by Mjöl » Mon Aug 15, 2011 2:40 pm
Name: Alysrazor
Phases: 4
Setup: 2 Tank, 6/7 Healer, 16/17 Dps
Enrage Timer: 15 Minutes
Hitpoints: Alysrazor has in 25man normal 155 Mil Hp.
Blazing Talon Initates 1,9 Mil Hp
Voracious Hatchlings 31,5 Mil Hp
General:
The encounter has 4 phases which are starting over again once all 4 phases finished.
Phase1: Lasts 3 Minutes. Spawns Initates on the ground and Hatchlings
Phase2: Lasts 30 Seconds, Firestorm
Phase3: Lasts 30 to 35 Seconds, Depends on how adds handled, Burnphase
Phase4: Lasts 25 Seconds. Big Aoe Attacks From the Boss
Fight starts with the boss casting Firestorm, knocking everybody back and dealing 30.000 dmg along with 10.000 dmg/second for 10 seconds. You need to run in to not be knocked into the Firebarriers killing people.
Phase1: The raid should gather up quickly after the knockback to be fully healed before splitting up into 4 groups, which will be 1 dps group left side, 1 dps group right side, 1 flying dps group, and the tanks. Alysrazor will fly through that entire phase, but will fly 3 times over the area, doing a big damage ability to everyone standing in front of the boss called Blazing Claw.
Along with that ability the boss will drop Molten Feathers. Picking up a Feather gives a 30% speed increas and the ability to cast spells while moving. Picking up 3 of them gives the ability to fly for 20 seconds.
Guides differ about the numbers of people that should fly, but its as seen in other bosses a question of balance, first the groundabilitys needs to be under control before thinking of sending more people up.
20 Seconds after Alysrazor flew first time over the area, 2 Blazing Broodmothers will drop 2 Molten Eggs. After 10 Seconds the will hatch into Voracious Hatchlings. They imprint themselfs to the players closest to them, which should be the 2 tanks, leading to only attacking the imprinted player along with tank doing a multiple time of his normal damage to the adds.
The Hatchling has the following abilities - Satiated, a buff that lasts 15 seconds and prevents him from throwing a tantrum, only way to reapply the buff is by letting it eat a lava worm.
Hungry - a buff the hatchling gest after satiated runs out. This gives the mob a 20% to throw a atnrum.
Tantrum - causes the hatchling do 50% more damage and attack 50% faster for 10 seconds.
Gushing Wound - a dot applied to anyone standing in 10 yards 60 degree cone in front of the add. The Dot lasts 1 minute, is however removed when a player drops below 50% hp.
35 Seconds after Alysrazor flew first time over the area, 4 Plump Lava Worm spawn. They remain stationary, cannot be attacked, and spill lava in a 18 yards range cone dealing 50.000 dmg. They can be killed by Hatchlings moving to them.
And finally, approx all 40 seconds, 2 Blazing Talon Initates will fly into the arena, 1 west, 1 east. They stand still, dont need a tank, and need to be killed. They do a spell called Brushfire which cant be interrupted, summons a fiery ball flying over across the ground. Anyone within 3 yards to it will get 50.000 dmg every second. Also they do Fieroblast each time after the Brushfire. This spell must be interrupted. If it is casted, they buff themself a stack of fire it up!, increasing casting speed and dmg by 10%, along with a random player being hit for 40.000. That player then take all 3 seconds over 12 seconds 15.000 dmg.
Air Abilities
Alysrazor creates all 4 seconds a ring of fire, and Incendiary Clouds.
Ring of Fire lasts 3 seconds. Anyone passing through that receives a blazing Power buff. Each Stack brings 8% Haste Increase, restores all kind of Resources of the player (mana, rage, energy, etc)and prolongs the flying buff for another 20 seconds. You can stack that buff max 25 times. Anyone reaching that limit gets a buff called Alysras Razor which increases crit by 75% for 40 secons.
The Clouds last 3 seconds, and deal 60.000 dmg every 1.5 seconds when in it.
Phase1 Strategy
Everybody needs to avoid the 4 sources of dmg:
- Alysrazor flying over Blazing Claw - once a minute
- Lava Spew of the Worms
- Gushing Wound of the Hatchlings by standing close to them
- the Fire Balls of the Initates
The Dps works on the Initates on both sides, and help in the spare time with the Hatchlings in the middle. The Tanks imprint themselfs to the Hatchlings, move them to the worms, and dps them down.
If a tank dies there, somebody else will get imprinted and die, and only then a tank can imprint himself again.
