Blood Pact: Warlocks in Blackwing Descent, part 2

Greetings once again, my dark cousins. It is time once again to dive back into the world of raiding an undead dragon's lair; I was rather hoping to be done with the whole undead part. In case you missed it, check back in with part 1 of our warlocks in Blackwing Descent guide to see how to deal with the first set of bosses within the instance.
Now that we're finally in the correct instance, there are still a few more bosses that need to be cleaned up, not the least of which is Nefarian himself. A key thing to note about Nef before we actually get into details about the encounter: He is a pretty tough fight, being the last encounter of the instance and all, and it may be possible that your raid is not yet prepared for him at this time. You may find it better to actually go out and try your hand at the other bosses in Bastion of Twilight or Throne of Four Winds instead, if you are struggling against the undead dragon.
Maloriak
Maloriak is the ... interesting scientist under Nefarian's employ, and he's also responsible for the creation of the several of the other encounters that you'll come across in the instance. Fighting him, though, will pit you against several of his creations as well.
Before going into the specifics of the encounter, there is one thing that should be mentioned. Maloriak requires rather high AoE DPS in order to complete. Affliction and destruction don't have terrible AoE, but demonology is certainly far and away better. In a 25-man setting, you may have enough other high-AoE players that you can stay with your preferred spec, but in a 10-man, you may find that you almost have to go demonology in order to be successful.
As for the encounter itself, it is split into four different phases. At first, there is a repeating cycle of three phases, with the last phase starting once you hit 25%. Each of the first three phases begins once Maloriak tosses a vial into his cauldron in the back of the room; which phase he enters depends on the color of the vial that is thrown. The first two phases will be red or blue -- which he goes for is random, but he will always do one of each -- and the third phase will be green. There are also two abilities that he has which are used in all phases.
- Arcane Storm An AoE ability that will hit everyone in the raid; needs to be interrupted.
- Release Aberrations An ability that will cause several adds to spawn. It can be interrupted, but you don't want to do this every time. He will cast this at least four times per cycle, sometimes more. You want this to complete casting at least three times.

- Scorching Blast Deals high amounts of fire damage in a cone in front of the caster. The damage is split between all targets, which is why everyone needs to be grouped up.
- Consuming Flames A debuff that is placed on random players that increases fire damage taken. These players need to get out of the group and avoid getting hit by Scorching Blast.
Blue phase If Maloriak tosses a blue vial into the cauldron, then everyone in the raid needs to spread out from each other. The abilities in this phase are more targeted toward single raid members, and the damage that they deal is fairly light. Just as before, there are two new abilities to worry about.
- Biting Chill A debuff that gets placed on a single raid member that deals frost damage to them and everyone around them. You should already be spread out enough to avoid this hitting multiple people.
- Flash Freeze Puts a random raid member -- and anyone near them -- in an ice block. The block needs to be killed, but it has very low health, so it should drop fast.
Green phase At the start of the phase, Maloriak will coat everyone in the room, including himself and the adds, with Debilitating Slime. You then have 15 seconds to kill any adds that you have up; if you don't, then they will regain Growth Catalyst and take virtually no damage. This is when high AoE is important. There are a total of 18 adds, and you should deal with 9 each green phase that need to be killed.
Use any and all burst abilities that you have in order to kill the adds as quickly as possible.
End of the game At 25%, Maloriak will cast Release All Minions as well as summoning two Prime Subjects. If you haven't killed the adds during the previous green phases, then you are probably going to run into some issues keeping your off-tank alive. Maloriak himself gains three additional abilities.
- Magma Jets Casts on his current target, dealing fire damage and knocking the target into the air. Also leaves behind flames on the floor. The tank should have the boss facing the wall to prevent these from spreading out in the room.
- Absolute Zero Summons a frost orb that will drop to the ground and explode. Avoid these to reduce raid damage.
- Acid Nova A raid-wide AoE ability that needs to be healed through.
Atramedes
Atramedes is the blind dragon who really has no business being killed. I mean, seriously -- he's not guarding anything, he's not blocking the way, he's just sort of there ... and we go in to beat him up like a bully stealing lunch money. It's cruel.
The dragon's primary abilities deal with sound, and everyone in the raid gets a sound bar for this encounter. If your sound reaches 100, then you get killed -- simple as that. Gaining some sound is unavoidable, but most of it is.
- Modulation Sends out a pulse that damages all raid members and increases their sound by 7. Does more damage the more sound you have.
- Sonar Pulse Little swirlies that are set free after Modulation. They float towards a random raid member's previous location and increase sound by 7 for every second they touch you.
