Friday, March 15, 2013

Throne of Thunder LFR Council of Elders Video Guide



Hello and welcome to Bryna and Evaly’s Council of Elders guide for looking for raid in Throne of Thunder.  This is a guide for Tanks, Healers, and DPS.

This is the third boss in Throne of Thunder and it consists of four trolls, each with unique abilities, that will cycle being empowered throughout the fight.

The four trolls don’t share health pools.  The hardest troll is Sul, then Malakk, then Marli, and finally Kazra’jin.  The empowered troll will have a special move and remain empowered until 25% of it’s health is taken, then a different one will empower.  Until Sul goes down, this is the hardest fight to heal through in this LFR. Healers, use most of your mana and all of your cooldowns early on as the fight will get progressively easier.

One tank needs to pick up Malakk, the other tank picks up Sul.
Whoever tanks Malakk at the start should taunt him and bring him over to where Sul is as I did here so that the other tank can easily taunt off of you when needed.  (Protip for tanks: Even if you are tanking Malakk, once you have sufficient threat on him, DPS Sul because he needs to die quickly.)
Tank swap whenever the Malakk tank gets 9-10 stacks of the Frigid Assault debuff.  If the debuff reaches 15 stacks, the tank will be stunned for 15 seconds.  When Sul is empowered, tanks will need to AoE to pick up the little sandy adds that spawn.

DPS, here’s what you need to do. Burn the current empowered troll, but use your biggest cooldowns and use Heroism or Bloodlust when Sul is empowered.  As for any adds, kill the Shadowy beast when Mar’li is empowered, then go back to Mar’li.  AoE down the sandy looking adds if Sul is the one who is empowered, then focus down Sul. Overall, like I said, focus your DPS on the current empowered troll.

There are yellow looking sandpits that will spawn on the ground.  These Sandtraps hurt very badly and slow you. Move out of them immediately.  If you don’t, you’ll get a stacking slow and eventually you’ll be stuck in the sand pit on top of the high damage it’s causing you.  Everyone, tanks, healers, and DPS need to move out of these sandy pits.  If you’re tanking Sul, these can be tricky to move out of because Sul will stand in the sand pit and cast, but do an interrupt on his cast and move out quickly.  One last thing to remember, everyone should interrupt Sul and Marli’s casts.

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Throne of Thunder LFR Horridon Video Guide



Hello and welcome to Bryna and Evaly’s Horridon guide for looking for raid in Throne of Thunder.  This is a guide for Tanks, Healers, and DPS.

This is the second boss in Throne of Thunder and it consists of four gates around a large arena that spawn adds which will need to be dealt with throughout the fight.

Pull boss all the way to the first gate on the left from where you enter the arena. There's a stacking debuff on tank called Triple Puncture. The tanks will need to swap the boss for each new gate. The tank who isn’t on the boss needs to be on the adds. Healers, in general, the tank who has the boss will be taking more damage than the tank who has the adds.  There's an AoE cone in front of and behind Horridon - face him so that his side is to the group and the raid needs to stand at his side, between the boss and the gate adds are spawning from.  The tank can move out of the frontal AoE by moving to the left or right.

If Horridon targets you for a Charge, move away from the group. He will turn toward you and do his AoE in front and behind him immediately after that Charge.  Each time a gate closes, the tank who was tanking adds will need to taunt Horridon and begin moving him to the next gate.  The next gate is always the one clockwise from your current one.  Healers, for positioning it is best to stay near the adds with the DPS. Of course, if there’s a charge going straight toward the DPS area, you will need to move out of it.

Each gate has a different group of adds that spawn and each group has different abilities. Until all four gates are down, all the DPS will need to kill only adds.  The priority for which adds to kill at each gate is Dinomancers, then elite adds, then non-elite adds.
1st group, Farraki: Get out of yellow swirly Sand Traps on the ground and kill adds. To make the adds stop spawning at each gate, get the Zandalari Dinomancer to 50% and use the yellow Orb of Control that he drops on the ground.  Click it to mind-control Horridon to smash the gate that adds are coming out of.

