The Light and How to Swing It: Healing through heroic Deathbringer Saurfang

When we first meet him in Nagrand, his name is Saurfang the Younger. When he is found in an image projected by the brain of the old god Yogg-Saron, he is called a Turned Champion. When we see prophecy fulfilled in Icecrown Citadel, we learn that his father named him Dranosh, which means "heart of Draenor." When we finally confront him face to face, his name is only Deathbringer; he is no longer our ally or even his father's son, but the Lich King's most powerful death knight.
The Deathbringer Saurfang encounter is one of the easier fights in the normal version of ICC, due to Saurfang's position in the first wing of the citadel. The heroic version, however, proves to be much more difficult than the three preceding bosses. Due to his item table containing our first shot at ilvl 264 or 277 tier tokens, he has been tuned with the strength necessary to guard such valuable loot. While a fight like Valithria may showcase how powerful holy paladin healing has become, Saurfang on heroic difficulty is an example of an encounter that is nearly impossible without an appropriate number of holy paladins to keep everyone alive.
The threat
While every fight in the heroic version of ICC is tuned to require a full roster of players performing at their peak, there is still often plenty of room for mistakes. A typical 10- or 25-man roster will have a druid in the raid to provide a Rebirth if a player dies, but it's not so simple on the Saurfang fight. Mark of the Fallen Champion will be doing massive damage to various players, so much that it can easily exceed the damage done to the tanks over the course of the fight. This debuff is what is most likely to cause a wipe, and if you use a battle resurrection on a Marked player, they will die immediately upon being resurrected. That's in addition to the fact that once a Marked player has died, the boss will heal for 20% of his total life, which will likely have you running into his enrage timer.
Basically, due to the boss' increased life on heroic mode, it's not possible to defeat him before he uses a few Marks of the Fallen Champion. Once active, your job will be solely healing the affected players, as the incoming damage is so high that you will not have an opportunity to pause your healing at all. This becomes especially true when the boss is below 30% and is attacking 30% faster, as this means your Marked targets are taking 30% more damage as well. The Saurfang fight starts with a whimper and ends with a bang, and so preparing yourself for that inevitable phase of absolute healing chaos becomes your primary objective.
Preventing Blood Power gains
Holy paladins have a few available tools to use in order to counter Saurfang's Blood Power gain, which will in turn slow down his Mark of the Fallen Champion casting rate. You'll want to use these early, as delaying the application of the first Mark is much more important than delaying the following Marks, since his BP generation scales dramatically with each Mark he throws out. You can keep the fight moving pretty smoothly if you successfully negate several of his early BP gains to delay the initial Mark.
Our two core abilities for dealing with BP generation are our bubbles: Divine Shield and Hand of Protection. If you ever have the Boiling Blood debuff on yourself, use Divine Shield to clear it immediately. In addition, if any non-physical classes have Boiling Blood cast on them, immediately use Hand of Protection to remove Boiling Blood. This will prevent him from generating any BP from these abilities and is crucial to making this fight as easy as possible. Holy/prot paladins are especially suited for this via Guardian's Favor, which will allow us to use Hand of Protection at least twice during the encounter.
Encourage any other paladins in your group who have a spare GCD to also clear Boiling Blood from any casters in the group (or themselves), while remembering that mages can also use Ice Block to counter it as well. By delaying the first Mark, you are reducing the total amount of BP that Saurfang will gain by a large amount and buying your DPS the time they will need to kill the boss before the Marks become impossible to heal.
How to heal through Mark of the Fallen Champion
It hurts. It hurts a lot. Mark will be dealing massive damage to whoever is afflicted by it, and that's where holy paladins tend to specialize. For the first Mark, toss your Beacon of Light and Sacred Shield onto them and don't stop healing for the rest of the encounter. Even if everyone is at full life, you can't stop casting for a second, as the player will constantly be taking damage. Using your mana regeneration abilities proactively will become very important, so don't be afraid to Divine Plea when you're at 70% mana if it's during a light damage phase. Watch your Marked target closely: if he is afflicted by Mark and Boiling Blood at the same time, he can lose over 50% of his life in one hit from both. Swap to Holy Light any time that your target is taking excess damage to ensure his survival.
