Ready Check: General Vezax
Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses.
So far, you've wrecked the Flame Leviathan. You euthanized Razorscale. You gave a cold shower to Ignis the Furnace Master. You marvelled at Deconstructor. When it came to Kologarn, you damned well shall pass. The Assembly of Iron said court was out of session, and Auriaya and her small legion of adds gave you no pause. You've asked Hodir, "Who's your Daddy?" You've entered the mountain, and tackled Thorim. You've beaten down the master of metal, Mimiron.
You've only got one more obstacle before the big finale.
At this point in Ulduar, I know what you're thinking. I know what I was thinking. I was thinking, "This is pretty good. I like this place. It's fun. But you know what it's missing? It's missing a giant frickin' bug. It needs a giant frickin' bug in service to the Old Ones, man." Don't worry. Blizzard has you covered. A giant bug in service to Old Ones, coming right up.
General Vezax is your last Big Bad before the final boss of Ulduar. As a result, he's got some very difficult tricks that you have to master. I mean, it's doable. You're the beastly-powerful raid that took down Mimiron. You can do this. You can do this.
We're going to look at his abilities first, as always:
- Aura of Despair - Prevents mana regeneration from nearly all natural sources. Aspect of the Viper, Judgements of the Wise, Shamanistic Rage, and Spiritual Attunement remain at least partially effective. Also reduces melee attack speed by 20%.
- Shadow Crash - Fires a shadow missile at a randomly chosen target, dealing Shadow damage to all enemies near the impact point and knocking them away. After impact, leaves an energy field that lingers for 20 seconds, increasing magical damage dealt by 100%, increasing casting speed by 100%, reducing healing done by 75%, and reducing mana costs by 75%. He will not cast this on players within 15 yards of him.
- Searing Flames - Searing Flames takes 2 seconds to cast, and must be interrupted. Deals jaw-dropping Fire damage to all enemies within 100 yards, superheating their armor and reducing its ability to protect them by 75% for 10 seconds. If you don't interrupt this ability, it's virtually a raid wipe.
- Surge of Darkness - Has a casting time of 3 seconds, so you should expect to see it slightly less than once a minute. This ability empowers Vezax with dark might, increasing physical damage by 100% but reducing movement speed by 55%, for 10 seconds.
- Mark of the Faceless - Inflicts an ancient malediction on a target, siphoning 5,000 health every second from enemies near the target, for 10 seconds. Heals General Vezax for each tick. He will not cast this on players within 15 yards of him. However, if there are no such targets outside the 15 yards, he'll cast it on your melee folks anyway.
- Saronite Vapors - Keep an eye out for the floating green ball, called Saronite Vapors. It floats around the room once its spawned, but Death Knights can Death Grip it to the raid. Up to eight of these crystals will spawn. When destroyed, a green puddle is formed on the ground. Players who stand in this puddle will take Shadow Damage, but also regenerate mana. (This is significant since Aura of Despair is keeping you from taking advantage of most mana replenishment.)
Aura of Despair is the defining ability for the fight against Vezax. It prevents most of your mana-regeneration abilities from having much effect. As a result, your team needs to be on point about the Saronite Vapors. Use a Death Knight to Death Grip the crystals to a convenient placement, and punk drop the green puddle by destroying the crystal. Your mana-needing folks stand in the puddle until they have about 5 stacks or so. (5 stacks are getting you 1,600 mana every two seconds, but you're taking 1600DPS.) Try and time your vapor use, however, so that you always have a crystal available for use. (They're limited in number.)
Searing Flames must be interrupted. It's going to be bad, bad news for your tank if you let it get cast. With a leisurely 2 second cast, though, none of your usual interrupters should have any trouble with that.
Surge of Darkness looks pretty scary, but you just need to have a cooldown ready to handle it. It pops about once every minute, and just heal through.
