Ready Check: Deathbringer Saurfang

The Saurfang fight is pretty interesting, actually. There's a lot of moving parts and abilities to try and monitor, but the actual flow of the fight isn't too bad. From a tank's perspective, you stand there and taunt every so often. From a healer's perspective, you're healing . . . and then healing some more. It's the DPS players who really need to be on their game. There's adds that show up which they have to kite and kill in short order, or really horrible things start happening to the raid.
Let's take a look behind the cut and start talking about all the horrible things that could happen.
Like I said, the basic flow of the fight is pretty simple. You'll want your tanks to stand up by the dais where Saurfang starts out. He'll chat and blab for a little while, giving your raid ample time to stand there. And stand there. And stand there some more. Maybe knit a scarf or something while the two Saurfangs chat it out.
If you've got some Death Knights who're jonesing to bust out an Army of the Dead at the opening, have them do it when Saurfang unleashes his Force Choke -- using that a timing point, the Army ghouls will probably die before Blood Beasts start showing up. You definitely want them gone before the Blood Beasts, but we'll explain why in a moment.
You want two tanks hanging out on opposite sides of Saurfang. This is because Saurfang will hit each tank with an ability called Rune of Blood. That ability will heal Saurfang every time he hits a tank who has that debuff, so it's important that the two tanks rotate turns on the boss. The person without Rune of Blood should be the one getting hit by Saurfang. The other guy can continue doing DPS when he's not the target of attacks.
If that's all there were to this fight, then Deathbringer Saurfang would obviously be too simple. So, Saurfang has friends who occasionally come out to make your raid's life miserable. These critters are called Blood Beasts, and they look like a priests's Shadowfiend. The Blood Beasts summon immediately to Saurfang's side, and will instantly start moving to the source of whatever aggro happens first. If your melee and tanks are good about controlling their area effect powers, the means the Blood Beasts will make a straight-line for your healers. (That's where the "healers as bait" thing comes in during this fight.) Ranged DPS can pick them up along their route to healers for better kiting.
While it's probably a no-brainer that you don't want to let the Blood Beasts eat your healers, you can't simply tank these adds. That's because of Saurfang's ability called Blood Link. Every time the Blood Beasts hit somebody (anybody), Saurfang gets a point of Blood Power. So, that's bad in and of itself, since it will slowly grow the damage Saurfang is doing to your tanks. Most tanks can probably handle that damage, but there's another problem.
If Saurfang reaches 100 energy (thanks to those Blood Beasts hitting people), he casts Mark of the Fallen Champion. Whoever is the target of Mark will take a chunk of physical damage based on the power of Saurfang's melee attacks. That's an immense amount of damage getting cleaved out into your raid, especially if Saurfang is stacking on the Blood Power. If the person afflicted by Mark of the Fallen Champion dies while under its effect, Saurfang is healed for 5% of his total health. As a note, simply dying doesn't necessarily remove the Mark, so be careful how you hurl those battle rezzes around.
Therefore, it's important for you control the Blood Beasts when they spawn. It's not as easy as you might imagine, because they have a couple abilities to help them be a real threat. First, the Blood Beasts will use Scent of Blood, which will severely slow any melee that happens to be around the Beast at the time. Second, the Blood Beasts have fairly Resistant Skin, which minimizes how much damage they take from AE and diseases. I actually consider this ability a blessing in disguise. Reducing the amount of damage the Beasts take from area effect means that they're not as likely to attack whoever had the misfortune to drop a Whirlwind at the time of summoning.
So, in order to control the Blood Beast, you'll need to have ranged DPS characters draw their aggro. It's best to root one of the Beasts with something like Entangling Roots so that your raid can focus on killing the uncontrolled Beast. Each Blood Beast has a limited number of hit points, so your raid should be able to burn them down fairly quickly. It's mostly going to be a test of your raid's ability to get all DPS on the Beasts immediately. Think of it as a reflex test, not an output test.
The last thing that's important to this fight is Saurfang's occasional raid attacks. He'll drop Boiling Blood and Blood Nova out on random raid members as the encounter progresses. For this reason, you will need some raid healing, even if you manage to control the Blood Beasts with awesomely perfect precision. The Blood Nova splashes out to everyone around the afflicted raid member within 12 yards. That's a little annoying since most proximity alarms are set to warn raiders that they're too close within 10 yards, but I suspect most of your team will be able to eyeball those couple extra yards.
