Totem Talk: Enhancement shaman vs. Alysrazor

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Josh Myers once only tackled the hard questions about enhancement but has recently expanded his sphere of responsibility to all shaman DPS specs. (And no, two-handed enhancement is still never coming back.)
When I was a youngling, my family didn't have a lot of money. As a result, we didn't have a lot of discretionary income for video games. When my neighbors were getting Nintendo 64, I was getting Sega Genesis. Getting Pokémon the first Christmas it was out was a really big deal.
As a result, my first exposure to Star Fox 64 came nearly two years after the game was released. Star Fox 64 had everything 12-year-old-me could have wished for in a video game: anthropomorphized animals with annoying voices, epic space battles, and barrel rolls. I was in heaven. I slept over my friend Francis' house every Friday night for three months just to play Star Fox. (I'd always skip the water zone, though. That place makes heroic Ragnaros look simple.)
When Blizzard released Patch 4.2 and Alysrazor came out, I was faced with a fight uniquely suited to my skillset. Half of the fight, I'm an enhancement shaman: half of the fight, I'm flying through the air dodging incendiary clouds and collecting gold rings like a boss. Unfortunately, the half of the fight that doesn't involve pretending to make fun of Falco over Ventrilo is the part that enhancement excels on.
When I was a youngling, my family didn't have a lot of money. As a result, we didn't have a lot of discretionary income for video games. When my neighbors were getting Nintendo 64, I was getting Sega Genesis. Getting Pokémon the first Christmas it was out was a really big deal.
As a result, my first exposure to Star Fox 64 came nearly two years after the game was released. Star Fox 64 had everything 12-year-old-me could have wished for in a video game: anthropomorphized animals with annoying voices, epic space battles, and barrel rolls. I was in heaven. I slept over my friend Francis' house every Friday night for three months just to play Star Fox. (I'd always skip the water zone, though. That place makes heroic Ragnaros look simple.)
When Blizzard released Patch 4.2 and Alysrazor came out, I was faced with a fight uniquely suited to my skillset. Half of the fight, I'm an enhancement shaman: half of the fight, I'm flying through the air dodging incendiary clouds and collecting gold rings like a boss. Unfortunately, the half of the fight that doesn't involve pretending to make fun of Falco over Ventrilo is the part that enhancement excels on.
Phase 1: Boring ground stuff
The ground phase of Alysrazor is exceptionally boring but one enhancement is super-good at. There are two main bad guys you need to be aware of in this phase: Blazing Talon Initiates and Voracious Hatchlings. Voracious Hatchlings have no actual mechanics you need to concern yourself with. They need to be DPSed down in between your dealings with Blazing Talon Initiates.
Blazing Talon Initiates are your real concern during this phase. They cast two abilities. First is Brushfire, which leaves a small patch of fire on the ground for you to avoid. This spell can't be interrupted, and wasting Wind Shears trying to is a quick way to wipe your raid. The other spell they cast is Fieroblast. This spell does intense single-target damage, and every cast of it increases the damage and casting speed of subsequent spells by 10%. You want to interrupt every single Fieroblast. As we've seen from tier 11 content, interrupting spellcasts is something we've very good at.
That's effectively phase 1 as enhancement. You dodge small worms that spew fire in a cone in front of them, you dodge the other fire that the initiates leave on the ground, and you do it all while DPSing/interrupting adds."Dodge bad and interrupt" is unfortunately not a new concept.
Also Phase 1: Not-boring air stuff
If you manage to be one of the lucky few members of your raid assigned to fly into the air, you need to pick up three molted feathers and blast off and play Maverick to Alysrazor's Jester (except Tom Cruise wasn't shooting to kill). Alysrazor will be leisurely circling through the air, leaving Blazing Power circles and Incendiary Clouds. Your job is to chase Alysrazor through the air, DPSing her hard while dodging clouds and collecting rings of power.