Mark of the Faceless is your usual "don't stand in this" test, but slightly modified to "don't stand next to the guy with Mark of the Faceless." (C'mon, he's faceless. You'd not want to cuddle up to that anyway, right?) For this reason, most raids like to spread out a bit, giving everyone room to get away from the freakish, faceless monstrosity you've become.
When Shadow Crash hits someone, get your big spell-based DPS inside the black puddle left behind. While inside the black puddle, your raid members will get a big casting speed and damage bonus. Healers want to stay out, however, since it will also reduce the amount of healing you do.
A lot of this fight will depend on your raid's ability to position intelligently and react quickly. Nothing that Vezax does individually is unique and new to you. You've stood in buff-giving circles before, dodged void zones, and gotten away from explosive raid members. The trick here is to do it all at once.
This is just reflexes and practice. You can get it, I have faith in you. Good luck!
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Check us out weekly to learn the strategies, bosses, and encounters that make end-game raiding so much fun.Filed under: Analysis / Opinion, Guides, Ready Check (Raiding)







Reader Comments (Page 1 of 2)
Tylen Aug 18th 2009 9:14PM
What about Freya?
devilsei Aug 18th 2009 8:06PM
Not to be nitpicky, but I don't see Freya in that list of downed bosses... =P
Narlic Aug 18th 2009 11:54PM
Freya... deflowered? They probably left that one out on purpose :)
Chris A Aug 18th 2009 8:15PM
I haven't done this fight but that aura sounds like a bitch. But can u use mana potions to help?
Terry Aug 18th 2009 8:26PM
Nope.
However; I found it quite useful (at least in 10 man) for ranged spell powered DPS to not attack unless in a shadowcrash puddle. I rarely run out of mana.
Dremore Aug 18th 2009 10:12PM
Actually, I can confirm (at this time of writing ofc) that the Fel Mana Potions from TBC restore mana, I think this is due to the small debuff they give. I guess healers can live with the 20-odd spell power lost for 15minutes, so I say go for it and make use of them. =]
Dunno if its supposed to work, but I say make use of it unless they change it.
Frodo34x Aug 18th 2009 11:50PM
Dark runes work for returning mana too.
Advice for holy paladins: Use a bubblecancel macro to reset your vapor stacks, giving you a tiny bit of extra mana out of that pool.
#showtooltip
/cancelaura divine shield
/cast divine shield.
In my experiences, especially post-patch, the fight itself seems to be easier than the trash before it.
Succulent Aug 18th 2009 8:34PM
You've only got one more obstacle before the big finale.
...Freya.
vazhkatsi Aug 19th 2009 3:02PM
And of course before you can discuss vezax you have to deal with the legion of dwellers at wow.com that spring up to ignore the post and dwell repeatedly on the one small error in the intro! yay humanity, how i loathe thee.
Succulent Aug 19th 2009 9:41PM
I heard they ignore armour and cast aoe roots.
idioticgenius723 Aug 18th 2009 8:36PM
Can locks lifetap to get mana back ive been wondering that for a while but haven't gotten around to finding out
yokumgang Aug 18th 2009 9:05PM
No.
JonLerner Aug 18th 2009 8:51PM
Tanking through surge of darkness isn't always the best way to go about it.
Having the tank kite the boss when he surges seemed to yield better results.
What our tank does is look for the Surge of Darkness cast bar. As soon as it starts casting the tank turns around and starts running. Once the buff is up the tank stops and tanks in the new spot. It's how we've always done it and it seemed to be most effective. Gives healers a nice break for enough time to sit in a green puddle uninterrupted, as well as enough time for the raid to pop the clouds to begin with.
Bod Aug 18th 2009 9:16PM
I'm afraid I can't agree. Originally we tried this tactic, but keeping him in the same place has always worked better for us, it just reduces the complexity, provided you have a good cooldown combo for it (we typically use disc priests).