One mistake on healing will end this encounter. This is pressure of the highest kind: every single cast determines failure or victory. You cannot afford to underheal your targets, as to keep overhealing to a minimum, you will really be the only one healing your Marks. The average length of this fight on heroic difficulty is about 5 minutes, and so your goal should be to sustain near-constant Holy Lights from the moment the first Mark goes out to the moment that Saurfang falls. Focus on any sort of mana regeneration that you can, including things like intellect trinkets and calling for Innervates and Mana Tide Totems.
You'll be healing your first Mark through Beacon of Light, until your second Mark becomes active. On 10-man, this will be the second Mark, as you are likely the only holy paladin. On 25-man, this will depend on how many holy paladins are in your raid, though typically you'll be handling Marks 1 and 4, 2 and 5, or 3 and 6. Once your second Mark is about to become active, immediately refresh Beacon of Light, Sacred Shield and Judgements of the Pure. You'll want all of these to be at their maximum duration, as if you pause to recast them later, you will lose your target. If you are forced to recast either Beacon or Judgements of the Pure, use a Hand of Protection on one of your Marks or call for assistance from another healer.
Frenzy means Holy Light spam
Once Saurfang is nearing 30%, recast all of your buffs for the final time. You will typically be shooting to take Saurfang from 30% to 0% in the 90-second window of your glyphed Beacon of Light duration. While Frenzied, a single GCD used on something other than Holy Light onto your second Mark will end in death and a failure on the encounter. Literally, you will push no other button than Holy Light, unless it is to activate a trinket or possibly use a mana potion if absolutely necessary. Try to use Divine Plea before 30%, as you won't have the time or the healing to spare afterwards. Don't try using a Hammer of Justice to help out your Blood Beast killers -- you will lose a Marked target. Don't try to use Divine Sacrifice to help the raid take less damage -- you will lose a Marked target. Don't do anything besides spam Holy Light, unless you want the responsibility for failing the encounter to be squarely on your shoulders.
If you happen to lose Judgements of the Pure after Frenzy begins, you are probably better off not judging to recast it. You can't spare the GCD, and typically you will have enough haste on your gear to handle keeping both targets alive without JotP. Beacon, on the other hand, is required, since there is no way possible for you to heal both targets before one of them dies. Try to recast Beacon right at 31%, before Frenzy engages. If you absolutely must recast Beacon of Light during Frenzy, call for both of your two Marked targets to use damage reduction cooldowns like Ice Block or Icebound Fortitude, ask for backup healing if possible, and use Hand of Protection if it is available as well. You cannot afford to miss a single heal to either target once Frenzy has started. It may seem like you could make some huge difference with just one simple non-healing cast, but realize that if you fail to have that Holy Light arrive on time, the entire raid will wipe and it will be only your fault. You must let go of Grid and focus on your simple task: keep two targets alive in the face of massive damage.
Conclusion
If you're doing your job well, then you have delivered the encounter into your raidmates' pocket. Without a holy paladin to handle keeping two Marks alive, the fight becomes nearly impossible in difficulty. We are perfectly designed to handle the predictably high incoming damage on the same two targets, which makes us ideal for healing through this encounter. If both of our Marks survive, then we have done everything in our power to make the raid succeed. Tank healing, raid healing and all aspects of DPS must fall to the rest of the raid, as we have a date with Mark of the Fallen Champion that we simply cannot cancel.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
blue_eye_20 May 2nd 2010 4:36PM
that is so true. I managed to wipe the raid by just attempting to throw a HL on the tank cause it scared me when he got down to 10%. Then then the person with 2nd beacon died in like....1 and half shot
Heilig May 2nd 2010 10:18PM
I went Holy after being Ret/Prot for 3 years just for this fight, and was shocked by how much damage goes out to the marked targets. My second mark target died when I refreshed Beacon. He went from full to dead in 2.3 seconds. The next time, one died from casting a bop on the newest mark. Died in 1.55 seconds. The raw damage going out in this fight is ridiculous, but knowing one simple mechanic can make it MUCH easier.
His damage scales with is Blood Power.
If you refresh Beacon or JotP when he is at 90 Blood Power, your mark is going to die. If you do it at 5%, you're fine. It took me a couple of attempts to get that in my head, but after that is was cake. Every time he send out a new mark, wait 5 seconds, then refresh beacon, cast another HL, then refresh JotP, then start spamming HL again until he casts another mark. 2 Holy pallies is enough to cheese this encounter, and 3 makes it almost a guaranteed win.
JaydsterC2 May 3rd 2010 9:30AM
Agreed, we tried this with 2 holy paladins and it wasn't possible for us to keep up 3 targets, we ended up bringing in a 3rd and that was the ticket but like the author said, you can't break for a second at the end. Another fun fight for the holy paladins... Thanks blizz!
