Originally Posted by PapapaintHello, and welcome to Tankspot's Cataclysm Dungeon Guide. My name is Papapaint, and in this video I will be discussing the entirety of the Stonecore dungeon. 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.
Stonecore is the instance located in the Deepholm Zone, and is intended for players level 82 and above. There is a quest chain that players can immediately start upon zoning in and speaking to the NPC just to the left of the entrance. There is also another quest resulting from the Earthen Mother quest chain in Deepholm, so there is quite a lot of experience to be had from this single dungeon.
The difficulty is ramped up from Wrath of the Lich King dungeons, and this is clear during the very first trash packs. As you chase Millhouse Manastorm down the hallway, you will engage multiple packs of enemies. I strongly recommend DPSing down the Force of Earth first, as it has a particularly devastating AoE, and then Millhouse Manastorm. As long as Millhouse is engaged in combat, he will be casting AoE frostbolts, fearing single targets, and stunning your group with shadowfury, so be sure to spread out.
At the end of this chase, Millhouse will begin casting Impending Doom, summoning a large group of mobs to help him defend the Stonecore. As you approach him, a giant Worm will come bursting out of the side of the cave, launching Millhouse and his pals off into the distance.
Corborus is the first boss encounter of Stonecore. He has 3 key abilities, as well as a brief add phase. The first of these abilities is Dampening Wave. This spell deals a minor amount of shadow damage, and places a debuff on players absorbing the next 4,000 healing done. This can either be simply healed off the player or dispelled, whichever you prefer.
The second ability is Crystal Barrage. Corborus will target a player and begin vomiting little pink crystals on their location, dealing roughly 10,000 to 15,000 damage over 5 seconds. This is easily healed through, but a player can also simply move out of the affected area to negate all incoming damage entirely.
At 50%, Corborus will burrow and begin summoning Rock Borers. These adds deal ignorable damage, and only have 7k hp, so they are fairly easy to AoE down on the move--and you will be on the move. While burrowed, Corborus will pick a path for casting Thrashing Charge, an ability that deals a significant amount of damage and knocks anyone hit very far away. It is easy to avoid, however, by simply looking for the rumbling dusty earth--like most dangerous looking things in World of Warcraft, your best bet is to not stand on it.
Overall, it is a fairly simple, but enjoyable, encounter that promises to be difficult on heroic.
In the hallway following Corborus, you will encounter Crystalspawn Giants. They have an ability called quake, which deals a significant amount of damage to all players. You can avoid this, however, by jumping and being airborne during the end of his cast.
After a couple more trash packs, you will encounter Slabhide. Before engaging Slabhide in combat, you and your group will need to run a very simple gauntlet, dodging falling stalactites. If you see a black circle on the ground, avoid it.
Slabhide is the second boss encounter in The Stonecore. Still a student in Dragon School, Slabhide does NOT have a tail whip, and his frontal cone breath is fairly wimpy and has an extremely narrow area of effect. While engaged, he will frequently cast Eruption, which causes an area of the ground to rumble and explode, creating a magma pool. Any players on the affected area when it explodes will take roughly 10,000 fire damage, and any players standing in the magma pool will suffer 5,000 fire damage every second.
Shortly into the fight, Slabhide will fly into the air and begin calling down stalactites. If a player is hit by a falling stalactite, they will take around 15,000 damage and be knocked back from the impact. To avoid this, don't stand in black circles on the ground. After landing, these fallen stalactites will serve to block line of sight, so positioning is important for everyone.
This is an interesting encounter with quite a lot of movement. To recap: don't stand in lava circles, don't stand in black circles, and you should escape this encounter mostly unscathed.
The next hallway features two mobs of note: Stonecore Sentries and Stonecore Rift Conjurers. Stonecore Sentries need to be taken out immediately, or they will run around and alert the other mobs in the area of your arrival. Stonecore Rift Conjurers should be your next targets, as they summon waves of imps that can quickly get out of hand if not dealt with quickly.
Down the hallway you will encounter Ozruk. Ozruk is the third boss of The Stonecore. He has one ability that can immediately kill a player: shatter. This deals more damage the closer you are to Ozruk, so run away as he casts it.
He also has an ability called "Ground Slam". Ozruk will rear back and then beat the snot out of anyone within 8 yards of the impact point. This ability will also interrupt all spellcasting, so either stand at max range or be sure not to cast as he completes the Ground Slam.
Caster DPS needs to watch out for Elementium Bulwark, which gives Ozruk a 20% chance to reflect any spells targeting him.
Overall, Ozruk is the simplest encounter in The Stonecore. A little awareness goes a long way, so be sure to watch out for Ground Slam, Shatter, and Elementium Bulwark!
The final boss of the Stonecore is High Priestess Azil, and she presents players with an excellent challenge.
She begins the fight with an energy shield around her, reducing all incoming damage by 75%. Frequently throughout the fight, she will Force Grip her primary aggro target, rending them unable to act and slamming them against the ground multiple times, dealing around 15-20 thousand damage every impact. She will also summon giant void zones, which explode to create gravity wells. The Gravity Wells will deal more damage based on how close to the center players are, so if you somehow miss seeing the giant blue circle, get out of it ASAP.
During the fight, she will summon waves of Devout Followers. The tank should pick up as many of these as possible, particularly if a player is afflicted by Curse of Blood. Curse of Blood causes players to take an extra 1,000 physical damage on every hit, which adds up pretty quickly with swarms of adds.
Speaking of swarms of adds, Azil will occasionally re-shield herself, dealing around 10,000 arcane damage to everyone within 5 yards and knocking them back, then fly up to her altar. While up here, she will summon 3 giant rocks and fling them at your group one by one. If this weren't enough, she summons roughly one to two bazillion Devout Followers to attack your party.
Don't stand in void zones, let the tank pick up the adds, and avoid giant flying boulders, and this fight should give you very little trouble.
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