In summary, then, this is how the fight goes. Two tanks hold Saurfang up at the dais. They will taunt off one another so that Saurfang is never attacking the tank that has Rune of Blood. Blood Beasts will appear, which must be kited and controlled so that they never actually hit anyone. If the Blood Beasts do score melee attacks on someone, it could end up with a raid member getting the Mark of the Fallen Champion -- that person will need to be healed through Saurfang's melee attacks just like a tank. Blood Nova and Blood Boil will still do raid damage, so you'll have to keep an eye out on it. When Saurfang gets to 25%, he starts a Frenzy, and you'll have to really pour on the power. Rinse, repeat, control, and win.
Good luck hunting out there, folks.
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, Ready Check (Raiding)






Reader Comments (Page 1 of 3)
Ramco Jan 15th 2010 3:02PM
I still feel bad for Varok. Seeing your son like this...
But well, this probably just makes him cleave Arthas even harder!
aleanneld Jan 15th 2010 3:04PM
My guild at least also found it helpful to have one of our 3 healers go DPS for this fight since it can easily be healed with two and if you have that extra dps you should easily be able to burn him down before even a mark goes off. Or if it does it will only be one mark.
outdps Jan 15th 2010 3:51PM
2 healers get overwhelmed if you need to keep more than one person with the mark up.
Foxfyr Jan 15th 2010 4:26PM
Once you get more than one mark up it's out of control anyway.
If it's a DPS that gets the first mark, let them die. (Unless it's one of your top 2 or so heavy hitters) If it's a rogue, vanish right when he finishes the cast and don't even worry about that first mark ;)
2 healers has definitely worked best for our past 5 ten man runs.
Wyred Jan 15th 2010 6:04PM
If you can, take a disc priest. Their damage mitigation really shines on this fight. Shield spam the raid and blood nova will do almost no damage, and will prevent most of bloodboil. 2 healer'ing this fight with a holy pally and a disc priest my raid consistently gets no marks at all on 10 mans. It's a different story on 25 of course, but those 2 healer specs really are amazing with shields and beacons.
Matthew Jan 15th 2010 6:12PM
If done with a good holy paladin and dps, the fight is absolutely solo heal-able in 10 man. We've done this two weeks in a row in our 10 man.
jeramiah_moody Jan 15th 2010 7:43PM
If you have a ret pally you can DI the person who has the mark (considering its not a healer) and then b-rez the pally so he don't gain the 5%
Cyanea Jan 15th 2010 3:10PM
The Mark proves that Saurfang CAN cleave at an unlimited range.
Also, the above comment about a healer going DPS works for our guild as well. Without marks up, the fight is almost one-healable.
Arann Jan 15th 2010 3:11PM
We found that planting a boomkin a few yards directly in front of Saurfang helped our melee-dps-heavy group out pretty well on the 10-man version.
Blood Beasts pop --> Typhoon (for the knockback), root one (out of melee range of the tanks/dps), dps stunlocks and demolishes the other, then repeats with the rooted beast.
Since the beasts are not immune to knockback but Saurfang is, it was a pretty simple way to deal with them.
Griffe Jan 15th 2010 3:13PM
...so is the fact that Mark of the fallen Champion links to...well, what it links to, a mis-link or an indicator of how the relationship panned out? :(
Mstrwiggles Jan 15th 2010 3:14PM
Frenzy actually occurs when Deathbringer Saurfang hits 30% health, not 25%.
Also, try not to root one of the Blood Beasts next to the melee, they will simply turn and start whacking anyone close to them. Slowing (Mage's Slow, Hunter Frost Trap, etc.) and knockback (Typhoon, Thunderstorm) effects are ideal for handling the adds.
It's also good to note that the only major difference for 25 man is that there are 6 blood beasts instead of 2.
Braundo Jan 15th 2010 3:30PM
5 beasts on 25.
Mordockk Jan 15th 2010 3:23PM
A lot of guilds get stuck on him...and from what I've heard its mainly their positioning.... if you draw a quick sketch as to where u'd line everyone up I think they would appreciate it.
