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After killing Kaz'rogal, you will have time to rest and distribute loot before the next set of waves can begin. As soon as everyone is good and ready to go, talk to Thrall again to start the last set of waves.

 

 

Azgalor First Wave - 6 Abominations, 6 Shadowy Necromancers

The deadly bunch. Not only that, there are 6 of them each. For this wave, all tanks should grab the abominations and keep them clumped up for AoE, while the necromancers are crowd controlled as possible. Like usual, melee and single-target DPS should focus on the necromancers first, one at a time. AoE can go wild on the abominations. Make sure before the wave engages, Grounding totems are down. Shadow bolts from 6 necromancers can basically one-shot the tank or anyone on the front line. Sometimes it is best to use Bloodlust / Heroism on this wave just because they are dangerous and they need to be killed quickly. It should be up again for the boss anyway.

 

Azgalor Second Wave - 5 Ghouls, 8 Gargoyles, 1 Frost Wyrm

Another aerial assault wave, but this time, with a bunch of ghouls on the ground. As normal procedures for aerial waves, ranged DPS grab the gargoyles and try to drag them down to the ground by moving away or silencing / interrupting their attacks. Tanks and melee on the other hand can just grab those ghouls and clump them up together and bring them to the center of the base. Try to bring those gargoyles down towards the ghoul clump so they can be easily AoEd down if they have descended low enough. When the frost wyrm appears, let the frost wyrm tank handle it and have the others deal with the ghouls and gargoyles first. Once the gargoyles are down, ranged DPS can switch to the frost wyrm to kill it from range.

 

Azgalor Third Wave - 6 Ghouls, 8 Giant Infernals

Hmm... looks quite empty with just 6 ghouls coming from the front entrance. But wait, watch out for raining infernals from random locations in the base! These infernals are one of the new mobs introduced for this last set of waves. They are different from Anetheron's infernals, but they still possess Immolation aura which deals a rather low fire damage compared to Anetheron's infernals. Also, they can cast Flame Buffet which stacks and basically increases fire damage taken for every stack. With Flame Buffet, these infernals' Immolation aura can start to hurt if the flame buffet is let to stack high enough. Flame buffet can be dispelled, so make sure tanks are dispelled immediately. They come raining down everywhere within the Horde base, so watch out for some appearing at the back of the base. They can be banished, so have the warlocks banish those at the back of the base until the tanks are ready to grab them. These infernals are also somewhat easier to kill, so make sure to focus on them first. Just let the AoE tank grab the ghouls, and bring them together with the infernals for AoEing.

 

Azgalor Fourth Wave - 6 Fel Stalkers, 8 Giant Infernals

Another infernal wave. But this time, the ghouls are replaced with a new kind of mob. These fel stalkers are weaker compared to other melee mobs. Although their attacks are weak, they have the ability to burn mana, so if a paladin tank is used for AoE tanking, be careful. As from the previous wave, grab the infernals from the front, and banish the ones at the back for now. Grab the fel stalkers as well and clump them up for AoE. Melee and single-target DPS can go focus on the infernals first, then moving to the fel stalkers when they are all killed.

 

Azgalor Fifth Wave - 4 Abominations, 6 Fel Stalkers, 4 Shadowy Necromancers

A weird combination, but still dangerous. As usual, grab the melee mobs together for AoE. Melee and single-target DPS focus on necromancers one at a time, with other necromancers crowd controlled until they are focus fired on. Make sure Grounding Totems are down to catch those initial shadow bolts from the necromancers.

 

Azgalor Sixth Wave - 6 Shadowy Necromancers, 6 Banshees

The nasty bunch. Not only that, there are 6 of them each. For this wave, crowd control as many as you can. Shackles, fears, sheeps, whatever you can do to crowd control them. Have the caster DPS focus on the necromancers one at a time, while the physical damage DPS focus on the banshees one at a time. Tanks should try to grab the banshees as they can, as well as the necromancer being focus fired on. Decurses should occur every time banshee curse is cast upon somebody. Grounding totems help a lot here too since they are all casting. By far, this is the most annoying and difficult wave in this raid instance.

 

Azgalor Seventh Wave - 2 Ghouls, 2 Crypt Fiends, 2 Fel Stalkers, 8 Giant Infernals

The weak bunch of melee mobs, plus the big infernal guys. As usual procedures on melee mobs, try to grab them all and clump them up for AoE. All other tanks should grab the infernals and kill them first, with the infernals at the back being banished for now. Let the AoE classes deal with the clump while the melee and single-target DPS kill the infernals.

 

Azgalor Last Wave - 4 Abominations, 4 Crypt Fiends, 4 Banshees, 2 Shadowy Necromancers, 2 Fel Stalkers

A moderately dangerous bunch. Melee mobs are clumped up like always for AoE. Crowd control as many banshees and necromancers as possible. Have the melee focus on the 2 necromancers first, then move to the banshees afterwards. AoE should take care of the melee mob clump, and let the single-target DPS deal with the necromancers and banshees.

 

Once everything from the last wave is killed, the fourth boss, Azgalor, will start coming towards the base. Rogues, like always, should move out and distract him to let the raid prepare.

 

 

Fourth Boss - Azgalor

This fourth boss is a pit lord, similar to Magtheridon. He will start coming into the base once the eighth wave is cleared. Unlike the previous bosses, this boss encounter requires 2 separate teams. One main team deals with Azgalor himself, while the other separate team deals with the doomguards. He has several AoE abilities, so spreading out is once again required. Warlocks should not use their Soulstones as well, since it will be needed during the boss encounter.