2nd group, Gurubashi: kill the adds and avoid Living Poison pools. This is the hardest gate to heal through due to raidwide AOE damage. Use a CD here but be sure you have one up again for the conclusion of the fight. Again, you’ll need to kill the Dinomancer, use the yellow Orb of Control, and move to the next gate.

3rd group, Drakkari: Get away from moving frozen orbs, and kill the adds.

4th group, Amani: At the fourth and last gate, you’ll need to kill the Amani tribe that spawns. All you need to keep in mind is not to stand next to the totems they drop. Healers, stay on top of your dispells.

At the end of the fight, War God Jalak spawns and you should pop Herosim or Bloodlust.  DPS will need to kill Jalak asap, then burn down Horridon who will be taking 4x damage at this point.  After the fourth gate is smashed, the tanks will need to tank swap one more time on Horridon.  The tank who is now tanking Horridon will need to move him away from the Lightning Totems that were dropped by the Amani trolls and keep his side to the group.  The other tank will need to pick up Jalak.  Save your big survival cooldown for when Jalak dies because Horridon enrages.  Healers use all remaining raid cooldowns and mana to survive when Jalak is up. When Jalak goes down and Horridon is enraged, pay special attention to the active tank.

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Throne of Thunder LFR Jin'rokh the Breaker Video Guide



Hello and welcome to Bryna and Evaly’s Jin’rokh the Breaker guide for looking for raid in Throne of Thunder.  This is a guide for Tanks, Healers, and DPS.

This is the first boss in Throne of Thunder and a pretty straight forward and repetitive fight, so once you get a couple key mechanics down, you’ll kill Jin’rokh pretty easily.

Stand in Conductive Water pools to increase your DPS/healing.  Protip: Stand on the edge of the water so you can move out of it quickly, we’ll explain why you need to later.  Tanks, don’t stand in water and tank swap whenever the current tank gets Static Wound on them.

When he goes to the middle of the room, he casts Lightning Storm, causing the water to become harmful (Electrified Waters) and look like lightning, so get out. Save your raid-wide healing and damage mitigation CDs for this and use them once you’re safely out of water.

Heals, you’ll get your big cooldowns off twice if you use them at the first Lightning Storm and at the last Lightning Storm.  Tanks, if you can redirect raid damage to yourself, save it for this ability.

If you are ranged DPS or Healer, you can get targeted by a lightning ball called Focused Lightning like this shaman on the left of your screen. Get out of the water pool as quickly as possible like he does and don’t stack on anyone else because it will have a short-range AoE when it explodes, then leave behind a Lightning Fissure that causes damage, so don’t stand in it.  Protip: If you are kiting the lightning ball away from the water and drag it across another Lightning Fissure in the room, you’ll damage everyone in your raid, so avoid them if at all possible.

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Monday, January 28, 2013

Heart of Fear LFR Imperial Vizier Zor'lok Video Guide




Welcome to the first boss of Heart of Fear LFR, Imperial Vizier Zor’lok.  This is a video guide for all three roles of tank, healer, and DPS.

Right off the bat, a little heads up to healers and tanks: sometimes there’s dumb DPS that like to pull these first two. They’re pretty easy to pull on accident so, tanks, just be aware of that and pick them up if someone does. Otherwise just pause for a sec to make sure that everyone gets their buffs and food.

So this pull and the one directly before the boss hurt quite a bit. Heads up to tanks: make sure you use your cooldowns here. Make sure you’re looking at your own health. Healers: go ahead and use raid cooldowns for this because you’re gonna get your cooldowns back before the boss starts and it really sucks to wipe on trash. Damage is gonna be going all over the place but especially on the tanks.

Okay so this is Imperial Vizier Zor’lok. This room consists of three separate raised platforms and one sunken area in the middle. The boss always starts on the right platform so you can head on over there right when the trash is done. The lower part of the room is going to fill up with a yellow smoke. While you’re in that yellow smoke you take damage and you can’t cast. So when you’re switching platforms, make sure you get through that as quickly as possible. Also if you’re a tank, when you switch platforms go as fast as you can because whoever gets over to the next platform first, the boss is going to hit that person.