It is possible to kite, but your tank has to learn to deal with him in place if he's gonna attempt hard mode anyways (you really don't want to be kiting him for that) so...
tatorface Aug 19th 2009 6:49PM
The easiest way we have done it is to have our warrior MT Intervene to me once surge of darkness is coming. He gets away quick and completely negates the surge. I stand about 20-23 yards away, behind the tank and in the middle of the room, while all the other ranged dps are to the left and right of the boss, and he just goes back and forth to the front and back of the room. I run through thru boss to get to the other side. Rinse/Repeat.
Neodarkmatter Aug 18th 2009 9:25PM
Ranged DPS should typically only attack when in a Shadow Crash pool. I've done more DPS than any of the Melee by only attacking when standing in the pools. I also only recommend having more than 1 DPS in the pool if the Mark of the Faceless just got put on someone. There is nothing worse than getting General down to 5% and then screw it up because there were 2-3 people in the pool giving him 10K health (10 man) per tick.
Also, remember the change in 3.2: There only needs to be 6 saraonite vapors up to initiate hard mode. This is down from 8.
Dzur Aug 18th 2009 10:45PM
"I've done more DPS than any of the Melee by only attacking when standing in the pools."
This one time, in naxx, I did 20k DPS on faerlina trash!!!!! I can haz trophyz? What? I waz still at the bottom on ACTUAL DAMAGE DONE? Awwwwww
Brad Aug 19th 2009 1:05PM
@Dzur
In my case (a mage), I will wand when I'm not in a shadow crash pool and only cast in the shadow crash pool and top the dps AND damage meters. This was in a group with a rogue who usually is very close to me in damage and dps (depending on the fight we'll flip flop). In the Vezax fight, I had a decent margin on BOTH damage done and dps against the rogue. Only dpsing part of the time does not mean that you will necessarily be low on the damage meters. I did this same thing on Thaddius as well (usually ended up on the side with the extra dpser).
noelkytty Aug 18th 2009 9:35PM
This fight is not complicated, BUT if you fail at the few tasks you are given, you are going to have problems.
Set up an interrupt rotation. I take 1st kick. 10 seconds later, my cooldown for it is up. When I get that notification, I know it is time to look for the next interrupt, because unless the General is in the middle of a cast or ability, Searing Flames is cast almost right on time.
Interrupters, when he starts casting Surge of Darkness the tank is going to start running to kite him to the other side of the room. You need to move to the center of his huge hit box, or even in front of him and start running with him as soon as he starts moving. This will give you time to make sure you are always in interrupt range. If you have a habit of staying behind him, you may have trouble keeping up when he starts running. He does stop if he decides to cast mid-kite, but you NEED to keep on top of this interrupt. I haven't done this much consecutive interrupting since the Karazhan Opera [R&J] event.
With a DK tank we don't worry about kiting, but our Warriors do.
Squeek Aug 18th 2009 9:41PM
Hi, I'm back.
Trash. There's trash. This is the hardest trash in the raid. It deserves at least a mention.
First, you'll have lots of different kinds of enemies here. Rogues, priests, mages, and warriors. Priests heal and fear. Bad. Rogues backstab. Bad. Mages cast AOEs. Bad. There are far too many enemies in a single pull. Bad. Killing certain packs makes a Faceless One attack. Bad.
Prioritize the healer down, or choose to have an interrupt-capable DPS solo it while the tank keeps aggro and instead kill the rogue.
Crowd control does work, but it's a pain to keep the CC'd enemy away from the rest. The casters don't want to move, after all.
Anyway, there are Faceless Ones too, and this will give you practice against Shadow Crash. Ranged mana-users should stay at max range. This is important here and against Vezax, so start getting used to it. If you're too close to this trash add, his mana-drain will affect you. You'll run out very, very fast. The other reason to stay at max range is that Shadow Crash has airtime, and it takes longer to hit you based on how far away you are from it.
At 50% (still the Faceless One trash here), he will go immune and summon a void beast. Tanks need to get aggro going IMMEDIATELY. He loves to one-shot melee. The faceless one will still attack as normal.
