hide results

    Heroic Dungeon/Raid Boss Guide by MartinDecoud

    Version: 1.06 | Updated: 02/18/11 | Search Guide | Bookmark Guide

             _______ _______  _       ______     _______ _______   
    |\     /|  ___  )  ____ )( \     (  __  \   (  ___  )  ____ \  
    | )   ( | (   ) | (    )|| (     | (  \  )  | (   ) | (    \/  
    | | _ | | |   | | (____)|| |     | |   ) |  | |   | | (__      
    | |( )| | |   | |     __)| |     | |   | |  | |   | |  __)     
    | || || | |   | | (\ (   | |     | |   ) |  | |   | | (        
    | () () | (___) | ) \ \__| (____/\ (__/  )  | (___) | )        
    (_______)_______)/   \__/(_______/______/   (_______)/         
             _______ _______  _______ _______  _______ ________________  
    |\     /|  ___  )  ____ )(  ____ \  ____ )(  ___  )  ____ \__   __/  
    | )   ( | (   ) | (    )|| (    \/ (    )|| (   ) | (    \/  ) (     
    | | _ | | (___) | (____)|| |     | (____)|| (___) | (__      | |     
    | |( )| |  ___  |     __)| |     |     __)|  ___  |  __)     | |     
    | || || | (   ) | (\ (   | |     | (\ (   | (   ) | (        | |     
    | () () | )   ( | ) \ \__| (____/\ ) \ \__| )   ( | )        | |     
    (_______)/     \|/   \__/(_______//   \__/|/     \|/         )_(     
     _______ _______________________ _______ _            _______ _______ 
    (  ____ \  ___  )__   __/  ___  )  ____ \ \  |\     /|  ____ \       )
    | (    \/ (   ) |  ) (  | (   ) | (    \/ (  ( \   / ) (    \/ () () |
    | |     | (___) |  | |  | (___) | |     | |   \ (_) /| (_____| || || |
    | |     |  ___  |  | |  |  ___  | |     | |    \   / (_____  ) |(_)| |
    | |     | (   ) |  | |  | (   ) | |     | |     ) (        ) | |   | |
    | (____/\ )   ( |  | |  | )   ( | (____/\ (____/\ |  /\____) | )   ( |
    (_______//     \|  )_(  |/     \|_______/_______|_/  \_______)/     \|
    In my Restoration Druid guide for WoW Cataclsym, I ended up explaining the
    mechanics of all Heroic Dungeons and normal raids. I figured I would excerpt
    and add to that part of the guide and turn it into a general knowledge guide
    helping to explain the mechanics of Cataclysm bosses. If you are a Resto Druid
    my other guide--also on GameFAQs.com--may be helpful.
    This guide is written from a healer's perspective. I am 12/12 on my main--Panis
    on the server Skullcrusher--and have ranked in 9/12 fights accoring to
    WorldofLogs.com including a #1 ranking. I have also healed 7/12 on a Holy
    Palidan. If any DPS or tanks have any strategies or points to add please email
    I appreciate any feedback and am always looking to improve my healing or
    consider alternate strategies and approaches. Thank your for reading my guide.
    To navigate this guide use control-F and type in the brackets and what is
    between the brackets to quickly find the proper section.
    VIII. Heroic Dungeon Guide [8.0]
    IX. Raid Guide [9.0]
       i. Baradin Hold          	[9.1]
     	Pit Lord Argaloth 	  [9.1a]
       ii. Throne of the Four Winds [9.2]
    	Conclave of Wind 	  [9.2a]
    	Al'Akir 		  [9.2b]
       iii. Bastion of Twilight 	[9.3]
    	Halfus Wyrmbreaker 	  [9.3a]
    	Valiona & Theralion 	  [9.3b]
    	Ascendant Council 	  [9.3c]
    	Cho'gall 		  [9.3d]
       iv. Blackwing Descent    	[9.4]
    	Magmaw			  [9.4a]
    	Omnotron Defense System	  [9.4b]
    	Maloriak		  [9.4c]
    	Atramedes		  [9.4d]
    	Chimaeron		  [9.4e]
    	Nefarion		  [9.4f]
    X. Heroic Raid Guide [10.0]
    XI. Links [11.0]
    Aggro: When a mob targets you, you have aggro on that mob.
    AoE: Area of effect. Usually refers to a spell or ability that targets an area.
    BoA: Binds on Account. Can trader this item between players on your account.
    BoE: Binds on Equip. Can trade, sell, or buy these items from other players.
    Boomkin: Druid with Balance specilization.
    Buff: A status effect which aids the unit under its effect.
    CC: Crowd Control. An ability that prevents a mob from taking action like
    Polymorph, Hex, Fear, etc.
    Crit: Critical strike rating
    Debuff: A status effect which hinders the unit under its effect.
    DoT: Damage Over Time. Ability that damages the target over time like Moonfire.
    DPS: Party member brought along to provide damage.
    GCD: Global Cooldown. 1.5 second limit on how often you can cast spells and
    perform certain actions. Can be lowered with more haste.
    HoT: Heal Over Time. Spell that heals the target periodically like Rejuv.
    ilvl: Item level. Better items have a higher item level.
    Int: Intellect
    LoS: Line of Sight. To cast a spell on a target you have to have line of
    sight with someone. Staircases have the mysterious ability to sap the
    intelligence from tanks and cause tanks to forget about the existence of LoS.
    Mast: Mastery Rating
    Spi: Spirit
    SM: Swiftmend
    ToL: Tree of Life form
    UI: User Interface
    While these guides are written from a healer's perspective, they include all
    relevant mechanics for each fight. The guides can be useful to all classes.
    I have only healed these on a Resto Druid and Holy Palidan. Priests and Shaman
    can take some of the lessons--i.e. a good time for an AoE heal is a good time
    for any healing class--away from this but will have to use different abilities. 
    When first starting Heroics bring along some food and cheap flasks for the
    well fed and flask bonus.
    I recommend running one random Heroic every day to get your Valor Points. If
    you are just getting used to Heroics, run an eay one like Vortex Pinnacle,
    Blackrock Caverns, or Lost City of the Tol'vir until you feel more comfortable
    and get some better gear.
    Once you have done your daily random, do not do any randoms. Instead
    specifically target Heroics that have items you want.
    Heroics are now very easy due to Blizzard buffing anyone who finds a group
    through the random dungeon maker. Blizzard I disapprove of this. Heroics are
    now very boring and do not prepare people for raiding.
         ||  Heroic Blackrock Caverns   ||
    One of the easier Heroics.
      ~ Notable Trash & Gimmicks ~
    The Evolved Twilight Zealots need to be interrupted. The Angered Earth mobs
    drop a meteor that is split between the group. Stack for this. 
    =  Rom'ogg Bonecrusher  =
    Quake: Damages the ground you are standing under and spawns adds. Move towards
    the tank so he can aggro these adds off of you. Adds do not need to be killed
    as the boss will do it for you.
    Chains of Woe: Pulls everyone near the boss and immobilizes them until the
    chains are broken. Chains must be killed quickly by the DPS and tank or the
    boss will kill the group with Skullcracker. Run when the chains are broken.
    Skullcracker: Deadly AoE ability that kills anyone nearby. Run away as soon as
    the Chains of Woe are broken. Massive damage to anyone nearby him when it is
      ~ Mechanics ~
    The tank has to pick up the adds after Quake. DPS targets the boss and does not
    worry about the adds. The boss will kill the adds with his Skullcracker. After
    Chains of Woe, the tank and the DPS have to destroy the chains before
    Skullcracker finishes casting. After the Chains of Woe are destroyed run away
    from the boss until Skullcracker is finished. 
      ~ Healing ~
    The adds from Quake will aggro onto you due to your heals. Be ready with
    damage mitigation (Barkskin, Divine Protection etc) and to run to the tank so
    he can pull them off of you. Cast AoE heals where needed on the party after
    Quake. After Chains of Woe be prepared to run out of range of Skullcracker as
    soon as possible. Bubbling or Kitty form and dash is not needed but can be used
    in an emergency.
    Rom'ogg does not hit hard and it is very easy to keep the tank up with a HoT
    stack or some minor heals. 
    =   Corla, Herald of the Twilight   =
      ~ Mechanics ~
    Note the three mobs kneeling in front of Corla. When the fight starts, the
    shadow beams flowing into them will start stacking a buff on them. When that
    buff reaches 100, the mobs turn into a mob and will likely cause the party to
    wipe. To stop the buff from reaching 100, someone will have to stand in front
    of each of the beams. However by stepping into the beam the debuff will start
    stacking on you. If it reaches 100 you will evolve and likely cause the party
    to wipe.
    The trick is to alternate standing in the shadow beam and letting the
    shadow beam hit the mob. Let the beam reach 80 on the mob then step in front
    of it. When the buff on the mob has disappeared, move out of the way and let
    the debuff on you disappear. The buff disappears after 15 seconds.
    This is complicated by Corla casting Dark Command which will cause someone to
    be feared and run out of the beam thus letting the buff reach 100. Dark
    Command has to be interupted. Shamans can drop a Tremor Totem to prevent the
    fear but the spell should still be interrupted.
      ~ Healing ~
    Corla does not hit hard at all. Just worry about the mechanics.
    =   Karsh Steelbender   =
      ~ Mechanics ~
    This fight relies almost entirely on the skill of the tank. Karsh takes almost
    no damage until he touches the flame pillar in the middle of the room. When he
    touches the flame he gains a debuff that melts his armor, allowing the party
    to damage him. The longer he is in the flame, the greater the debuff grows
    allowing the party to inflict more and more damage. However when he is in the
    flame it causes damage to the entire party and Karsh gets stronger. The
    debuff wears off after 15 seconds. If the tank does not lure him back into the
    flame pillar before the debuff disappears then his armor hardens and he cannot
    be damaged. Everytime the debuff falls off adds come. When the adds die, they
    drop a pool of fire that causes damage to anyone who stands in it and functions
    similar to the flame pillar when Karsh stands in it (i.e. his armor melts and
    everyone takes flame damage).
    The tank has to draw him into the flame pillar until the debuff reaches 1-3
    stacks. When the debuff is about to fall off, the tank has to repeat the
    process until Karsh dies.
    Two things can go wrong. The first is if the tank messes up and does not get
    Karsh back into the flame pillar in time and the debuff falls off. Adds will
    come. Kill the adds AWAY from Karsh, then drag Karsh back into the flame
    pillar. For some reason, tanks who mess this up drag Karsh back into the fire
    first before taking care of the adds and also aggro the adds so they cannot
    be pulled away from Karsh before they are killed. It is like tanks' reaction
    is "Hey, I messed up, let's make this worse!" Either ignore the adds or kill
    them away from the boss, THEN drag Karch back into the flame pillar.
    The second thing that can go wrong is if the debuff grows too big and Karsh
    starts hitting too hard. If this happens then the tank has to let the debuff
    fall off. Kill or ignore the adds then drag Karsh back into the flame pillar.
      ~ Healing ~
    Watch the tank and the debuff on Karsh and anticipate when the tank will be
    dragging Karsh through the flame pillar. At that time the party will take
    increasing flame damage. As the stacks add up, be ready with party heals and
    	= Druids = 
    Rejuv prior to the flame damage and Wild Growth and Rejuv after the
    flame damage. As the debuff grows, pop into Tree Form and cast Lifeblooms on
    everyone. Continue to cast Rejuv and Wild Growth. Be ready with Tranquility if
    Keep a full stack of Lifeblooms with Rejuv on the tank at all times. Cast
    Regrowth to trigger Nature's Grace and be ready to pump him with Healing
    Touches and Swiftmends as the debuff grows and Karsh gets stronger.
    	= Palidans =
    Cycle through your cooldowns if the party starts to take too much flame damage.
    Holy Radiance and Light of Dawn after the tank pulls Karsh through the pillar.
    =   Beauty  =
    =~~=~~=~~=~~= (optional boss)
      ~ Mechanics ~
    Beauty has two puppies with her. These must be cc'd or killed. The fight
    lasts a few minutes so the cc has to be renewed. Polymorph, Fear, Freezing
    Trap, Hex and Hibernate all work. Beauty also casts fear occasionaly. This can
    be prevented by Tremor Totem. From time to time Beauty will cast a charge
    ability or some minor fire abilities. The pups drop flame pools that appear on
    the ground. Do not stand in the fire.
      ~ Healing ~
    Keep the tank and party as close to full as you can at all times as fear will
    cause you to be unable to heal for a period. The fight is not hard with good
    cc. Have an instant heal like Swiftmend or Word of Glory ready for a tank heal
    after a fear. Be ready to use a cool down then too.
    Druids can Hibernate and Shamans can Hex if designated as a CC person or if one
    of the DPS misses their assignment.
    =   Ascendant Lord Obsidius   =
      ~ Mechanics ~
    The boss has three mobs in front of him. One of the DPS must aggro the mobs
    and pull them away from the boss. The DPS has to then kite the mobs. These mobs
    inflict a stacking debuff on anyone nearby that prevents healing, thus the need
    to pull them away from the tank and to kite them.
    Periodically the boss will switch with one of the mobs. The kiting DPS must
    once again aggro the mobs and pull them away from the boss. It helps to have a
    DPS who can slow or stun the mobs like a Shaman with earthbind totem, a hunter
    with Frost Trap, or a Frost Mage.
      ~ Healing ~
    Healing is complicated depending on how good the kiting DPS is at avoiding
    damage. A bad DPS will force you to constantly heal two targets: the tank and
    the kiting DPS. Keep an eye on the kiting DPS and be ready to give this person
    additional heals. If the kiting DPS is good, this fight is very easy to heal.
    The boss will also cast a debuff which should be removed as it causes damage
    over time.
         ||    Heroic Throne of the Tides    ||
      ~ Notable Trash & Gimmicks ~
    CC the Spiritmenders, mana drain them, or kill them first first or they will
    heal up the other mobs.
    =   Lady Naz'jar  =
    Geyser: Summons a pool of water on the ground that will later erupt and cause
    massive damage to anyone standing in it. Move out of the Geyser.
    Shock Blast: Massive damage to the tank. Should be interrupted.
    Fungal Spores: Minor poison damage that can be dispelled or strafed to avoid.
    Cyclones: Summons a cyclone that damages and stuns anyone caught in it. Move
    away from the cyclone.
    Summon Adds: Summons 3 adds. Occurs at 50% and 25% life.
      ~ Mechanics ~
    This is a two phase fight. Phase one she casts Geyser, Shock Blast, and Fungal
    Spores. It causes minor damage. Phase 1 is simple. Interupt Shock Blast and
    move if you are standing on a Geyser puddle.
    Phase 2 starts when she reaches 50% life and 25% life. She moves to the
    middle of the room and becomes invulnerable. Three adds will come. The one on
    the east and west side are casters and the one from the north is a melee add.
    The casters deal huge damage--more damage than the boss does. CC one of the
    casters and kill the other one ASAP. Hex, Mind Control, Sheep, Freezing Trap,
    and Fear are all sufficient CC's. After you kill one caster, kill the melee
    then the last caster. While this is going on cyclones will come from Lady
    Naz'jar towards the outside of the room. If you get caught in a cyclone you
    will be unable to perform actions and take damage. Avoid these.
    Before the fight starts designate the kill and CC order for phase two so that
    everyone is on the same page.
      ~ Healing ~
    Keep the tank full in phase 1 in case someone misses an interupt and a Shock
    Blast hits. Move out of the Geyser puddles.
    Make sure the group knows who is going to be cc'd and who is going to be killed
    first in phase 2. Position yourself accordingly as the mobs will aggro on you
    due to your HoTs. If the east add is being killed first, move to the east side
    of the room during phase 1. Face the boss and avoid the cyclones.  Be ready
    for big heals at the start of each phase 2, when CC breaks, and if someone
    gets sucked into a cyclone.
    =  Commander Ulthok  =
    Dark Fissure: Causes a shadow puddle on the ground that slowly expands. Deals
    damage to anyone in the puddle.
    Squeeze: Does damage and immobilizes the target hit by this.
    Enrage: Ulthok does slightly more damage, can be Sooth'd if someone is bored.
      ~ Mechanics ~
    Ulthok main ability is Dark Fissure. He slams the ground and drops a shadow
    puddle that will slowly grow as the fight goes on. Standing in it causes
    damage. If the fight goes on long enough it will expand to cover the entire
    room and there will not be a safe space to stand. From time to time he will
    grab someone with the Squeeze ability and deal 75000 damage over six seconds.