So this is Force and Verve. Three honeycomb-igloos pop up. One underneath the boss, and then two more further out. Stand underneath these igloos/shields every single time he does Force and Verve because he’s AOEing the entire raid. If for whatever reason you aren’t getting protected by the shields, just try switching igloos. It shouldn’t happen; there shouldn’t be a limit on how many people are in an igloo during LFR. But if it happens, switch igloos. Melee, you can just stand underneath the boss’s feet because the igloo will always spawn there so you don’t have to move, really.

So tanks, when you run across like that, make sure you’re just spamming your taunts so that the minute you get to your platform he’s attacking you. Otherwise he’ll attack whoever gets there first.

So here he’s doing the move Attenuation. These yellow balls start spinning out from him. As you can see I tilt my camera up so that you can see the kind of pattern they come in. And if you just run around the boss at your max melee range you’ll be able to avoid most, if not all, of the yellow balls and save yourself from taking a lot of damage.

So on this platform his ability is called Convert. You see there he just Mind Controlled three people. If you bring them down to 50% health they’ll be able to break out and start attacking the boss again. It’s important that healers, you watch what debuffs that those Mind Controlled people are putting on the raids. Sometimes there will be a whole bunch of poisons or stuns, silences, things like that. So if you have a chance, get those off your raid.

Okay so now he is flying to the middle of the room. The yellow smoke clears and you can just DPS in the middle. He’s gonna do all three of the platform moves while he’s in the middle. You’ll get Force and Verve (honeycomb igloo shields), Attenuation (yellow floating balls), and you’re going to get the Mind Controlls. So you really have got to be on top of the first three phases to do the last phase properly. Healers in the end look out for dispells from the Mind Controls. Everyone needs to avoid the Attenuation floating balls, and everyone needs to make sure they’re inside an igloo for Force and Verve. It’s the exact same. Also this is the platform, in this middle area, where you’re going to do your Bloodlust/Heroism.

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Thursday, January 24, 2013

Mogu'shan Vaults LFR Part Two Video Guide

 


Welcome to Mogu’shan Vaults LFR Part 2. This guide video is for tanks, healers, and dps. This guide is going to consist of The Spirit Kings, Elegon, and Will of the Emperor LFR 25-man.

So to start things off here and start the trash, you’ll wanna talk to Lorewalker Cho. He’s the panda that faces the entrance there. He’ll run down the stairs and the trash will show up as kind of ghosts down here.

So this is the Spirit Kings encounter. What’s important to know here is that there’s actually four bosses: Qiang, Subetai, Zian, and Meng. Each of them has their own set of unique abilities but one of their moves will carry over to the other bosses for the rest of the fight. We’ll explain more of that later. At the pull here, stack up on your tank. I’m marked as the star. Hopefully your tank will mark themself or mark them yourself. Stack up on him because he has an ability that splits damage between everyone in front of him. So it’ll prevent your tank from getting one-shot, and prevent you from getting one-shot. Also DPS if you run in and try and pull the boss, you’re going to get one-shot.

So this is Annihilate. It is a frontal cone AOE. All you have to do is run straight through the boss and then just hang out and hit him again. So this is Flanking Orders. There’s Guardians around the room and you know which ones are going to start Flanking across the room because they solidify. All they do is march across the room swinging their axes. Don’t stand in front of the march. Tanks you’re going to have to drag the boss out of the way of the straight line. DPS and healers and ranged: there’s no reason for you to get hit by Flanking Orders, at all. Flanking Orders is one of those special abilities that is gonna persist until the end of the fight so you’re always going to have Flanking Orders and to look around the room and see where they’re coming from. One other little protip for the healers and DPS is while you’re moving out of the Flanking Orders, maintain your stack on the star as best as you possibly can.

