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Thread: Coliseum Anub'arak

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    Coliseum Anub'arak



    This movie can be downloaded in high definition through our Donor Download Service. Click to learn more!


    The UI seen in this video is Lore's UI

    Quote Originally Posted by Lore
    Hi, this is Lore from TankSpot and welcome back to the Trial of the Crusader raid guide. This video will be discussing our strategy for Anub'arak, the final boss of the Crusader's Coliseum raid instance.

    The Anub'arak encounter is split into three phases. Phase one begins at the pull with Anub'arak on the surface. A few seconds in, he'll spawn two crypt fiend adds, which should each have their own designated tank. These don't do too much damage on their own, but when in close proximity to another crypt fiend they gain a buff that significantly increases their damage output. However, they don't have a terribly large health pool, so we simply had ranged DPS split off temporarily to burn them down while melee stayed on the boss. He'll spawn two waves of these for every surface phase, so they do need to be killed fairly quickly or you risk your tanks getting overwhelmed.


    Notice the blue patches appearing on the ground. This is Permafrost, one of the most important mechanics for phase 1 and 2. It's created by killing the blue orbs floating above. In phase 1, the crypt fiend adds will occasionally try to burrow underground. If they're successful, they'll resurface shortly afterward, usually in line with either the next wave of adds or the beginning of phase 2. However, if a crypt fiend attempting to burrow is standing on a patch of permafrost, the ability will fail, so they need to be kept on top of Permafrost as much as possible. The blue orbs only have 9000 health, so they can and should be brought down quickly and regularly. Note that the Permafrost also slows your movement speed by 80%, but we didn't find that to be particularly troublesome.


    About a minute and a half into the fight, Anub'arak will burrow underground and begin phase 2. He'll start chasing random raid members around underground and shooting spikes up through the floor as he moves. These deal about 3000 damage and knock anyone hit up into the air a short distance. On top of that, if he reaches his target, he'll impale them for around 20,000 damage and knock them very high in the air -- enough to take a good chunk of fall damage. However, if he attempts to launch his spikes through Permafrost, he'll be stunned momentarily and pick a new target. This also destroys the patch of Permafrost, so it's important to keep killing those somewhat regularly during Phase 2.


    As he's chasing people around, several nonelite scarabs will spawn around the room. These have a little over 100,000 health and, although they don't do very much melee damage, they can apply a fairly potent damage over time effect. This effect stacks, so it's best to just have your DPS burn them down as they spawn and not worry too much about tanking them.


    After about a minute, he'll resurface and begin phase 1 again. He doesn't reset aggro, so he should go right back to the main tank at this point. However, both the tank and the raid will need to be mindful of how the boss is positioned, as Anub'arak has a powerful frontal cone AOE attack that deals a heavy amount of damage to anyone caught in front of him. Not only does the tank need to point him away from the raid quickly, but the rest of the raid needs to be sure to move out from in front of him as well.


    The majority of the fight is spent alternating between the surface and burrow phases. Making the most of the time he spends on the surface is crucial, as you'll only be able to go through 3 or 4 rotations before you risk running into his 10 minute enrage timer. To help maximize the amount of time spent DPS'ing Anub'arak, you can offtank one or both crypt fiends from the second wave and wait to finish them off until the boss submerges. If you do need to have melee DPS help out on the first wave of adds, at the very least you'll want to let classes with long ramp-up times on their DPS rotations (such as Feral Druids or Retribution Paladins) stay on the boss full time.


    It's important to note that Anub'arak hits very hard -- around 20 to 25 thousand damage on a decently-geared main tank. On top of that, while he's on the surface he can hit up to three random raid members with an 18-second damage over time effect called Penetrating Cold. On the 25-man normal mode, this does 3,500 Frost damage every 3 seconds for the duration. This is, of course, in addition to the damage that the two offtanks will be taking from the crypt fiends, so healers will need to stay on their toes during the surface phases. Fortunately, healing is much lighter once Anub'arak is underground, so you can and should use that time to regen as much as possible; you'll need your mana for phase 3.


    Also note that some early guides have mentioned that you could avoid the burrow phase entirely by keeping Anub'arak on top of large patches of Permafrost. Although this was possible on the public test realms, Anub'arak can burrow through it on live servers. However, the burrow phases are much more relaxed than they were during public testing, so going through phase 2 isn't as big of a deal and, as I mentioned, provides some valuable regen time.