    Periodically he will Enrage and deal more damage for 10 seconds and cast
    Curse of Fatigue.
    Dark Fissure is the only ability to concern yourself with. The tank has to pull
    the boss to the side of the room before the first fissure and then slowly tank
    the boss around the room. The tank can leave room for the group to retreat into
    Lady Naz'jar's room and continue to fight the boss in there. DPS has to let
    the tank move the boss and establish aggro before dps'ing the boss.
      ~ Healing ~
    The tank will not take much damage in the fight, even during the enrage. Save
    your big heals for the Squeeze. Druids, a Rejuv and Swiftmend ready and drop a
    couple of Healing Touches on the Squeezed target. Paladins can use a Word
    of Glory followed by Divine Light. Dispell Curse of Fatigue. Stay out of the
    Dark Fissure puddle and be ready to move if it expands or if you get Squeezed.
    =   Erunak Stonespeaker & Mindbender Ghur'sha   =
    =~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~=~~= (optional)
    	= Phase 1 =
    Cone of Fire: Tank should face the boss away from the raid.
    Earth Shards: Line of shards in a random direct. Avoid the line if heading in
    your direction.
    Lava Bolt: Fire damage at a target. Interrupt this.
    	= Phase 2 =
    Mind Control on a random member. DPS the member down to 50% then go back to
    killing the boss.
    Mind Fog: Green gas on the ground. Move out of it or you will be pacified.
    Unrelenting Agony: Damage to the party. Heal through it.
    Absorb Magic: Shield that absorbs all magic damage for five seconds. Purge or
    Spell Steal.
      ~ Mechanics ~
    This is a two phase fight. In phase 1 the target is Erunak. He casts a cone of
    fire in the direction he is facing so tank the boss facing away from the party.
    He will randomly target a party member with Earth Shards, which does damage in
    a line from the boss to the target. If he targets you or someone near you move
    away. He also casts Lava Bolt which should be interupted
    In phase 2 the jellyfish on his head drops off and is the new target. Ghur'sha
    will mind control a random member. DPS down that member to 50% then go back
    to killing the boss. Ghur'sha will periodically drop either a green cloud
    on the ground which must be moved out of or Unrelenting Agony, which causes
    damage to the entire party. Damage from this can be avoided by LoS'ing the boss
    behind a pillar but then you will be unable to damage the boss
      ~ Healing ~
    Be ready for big tank heals in Phase 1 and big party heals in Phase 2 when
    Unrelenting Agony is being cast
    	= Druid =
    In phase 1, keep a full HoT stack on the tank and be ready with big heals if
    Lava Bolt is not interupted. Dispell the tank to avoid further flame damage.
    Be ready to move if targetted by Earth Shards.
    For phase 2, cast Wild Growth on the party during Unrelenting Agony and keep
    Rejuv on the party in anticipation of that spell. After a party member is Mind
    Controlled be ready to heal him up from 50%.
    	= Paladin =
    Holy power most likely will be used for tank healing in tank healing in Phase 1
    and party healing in phase 2. When someone is mind controlled, it is a good
    time to regen some mana with Divine Plea.
    =  Ozumat   =
      ~ Mechanics ~
    Three phases in this fight. Phase 1 tank grabs all the adds and dps them down.
    Phase 2 three stationary adds will come and start damaging Neptulon. DPS kills
    these. Other adds will spawn from the ground. These must be picked up by the
    tank and kited around the room. After the stationary adds are dead phase 3
    will start. Everyone gets a buff which makes them huge but everyone also
    starts taking stacking shadow damage which increases over time. A squid will
    appear which must be killed.
      ~ Healing ~
    Stand near the tank in phase 1 so he can take the adds off of you. In phase 2
    follow the tank around the room as he kites the adds. Have cooldowns ready for
    phase 3.
    	= Druids =
    Use Nature's Grasp, Barkskin, and Entangling Roots if mobs aggro on you.
    Towards the end of phase 2 or beginning of phase 3 use Tree of Life and cast
    Lifebloom, and Rejuv on the entire party. When phase 3 starts use Wild Growth
    on cooldown and keep the Lifebloom and Rejuv stacks an each party member.
    Tranquility may be needed.
    	= Paladins =
    Bubble if the adds aggro you in phase 2. Holy Radiance and chain cooldowns in
    phase 3.
         ||    Heroic The Stonecore     ||
      ~ Notable Trash & Gimmicks ~
    The Crystalspawn Giants stomp the ground. Jump when the casting bar is at like
    70% to avoid damage from this.
    =   Corborus   =
    Crystal Shards: Direct damage to the target and anyone standing in it. Move out
    of the shards and dps them down ASAP before the morph into explosive adds.
    Dampening Wave: Deals minor damage to the party and absorbs 15000 healing.
    Healer should heal this debuff off the tank then let it fade before healing
    the rest of the party.
      ~ Mechanics ~
    This is a two phase fight. In phase 1 Corborus attacks the tank. Periodically
    he will target a random player with Crystal Shards. Unless the Shards are
    destroyed they will spawn into an add and cause damage to any target they 
    touch. Corborus will also cast Dampening Wave periodically. Quickly kill the
    Crystal Shards and this fight is simple.
    After a minute or so he will go underground and begin phase 2. In
    phase 2 adds will come. Corborus will also pop out from under the ground,
    killing any target standing in the area. This will look like dust coming from
    the ground so move if you see the dust coming from beneath you. Adds will also
    come in phase 2. Tank should aggro these and DPS kill them.
      ~ Healing ~
    In phase 1, be ready to heal the target that gets hit with Crystal Shards or
    move if it targets you. The Dampening Wave debuff that absorbs healing and
    causes minor damage is not much of a concern. Simply use a heal on the
    tank to eliminate it and wait for it to disappear from the party. Follow this
    with a party heal. The debuff can be dispelled if necessary.
    Adds will aggro onto you in phase 2. Druids, use Nature's Grasp and Barkskin.
    Paladins can use Divine Protection and bubble. Keep moving to avoid Corborus
    from popping up underneath you. Run back to the tank after this phase so he can
    aggro the remaining mobs off of you.
    =   Slabhide   =
    Crystal Storm: Deals massive damage to anyone in her LoS. Move behind a
    stalagtite to prevent.
    Falling Rocks: Rocks fall from the ceiling. Move out of the dark circles on
    the ground.
    Dusty/Flame Pool: Ground gets dusty then lava comes up. Do not stand in the
      ~ Mechanics ~
    Slabhide has a ground and air phase. In air phase stalagtites will drop from
    from the ceiling onto a spot on the ground marked with a black circle. Move
    away from the black circle. On the ground phase puddles of dust will appear
    which quickly turn into puddles of flame. Move out of these to avoid taking
    Slabhide will also cast Crystal Storm during the ground phase. Anyone
    within her line of site will take damage. Hide behind a stalagtite to avoid
    taking damage. DPS can avoid all damage in this fight. If they take damage or
    die it is their fault.
      ~ Healing ~
    Avoid the stalagtites falling from the ceiling and dodge the flame puddles on
    the ground. Move behind the stalagtites when Crystal Storm begins. The only
    tricky thing about healing this fight is mainting line of sight (LoS) with the
    tank. Try to stay within his line of sight at all times while still maintaining
    a path of retreat for the Crystal Storm. Have HoTs on the tank  or be ready
    with a large instant heal in case LoS issues arise.
    =   Ozruk   =
    Elementium Bulwark: Reflects spells back to the caster for 10 seconds.
    Paralyze: Prevents the party from moving until they take damage. Either reflect
    a DoT on you during Elementium Bulwark or melee him to take damage.
    Ground Slam: Deals damge to anyone within 8 yards of him. Happens right after
    a Paralyze. Move away from him after the Paralyze.
    Shatter: Deals damage in a cone in front of him. Tank must face the boss away
    from the party then move behind the boss or to his side to avoid.
      ~ Mechanics ~
    This fight depends on the skill of the tank. The boss casts two spells that
    will almost certainly kill anyone hit by them--Ground Slam and Shatter.
    To avoid the paralyze, ranged DPS and healers have to cast a DoT spell on Ozruk
    when he uses Elementium Bulwark. This will reflect the DoT onto you. Then when
    paralyzed the DoT will damage you and break the paralysis. Melee DPS and tanks
    get a DoT by hitting Ozruk with a melee hit.
    The tank has to get the DoT from Ozruk. Shortly after Paralysis, Ground Slam
    will occur so all melee must be ready to move away. Tank should always face the
    boss away from the party. When Shatter is being cast, tank has to move to the
    other side of the boss to avoid the Shatter.
      ~ Healing ~
    Druids cast Moonfire or Insect Swarm after Ozruk casts Elementium Bulwark.
    Paladins can judge him for 4 second DoT. Hope that your tank knows what he is
    doing. The boss does so little damage that if you die, you can run back in and
    rejoin the fight (make sure to heal yourself before taking the teleport). Even
    if you get hit by every Paralyze, it is still easy to heal this fight.
    =  High Priestess Azil  =
    Gravity Well: Causes damage to anyone in it. Causes adds in it to die. Kite
    the adds into it.
    Force Grip: Causes damage to whoever is targetted by it. Can be interrupted.
    Seismic Shard: Hurls a rock at a random target. The ground will look dusty
    before this happens. Move out of the dust.
      ~ Mechanics ~
    Two phase fight. Phase 1 she summons Gravity Wells and adds. The adds die if
    they go into the wells so either kite the adds through the wells or position
    yourself so that the adds aggro you by running across the well. She also
    casts Force Grip which can be interrupted.
    In Phase 2 she goes back to her pillar and summons three huge boulders. Watch
    for dust on the ground which indicate where she will throw the next boulder.
    Avoid standing there or the boulder will kill you. Continue to dps the adds or
    kite them through the wells. It helps if tanks can pick up these adds and keep
    them off the healer. Also helps if the DPS kills these adds.
      ~ Healing ~
    Adds will aggro onto you throughout the fight. Position yourself by the side
    of a Gravity Well so the adds can die by running through it or so you can kite
    the adds into it. For Druids, Nature's Grasp and Barkskin are helpful here or
    stand near the tank. Holy Paladins can use Divine Protection or bubble. Watch
    out for Force Grip and be ready to heal that target up. Be ready to dispell her
    Curse of Blood which causes the target to take extra physical damage. Do not
    get hit by a rock in phase 2.
         ||    Heroic Vortex Pinnacle   ||
    Probably the easiest Heroic.
      ~ Notable Trash & Gimmicks ~
    It is all pretty easy. 
    =  Grand Vizier Ertan   =
      ~ Mechanics ~
    Stand inside the group of cyclones. Dodge the cyclones when they come in or
    don't.Pew pew.
      ~ Healing ~
    The party will take damage when the boss summons in the cyclones. Use party
    heals at that time.
    =   Altairus   =
      ~ Mechanics ~
    The boss summons cyclones which cause damage and throw you up into the air.
    Wind will come from a random direction and flow over the boss. Stand upwind of
    the boss for a buff. If you are downwind of the boss you will get a debuff
    which lows your casting time. All members should try to be upwind as much
    as possible.
    The boss will also target a party member and breathe fire on him, damaging the
    target and nearby enemies. Tank should taunt the dragon at this time so the
    damage is taken by the tank.
    Zoom out to see which way the wind is flowing if you are having problems
    telling what is upwind and downwind.
      ~ Healing ~
    First priority is to avoid the tornados.
    	= Druid =
    Keep a HoT stack on the tank. Most of the time Swiftmend, Wild Growth, and
    Rejuv will be enough to keep people healed up so you do not have to move into
    the buff. If people start to take too much damage, move to get the buff or
    turn into ToL form and insta-cast Regrowth.
    	= Paladin =
    Get upwind. Direct heals on the low targets should provide enough healing
    through beacon to the tank.
    =   Asaad   =
      ~ Mechanics ~
    When the boss casts a triangle of lightning on the ground move into it or you
    will die. Spread out afterwards for the chain lightning. If you jump at 60%
    of the cast time of Static Shock then you can avoid the debuff and get
    an achievement. Adds now come. Ranged DPS can kill them if they feel like it.
      ~ Healing ~
    Move into the triangle of lightning. If people do not jump and get hit by
    Static Shock then decurse them (or wait until the next Static Shock when
    applicable). Pattern is Static Shock -> triangle -> Static Shock -> Static
    Shock -> triangle -> Static Shock -> Static Shock -> triangle -> (he's still
    alive?!) -> Static Shock -> Static Shock -> triangle 
         ||    Heroic Lost City of the Tol'vir    ||
    One of the easier Heroics.
      ~ Notable Trash & Gimmicks ~
    None of note.
    =  General Husam  =
    Shockwave: Causes damage in four lines out from the boss.
    Bad Intentions: Damages and throws a random member up in the air.
    Detonate Traps: Causes mines to explode. Cannot be seen unless graphics are on
    good or better setting.
      ~ Mechanics ~
    Husam will throw mines on the ground. Do not walk on top of them or you will
    take damage. He will also target a random member with Bad Intentions. He will
    cast Shockwave in a line, which should be moved out of. Periodically he will
    use Detonate Traps which causes the mines to explode and damage nearby members.
    Move away from the mines.
    Have your graphics set to Good or higher in order to see the mines during
    Detonate Traps. Move out of the way of Shockwave and do not stand on the 
    mines. If you die in this fight it is because you made a mistake.
      ~ Healing ~
    Avoid the mines and Shockwave. Keep LoS with the tank around the pillars. Be
    ready with a large heal for the Bad Intentions target.
    =   Lockmaw & Augh   =
      ~ Mechanics ~
    Phase 1 you dps Lockmaw and Augh will occasionally join the battle. Lockmaw
    will cast Scent of Blood on a random member. That person has to run to the tank
    so the tank can get aggro on the adds. DPS can then kill the adds. Avoid
    Lockmaw's tail swipe by standing away from the tail. Augh will join the battle
    by targeting a random member and casting Whirlwind. Move away from the
    Phase 2 begins when Lockmaw is dead. The party is out of combat so can drink
    and heal up before killing Augh. Move away from Augh when he begins casting
      ~ Healing ~
    Both bosses cast a poison debuff which should be removed. Both also enrage at
    low health so be ready for some bigger heals at that time.
    =  High Prophet Barim   =
    Fifty Lashings: Boss's melee attack gets stronger. Extra heals or a defensive
    cooldown at this time.
    Plague of Ages: Causes nature damage and jumps to nearby targets. Can be
    Heaven's Fury: Flame pillar on a random target. Move out of it.
      ~ Mechanics ~
    This is a two phase fight. Phase 1 he will summon a phoenix. A ranged DPS can
    either kite this or the DPS can kill it. This should be moved away from the
    tank to avoid the flame AoE. He will also call down a pillar of fire on a
    random member. Move out of this. Fifty Lashings gives the boss a buff to
    his melee attacks.
    Phase two begins at 50% of the boss's life. He will summon a dark phoenix which
    must be killed to end the phase. Periodically a player will get targetted and
    summon a Soul Fragment. Kill the add before it reaches the dark phoenix or
    the boss will get a buff and do more damage. Try to stun or snare the Soul
    Fragment while the tank moves the dark phoenix away.
    Phase 1 begins again when the dark phoenix is dead.
      ~ Healing ~
    Be ready for extra tank healing when Fifty Lashings begins. Move out of the
    pillar of fire. Save your cooldowns for phase 2 and be ready with party heals.
    	= Druid =
    In phase 2 everyone will take shadow damage so keep Wild Growth and Rejuv up on
    the party. Use Tree of Life form so that you can use instant Entangling Roots
    on Soul Fragments and roll Lifebloom on the party. If a Soul Fragment reaches
    the dark phoenix, expect the tank to take extra damage.
    	= Paladin =
    Chain cooldowns in phase 2, Holy Radiance and Light of Dawn where needed.
    =  Siamat   =
      ~ Mechanics ~
    Phase 1 the boss takes reduced damage from a shield. Kill the three Servant
    of Siamat adds to drop the shield and begin damaging the boss (phase 2). When
    the adds die they drop a debuff on the ground that increases damage taken by
    33%. In phase 1 the ranged adds cast Chain Lightning which should be
    interrupted. Avoid standing in the green stuff on the ground which causes
    Phase 2 begins after the third Servant dies. Siamat will then cast Wailing
    Winds which tosses everyone around the platform. Continue to interupt the
    Minion's chain lightning and damage the boss.