- Sonic Breath Targets a random raid member and, well, is a giant sonic beam that comes out of the dragon's mouth. You run from it; otherwise, it hurts you and increases sound!
- Searing Flame Pretty much just eats you alive. Gives a debuff that increases fire damage taken and will kill you. Interrupt it by ringing one of the gongs around the side of the room.
- Sonic Breath Again targets a random target and follows the player around until he dies; you can save him by ringing one of the gongs around the side of the room. Atramedes will then follow whoever hit the gong with Sonic Breath.
- Roaring Flames Random flames that are spit around the room. They hurt, like most fire does, and increase your sound, so don't stand in them.
- Sonar Pulse Little marked areas on the ground that get bombed by Atramedes. Standing in one and getting hit increases your sound and hurts you -- just like everything else -- so avoid them!
When spread out, you may or may not have to move from a Sonar Pulse, which can increase your DPS rather significantly; when grouped, everyone will have to move from every Sonar Pulse. Being grouped also helps with dodging Sonic Breath. While grouped, the player targeted by Sonic Breath just runs up towards the back of the room away from the group for everyone to avoid the attack.
Either way can work. Grouping, although bad for DPS, does make the encounter easier to heal and is probably best when first learning the encounter. Although your DPS will be lower, healers can heal up the groups much faster and more efficently. While you are moving, make sure to make liberal use of Fel Flame.

Air phase Run around like a chicken with your head cut off! That's basically the strategy that you need to follow. Although ranged can still DPS during this phase, you want to try and do so at your maximum possible range. Fires will spawn on the ground, primarily where players are currently located. Bring out around the edges of the room allows for more space to work with once Atramedes lands.
Nefarian
Nefarian is a tough encounter that has three phases. Each phase can be difficult on your healers and requires DPS to really watch themselves as well.
Phase 1 This phase begins with Onxyia on the ground and Nef flying up in the air, spawning additional adds that need to be picked up and kited. The adds will eventually run out of energy and fall to the ground; make sure that they fall toward the back end of the room, far from Nefarian. You do not want them to get hit by a breath.
Tanking Ony is ... a choice. She does a Tail Lash for nominal damage and stunning targets for 2 seconds, and she has lightning sparks on her side that cannot be outranged. You can turn her so that the ranged eats the tail or so that they eat the sides. Another option is to have everyone grouped up in melee range at the side and then run inside Ony when she does her lightning, or you can turn Ony when she uses lightning to spin her tail around to avoid the damage.
This point during this phase is to get Nef to around 71% -- but not 70% -- and to kill Ony. Although Bane of Havoc is a good tool during this phase, you may want to avoid it. You don't want Ony to die early, and you don't want to push Nef too much; just be cautious.
Phase 2 Nef will start this phase by flooding the floor with lava and spawning three adds on the platforms around the edge. Nef will circle the air, spitting bombs at the platforms for some pretty hefty damage. The three adds have a Fire Nova ability that needs to be interrupted, or it will similarly deal massive damage to the entire raid. This phase will end either after 3 minutes or when all the adds are dead.
You can damage Nef during this phase with ranged attacks; however, the raid is still going to take 100k damage every time that you bring him down by 10%, and he's constantly bombing people for heavy AoE damage already.
Phase 3 This phase is the same as phase 1, just without Ony. The other little tweak is that Nef will now spawn fires that bring the adds back to life periodically. The adds still need to be tanked and kited -- having a DPSer slow them helps this -- and you need to keep them out of fires as much as possible until they reach 0 energy and die once again. If you fail to do that, their damage/speed-increasing buff will stack too high and the will destroy your tank and then your raid.
Overall, this is a very easy fight for DPS, as there's little that you need to worry about -- in fact, there's practically nothing to worry about. You just kill Nef. The big deal of the encounter is kiting the adds and dealing with the 100k damage every 10%. Anything you can do to reduce this damage helps the healers significantly, as well as any self-healing.
You can also CC the adds, but there are some issues with this. The fires will come before they naturally reach 0 energy, and getting hit will set them back to 100. Standard Fear may send them running off into a fire, which will clear the Fear and reset their energy. Glyphed Fear will keep them in one spot, but they are still capable of being hit by a new fire that does the same thing. Usually, it is best to just kite them around.
