Ready Check: WoW Insider's Guide to Baleroc, the Gatekeeper

Greetings again, raiders! If you have been following along thus far, then you know that we've pushed rather deep into Ragnaros' territory. Already, we've defeated the great hunter Shannox, the queen of spiders Beth'tilac, the vicious Lord Rhyolith, and the treacherous Alysrazor. With the first four of Ragnaros' supporters dead, we now focus on making our way into the heart of the Sulfuron Spire itself. Only one obstacle stands in our way: the Gatekeeper Baleroc.
Wielding his twin devastating swords, Baleroc is no pushover. This encounter will test the resolve of both your healers and your DPS as you race against a tight enrage timer while combating insurmountable tank damage. No joke --your tanks will be taking this in the millions on this encounter, so you'd better prepare yourselves, heroes. This journey is just getting started.
The setup
Baleroc is the quintessential Brutallus of Firelands. Large, mean, and tough, he'll face your raid down in his large, wide-open space. This encounter requires little movement from the entire raid and offers few tricks that have to be learned, as Alysrazor did. Instead, the vast majority of the encounter is all about raw output, be it healing or damage. While the fight is certainly healing-intensive, you will want to try to run with as few healers as possible. In 10-man, running with the standard three is probably best for most groups, but you may have to drop down to two if your DPS is lacking. In 25-man, you want to shoot for hovering around five to six healers for this encounter.
How many tanks you bring is a bit of a debate. Going in with only a single tank is certainly more than doable, but keep in mind that this is going to put a lot of additional strain on your healers and isn't for every raid group. Running with the standard two-tank set up is far more manageable for most raids and will be the strategy that we use today.
The pull itself is rather simple. Merely tank him where he stands and play everything off as with Patchwerk.
Abilities
Baleroc doesn't have a large number of abilities, but when you're as good as he is, you don't need them. Aside from tanks, there will only be a single, rather minor mechanic that DPS will have to watch out for. Healers and tanks, on the other hand, will be sitting on their toes the entire time. Try to remember to rehydrate yourself from all the sweat you'll be losing.
Baleroc
- Blaze of Glory Empowers Baleroc's current target, increasing maximum health by 20% but also increasing physical damage taken by 20%.
- Incendiary Soul Every time Baleroc applies Blaze of Glory, he increases his fire damage done by 20%.
- Decimation Blade Baleroc's attacks inflict shadow damage equal to 90% of the target's maximum health, but always for 250,000 damage. This damage cannot be resisted or blocked by any means.
- Inferno Blade Baleroc's attack inflict massive amounts of fire damage instead of physical damage.
Shards of Torment
- Torment Inflicts stacking shadow damage to the nearest player. Stacks every second.
- Tormented Once Torment fades from a player, increases shadow damage taken by 250% and reduces healing done by 50%.
- Wave of Torment If no player is within 15 yards of the Shard of Torment, waves of shadow damage pulse over the entire raid every second.
- Vital Spark Casting a direct heal on a player inflicted by Torment grants a stack of Vital Spark for every three applications of Torment. Healing a player with Blaze of Glory triggers the Vital Flame effect.
- Vital Flame Increases healing done to players with Blaze of Glory by 5% per stack of Vital Spark. Lasts 15 seconds. All stacks of Vital Spark are returned after the effect fades.
Again, there isn't too much to deal with overall for this encounter.
Tanking Baleroc
First and foremost is tanking. Once more, solo tanking Baleroc is perfectly doable and actually one of the suggested methods for heroic mode; however, it is more stressful on your healers. Which path you choose to take is entirely up to you, but I would highly suggest starting off using the two-tank method, as it is much easier. Not only is healing less painful overall, but should the worse happen and a tank drops, having a spare handy who is actually capable of tanking Baleroc is a godsend. While planning for the worst isn't always the best method of tackling new content, tank deaths are common when first learning the encounter.
Going with two tanks, you need to set up which tank will tank what. One tank is solely responsible for handling Decimation Blade phases, while the other tank handles Baleroc for the rest of the battle. When it comes to Decimation Blade tanking, death knights actually shine. There is no method of reducing the damage that you will take, which means that the tank is going to rely exclusively on two things, avoidance and healing. Dodge is the only form of avoidance that matters in this situation, which favors feral druids, making them excellent choices as well. The downside of this can be that dodge can swing either for or against you.
The upside of having a death knight tank is that he can always fulfill the second portion of the role, healing. Death knights have rather spectacular self-healing abilities; in fact, it is one of their major forms of defense. This reactive method of mitigation really works in their favor at this point. Further, their Blood Shield can help soften the incoming blows, as it absorbs damage, not mitigates it.
Similarly, it is worth mentioning that there is a bit of a loophole in the coding mechanics here. A paladin's Ardent Defender is not technically a mitigation ability. While it reduces incoming damage by 20%, it technically absorbs that damage like a shield, rather than being a flat reduction as most similar effects are. This means that paladins are technically capable of reducing the damage of Decimation Blade, but they won't be able to do it every single time.
