Orokosaki
11-11-2007, 01:22 PM
Tanking Guide for The Lurker Below in Serpentshrine Cavern
Overall Strategy:
-The Lurker Below is a two phase fight, where the phases repeat on a set timer until the boss is dead. Phase one consists of the Lurker himself, then during phase two the boss despawns and is replaced with 6 Coilfang Ambushers (Ranged adds) and 3 Coilfang Guardians (Melee adds).
Boss Abilities:
-“Spout” This ability is on roughly a 45 second cooldown. Starting from the current target, Lurker will cast a spout of water that moves in EITHER direction and makes a full 360 degree rotation around the circle. The spout itself hits VERY hard and will almost surely kill anyone other than the tank if they do not avoid it (The easiest manner to avoid the spout is to simply drop into the water and let it pass over your head). In addition to the damage it does, if you do happen to survive the spout, it knocks the player back well away from the fight (Sometimes upwards of 100 yards). The lurker also spouts immediately following every phase two, so the raid needs to be ready to dive underwater as soon as phase two ends.
-“Whirl” This ability is used VERY frequently during phase one and hits for around 5,000 damage, the whirl will affect anyone standing in melee range at the time. He will whirl immediately after every spout, as soon as he emerges from every phase two, and also 5 seconds after every geyser (Which will be explained next). If you are standing on the inner edge of the platform, the whirl will knock you to the outer edge instead of the water. Also, if you stand on the very outside edge of the platform, you should be able to avoid the whirls altogether (This is important to minimize raid healing, especially while learning the encounter).
-“Geyser” This ability hits for roughly 3,500 damage and also has a knock-back aspect to it. The targeted player and anyone within a 3 yard radius will all be knocked back (Much farther than the whirl knock-back) this is combated by spreading the raid out as much as possible so geyser only affects one person.
Phase One:
-The fight starts when the boss is fished up from the pool inside the ring. The main tank needs to immediately grab him and begin building threat quickly.
-It’s important to note here that as long as ranged DPS stay out of melee range, they do NOT need to watch their threat as it is impossible for them to pull aggro on the boss (However, they can still pull aggro on the guardians).
-Melee DPS needs to be careful of their threat, and depending on the healing in your raid, they may need to watch their boss timers and back out to the edge of the platforms to avoid taking damage from the boss’ whirl ability.
-The raid needs to spread out as much as possible during this phase, possibly sending some ranged out to platforms to avoid clumping. This is especially important when it comes to the main tank healers, because if the geyser targets one of them (Or someone standing too close to them) and knocks them all back together it could spell disaster for the raid.
Phase Two:
-When the boss submerges a total of 9 adds begin swimming towards the raid. 6 of these are Coilfang Ambushers (Which will stay on the outer 3 platforms, 2 on each one) that have around 26,000 hp and randomly target players to attack. These mobs also have a multi-shot that hits for around 3,000 on multiple targets. It’s very important that your ranged DPS get on these mobs as quickly as possible to minimize the damage they do to the raid. Meanwhile, 3 Coilfang Guardians spawn on the inner platform and must be dealt with immediately. They have roughly 60,000 hp, a very nasty cleave (Which will one shot a cloth wearer), and a powerful melee attack that can hit for upwards of 3,000 on tanks. These mobs need to be tanked or crowd controlled as soon as they emerge or your healers will certainly die.
-Phase two lasts one minute, so these adds need to be dealt with VERY quickly. Once the tank has the first guardian under control, melee will burn it down while the ranged DPS takes care of the ambushers. The off tank needs to be in position to break the crowd control on the next mob so the DPS can immediately start attacking when the first one dies.
-As you’re learning the encounter it is possible that the third add will still be alive as phase one begins again, if that is the case, the mob will need to be dragged underwater by the tank so as to avoid the spout that comes the second the boss re-emerges. Also, be very careful as a raid because as soon as the lurker re-emerges he will whirl and then immediately spout.
Tanking Tips:
-As for which gear to wear, avoid frost resistance gear (You shouldn’t be taking spouts) and choose Devotion Aura over Frost Resistance Aura as well. As a main tank, effective health gear is the best course of action on this fight. If you are off-tanking this encounter, you will want to drop some avoidance/mitigation in favor of aggro-oriented gear since you will not be getting steady rage.
-When it comes to positioning, there are two things that can really impact your raid in a positive way. Number one; make sure that you use the platform area in front of the pillar as your tanking position. This way, if you do happen to take a spout, you will be knocked back into this pillar and not 100 yards away where you are worthless to your raid (In no way does this make it okay to ever take a spout though, it is just to be used as a fail-safe). This positioning will also place you very close to the position that the first guardian emerges, so you will be ready to tank it immediately.
