Encrypted Text: Rogue tips for raiding Trial of the Crusader, part 3

Azjol'nerub was merely a setback for the final boss we face in the Trial of the Crusader. Anub'arak (too many apostrophes in the Nerubian language, I say) decides to crash the party and Arthas' powerful shockwave drops you right into his lair. We're put face-to-face with the Traitor King himself, even though we've already bested him once in Northrend.
This is one of the simpler fights in terms of mechanics, compared to a very long and drawn out encounter like Yogg-Saron or Mimiron. It's by no means easy, however, and Anub'Arak's heroic 25-man version has only been conquered by a handful of guilds worldwide. Between several new fight mechanics and very distinct phases, the encounter is fast-paced and very fun from a Rogue's perspective. After the cut, I'll talk about the specific details you can use to help your raid group conquer this over-sized beetle.
Final Encounter: Anub'arak
Here's a 3 phase fight, similar in execution to some of the original strategies for defeating Ignis. We focus on destroying Anub'arak while he spawns some of his friends to help fight us. The adds are called Nerubian Burrowers, and will be tanked on top of 'Permafrost', one of the new mechanics in this fight. In the air, all around the cavern, are frozen orbs floating about. If killed by a ranged DPS class, they'll fall to the floor, spawning a patch of Permafrost on the ground.
Phase 1:
Permafrost looks like a Hunter's Frost Trap and acts like one as well: you'll be slowed just by walking on it. However, it prevents the Burrowers from using their namesake technique: burrowing. This ensures you'll be able to burn the Burrowers all the way down without them escaping and wiping aggro. Your job will be to assist with destroying these Burrowers as often as possible. If two Burrowers are within 12 yards of each other, they'll buff each other with Spider Frenzy, which combined with the stacks of Expose Weakness on your tank will wipe your raid quickly. Focusing down these Burrowers becomes the top priority, with all of your free time spent on the boss. The first phase of this fight is very similar to Gormok in that regard.
Phase 2:
Here's the part where the Permafrost becomes even more crucial for you to observe. Anub'arak will go underground, making him immune to your stabbing and smashing. You've got to immediately help your tanks begin to pick up the spawning Swarm Scarabs by using Tricks of the Trade, and burning them down before they can stack Acid-Drenched Mandibles too high. They will occasionally cast 'Determination' on themselves, making them glow red and go immune to CC effects, similar to those cursed Hunters and their 'Beast Within'. You can dispel this using a quick dose of Anesthetic Poison, so consider swapping to another weapon to use AP for Phase 2. Your healers will thank you!
Anub'arak occasionally targets someone in the raid with a debuff called Pursued by Anub'arak. If you've got this debuff, it's pretty much like any other raid debuff you've seen over the past few years: you want to get as far away from the raid as possible. You'll be chased by spikes coming out of the ground, which will probably one-shot you if they reach you. I recommend using Sprint and trying to kite them for as long as possible. Once they're getting close to you, you'll need to get yourself on some Permafrost ASAP. If the spikes hit Permafrost, they'll burn it up, but will stop pursuing you as well. Then, Anub'arak will change targets, and the spikes will chase someone else. The longer you can kite the spikes around, the less time the rest of your group has to worry about being pursued. Just make sure to be on the Permafrost BEFORE the spikes reach you, or your Rogue will be a pile of goop.
Phase 3:
Anub'arak will alternate between Phases 1 and 2 until you've gotten him down to 30% life remaining. Once he's hurt that badly, he'll use his ultimate ability: Leeching Swarm. This will drain 10% of your remaining life per second, which will have him rapidly recuperating. Luckily, you'll have Wound Poison on (you will, right?) and you'll be cutting his healing in half. However, in order to further reduce the amount of health per second he is stealing from the raid, your healers are going to let you die.
Well, not quite die, but they're going to let you get close. 50% life, 40%, even 10% for some elite guilds: you won't be healed until you're at the very brink of death. Don't be afraid, don't pop your healthstone or use a bandaid. You must trust in your healers, as they trust that you won't reroll to the opposite faction to gank them later. You must focus your efforts into destroying Anub'arak as quickly as possible. This is a great phase to save cooldowns and Bloodlust for, as well.
If you're fighting Anub'arak on heroic mode, the adds will also be using an ability called Shadow Strike. It says it has an 8 second cast, but this is often cut in half (or in quarter) by the Spider Frenzy buff. You need to Kick this ability in order to ensure that your tanks aren't completely destroyed by this powerful attack. On normal difficulty, this ability isn't an issue, but it provides an additional challenge for those Rogues on the harder version of the encounter.