    You may have also noticed that I'm spending a large amount of time on top of the permafrost during the burrow phases in this video. This is because we were unsure of the mechanics of his Impale ability and were acting under the impression that it could be used randomly at any time on anyone who wasn't standing on Permafrost. Since he'll only try to use that ability if he reaches the player he's chasing, this is unnecessary and just means I'm running around a lot slower than I need to be.


    Once Anub'arak reaches 30% health, he'll begin phase 3 by activating an ability called Leeching Swarm. This is a zone-wide aura that causes each player to take damage equal to 10% of their current health every second. You'll need very strong AOE healing to keep everyone alive here, but it's important to recognize that the amount of damage taken depends on how much health a player currently has and NOT the size of their health pool -- the less health you have, the less health you take. You may be able to tell from my raid frames in the upper left corner that the healers aren't topping everyone off; they're just keeping everyone but the main tank at about 50%. By doing so, they actually reduce the amount of damage the raid is taking and keep themselves from being overwhelmed.


    Once phase 3 has begun, Anub'arak will no longer burrow underground and no more adds will spawn. The fight becomes a DPS and survival race at this point; you need to kill him before your healers run out of mana. Like with the phase 2 transitions, you can temporarily ignore crypt fiends to push him into phase 3, but they should be killed off immediately afterward to lighten the load on the healers. Once everyone's attention is on the boss, use any available cooldowns including Bloodlust or Heroism to bring him down quickly.


    Although the fight is relatively simple, Anub'arak is a fair step up in difficulty from the previous bosses in the instance and makes a pretty good lead-in to the much harder Heroic mode bosses. As always, you can find more information on Anub'arak or any other encounter by visiting the Project Marmot forums at Tankspot.com. If you're watching this on youtube, just follow the link in the movie details. Thanks for watching, and good luck!
    Last edited by Satrina; 09-02-2009 at 10:49 AM.

  2. #2
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  3. #3
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    This fight is not too terribly difficult compared to the other encounters on 10 man. Myself (holy priest) and a resto druid managed to two-man heal the entire run without wiping until Anub'arak. After two wipes we had it figured out and downed him. We found, in our first two wipes, that our raid was simply dying from a stacking debuff we couldn't identify, then later discovered it was from the non-elite adds that come into the fight. Having dealt with these adds with ranged dps only, it almost completely negated any raid damage during that phase and simplified the healing required for the fight a tremendous amount. Aside from spike tank damage and an add rush, we found that this was the biggest issue for healing.

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    Glad your server was actually capable of doing it!

    On ours he wasn't there. Was good fun.
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    We found this fight to be rather easy on 10-man Normal. It appears that Penetrating cold will only affect the MT, and it's more of a nuisance rather than a real problem.

    One of the keys to winning for us was having the tanks stay away from the non-elite adds (thereby avoiding the poison debuff) during the burrow phase. This made it significantly easier for our healers to heal through Anub'arak's very damaging hits. Other wipes were due to chase targets not leading him to permafrost patches. So, the quick and dirty for this fight seems to be:

    1. Have one ranged designated for shooting down permafrost.
    2. DPS elite adds while OT keeps them on permafrost.
    3. Kite Anub'arak into permafrost during burrow phases.
    4. Save cool-downs and Bloodlust/Heroism for phase 3.
    5. Loot.

    For the record, we did not have nearly as hard a time with Anub'arak as we've had with the faction champions. This was the first week we downed the faction champions, we've now cleared the raid on 10-man normal. If Anub'arak is a preview of the 10-man heroic, then we'll probably start knocking on those doors as Anub was exactly that: a nub(sic).

  6. #6
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    Well we were convinced we could avoid the burrow phase and coincidentally wiped all night lol. I am so glad to know it can't be avoided so we can stop trying that lol.

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    We stumbled into Anub last night as our last attempt of the night after getting through the Twins and without much strategy other than what was posted on WowWiki managed to one shot him (10 man.) Going in uninformed we had 3 healers, a warrior MT and a paladin OT who went ret for the fight since I misread the strategy and didnt realize there were adds. Paladin and dps had no problems with the adds during P1 and in P2 other than the stacking debuff they weren't an issue. We tried to keep everyone on the permafrost as much as possible (probably due to a slight misunderstanding of mechanics) and it worked out really well, especially in P2 since no one was getting ganked by Anub. P3 is just a burn like Reij mentioned.

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    I translated this on-the-fly while we were standing in front of him and I got a shweet tanking sword.