-The second positioning trick for a main tank on this fight may sound odd, but I promise you it will help. Tank the lurker from inside the water on the inner ring of the platform. Yes, you will take the scalding water damage every tick BUT you will not be knocked out of melee range on whirls (Which means that the number two person on aggro won’t take the random hit) and your healers will be able to reach you from slightly farther away. The only thing to note here is that there are potential line-of-sight issues if you don’t communicate well with your healers while positioning, so be sure to swim around before you first pull to get a feel for where you can and cannot stand.
-There are a couple times during the fight where rage will become a factor; the first of which is when the boss is spouting (Since you shouldn’t be taking any damage during this time) and the second of which is when phase two first begins. To combat the lack of rage during spouts, simply stop using Shield Block and only use heroic strike if you have a full rage bar.
-As for making sure you have rage at the start of phase two, this is the ideal time to use your bloodrage ability. Also, you can coast a little on threat at the end of phase one if you are far enough ahead of the melee to build rage for the Guardians.
-When tanking the guardians themselves, make sure that you do NOT re-position them unless you have to since melee can and will be one-shot by the cleave if they take it. These mobs are stunnable and disarmable, so make sure that you are using your cooldowns of each.
-The last thing to make sure you do as the main tank is to be in the water waiting for the lurker to re-emerge. As soon as he does, taunt or shield slam to ensure you are top aggro or else his initial spout will start from a different location and most likely cost you some raiders.
Tank Drops:
-The “Mallet of the Tides” drops from this boss. This is easily one of the best threat-generating tanking weapons in the game and will be worth spending DKP on to replace either the The Sun Eater OR King’s Defender. Post patch 2.3 this weapon will have a fairly large chunk of expertise rating, which should provide a substantial boost to your TPS while providing the Stamina and Defense rating of an effective health weapon.
-For our fuzzy friends, the Boots of Effortless Striking are a great set of tanking boots if you are above the armor cap, or are just looking for a little more aggro in a given situation.
-Lastly, for those of you that are able to masquerade as DPS from time to time, the Bracers of Eradication are a fairly notable upgrade to the DPS plate bracers from Gruul’s Lair and will last you until you are into Tier 6 content (At least from a PVE standpoint).
-If anything is missing from this guide, please let me know and I will do my best to update it, also if there are any further questions on the encounter, I will be more than happy to address them as they are voiced.
**EDIT** Item links were added
Overall Strategy:
-The Lurker Below is a two phase fight, where the phases repeat on a set timer until the boss is dead. Phase one consists of the Lurker himself, then during phase two the boss despawns and is replaced with 6 Coilfang Ambushers (Ranged adds) and 3 Coilfang Guardians (Melee adds).
Boss Abilities:
-“Spout” This ability is on roughly a 45 second cooldown. Starting from the current target, Lurker will cast a spout of water that moves in EITHER direction and makes a full 360 degree rotation around the circle. The spout itself hits VERY hard and will almost surely kill anyone other than the tank if they do not avoid it (The easiest manner to avoid the spout is to simply drop into the water and let it pass over your head). In addition to the damage it does, if you do happen to survive the spout, it knocks the player back well away from the fight (Sometimes upwards of 100 yards). The lurker also spouts immediately following every phase two, so the raid needs to be ready to dive underwater as soon as phase two ends.
-“Whirl” This ability is used VERY frequently during phase one and hits for around 5,000 damage, the whirl will affect anyone standing in melee range at the time. He will whirl immediately after every spout, as soon as he emerges from every phase two, and also 5 seconds after every geyser (Which will be explained next). If you are standing on the inner edge of the platform, the whirl will knock you to the outer edge instead of the water. Also, if you stand on the very outside edge of the platform, you should be able to avoid the whirls altogether (This is important to minimize raid healing, especially while learning the encounter).
-“Geyser” This ability hits for roughly 3,500 damage and also has a knock-back aspect to it. The targeted player and anyone within a 3 yard radius will all be knocked back (Much farther than the whirl knock-back) this is combated by spreading the raid out as much as possible so geyser only affects one person.
Phase One:
-The fight starts when the boss is fished up from the pool inside the ring. The main tank needs to immediately grab him and begin building threat quickly.
-It’s important to note here that as long as ranged DPS stay out of melee range, they do NOT need to watch their threat as it is impossible for them to pull aggro on the boss (However, they can still pull aggro on the guardians).
-Melee DPS needs to be careful of their threat, and depending on the healing in your raid, they may need to watch their boss timers and back out to the edge of the platforms to avoid taking damage from the boss’ whirl ability.
