Heroic Trial of the Crusader Encounters
Ok. You can gather what most of the heroic abilities will be by reading the individual normal boss strats. However, I will consolidate it here.
I will not list abilities that are just an increase in damage. We all know the bosses will hit harder.
*UPDATE* THE BEASTS COME ON A TIMER... REGARDLESS IF YOU HAVE THE PREVIOUS BOSS(es) UP!
Besides bigger HP and more damage, Gormok is the only dude with a change to strategy:
Gormok the Impaler
Inflicts 150% of weapon damage to an enemy and causes it to bleed for 3938 to 5062 damage per application every 2 sec. for 45 sec.
Basically 4.5k/2sec per application (which happens every 10sec) for 45sec.
That stacks up pretty damn quickly. If you two tank this do it this way:
(X) Switch every 39 seconds. This will leave a x3stack on tank #1 for 36 seconds. 13.5k/2sec should be easy enough to heal through.
however IF NOT... I suggest a three tank rotation. at that point, you can go back to a 2stack switch.
*UPDATE* IMMUNE TO DISARM
*UPDATE*: Players no longer receive a speed buff to avoid his charge.
Touch of Jaraxxus
The Touch of Jaraxxus inflicts 3900 to 4100 Shadow damage for 12 sec and causes nearby players to be effected by...
Curse of the Nether
Inflicts 4388 to 4612 Shadow damage every 1 sec for 15 sec.
I'm assuming "nearby" is 10yards. I am also assuming that this can be de-cursed. It should have little impact on the ranged. However, the Melee must be set up in a KT style 4point to minimize spread. Use max melee range and all times.
Next spell with a cast time interrupts that school for 8 sec and causes 8288 to 8712 Shadow damage.Cast, of course, by the Mistress of Pain. If you have multiple schools, get rid of this by casting a spell from an off school (ie-- Holy priests casting MB to get back to healing).
Mistress' Portal and Infernal Volcano
*UPDATE* These now have HP and must be "killed" to prevent excessive spawns. Should be #1 priority as soon has they come up.
I got nothing on this. Extra champions? Extra abilities? Might just be more HP and damage.
*UPDATE* FCs are now equipped with PvP trinkets, which they will use to break CC. They are also completely immune to "taunt" effects.
Touch of Darkness
The Val'kyr's Dark touch has affected you, inflicting 7313 to 7687 Dark damage to players under the effect of Light Essence every 1 sec. The Touch of Darkness will not harm targets with the same attributes as it.
50000 yd range, Instant, 15 sec cooldown
*UPDATE* This is placed on a player with opposite attunement. It must be removed immediately by switching attunement. It is still unconfirmed whether this ability has a maximum radius.
I'm still conflicted on how to deal with this ability. The description is a little confusing, as it says every 1 sec., but has no duration nor radius listed. If casted amongst the "Light Attuned" group (ie-attacking Dark Valkyr), it could be devastating. Here are the permeations:
(1) If it can be dispelled, dispel it ASAP.
(2) If its a small radius (ie-8-15yards) and has a duration, have that person run out of the group.
(3) If its a large radius and a short duration, (ie- 30yards, 5sec) it must be brute healed, while that person runs out.
(4) If its a large radius (ie-60yards-zonewide) and a long duration(10+sec), its best that everyone click the "Dark Portal" until the end of the duration, while that person runs away from the group.
It's my guess that its either (1) or (2), though I'm leaning towards (2). I'm also guessing it can be bubbled and ice blocked away.
Nerubian Ice Darter
New add. Unknown abilities.
Increased to 20% of health rather than 10% health. Just means people drop down faster. More frequent heals needed to keep people around 30-40% at all times.
Adds in Phase 3
*UPDATE* Adds will continue to spawn in Phase3. This makes the final phase an even stronger DPS burn.
Limited Frost Spheres
*UPDATE* There are only 6 total Frost Spheres available to the raid in 10MAN. There are certainty a limited number in 25s, but it is unconfirmed as to how many.
NOTE: This is not an exhaustive list.