      ~ Healing ~
    Have everyone near full life at the end of Phase 1 as it will be hard to heal
    when being tossed around by Wailing Winds. Try to conserve mana when possible
    as this fight can drag on. Have your cooldowns ready for phase 2.
    	= Druid =
    Wild Growth plus Rejuv on the party when necessary. Save your Tree of Life form
    and Tranquility for Phase 2 if things begin getting dangerous. Tree of Life
    form in phase two plus Lifeblooms on everyone is very useful for this fight.
         ||    Heroic Halls of Origination   ||
      ~ Notable Trash & Gimmicks ~
    There is a gauntlet between the first and second bosses. Avoid the troggs in
    this gauntlet as they will continue to spawn and just go straight for the
    =  Temple Guardian Anhuur  =
    Burning Light: Blue fire spawns under a random member. Move out of this.
    Divine Reckoning: Hurts target and heals the boss. Dispell this.
      ~ Mechanics ~
    Two phase fight. Phase 1 dps the boss. He occasionally casts Burning Light on
    a party member. Move out of the blue flames. Dispell Divine Reckoning.
    At 66% and 33% the boss will become protected by a shield and invulnerable to
    damage. Beneath the boss's platform there is a pit. On each side of the pit
    there is a lever. The two levers must be pressed to release the shield. To
    release the shield both levers must be held for 10 seconds. However there are
    snakes in the pit. If the snake hits you it will interrupt the lever press.
    One person must aggro the snakes while someone else presses the lever. Once
    the shield is down the boss will cast a spell that damages everyone until he
    is interrupted. There are multiple ways to do this fight:
    1) The tank grabs the snakes at the beginning of the fight. No one dps's the
    snakes. When the boss puts up his shield, one person drops down to each side
    and presses the lever. DO NOT dps the the snakes or they will die and respawn
    down in the pit. I swear to god DPS, if Blizzard still let me kick you I would
    boot each and every one of you that dps's the snakes after I tell you not to
    dps the snakes.
    2) The entire group drops down to the same side. The tank aggro's the snakes,
    and quickly moves to the other lever and aggro's those snakes. He then quickly
    moves back to the boss. One dps gets each lever and the third dps kills the
    3) 2 people drop down to each side of the platform. One person aggro's the
    snakes while the other pulls the lever.
    I recommend 1) if the tank and healer are good. 2) otherwise. The problem with
    3) is at least two people are out of the healers range for an extended period.
    This forces the healer to expend a lot of mana trying to heal them up and
    leaves the damaged party members vulnerable.
      ~ Healing ~
    Move out of the blue flame. Dispell the debuff. Always stick with the tank. It
    is much easier to keep someone at full life or near full life then it is to
    try to heal them up from low life. Use strategy 2) and be generous with your
    part heals. Druids, Pop ToL form if you need to cast some Regrowths on the
    move. Barkskin and Nature's Grasp if the tank fails to aggro the snakes on you.
    Paladins can Divine Protection and bubble if the adds get to be too much.
    If you do strategy 3) cast a HoT on people who are going to leave your LoS. 
    Stick with the tank.
    =  Earthrager Ptah   =
    =~~=~~=~~=~~=~~=~~=~~= (optional)
      ~ Mechanics ~
    The boss cleaves so only the tank should stand in front of him. The boss
    disappears at 50% and adds come. Stack on the tank and dps down the adds.
      ~ Healing ~
    Yawn. It's so sleepy in here.
    =   Anraphet   =
    Alpha Beams: Shadow damage to anyone standing in it. Move out of it.
    Omega Stance: Damage to the entire party. Heal through it.
    Nemesis Strike: Extra melee damage and shadow damge over time. Dispell it.
      ~ Mechanics ~
    The boss casts five Alpha Beams and then he will shift into Omega Stance. Move
    out of the Alpha Beams. The boss casts Nemesis Strike on the tank which should
    be dispelled.
    Everyone should spread out so that each Alpha Beam only hits one person. Be
    prepared to move quickly when the boss targets you with Alpha Beam. It is
    easier for the healer if people group up during Omega Stance for AoE heals but
    this is not essential.  
      ~ Healing ~
    After you are targetted with an Alpha Beam, it is usually safe to stand still
    and cast a large heal where needed. Until you are targetted by Alpha Beam
    I like to keep moving. Party heals like Wild Growth and Holy Radiance during
    the Omega Stance period.
    	= Druid =
    I like to do this entire fight without standing still. HoT stack and dispells
    on the tank. Rejuv on the Alpha Beam target with a Swiftmend if needed. Have
    Wild Growth available for Omega Stance and follow it up with Rejuv on each
    party member. Cast Regrowth during Omega Stance to proc your Nature's Grace
    and heal everyone up. ToL form for instant Regrowth on the move.
    =  Isiset   =
    =~~=~~=~~=~~= (optional)
    Supernova: Stuns any target looking at her. Turn away.
    Astral Rain: AoE damage to the party.
    Veil of Sky: Spell damage is partially damages her mana instead of her health.
    Celestial Call: Summons an add.
    Split: Splits into multiple targets.
      ~ Mechanics ~
    At 66% the boss will split into three targets. At 33% the boss will split into
    two targets. All DPS should focus on one target. When the target is dead the
    boss will reform. When she splits into multiple targets, killing the target
    will prevent her from casting that spell any more. I.e. kill the Celestial Call
    target and that spell will no longer be cast. I recommned killing Celestial
    Call, then Astral Rain, but the order is not important.
    Another ability to be aware of is Supernova. Simply turn away to avoid. This
    effect can be dispelled.
      ~ Healing ~
    Face away from the boss during Supernova (or the entire fight) and dispell the
    fails if needed. Move to avoid the arcane thing on the ground if it is
    following you. Astral Rain is simple to heal through with Rejuv and Wild
    Growth or your class's applicable party heal.
    =  Ammunae  =
    =~~=~~=~~=~~= (optional)
      ~ Mechanics ~
    Fairly straightforward. Ammunae will drop seed pods on the ground. When these
    hatch adds will come out and the boss will be healed. Kill the pods ASAP and
    the boss will go down quickly. The boss will also grab a target from time
    to time and cast Rampant Growth, which are both easy to heal through.
      ~ Healing ~
    This fight is about the DPS making sure to kill the pods. 
    =  Setesh   =
    =~~=~~=~~=~~= (optional)
    Seed of Chaos: Green painful bubbles on the ground. Move away from these.
    Shadow Missle: Slowly fires at a target leaving a pool of shadow on the ground.
    Move to avoid and do not stand in the shadow.
      ~ Mechanics ~
    The boss cannot be aggro'd. He runs around the room opening portals. The DPS
    has to kill the portals ASAP or too many adds will come and the group will
    wipe. The tank will pick up any adds from the portals. The DPS resumes damaging
    the boss when the portals are destroyed. Periodically the boss will cast Seed
    of Chaos. Move away during this. He will also cast projectiles which leave a
    painful pool of shadow in the ground. Move to avoid.
    DPS only kills the portals and the boss. Let the tank worry about the adds.
      ~ Healing ~
    Your heals will aggro the adds from the portal. Help the tank out and stay near
    him as he runs around the room. This makes it easier for him to grab adds from
    you. Druids, Nature's Grasp and Barkskin when needed and Paladins can Divine
    Protection and bubble. Avoid standing in the painful stuff on the ground--leave
    that for the bad DPS.
    	= Druids =
    This fight can last a bit so try to conserve mana by using Tree of Life form
    and casting Life Blooms on everyone and Regrowth/Healing Touch only on Omen of
    Clarity procs.
    =  Rajh  =
      ~ Mechanics ~
    Rajh needs to be interrupted. He casts Sun Orb, which should be interrupted
    before it causes big damage to the tank. He also casts Inferno Leap which will
    target a random member. The random member can move out of this--the indicator
    is a circle of flame on the ground--or this too can be interupted.
    Throughout the fight the party will take minor flame damage and flame cyclones
    will move through the room. Rajh will periodically move to the center of the
    room and recharge his energy. At this time everyone takes damage but everyone
    also deals double damage. Use Bloodlust or Time Warp at this time.
      ~ Healing ~
    This is easy to heal through if the boss is interrupted. Have a cooldown and
    party heals available when Rajh recharges.
    	= Druid = 
    Keep Rejuvs on everyone and Wild Growth and Swiftmend on cooldown. Pop ToL form
    during the recharging phase or to conserve mana by blooming everyone one and
    using Regrowth/Healing Touch only on Omen of Clarity procs.
         ||    Heroic Grim Batol   ||
      ~ Notable Trash & Gimmicks ~
    Free the dragons caught in the nets. Ride these and spam fireballs on the
    trash to damage them down. Dragons also serve like teleports do after a wipe.
    = General Umbriss =
    =~~=~~=~~=~~=~~=~~= (optional)
    Blitz: Targets a random target then charges them. Strafe to either side if
    he targets you.
    Ground Siege: Targets a random direct. Move to the side to avoid.
    Bleeding Wound: Causes damage over time to the tank. Dispelled if tank is
    healed to over 90% of his life.
      ~ Mechanics ~
    Adds come from the back of the room. If the purple glowing add is killed near
    the boss he gets a huge strength buff. The tank should grab the boss and
    all the normal Trogg adds while a DPS pulls the purple add away from the boss
    and kills it. DPS should kill all other adds too but take special care when
    working on the purple add. Umbriss will occassionally set his eyes on someone
    and begin to cast Blitz or Ground Siege. Dodge to the side to avoid either one.
      ~ Healing ~
    Be ready for adds to aggro onto you. Druids Barkskin and Nature's Grasp when
    needed, Paladins Divine Protection and bubble. Keep an eye on the boss and be
    ready to dodge the Ground Siege and Blitz.
    =   Forgemaster Throngus   =
      ~ Mechanics ~
    Forgemaster has three modes. Each mode will begin by him grabbing a weapon.
    Throughout each mode flame pools will fall on the ground and rocks will fall
    from the ceiling. Do not stand in this or you will take a lot of damage. This
    may be the hardest Heroic boss for a healer so help him out by avoiding
    unnecessary damage.
    When Forgemaster grabs a mace, he moves slowly but hits very hard. The boss
    must be kited. During this phase he will occassionally grab and impale a
    target. DPS watch your aggro as the tank will not be able to melee the boss.
    When Forgemaster grabs his shield, he deals damage in front of him. The group
    must run behind him. When he shifts his direction move behind him again.
    When Forgemaster grabs his dual blades he deals a lot of damage to the tank
    and leaves a stacking debuff on him. Healer must occassionally dispell this
    while the healer and tank burn defensive cooldowns.
      ~ Healing ~
    Use cooldowns for the dual blades phase and party heals for the shield phase.
    	= Druids =
    This may be the toughest Heroic fight to heal. During dual blades phase keep
    a full stack on the tank plus Regrowth to trigger Nature's Grace. Occassionally
    dispell the debuff on the tank. If you are hit by Disorienting Roar, your
    cast time will be much longer. Cast three instant spells to remove this.
    On the mace phase, heal the party up as the tank will not take much damage.
    Be ready to drop big heals on the impaled target.
    Shield phase is a pain. Use Wild Growth and Swiftmend on cooldown. All targets
    should have a Rejuv on them at all times. Barkskin is good to use here.
    Save your Tranquility to late in the fight but use Tree of Life early to
    conserve mana.
    	= Paladins =
    Use cooldowns for Dual Blades phase and dispell occassionaly. Holy Radiance and
    Light of Dawn for Shield phase. Mace phase is a chance to use Divine plea and
    melee to get some mana back.
    =  Drahga Shadowburner  =
    =~~=~~=~~=~~=~~=~~=~~=~~= (optional)
      ~ Mechanics ~
    The boss will summon flame adds throughout the fight. The flame add will
    randomly target a member. If the flame reaches that member it will blow up,
    likely killing the target and anyone nearby. The DPS must stun, slow, snare,
    and kill the adds ASAP. If you are targetted by the add run away so the DPS
    has more time to kill it.
    Phase 1 is simply dps'ing Drahga while killing the flame adds. Phase 2 Drahga
    disappears and a dragon appears. Keep dps'ing the flame adds. The dragon will
    periodically cast a huge breath attack at a random target. Move behind the
    dragon or you will take a bunch of damage. This attack is the same as this
    dragon uses in the raid Bastion of Twilight. Practice dodging it here so
    you are ready for the raid.
      ~ Healing ~
    Healing this fight is easy. However people really struggle with the mechanics
    so be ready to help them out. Druids, Root every fire add. Twice if needed.
    Glyphing Entangling Roots can help out. Root then run away if the flame add
    aggro's you.
    Be ready to move behind the dragon when she casts her breath. This means
    standing somewhat near the boss so it is easy to get behind her, not standing
    30 yards away and beginning to move when she casts her breath. Kitty form, Dash
    and Barkskin if you need it to get to the other side of her. Holy Paladins
    can bubble the flame add or the breath.
    =  Erudax   =
    Summon Faceless Corruptions: Two adds come. These must be dps'd down quickly or
    the boss will regain life and eggs will hatch causing damge to the party.
    Summon Gale: Summons a storm killing anyone not in the eye of the storm. Move
    into the eye.
    Feeble Body: Tank takes more damage and is knocked back. Tank should run away
    until this debuff fades.
    Binding Shadows: Shadow missle on a random target. Strafe to avoid. Dispell if
    someone is hit by it or they will be unable to move and will take damage.
      ~ Mechanics ~
    The boss will summon two adds. These adds have to be dps'd down before they
    reach the eggs. If they are dps'd down, the fight is the easiest in this place.
    If they are not dps'd down, you will likely wipe. When the adds reach the eggs
    they will release something that causes party damage and heals the boss. The
    adds can be slowed but not stunned. I.e. Frost Trap can slow the adds, but
    Freeze Trap will not stop an add. Split the DPS up to ensure equal DPS on each
    add. The tank should also dps an add.
    Before summoning the add the boss has three abilities. One is Summon Gale. The
    boss will cast a spell that damages everyone not standing in the eye of the
    storm. Move into the eye--it is a black circle on the ground--or die. When the
    boss casts Feeble Body, the tank should run away until it fades. The third
    ability is Binding Shadows. This can be dodged by moving out of the way. 
    Dispell it if someone is hit so they can move to DPS the adds.
      ~ Healing ~
    If the DPS does their job this fight is simple. Move into the Shadow Gale. Be
    ready to cast your largest heal after Feeble Body if the tank is bad. Be ready
    to dispell if the DPS is bad and does not move out of Binding Shadows.
    If an add does reach the eggs and begins to hatch then it gets difficult.
    Everyone will begin to take damage. Druids Wild Growth on cooldown, Rejuv on
    each party member, Swiftmend and Efforesence when people group up in the
    middle. Holy Paladins target the low man with a direct heal, Light of Dawn when
    possible and Divine Radiance when people group up.
         ||    Heroic Shadowfang Keep   ||
      ~ Notable Trash & Gimmicks ~
    After killing the first two bosses there is a ghost near the entrance who you
    can talk to in order to teleport to places further in the dungeon after wipes.
    =  Baron Ashbury  =
    Asphyxiate: Brings everyone down to 1 health.
    Stay of Execution: Heals the boss and the party for 10% of their health every
    second. Let it tick once or twice before interrupting.
    Wracking Pain: Damages a target. Interrupt or dispell.
    Dark Angel Form: Boss morphs at 20% life and causes massive AoE shadow damage.
      ~ Mechanics ~
    Good interrupts are essential to this fight. The boss will cast Asphyxiate
    every so often bringin all party members down to 1 health. He will then cast
    Stay of Execution, healing himself and the party. After the Asphyxiate, let
    the Stay of Execution tick one or two times before interrupting it. If you
    interrupt before any ticks, then the entire party will have low health and 
    be vulnerable to death. If you interrupt too late the boss will gain all his
    life back.
    The boss also casts Wracking Pain which needs to be interrupted or dispelled.
    It does not hit for too much but since everyone is at low life after the
    Asphyxiate it is deadly. Interrupt the Mend Rotting Flesh before it heals him.
