The Light and How to Swing It: Tanking the three intro heroic Firelands bosses

So you've slain the minions and lieutenants of the Firelord and cast down Ragnaros himself, as well. The heroic versions of all seven bosses are now open to you, each with varying degrees of difficulty, starting with the walk-in-the-park Shannox to the much more dangerous remnants. These fights require you to step up your tanking game to a whole new level to survive everything the fights throw at you.
In this column I'm going to start with the first three easiest heroic fights: Shannox, Majordomo Staghelm, and Alysrazor. I'll give you tips and tricks on proper cooldown usage, glyph load-outs, and trinket choices to maximize your performance against each so that you can stand up long enough for the raid to topple each.
Shannox
You'll find this fight to be almost like the heroic lootship of Firelands; the fight almost gets easier with the changes for the hard mode. Unlike in normal mode, when you kill Rageface and Riplimb, they will resurrect after 30 seconds, so the fight switches from a strategy of burning down the dogs and then killing Shannox to mitigating the dogs' effects on the raid while focusing down Shannox.
Likewise, as a result, you never have to worry about Riplimb dying while you have stacks active and thus can always drop your stacks. Shannox will hurl his spear right up until the end.
The two tanks still need to coordinate, based on who has the job of tanking Shannox and who has the job of tanking Riplimb. The former will be concentrating on keeping Shannox moving intermittently so that melee is never standing in traps of any variation. And the latter while be in charge of camping next to Crystal Prison Traps so as to freeze him every other spear, hopefully allowing both tanks to drop their stacks with regularity.
A helpful tip is to enlist priests to use Leap of Faith to yank tanks away if their assignments get way too close before they can drop stacks. The extra distance should be enough to allow stacks of Jagged Tear or Feeding Frenzy to drop.
Just like normal mode, when the dogs are up as Shannox's health reaches 30% (not that they survive that long on normal, but you get my point), they will both enrage. If you're tanking Riplimb, be sure to have cooldowns ready for that damage spike.
Glyphs I would recommend utilizing Glyph of Focused Shield for sure, since you'll only be tanking one target. The Riplimb tank can also use Glyph of Dazing Shield to slow Riplimb occasionally, but you need to be careful that Dogged Determination won't allow him to be slowed under 50% movement speed, which then increases by 5% until it caps out at 100% and then falls off. Do not using Glyph of Divine Protection, as there isn't much deadly magic damage. Most of the damage is physical.
Loot Shannox carries the heroic leg tier token and the Uncrushable Belt of Fury. I'd avoid Legplates of Frenzied Devotion, as the tier legs are much better.
Majordomo Staghelm
A fairly simple heroic fight to tank, the difficulty is placed much more on the DPS to beat the enrage timer and for the DPS and healers to handle the hazards of the encounter without dying.
Feel free to shed a tear for the Concentration mechanic, which by virtue of being a tank, you'll never really get to enjoy. You might have a lucky avoidance streak that briefly allows it to stack up to 25%. But don't count on it ever getting past that without some trickery and some animal sacrifice to various deities of fortune.
The way my raid handles the scorpion/cat phases is never allow the raid to each a single Flame Scythe, thus allowing Concentration to stack for each DPS as long as possibe. Three times per fight, I'll use Ardent Defender to cheese a Scythe. The raid then immediately scatters, because Staghelm's energy shoots up to 70% when the Scythe is not properly divided amonst the raid. It'll buy the DPS 4 seconds or so to pour in the hurt, though, which can be quite valuable.
When Searing Seeds are about to go out, you can use Hand of Protection on a melee DPSer to prevent his getting a Seed applied. That'll allow him to do extra DPS by not having to run out and let the Seed explode far away from the rest of other melee players.
As the tank, you can elect to tank a Burning Orb if one pops up in the center the circle where you'll likely be tanking the boss. Swapping off with a melee player is very doable, but be extremely careful not to take too much on your plate in terms of damage.
Loot The heroic shoulder tier token drops from Staghelm, as well as the best-in-slot Bracers of the Fiery Path.
Alysrazor
Your biggest focus when tanking this fight will primarily be in doing the required amount of DPS to kill your hatchlings. Unlike normal mode, you'll be tanking three hatchlings (thankfully, one at a time) per "rotation" of the fight. Each, you'll be required to kill quickly before the two Firestorms and Fiery Tornadoes that punctuate the encounter.