 

Key Abilities

Cleave - Azgalor can cleave his target and anybody in front of him for normal damage plus 1750. This is generally weaker than Kaz'rogal's cleave.

 

Rain of Fire - Azgalor's primary AoE spell. Occasionally, Azgalor will cast this spell on a location. This spell has a 20-yard radius, and deals 1619 to 1881 fire damage every 2 seconds for 10 seconds to affected players. In addition to this, players affected by the Rain of Fire will receive an undispellable debuff called Unquenchable Flames which deals 1250 fire damage per second for 5 seconds. Fire resist gear greatly helps against this ability.

 

Howl of Azgalor - Azgalor's secondary AoE spell. Every around 15-20 seconds, Azgalor will cry out and silence everyone for 5 seconds. This is a shadow effect and can be resisted with more shadow resist.

 

Doom - Azgalor's main ability. Every 45-50 seconds, Azgalor will target a random person in the raid and place a Doom debuff on that person. This ability cannot be dispelled or removed in any way. Normally, this debuff does nothing, but after 20 seconds, this debuff expires and will instantly kill the person. When the person dies, a Lesser Doomguard will spawn on his corpse, which melees and does a couple of abilities. This Lesser Doomguard can cast Cripple and War Stomp as well. This spawned demon should be killed immediately or the doomguard team will get overwhelmed.

 

Enrage - After 10 minutes upon engaging Azgalor in combat, he will enrage and basically wipe the raid instantly.

 

 

This boss fight is rather complex, since it requires two teams to accomplish. The main Azgalor team comprises of the main tank, the main tank healers, caster / ranged DPS, and several melee DPS with enough fire resist gear. The other team, the doomguard team comprises of two offtanks, offtank healer, and the rest of the melee DPS without fire resist gear. The main team is located north of the Horde base, near the tauren tents and the tauren warrior NPCs, while the doomguard team stays beside Thrall.

 

Pulling and Positioning

Before Azgalor is engaged, have the doomguard team stay right beside Thrall, while the main tank position himself at the large clearing near the tauren tents north of the base. Healers and ranged DPS should stay spread out by the center of the base, while the melee DPS with the Azgalor team stay within the tauren NPCs for the mean time. When everyone is in position, Azgalor should be misdirected by a hunter to the main tank. The main tank should wait for Azgalor to reach him, and when he is in position, the main tank should rotate Azgalor such that the tauren warriors get to be behind Azgalor. Azgalor team's melee DPS should start moving in as well once Azgalor is rotated.

 

Dealing with Silence

Azgalor will periodically cast Howl of Azgalor which silences everyone for 5 seconds. This is very deadly especially for the main tank healers since they won't be able to heal the tank for 5 seconds. To avoid this, healers should wear several shadow resist gear to help resist this silence effect. The Medallion of Karabor (Black Temple attunement necklace), as well as some crafted epic shadow resist pieces should do the job of increasing shadow resistance for the Howl of Azgalor. Paladins with Improved Concentration Aura talent should consider using Concentration Aura for additional resistance to silence.

 

Melee and Rain of Fire

If several melee DPS actually has some fire resist gear (Badge of Justice pieces), they can go and be a part of the Azgalor team. Since Azgalor's Rain of Fire has a rather huge radius, melee will definitely have a hard time avoiding this AoE, so they will need enough fire resist to actually survive the Rain of Fire, particularly the Unquenchable Flames debuff it applies. The main tank shouldn't have any problems with this since he is constantly healed. The ranged DPS, however, if targetted should move away from the rain of fire as fast as possible. This is why the ranged DPS as well as the healers should be well spread out behind the main tank (center of the Horde base). Fire protection potions can be used as well to provide yourself some buffer for the fire damage the rain of fire brings.

 

Dealing with Doom

Every 45-50 seconds Azgalor will pick a random unlucky person on the raid and applies a Doom debuff on him. For 20 seconds, this player must quickly run towards the doomguard team and wait there for their death. Also, a warlock should put a Soulstone on this player before 20 seconds are up so that after he dies, he can resurrect again and continue fighting. Of course, in case shamans are targetted for doom, they shouldn't be the target of Soulstones since they have their own Reincarnate ability, unless their Reincarnate ability is on cooldown. Everyone should be aware of who gets the Doom, and should react quickly before the time runs out. If the doomed player dies within the Azgalor team, it can definitely spell trouble since no one will be there to tank the doomguard that spawns. Also, warlocks should work out their rotation for soulstoning people with Doom. If all soulstones are used and there are still doomed players, druids can go and resurrect those doomed players with Rebirth.

 

The doomguard team's main role is to contain the lesser doomguards that spawn from the doomed players and keep them away from the Azgalor team. Since they are located beside Thrall, when the doomguard spawns, Thrall will be able to help out in killing the doomguard. Doomguard team is basically far away from Azgalor and will not be reached by Rain of Fire, so melee DPS without fire resist gear should go here. Also, the doomguard team has 2 tanks, in case the main doomguard tank gets doomed.

 

Once Azgalor reaches low enough health and is about to die, the doomguard team should go and start moving in closer to Azgalor and engage him so that they will be included in the loot table when he dies. This is a known issue for the Azgalor encounter, when the doomguard team is not included in Azgalor's loot table. When this happens, they will not be able to receive loot.

 

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