    At 20% he will go into Dark Angel form and cast AoE shadow damage on the party.
    This gets stronger and stronger and will eventually kill the group. The
    important thing is not to push the boss under 20% right after an Asphyxiate
    as the party will have low health. Let the healer heal up, push the boss below
    20% then burn all cooldowns. Lust or Time Warp if you have it. All members
    should use any defensive cooldowns that they have.
      ~ Healing ~
    Be ready with an instant heal on the tank after the Asphyxiate. Have your best
    cooldowns ready for the final 20%. There is no need to fully heal the DPS after
    an Asphyxiate (as the next Asphyxiate will get them down to 1 health) unless
    the party is about to push the boss into the Dark Angel phase.  If the DPS is
    bad at interrupts be ready to dispell Wracking Pain.
    	= Druids =
    Keep a Rejuv on the tank at all times. After an Asphyxiate Swiftmend and then
    Wild Growth. If no Rejuv is on the tank drop a Regrowth then Swiftmend the
    tank. Save your Tree of Life form and Tranquility for when the boss gets
    under 20%.
    	= Paladins =
    Word of Glory or Light of Dawn after Asphyxiate then a Holy Radiance. Save
    all cooldowns for the final 20%. Lay of Hands at the last possible moment.
    =   Baron Silverlaine   =
      ~ Mechanics ~
    DPS the boss. The boss summons adds. Kill the adds, then go back to dps'ing the
      ~ Healing ~
    The boss casts a debuff which reduces healing taken by 75%. Remove this from
    the tank and keep him full. When the debuff falls off the other party members,
    resume healing the party.
    =   Commander Springvale   =
    =~~=~~=~~=~~=~~=~~=~~=~~=~~= (optional)
    Shield of the Perfidious: Does damage in a cone in front of the boss. Tank
    should turn the boss and DPS remain behind him.
    Desecration: Green circle on the ground that causes anyone standing in it to
    take damage.
      ~ Mechanics ~
    The boss starts with two adds. If the adds or left up, they will cast a buff
    on the boss that heals him. More adds will come periodically throughout the
    fight. If your DPS is good you can ignore the adds and burn the boss down (or
    just kill the first two adds and burn the boss down). The adds can be shackled.
    The proper way to do the fight is to kill the adds, then the boss, then have
    the tank grab the adds that come throughout the fight, kill those, and then
    the boss.
    This is made more difficult by two of the bosses abilities. Desecration causes
    damage to anyone standing in it and forces the tank to move. Shield of the
    Perfidious will damage anyone standing in front of him. As the tank will be
    grabbing adds throughout the fight the boss will be turned around, making it
    more difficult to stand behind the boss or for the tank to turn the boss,
    causing the Shield of Perfidious attack to cause more damage. 
      ~ Healing ~
    This is not an easy fight to heal. Position yourself so the tank can easily
    pull adds off of you. Aggressively use your cooldowns and large heals during
    signs of trouble.
    	= Druids =
    Use your Barkskin when the adds aggro. Keep a full HoT stack on the tank and be
    ready to Rejuv the tank and melee dps when the boss drops his green damaging
    circle on the ground. Save your Tranquility for as late into the fight as you
    can stand it. ToL form and Lifebloom the party at the first sign of trouble.
    =   Lord Walden   =
      ~ Mechanics ~
    The boss will mix different potions for various effects. The Green potion
    means everyone has to move. If you stand still you will die. The blue potion
    casts ice shards round the room. Do not stand where the shards are about to
    fall. The red potion increases critical strike chance by 100% for as long as
    you remain stationary. Red light green light game brought to WoW.
      ~ Healing ~
    Either people will move during the green phase and live or they will stand
    still and die. Heal up in between the green phases.
    =  Lord Godfrey   =
    Pistol Barrage: Heavy damage to anyone in the Pistol Barrage cone. Since patch
    4.0.6 he now casts it on a random party member.
      ~ Mechanics ~
    Fairly straightforward. The boss will summon adds which the tank must pick up.
    He will periodically cast Pistol Barrage on a random target. Anyone targetted
    by the barrage should quickly move out of it.
      ~ Healing ~
    Keep the tank at full health. The boss will cast a Cursed Bullet at a random
    party member. Dispell this and heal the target up.
         ||    Heroic Deadmines    ||
      ~ Notable Trash & Gimmicks ~
    My least favorite Heroic. I cannot stand this place. Hop into the cannons to
    do more DPS. Stack on the pirates to avoid their charge.
    =  Glubtok  =
      ~ Mechanics ~
    Very easy fight. Phase 1 Glubtok will teleport around the room. At 50% he moves
    to the middle of the room. He will cast a line of fire on the ground which
    rotates around the room. Do not stand in this. He drops ice shards from the
    ceiling. Avoid these by not standing in the blue circle. Flame adds will come
    which the tank should pick up.
      ~ Healing ~
    Avoid the wall of flame, do not stand underneath where the ice falls. Stick
    with the tank so he can get the adds off of you.
    =   Helix Gearbreaker   =
      ~ Mechanics ~
    Helix starts on top of an oaf. Kill the oaf then Helix. Helix's minions will
    drop mines from the ceiling. Do not stand near these. The oaf will occasionally
    pick someone up then slam them against the wall. Do not stand in this path
    (do not stand on the tracks). Helix will also grab onto someone's chest and
    plant a bomb. If you have the bomb attached to you move away from the group.
      ~ Healing ~
    Watch who Helix and the Oaf target. Be ready to heal this person up with some
    direct heals like Rejuv plus Swiftmend and Healing Touch or Word of Glory and
    Divine Light.
    =  Foe Reaper 5000   =
    Overdrive: Causes more damage to anyone dumb enough to still be near him when
    he channels it.
    Harvest: Targets a party member then runs towards it dealing massive
    damage to anyone dumb enough to be in the path. Do not be that jerk who stands
    way behind the party, thus forcing everyone to run far away when the jerk gets
    targetted by Harvest.
      ~ Mechanics ~
    Adds will come throughout the fight. One person has to ride in a Reaper bot and
    kill the adds. This person should hit 1, 1, 2 (damage, damage, stun) to kill
    the adds and keep them off the group. The tank will pull the boss up the ramp
    a short bit. The boss casts two spells: Overdrive and Harvest. Move up the
    ramp to avoid these abilities. Once the abilities are over, pull the boss
    down the ramp a bit. Adds come a bit faster when the boss is enraged.
      ~ Healing ~
    HoT the tank and heal the Reaper bot where needed. Run up the ramp during
    Overdrive and Harvest. Paladins be ready for a big direct heal or to use
    some cooldowns after running.
    =  Admiral Ripsnarl  =
      ~ Mechanics ~
    The Admiral will summon adds throughout the fight. Kill the adds ASAP or they
    will grow stronger and do massive dammage to the party. Keep the adds under
    control and this fight is pretty simple. DPS down the Admiral, switch to the
    adds, and then back to the Admiral. The Admiral does a cleave so do not stand
    in front of him.
      ~ Healing ~
    This fight can last a bit so be ready to use Tree of Life form to conserve
    mana or time your Divine Pleas will. Stay somewhat near the tank so he can get
    adds off of you but not too close or the boss will damage you.
    =  "Captain" Cookie  =
      ~ Mechanics ~
    The boss will drop good food and bad food on the ground. Eating good food
    increases your haste by 30% and stacks. Bad food causes a green painful
    swirl on the ground--do not stand in this. Eating bad food causes damage.
    However if no one eats bad food there will be nowhere safe to stand and
    everyone will take too much damage to heal through. The good food will be
    shiny and gold, the bad fool will be green.
    Eat a piece of bad food then a piece of good food. This removes a piece of bad
    food from the ground then gives you a buff. Doing this allows you to keep the
    ground clear of bad food and gives the party plenty of time to kill the boss.
      ~ Healing ~
    Help people out by clearing the bad food and then eating good food to remove
    the bad food debuff. Party heals lile Light of Dawn and Holy Radiance are great
    for this fight.
    	= Druids =
    Rejuv the party and Wild Growth on cooldown. This fight can drag so use Tree of
    Life form to conserve mana and stack Lifeblooms on all party members.
    =  Vanessa VanCleef  =
    The boss comes when someone reads the note on the ground. Before fighting
    Vanessa the party must go through the nightmare. If you die in any phase then
    run into the zone and take the teleporter.
    Part 1 of the nightmare, the party is hanging over a vat of something. Mouse
    over the valves and click to free yourself. The party must then run down the
    ramp to nightmare Glubtok. Either run down the ramp avoiding the fire on the
    ground and ice falling from the ceiling or very quickly drop off the side of
    the ramp before the flames start. Kill Glubtok and avoid the falling ice.
    Nightmare Helix is next and is the toughest part of the nightmare. Burn all
    cooldowns at this phase and Lust if you have it. Spider adds will come but
    these do not need to be dps'd down. The phase ends when Helix dies so focus on
    him. The tank should pick up the spider adds if any aggro onto the party.
    Phase 3 has the party dodging shiny lightning orbs. Do not touch these or you
    will die. Dodge the orbs til you reach the foe reaper. Kill him.
    Phase 4 of the nightmare has you running back up the ship. Kill the worgens
    while healing the Harrisons. If either Harrison dies then the party will wipe.
    Run to the top of the ship to find Vanessa and start the fight.
      ~ Mechanics ~
    Adds come throughout the fight. Kill them then resume dps'ing the boss. At 50%
    and  25% the boss will set off explosives. Move over to the ropes and click
    them in order to swing off the ship. If you do not reach a rope in time you
    will die. DPS can stand in the red bubbles to get a dps bonus but they will
    also take more damage standing in the circle.
      ~ Healing ~
    Stand near the tank so he can grab the adds off of you. Be ready to run to
    the ropes and jump off.
    All raids can be run once every week. Killing a boss in a raid gets you saved
    to that raid. Each boss killed grants 70 Valor Points in 10 man raids and 90
    Valor Points in 25 man raids. To reach to Valor Point cap (assuming you run
    your Heroic Daily every day) you must kill 11 bosses in 10 man raids or 9
    bosses in 25 man raids.
    For all raids you should come prepared with a Cataclysm Flask and +90 of a stat
    food. Going between ilvl 346 Heroic gear and ilvl 359 Raid gear, typically only
    provides you with +40 of your primary stat. Passing on the +90 of a primary
    stat that food provides is lazy and disrespectful to the people you are raiding
         ||    Baradin Hold   ||
         ||====:====:====:====|| [9.1]
    Baradin Hold is located in Tol Barad. To enter this dungeon, your side must
    have control of Tol Barad. The entrance is located to the west side of Baradin
    Keep in the basement beneath it.
    =  Pit Lord Argaloth =
    Meteor Slash: Massive damage to a target and any nearby members. Causes a
    debuff which causes fire damage to increase. Must be absorbed by multiple
    members. A group cannot survive two Meteor Slash's in a row so tanks must
    alternate taunting the boss and taking Meteor Slash's.
    Consuming Darkess: Deals shadow damage every .5 seconds. Must be dispelled
    Fel Firestorm: Damage to anyone standing in the flames. Targets random members.
    Must move around to avoid. Cast at 66% and 33% life.
      ~ Mechanics ~
    This boss is a DPS check. The DPS in the group must be able to collectively
    average 10,000 dps or higher. The boss must be killed within five minutes or he
    will go Berserk and kill everyone. This fight requires two tanks.
    The raid will form into two equally split groups. Each group will have one
    tank. Stack on your tank.  The tanks will swap aggro after each Meteor Slash. 
    The boss will cast Meteor Slash on the tank who has aggro.The tank that is not
    being targetted by the boss will taunt after the first Meteor Slash and the
    other tank will taunt back after the second Meteor Slash. This will cause
    damage that is split among all party members he is facing, thus the
    need to stack. Meteor Slash will also leave a debuff on the target which
    increases fire damage taken. If a group takes two Meteor Slashes in a row they
    will die, thus the need for the tanks to swap taunts after every Meteor Slash.
    At 66% and 33% the boss will cast Fel Firestorm. At this point the group must
    spread out and avoid the flames on the ground. Move around until it ends then
    stack back up in your original groups. Lust when the boss has 25% health
    Throughout the fight healers will have to quickly dispell Consuming Darkness,
    which causes Shadow damage every .5 seconds that it is active.
      ~ Healing ~
    Healers must quickly dispell the debuff--start with the lowest health target--
    and conserve mana so that they have enough throughout the fight.
    	= Druid =
    Full HoT stack on the tank who has aggro. Plant a pre-emptive Rejuv on a target
    in that tanks group prior to the Meteor Slash. Cast Wild Growth and Swiftmend
    after each Meteor Slash and then Rejuv and Nourish where needed to top people
    Cast your Innervate and Tree of Life early so that it can be used later in the
    fight. Move around when Fel Firestorm starts and heal the bad players who
    get hit by the fire.
    	= Paladin =
    Holy Shock on cooldown to build up Holy Power and Judge on cooldown for mana.
    Use Holy Radiance when your group gets hit by the Meteor Slash and Light of
    Dawn on the other group when they get hit by Meteor Slash. Use cooldowns early
    so that they can be available later in the fight. Swap Beacons after each
    Meteor Slash. Divine Plea during the Fel Fire phase.
         ||   Throne of the Four Winds  ||
         ||====:====:====:====:====:====|| [9.2]
    Throne of the Four Winds is located in the southwest part of Ulduar floating
    in the sky.
    =  Conclave of Wind  =
    =~~=~~=~~=~~=~~=~~=~~= [9.2a]
    Coordinating raid movement is essential to beating Conclave. There are three
    bosses on three platforms. Someone must be on each platform throughout the
    fight or a raid wiping ability will be cast. The bosses must be killed within
    90 seconds of each other or they reset to full life. This is a two tank fight.
    	= East Platform - Rohash =
    Rohash does not require a tank. Only a healer and ranged DPS. In 10 man
    you want 1 healer and 2 ranged DPS on this platform to begin the fight.
       ::Rohash Abilities:: 
    Slicing Gale: Minor damage to a random target.
    Tornado: Summons tornados on the platform. Do not get caught in these.
    Wind Blast: Rotates clockwise around the platform, knocking anyone in front of
    him on the platform off. This should be avoided and may result in a wipe if
    people are knocked off.
    Hurricane: Rohash's ultimate ability. Cast when he gains 90 energy. Everyone
    on the platform is caugh in a Hurricane and thrown into the air. Causes minor
    damage and some fall damage when you land.
    	= West Platform - Anshal =
    Anshal requires a tank. In 10 man, all melee DPS and 1 healer should start
    here as well as any ranged DPS not on Rohash's platform. 
       ::Anshal Abilities::
    Soothing Breeze: Summons a circle on the ground that heals anyone caught in it,
    including himself and his adds. The tank must quickly pull Anshal out of this
    circle before he heals himself.
    Nurture: Summons adds. These adds do damage to anyone nearby. Tank must aggro
    the adds and the DPS should dps them down.
    Zephyr: Anshal's ultimate ability. Heals any adds left alive on the platform.
    He also gains strength. During this phase, the tank on the platform must kite
    the boss and use defensive cooldowns.
    	= North Platform - Nezir =
    Nezir requires a tank. Places a debuff on anyone on this platform that
    increases frost damage taken. In 10 man start with 1 healer and 1 tank on this
       ::Nezir Abilities::
    Permafrost: Damages any targets in front of him. Only the tank should be in
    front of him.
    Chilling Wind: Stacks a frost debuff that increases frost damage taken and
    deals minor damage.
    Ice Patch: Drops a patch of ice on the ground that slows and damages anyone
    standing in it. Move out of it.
      ~ Mechanics ~
    All three bosses must die within 90 seconds of each other. If at any point a
    boss is alive and no one is on the platform, a raid wiping ability will begin
    to be cast. The bosses each have an energy bar that starts at 0 and reaches 90
    Divide your group among the three platforms. A tank on the north and west
    platforms, sufficient heals on each platform, ranged DPS on the east platform,
    and melee DPS on the west platform. In 10 man you want 1 healer on each
    platform, a tank on the north and west platforms, 2 ranged DPS on the east
    platform and the remainder of your DPS on the west platform.
    The bosses charge up their energy throughout the fight. At 90 energy the
    bosses each perform their ultimate ability and you will be unable to move
    from platform to platform. The North platform ultimate deals damage that is
    split equally among all players there so everyone except for essential
    personnel should be on the North platform for the ultimate. In 10 man, this
    means everyone is there except for the one healer on the east platform and
    the one healer and tank on the west platform.