The health on the hatchlings is much, much lower, making killing them quickly a very doable task. You should still make an effort to boost your damage output as best you can. This includes glyphs and trinkets (which I'll detail shortly). You can also consider some crazy moves such as combining two pieces of ret tier 12 and two pieces of prot tier 12, as well as utilizing the Ruthless Gladiator's Scaled Gauntlets, to bring an absurd amount of prot DPS to the fight. Truthfully, though, with the recent nerf that will likely not be necessary.
Plump Lava Worm management is similarly key. Their Lava Spew is much more dangerous (possessing a much larger cone of effect) on heroic mode, and you can't chance allowing it to cross your path. Likewise, you really don't want your bird to ever Tantrum for very long, if at all. Watch your hatchling's happiness level, and when it appears that the bird is preparing to throw a Tantrum, quickly feed it a worm. If it does Tantrum, pop a cooldown to mitigate the damage burst.
Glyphs Like Shannox, do not equip Glyph of Divine Protection. You'll be worrying much more about physical damage. Damage glyphs are pretty handy here, instead, especially Glyph of Focused Shield.
Trinkets I'm very fond of maintaining one-trinket block cap for fights like this. Being able to swap out of survivability trinket for the License to Slay and not shoot my survivability in the foot is huge. Keep in mind, though that you only need to boost your hit and expertise relative to a level 87 mob; anything past that is wasteful.
Loot Alysrazor drops the heroic chest tier token, as well as the Lavaworm Legplates (which are threat piece, of course), as well as the Spaulders of Recurring Flames which are a good stand-in when you just can't win that shoulder token to save your life.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Nina Katarina Nov 4th 2011 9:12AM
We discovered the 0-0-0-0-0-0-0-0-0 method of killing Majordomo, which is super-easy for 6 of the people and somewhat nerve-wracking for 4. Basically, spread out or collapse whenever he reaches about 70 energy. The stacks of Fury that he gets when shapechanging don't affect his melee or the seeds or the mushrooms, they only affect how hard his special attack hits. And if you never let him do a special attack...
The fun factor comes when he grows in size for every stack of Fury, and by the end he's about as big as Beth'tilac.
This fight can be one-tanked and one-healed. We do two heals, and they report being quite bored. I don't take much damage at all, and I've been secretly swapping out tanking gear for threat gear.
Skarn Nov 5th 2011 10:16PM
This strat interests me. The wheels are already spinning in my head trying to plan it out and I have a few questions that I'm working out.
1. How do you handle the "shape transitions?"
Do you have everyone spread and collapse? Or do you have six people sit as a group and never move and then designate a seventh person as the "shift controller" who moves in and out of the group to shift forms? (The other 3 would always stay spread out.)
2. How much do the Seeds and Orbs overlap?
The obvious difference with this 0-0 strat is that removing Scythe and Jump from the fight increases the amount of shifts, which means more Seed and Orb spawns. Do the Seeds all explode before the Orbs spawn? Do the Orbs fade before the next set of Seeds goes out? Or do they overlap? (I suppose I could just math this out.)
3. How do you handle the Burning Orbs?
My initial idea is that the healers and possibly tank should "tank" the Orbs. There's not much else to heal and dealing with the Orb damage would be significantly easier without needing to avoid Jumps too. I'd keep the DPS away from the Orbs to maximize their Concentration.
4. How do you handle the Searing Seeds?
This is actually the biggest part that interests me. I've got ideas for the other 3 questions, but I'm really curious about this one. The actual damage the Seeds do isn't scary. Even if each Seed explodes on the entire raid, the damage should be fairly easy to heal since there is no Scythe damage to deal with. But if the whole raid is taking damage from every Seed explosion, then Concentration is being reset a lot, which defeats the entire purpose of this strat.
You could have the entire raid group for a Seeds spawn and have each person run out and stay out when their Seed blows. Then you can all be spread for the Cat phase anyway, but then have to be sure to group up before a Jump. How many Seeds are left at that point?
Hmm, very interesting! I'm tempted to try it, but we already kill Heroic Staghelm every week anyway so I'm not sure I want to mess with that. Any info on how you do the fight is appreciated!
MattKrotzer Nov 4th 2011 9:30AM
Great article. I'd love to see something like this for other tanking classes as well. I play a warrior, and there's definitely some different options for them on how to handle some of these fights.
Good guide though!
Krz Nov 4th 2011 10:23AM
Ridiculously stupid guide, considering it only covers 10 man, and not 25 man... well... whatever
Matt Walsh Nov 4th 2011 10:34AM
Eh? This is from a 25s perspective. I don't raid 10s.
