Encrypted Text: Rogue tips and tricks for Firelands, part 3

Alysrazor is not an ideal fight for rogues. We waste a lot of time running around, and we spend hundreds of energy points on Kicks. We swap targets often, never spending more than a minute on any single enemy. We're often too far away from the rest of the raid to receive their buffs, and our targets are rarely fully debuffed. Due to encounter mechanics, even the tanks are dealing more damage than us. While it might seem like the odds are stacked against us on Alysrazor, the good news is that our damage here isn't nearly as important as our utility.
Alysrazor is the official Interrupt Boss for Firelands. There's always an Interrupt Boss in each raid tier. Tier 11 saw us Kicking all of Maloriak's casts, while Lady Deathwhisper and Valithria Dreamwalker had us interrupting Scourge casters all night. It was almost impossible to defeat the Faction Champions without solid interrupts, and General Vezax's Searing Flames was deadly if not Kicked. Rogues have been the go-to interrupters for years, and the Alyzrazor encounter again challenges us to put our boots in some caster faces.
Phase 1: Kick Time
Unless you're one of the incredibly lucky rogues who's tasked with flying around with Alysrazor, you'll be spending most of the encounter interrupting the Blazing Talon Initiates. The Initiates are druid adds that fly in and land around the edge of the battlefield. You'll be running over to them, burning them down with DPS, and Kicking their Fieroblast casts. They also cast a spell called Brushfire, which spawns a mostly harmless ball of fire that roams about on the ground. You can't interrupt Brushfire, so make sure not to waste Kick trying. Your job is to sidestep the Brushfires while nuking the Initiate, never allowing them to finish a Fieroblast cast. In order to make moving between Initiates easier, you should grab a Molten Feather or two from the floor when Alysrazor sheds them, granting you a movement speed bonus.
There are three different strategies for handling the Fieroblast interrupts, so check with your raid leader for your raid's specific plan. You can use two interrupters per Initiate, with each taking turns interrupting Fieroblast. You can swap one of your major glyphs out for the Glyph of Kick, which allows one rogue to solo the interrupts for one Initiate. The one important note for using Glyph of Kick is to ensure that nobody else attempts to interrupt the Initiates, as a missed Kick breaks your interrupt rotation. I suggest that assassination rogues drop
Combat rogues can install Glyph of Kick, but they also have another options. You can also spec into Throwing Specialization (yes, I'm serious) with your flex talent points as a combat rogue, allowing you to use one-point Deadly Throws and Kicks to handle the interrupts yourself. Blood elves also have Arcane Torrent available to use as a backup interrupt. Kidney Shot, Cheap Shot, Blind, and Gouge are all ineffectual since the mobs are immune to CC. The only other thing to worry about in phase 1 is dodging the Plump Lava Worms' Lava Spew, which usually amounts to always standing behind the Initiates.
Phase 2: Dodge the tornadoes
In phase 2, Alysrazor decides to unleash her ultimate attack, Fiery Vortex. A ton of Fiery Tornados spawn, and you need to dodge them. Use Sprint and Cloak of Shadows to ensure your survival. There's nothing more important than dodging the tornadoes in this phase, so focus on sidestepping and avoiding them. Try to reserve Cloak of Shadows for a moment where you're certain to die, rather than using it preemptively. If you see a fiery circle on the ground, you can run through it for an 8% haste buff, although your air crew will probably want to monopolize the circles.
Phases 3 and 4: Burn during Burnout
Once Alysrazor crashes after her Burnout, you want to pop all of your cooldowns. She'll be taking 50% more damage, and your raid will almost certainly use Bloodlust. You have about 60 seconds to burn the boss before she takes off again. For the first 30 seconds, she'll be unconscious as you burn down her health with the damage bonus. You want to make sure all of your cooldowns are used in the first 30-second window, as the 50% bonus damage is too good to pass up. For the second 30 seconds, she'll start beating up your tank and pulsing for a ton of AOE damage. You should be using Feint on cooldown for the second half of this burn, as it will help your healers keep everyone alive.
More interrupts
Once Alysrazor is finished recharging, she'll blast the entire raid and the fight starts again from phase 1. Your two goals are to keep the Blazing Talon Initiates silent as you burn them down, and then to unload as much damage onto Alysrazor during that 60-second window as possible.