Review our look at Warlocks in Blackwing Descent, part 1.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 1)
Ryan Jan 24th 2011 7:31PM
Last
wow Jan 24th 2011 7:32PM
You appear to have the worst timing/luck with these posts....
inb4 raeg at no comment on fel hunter nerf
btraut Jan 24th 2011 7:39PM
Great article! I have a few pro-tips and responses:
- Bane of Havoc is an incredibly useful tool for Meloriak as well. Demo is still the clear winner for AoE damage, but Destro can still place high on the meters with well controlled use of Banes. I start the fight with a Bane of Doom and make sure I get a Bane of Havoc up on Meloriak right before green phase. Make sure to have some form of Curse of the Elements on Meloriak, and even better, on all the adds as well (through another Warlock's Jinx or other class' equivalents). Not only 15% of your damage on EACH add will be reflected, but you will double-dip on Curse of the Elements and squeeze out a non-negligible gain.
- "Although Bane of Havoc is a good tool during this phase, you may want to avoid it." I really don't understand your reasoning here. Bane of Havoc is a controlled source of damage, and this point of the Nef fight is a DPS race split across two targets. If too much damage is on Ony, put the Bane on her and switch to Nef. If it's still a problem, you likely have too many players focusing Ony to begin with. Blizzard has designed many fights this expansion that require damage to arrive at the right pace, but slowing DPS on BOTH targets on this encounter is not the right answer.
- While this tip is not new or groundbreaking, I see too many Warlocks ignore it: ALWAYS have a Demonic Circle down somewhere, and use it liberally. I find that spending the global to teleport is often a DPS increase over running and shooting dinky little Fel Flames. On Atramedes, if a Sonar Pulse is on it's way and you're halfway through casting a Soul Fire, interrupting that cast can cost you a ton of extra time. With a Demonic Circle out of harms way, you can finish your cast and instantly flee to safety. You can also use Demonic Circle to put some distance between you and an enraged Chimaeron.
Tyler Caraway Jan 26th 2011 10:11PM
Hey!
Sorry for the late-ish reply to your comment, my "day job" has kept me busy.
The point on Nef/Ony and BoH was simply due to how my guild does the encounter and how I've seen other do it.
We DPS Ony to 20%, switch to Nef, DPS him to around 75%, switch back and kill Ony. Doing this, you can keep Havoc on Nef before the switch, and on Ony after the switch, and that's fine, but on the same token it is slightly risky as well. It's more a matter of if you want the additional DPS and don't mind paying attention to Ony/Nef's health so you don't push either too soon. For increasing DPS and slightly reducing the time spent on the encounter, it is helpful, but Ony just dies so quickly -- DoTs on her alone should take off 10% from the switch -- that the additional damage isn't all too noticeable. So long as you are careful and watch their health, then, yes, it is a smart thing to do, but the added gain just isn't that important.
I, personally, wouldn't much bother with it for that reason; however I do understand why you would can admit that it's perfectly acceptable to do.
Pwekl Jan 24th 2011 11:19PM
More tips and tricks: Don't break Flash Freeze on Maloriak immediately. Doing so triggers the second part of the effect, which is more damage. They need a heal, then you can break it. Breaking it before a heal goes off equals a dead raid member. This is important to note, as a fast spell, such as a 4pc bonus Fel Flame will break it instantly. And if you were fast enough, you killed a raid member just by trying to perform your best.
For Atramedes, blow your Soul Shards during Air Phase, right at the start. Don't instant soul fire, save them in case you're targeted by the Laser of Doom, the runspeed out of Demonic Teleport is more than worth the minuscule DPS loss.
You'll never run out of space on Atramedes. I'm pretty sure it's impossible to run out of space even if you try to. Don't worry about spreading around the outside, just try to not group up. Being grouped can result in an unavoidable sound bomb, which, while not immediately fatal, is perfectly avoidable. And eating 2 of those is usually fatal.
Chimaeron seems to have been left out, but Nefarion was included. How you get to Nef without doing Chimaeron will forever remain a mystery. For Chimaeron, unless you are Demo, (Which is a pretty dumb spec for this fight, honestly), use the Move To command to move your pet to the stacking point for Feuds. Your pet takes 90% less damage from AoE effects, but counts as a full extra member when Caustic Slime is splitting damage. As Affliction, this means your pet might die. Keep an eye on its health, and instasummon a new one if necessary.
As destro, act competently. Inform your raid lead about Bane of Havoc. There's no reason it shouldn't be on Nefarion once he lands until you swap away from Onyxia, which should be done at a high enough percentage to make use of it on her as well. Not doing so is stupid.
For nefarion in general, the adds need not be kited in phase 1 if you have CCs that work on them. CCs that work include Freezing Trap, Shackle Undead, Fear Undead (Not recommended), Glyphed Fear (Don't use regular fear), and Roots (Move away from rooted targets). 5 Adds spawn for 10 man. The Nefarion Encounter's raid damage is extremely high. Be sure to use a Glyph of Soul Link. The Fear glyph also shines in the first phase. Unfortunately you cannot use Demonic Circle to negate travel time towards the pillars when phase 2 begins. With this in mind, put it next to the pillar you're going to go to. If you're the only warlock, it also offers a handy visual aid to anyone sharing the platform with you.
