Ready Check: WoW Insider's guide to Shannox

Shannox is the leader of the Flamewalker hunters and generally the first boss that players tangle with in Firelands. He comes complete with his two pets, Riplimb and Rageface, all of which have to be fought at the same time. Shannox is different than most bosses in that he isn't initially in the dungeon; you must first clear a fairly hefty amount of trash in order to force him to spawn.
Also unlike other boss encounters, he does not have a set location where you can fight him. Instead, he pads around the pathway that circles around the entire opening portion of the zone. He will always spawn at Baleroc's gate in the back center of the room and from there circle counterclockwise.
Think your raid is ready to take on the best hunter in the Firelands?
Setting up for the pull
Given that Shannox does not have a set location to fight him in, you have to create one somewhere along his path by clearing mobs. There are several places all over the map where you can do this. The key point is that this space needs to be rather large and as flat as possible, to avoid any strange LOS issues caused by small pitfalls in the ground. I have found that the area just in front of Beth'tilac and the area full of Flamewalkers near Alysrazor's path are fine choices.
Frankly, I would say that the perfect place is actually the same room where you fight Baleroc, but using it actually requires that you kill Baleroc first.
Abilities
Like any good hunter, Shannox does not fight alone, bringing his two trusty companions to the fray. You will need to contend with all three at the same time.
Shannox
- Arching Slash Inflicts 125% weapon damage in a cone in front of the caster; inflicts Jagged Tear on the primary target.
- Hurl Spear Hurls a spear inflicting physical damage, creating an explosion of fire.
- Jagged Tear Inflicts 3,000 physical damage every 3 seconds for 30 seconds; stacks.
- Immolation Trap Places an Immolation Trap at the foot of an enemy that arms after 2 seconds; if triggered, deals fire damage and increases all damage taken.
- Crystal Prison Trap Places a Crystal Prison Trap at the foot of an enemy that arms after 2 seconds; encases the one who triggers it inside a crystal prison.
- Enrage Upon losing a companion, Shannox gains 30% damage and 30% attack speed.
- Magma Rupture Causes an explosion of fire that also increases fire damage taken.
- Separation Anxiety When the distance between the huntsman and his pets is too great, both gain increased damage.
Riplimb
- Limb Rip Hits the target for 130% of normal damage and causes Jagged Tear.
- Fetch Spear Chases after his master's spear and returns it.
Rageface
- Face Rage Pins a target to the ground, stunning them and dealing increasing damage; increases change to be critically hit by 50%.
- Rage Focuses on a single target for 15 seconds.
Killing off Rageface
While it seems as though there is a lot to deal with all at once, the fight isn't all that bad, in truth. First and foremost is knowing how to set up the pull. Both Shannox and Riplimb need to be tanked -- Rageface will always target the player dealing the most damage to him, when not raging -- yet neither can be taunted. You need to do a Misdirect pull or a tank face pull, and healers/DPS have to be exceptionally careful about threat.
The primary job of DPS and healers in this encounter is avoiding traps. In fact, aside from your standard jobs, that is the only thing you have to avoid. Immolation Traps won't kill you, but they will pull healer attention toward you, which can be bad. On the other hand, Crystal Prison Traps are terrible to hit because the prison has to be killed and has several million health; these traps can also cause LOS issues.
The main tanking issue of this encounter is Jagged Tear, which has to be dropped at some point in time; otherwise, healers won't be able to keep up at all. You can use an additional tank on Shannox to deal with this, but tank swapping is a lot more difficult here, and there are better ways without wasting a DPS slot. (More on that just a bit later.)
All three mobs have to die, but there are a few caveats, as always. Every time one of the dogs dies, Shannox gets a light Enrage. Further, if you get Shannox to 30% without killing the dogs, any living dogs (especially Rageface) will gain a massive Enrage that will wipe your raid. The goal is to get Shannox close to 30%, then kill the dogs.
Despite the fact that it enrages Shannox, killing Rageface outright is your best option. The random targeting is more difficult to deal with than the increased tank damage, and Face Rage is a major pain to get through, requiring either 30,000 damage in 10-man or 45,000 damage in 25-man to break. Having all of the DPS focus on Rageface at the start also gives tanks plenty of time to gain a massive threat lead.
