Ciderhelm
12-12-2010, 09:35 PM
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Hello, and welcome to Tankspot's Cataclysm Heroic Dungeon Guide. My name is Papapaint, and in this video I will be discussing the Heroic versions of the bosses in Lost City of Tol'vir. This guide will assume you are already familiar with the regular versions of these encounters. For the most part, the bosses retain their original abilities, but with increased damage. Additional guides for single bosses within the instance are also available, so be sure to look for those if you're looking for information on a specific encounter.
General Husam has gained no new abilities, but the fight has still drastically changed. He's turbo-charged his land mine production, and spends the entire fight dropping bombs on every free patch of ground he can find. This fight has gone from having slight movement to requiring your group to be on the move almost constantly. It's almost impossible to keep him in one spot, so be prepared to have your entire group moving. He retains his other abilities as well, so there's a lot to watch out for as you go bomb dodging.
Stay on the move and avoid bombs; if you do these two things well enough, Husam will tip over without too much difficulty.
Lockmaw remains relatively unchanged in terms of abilities, but an entire boss fight has been added. Rather than just bug you while you beat up his crocodile buddy, Augh will steal your loot, frenzy, and engage your party. He's not too complex, but he does dish out some heavy tank damage--particularly with his poison blow dart debuff. He also will make dust clouds similar to Lockmaw's Tail Whip, reducing accuracy, and occasionally sleep members of your party.
During the Lockmaw part of the encounter, however, it's prudent to kite the little crocs around as much as possible--their bleed stacks up pretty quickly.
Do what you can to reduce the damage to your party during both of these encounters, primarily by testing out your kiting skills, and you'll be on your way in no time.
High Prophet Barim now requires significant kiting. A new add, Blaze of the Heavens, has been added to the fight. Blaze of the Heavens is a phoenix with an AoE fire aura as well as a nasty habit of leaving trails of fire behind him. Since the phoenix will simply ressurect whenever you kill it, it's prudent to simply have your tank kite the phoenix and Barim around a bit.
Barim's chain lightning, previously fairly minor damage, now hits quite hard. Your group should be spread out to minimize this damage. Also, solar beams can quickly take out a DPS if they're slow to notice--be on your toes.
The shadow realm is now significantly more damage, and the Consecrated area surrounding Barim deals pretty nasty damage. In addition, every soul fragment gained by the Shadow Phoenix will crank up the Aura damage even more, so continue kiting! Just be careful not to kite onto the consecration.
The kiting added to this fight makes it a much more dynamic experience, and defensive cooldowns are once again fantastic ways to keep your healer in the game. Stay alive, avoid fire, consecration, solar beams, and chain lightning, and you'll down Barim with ease.
Siamat is somewhat disappointing after the heavy movement and alterations to the other encounters. He remains almost entirely the same, but with higher damage output. Do this fight as you would on normal, but be certain to take extra care kiting him away from hurricanes. His AoE is even nastier than before, but the execution and healing requirements of this fight are much lower than the previous 3 heroic bosses in this instance.
Thanks for watching this guide. As always, feel free to ask questions or post suggestions either in the comment box on youtube, or on the official thread on Tankspot. Subscribe to this channel to stay up-to-date on future Cataclysm information, including guides to the new raid bosses.
Hello, and welcome to Tankspot's Cataclysm Heroic Dungeon Guide. My name is Papapaint, and in this video I will be discussing the Heroic versions of the bosses in Lost City of Tol'vir. This guide will assume you are already familiar with the regular versions of these encounters. For the most part, the bosses retain their original abilities, but with increased damage. Additional guides for single bosses within the instance are also available, so be sure to look for those if you're looking for information on a specific encounter.
General Husam has gained no new abilities, but the fight has still drastically changed. He's turbo-charged his land mine production, and spends the entire fight dropping bombs on every free patch of ground he can find. This fight has gone from having slight movement to requiring your group to be on the move almost constantly. It's almost impossible to keep him in one spot, so be prepared to have your entire group moving. He retains his other abilities as well, so there's a lot to watch out for as you go bomb dodging.
Stay on the move and avoid bombs; if you do these two things well enough, Husam will tip over without too much difficulty.
Lockmaw remains relatively unchanged in terms of abilities, but an entire boss fight has been added. Rather than just bug you while you beat up his crocodile buddy, Augh will steal your loot, frenzy, and engage your party. He's not too complex, but he does dish out some heavy tank damage--particularly with his poison blow dart debuff. He also will make dust clouds similar to Lockmaw's Tail Whip, reducing accuracy, and occasionally sleep members of your party.
During the Lockmaw part of the encounter, however, it's prudent to kite the little crocs around as much as possible--their bleed stacks up pretty quickly.
Do what you can to reduce the damage to your party during both of these encounters, primarily by testing out your kiting skills, and you'll be on your way in no time.
High Prophet Barim now requires significant kiting. A new add, Blaze of the Heavens, has been added to the fight. Blaze of the Heavens is a phoenix with an AoE fire aura as well as a nasty habit of leaving trails of fire behind him. Since the phoenix will simply ressurect whenever you kill it, it's prudent to simply have your tank kite the phoenix and Barim around a bit.
Barim's chain lightning, previously fairly minor damage, now hits quite hard. Your group should be spread out to minimize this damage. Also, solar beams can quickly take out a DPS if they're slow to notice--be on your toes.
The shadow realm is now significantly more damage, and the Consecrated area surrounding Barim deals pretty nasty damage. In addition, every soul fragment gained by the Shadow Phoenix will crank up the Aura damage even more, so continue kiting! Just be careful not to kite onto the consecration.
The kiting added to this fight makes it a much more dynamic experience, and defensive cooldowns are once again fantastic ways to keep your healer in the game. Stay alive, avoid fire, consecration, solar beams, and chain lightning, and you'll down Barim with ease.
Siamat is somewhat disappointing after the heavy movement and alterations to the other encounters. He remains almost entirely the same, but with higher damage output. Do this fight as you would on normal, but be certain to take extra care kiting him away from hurricanes. His AoE is even nastier than before, but the execution and healing requirements of this fight are much lower than the previous 3 heroic bosses in this instance.
Thanks for watching this guide. As always, feel free to ask questions or post suggestions either in the comment box on youtube, or on the official thread on Tankspot. Subscribe to this channel to stay up-to-date on future Cataclysm information, including guides to the new raid bosses.