MELEE
DBS
Kiter Tanks Kiter
Kiter Kiter
Heals Kiter Heals
this is how I draw it out for my guild, we usually have 9-10 range and only bring 5 heals. (Discipline priests make this fight so much heasier). I usually put a range with pushback in the middle and 1 on each side. the range dps in each group are basically postiioned perfectly to attack the 1 beast that is in front of them..........the kiter groups have 2 dps in them....who are able to down their beast and then help on other. This limits movement and assures that only 2 peopel get hit by blood nova.
if you're having trouble and are getting 3 marks before his frenzy, try and let the first person with the mark just Die! or let a pally Divine intervention him and battle rez the pally back to the fight so DBS doesnt gain the %5 health.
this is for 25m ofc. 10m relies a lot on group comp.
Mordockk Jan 15th 2010 3:24PM
well i just learned i cant really draw a macro on a wow.com comment. so my comment fails completely..sigh.
Morcego Jan 15th 2010 5:04PM
I'm sorry, you are making this fight much more complicated than it should be. We tried it for 3 nights (about 16 wipes), with no success. Best case we've got him to 9%, with lots of marks. We were running with 5 or 6 healers.
Here is the secret for this fight on 25man: 3 HEALERS ONLY!!! 2 tank healers, and 1 for the rest of the raid. THATS IT. This fight is 99.9% about handling the adds (beasts). The damage done on the raid is so minor that a single healer can keep everyone alive. If one of your tank healers is a paladin, he can beacon the first person who gets the Mark. Or just let that person die, if you can spare him.
When we dropped down to 3 healers, the fight became a joke. We could kill the beasts before they reached the players. No kiting necessary, unless someone makes a mistake. In that case, you have time to correct it.
I saw another guild doing it with 2 Holy Paladins and 2 Resto Shaman. We did it with 1 Paladin, 1 Shaman and 1 Druid. Got 2 marks total, and 1 dead player (from the first mark).
We are hardly one of the top guilds. We only killed him for the first time last night. So if we can do it with 3 healers, anyone else can. Heck, I don't doubt even pugs can do it with 3 healers, if they have enough dps.
K Jan 15th 2010 3:18PM
I haven't done this fight, but wont an unholy DK's Wandering Plague almost immediately aggro the Blood Beasts?
So nevermind a Whirlwind, if you have an unholy tank or dps, they are definitely going to take a few hits before the ranged dps have a chance to react.
Or am I wrong on this one?
tchernobyl Jan 15th 2010 3:43PM
while not wrong, the damage actually isn't that high that it'll be immediate aggro on the blood beasts, compared to the healing threat or other threat the rest of the raid may do (distracting shot or other such stuff from ranged tasked to kill them)
winterhawk Jan 15th 2010 3:20PM
We find that in the 25-man version, it helps to put healers with aggro-dumping abilities up near the melee--it means the ranged DPS has more room to spread out, and the people in melee range don't have to worry about the 12-yards-apart thing.
Mecer Jan 15th 2010 3:22PM
Accouple things to help minimize the Blood Power ability on 10man:
Use 2 healers, preferably have one be a disc priest, the shields absorb a significant amount if not all of the damage from Boiling Blood and Blood Nova. Since these abilities contribute to DBS's Blood power upon sucessful damage, 100% absorbs practically negate the abilities.
We use 2 hunters to kite away, their distracting shot (taunt), will get the Blood Beasts out of the melee faster without the risk of cleaves pulling.
Save Blood Lust and cooldowns (NOT AotD) for his frenzy (no it cant be dispelled), this is the crunch time and why just using 2 healers helps. During this period he actually begins to regenerate HP making high DPS in this phase key.
Deathbringer's tank damage is actuall fairly small (even when frenzy is running), this being the case, tanks should use avoidance trinkets/gear. The less he hits you the less the marked targets take.
This is a fight that is very simple when executed properly, but can very quickly spiral out of control onces targets become marked.
GL
Jen Jan 15th 2010 3:24PM
In 10 man:
Two heal the fight, then when the first Mark of the Fallen Champion gets tossed out if it is on a dps let the dps die. The 5% increase in health is nothing compared to having twice the time to kill the boss.
A Warlocks shadowfury helps to stun the beasts also.