This is Subetai and what’s important for this guy is you spread out. You were stacked; now you need to spread out as quickly as possible. That’s because of the move he just did there, Volley, where he shoots three waves of arrows in a direction. They do increasing damage each wave, so move out of that as fast as possible. The other one there is Pinning Arrows. It looks like Rain of Arrows, the old hunter move. Everyone in the area gets pinned to the ground with an arrow and they’re stunned, they can’t do anything until they’re broken out. You break them out by killing the arrow that’s pinning them to the ground. So ideally, it should only be 2-3 people with a good spread but if it’s a whole bunch, get over there and AOE them out pretty quick because they do a lot of damage and if your healers get pinned, they can’t heal you either.

So Subetai also does pillage and that’s a special ability that will carry over. He hops to a place in the room and spins in a circle around it. Don’t stand in range of his spinning because it will hurt you and there’s no reason to stand in it.

Ranged, Pinning Arrows really is your job. DPS just stand on the boss to get your numbers up rather than running around trying to hit Pinning Arrows.

This next boss is Zian. Tanks (and any DPS that have an interrupt as well) interrupt every Shadow Blast that you possibly can because it does a decent amount of AOE damage. Even though it won’t kill you, it’s worth interrupting to save your healers a bit of headache.

So Zian does Undying Shadows which is his special ability that carries over. It spawns a skull that chases someone around the room. Run away from the skull if it spawns on you. Ranged need to kill the skull. Just DPS down the Undying Shadow. Wherever you kill it, it’ll spawn a big puddle underneath it so you don’t want to kill it when it’s in the middle of the raid. If you get it spawned on you, obviously run away from the raid; don’t drag it through people. And then don’t stand in the puddle when it dies. The Undying Shadows is the special ability that will carry over for the rest of the fight as well. There’s only one boss left, but you’ll continue to put up with those even during the last boss. And try not to drop it in the middle of the room like that.

Alright, so this is Meng. He’s the last of the four bosses. His big ability is called Maddening Shout. It hurts, so this is where healers you’re going to get your big numbers up. Same with you DPS. It basically turns all the people in the raid into enemies of each other and they need to be DPSed down. Once they take a certain amount of damage they will be broken out of the Maddening Shout and they’ll be healable and stuff like that - they can DPS again. It’s very very important not to crowd-control your own raid. That would really, really slow down DPS if you slowed people, stunned them, ice block them, whatever - don’t do it. Maddening Shout is where DPS you’re going to get your big AOE numbers up. Healers, it’s where damage is actually starting to get harder. Things are starting to hurt. Try and make sure you have a lot of mana when this phase starts.

And finally for tanks and DPS, interrupt as many Crazy Thoughts as you can. Each time he successfully casts a Crazy Thought he’ll gain 10 rage. The more he has buffs one of his special abilities. So he’ll either reflect more raid damage, or he’ll do more damage to the tank with the more rage that he has. So if he’s anywhere below about 75 rage, interrupt Crazy Thoughts. If he’s above 75 rage, then let him go just so he caps out quicker and goes back to 0 rage. He’ll alternate between reflecting damage and increasing damage on your tank.

These adds right here, the Mogu’shan Secret-Keepers, put a raid-wide debuff on everyone that will stack up to 10 times. At 10 stacks it will turn you into Solid Stone. They need to be dispelled around 8 stacks. Healers make sure that the tanks get their dispells. Make sure that you get your dispells because otherwise you can’t help anyone out. Priests, this is your big moment to use Mass Dispell. Use it on cooldown every single time you can and just keep an eye on your stacks and especially the tank’s stacks. There’s no need to turn into Solid Stone because you won’t be able to DPS or hit anything.

So little protip for tanks here: The next three pulls leading up to Elegon all have these Mogu’shan Wardens in it. You wanna be sure you get out of the blue AOE that they put down in front of them. It doesn’t hurt terribly bad but it does knock you back and do some damage to you so you might as well be friendly to your healers and your DPS by moving out of as many of those AOEs as you possibly can.