Drain Affliction is probably a better bet here than Shadowbolt affliction, simply because of the enormous self healing. As affliction on Nefarion, you can't have Soul Link up all the time without needing to resummon the pet midfight. Don't worry about this, keep Soul Link up. A pet can be resummoned. You, lying on the floor dead to Electrocute, can't. Soul Swap is also a godly spell for this encounter, once glyphed.
Demonology is a spec I would not recommend for Nefarion. Phase 2 will probably kill your pet, which necessitates resummoning him, while the other pets are both less important and, for this fight, open to utility usage. The Felhunter's automatic interrupt can be nice in phase 2. The burst damage of Demo is pretty much useless, given the fight has no real AoE nor burn phase.
Tyler Caraway Jan 26th 2011 10:17PM
He was in last week's post. It was Magmaw, ODS, and ugly dragon thing from the black lagoon.
Great tips though! From you and btraut. I'll add them in to the article when I get the chance. You two are the best.
Tyler Caraway Jan 26th 2011 10:52PM
I wanted to add for Nef:
Perhaps it is only in heroic mode and not normal, but the Consuming Flames which reset the add's energy should also clear all CC effects that are on them, which can make keeping them constantly CC'ed something of a pain to do. Viable, sure, but somewhat time consuming and difficult without the right set up.
We never attempted the CC them in our 10 man; but it would have been futile anyway as we didn't even have 5 classes that would have been capable of doing so on most nights; and I suspect that the same might be true for other 10 man raids as well. You'd only have 6 - 5 DPS slots and 2 - 3 healer slots which would have this opportunity. (Technically, your off-tank might be capable of this as well.) Of those 8 slots, 5 of them would have to be any combination of hunter, druid, priest, or warlock. In order to CC all of the adds, your group is going to have to have some class overlap in at least one of those slots. Although that can be reasonable -- a druid healer and a druid DPS for example -- it isn't always the case for some raids.
Kiting using either a warrior or paladin tank is fairly trivial. Warriors have Shockwave and Piercing Howl, paladins have Holy Wrath and optionally a Glyphed Shield to slow 3 adds. A paladin can also tweak their spec to pick up Pursuit of Justice for a run speed increase; which should be more than enough, especially if you use an actual slow from another class, that they take minimal damage anyway.
Less time spent CCing is more time spent on the boss, and it gives less of a chance of something going horribly wrong as a tank would have more durability and cooldowns should something go awry.
CCing is a viable option, and you may want to try it should your only tanks be a druid and a death knight (although a death knight should have some success in kiting by gaming Desecration) but I find it to be a more risky option to go with.
Twill Jan 25th 2011 1:31AM
Why is nobody else stoked that we have a lock post?
WOOT. Ty.
Iamlock Jan 25th 2011 4:30AM
I was excited to see a post about locks till I read it. All that wall of text about boss abilities is silly. Why waste so much breath on something that can be read on wowhead or wowwiki. How bout some actual lock tips ! Fel flame whilst moving... I think I got better advise from the other readers comments. We have 3 specs that can approach a fight in their own manner yet all the op says is you need good aoe dps. Wow you think.
Not exactly an insider post. More like a hey this is a boss. Go kill it.
Raposa Jan 25th 2011 11:12AM
I know tyler is actually a druid, so i dont blame him for this (in fact i appreciate a lot the effort to cover up and stuff)... but blood pact is not blood pact without some fine mage-hate that only a full fledged warlock can deliver.
I miss hobbs and eli
Tyler Caraway Jan 26th 2011 10:14PM
If it is any consolation, I do hate mages and love warlocks.
Mages would -never- share Focus Magic. Even the few arcane mages that I have run into still give it out to healers or other mages instead of me. I've never raided without Dark Intent. Even when we were doing 10 man and there was only one warlock in the raid, they would pick me to be the brother in darkness; and that makes me smile so, so much.
Raposa Jan 28th 2011 11:24AM
now we are talking! :D
also, i hope i didnt offend you by saying that i miss our former lock instructors. thanks again for practicing some dark arts along with your nature mojo :D
my dark intent priority list:
- druids
- priests
- shamans
- dks, warriors, rogues, paladins, hunters and fellow warlocks
- my own demon
- mages
Seqoya Jan 31st 2011 1:08PM
wheres my weekly bloodpact?! still no new post?!