For whoever is currently being targeted by Rageface, keep in mind that the dogs can trigger the traps, as well. You really want to avoid locking Rageface in a Crystal Prison Trap, but crossing him over into an Immolation Trap is a large boost of additional damage.
At this point, you only have a single dog left plus Shannox to deal with. Far simpler.

Tanks really need a way to reset their stacks of Jagged Tear. Luckily, there are two very easy methods of dealing with this. Shannox can only apply Jagged Tear when he has his spear in hand; your chance to reset stacks happens once Shannox throws his spear for Riplimb to fetch. Similarly, this is also when the Riplimb tank will reset his stacks. Now, you have two ways to do this.
The first method is to always kite Riplimb near a Crystal Prison Trap that he will have to cross in order to get the spear. The trap will encase the dog for approximately 12 seconds before breaking, which should be plenty of time for both of your tanks. You really have to be good on positioning to nail this. Alternatively, just drag the dog into the trap once you see the emote for the spear throw.
The second method is to merely pull Riplimb far enough away from Shannox that the path itself causes the tanks to drop their stacks. This isn't all that difficult, and you can assist it via slows or traps, as well. Keep in mind with slows though that every slow applied to the dog gives him a stacking resistance to them. If you rely on slows and take too long, you'll end up in a situation where you cannot decrease his movement speed at all. Since you do not have to rely on slows, it is best not to.
Killing off Riplimb
Once you have Rageface down, your DPS should split at this point. Riplimb runs around quite a lot, due to the spear. While melee can easily keep up and still deal damage while the dog is running, this significantly increases the chance that someone is going to hit a trap, which you want to avoid at all costs. It is best to have melee go on Shannox and get ranged to take down Riplimb.
You don't want to push Shannox past 30% yet, and you do not want to kill Riplimb until Shannox is close to that point. This is the part where you need to focus on balancing your damage output on both mobs. The great news is that there is virtually nothing else to worry about at this point in the encounter. Jagged Tear resetting should be an automatic, and DPS only have to move out of an odd trap should one happen to spawn under them.
This phase of the encounter is literally cruise control.
Phase 2
Once you kill the last dog, Shannox will enter into phase 2. First, he will gain another stack of Enrage, further increasing the damage that he deals. That's bad, but there is literally no other damage to contend with at this point. All you have is tank damage. The second change is that Shannox will no longer throw his spear; instead, he just sort of slams it into the ground for Magma Rupture. This is avoidable in the same manner as Hurl Spear was, so DPS should have no problems staying out of the way.
The issue you have at this point is that there is no way for the tank to reset their stacks of Jagged Tear, unless you happened to be using two tanks the entire time. Given that most guilds won't be using that second tank (because there isn't much of a reason to), that puts something of a cap on the life expectancy of your tank.
This is where you want to Bloodlust and burn the boss as quickly as you can. You also want to have the secondary tank who had been on Riplimb to start building as much aggro as he possibly can. Doing so at least may allow you to recover, should the main tank end up going down.
That's all there is to it! Tune in next week when we push further and further into the heart of fire. Happy raiding!
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Raiding, Ready Check (Raiding)






Reader Comments (Page 1 of 3)
(cutaia) Jul 8th 2011 2:26PM
"The second method is to merely pull Riplimb far enough away from Shannox that the path itself causes the tanks to drop their stacks."
Yeah, I'll be trying this strategy this week instead. It's not hard to position the crystal trap between the tanks, but it seems hard to avoid accidentally immolating Riplimb and making him immune to the traps for a period of time.
Xenikos Jul 8th 2011 2:42PM
You can have a rogue disarm all the immolation traps.
Its fine to just try to use distance, but keep in mind that if Shannox gets further than 60 yards from one of his dogs, he gains a massive buff and can one shot tanks.
Sunaseni Jul 8th 2011 2:44PM
I was tanking our win with this strategy, and it's not too big an issue If he gets immolated, just wait til next time the spear is thrown; the stacks don't start really hurting til you get 10 or so stacks.
I found that it is best to do double duty; kite him into a trap right when the spear is about to be thrown. That way, it's 30 yards away from the spear which is 60 yards away from Shannox, trapped for 12 or so seconds. So after 12 seconds of being trapped, it has to run a total of 150 yards to get back to the offtank (even more if the Shannox tank is moving away to make a little bit more distance). That's a crapton of time for the stacks to fall off of both tanks.