Okay so this is Elegon, and it’s the second boss in Mogu’shan Vaults Part Two. So this room is circular with a circle in the center. Right now there’s a gaping hole there where the floor will spawn. For most of the fight you’ll need to be on that glass floor. You’ll know if you’re on it because you’ll turn into a kind of celestial star-person. You get a big DPS boost if you’re on that floor. Now, notice the six dots around the room, the six pylons. We’ll talk about those later. This is a pretty long fight so healers if you use a big 3 minute CD at the beginning, you’ll have it again for the end. You need to make sure you have it at the end because that’s when you’ll get your big heals per second up. This is kind of a tank and spank fight. Ranged you’re going to love the adds. Multidots and stuff like that. That’s about it.

Tanks throughout the entire time that you’re tanking Elegon, make sure you face him away because he has a Celestial Breath that you’re about to see in a minute and it hurts pretty bad. It doesn’t hurt you too bad but it’ll hurt the DPsers really bad so make sure you face him away. He just spawned a Celestial Protector. You’ll want to have your off-tank pick him up and bring him toward the DPSers so they can kill him pretty quickly. And right when he’s about to die, somewhere around 20% health, take him off of the glass circle that we’re standing on right now. When he dies he does an AOE called Total Annihilation and it hurts pretty badly: about 25% of everyone’s health to the entire raid. But it’ll do way less damage if he’s off the glass so do your best to get him off the glass.

So this is Draw Power. The six pylons have six orbs. The orbs are called Energy Charges. All six need to go down. Several times. When all six go down, you’re going to get Draw Power, the second wave. In a good LFR you’re going to get 4-6 waves of these. So kill all these Energy Charges. Both Melee and Ranged needs to do this. Tanks, everyone. Healers if you’re not doimg anything, hit the Energy Charges. The more waves of Draw Power you get, the more you’ll stack a debuff on Elegon that will cause you to do more damage to him. If even one of the Energy Charges gets to the edge, the glass floor will despawn. So you need to pay attention to see if anything gets to the edge because the Empyreal Focuses (the pylons) will pop up and the floor will disappear. And people will die because they’re standing on the floor and they didn’t know about the video. So make sure that you DPS down the Energy Charges multiple times and then DPS down the pylons and then don’t jump into the center.

Once all six pylons are back, it’ll go back to what we saw earlier where we just are sitting there killing Elegon. Tanks: for this part here, help kill the pylons. Once you see Cosmic Sparks start to spawn, pick them up. They don’t hurt too bad but might as well keep them from running around. Pick up as many of those as you can.


So this is the final phase of Elegon. The outer room is gonna have Radiating Energies going through it. Don’t stand outside the glass floor because you’ll just die. You’ll just take too much damage and no one will bother healing you up - it’ll be a waste of heals. So don’t do it. Just stand on the glass floor until the boss is dead. This is the last phase and he’ll also take the most damage because you’ve gotten so many Draw Power stacks on him. This is where you get the big DPS up. Also because Radiating Energies, healers, your numbers are gonna go way, way up. Especially if you can pump out a lot of AOE heals. So everyone just kind of ticks down in health during this entire phase. You wanna make sure that you have 80% of your mana going into this phase to keep everyone healed. Also there’s no Celestial Protector adds during Phase Three.

So this is the Will of the Emperor. It is the last boss fight in Mogu’shan Vaults LFR Part Two. And throughout the first part of the fight, there actually won’t be any bosses out. There’ll just be waves of adds and we’ll talk more about what to do with those adds in a second. After a few waves, the bosses will spawn: one of the left and one on the right. Set up with your tank which one’s gonna grab the left boss, which one’s gonna grab the right boss and I’ll talk more in a minute where you’ll take those bosses once they spawn.

