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Remove the forums we dont ever use?

Deathbringer Saurfang Vote_lcap60%Deathbringer Saurfang Vote_rcap 60% [ 6 ]
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Deathbringer Saurfang

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Deathbringer Saurfang Empty Deathbringer Saurfang

Post  Aldrox Thu Dec 03, 2009 4:58 am

http://www.tankspot.com/forums/f128/58555-deathbringer-saurfang-encounter.html

Aldrox
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Deathbringer Saurfang Empty Re: Deathbringer Saurfang

Post  Subeam Thu Apr 22, 2010 3:15 am

Update for Heroic Mode:

Video:


As with all the bosses in Icecrown Citadel, Deathbringer Saurfang and his adds gain HP and a boost in damage done by all of their abilities. On this encounter in particular, these increases result in every aspect of the fight being more 'tightly tuned'. There is much less room for error on the part of any of your raid members, and every bit of gear your raid has accumulated while progressing through the normal version of this instance will be needed to put out the damage and healing required to be successful. As long as everyone is familiar with the fight and comfortable with executing their usual duties flawlessly, not much changes between normal and heroic as far as positioning or overall strategy goes.

The only real mechanical change is the Scent of Blood buff on the Blood Beasts. Because of the slowing effect it has on the raid as a whole, kiting these adds becomes impossible, and they must instead be killed off before they can reach the player they have agro on. To make this possible, your raid will need to bring enough players with slowing abilities, stuns, or and/or knockbacks to assure that the Blood Beasts are locked down the entire time they are alive. No raid-wide positioning changes are needed, but you will want to be more careful to plan out ahead of time specific ranged DPS who will be intentionally getting agro on each add, and have those players stand as far back from their Blood Beast's spawn point as possible. It is very useful to have warlocks and mages assigned to this duty if they are available, since they can jump to a new location if their Blood Beast gets close to them (using Demonic Circle: Teleport or Blink, respectively). Also, it may be necessary to have your tanks prepared to use taunt as a last resort on any Blood Beast that gets too close to its target, forcing the add to switch targets and hopefully travel most of the way back across the platform, giving DPS more time to kill it off.

A general idea of a good Blood Beast control sequence might look something like this:
http://www.bosskillers.com/pix/bbguild/feature/Icecrown/Deathbringer-Saurfang-HM-Blood-Beast-management.jpg

- Each Blood Beast spawn is assigned 1-2 caster DPS to kill it, with 1 in particular assigned to maintain agro. The players assigned to hold agro on each add position themselves as far away from that Blood Beasts spawn point as possible, in a spot that will make the Blood Beast have to cross the center of the platform on the way to the caster.

- An AoE stun goes out as soon as the Blood Beasts appear, fast enough that the adds don't get a chance to move at all before it hits.

- A slowing trap or totem is placed in the center area of the platform, such that when the Blood Beasts are no longer stunned, they all path through its area of effect as they take their first steps toward the assigned caster, who has solid agro from casting on the add during the stun.

- An Elemental shaman or Balance druid is positioned so that as the adds reach the edges of the slowing effect's area, Typhoon or Thunderstorm can be used to knock all of the adds back as far as possible, forcing them to all move through the trap/totem zone and be slowed for a second time on the way to the casters who have agro on each.

- The Blood Beasts break free of the slowing area, and charge full speed toward their targets, but hopefully die before they can reach them. If not, any assigned warlocks/mages use their respective abilities to move to a new, preplanned, position far from their particular Blood Beast as the add gets close. Tanks taunt any Blood Beasts not chasing a mage or warlock at the last moment, giving a bit more time to kill these adds.

- Any other slows/stuns available to individual DPS should be used as well on any adds that are especially slow to die.

In addition to this otherwise lovely Bossmods strategy copy/paste: Key point to winning this fight is keeping the amount of Marks of the Fallen as low as possible, and to that end it's very important to immediately shield a person who gets the Blood Boil debuff, and mages can use their Iceblock to prevent ticks for 10s. Basically, if there's a Mark of the Fallen before the first Blood Beasts spawn, it's going to be a wipe, as it causes a spiral effect.

Fun fight ^^

(edited to fix an image not showing)
Subeam
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