Conclusion:
With the Trial completed and Anub'arak vanquished, we're ready for our expedition into Icecrown Citadel to defeat Arthas. Take this time to get those few crafted items ready, to examine your gems and enchants for any possible improvements, and to ready yourself for the final encounters of Wrath of the Lich King. There's a ton of great gear in ToC (which will be covered in a later column), so don't forget to start planning your Emblem of Triumph wishlist!
Filed under: Rogue, Raiding, Bosses, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Feist Sep 16th 2009 6:21PM
A few notes on Anub:
P1: Tricks and FoK are king!
P2: Actually, you're better off just burning down swarm scarabs rather than trying to get them tanked - they don't do much damage single target at all, even we rogues can tank them just fine, and it's more important that they die fast - if your tank /does/ have a bunch of stacks of that nature debuff going back into P1, healing him is going to be absolute hell - better that a DPS get the debuff - especially a DPS that can just pop Cloak of Shadows at the start of the next phase and remove all 14 stacks we've built up!
Additionally, when being pursued by Anub, if you Vanish, he'll stop following you and go off to chase someone else. On the one hand, this is awesome because you won't waste a permafrost (which is important for hardmode). On the other hand, he doesn't lose any speed at this point, which means he's going to go after the next in line BLAZINGLY fast. What I usually do is sprint and run as long as I can, and put a permafrost between myself and the rest of the raid, and vanish at the last second - he'll head for someone else, and hit the permafrost on his way to them, buying the raid lots of time to deal with scarabs, or just sit around bored watching my kiting antics.
P3: be ready to cloak his frost debuff - if your healers are doing their job right, 1 tick of that debuff will kill you if they don't react in time, and a few people will get it at once - save them some stress and cloak it before it ticks so they can focus on healing other people in the raid.
Hard Mode: Tricks + FoK + Throwing Specialization. It's getting nerfed for a reason! Enjoy it while it lasts!
Dukeboxx Sep 16th 2009 6:25PM
I usually enjoy your work, but I'm struggling to see any relevance to "rogue tips" in this article apart from "You need to Kick this ability in order to ensure that your tanks aren't completely destroyed by this powerful attack." and "you'll have Wound Poison on". It just seems like a kill strat to me.
Chase Christian Sep 16th 2009 6:29PM
It's more of a general DPS guide with Rogue-specific tips built in, which makes it a good tool to use for those who are just experiencing the fight for the first time. Don't worry, next week it's back to talking about cool Rogue-only stuff. :)
Steelhand Sep 16th 2009 6:37PM
wtb more tricks of trades on my dk from a rogue... that extra damage was nice against anubarak
The_Reflection Sep 16th 2009 7:20PM
I find sharing tricks with another rogue is better than using it on someone else, that co-burst is nice.
SamLowry Sep 16th 2009 7:27PM
So rogues might actually be worthwhile in a high-level raid, of all things?
About darn time!
Sorry for the hostility, but I stopped playing my 80 rogue months ago when she couldn't even survive a measly heroic since every single frickin' boss seemed to love throwing AoE damage around.
Vanish ain't worth crap when the floor starts attacking you.
...and yet, even here the advice seems to be "don't directly engage the boss, just run around a lot." Umm, yeah. Now I can see why squishy cloth-wearing casters seem to get preferential treatment when putting a party together since they don't have to run right up and directly engage a boss who tosses off 10k hits like an afterthought.
Angus Sep 16th 2009 7:52PM
Our rogues hover in the 4.5+ DPS range.
If you couldn't survive heroic bosses with cloak, feint, and vanish, the problem wasn't rogues.
I only know of 1 boss that does that sort of AE melee damage in one hit. She has to sacrifice a follower and whirlwind you to do it. Damage like that is reserved for raid bosses and they pick on the ranged as much or more.
Jackholla Sep 16th 2009 8:02PM
Rogues are awesome in "high-level" raiding, and have been for some time... AoE dmg is pretty predictable, casts bars, dbm...Rogues have this nifty ability called Feint, healers will love you! When i see fellow Rogues die from AoE it makes my soul cry. We're suppose to run around...I'd /quitwow if all the bosses were training dummies.
talkingmike Sep 16th 2009 9:05PM
While rogues were initially at the low end of the DPS totem pole when wrath was first released, when 3.1 was released they quickly rose to or near the very top. That was almost 6 months ago. You sure you didn't put him away too soon?
jack Sep 17th 2009 3:56AM
lol You're doing it wrong if you only manage 4.5k dps. I do over 7k on Koralon, and am always in the top 3 on any given fight, be it Ulduar or 25 Toc. Even my raidmate, another rogue, who uses The fleshshaper and Namlak's Superlamancy Sticker, does WAY more dps than that.