Running around and beating up Initiates doesn't make our DPS look good on the meters, but keeping the Fieroblasts under control is more important than our damage on this encounter. The ranged classes in your air force will be dealing amazing damage, your tanks will be nearing six-digit DPS values ... and you'll be doing worse than ever. Alysrazor is a fight that doesn't seem very flattering to rogues, but we plan an important role, and it's our job to forget about the meters and to focus on interrupting instead.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 1)
vlosx183 Aug 10th 2011 3:08PM
Or they could both just drop Glyph of FoK for Glyph of Kick since it's a MAJOR GLYPH.
Chase Christian Aug 10th 2011 3:55PM
My mistake, I've been combat for Alys. Changed!
Telwar Aug 10th 2011 3:20PM
I found it helpful to grab two of the feathers, once the Air Corps has gone up, to run between the initiates' spawn points and to help avoid the tornados.
Hail Aug 10th 2011 3:36PM
Might as well get three and shadowstep/fly down.
Quidamtyra Aug 10th 2011 3:31PM
Glyph of Kick is a major glyph. no need to swap out your prime glyphs for it...
Quidamtyra Aug 10th 2011 3:32PM
wow.. I apparently opened this window a while ago and didn't refresh to see vlosx183's comment... sigh
bwasome Aug 10th 2011 3:34PM
Drop glyph of Tricks for glyph of kick, and tricks your tanks on cooldown as the full 15% bonus combined with the fixate buff amounts to those adds dying much faster. Yay more utility
Hail Aug 10th 2011 3:38PM
Might as well keep glyph of tricks, its our only major that directly increases dps. Also unless the tanks are having trouble downing the adds in time its best to use it on the air dude. Basically as long as there are no chicks when alys comes down, it doesnt matter what the tank's dps is.
Siorra Aug 10th 2011 3:38PM
"...even the tanks are dealing more damage than us." I would hope so, what with them doing 1000% more damage for a large portion of the fight.
Gonna go ahead and say also, that being on flying duty breaks your off-hand faster than you would think. Keep an eye out for that! ;(
Cyno01 Aug 10th 2011 3:48PM
Random FL trash question;
Is there anything for us to do on the turtles? Me and the other rogue just kinda sit in the corner and let ranged do their thing and try not to get punted around too much...
dev.stephen.hall Aug 10th 2011 4:55PM
when they are not spinning you can kidney shot them
Udja Aug 10th 2011 4:09PM
The haste buff rings can be used by any number of people (at least in 10 man); they don't disappear when someone runs through them, so don't worry about taking away your air crew's monopoly. The problem is that they only last about 3 seconds before despawning, so don't try and run too far to grab one.
kuri Aug 11th 2011 2:49AM
Just some notes from various comments above (+ the article):
Assassination Rogues are extremely effective up in the air. We have a "burn" spell in Backstab that pretty much puts us just below cap (or at it) with every GCD. You can even Mutilate-spam if you see yourself at cap. But we destroy with unlimited energy when she's grounded if we have the 25-ring buff. I was pulling more than my Arcane Mages.
Keeping a Rogue in air also allows you to Tricks a mage effectively. Sometimes flyers will out-range you if you're on the ground. Having them fly with the mages puts a huge dent in Alysrazor. You'll find people arguing you should tricks the tanks due to their 1000% damage buff, but if the ground DPS are doing their job right, adds should die quickly anyway. Keep DPS on the boss and keep the fight 1 flight phase shorter.
The rings during tornadoes definitely disappear in 25-man. 10-man might be different. This is what I've seen, but I might be wrong.
You can smash face on this encounter if you can convince your raid leader to let you fly. If you're assigned to kick duty, you'll inevitably pull so-so numbers due to the high amounts of downtime. So get to WoL and polish your persuasion skills!
Ymp Aug 11th 2011 7:03AM
Flying duty is incredibly fun! I did on 10-man mode and basically doubled my dps (as assassination) and outclassed every other dps that had tried it on previous pulls.
It's very hard not to get energy-capped if you get every ring; I liked the Backstab suggestion and will test it on my next tries.
Another thing of note, you are gonna have A LOT o threat at the beginning af phase 4, especially if you stay buffed. Tricksing the tanks may not be enough; save vanish for this part and watch your meters.