-The raid needs to spread out as much as possible during this phase, possibly sending some ranged out to platforms to avoid clumping. This is especially important when it comes to the main tank healers, because if the geyser targets one of them (Or someone standing too close to them) and knocks them all back together it could spell disaster for the raid.
Phase Two:
-When the boss submerges a total of 9 adds begin swimming towards the raid. 6 of these are Coilfang Ambushers (Which will stay on the outer 3 platforms, 2 on each one) that have around 26,000 hp and randomly target players to attack. These mobs also have a multi-shot that hits for around 3,000 on multiple targets. It’s very important that your ranged DPS get on these mobs as quickly as possible to minimize the damage they do to the raid. Meanwhile, 3 Coilfang Guardians spawn on the inner platform and must be dealt with immediately. They have roughly 60,000 hp, a very nasty cleave (Which will one shot a cloth wearer), and a powerful melee attack that can hit for upwards of 3,000 on tanks. These mobs need to be tanked or crowd controlled as soon as they emerge or your healers will certainly die.
-Phase two lasts one minute, so these adds need to be dealt with VERY quickly. Once the tank has the first guardian under control, melee will burn it down while the ranged DPS takes care of the ambushers. The off tank needs to be in position to break the crowd control on the next mob so the DPS can immediately start attacking when the first one dies.
-As you’re learning the encounter it is possible that the third add will still be alive as phase one begins again, if that is the case, the mob will need to be dragged underwater by the tank so as to avoid the spout that comes the second the boss re-emerges. Also, be very careful as a raid because as soon as the lurker re-emerges he will whirl and then immediately spout.
Tanking Tips:
-As for which gear to wear, avoid frost resistance gear (You shouldn’t be taking spouts) and choose Devotion Aura over Frost Resistance Aura as well. As a main tank, effective health gear is the best course of action on this fight. If you are off-tanking this encounter, you will want to drop some avoidance/mitigation in favor of aggro-oriented gear since you will not be getting steady rage.
-When it comes to positioning, there are two things that can really impact your raid in a positive way. Number one; make sure that you use the platform area in front of the pillar as your tanking position. This way, if you do happen to take a spout, you will be knocked back into this pillar and not 100 yards away where you are worthless to your raid (In no way does this make it okay to ever take a spout though, it is just to be used as a fail-safe). This positioning will also place you very close to the position that the first guardian emerges, so you will be ready to tank it immediately.
-The second positioning trick for a main tank on this fight may sound odd, but I promise you it will help. Tank the lurker from inside the water on the inner ring of the platform. Yes, you will take the scalding water damage every tick BUT you will not be knocked out of melee range on whirls (Which means that the number two person on aggro won’t take the random hit) and your healers will be able to reach you from slightly farther away. The only thing to note here is that there are potential line-of-sight issues if you don’t communicate well with your healers while positioning, so be sure to swim around before you first pull to get a feel for where you can and cannot stand.
-There are a couple times during the fight where rage will become a factor; the first of which is when the boss is spouting (Since you shouldn’t be taking any damage during this time) and the second of which is when phase two first begins. To combat the lack of rage during spouts, simply stop using Shield Block and only use heroic strike if you have a full rage bar.
-As for making sure you have rage at the start of phase two, this is the ideal time to use your bloodrage ability. Also, you can coast a little on threat at the end of phase one if you are far enough ahead of the melee to build rage for the Guardians.
-When tanking the guardians themselves, make sure that you do NOT re-position them unless you have to since melee can and will be one-shot by the cleave if they take it. These mobs are stunnable and disarmable, so make sure that you are using your cooldowns of each.
-The last thing to make sure you do as the main tank is to be in the water waiting for the lurker to re-emerge. As soon as he does, taunt or shield slam to ensure you are top aggro or else his initial spout will start from a different location and most likely cost you some raiders.
Tank Drops:
-The “Mallet of the Tides” drops from this boss. This is easily one of the best threat-generating tanking weapons in the game and will be worth spending DKP on to replace either the The Sun Eater OR King’s Defender. Post patch 2.3 this weapon will have a fairly large chunk of expertise rating, which should provide a substantial boost to your TPS while providing the Stamina and Defense rating of an effective health weapon.
-For our fuzzy friends, the Boots of Effortless Striking are a great set of tanking boots if you are above the armor cap, or are just looking for a little more aggro in a given situation.
-Lastly, for those of you that are able to masquerade as DPS from time to time, the Bracers of Eradication are a fairly notable upgrade to the DPS plate bracers from Gruul’s Lair and will last you until you are into Tier 6 content (At least from a PVE standpoint).
-If anything is missing from this guide, please let me know and I will do my best to update it, also if there are any further questions on the encounter, I will be more than happy to address them as they are voiced.
**EDIT** Item links were added