aware that the Sentries will hit 50% harder. You'll want to assign 1-2 DPS to periodically clean up the Swarming Guardians, just like in the normal version of the fight.
Other than the considerations listed for the normal version of this encounter, there are really only three important factors to remember when transitioning to the Crazy Cat Lady version of the fight.
1) Healing will need to be higher than normal on whatever tanks are getting hit by the Sanctum Sentries, and will get progressively harder the longer the fight goes on. Bringing DPS that can burn Auriaya fast and shorten the fight is therefore very helpful. If your healers have problems keeping the tanks alive, it's better to coordinate having the off tank tank both Sentries and then have the main tank and off tank swap duties midway through the fight (to let the Rip Flesh DoT stack wear off), than to lose a DPS spot trying to bring in a third healer. In a typical raid, it shouldn't be necessary to do so, and it makes things more complicated than need be, but it works. However, it's probably easier to just spend a week or two gearing up your raid that extra bit to get you by.
2) Controlling the Terrifying Screech fears becomes much more important. Either tank will be able to die inside a single fear if they've Rip Flesh stacked up on them. Use everything you can to avoid/shorten the fears, even more so than in the normal fight.
3) DPS need to be careful to watch and make sure they don't accidentally kill the Sanctum Sentries. Because so many DPS rotations include some forms of AoE now (ie. Whirlwind, Living Bomb, Death and Decay, Consecration, etc), and because some AoE is going to be necessary to clean up the little packs of Swarming Guardians, it's quite possible that the Sanctum Sentries will be at 1/3 or less of their hit points by the end of the encounter, even when DPS is careful.
25-man
Gearing Requirements
An appropriately geared raid will have spent time gathering loot from the normal versions of multiple fights in Ulduar for their raid size. Generally, an average item level of 226 or higher throughout your raid will be needed to meet the healing, DPS, and tank survivability requirements of this fight. If your tanks and healers are geared appropriately, a few of your DPS may get away with being less well geared in the larger setting of a 25 man.
Buffs
It is beneficial to have as many of the raid buffs available as is possible for your group. It may make things easier to stack DPS that give and benefit from one set of buffs (ie. all caster or all physical DPS), but it isn't at all necessary.
Some form of Shadow Protection buff will help with minimizing the damage from the Feral Defender, but resistance gear is not useful as it will limit your raiders' outputs too much.
Flasks, Fish Feasts or other high level food buffs, etc. are also useful, as always.
Raid Composition
For the 25 man version of Crazy Cat Lady, your raid will have to alter a good bit from the 'normal' raid composition. This achievement will require at least 4 tanks, and works better with 5. This is because, with 4 Sanctum Sentries in the mix, all hitting harder than their 10 man counterparts, separating the stacks of Strength of the Pack and managing stacks of Rip Flesh will be absolutely necessary for your tanks to survive. The extra raid spots will need to be taken from DPS, because 6-7 healers will likely be needed to keep the various tanks and the raid as a whole alive. So:
4-5 tanks - Your raid needs a main tank for Auriaya, and the rest are off tanks for the Sanctum Sentries. If you have exceptional healing, you can get away with 3 off tanks rotating this task, so that, at any point in the fight, there is an off tank with a large stack of Rip Flesh, and an off tank with a small stack of Rip Flesh, and an off tank letting his/her stack of Rip Flesh fall off while DPS'ing and getting ready to take over for the off tank with the large stack of Rip Flesh. Your raid can create a much more stable healing situation with 2 pairs of off tanks, however. Each pair will take turns tanking the pairs of Sanctum Sentries, which allows the Rip Flesh stack to fall off given off tank more often. Both ways work; tailor the strategy to your raid members' strengths.
6-8 healers - You want at least one healer for each tank, and 1-2 raid healers. As with the normal version, it is better to have healers that can multi-task in the sense that they are prepared to cover for each other in an emergency (ie. a healer gets silenced by the Feral Defender, or a Terrifying Screech leaves lots of raid members low on health), than it is to enforce strict assignments and wipe because healers won't deviate from them.
12-15 DPS - Bring at least 2 that have solid interrupts for Sentinel Blasts and at least 2-3 that have the capability to AoE down the Swarming Sentries when they come.
Strategy
The basic strategy for this achievement is the same as for the 10 man: ignore adds (excepting the Swarming Guardians) and burn Auriaya. All the normal considerations (ie. interrupting Sentinel Blast, recovering quickly from Terrifying Screech, etc) will still apply. The big difference is positioning. Because there are 4 Sanctum Sentries that must be controlled, it becomes necessary to split the raid out of its' customary pile.
You will want two off tanks, each tanking a pair of Sanctum Sentries, at opposite ends of the platform (at least 30 yards from each other), with the main raid and main tank in the middle. This is to keep each Sanctum Sentry down to a single stack of Strength of the Pack, which is essential to making the damage they do healable.
As the fight goes on, the off tanks will take more and more damage, because each Sentry will be applying stacks of Rip Flesh. When these stacks become dangerously high (how many stacks this is will depend a bit on your particular tank and healer gear sets, generally 4-5 stacks is the highest you'll want it), the off tank will need to swap out with another off tank.
If you have 3 off tanks, their rotation will look like this:
- On pull, off tank 1 and off tank 2 each get a pair of Sanctum Sentries. Off tank 3 should move with off tank 1, and build secondary threat on that pair of Sanctum Sentries.
- When off tank 1 has 2-3 stacks of Rip Flesh, off tank 3 will Taunt the pair of Sanctum Sentries off of him/her, and off tank 1 will move over to where off tank 2 has the other pair of Sanctum Sentries.
- When the stack of Rip Flesh has dropped from off tank 1 (20 seconds after s/he stops tanking), s/he should Taunt off tank 2's pair of Sanctum Sentries, and begin tanking again. At this point, off tank 2 will move over to where off tank 3 is tanking.
- When off tank 2's Rip Flesh stack has faded, s/he will Taunt that pair of Sanctum Sentries away, and off tank 3 will move back over to off tank 1, wait for Rip Flesh to fall off, then Taunt back the pair of Sanctum Sentries s/he was tanking at the start of the fight.
This cycle repeats until Auriaya is dead. It will probably take a few attempts for the off tanks to find a comfortable rhythm between all the swapping.
If you have 4 off tanks, the rotation is much simpler, as they can simply pair off, and swap back and forth active tanking as their buddy's stacks get to 4-5. This gives more time for the Rip Flesh to fall off, and is generally considered the better option.
The other main change to the fight is that healing will be much harder. Pounces will be pretty much unavoidable, and all the off tanks will be taking 150% damage hits from the Sanctum Sentries the whole fight. Additionally, the Feral Defender will be up and hitting/silencing people after the first 30 seconds or so (he can be Taunted by the main tank, but in general will just bounce around too much for you to think about 'tanking' him). It is essential that all healers are on top of their game, and keep the raid as a whole topped off at all times. The Sanctum Sentries will randomly Pounce players, but then (as long as no one but the off tank is attacking them) will go back to their off tank. Also, all healers must all be ready to cover for each other in case one of them gets silenced by the Feral Defender once he has joined the fight.
Judge for your specific raid where the balance point between more healers (which make the fight more stable) and more DPS (which shortens the fight so the healers don't go out of mana and you don't hit the enrage timer), based on your specific players.
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