There are 3 trash packs in Vezax's room. The right-most pack will not aggro a Faceless one, but the other two will. The last HUMANOID to die will trigger his movement. If you hold off on killing the Guardian until the fire elemental dies, you won't have a problem with not being ready. In fact, you even have time to back away and regen mana/hp, since he doesn't actually attack you, he just begins his pat back and forth.
VEZAX
This is one of the most difficult fights in Ulduar when you don't get proper information. Sad to say, this "Ready Check" will not get you ready for this encounter at all.
You will need: Dedicated interrupter, backup interrupter. Rogues and enhancement shaman work well.
First and foremost, set up a plan for people afflicted with Mark of the Faceless. Our plan was 'get away from everyone as everyone gets away from you' and 'move to the back of the room'. What this article doesn't mention is how much health this heals Vezax for. It's 100,000 per second per target. This heal is affected by Mortal Strike-esque effects. The other thing this article doesn't mention is that the range on this is 15 yards. Players within 15 yards of the Marked target will be hit by it. It's not your standard 10-yard check, so make sure any Range Checker you have is set to 15 yards.
Second, just like the trash, find your raid max range. This is the range of the person with the lowest max range. That's where your range DPS want to stand.
Caster DPS, don't even bother DPSing without being in a Shadow Crash. It's not worth it. First of all, you'll go OOM insanely fast. Second of all, you'll be at risk of pulling threat.
The most important thing is to limit the raid damage solely to the Tank as best you can. Range should be mindful of where Shadow Crashes are landing and not be anywhere near them, as they do 10k+ damage if they hit you, in addition to knocking you back. If this hits a healer who is supposed to be healing a tank, they'll be knocked out of range and unable to heal the tank for a few seconds, which could mean a wipe. Mark of the Faceless will inevitably hit for at least one tick, but as long as you can get away from your buddies as fast as possible, you limit how painful it will be.
As for the tank, you have two choices. You can Cooldown your way through the Surge, or you can move him around between two points, back and forth. The former was easy before the cooldown nerf in 3.2, but the latter will require quite a bit of planning. We always did the cooldown way, so I have no advice for kiters.
Healers should choose positions carefully. Holy Paladins and Priests do better in melee range (assuming there are more than 3 people outside the 15-yard range of Vezax), because they have no benefit from Shadow Crashes at all. Resto druids, shaman, and disc priests all have a use of the Shadow Crash (albeit a minor one for shaman). Lifeblooms cast inside Shadow Crashes will have their mana cost reduced as well as the amount healed, but the Bloom mana return will be 100% of its normal value assuming it blooms after you leave the pool. Disc Priests can use PW:S in the Shadow Crash without any penalty, since it's not a heal. Resto Shaman can re-use Earth Shield within the pool, since it's not a heal.
Notes: Lifetap does not work. Water Shield does not work. Thunderstorm does not work. Replenishment does not work. Hymn of Hope does not work. Evocation does not work. Mana Potions do not work. Innervate does not work. I missed a few, probably, but just assume they don't work. The fight is designed such that only melee dps (and hunters) can get their normal mana regen.
How do you combat this? With Saronite Vapors, of course. There are only 6 now, and they come every 30 seconds. If you do not break one within 3 minutes, you activate hard mode. If you don't want to do hard mode (and it's hard, by the way), break one, even if you don't need it.
The damage is not like what is written here in the article. It's exponential. You regen 100 mana at the cost of 200 HP. Then it doubles. You regen 200 mana at the cost of 400 HP (this is +300 mana and -600 HP so far). Then it doubles. 400/800. 800/1600. 1600/3200. This is deadly if you wait too long. It's also partially resistable as it's shadow damage. You can reset the stacks by stepping out of the pool and re-entering it.
This fight will probably take you a bit of practice, but it's fairly easy once you get the mechanics and positioning down. Just make sure your range aren't getting hit by Shadow Crash, move out of the way of each other's Mark of the Faceless, and keep the heals rolling.