So there are three add types. This first type here is called an Emperor’s Rage. It jumps out from the wall and it spawns in pairs. Emperor’s Rage are the most simple of the three add types; you can just DPS them down as fast as you can. You can stun them, you can CC them, do whatever you want - just DPS them down. The second type of add is called Emperor’s Strength. Emperor’s Strength puts a circle on the ground then he smashes his hammer into the center of the circle and stuns anything that is standing inside that circle on the ground. So when this pops up, DPS it down and don’t stand inside the circle. Tanks, since you have nothing to do until the bosses come out. Might as well pick up the Strengths and tank them so that you avoid damage going around to other people. The last type of add is called an Emperor’s Courage. It will fixate on the tank that is furthest away from where it spawns. This add has a shield in front of it and DPS that means you need to DPS the add down from behind it. If you try and DPS in front of it, it’ll hit the shield and it won’t do anything. That is the most important type of add to kill. So kill the Courages first, then kill the Strengths, then kill the Rages. So that’s shield, stun, then the last two that spawn in a pair.

These two guys that just dropped out are the bosses and immediately pick them up, Tanks, and start dragging them backwards to where you entered the room by the stairs. Healers, you’ll wanna stay in between where the tanks are, but back towards the back of the room a little bit more so that you’re in range of the DPS that are back there killing any adds. So ranged, you’re gonna be standing between the two bosses mostly, but your big job is gonna be the adds. So make sure you’re in range of all the adds that spawn. You’re gonna have a bit of running around to do for that. Melee DPS, you’re gonna be, on average, with the tanks underneath the boss’s feet. There’s a little dance you’re gonna do for this to make sure you don’t take a ridiculous amount of damage and to get your numbers up. Now, if you can’t do that dance for whatever reason, you lag or you just suck at it: don’t try. Go ahead and DPS down the adds with the ranged. You’re still gonna get pretty damn nice numbers doing it and if the adds get overwhelming anyway, you’re probably gonna wipe.

So the dance that Evaly was talking about is what I’m doing here with the Devastating Combos. Each of the moves is a Devastating Blow and he’ll indicate which direction he’s gonna do a Devastating Blow with a blue slash, then he’ll do the blow 180 degrees in that direction so you’ll want to stand on the opposite side of the blue slash whenever you see that. The other thing that he can do is, there won’t be any blue slash at all, he’ll just raise his foot and there’ll be 360 degrees around him, a smaller radius move. You’ll wanna be really aware of that and just run straight away from the boss; you’ll see me do it here in a second. So if you avoid all 5 of the Devastating Blows, you’ll get that purple button that just showed up in your Extra Action Button 1 spot. Press that and you’ll instantly do 500,000 damage to the boss. Tanks, this is especially important for you because for every blow that you stand in, it’ll reduce your armor by 10% and the boss will hit you extremely hard.

So this right here is Titan Gas. The entire room fills up with a yellow smoke and this is where heals, you’ll get your numbers up. This is where tanks use your cooldowns. There’s raid-wide AOE damage whenever the Titan Gas is up and it’s where you’re most likely to wipe. Healers, rotate through your big cooldowns, rotate through your minor cooldowns; just keep everyone alive through the Titan Gas. They’ll spawn at regular intervals throughout the entire fight. Tanks, make sure you use your personal CDs, especially during the Titan Gas phase to make sure you don’t take a ridiculous amount of damage while the healers are focusing on raid healing.

A protip for no matter what role you are, if you can get this fight down in LFR, you know it in Regular. It’s the same exact mechanics and moves, they just hit harder and have more health, etc. So if you have this down in LFR, you know the fight in Regular as well.

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Sunday, January 20, 2013

Mogu'shan Vaults LFR Part One Video Guide


Welcome to Mogu’shan Vaults 25-Man Raid Finder.

We’re going to go over The Stone Guard, Feng the Accursed, and Gara’jal the Spiritbinder in LFR-mode.

For these trash pulls before the first boss, there isn’t anything special about them. Just pull each group and aoe them down.

During Stone Guard
The Stone Guard is the first boss in Mogu’shan Vaults! There are 4 different types of Stone Guardians that can be in this fight, but you’ll only get 3 at a time. The four Stone Guardian types are Amethyst, Cobalt, Jade, and Jasper. The combination of 3 changes week to week.