No matter what tanking class you use, there isn't really a wrong choice. Any tank is capable of doing it; there are just some advantages for some classes. Either way, taking these hits is that tank's primary purpose -- that and nothing else. Most tanks, however, aren't going to be running around with 250,000 health, especially when they want to stack as much dodge as humanly possible.
Your Decimation tank will start the encounter in order to stack Blaze of Glory. Once he reaches the point where he is only as slightly above 250,000 health as he can be, the primary tank should taunt and take over control from there. It's worth noting that while Baleroc's damage will constantly be scaling higher as the encounter goes on, it is really Inferno Blade that offers the highest risk of death. This is likely when you will want to use cooldowns.
Healing and DPS on Baleroc
The other major side of the encounter is how the healers and the DPS deal with the Shards of Torment. There will only be a single Shard in 10-man, while there are two (one in melee range and one at ranged) in 25-man. Each Shard will need to have two DPSers, and only two DPSers, assigned to tanking the damage. Similarly, each Shard will need three different groups due to the debuff timer on Tormented. In total, each Shard will need a minimum of five DPSers assigned to taking the damage. This makes splitting a little bit weird in 10-man unless you run with six DPS. Instead, every DPS will be apart of the rotation, which should be easy.
Each player should take 12 to 15 stacks of Torment before they pull off, given that Vital Spark only cares about stacks of three. Timing will be tricky, and don't think you will hit these marks exactly, but they're nice to aim for. A single Shard lasts for 25 seconds, so you are looking at a 13/12 split if you manage to hit it perfectly even. During this time, DPS should use any damage reduction cooldowns that they have, while healers should heal them with their fastest heals. It doesn't matter how much you heal them for; what matters is the number of times that you heal them.
Note: Shards of Torment ignore standard immunity effects such as Ice Block. Your pathetic magics won't save you this time!
A second note: Damage reductions, on the other hand, do work. If you happen to have one in your raid, having a shadow priest take the first Shard is the best course of action, as he can eat the entire duration. Once the priest reaches 20 stacks of Torment, he can use Dispersion to ride out the remaining five stacks without taking any significant damage. This will allow your healers to gain a high amount of stacks right at the start.
Further, healers should be set up on their own rotation, each assigned to heal a specific grouping of DPSers who are tanking Shards, having one healer assigned to each group at a minimum (although having some overlap isn't bad). This way, one healer is always stacking Vital Spark while another is always healing with Vital Flame. There will be some overlap in Shard healing in most setups, but that is perfectly fine.
Rotating Shards and Sparks is essentially the entire encounter. While the healing on the tanks is exceedingly intense, the primary issue that will hold back most guilds is going to be the strict enrage timer. Just as much as this is a healing stress test, it's a DPS race. In this encounter, throwing more healers at it is far and away not the solution. Throw more fireballs at his face instead.
Rock on, raiders, and tune in next week when we take down the villainous Majordomo Staghelm.
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 2)
Knob Aug 5th 2011 9:17AM
YOU....SHALL NOT.....PASS!
Noah Aug 5th 2011 9:28AM
I command you, as King of the Britons to stand aside!
Stannislaus Aug 6th 2011 12:11PM
King? I didn't vote for him!
Pirjo Aug 5th 2011 9:33AM
Deci blades are what always gets us, especially early in the fight.
On tanking:
The inferno blade tank should alternated Tol Barad Trinket and personal CD's (Glyphed Divine Protection, Barkskin, AMS) on Inferno blade. Makes it trivial.
On dps/shards:
12/13 Split is not advised. Instead use a 20/5 split to build stacks much faster for healers.
How?
Tol Barad Trinket again. Having the first person who tanks the shard have the TB trinket equipped and have short CD personal CD's (Glyphed Divine Protection, AMS, Shamanistic Rage, Soul Link/Shadow Ward, Barkskin, Dispersion) to allow them to tank it to 18+ stacks.
On Healing:
Each heal builds stacks, so you want to boost the # of heals on torment players as much as you can without ooming or letting them die if you are building stacks. Bloodlust should be active during the first shard . Penance builds a stack each tick. HS/WoG1 Pallies.
Geiss Aug 5th 2011 9:40AM
renew and other hots as well? or only the "single heal" per hit of penance?
lmborghini Aug 5th 2011 9:50AM
HoTs don't apply stacks unless the spell untalented has a direct heal portion (riptide, regrowth)
Penance is treated as each tick being an individual direct heal so that Grace properly stacks.
dorn Aug 5th 2011 9:47AM
If your healers are haveing trouble toping tanks off after decimation blade (it can still be tricky on the early decimation blades before healers have alot of stacks) we found it usefull to have the DB eater take the first swing, the MT take the 2nd, and the DB eater the 3rd. as a warrior, i use Last stand to get the needed HP for that first round of swings when my stacks are not high enough yet. this also helps with healer cooldown conservation and mana conservation.
also, we found that it is a major help to have the soak tank take over at around 30%. stacks will be low, so he wont take even half the damage the MT was takeing, but your healers stacks will still be high. This means if your healers mana is running low, they can keep him up with even thier cheapest heals. The MT just needs to soak the inferno blades since its damage scales with balerocs stacks, not the tanks.