LessDPS Sep 17th 2009 9:09AM
Well, Jack, you're just uber-L33t. With fleshshaper and namlak's, why do you give a name so we can armory or shed some light on your rotations so we can all benefit from your l33tness. Or is your ego as fragile as SamLowry's rogue such that the AOE effect of several other rogues increasing their DPS would be too much for you to bear?
Captn Obvious Sep 17th 2009 10:11AM
Comments by Jack and SamLowry make Baby Jesus cry.
I hope you are both DK/Pally mains and not a Rogue peer.
SamLowry Sep 16th 2009 8:37PM
AoE dmg may be pretty predictable, I suppose, if you ever return to the same instance, which hasn't happened much since both I and my guildies become rather discouraged after I get killed 3 times in ten minutes by the fiery blobs of death that seem to leak out of every boss's boots. I macroed cloak and vanish together, so hitting that when the floor's attacking you does no good.
And feint? I created my rogue 2 years ago, and played her as my main for an entire year, and yet in all that time I don't think I used feint once. Fell victim to the 20/80 rule, I guess, and feint didn't look all that meaningful. But then maybe if we learned our abilities through quests where we were required to use them, instead of buying them off a list like Chinese takeout, maybe we'd have reason to see what they were good for. Kinda like all those "hand of whatever" thingies my pally has--maybe someday I'll figure out what they're good for.
SamLowry Sep 16th 2009 9:01PM
And sorry about the placement of the above--I intended it to be a reply to Angus and Jackholla's comments.
Also, if a rogue really is intended in some of these instances to just do a lot of running around instead of the dps we seem to have been designed to mete out, then your party might as well have ported in a newborn straight out of Elwynn. I simply think it's bizarre that a rogue can only do a significant amount of damage while standing toe-to-toe with their opponent, and yet most of the Northrend instances prevent rogues from doing just that, unless they have their own dedicated healer standing safely out of range. I'm grateful for the supposed health boost we'll be getting with Cataclysm, but unless bosses start doing a whole lot less AoE, then my rogue will be gathering dust until then.
talkingmike Sep 16th 2009 9:11PM
Vanish gives you temporary spell immunity*; if you have cloak macro'd to it then it is being wasted if you aren't removing DOTs.
And you were aware that Feint changed to reduce AOE effects by 50%, yes?
*Well, aside from the vaunted vanish bug that always seems to manifest itself in arenas.
Chugga Sep 17th 2009 2:40AM
I vaguely remember having some survivability options when LK was first released, but if you're good enough to avoid the effects (and those that can't be easily healed through are designed to be easily avoidable) then with all of our avoidance abilities you really shouldn't be dying. These days in heroics my guild's healers get so bored I make a point of trying to pull bosses just to give them something to do.
QQinsider Sep 17th 2009 1:14AM
Lol, you just fail, I suggest you keep that rogue put away for everyone else's sake. Funny how other rogues and melee classes can manage to do heroics without dying 3 times in 10 minutes.
Psiwave Sep 17th 2009 12:19AM
Samlowery, I really hope that you are just an unusually eloquent troll. The alternative makes me weep for your raid leader.
SamLowry Sep 17th 2009 6:43AM
Not trolling, just ticked that my rogue has repeatedly proven to be so fragile.
And as I previously stated, I've never even looked at feint since long before Wrath, so I was completely unaware of the AoE reduction. Still, I find this quote from WoWWiki amusing: "At lower levels, Feint may be dismissed as a useless ability due to the negligible amount of threat removed. At higher ranks, the threat reduction becomes more significant. Nevertheless, the threat reduction of Feint does not scale with the damage output of the rogues. As a result, most raid level rogues find it a very inefficient threat reduction ability and prefer not to use it unless necessary. "
I rest my case.
Keith Sep 17th 2009 7:45AM
Feint was changed in patch 3.0.8 to add the AoE damage reduction component - after using the ability, all AE damage is reduced by 50% for 6 seconds.
Prior to this change, Feint was the only rogue ability almost as useless as Pick Lock at level 80.