Each Stone Guardian has a special ability. Amethyst Guardian casts Amethyst Pools on the ground. These appear as purple puddles and you’ll have to step out of them because they hurt pretty bad if you don’t. Cobalt Guardian casts Cobalt Mines. They look like blue crystals with a blue ring around them. If you stand inside the ring for 3 seconds, the crystal will explode, hurt you, then root you for 6 seconds. Jade Guardian casts Jade Shards which is just a raid AOE that you’ll need to heal through. Finally, Jasper Guardian casts Jasper Chains on players randomly. They’ll link 2 people together and hurt them both for 15 seconds if they stand far apart. After 15 seconds, the chains will break away.

There’s a shared health pool between all three Guardians, but individual energy bars. When an energy bar fills up, the Guardian casts Overload which will do raid-wide damage. Be sure to keep an eye on Deadly Boss Mods for the energy levels. Healers, you’ll want to save your minor cooldowns for when a Guardian gets 100 energy and is about to cast an Overload. If two Guardians’ get 100 energy at about the same time, you’re about to get a double-Overload. Use your big cooldowns for this! In the average LFR you’ll have about two double-Overloads. Tanks if you have cooldowns to lessen raid damage (like a monk’s Avert Harm), use it during a double-Overload to help out the healers.

Just have your MT tank all three Guardians together and move when you see the Amethyst Pools and Cobalt Mines stacking up around you.

Healers, this isn’t a difficult fight to heal, but it is largely on the AOE side of things. Spec toward AOE insta-cast heals as much as possible, and keep an eye on the Overload bars to anticipate raid-wide AOE damage. DPS, you guys can multidot the hell out of all three lions and go crazy killing them. Try to be nice to your healers and avoid stuff on the ground.

Bottom line is, don’t stand in stuff and save cooldowns for a double-Overload.

Pre Feng the Accursed
Protip for tanks: On this first trash pull after The Stone Guard, face the mobs away from the raid because they do an AOE in front of them.

During Feng the Accursed
Feng the Accursed is the second boss in Mogu’shan Vaults. It has three phases. The first starts at 95%, the second at 66%, and the last starts around 33%.

Tanks, right after you pull the boss, two blue crystals will appear to the left and right of where you run into the boss room. The crystal on the right will give you a Nullification Barrier that protects everyone inside from the boss’ special abilities for 6 seconds. The crystal on the left will give that tank a spell steal ability. To be honest, in LFR, only the Nullification Barrier is important. So if you’re the main tank, grab the blue crystal on the right as the boss is pulled.

In the first phase, Feng runs over to the northeast corner of the room. He’ll cast Epicenter about every 20 seconds which causes more damage the closer you are to him. Melee DPS, feel free to run away from him. If you’d rather hang out in the Epicenter, keep in mind you’ll have a 75% chance to miss and you might die. Or it’s perfectly safe to hang out in the Epicenter if you see a blue bubble that looks like a miniature DK AMS to stand in. This is the Nullification Barrier. If you’re the tank with the Nullification Barrier, click it during every Epicenter over the melee group to protect them from taking big damage. Melee DPS needs to make sure they’re attacking the boss’ butt. If he gets swiveled around, everyone has gotta keep an eye out for Lightning Fists. Those look like blue lightning running away from the boss in a straight line. He’ll always cast this directly in front of him and it’ll damage and stun anything in its path. So if you’re tanking him, when you see him cast this, move slightly to the left or right like I do in the video. Healers, if there’s a really heavy Epicenter, feel free to use a major cooldown to save some mana for later. You’ll have your 3 minute cooldown back before the end of the boss, and you’ll need it.

When 66% swings around, Feng will run over to the southeast corner of the room. Tanks, tank him where he runs to when the phase starts. Whenever he casts Draw Flame, use your Nullification Barrier at the feet of the boss to stop him from doing a ton of AOE damage to the group. Switch off tanking the boss every 2-3 stacks of the Flaming Spear debuff that he puts on you.