Seamus May 2nd 2010 4:55PM
Wow. Just wow. My raid team has not progressed to Heroic ICC yet and reading something like this....I'm not sure I want to. This sounds like an extremely high level of play.
Tooay May 2nd 2010 5:35PM
It may sound scary, but that's just to emphasize how important it is to do the right thing.
The tricky part is to get ready for that 30%. Once you get the hang of having all your buffs up and your mana filled in time though, all you have to do is freak out on a one button for a minute and a half. Which isn't too complicated.
Nazgûl May 2nd 2010 5:03PM
I hate Heroic Saurfang. Nightmares.
Aarkan May 2nd 2010 5:19PM
What did they name him?
Sayis May 2nd 2010 5:27PM
They named him Dranosh. It means "Heart of Draenor" in Orcish. Saurfang made a promise to his mother before she died; whether he lived or died, he would enter the Dark Portal, alone. His boy would be safe, hidden away by the elders of Garadar. Untainted.
MoarHeroisms May 2nd 2010 5:30PM
Oh, have you not heard? It was my understanding that everyone had heard.
Arizor May 2nd 2010 6:06PM
D-D-D-Draenosh D-D-Draenosh. Oh have you heard about the Draenosh!? 'Cos everybody's heard about the Draenosh!...
Meg May 2nd 2010 10:32PM
I wonder what Dranosh means? I guess we'll never know.
prenden2 May 2nd 2010 10:40PM
@ Arizor: I'd mostly just heard of the bird.
Josh May 3rd 2010 7:06AM
In the Mountains....
Mariusz May 3rd 2010 2:16PM
Dranosh means 'wipe on Heroic' in Orcish.
epic May 4th 2010 8:39AM
Dranosh means "RP to facilitate getting a drink"
niemassacred May 2nd 2010 6:44PM
Very good tips, and nice to see things from the Paladin perspective for this fight. The one thing I would say, though, is that you're overemphasizing the necessity of Holy Paladins here. My guild actually struggled with this fight for a while, until we started moving healers with marks into melee and using CH-spam to keep the tanks and melee marks alive. Our two Resto Shaman can keep a lot of marks up, even during the Frenzy. Holy Paladins are great at keeping ranged marks up, though. And HoPing those early Blood Boils is very key, as you mentioned.
Lemons May 3rd 2010 4:03AM
Now I want to do this fight on heroic! Sounds exciting! I did notice a bit of this on normal because I went into the frenzy phase with low mana not knowing all the spamming I'd be doing and when the fight eneded I had like 1k left, and that was with a Divine Plea, which sounds like would be a major no-no on heroic.
ben decker May 3rd 2010 9:37AM
The two piece Holy Paladin bonus will make this fight signigificantly easier. Activating Divine Illumination with Divine Plea when you are at low mana will give you a huge boost. I also used the Heroic Emblem Libram that reduces the cost of Holy Light.
Also the runic strike tank switch gave us a lot of trouble. Make sure the tanks are rotating cd's as best as they can for the tank switch, as our tank went down several times during the switch.
I use Healbot, so I had to manually add every debuff he puts on people myself. It is insanely helpful to have that all the debuffs show in your raid frames.
jv_gdesign May 3rd 2010 10:13AM
We bring two holy paladins to this fight.
I am responsible for marks 1-2. The other holy paladin is responsible for 3-4. We have a resto druid responsible for marks 5-6. The other resto druid is on raid and hoting everything. And we have a resto shaman that is solo tank healing and chain healing the raid. Which works well since we only have the minimum requirement of players in range. So most our raid is in melee.
This article is completely true when it comes to the consequences of deviating from your marks. You pause for half a second and someone will die.
At about 35%, I pop AW/DI/divine plea to regen without penalty. I bop one of my targets, then replenish JotP and beacon. Once 30% hits I do not do anything except holy light spam. I cannot stop for a mana pot or any other GcD. I cannot help with any other healing. I have to trust that the other healers are on top of it. I have 43k mana to last the final 30% of the fight, and if the raid does not kill him in that time, its a wipe.
Michael May 3rd 2010 3:34PM
I started this encounter last Wed. obviously before this article was written and at the time after an 8% wipe I told the raid that I had to reapply Beacon and someone died in one global. Then I read this article and it reaffirms what I said. This article could not be more true. Nice read for sure.