(cutaia) Jul 8th 2011 3:06PM
Thanks for the additional input guys. Although, my guild hasn't ever had a max level rogue...not even in Wrath. Don't know why, but they hate us. :(
JattTheRogue Jul 8th 2011 4:50PM
@Xenikos: "You can have a rogue disarm all the immolation traps."
Rogues have to be in stealth (or Shadow Dance) to disarm traps, so that is not a very feasible plan. While I haven't done the fight, I imagine Shannox drops Immolation traps more often than Vanish or Shadow Dance are off cooldown, not to mention that you would be wasting the DPS boost from Shadow Dance by using it on traps and the fact that most raiding rogues aren't Subtlety specced for Shadow Dance. The only other conceivable way of doing that would be for the rogue to just never come out of stealth at all (i.e. - don't attack), and there's no way getting rid of the traps is worth doing it one DPS down.
Fubar Jul 8th 2011 6:03PM
We tried Shannox the other night and I -was- able to disarm the traps while not in stealth. It gives you a debuff called Jittery, so you can't disarm another for 15 seconds or so. I was confused after the fact, but I definitely did not need to be stealthed to disarm the immolation traps.
Skarn Jul 8th 2011 6:18PM
We killed Shannox for the first time last night. We kept Riplimb 60ish yards away from Shannox. We attempted to get him caught in Crystal traps, but he tended to run over the Immo traps instead and gain immunity. We had Rageface accidentally trapped several times, but never once did Riplimb end up in a Crystal Prison. The 60 yards + slows were enough to drop stacks.
As soon as the spear emote goes out and the "landing spot" shows up, the Riplimb tank should move him away from it. You can get some good distance, another 15-20 yards before Riplimb actually goes to fetch it. That's extra distance he needs to travel to get the spear to Shannox. Once he went after the spear, I would constantly apply Concussive Shot to him. It was enough slow to reset stacks for both tanks.
The "Dogged Determination" buff (which raises Riplimb's slow immunity) doesn't seem to have a time limit on it. Instead it seems to fall off when it reaches 100%, but we didn't do extensive testing on that so I could be wrong. You don't want to apply any slows when he's just being tanked (so avoid automatic slows like Crippling Poison). Only use slows when he's fetching. On the other hand, if he's at 80%-ish immunity after fetching the spear and getting back to his tank, you can use some slows on him to push him to 100% so it resets and you have full slow power when he goes to fetch again.
All in all a fun fight, only actually took us 4 pulls to do it, whereas we've wiped several times on Beth and Rhyolith so far.
joshbuddha Jul 8th 2011 2:41PM
well you also don't want to trap RIplimb every time either. Since you want to maintain dps on the dogs get them down to around 15% or so, so that once Shannox hits 35% you can drop the dogs quick and then pop Hero/Lust and beat the hell out of Shannox. I mean the Riplimb tank should never have problems dropping stacks since he can move the dog from the spear spot then the dog has to get the spear and then go to Shannox and back to that tank its the Shannox tank who has a harder time getting his stacks to fall.
Really in 10 or 25 its easy just to have dps split from the beginning putting a dps in 10 or 2 or 3 in 25s on Rageface that have hard hitting abilities to turn him off people when he does Facerage. Also having a hunter constantly on Riplimp to just keep concussive shot slowing him the entire time he is running between the spear and shannox will pretty much ensure stack drops and have the dogs both low enough that once Shannox is sub 40% it will take less than 30 seconds to finish off the dogs.
Como Jul 8th 2011 2:54PM
I'm not sure of the differences on the heroic enounter and if the strat above won't work but killing rage right off the bat is much much much easier then target swaping.
Skarn Jul 8th 2011 6:21PM
We killed Rageface right off the bat. Then we moved to Shannox until 40%, then killed off Riplimb. It worked extremely well, so "dps focus" or "dps split" are both fine strats. Use whichever feels better for your raid.
zmalmquist Jul 8th 2011 3:30PM
When rageface goes down. put two healers on shannox tank and one on riplimb. Raid heals will be minimal at this point and all three healers should be able to keep raid up as secondary targets. With 30% increase on Shannox it is very easy to drop your tank and wipe the raid if that tank stands in bad or rip tank misses a crystal trap. 2 healers at this point just garuntee more survivability.