    The east platform should DPS the boss down. At 85 energy the ranged DPS will
    jump to the North platform and DPS the North boss. They can then go back
    to the east boss or stay on the North boss depending on how much life each
    boss has. Remember that all bosses must die within 90 seconds of each other so
    you may have to juggle DPS a bit. Healer will remain on the east platform at
    all times.
    The North platform will have a tank and healer on it. At 85 energy the tank
    and healer will jump to the West platform. They must leave the platform because
    the frost debuff they have will leave them unable to survive Nezir's ultimate.
    When getting ready to switch, take into account the frost patch which can slow
    you down.
    The West platform will attack the boss. The tank must move the boss from
    the middle of the platform. This is important because if Anshal drops a
    Soothing Breeze healing circle in the middle of the platform, he will heal to
    full during his ultimate. When adds are summoned the tank must pick them up and
    the DPS promptly kill them. Healer, stack on your tank when the adds come
    so the tank will pull aggro easier. After the tank has aggro move away from
    the adds unless you are melee as they hurt anyone standing near them. At 85
    energy everyone will go to the North platform. Tank has to make sure to pull
    the boss far away from the healing circle. The graphic is incorrect and the
    boss will heal if it is near the circle even it if looks like it is a bit out
    of it. DPS can stay at the North platform for a bit after the ultimate but must
    return to the West platform to kill the adds. 
    Repeat this until all bosses are down to low life. Then you can either:
    1.) Kill the West and East bosses at the same time then burn and kill the north
    2.) Kill the north boss then split into two groups where one gets the west
    boss and the other gets the east boss.
    Either strategy is fine, just make sure to have all three bosses down to low
    health before killing any boss.
      ~ Healing ~
    East platform is about avoiding tornados and staying on the platform. The other
    healers will be switching back and forth so must be able to heal the North and
    West platforms. 
    	= Druid = 
    North is simple when there is no ultimate. Simply heal the tank and keep a
    Rejuv on yourself. During the ultimate Wild Growth and Rejuv's all around.
    The west platform is simple until the adds come. Stack on the tank so he can
    aggro the adds then move away. Pre HoT the melee DPS as they will take damage
    from being near the adds and be ready with big heals on the tank while the adds
    are still up. I like to use Tree of Life form during this part of the fight. If
    you are on the West platform for the ultimate, the tank will need big heals if
    he is unable to kite the boss.
    	= Paladin =
    North is simple when there is no ultimate. Resist Aura and heal the tank. Hand
    of Freedom if caught in the ice when you go to switch. For the ultimate, burn
    a cooldown and use Holy Radiance where the largest clump of people is. Aura
    Mastery is also helpful if you have Resist Aura active.
    West platform is simple until the adds come. Stack on the tank so he can aggro
    adds then move away. Use a cooldown when the adds come and be ready with large
    heals on the melee and any DPS that pulls aggro.
    =  Al'Akir  =
    =~~=~~=~~=~~= [9.2b]
    Al'Akir has three phases. The important thing in phase 1 is to stay out of the
    cyclones, in phase 2 to properly manage the add kills, and in phase 3 to remain
    on the proper level. Only 1 tank is needed.
      ~ Phase 1 Abilities (100%-80% Health) ~
    Wind Burst: Knocks everyone on the platform back. If you are not close when
    he casts this, then you will be knocked off of the platform. Be near the boss
    when it is cast.
    Tornado Wall: Wall of tornados with one hole. Must move through the hole while
    timing the movement with the Wind Bursts.
    Lightning: Blast of lightning in a single direction. Must spread out to
    minimize the amount of people getting hit by lightning. In 10 man, no more
    than 2 people should be hit. In 25 man, no more than 2 or 3.
    Sleet Storm: Rains ice and leaves a patch of ice on the ground. Do not stand
    in this or on the patch or you will take damage.
      ~ Phase 2 Abilities (80% to 30% Health) ~
    Wind Burst and Lightning stop in this phase. Tornado Wall continues.
    Summon Add: One add comes every 20 seconds. Timing the kill of these adds is
    important as every add that dies stacks a debuff on the boss.
    Acid Rain: Stacking debuff that causes more and more damage to everyone as the
    phase continues.
      ~ Phase 3 Abilities (30%-0% Health) ~
    Wind Burst: Now an instant cast. Continues to knock people back and knocks
    people down slightly.
    Lightning Rod: Does damage to you and anyone near you. Move away from the
    group horizontally.
    Cloud wall: Entire altitude is filled with clouds. Dodge by moving vertically
    up or down. Have to move as a group.
    	= Phase 1 (100%-80% Health) =
    Phase 1 everyone must spread out in groups of two in 10 man and two/three in 25
    man. The boss will cast lightning at a random group. This should not hit more
    than 2 (3 in 25 man) people. Use the markers on the platform that kind of look
    like spades to seperate the groups.
       ~ Positions (10 Man) ~
    D----D-BOSS-D----D		H ~ Healer
    	T			T ~ Tank
      HD         DH			D ~ DPS
    He periodically casts Wind Burst which will knock everyone back. If you are not
    close to the boss when he casts Wind Burst you will be knocked off the
    platform. He will also summon a wall of tornados. There will be one gap in the
    wall which the group must dodge through. Have someone call out in vent where
    the gap is.
    Stay out of the tornados at any cost. It is better to get knocked off the
    platform by Wind Burst than to get caught in the tornado. It is better to run
    on top of another group and risk getting more people hit by lightning than to
    get caught in the tornado. The tank cannot get hit by tornado or it is likely
    a wipe. In phase 1 your priority should be finding where the hole in the
    tornado is and doing whatever it takes to run through that hole. If a Wind
    Burst is coming up either pre-emptively run to the hole in the tornado wall
    or run away from the tornado wall until after the burst.
    When the tank is not within melee range of Al'Akir he will be targetted by a
    lightning beam and take more damage. If you are standing within melee range of
    Al'Akir, any spell with a cast time will be interrupted by him. He will also
    rain ice down during phase 1. Do not stand in the ice puddles.
    	= Phase 2 (80%-30% Health) =
    Phase 2 starts at 80%. You no longer need to worry about lightning or Wind
    Burst. However now multiple walls of tornados come and you must continue to
    dodge them. The party should group up in a loose stack near the tank.
    One person should off-tank the adds (in 10 man a DPS like a Warrior or Death
    Knight can do this). The adds cause damage to anyone nearby so they should be
    tanked away from the group. Everytime an add dies the boss gains a debuff and
    takes more damage. This debuff stacks with each add that dies. The debuff lasts
    20 seconds. A new add comes every 20 seconds. Add kills must be timed so that
    the debuff stacks higher and higher and the boss takes more damage. Do not kill
    the first add until after the third add appears (some groups may want to wait
    until the fourth add appears). Then burn down the first add. Time your
    subsequent add kills for when the debuff is about to fall off.
    In phase 2 the party will take stacking damage from Acid Rain. At some point
    this becomes unhealable. With proper add management this will not be an issue.
    At 30% phase 3 starts.
    	= Phase 3 (30%-0% Health) =
    In phase 3 the platform disappears and everyone can fly around. The important
    thing is everyone must be on the same altitude but spread out horizontally.
    Either group up at the top of the boss or at his feet. Do not fly too far down
    or you will get burnt by the lightning clouds.
    The boss will summon clouds of lightning on a random member. This can only be 
    dodged by moving out of it vertically. Eventually there will be too many
    clouds and no where to dodge vertically. Thus the need to be on the same
    vertical height. If one person is on a different level and the cloud appears
    on his level than everyone else will have no where to dodge or be stuck on the
    wrong side of the cloud. The boss will target a random member with Lightning
    Rod. Anyone near that target will take heavy electric damage. That member
    should move away from the group horizontally, staying on the same vertical
    level. The boss will now cast Wind Burst instantly, knocking people back and
    Group up at the bottom of the boss. Stay on the same vertical height in a loose
    group. When the lightning cloud comes hit space bar to fly up and out of it (or
    fly down out of it if the group is dodging downwards). Stay on the same
    vertical height. If you get Lightning Rod fly horizontally away from the group,
    staying on the same vertical height. Repeat until the boss is dead or there is
    no room to fly around in. Pop lust right in Phase 3 when everyone is in
      ~ Healing ~
    Phase 1 is more about mechanics than healing. Healers will typically be
    assigned to groups that only they or one other healer can reach. You will be
    responsible for keeping those people healed up after the lightning blasts. HoT
    stack or Beacon the tank if he is in range.
    Phase 2 has the Acid Rain debuff stacking up more and more throughout the
    	= Druids =
    Wild Growth on cooldown. Spam Rejuv on every member. Continue to dodge tornados
    and stay away from the stormlings. Tranquility can be used late in this phase,
    save it for when Acid Rain stacks are very high and right after you dodge a
    tornado wall. You will want to use Tree of Life at some point in this phase.
    	= Paladins =
    Holy Radiance on cooldown. Save your cooldowns for later in the phase. Build up
    Holy Power and use Light of Dawn on cooldown.
    	= Phase 3 =
    Phase 3 is also more about the mechanics than healing. Stay out of the
    lightning clouds and fly away horizontally if you have the Lightning Rod
         ||   The Bastion of Twilight   ||
         ||====:====:====:====:====:====|| [9.3]
    The Bastion of Twilight is located in Twilight Highlands high up in the air
    on a large platform on the west side of the area. The trash at the beginning
    and between Halfus and the 2nd boss can be cc'd.
    The trash before the third boss is a bit tricky. The lightning and earth trash
    are easy. The fire and water trash must be pulled together. Do not attack the
    fire trash until the water trash lowers the fire thrash's shield, or anyone
    attacking the fire trash will take damage. The fire trash will give you a
    debuff that allows you to attack the water trash and interrupt its painful
    raid-wide damage spell.
    =  Halfus Wyrmbreaker   =
      ~ Mechanics ~
    Halfus's abilities change each week depending on which of the 5 drakes are up
    that week. Each week 3 of the 5 drakes can be talked to, determining which of
    Halfus's abilities he will perform. Typically in 10 man you want 2 tanks,
    3 healers, and 5 DPS. In 25 man you may want a third tank. Below are the drakes
    listed in preferred order of release:
    Storm Rider: Halfus gains the ability to perform Shadow Nova. Shadow Nova
    damages the entire raid and knocks them back. .25 second cast time. Releasing
    Storm Rider reduces the cast time to 1.5 seconds. This must be interrupted.
    Nether Scion: Halfus gains the enrage ability, allowing him to attack more
    quickly. Releasing the Nether Scion will remove this enrage.
    Time Warden: The Proto-Behemoth behind Halfus gains the Fireball Barage
    ability, causing damage to raid members it hits. Releasing Time Warden allows
    the raid to strafe and dodge the Fireball Barage. If Time Warden is the 2nd
    drake that needs to be released, it may be advisable to release him at the
    start with the first drake.
    Emerald Whelps: The Proto-Behemoth behind Halfus causes raid wide damage with
    his Flame Barrage. Releasing the whelps drastically weakens the Flame Barrage.
    Slate Dragon: Halfus gains the Malevolent Strikes ability. Every time Halfus
    hits the tank, the tank will gain a stack of Malevolent Strikes, reducing
    healing by 8%. The more stacks, the more healing reduced. Tanks must taunt swap
    Halfus when the stacks get too high (usually around 8 or so). When the debuff
    fades, the tanks have to swap again. Releasing the Slate Dragon causes Halfus
    to become periodically stunned.
    Each week's strategy will depend on the drake comp. I will try to give you an
    idea of the general mechanics and some various pointers.
    Halfus has a 5 minute enrage timer. Each drake killed causes Halfus to take
    100% more damage so you can release all three drakes and beat the timer but it
    is not necessary to do (updated as of patch 4.0.6). The typical strategy is to
    release one or two drakes right after pulling Halfus. Lust right away, have
    all DPS target and kill one drake, kill the next drake and then either release
    the third drake or kill Halfus. The beginning of the fight is the hardest part
    so burn all needed cooldowns early.
    At 50% Halfus will begin casting Furious Howl. Furious Howl will prevent all
    raid members from performing any action for about 10 seconds. All drakes must
    either be dead before this or you must choose not to release them. If Storm
    Rider is up this week, Halfus will follow Furious Howl with a Shadow Nova. A
    mage MUST blink after the third howl and interrupt this Shadow Nova.
    If Storm Ride is up....
    -He must always be released first and at the beginning of the fight
    -An interrupt rotation must be assigned. Shamans can windshear every Shadow
    Nova but barring that, a solid rotation must be assigned.
    -The first Shadow Nova is hard to interrupt but can be done (in Heroic Mode
    this has to be interrupted)
    -When Furious Howls start, a Mage must blink out of the third howl and
    interrupt the subsequent Shadow Nova
    If Nether Drake is up...
    -He must always be released at the beginning of the fight if Slate Dragon is up
    or the tank will take too many stacks of Malevolent Strike. Even if Slate
    Dragon is not up, he should still probably be released at the beginning of
    the fight.
    If Time Warden is up...
    -You may want to release him at the pull if he is the 2nd drake to be released.
    This will greatly reduce raid healing needed but force the healers to focus
    more on tank healing
    If Whelps are up...
    -The raid will take a lot of damage. This makes the fight much more healing
    intensive. Try to release these Whelps to relieve the healing burden.
    If Slate Dragon is up...
    -Tanks will have to taunt swap Halfus throughout the fight. Let your stack get
    to 8 or so then swap, let your stack fall off then swap back.
    -Avoidance trinkets and cooldowns can prevent Halfus from stacking the debuff
    on you.
    -Using the Palidan spell Hand of Protection will remove all stacks. Use this
    then have the tank remove the buff and taunt back to remove the stack.
      ~ Healing ~
    	= Druid =
    The beginning of this fight will be the most healing intensive part. Tree of
    Life immediately, get Lifebloom stacks on both tanks. Proc Nature's Grace early
    and be ready for an early Tranquility if needed. Some combinations drain a lot
    of mana so Innervate early so it can be up again later in the fight.
    If Whelps are up...
    -Be ready for serious raid heals. Wild Growth on cooldowns, Rejuv for everyone,
    save your Tranquility for the last possible moment.
    If Slate Drake is up...
    -Know who is tanking Halfus (ie make sure you know who Halfus's target is by
    setting Halfus as your focus) and have a rough idea of how many stacks he has.
    Even if you are not assigned to heal that tank, when the stacks reach 7 or
    higher the tank will be needing some extra heals.
    -Keep a HoT stack on the Halfus tank and keep Swiftmend on cooldown for this
    tank. Healing Touch plus an immediate Swiftmend is our biggest burst heal.
    =  Valiona & Theralion  =
    	~ Phase 1 Abilities (Valiona on ground) ~
    Blackout: Causes damage that is split between all nearby members. Must group
    up and dispell this to split damage between the raid. Group up and spread out
    quickly due to the Meteor ability. 2 Blackouts in first ground phase, 3
    Blackouts in the second ground phase.
    Meteor: Causes damage to everyone within 8 yards of the target. Must stay
    spread out so that multiple people do not take damage from the same meteor.
    Devouring Flames: Targets random member and flame breaths in a wide cone in
    that direction. Must quickly run behind the boss.
    Dazzling Destruction: 5 patches of purple shiny stuff on the ground. Avoid or
    you will be sent to the Twilight Realm.
    	~ Phase 2 Abilities (Theralion on ground) ~
    Twilight Meteor: Now causes damage to be split between nearby members. Have to
    group up in a ranged group and a melee group.
    Engulfing Magic: Your HoTs, DoTs, and direct damage abilities cause damage to
    nearby enemies. If you are hit by Engulfing Magic, then run away from the
    group before you kill everyone.
    Shadow Pools: Pool of shadow on the ground. Immediately run out. Do not finish
    your cast first. Move out. This should only hit the ranged group. If this is
    hitting the melee group then there are not enough people in the ranged group.
    Deep Breath: Randomly targets 1/3 of the room. Someone in vent should call out
    which side it is hitting so the raid can dodge.
      ~ Mechanics ~
    	= Phase 1 =
    There are two dragons in this fight. The fight will alter between Valiona on
    the ground and Theralion in the air (phase 1) and vice versa (phase 2). This
    is a one tank fight, with three healers on 10 man.