    NO MORE RED SWORD

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    Could be an issue with Grid, but has anyone had luck adding Penetrating Cold as a debuff in Grid? Our healers didn't have any luck with this last night and I'm wondering if it was isolated, we have the incorrect name, grid, or something else. Will make healing this puppy in P3 a much nicer battle.

  10. #10
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    Quote Originally Posted by Mallett View Post
    Could be an issue with Grid, but has anyone had luck adding Penetrating Cold as a debuff in Grid? Our healers didn't have any luck with this last night and I'm wondering if it was isolated, we have the incorrect name, grid, or something else. Will make healing this puppy in P3 a much nicer battle.

    I had no problem at all adding it to my grid debuffs. It worked just fine.

  11. #11
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    Yah, I got him basically completely on to a patch of permafrost and he still burrowed, so I was thinking the original video had that error.

    Plus the tooltip says "Prevents MOST creatures from burrowing." That'd be a funny thing to write if it actually prevented everything from burrowing.

    WoW tooltips are infallible, after all.

  12. #12
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    phase 3 is soooo hard for trigger happy healers I relied specifically on my LHW critting on the tank to heal people when their health dropped low. Otherwise my heals hit too hard and people complained on phase 3.. Soooo hard to fight the urge to top everyone off during that phase :-/
    [2-07-08 08:57 AM] Enelrad: hahaha, that and you're ugly! Ugly tanks tank better
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  13. #13
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    Thanks, Garrodd. Going to log in and double check my spelling. Hopefully just something goofy that I did.

  14. #14
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    One thing to note, if you look up on Wowwiki and other sites, they claim that his Ice block attack he does on the main tank is only occuring in 25man, this is untrue. We got him down last night and he does do this attack in 10 man. The attack itself isn't terribly dangerous in terms of damage but 3 seconds of no avoidance is where you potentially run into spike damage.

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    And actually Cider.. An amendum you may add to this for the guilds having trouble out dpsing the enrage timer in phase 3..

    Keeping people at 50% makes this very hard on yourself. You can just let most people sit around 2K-5K hp and hit them randomly with a heal. Mana really should not be an issue in this phase at all. Remember, its 10-20% of current hp, with a 250minimum. So even at 2K health it takes 8 ticks to kill someone. Honestly, if people are dying in phase 3.. its because they have an add on them or your healers fell asleep. It's a pretty trivial raid healing encounter contrary to what people claim.

    This also nullifies the amount of health he drains, making the dps check much lower as well to finish him off. (I cant claim credit for this tip though.. it was the officers in my guild that brought it up.)
    Last edited by klor; 09-02-2009 at 09:14 AM.
    [2-07-08 08:57 AM] Enelrad: hahaha, that and you're ugly! Ugly tanks tank better
    [3-19-08 02:23 PM] Enelrad: Im really a 12 yr old boy from GA
    Notice: You are currently banned from the shoutbox.

  16. #16
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    Agreed klor,

    the key point is to let your raid get as low as your raid is comfortable with. The lower your raid sits at the less of a dps check it becomes because he heals for less, the biggest thing is just to know NOT to top people off except the main tank.

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    Quote Originally Posted by Turelliax View Post
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  17. #17
    The reason you want to keep people's health up isn't because of the AOE ticks, it's because he can still cast Penetrating Cold.
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  18. #18
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    Quote Originally Posted by Cottoncandie View Post
    Well we were convinced we could avoid the burrow phase and coincidentally wiped all night lol. I am so glad to know it can't be avoided so we can stop trying that lol.

    So did we and we still managed to push him into p3, but hit the enrage timer. Kinda irritating when they change something that big from the ptr to live, but hey, what can you do?

    If you sit people at 2k hp and they get hit with a penetrating cold, they are just about insta-dead. If you have healers that are incredibly quick, it should work, but for most people 5k hp is a good buffer to keep people alive through the dot.
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  19. #19
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    Maybe 25 man will be different, but the 10 man version was a pushover. We 1 shot him while trying the "keep him on permafrost" strategy. Our warrior main tank got crunched during the 1st ice block (not sure what its called) and I had to tank everything for the remainder of the fight. Would have been funny for someone else listening in on the vent. "Don't wipe it. See how far we can get." *5-7 min later* Guild spammed with [Call of the Crusade (10 player)].

  20. #20
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    Could someone tell me what the debuff tracker mod Lore is using top center in his screen is called?

    (Before you waggle your finger at me and tell me to consult his UI thread, please note that this mod is not included nor mentioned in any of his documentation or any of the replies.)

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