Furthermore, once your raid is able to function well in phase 1and are making it to phase 2.... If you end up in a situation of losing a player with no brez left in phase 1, just wipe it. With 10 man normal difficulty and average ilevel of 360 you need every player up at the start of phase 2. I am sure as average ilevel increases this will get easier, but phase 2 is truly a gear check and ilevel 360 is right at the edge of that.
jlhealy Jul 8th 2011 3:54PM
I tried this last night, as the Riplimb tank - I thought the traps went to where random people were standing? How do I control where the crystal trap is, so I can kite the dog into it? All the traps fell by DPS in the middle of the raid...
Sunaseni Jul 8th 2011 4:30PM
If you wanted to control it, you could have the ranged and healers prefer to be closer to Riplimb so you have more traps in the area. In reality, the traps that land on the offtank and any melee on Riplimb should suffice.
If there are no traps in the area, just pull Riplimb as far as possible towards Shannox and slow him down (the spear lands at the previous spot 60 yards away from the boss), while also having the main tank pull Shannox a farther distance from Riplimb while its running towards him. The combination of slows + distance lets the run time be sufficient to let stacks fall off. Trapping Riplimb is just insurance in case the distance isn't enough.
Skarn Jul 8th 2011 6:24PM
Yep, just as Sunaseni says, you can get Tear stacks to fall off without using any Crystal Traps. Distance + slows are enough, once you get the "spear has been launched, move Riplimb away" part down.
mackejn Jul 8th 2011 4:20PM
I find it interesting you started with Shannox. I've heard Beth'thilac and Lord Ryloth are MUCH easier kills. I'm curious to try Shannox just because the fight sounds fun as a tank.
Skarn Jul 8th 2011 6:29PM
We'd heard the same so we started with Beth on our first raid night and Rhyo on our second. So far we've wiped over a dozen times to each one and neither is dead. Both will probably go down easily as soon as a couple things "click."
Shannox? It took us just 4 pulls last night. First one was an accidental pull. Second one we figured Rageface and the needed crits out. Third we worked out most of the kinks in dropped Jagged Tear and the fourth was a dead boss. Quite a bit easier for us, obviously. Give it a shot!
Enkylanos Jul 8th 2011 4:34PM
"You also want to have the secondary tank who had been on Riplimb to start building as much aggro as he possibly can. Doing so at least may allow you to recover, should the main tank end up going down."
I'd be amazed if it was possible for your Riplimb tank to catch the DPS who have done ~70% of Shannox's life by that point in the fight. You might be able able to out-threat any DPS who haven't been on Shannox at all, though lack of Vengeance might even make that dicey.
If you the DPS, which isn't too hard, having a 2nd tank on a 25 man normal kill can be nice, if only for a little insurance. Otherwise, if your Shannox tank goes down, you're almost guaranteed to be unable to recover (Battle Rez will still usually put you with 0 threat, and Taunts don't work). It also lets you play a few tricks (Hand of Prot, etc) on the MT if their stacks start building up and they need to clear them, and lets you greatly extend (~double) the 30%-> 0% phase if your raid DPS is a little low.
I can't see the benefit of bringing a 3rd tank on 10 man normal, because it's a much bigger % loss of DPS compared with a 25 group.
Overall, nice article - looking forward to seeing more of them.
Skarn Jul 8th 2011 6:30PM
Depends how many rogues and hunters you have. Threat wipes + threat transfers will help a lot.
Jeremy Jul 8th 2011 4:59PM
"This phase of the encounter is literally cruise control."
No. No it is not. You do not flip a switch, sit back and watch your character do it's own thing, which is the only way it would literally be cruise control. I do not think that word means what you think it means. "Literally" is not a statement of scale, as in, "That thing is so easy that it really is like cruise control, but if it were slightly harder I would just say that it was cruise control, but not literally;" it is a description that means this thing I am saying is exactly as I describe it, no figurative language at all.
(cutaia) Jul 8th 2011 5:20PM
"No. No it is not. You do not flip a switch, sit back and watch your character do it's own thing, which is the only way it would literally be cruise control."
Wow! What car do you have where you flip a switch and cruise control just completely drives for you?
On my car, I use cruise control during the long uneventful parts of the journey where obstacles are at a minimum. It means I don't have to focus on a lot of the things I might have to pay attention to in heavy traffic -- like speeding up and down, sharp turns, etc. -- but I do still have to keep my hands on the steering wheel and do the bare minimum of work for it to be called driving.