Feng will stick random Wildfire Sparks on people. They’ll cause you to burn for a couple seconds before hopping to the ground. Everyone who gets a Wildfire Spark on them has gotta run away from the raid so they don’t drop fire on the group. Anywhere left or right of the boss will do. Feng will tug all the dropped sparks in toward himself in a straight line. When he does this “Draw Flame” move, healers have to watch out for raid AOE damage and everyone should make sure not to stand in fire like idiots.

Around 33% health, Feng runs to the southwest corner of the room and goes into phase 3. If you have Heroism/Bloodlust and someone else hasn’t already used it, pop it at the start of this phase. There’s two moves here: Arcane Resonance and Arcane Velocity. If you’re the tank with the Nullification Barrier, place it at the feet of the boss during every (or as many as possible) Arcane Velocity. Also tanks, switch off tanking every 2-3 stacks of the Arcane Shock debuff that he puts on you.

For ranged DPS and healers, run to the boss’ feet every time Arcane Velocity comes up to be protected by the barrier. The further you are from the boss, the more damage you’ll take. If Arcane Resonance is on you, you’ll look like a mage spamming “Arcane Explosion” and Deadly Boss Mods will make you say “Arcane Resonance on me!” Run away from the boss and everyone around you. This is pretty damn important, because if you stack on the group while exploding, you’ll wipe the raid. Healers pump out all your AOE heals here. This is the shortest and hardest phase to heal through in this LFR.

Pre Gara’jal
Another tank protip here: When tanking these trash mobs after Feng, pull the mobs out of the red smoke that the mobs drop on the ground. If you stay in it, you can’t get heals from any healers outside of the smoke and ranged DPS can’t attack the trash.

There’s bombs that spawn all around the room, ignite, then spread fire trails outward like bicycle spokes. It isn’t too hard to heal through the fire trails, but expect to get 1-shot if you stand right on top of a bomb.

During Gara’jal
There’s two realms in this fight: the regular boss-fighting realm and the spirit realm. Throughout the entire fight, Shadowy Minions will spawn in the spirit realm and hit people in the regular realm.

To keep the Shadowy Minions from becoming overwhelming and wiping the group, you’ll have to enter the spirit realm to kill them. If you’re a healer, you get high mana regen for 30 seconds (basically all your mana back) and if you’re DPS, you get a damage increase buff for 30 seconds when cross back to the regular realm from the spirit realm. To enter the spirit realm, you click a totem that the boss spawns. To re-enter the regular realm, click your Extra Action Button that pops up (like your Ultraxion button). If he gives you a debuff called “Voodoo,” you’re not eligible to enter the spirit realm til it’s gone.

Tanks, this fight is extremely easy to tank because you can’t lose aggro. Whatever target he targets first, he’ll focus on until he banishes them. When you get Banished, he’ll put you in the Spirit Realm and you have to kill the Severer of Souls to get back to the regular realm. The Severer of Souls is easy to spot because he’s a lot bigger than the rest of the Shadowy Minions. When one tank gets banished, he’ll focus on whomever is second in threat, which better be the offtank or he’ll focus on a DPS. Protip! If you’re a tank and he’s focusing on the other tank at the moment, you can taunt the boss to make sure that you’re second on threat. He won’t turn and attack you, but you will gain the same threat as the current tank and make sure that when the tank is banished, he’ll focus on you. Save your big defensive cooldowns at 20% when he enrages.

Healers, your focus on this fight is to waste all your mana on keeping the tank, off tank, and Voodoo’d players alive. The people with the Voodoo debuff take a share of the damage that the tank does. When your mana starts to get low, hop into the spirit realm by clicking a totem, whack a Shadowy Minion, hop back out, and enjoy the mana regen. At 20% the boss enrages and hits the tank and the Voodoo’d people for more damage.

DPS, it’s your job to make sure the Shadowy Minions stay under control. Click the totem when it spawns, kill a Minion or two, then click yur Extra Action Button to re-enter the regular realm. You’ll have a 30-second damage buff increase because you cycled into the spirit realm. Every 30 seconds, hop back in with a totem, kill a few Minions, and then return to DPS the boss again. Pop Heroism/Bloodlust when he’s at 20% health.

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