Fortunately, scaling with haste/crit means very little if people can't fly well, so there's always a chance you'll be sent up.
Phase 1.5: Tornadoes of death
After 3 minutes, Alysrazor will summon a gigantic tornado in the middle of the room called a Fiery Vortex. This Fiery Vortex does 50,000 damage every .5 seconds to anyone who touches it, but it is totally stationary. To deal with this, don't touch it.
After a few seconds, Fiery Tornadoes will be released out into Alysrazor's room. These tornadoes deal 40,000 damage every second you're in contact with them and last for 15-20 seconds. Do the Helen Hunt and dodge tornadoes like your life depends on it, while keeping a lookout for more Blazing Power rings spawning on the ground. If you were in the air phase before tornadoes, this will keep your buffs running. If you were on the ground, every little bit helps.

After the tornado phase, Alysrazor will burn out. She'll lose all her feathers and luster and fall in the middle of the room. This phase is a burn DPS phase, and as a result, you should have any trinkets/potions/Bloodlusts saved for this part. If you managed to keep your buffs up from the air phase, flaunt your e-peen and do numbers you'd normally never see.
Once Alysrazor hits 50 Molten Power, she'll ignite and start doing some major raid damage. You'll still be DPSing your heart out at this point, but pay attention to your own hit points. Drop Stoneclaw Totem on cooldown and use Shamanistic Rage as you're nearing the end of the phase, so as to mitigate her large burst of damage once she hits 100 Molten Power. Once she hits 100 Molten Power and is re-energized, the fight starts over at phase 1. Rinse and repeat twice more, and hopefully Moltenfeather Leggings will be yours.
Filed under: Shaman, Raiding, (Shaman) Totem Talk, Cataclysm






Reader Comments (Page 1 of 1)
Delphenus Jul 30th 2011 6:55PM
I've always been grounded on this fight on my shaman because of the poor scaling, but I dream of flying before every raid night...
I'm also invaluable on the ground too. Enhancement Shamans should be able to solo one side of the Blazing Talon Initiates, allowing for other DPS buddies to fly up. After all, can't be a wingman if you outsoar your partner...
Wind Shear should be able to interrupt each and every Fieroblast unless they cast it twice in a row, in which case a quick grounding totem will cover the 2nd- the only time a single Enhance Shaman won't be able to get the interrupt is if the Blazing Talon Initiate cast it three times in a row, which is extremely rare (but it does happen).
Toren Jul 30th 2011 9:31PM
Yea, sadly, since nearly all of our abilities have cooldowns, haste just doesn't do it for us. Though I've found that, if you are on interrupt duty, if you wait until the cast is over halfway complete, they never cast two in a row. They'll always put in a brushfire.
Takes a little discipline, but let that cast bar fill up, and you'll be able to stop every one.
-Toren
Matthew Aug 13th 2011 2:09PM
Wow, I totally forgot about the Grounding Totem helping out in case with get 2 (or three) casts in a row. Thanks!
Gnomercy Jul 30th 2011 7:06PM
As if Star Fox 64 was called that in the US! In England it was released as Lylat wars and still ranks as one of my favourite games ever. And yes the water zone was amazingly difficult (but at least the hard route to the end boss was clearly marked out as being hard hehe.) My shammy is resto but I'll be sure to point our enh. to this page ^^
gobuywow Jul 30th 2011 7:54PM
So glad here comes the guides for Enhancement shaman vs. Alysrazor :) Looking for more for other classes
subtotal Jul 31st 2011 1:59AM
Hey just a point to note, Ret pallies are about on par with Enh shammies as far as haste and crit go.
In other words haste and crit are the bottom two dps stats for Ret pallies (I refuse to call Int a dps stat for pallies) Strength and then mastery are far and away the best Ret DPS stats because they increase DPS strongly and smoothly rather than in a spikey or lackluster fasion
Midir Jul 31st 2011 12:04PM
It would be better with a guide to enhancement shammies in general for 4.2, since every boss in firelands is pretty easy on normal
ladeezluvlarry71 Jul 31st 2011 8:08PM
Whyyyyy would you have an enh shammy go up? I can't imagine a raidcomp that wouldn't have a better target. Haste and crit are completely wasted... as well as the infinite resource mechanic.