There are only 4 worms to use per hatchling, so ideal time to feed them should be 80/60/40/20% hp. That limites the chances of getting more tantrums in a row. The 2 tanks should know in advance which 2 worms they will use. The next 4 worms only spawn when the first 4 are consumed, therefor its should be synced between the tanks.
Tanks do the majority of hatchling damage since they get a 1000% incr dmg buff. Tanks can ask a druid to repeatedly buff them with Thorns, for increased dmg.
The healers only duty in this phase should be the tanks, all other dmg is avoidable. Healers should be also placed left and right as the dps groups, to reach the dps groups and the healers. Each healer should try to get 1 feather.
Air Strategy
Tactics there actually say 6 dps flying. All players flying have to avoid the Incendiary Clouds, and aim to stack the rings of fire buff 25times. Best classes flying should be the ones that do most dmg with a increased haste and crit buff. Also, since its required to follow from a safe disctance to avoid the clouds, caster classes are best suited for the job. Best choices are Mages, Shadow Priests, and Aff Locks.
At the end of the phase, the flying buff wears out, to avoid falling damage everyone needs to get back to the ground level before.
Phase2:
Alysrazor casts a Fiery Vortex in the middle. It kills everyone within 15 yards. Also casted are Harsh Winds, which fill outer part of the arena. and deadly winds - 50000 dmg all 5 secs. And last Fiery Tornados which deal 50000 dmg who stands 10 yards of them.
Here is a diagram to give an idea of what the arena will look like:
Strategy
Everyone needs to run around avoiding Fiery Tornadoes while trying to pass through the Rings of Fire to get the Speed Buff.
The Tornaods have a moving pattern, a good tactic here is to follow a torando until you see another tornado coming from opposite direction. Turn then to your right or left, switch lanes and follow the new torando.
Phase3:
Alysrazor burns out and crashes in the middle of the arena. She gets an energy bar of Molten Power. When the Bar reaches 50, Phase4 starts.
In this Phase3 the boss takes 40% increased damage, as well as casters recover 10% of their mana every time they dmg the boss.
Molten Power increases constantly with 3 Molten Power all 2 Seconds.
10 Seconds after this Phase starts, 2 Blazing Talon Clawshapers fly in, and start channeling Igniton, each channel giving the boss 1 Molten Power extra per second.
Strategy:
Raid burns the Boss, all Cooldowns should be used. the Clawshapers land North and South, and have too much hp to be dpsed. They should be stunned immidatly, after that they should be interrupted as often as possible.
Phase4:
At 50 Molten Power Alysrazor starts flying again, but stays in the air until reaching 100 Molten Power (takes 25 seconds). the boss is buffed with ignited and recovers 2 Molten Power every second. While ignited, hes doing a Blazing Buffet, doing 15.000 dmg every second to all players. Also we get the Blazing Claw the entire Phase4, but now that ability is done to the target of the boss. Therefor she needs to be tanked facing away from the raid. And the tank will get massive damage, along with a stacking debuff that increases the dmg taken on the tank by 10% for 15 seconds.
At 100 Molten Power, Alysrazor will cast Full Power, adn Stage One starts again. Full power deals 60000 dmg and a knockback
Strategy:
Everyone except the tank should avoid standing in front of the boss. All should burn dps the boss. Tanks should taunt off each other when she reaches 75 Molten Power and use all their defense Cooldowns.
Learning the fight:
Stage One is probably the only part of the fight that the raid will be required to practice extensively. Unfortunately, the only way to progress through it is by doing it properly. To make this easier, it is possible to send fewer people in the air so that there are more players at ground level to kill the adds. Later on, when Stage One is no longer a problem, more players can be sent in the air after Alysrazor.
Final Considerations:
The fight can seem daunting at first, with the amount of abilities it proposes, but in fact, each player is only concerned by a fraction of these abilities, making the fight considerably easier from a single player's point of view. As with most fights in Firelands, the encounter against Alysrazor has unique mechanics which, we hope, your raid will find pleasant and interesting.
Very Short recaps of all tasks:
Tank: Phase1, imprint yourself to the adds. Feed them with worms. Dps them down with your buff. Phase2, avoid the tornados. Phase3, interrupt the adds channeling on boss. Phase4, tank the boss away from raid, use defense CDs, Taunt of each other
Healer: Phase1, heal mainly tanks. Phas2, avoid the torandos. Phase3, dps the boss. Phase4, raid gets big damage and needs to be healed through
Dps: Phase1, on ground kill druids, help on Hatchlings. Air, fly through rings, dps boss. Phase2, avoid the tornados. Phase3, full burn on the boss. Phase4, dps the boss, use selfhealing abilitys to help the healers.
Thanks to the Themark for my avatar ! (Breast and Arms on Pic not edited, only Hair photoshopped. Seriously.)