That one Joey Aug 5th 2011 10:43AM
My raid group uses the 1 tank method, but we also only use 2 healers. I dont recommend this for most raids, as we danced through firelands in our 372's from t11 heroic modes. But we had 1 tank and 2 healers. We had one healer healing the tank, while the other built his vital spark stacks. Once the second healer reached about 5 stacks of vital spark, he starts healing the tank and the first healer goes to healing torment targets, switching back and forth to increase their stacks. Our tank is a prot pally with glyphed divine protection to seriously mitigate those inferno blades. This setup allows us to use 7 dps and easily beat the enrage timer. Like the OP said, more fireballs and less heals.
That one Joey Aug 5th 2011 10:49AM
Also like the OP said, we have a spriest eat the entire first shard. We then have a ret pally eat the second, using cooldowns. and kitty/ele shaman eat the third and then rotate people in and out until cooldowns are available again.
Also, I dont know if this was mentioned, but our healers usually spam their fastest (and sometimes most unefficient heal) on their first torment target to stack their sparks high. They usually run themselves to about 20-25% mana and use the rest of the fight to regen their mana. Of course, our 2 healers for this fight are disc priest and rsham and both are using core of ripeness for this fight, plus a hymn (w/e that priest mana cd is) and tide totem.
Kia Aug 5th 2011 10:53AM
So any actual comment on how MUCH DPS is needed? No one ever seems to bring this up. My raid tends to do around 14-16k on Shannox and we don't have too much issue with the enrage, but I expect we need a lot more...
Mpdogg33 Aug 5th 2011 10:58AM
Ideally raid damage needs to average 20K dps.
Skarn Aug 5th 2011 6:51PM
Math for 10-man:
Baleroc has 42 million HP. His enrage timer is 6 minutes. That's 7 million HP that needs to be taken off per minute or 117,000 per second. (That number is rounded up slightly. It's actually 116,666.66 per second. Repeating, of course.) Thus you need raid-wide DPS of 117,000. For 5 DPS that's 23k DPS. (Rounded down a tiny bit, since I rounded up before. Plus to make simple numbers.)
The damage from the two tanks will lighten that of course. How much depends on your tanks. If your tanks can do 7.5k DPS each, then the requirement for your actual DPS drops to 20k. Naturally, one-tanking will significantly increase your overall raid DPS, thus lowering the individual requirements.
Don't worry that your DPS on Shannox is too low! That fight involves target switching, stuns, movement and other gimmicks. Unless someone is effectively multi-dotting on Shannox (which can be tricky due to the wide distances used), their DPS will go up on Baleroc since you are mostly just standing still and attacking.
So my long post comes to the exact same conclusion as Mpdogg33. Each raid member should be hitting 20k DPS over the course of the fight. For 10-man.
Eytan Aug 5th 2011 1:01PM
Tanks lose their self healing in between decimation blade swings, so DKs are not that great at dealing with it.
Mstrwiggles Aug 5th 2011 7:59PM
Can I get some verification on this? I don't see anything anywhere alluding to this claim.
Skarn Aug 5th 2011 11:00PM
I've heard Decimating Strike reduces healing done by the target by 4%. Which would reduce the DK's heal, but not eliminate it. 16% (or whatever) of a Decimating Strike is still a nice chunk of heal.
Eytan Aug 6th 2011 7:53AM
Most definitely not 4% more like 90%. Read the ability closely: http://www.wowhead.com/spell=99353/decimating-strike
"and reduces the target's healing done by 90% for 4 sec."
Noah Aug 5th 2011 1:56PM
Holy crap it just occurred to me.
Baleroc ------ Balrog
Oh.
Garwulf Aug 5th 2011 3:05PM
I single tank this as a Tankadin for my 10 man.I havent tried it yet but I want to assume since absorbs like AD work on Deci.Blade,that the Stay of Execution trink would work as well. However I currently use Vial/ Phail trinks for the on demand dodge bonuses. They only share a "Global-esque" CD so one is up for most Decimation phases. And the duration of the effect lasts the entire Decimation phase too.As and OH $^&! button have a Brezer ready with a macro to rez ya if you take it in the face.You keep the Glory Buff through death until either a wipe or Baleroc dies.
robitrock Aug 5th 2011 6:16PM
This can be done with 4 healers if needed, have 2 groups of healers switching so each group heals every other shard person.
Druid healing is by far the hardest on this fight.
I suggest going 3/3 natures bounty for this fight.
Right before the first shard switch to tree form spam regrowth, on the next shards apply 3 rejuv's to people then spam nourish.
Apply lifebloom to the tank and spam HT or nourish as needed.
Got 140 stacks using that strat which was more than enough for normal mode, we 2 shot him (tank messed up the first time)
Blakkeyez Aug 7th 2011 4:29AM
I don't really get the reasoning about DK self healing or the self healing from Ardent defender on Decimating Strikes. Last time I checked Decimating Strikes also reduces the target's healing by 90% for 4 seconds which basically renders self healing more or less useless in the timeframe before the next strike hits. Am I getting this wrong?