    In phase 1, Theralion will target random raid members with meteors so the party
    should be spread out most of the fight. If you are grouped up, multiple people
    will be hit by the same meteor, causing unnecessary damage. The only time when
    you should group up is when someone is targetted by Blackout. Blackout causes
    massive damage that is split among all nearby members when it expires or is
    dispelled. If only one or two people are nearby when it is dispelled it will
    kill them instantly. Group up at a set location--like the bosses tail--dispell
    it and then spread out again. Do this quickly to avoid Meteors.
    After each Blackout Valiona will face a random direction with a breath attack.
    Move behind the boss to avoid this. There will be two Blackouts and two breath
    attacks before the first phase 2. The second phase 1 has three Blackouts.
    	= Phase 2 =
    Phase 2 begins with Theralion casting Dazzling Destruction. 5 large pink swirls
    will appear on the ground. Do not stand in these. Theralion will then drop to
    the ground and Valiona will fly into the sky. The tank needs to get aggro on
    Theralion ASAP. Theralion will cast Engulfing Magic two or three times in this
    phase. Engulfing Magic causes anyone nearby to take massive damage from you
    based on your current damage and healing. If you get hit by Engulfing Magic
    move away from nearby members immediately and halt dps until you are at a safe
    range. Resume dps or healing when you are at a safe range.
    Valiona casts two abilities: a Shadow Pool and Twilight meteor. Her meteor
    damage is split between all nearby members. The party must stack into a ranged
    group and a melee group to split the damage from the meteors. The ranged group
    should have at least 5 members, that way Shadow Pool will only target them.
    Mark a ranged group member with a star and make sure that all ranged members
    follow this person around the room. Quickly move out of Shadow Pool--even if it
    means interrupting a spell cast. The ranged group will rotate around the room,
    moving away from Shadow Pool, splitting meteor damage, and not killing the
    group with Engulfing Magic (see below for an alternate and preferred 10 man
    strategy for this fight).
    Phase 1 begins again after Valiona casts three deep breaths. She will randomly
    target the left side, right side, or middle of the room. Have someone in vent
    call it out and be ready to move out of that third of the room. Repeat until
    the boss is dead. Lust after a Blackout sometime in Phase 1.
    If you are hit by Dazzling Destruction or a deep breath you will enter the
    Twilight Realm. To get out find a portal and click it. Avoid the balls to
    prevent damage. Your graphics must be at a good or higher setting to see the
    Shadow Pools.
    	= Alternate 10 Man Phase 2 Strategy =
    I greatly prefer this strategy for 10 man raiding. It is simpler to learn and
    execute, reduces the amount of movement needed, and decreases the amount of
    damage taken. In phase 2 rather than have a ranged group stack up and move
    around the room, have every ranged DPS and healer spread out. Melee stacks by
    the boss. If you are targetted by a Meteor then run into the melee group to
    split the damage then run back out. If you get hit by Engulfing Magic, it's
    fine since you are spread out and no one is near you. Lust in this phase.
       ~ Healing ~
    	= Druid =
    Phase 1 use your Swiftmend and Wild Growth right after a Blackout. Pre Rejuv
    for a Blackout and Rejuv more after the Blackout. Kitty form, Barksin and Dash
    to dodge her breath attacke.
    Phase 2 Rejuv the ranged group (or the melee group if using the 10 man
    strategy) and Swiftmend and Wild Growth on cooldown. I like to use Tree of Life
    form for this phase and Lifebloom the ranged members (if you are using the 25
    man strategy) or the melee (if you are using the 10 man strategy).
    	= Paladin =
    Beacon the tank. Holy Radiance and Light of Dawn for each Blackout in Phase 1.
    In Phase 2, Holy Radiance right after a shadow pool appears. Build up Holy
    Power and use Light of Dawn as much as you can.
    =  Twilight Ascendant Council =
    	~ Phase 1 Abilities ~
    Flame Torrent (Ignacious): Cone of fire. Tank turns boss away from raid.
    Burning Blood (Ignacious): Debuff that causes fire damage. Spreads a buff
    that causes members to deal more damage to Feludious. Move this buff to the
    ranged group, let it tick so they get the debuff, then dispell.
    Aegis Shield (Ignacious): Raid-wide damage that tick every two seconds. Must
    destroy the shield then interrupt to stop this damage. Must be stopped before
    the 4th tick. 
    Water Bomb (Feludious): Puts a debuff on you called Water Logged. Run into the
    trail of fire or the next Glaciate will turn you into an ice block.
    Glaciate (Feludious): Nearby members take ice damage. Tank should move away
    from the boss during this.
    Heart of Ice (Feludious): Debuff that causes ice damage. Spreads a buff to
    nearby members that causes them to deal more damage to Ignacious. Move this
    buff to the melee group, let it tick so they can get the debuff, then dispell.
    Hydro Lance (Feludious): Heavy damage to a single target. Should be interrupted
    primarily by the tank but have a ranged interrupt on standby.
    	~ Phase 2 Abilities ~
    Quake: Causes damage to anyone who does not have the tornado buff. Hop in the
    cyclone when the Quake is the next cast.
    Thundershock: Causes damage to anyone who does not have the gravity well buff.
    Hop in the gravity well when Thundershock is the next cast.
    Lightning Rod: Deals chain lightning to the target and anyone nearby. Must move
    away from the group until this is over.
    Harden Skin (Terrastra): Deals 100% increased damage and absorbs 50% of damage
    until this shield is broken and hurts him. Burn him down when the shield
    Eruption (Terrastra): Deals damage from spike eruptions to nearby people. Only
    hurts a little.
    	~ Phase 3 Abilities ~
    Cryogenic Aura: Ice pool on the ground that reduces the damage the boss takes
    and spreads when he is in it. Tank must pull the boss out of it and keep the
    boss moving throughout this phase.
    Gravity Crush: Entrapped target cannot move and takes damage. Takes fall
    damage when released.
    Lava Seed: Plants a fire seed on the ground that then erupts. Do not stand
    in the ground where the seed is placed.
    Chain Lightning: Spread out to avoid the lightning hitting you to be chained
    to other nearby people. Only effects ranged.
      ~ Mechanics ~
    This fight is a bit of a gear check. If your DPS does not average 12000 DPS
    per player then it is best to skip this fight until you get better gear or
    better DPS (unless your healers are exceptional). This is a two tank fight,
    typically three heals on 10 man (though two healing it is possible).
    There are three phases. In phases 1 and 2 you fight two targets. When either
    of the targets gets to 25% the phase ends. In Phase 3 they join up to form
    one target. The phase 3 boss will have the combined health of the four previous
    targets. That means the closer you get the four prior targets to 25%, the less
    health the phase 3 boss will have. It is essential that all targets have less
    than 28% health when the phase ends or the phase 3 boss will likely have too
    much health to defeat.
    	= Phase 1 =
    Phase 1 has Ignacious (fire boss) and Feludius (water boss).
    One tank on each boss, a tank with a reliable interrupt should be on Feludius.
    The bosses should be tanked so that the ranged DPS can be in range of each
    boss. Ranged DPS should be in a loose stack. Stack too tightly and Ignacious
    will hit the entire stack when he jumps on a random ranged member. Stack too
    loosely and everyone will not get the Heart of Ice debuff.
    Ignacious should be turned away from the raid so that only the tank gets
    damage from Flame Torrent. All melee dps should be on Ignacious (if melee DPS
    is on Feludius they will get hurt by Glaciate). When Aegis Shield starts,
    ranged DPS should switch to Ignacious to destroy shield. During Aegis Shield,
    burn cooldowns and then promptly interrupt the spell. The shield must be broken
    and the spell interrupted as soon as possible. Aegis Shield ticks for raid wide
    damage every two seconds. If it ticks four times it is likely a wipe. The group
    should aim for two ticks or less. Aegis Shield will begin shortly after
    Feludius's Hydro Lance should be interrupted every time. The tank can get most
    of them but you should have a ranged interrupt on standby--a Mage is good for
    this. Move away from Feludius if he is too close during Glaciate. Feludius
    may hit you with Water Bomb which causes the Water Logged debuff. If you have
    this debuff when Glaciate starts you will be turned into a block of ice. To
    get rid of this debuff run through the line of fire that Ignacious drops on
    the ground.
    The two debuffs, Heart of Ice and Burning Blood, hurt the person who gets them
    but provide a needed raid buff. If you get the Heart of Ice debuff you should
    run to the melee group damaging Ignacious, stand there until it ticks and
    nearby people get the buff, and then have a healer dispell it. If you get the
    Burning Blood debuff run to the ranged DPS group, let it tick, and have a
    healer dispell it.
    	= Phase 2 =
    Phase 2 begins when either Ignacious or Feludius (hopefully both) reach 25%.
    Arion and Terrastra then join the fight. This phase alternates between a
    deadly Quake spell being cast and a deadly Thundershock spell being cast.
    These casts are predictable. It starts with Quake, then goes to Thundershock,
    then back to Quake etc. To avoid damage from Quake, find the cyclone and hop
    in it. To avoid damage from Thundershock find the Gravity Well and hop in it.
    Someone on vent should call out which buff you need to get next and where to
    find it.
    Terrastra also casts Eruptions which is not such a big deal. Melee DPS should
    avoid standing in it. Arion casts Lightning Rod which is the deadliest
    ability in this phase. If you get Lightning Rod you MUST run away from the
    group. Do not worry about getting the proper buff. Run to the side of the room
    and wait for Lightning Rod to be over. You can survive a Quake or Thundershock
    but if you stand near people with Lightning Rod, multiple people will die.
    When Terrastra casts Harden Skin burn the boss to get rid of it. The tank will
    take extra damage until it is eliminated. Use defensive cooldowns as needed.
    Each tank takes a boss and typically melee DPS on Terrestra and ranged DPS
    on Arion since she teleports around a bit. Make sure both targets are at 28%
    or below before pushing to phase 3.
    	= Phase 3 =
    Phase 3 is a dps race. The Elementium Monstrosity will cause more and more
    damage until the fight is unhealable. Have all healing and DPS cooldowns
    available. Save your lust for this phase. The boss hits ranged DPS and healers
    with lightning which will chain to any person near you. Healers and ranged
    DPS need to spread out and avoid chaining lightning into each other. He will
    also drop a ice pool on the ground which reduces damage the boss takes when he
    stand in it and causes damage to anyone who stands in it. The boss will also
    pick up a target with Gravity Crush rendering the target unable to take action
    and to take damage and then fall damage. His last ability is Lava Seed which
    puts seeds on the ground which explode a couple seconds later.
    The tank should pull the boss out of the middle of the room and tank him in a
    circle about mid-way through the room. The tank has to keep the boss moving
    throughout this phase. Ranged DPS and healers can stand in the middle of the
    room, spread out to avoid the chained lightning but able to dps the boss
    without moving. To dodge Lava Seed simply do not stand on the ground
    where the seed is planted. This phase is all about the DPS. They have to go
    all out. Pop all cooldowns and maybe a DPS increasing potion.
      ~ Healing ~
    	= Druid =
    There are only two difficult healing parts to this fight: the Aegis Shield in
    Phase 1 and all of Phase 3. Pop Tree of Life prior to the first Aegis Shield
    and pre HoT with Lifebloom and Rejuv. Follow up with Wild Growth. Get a HoT
    stack on both tanks after the Aegis. A Potion of Concentration can be drinken
    between phase 1 and phase 2 for mana regen.
    In phase 2 a healer might get Lightning Rod and have to run out of the group.
    Be ready to pick up his role. If it is a tank healer, help out by healing that
    tank. If it is a raid healer, help heal the raid a bit more.
    Phase 3 is where you go nuts. Pop Tree of Life form 15 or more seconds into
    this phase. Wild Growth and Swiftmend on cooldown. Do not worry about healing
    the tanks, focus on the DPS and healers. Lifebloom like crazy and cast Regrowth
    on every Omen of Clarity proc. The key is to save your Tranquility for as late
    as possible into the phase. Be ready to heal up the Gravity Crush target and if
    you are hit by Gravity Crush, kitty form will reduce fall damage.
    =   Cho'gall   =
    =~~=~~=~~=~~=~~= [9.3d]
    Shadow's Orders: Deals three bursts of raid-wide damage.
    Flame's Orders: Cho'gall's melee attacks gain extra damage.
    Conversion: Mind controls a target. Must be broken with any stun or snare.
    Fury of Cho'gall: Places a debuff on the tank. Must tank swap after this.
    Summon Corrupting Adherent: Summons an add. Interrupt this add and avoid its
    shadow missle.
    Fester Blood: Causes adds to come from the corpses of dead adds.
    	= Phase 2 = 
    Darkened Creations: Summons Darkened Creations adds. These adds must have
    their channelled spell interrupted and be dps'd down ASAP. 4 adds in 10 man,
    10 adds in 25 man.
      ~ Mechanics ~
    The key to Cho'gall is to properly manage adds so that the raid has low
    corruption going into phase 2. Then in phase 2, the group must properly manage
    the Darkened Creation adds. Two tanks are needed and for 10 man three
    healers are typical (though it can be two healed). Each player gets a
    corruption bar. Throughout the fight taking damage will increase a player's
    corruption and leave them more vulnerable.
    25 corruption: You get a debuff that increases corruption taken. Dispell this.
    50 corruption: You vomit in front of you damaging anyone in a cone in front of
    you. Turn away from the group when this happens.
    75 corruption: Two tentacles spawn.
    100 corruption: You can no longer be healed but spells become instant cast and
    you deal more damage.
    	= Phase 1 (100%-25% Health) =
    Tank Cho'gall on one side of the room far away from the entrance. Group up 
    right behind Cho'gall and be ready for Conversions. When Cho'gall casts
    Conversion break the mind control with any stun ability like Fear, Scatter
    Shot, Thundering Stomp, etc. Be ready for tank heals during Flame's Orders and
    raid heals during Shadow's Orders. After Fury of Cho'gall the tanks must swap
    aggro with the off-tank picking up Cho'gall. When adds are up, the tank will
    want to use a minor cooldown during Flame's Orders.
    Cho'gall will summon an add. A tank must take this add to the room entrance and
    all DPS shoud switch to the add and kill it. Interrupts on this add are needed
    or the tank will take too much corruption. The add will shoot out shadow
    missles that target a random raid member. Dodge these by moving out of the
    shadow circle on the ground. The add must die before Cho'gall casts Festering
    Festering Blood is where things get tricky. 5 slime adds come out of the corpse
    of each dead add. These must be killed before they attack people and cause
    their corruption to increase. The first Festering Blood there will only be one
    dead add and the 5 slimes are easy for the ranged DPS to kill. Second Festering
    Blood will be 2 dead adds so 10 slimes. The third and fourth Festering Blood
    means 15 and 20 adds. At this point the melee DPS must help out. Any slowing
    ability like Frost Trap and Hungering Cold should be used to slow the adds
    and buy more DPS time. Do not get hit by the adds or your corruption will
    rapidly increase. Phase 1 is easy except for these intense periods of add
    control and burn. At 25% health phase 2 starts.
    	= Phase 2 (25%-0% Health) = 
    Corruption increases gradually in this phase even if you are not taking damage.
    Eventually this becomes unhealable so it becomes a DPS race. Burn Lust at this
    phase. Watch your corruption stack and be ready to turn away when you are
    about to barf. Tentacle adds come during this period. These adds must be
    interrupted ASAP. Then they must be dps'd down by all dps before returning to
    the boss. Designate a DPS leader and have everyone /assist that leader or have
    him as the focus and follow his lead. A Warrior is a good off-tank for this as
    he can bounce around interrupting like crazy. In 10 man, 4 adds will
    periodically appear. In 25 man 10 adds will appear. The key is to Interrupt.
      ~ Healing ~
    	= Druid =
    If you are a tank healer, keep your full stack on him and Wild Growth and Rejuv
    the raid when you can. If you are designated the raid healer, keep your
    Lifebloom stack on the Cho'gall tank. Be ready for extra Healing Touches during
    Flame's Orders. During Shadow's Orders heal up the raid. Remember there are
    three bursts of Shadow's Orders. After the third burst you have plenty of time
    to heal up the raid so do not panic.
    Use Tree of Life early but make sure all cooldowns are available for Phase 2.
