Mar 29th 2012 3:22PM Just to be slightly nitpicky: it's not Nazgrel in this video - it's Nazgrim. The former is in charge of Thrallmar; the latter, the guy with whom we nearly drowned in Vash'jir, if memory serves.
Mar 29th 2012 3:15PM Lemon squares, methinks.
Dec 14th 2011 3:02PM Jawas have officially made it into Warcraft. I am pleased.
Mar 9th 2011 8:38AM I've got two - Stealth and Charge.
Stealth, because there's nothing better than stalking your prey.
Charge, because there's nothing better than mauling it.
Mar 8th 2011 10:17AM It depends on the phase.
During phase 1, everyone should be spread out to not spread the damage (phase one is the part where his heads aren't trying to eat each other), since one hit of it won't kill you if you're above 10K health due to the Bile-O-Tron's mixture.
During phase 2, or the Feud phase, he'll knock the machine offline - so you can't rely on the 10K health thing anymore. Instead, your raid clumps up to split the damage of Caustic Slime (like the Meteor from one of the Horsemen from Naxx), so they don't all one-shot your raid. You'll get enough of THAT in phase 3!
Hope that helped! Good luck!
Mar 8th 2011 10:11AM @ Skarn
It really depends on your group setup - but my guild has usually one or two rogues and a druid on our attempts (we actually managed a kill last week! YAY!) who are assigned to air phase gongs, and our ranged (mage or hunter) to the ground phase gongs. If you're talking about kiting during the ground phase, our practice is to have the targeted person (who will be the person with the most sound, in my experience) run to the left/clockwise, and everyone else runs right/counterclockwise. We also tanked him where the little hallway ends, facing where the bell was, to make gonging for the ranged easier - they're assigned to the gongs farthest away from the door.
When he takes off for the air phase, he should once again target the person with the most sound for the flame breath ability - which generally will be either ranged or a healer. Have someone assigned to hit one of the gongs nearer to the entrance of the room (so you don't make things harder for Searing Breath during ground phases), who will be able to kite the flame efficiently. A couple of suggestions are rogues, since they have a one minute CD on Sprint as opposed to a druid's three minute one (not to mention, the Glyph will increase your speed to that of an epic ground mount for its duration), and warriors, because of Intervene (not like they can hit Atramedes in the air, so switching to Defensive Stance for an Intervene doesn't really affect their DPS). A warlock might also be able to do this if he/she/it puts a Demonic Circle in a good place, though I can't speak for sure on the subject. You always want to keep the flame breath as far away from your raid as possible, since it increases sound and kinda hurts a lot - personally, I usually run the flame towards the back of the room, up to where the bell was, tracing a path around the outermost part of the room, and then start heading back to the front of the room. By that time, either air phase has ended, or I get Life Gripped to our priest for extra awesome goodness.
As Dawn pointed out, Leap of Faith/PW:S+Body and Soul makes flame kiting really quite easy. It actually makes a huge difference on the survival rate of the kiters (namely, me) during the both sets of kiting, since the shield is also capable of eating a tick or two of the breath beam cannon. The real trick to this fight, to be Captain Obvious for a second, is really execution - your raid has to be really aware of who's targeted when, and for the ground/air phase changes. And Searing Breath. Can't forget that ability.
Hope that helps! Good luck!
Feb 3rd 2011 3:30PM ACK! Forgot Death Knights - Mind Freeze, and Hungering Cold. Also, I think one of the Unholy's Ghoul abilities is a stun, but then, that won't work on bosses either.
Feb 3rd 2011 3:29PM And the Lord did spake, and he said, "Thou shalt have a list of interrupts, the class thereof, and whether or not it will save your ass from Super Tank Smash Ability X...
... SOON (TM)!"
Actually, I'll list the ones I know of, so as not to become That Guy that comments, but doesn't leave anything helpful.
Warriors - Pummel, Gag Ordered Heroic Throw, Shield Bash. I'm not sure if Throwdown works on bosses. I feel like I'm missing one here.
Mages - Counterspell, Polymorph (in a pinch!)
Paladins - Avenger's Shield, Hammer of Justice (talented, will interrupt on stun-immune targets, though I can't remember the actual talent), Rebuke.
Rogues - Kick, Gouge, Cheap Shot if you're Vanishing/Shadowdancing, Kidney Shot if you have combo points, Blind. The last four are generally not applicable on bosses, but adds are sometimes surprisingly a different story.
Shaman - Wind Shear is excellence in a can. Interrupt PLUS lowered threat? This rogue is jealous. Also, though not an interrupt, possibly Grounding Totem, though I don't shaman enough to know if it ingests the nastier spells.
Lock - no idea. Sorry. :-/
Druids - Typhoon as balance will interrupt by virtue of movement, though it'll piss off your tanks usually, Skull Bash as a kitty or bear, Bash as a bear. Cyclone too, but once again, it's not a reliable interrupt on a boss, and isn't exactly "reliable."
Priests - Spriests with Silence get... um, a silence. I think that it would also be good to mention Psychic Scream (glyphed) and Psychic Horror, but I don't believe either of them work on bosses. They will work wonders on trash.
Feb 3rd 2011 11:29AM One of my coolest moments was rogue tanking Thaddius in Naxxramas, as the last man standing - blowing every cooldown (Feint, Evasion, Cloak) to get that guy down - and it happened. All I remember is hearing, "GO ROGUE GO!" all over Vent. :)
Jan 31st 2011 9:21AM Embarrassingly enough, Gnash snuck up on me in Vash. How I got out-rogued by a huge sea giant still escapes me.