Nina Katarina Nov 4th 2011 10:29AM
Umm... he does 25-man. These fights are not substantially different for a tank in either raid size.
LynMars Nov 4th 2011 11:04AM
Reading comprehension issues, 'tis a sad thing. Or you just looking for something to gripe about and failing?
I get somewhat annoyed that the majority of WI's guides (least it feels like it some days!) are written for 25man, as I only raid 10 right now--but it's not "stupid" or useless or even an issue. It's still good for an overview as the job itself generally doesn't change much between the two sizes of raids. I mostly tank and heal, and can always find something useful or that I at least didn't know about a fight regardless of composition.
Demsford Nov 4th 2011 3:04PM
I'm pretty sure that on heroic mode, the dogs do not enrage when Shannox reaches 30%.
Skarn Nov 4th 2011 5:24PM
Correct, the dogs do not enrage at 30%. Only if they get too far from Shannox and that seems to fade if they move close enough again.
Also, though Riplimb's health is pretty low on Heroic, Rageface's HP is not. He actually has more health than Shannox!
Roboooo Nov 4th 2011 11:18AM
I have a comment about the shannox tanking.
We use a strategy in which you never trap riplimb. Thus leaving all crystal traps for the dps tanking rageface (making his/my job extremely easy).
Basically the maximum range the dogs can be from shannox is 100 yards. So by setting two beams 80 yards apart (2x healer distance, easily set up) when he goes to throw his spear our warrior leaps towards the centre point, dragging riplimb with him.
This then means riplimb has to run from the centre about 30 yards to the spear, pick it up, run the 80 yards to shannox. All the while we have a dps switch and provide a slow to riplimb, the tank on shannox if needed can then proceed to kite shannox side way, further increasing riplimbs travel distance. The two tanks return to there positions on the beams once stacks have dropped.
We used the tactics explained above but often found that missing a trap on riplimb due to a unlucky wary buff would cause a wipe. Also it doesnt leave alot of traps for rageface, which can also lead to a quick wipe.
Not sure if this is any help but it is certainly a tactic my guild have found easier to execute.
gewalt Nov 4th 2011 11:47AM
since this article was posted, I have sold 20 glyphs of dazing shield. teehee.
Welldead Nov 4th 2011 4:16PM
Win ^^
Dudegar Nov 4th 2011 1:46PM
We use an "exploit" or smth for Shannox. Well, it's been there for ages and hasn't been fixed yet, so I assume Blizzard accepts it or doesn't care.
Basically when Riplimb is running toward the boss with the spear I start to kite the boss. But not by moving backwards, but strafing in a wide circle (30-40 yards radius). I get the same speed as I would be running with my back to the boss, but still can block his attacks. Riplimb seems to be unable to give the spear back to boss when he's on the move. So I keep the boss moving until my and the other tank's stacks fall off and stop, so Riplimb gives the spear back. And repeat the process again.
This method isn't fully reliable, as the bug seems a bit random and sometimes Riplimb can give the spear back. Or sometimes Shannox stops by himself to throw a trap. But it works like 75% of the time.
We're working on Majordomo now and running into issues with DPS. We're gonna try with more cat phases and less Scorpion.
Welldead Nov 4th 2011 4:20PM
My Guild when we first starting doing firelands as a whole(Last week) we pretty much watched all of the fights on youtube dho and basically we 1-shotted every single boss, it is pretty amazing how we 1shot every boss and it was our first time as a guild there. we had alot of trouble with alysrazor cause i had to heal it which was fun! and we are now at Ragnaros and we cant seem to get him through the first transition due to that we need to get a mage and the priests dont know what they're doing...
rwilki Nov 6th 2011 1:33PM
For Priests handling the Magma Traps (as I have to ):
- Make sure raid health is steady before triggering the trap
- Use PW:S on yourself prior to triggering it to benefit from Rapture and reduce dmg taken
- Make /cast [@player] Levitate and /cancelaura Levitate macros and keybind them
- Practise timing your Levitate to cast as late as safely possible when descending
Breath deeply when the Priest Tier token doesn't drop for the umpteenth time - they're being saved for heroic bosses I'm sure :-/
pancakes Nov 8th 2011 1:30AM
Baleroc's room is a nice spot to tank Shannox, if you feel like doing Bale before Shannox. The ground is flat, & there's no random rocks that you can accidentally screw yourself over on when kiting