    Pop Tree of Life form when things get hairy and save your Tranquility for as
    late as possible in that phase. Dispell anyone who gets to 25 corruption or if
    they are interrupted from Conversion with something that can be dispelled.
    Blanket the group with Rejuv as much as your mana allows.
         || Blackwing Descent ||
         ||====:====:====:====|| [9.4]
    Blackwing Descent is located on Blackrock Mountain. I often PUG this raid with
    my alt and for some reason every group I have been in saves Chimaeron as the
    5th kill. In my opinion Chim should be done third as he is much easier than
    Atramedes and slightly easier than Maloriak.
    The trash before Magmaw is a bit tricky. The two dragonkin have to die at the
    same time or the other one enrages. They also charge at the target furthest
    away from them so position the group in a triangle with the two furthest points
    of the triangle being the tanks.
    The trash before Atramedes is a pain. There are two pulls, each with four
    dwarf spirits in it. Each has its own ability. When you kill one dwarf, the
    other three dwarves get that ability. For the east pull, save the Whirlwind
    and Stay of Execution dwarf for the last two kills. Each tank should tank 2
    dwarves. When Stay of Execution is cast, all DPS switches to that target to
    break his shield and then interrupt the cast. For the west pull, save the
    Burden of the Crown dwarf for one of the last two kills. The Burden of the
    Crown debuff causes major damage to anyone who is attacking.
    = Magmaw =
    =~~=~~=~~= [9.4a]
    Phase 1 of the fight is about properly managing the adds. Phase 2 is the dps
    phase. 1 tank is sufficient. In 10 man 1 tank, 3 healers and at least 3 ranged
    DPS are needed. Kill the adds promptly and Magmaw is easy to defeat.
    Flame Pillar: Flame pillar appears on the ground. Does damage to anyone
    standing on it when it erupts and causes Lava Parasites to spawn. Cast on a
    random raid member more than 15 yards from Magmaw.
    Mangle: Heavy damage on the tank. After Mangle tank gets injested and cannot
    take any action.
    Dusty Room: Half the room gets dusty. Move to the other half of the room or
    you will take dust damage and be stunned.
    He will also periodically cause massive raid damage and some single target
    damage to random members. Heal though these.
      ~ Mechanics ~
    Have two melee and the tank healer in the melee group. This group will stay
    near Magmaw until his head drops to the ground. The two melee (three in 25
    man) will hop on Magmaw then chain him to the ground. Chain him by spamming
    1 then clicking the green-target circle on the spike on the ground. If this
    is not done promptly by both members Magmaw will break free and cause major
    raid wide damage. After both chains are placed Magmaw will be spiked to the
    ground and Phase 2 will start. DPS should use all cooldowns here and Lust.
    After a phase 2, Magmaw will drop aggro. The two melee and healer should
    back slightly away until the tank gets aggro again so that Magmaw does not
    melee them. 
    The tank will get Mangled and take extra damage. He will then get swallowed
    and be able to move. Heavy heals are needed on the Mangle and defensive
    cooldowns should be saved for this time.
    The rest of the healers and ranged DPS will be stacked up 20-25 yards or so
    from Magmaw. They will stay stacked until a Flame Pillar is cast. Quickly
    move out of the Flame Pillar and regroup at another designated point. All
    ranged DPS should kill the adds ASAP. Use any slowing abilities you have like
    Frost Trap, Tsunami, Earthbind Totem, Cone of Cold, etc. If the adds hit you
    they will infect you and more parasites will spawn. Do not get hit by the
    adds. After the adds are dead stay grouped up until the next flame pillar then
    move back to your original spot. Keep this up until Magmaw is chained to the
    ground and phase 2 starts.
    Typically groups start on the left, wait for Flame Pillar, and move to the
    right. In 10 man, there will almost always be 2 Flame Pillars, then a phase 2,
    then one Flame Pillar between each phase 2.
      ~ Healing ~
    	= Druid =
    During each phase 1 Magmaw will cast single target damage on random members
    and periodically hit the entire raid with massive damage. Direct heal the
    single target person and use Wild Growth and Swiftmend during the raid wide
    healing phase. Pop Tree of Life form very early as the firhgt prior to the
    first phase 2 is the most difficult, mana intensive part of the fight.
    Keep a full HoT stack on the tank. While the tank is being Mangled, move out
    of the ranged group and closer to the tank so you can hit him with Healing
    Touches in addition to your HoT stack. During phase 2, use a Potion of
    Concentration if needed and regen your mana. 
    =  Omnotron Defense System =
    =~~=~~=~~=~~=~~=~~=~~=~~=~~= [9.4b]
    The four golems rotate with any two of them being active at any time.  It is
    important that each member understands the mechanics of all the bosses and his
    role in the fight. This is a two tank fight.
    	~ Arcanotron Abilities ~
    Arcane Annihilator: Inflicts damage to a single target. Should be interrupted.
    Power Generator: Places a glowing buff on the ground that increases damage
    dealt and mana regen. Arcanotron must be pulled out of it but healers and DPS
    can stand in it for a dps and mana regen bonus.
    At 50 energy, Arcanotron puts up a barrier that should be purged or spell
    stolen asap.
    	~ Toxitron Abilities ~
    Chemical Bomb: Hits an area with a poison cloud. Those in the cloud--including
    the bosses--take extra damage. Move out of the cloud.
    Poison Protocol: Summons poison adds. Summons 3 adds. When Poison Protocol
    starts melee DPS must move away and ranged DPS burn the adds ASAP. They can
    be slowed and stunned. Roots, Cone of Cold, Frost Trap, etc work. If one
    fixates on you run away.
    At 50 energy, Toxitron puts up a barrier. If anyone DPS's him they get hit
    with poison. All people should stop attacking him at this time even the tank.
    	~ Electron Abilities ~
    Lightning Conductor: Targets one random member. Anyone nearby takes lightning
    damage. If you get this move away from the group.
    Electrical Discharge: Chain lightning on a random target. Raid must spread
    At 50 energy, Electron puts up a barrier. Do not attack it or everyone takes
    AoE damage.
    	~ Magmatron ~
    Acquiring Target: Targets random member with a beam. Anyone in between that
    member and the beam takes heavy damage. Move away from the group if targetted.
    Incineration Security Measure: Deals raid wide fire damage.
    At 50 energy Magmatron puts up a barrier. If this barrier is broken it deals
    heavy damage to the raid.
      ~ Mechanics ~
    As the order of the golems is random it is important to know their abilities
    and your role. Tanks will alternate Golems. When one is shutting down--getting
    near 0 energy--the next one is ready to be picked up. When a golem gets to 50
    energy its barrier gets put up. For all barriers except Magmatron, It is okay
    to DoT it but no direct damage or direct damage DoTs can be done (ie if your
    DoT ticks every 3 seconds it is fine however if it does damage on the cast then
    ticks it is not okay). The barrier drops at 25 energy so DPS can resume at that
    point or burn the other golem. The exception is Magmatron's barrier. No DoT's
    should be put on this.
    When Electron is up, the raid needs to spread out. The person with Lightning
    Conductor runs away from the raid. When Toxitron is up, the melee DPS has to
    run away during Poison Protocol and the ranged DPS has to be ready to burn
    the adds. When Magmatron is up, group up for AoE healing UNLESS Electron is up.
    Stay spread out if Electron is up. Move away from the group if you are hit
    with Acquiring Target. If Arcanotron is up, coordinate your interrupts over
    vent. DPS be ready to move into Power Generators unless Electron is up, in
    which case stay spread out. Only healers get the Power Generators in this case.
      ~ Healing ~
    	= Druid =
    Tank healing is pretty easy. A HoT stack and then some Healing Touches where
    needed. Even if designated on a tank, be ready to help with the raid. Wild
    Growth and Swiftmend on Cooldown. Raid healing means mass Rejuv and helping
    out the low tank when needed. Juggling a stack on Lifebloom on both tanks
    with the Tree of Life then keeping it up through the fight is useful on this
    fight but not really practical if you are raid healing.
    If Magmatron is up...
    This is the toughest part to heal. I use Tree of Life for the first Magmatron.
    Lifeblooms all around, Healing Touch and Rejuv + Swiftmend when someone is
    targetted with Acquiring Target. Typically Tranquility is best timed late
    into the fight after Magmatron's second Incineration.
    If Arcanotron is up...
    Hop into the Power Generator. Be ready with Healing Touches when interrupts
    miss or fail to happen.
    If Electron is up...
    Stay spread out.
    If Toxitron is up...
    Root a slime add if no one needs healing. Move away if fixated or root if
    =  Elevator =
    A fiendish contraption crafted from the darkest depths of Nefarion's twisted
    heart. Elevator lures unsuspecting raiders onto it, triggering horrendous
    deaths from fall damage. You encounter Elevator after killing Omnitron and
    Up: Elevator quickly moves up. This occurs right when you are about to step
    off the elevator, causing you to move up before you step off the elevator and
    increases your fall damage.
    Down: Elevator rapidly moves down. This occurs right when you are about to
    step on Elevator, causing you to miss the platform and plummet to your
      ~ Mechanics ~
    Slowly approach Elevator. When located on the edge of the ledge wait for the
    platform to come up. Cautiously step onto the platform. As Elevator goes down
    move to the edge of the platform. Be ready to jump off as Elevator approaches
    the bottom. Do not jump too early or you will take fall damage. Jump too late
    and you will begin riding up Elevator.
    Levitate, Slow Fall, Engineering Parachute, and Pali bubble are all useful
    abilities to have.
    =   Maloriak   =
    =~~=~~=~~=~~=~~= [9.4c]
    The only difficult part of the Maloriak fight is the add burn in Green Vial
    Phase. Good DPS for these two burns is essential. This is a 2 tank fight. It
    can be two or three healed on 10 man.
    Maloriak At a Glance...
    -Spread out during Blue phase
    -Group up during Red phase
    -Kill adds during first Green phase
    -Kill adds and push Maloriak below 25% during 2nd green phase
    Arcane Storm: Damages the entire raid until interrupted. Interrupt immediately.
    Curse of Tongues or Rogue's poison will slow the cast on this and lessen the
    damage per second.
    Remedy: Heals Maloriak. Must be spell stolen or purged ASAP.
    Release Aberrations: Release 3 adds from nearby vials.
    	~ Blue Vial Phase Abilities ~
    Blue vial phase means spread out.
    Flash Freeze: Freezes a target and any nearby members. Causes initial damage
    and causes damage when broken. The raid must be spread out to avoid multiple
    people getting hit by the same Flash Freeze. Do not break the target out of
    Flash Freeze until they have over 65k health. Ranged DPS must break the target
    out after he has been healed up.
    	~ Red Vial Phase Abilities ~
    Red vial phase means group up in front of the boss.
    Scorching Blast: Deals massive damage in a cone in front of the boss. Damage
    is split between all members in the cone. Everyone except for the off-tank must
    group up in a cone to mitigate the damage. Use a damage reduction cooldown
    if available.
    Consuming Flames: Deals minor fire damage and increase fire damage taken. If
    hit with this debuff you must move out of the way of Scorching Blast or you
    will die. If the tank gets it, he must stand there and take the extra damage.
    	~ Green Vial Phase Abilities ~
    Green vial phases means burn the adds ASAP.
    Acid Nova: Causes the shield on the aberrations to temporarily dissolve.
    Burn the adds quickly before debuff disappears.
    	= Phase 2 Abilities =
    Acid Nova: AoE, raid wide damage.
    Absolute Zero: Summons an ice orb that causes damage to nearby targets. Move
    out of it.
    Magma Jets: Two lines of fire in a direction. Avoid it by strafing.
      ~ Mechanics ~
    Designate someone to interrupt Arcane Storm. This must be interrupted every
    time. The faster the better. When the Green Vial phase starts, Maloriak will
    jump then cast Arcane Storm so be ready with a quick interrupt.
    Group up during the Red phase, spread out during the Blue phase. The target
    hit with Consuming flames in the Red phase has to move out of the group. The
    target hit with Flash Freeze in the Blue phase must be healed up before a
    ranged DPS breaks him out of the Blue phase.
    Maloriak is surrounded by vials containing adds. Throughout the fight Maloriak
    will release the adds. This can be interrupted however any adds not released
    will be released when Maloriak hits 25%. If you interrupt all the Release
    Aberration casts, all the adds will release at the end and the tank will
    promptly die. The adds have a buff on them that causes them to do more damage
    if there are more adds around. This also buffs Maloriak so the adds must be
    kept away from him. A tank can survive 9 adds and 12 adds for a bit but any
    more than that and the tank will likely die.
    Maloriak has 5 minute berserk timer. The proper timing of the fight is to push
    Maloriak to 25% during the second Green Vial phase. Any later and you will not
    meet the Berserk timer. Any earlier and there will be adds still alive. Adds
    are hard to kill except during the Green vial phase (though they can be
    killed out of it if the DPS has nothing better to do). During the first Green
    phase quickly burn the adds. The second Green phase kill the adds then push
    the boss below 25% to trigger the final phase. Do not push Maloriak below
    25% before this if adds are up.
    You will want to have 9 adds released and ready to kill during the first
    Green vial phase and 9 adds released and ready to kill during the second Green
    phase. This means only interrupting 2 of Maloriak's 5 Release Aberrations
    spells. Sometimes Maloriak will interrupt himself so it may not be necessary
    to interrupt at all. When adds are released, cc abilities like Frost Trap can
    be placed in the back of the room to help the off-tank kite the adds.
    	= Final Phase =
    Two large adds will come along with the remaining Aberration adds. The two
    large adds will fixate after 10 seconds and be untauntable. The off-tank must
    get aggro or have them Misdirected/Tricks of the Traded over to him ASAP.
    This is the DPS burn phase. Lust and pop all cooldowns. Maloriak gains two new
    abilities. He will cast Absolute Zero on a random target, summoning an ice
    sphere that will explode and do damage. Simply move away from it to avoid
    damage. He will also turn and phase in a random direction--like the first
    boss in Grim Batol--and fire a jet of flames in that direction. If Maloriak
    is facing you strafe to the side to dodge this. If hit by this it will hurt
    you, pick you up and then cause fall damage. Have all defensive cooldowns
    ready to go in this phase as it eventually becomes unhealable.
      ~ Healing ~
    	= Druid =
    Tank healing the main tank is easy until the final phase. Tank healing the off
    tank is difficult during the first phase and easy during the final phase. As
    this fight is two healable, you must be able to raid heal while keeping your
    tank up.
    Follow each poorly interrupted Arcane Storm with a Wild Growth and Rejuv's.
    During the Red vial phase use Barkskin and save your Swiftmend and Wild Growth
    til immediately after a Scorching Flames hits. I like to use Tree of Life
    for the first Red vial phase and then again during the Final Phase. During
    Blue vial phase Rejuv, Swiftmend, and Healing Touch the person hit with Flash
    Freeze. Flash Freeze will be cast twice each Blue Phase.
    When the off tank gets 9 aberrations on him focus almost all of your healing on
    him. Full HoT stack, cast Regrowth to trigger Nature's Grace and keep a steady
    stream of healing touches on him.
    	= Final Phase Healing =
    Pop Tree of Life at the beginning of the phase and roll Lifeblooms on everyone.
    Use your Omen of Clarity procs for Regrowth and hit the low health man. Wild
    Growth and Swiftmend on cooldown. Alternate between pre-emptive Rejuv's to
    keep the raid up and healing the low health man. The main tank will need big
    heals but the off tank should be fine if he properly uses his cooldowns. Save
    Tranquility for as late into this phase as you can.
    =   Atramedes  =
    =~~=~~=~~=~~=~~= [9.4d]
    Atramedes is a strange fight. Everyone gets a sound meter. If you take damage
    during the fight your sound meter increases. If it reaches 100, Atramedes
    will kill you instantly. To lower your sound there are 10 gongs placed around
    the room. The fight consists of avoiding sound as much as possible and properly
    using the gongs to reset sound. This is a one tank fight. 2 or 3 healable in 10
    Searing Flame: Massive raid wide damage. Ticks every second for five seconds.
    If this ticks more than once then you are doing it wrong. If it ticks more than
    twice you will likely die. Cast once per each ground phase.
    Modulation: Raid wide damage that increases sound. Unavoidable.
    Sonic Pulse: Summons a disc that will move out from the boss causing sound
    to increase on anyone who gets hit by it.
    Sonic Breath: Randomly targets a member and chases them with a flame. In ground
    phase, if you are targetted run one way, everyone else should take a couple
    steps in the other direction. Circle around the boss as you run. or the flame
    will catch up to you. In the air phase this breath will slowly catch up
    to you. Burn movement enhancing abilities and have a stand-by ready to gong.
    Due to how the game calculates positions when you jump--ie it assumes you
    are at the same position until you land--you should not jump if a flame is
    tracking you. It is counter-productive and leads to more sound and damage.
      ~ Mechanics ~
    There is an air phase and a ground phase. Properly execute the mechanics or
    you will face unavoidable sound deaths (And by sound I mean "the sensation
    perceived from hearing" not sound as in "free from error, fallacy and
    misapprehension" because that is the opposite of what I mean).
    	= Ground Phase =
    Form a melee group on one side of the boss--let us say his starboard side--
    and a ranged group on his other side. Damage the boss while avoiding the discs
    of sound that come out from beneath him. Stay stacked in your groups. When
    he starts Sonic Breath--there will be two per ground phase--run one way while
    the rest of the group takes two steps in the opposite direction. In this
    example the ranged member targetted would run counterclockwise or right (away
    from the tank) and the rest of the group would move slightly left. The melee
    member targetted would run clockwise or left (away from the tank). When
    running from the boss try to circle him or the flame will catch up. Restack
    and be ready for the next Sonic Breath.
    Designate a Ground Phase gong man. He will leave the ranged group early and
    move to a gong prior to Searing Flame being cast. Hit the gong right when 
    Searing Flame is cast to interrupt it. Only 0-1 ticks should go off from
    Searing Flame.
    	M			T ~ Tank
         T-Boss			M ~ Melee Stack
     				R ~ Ranged and healers stack
    	= Air Phase =
    Atramedes will fly into the air and target a random member with Sonic Breath.
    If you are not moving at the beginning of this phase and he targets you, you
    will die. The flame starts to move faster and faster until it catches up with
    the target.
    Designate two gong hitters for this phase. You will need someone with some
    reliable movement increasing skills like a Shaman with ghost wolf, a Mage with
    blink, a Warrior with Heroic Leap etc. When someone hits a gong during this
    phase the flame breath will stop tracking the random person and target the
    person who hit the gong. This gong hitter must immediately start running. If
    the flame starts to catch up to them a second gong must be hit. No more than
    two gongs should be hit per phase and ideally only one. A priest can use Body
    and Soul or Leap of Faith to help the gong hitter kite the flame. In theory the
    Druid Stampeding Roar can be used but that would mean implying the ability
    actually had a use.
    A Shaman in ghost wolf form with a priest Leap of Faith or Body and Soul can
    kite the entire air phase by himself. Ground phase will begin again and the
    fight will repeat itself.
      ~ Healing ~
    	= Druid =
    This fight is very easy to heal. It is more about mechanics. Either execute
    the mechanics and live or take 100 sound damage and die. Wild Growth and
    Swiftmend after Modulation. You will have so much mana during this fight feel
    free to cast Rejuv whenever. It may help to heal the gong hitter in the air
    phase or cast a Stampeding Roar.
    =   Chimaeron  =
    =~~=~~=~~=~~=~~= [9.4e]
    This is a strange fight. Phase 1 stresses the healers and their burst healing
    while phase 2 relies on tank avoidance and DPS burn.
    Finkle's Mixture: When this buff is active you will survive any hit--no matter
    how much it hits you for--as long as you have more than 10000 health. When
    Finkle's Mixture is active, 10001 health is the new 100% health. Any healing
    above 10001 is useless.
    Caustic Slime: Hits the target and any nearby target for a lot of damage,
    bringing them down to 1 health. Must have 10001 health or more in order to
    survive. Necessitates spreading out to limit the amount of people getting hit.
    In 10 man, 2 people will be hit by Caustic Slime each cast.
    Masscre: Deals massive damage raid wide. Anyone with less than 10001 health
    will die.
    Feud: Finkle's Mixture will go offline. Melee attacks on the tank will stop
    but he will deal raid wide damage split between all nearby members. There
    will be three pulses of raid wide damage followed up by a Massacre. This
    phase requires heavy burst healing with every member being over 10001 health
    before the Massacre. The party must group up for this and healers must burn
    their healing cooldowns.
    Double Strike: Chim's next melee will be a double attack. The off tank must
    taunt this, absorb the double strike before the main tank taunts back.
      ~ Mechanics ~
    Release Finkle and get the Finkle's Mixture buff before attacking Chim. The
    main tank will tank the boss while the off-tank will taunt and eat all double
    strike abilities. The main tank only needs to have over 10000 health but the
    off tank should be kept topped off. The off tank should be the better geared
    tank with more avoidance and damage reduction abilities. A Death Knight is
    the perfect main tank due to his self healing.
    Healers must keep every member above 10000 health at all times. Split healing
    assignments so that when people are hit by Caustic Slime, every healer
    immediately jumps to their assigned person and heals them over 10000 health. Do
    not be dumb and say "healer 1 you have group X and healer 2 you have group Y."
    Healers should be assigned so that each raid healer is prepared to heal their
    target after a Caustic Slime, for example "healer 1 you start at the bottom of
    group X then work your way up til the top of group Y while healer 2 you do the
    After each Massacre be ready for a Feud to start. When a Feud does follow a
    Massacre, the raid must group up immediately. Use damage reduction spells and
    Nature's Aspect, Divine Guardion, protection bubbles etc to reduce damage
    taken. Healers must use their best heals and stagger their healing cooldowns so
    that a powerful healing cooldown is available for each phase.
    There will be three burts of nature damage followed by a Massacre. The group
    does not need to be topped off at the end only kept above 10000 health for the
    Massacre. The healers should be ready to heal for 3 or 4 feuds.
    Please email me at martin.decoud@gmail.com if you have advice on any damage
    mitigation abilities that can be used during the Feud.
    	= Final Phase =
    At 20% Chim will enter his final phase. No one can receive any healing at this
    point. The boss will go berserk and deal massive damage. He will basically
    one shot each person, starting at the top of the aggro list and working his
    way down. Have someone on vent call out the aggro list so the next person is
    ready to use their avoidance ability if applicable. Tanks should use their
    avoidance cooldowns, and DPS should either kite the boss or use their special
    abilities like Evasion for Rogues, Deterrance for Hunters, and Mirror Images
    for Mages (if I am missing any other useful abilities for this phase please
    let me know). Abilities that lower you on the aggro list can also be useful.
    Be ready to kite if you can.
    Since you cannot heal during this phase, healers must go to DPS mode.
      ~ Healing ~
    Tank healing involves keeping the main tank above 10000 health and the off tank
    topped off. A Palidan is preferred for tank healing with his Beacon of Light
    on the Main Tank and direct heals on the off tank.
    	= Druid =
    I try to keep a Rejuv on each tank and a Lifebloom on the off tank. Lifebloom
    can also be useful in that a person with a Lifebloom stack is never in danger
    of dieing from a Massacre or Caustic Slime. If brought to 1 health, the
    Lifebloom stack will heal them up before the next Massacre or Caustic Slime.
    For the Caustic Slimes have a set order in place so each healer knows who they
    will heal. For example if the Rogue and Warlock both get hit you should know,
    hey I've got to heal the Rogue and the other guy will get the Warlock. In 10
    man, we have one healer start at the top of group 1 and work his way down
    to the bottom of group 2 while the other healer does the opposite.
    Work out a good burst healing rotation with your other healers for the Feuds.
    There will be four Feuds at the most. I like to go:
    1st Feud: Tree of Life
    2nd Feud: Nothing Special
    3rd Feud: Tranquility
    During each Feud, use Wild Growth on cooldown and Swiftmend. Cast Regrowth to
    proc your Nature's Grace. 15 seconds into the Feud, the boss will cast a pulse
    of raid wide damage, then another pulse at 20 seconds and a final pulse at
    25 seconds. At first, Rejuv's all around--Chase the Wild Growth-- and let the
    other healers cast the direct heals on the low target. Later in the Feud Rejuvs
    will not mean as much so switch to direct healing. After the third burst
    everyone must be over 10k. Any healing over that is a waste. Barkskin during
    this phase.
    For the Final Phase, pop Tree of Life if you have it and spam Wrath. If not
    spam Wrath with Moonfire and Insect Swarm.
    =   Nefarion   =
    =~~=~~=~~=~~=~~= [9.4f]
    Nefarion is about mitigating and dealing with the Crackle's while properly
    managing the adds.
    	= Nefarion's Abilities =
    Crackle: At every 10% of his health, Nefarion will cast Cracle which deals
    100,000 damage raid wide. I can't believe that this is a mechanic. It is dumb
    and unimaginitive. Use any damage reducing abilities you have such as:
      Guardian Spirit
      Mirror of Broken Images (trinket anyone can get from Tol Barad)
      Anti-magic Barrier
      Divine Protection (glyphed to reduce magic damage)
      Divine Guardian (this is awesome)
      Nature's Aspect
    Please email me and let me know if I am missing any other useful abilities.
    Tail Lash: Do not stand behind the dragon.
    Shadowflame Breath: Do not stand in front of the dragon unless you are a tank.
    Will also resurrect any skeletons hit by this and reset their energy to full.
    Shadowflame Barrage: Only occurs in phase 2. Does shadow damage to his target.
    	= Onyxia's Abilities =
    Tail Lash: This has a stupidly large range. You will want to be like 45 yards 
    away from her tail.
    Shadowflame Breath: Do not stand in front of the dragon unless you are a tank.
    Will also resurrect any skeletons hit by this and reset their energy to full.
    Lightning Discharge: Will emit fierce lightning damage to anyone on the side
    of Onyxia. Tank must turn boss when this is about to be cast.
    When Onyxia's lightning bar reaches full, she will wipe the entire raid.
      ~ Mechanics ~
    This is a three phase fight. Two tanks are required.
    	= Phase 1 =
    Onyxia is the only dragon to start. Nefarion will join shortly. Nefarion and
    Onyxia must be kept apart or they will both gain a buff and kill the raid. All
    DPS starts on Onyxia. The tank must pull her to the west side of the room and
    face her North or South. DPS stand on her side to avoid her breath and tail
    swipe. When she starts her Lightning Discharge, the tank must turn her so
    she is facing west. The DPS must move away to avoid the Lightning Charge and,
    if possible, the Tail Swipe.
    When Nefarion comes down, switch all melee DPS to Nefarion. The main tank must
    aggro Nefarion and drag him to the east side of the room. When Onyxia reaches
    a comfortable level, switch all ranged DPS to Nefarion also. At this time, all
    ranged DPS must move far, far away from Onyxia so when the tank turns her they
    will not get tail swiped. This means moving well across the room so that you
    are almost in melee range of Nefarion.
    Adds will pop up during this phase. They will run around until their energy
    runs out. If hit by either dragon's breath they will get full energy. CC them
    but try to do it intelligently so that they all run out of energy in a
    convenient location. Your off tank will thank you for this in Phase 3.
    Try to push Nefarion down as much as possible. You should have forced him
    down below 80%--at least two Crackle's--before killing Onyxia to begin Phase 2.
    We like to push him down even further and get 3 Crackle's in Phase 1 but your
    DPS may not be able to manage. Kill Onyxia at the last possible moment before
    her lightning bar fills up to trigger Phase 2.
    	= Phase 2 =
    The room fills up with lava. The raid must split up into three groups and each
    has to hop onto a pillar. To get on a pillar, hold the space bar to swim up
    then when you reach the surface jump out of the lava and up onto the platform.
    I am not good at this but can make it up to the pillar. Some tips:
       	-Go to Menu -> Interface -> and turn off Water Collision
    	-Do not be too close to the pillar when you begin to swim up or you
    will be stuck on the lip and not able to jump up.
    	-The best person I have seen at this (Reldraw) says he zooms into first
    person, stands just a couple steps out of range them swims up and jumps up and
    onto  the platform
    	-You can pratice in somewhat similar conditions in the port in Azshara
    near the Goblin town. There is a lip coming out of the water near the docks.
    Each pillar has a mob on it that casts an interruptable spell called Blast
    Nova. If more than 1 of these go off it is likely a wipe. Each pillar
    should have at least one interrupt on it, capable of interrupting every 12
    seconds or less. If your interrupt cooldown is higher than you need two
    interrupts. It also helps to have a ranged interrupt on each pillar so that an
    interrupt can be performed as people swim up. When on the pillar spread out to
    avoid multiple people taking Shadowflame Barrage damage and interrupt the adds.
    Heals and melee dps should be equally spread to the three pillars. Phase 3
    begins when the add on each pillar dies. The melee DPS should focus on this
    mob while the ranged DPS either burn Nefarion or burn the mob. If you did
    3 Crackles in phase 1, then either push Nefarion down to 62% or push him for
    another Crackle and as far down into the 51%+ range as your healers can take.
    If you only did two Crackles in Phase 2 then you must push a Crackle here
    and then push Nefarion as far down into 61%+ range as you can.
    Phase 2 is very mana intensive. If the healers begin to run low, improvise and
    push for Phase 3 when needed.
    	= Phase 3 =
    Tank Nefarion in the middle of the room. Avoid his Tail Lash and breath attack.
    All DPS and healers--except for the off tank and his healer--should be grouped
    up to one side of Nefarion.
    The skeleton adds will be reborn. Every time they hit a target they gain a
    debuff which makes their next attack stronger. They must be kited around the
    room. Do not let them get in front of the boss or his breath will recharge
    their energy and necessitate more kiting.
    There will be flames on the ground. Do not stand in them. Keep the skeletons
    out of them or their energy will recharge. Burn Nefarion as quickly as you can
    but make sure to heal the raid up to full for every Crackle. You may need to
    slow DPS so the healers can catch up. Use damage reducing cooldowns for
    every Crackle that you are able to. Lust at some point in this phase but this
    will depend on how the healers are doing and the raid damage at this point. A
    non-healer heal like a Tranquility from a Boomkin/Feral Druid or a Hymn from
    a Shadow Priest may be needed.
      ~ Healing ~
    	= Druid =
    Keep the raid topped off and be ready for every Crackle. After a Crackle, Chase
    the Wild Growth with Rejuv's and Rejuv's all around. Keep your HoT stack on the
    tank that needs it the most or the one you are designated for in both Phase 1
    and Phase 3.
    I like to have ToL available for Phase 2 as blooming the platform allows you
    to produce serious healing output while conserving mana. Instant Regrowth 
    during that time is also a plus.
    The raid will rely on you to have mana and be able to heal up after each
    Crackle. There is time to get the raid up after a Crackle so do not panic
    and use ineffecient heals unless it is an emergency. Rejuv and Wild Growth
    with Swiftmend and a Healing Touch or Nourish thrown in should be sufficient.
    Save Tranquility for an emergency--when multiple people need heals and a
    Crackle is incoming. Potion of Concentration can be managed in phase 3 if
    you are raid healing.
    I have attempted three bosses on H mode and downed one of them. I will
    eventually write out some H mode strategies but it will likely be several
    	^ XI. LINKS ^
    Wowhead.com - Excellent info on gear, abilities, bosses and more.
    ElitistJerks.com - The Resto Druid thread put together by Hamlet is great.
    Curse.com - Place to get addons
    WorldofLogs.com - Check here to see what the best healers are doing on fights.
    Guild leaders should sign up and track every raid fight.
    Tankspot.com - Tankspot has some useful videos for raid fights. Narrated in a
    useful and entertaining way with plenty of great drawings.
    I hope you enjoyed this guide. I appreciate any feedback, comments, or
    questions. If you wish to host the guide or use any part of the guide, please
    email me for permission. Do not host this guide without said permission. Thanks
    to my guild BLT.
    v1.00: Guide Released! This guide may be used on GameFAQs.com, neoseeker.com,
    and gamershell.com. If it is being used anywhere else I am being ripped off.
    v1.06: This guide may be hosted at GameFAQS, Neoseeker, and Gamershell. If it
    is being hosted anywhere else, please let me know.
    -Updated for patch 4.06
    -Added an alternate strat for Valiona
    -Updated for changes in Halfus
    -Added some stuff to the Cho'gall (interrupt the Phase 2 Adds!) and Maloriak

    FAQ Display Options: Printable Version