
Originally Posted by
Splug (25-man)
Introduction
Welcome back to the Crusader’s Coliseum raid guide! I am Splug, and in this video I'll be going over our strategy for the 25-player heroic difficulty of the Anub’arak encounter.
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This video will show the two-offtank method of defeating Anub’arak. For this strategy, Phase I and III are best handled by tanking the boss between a pair of permafrost patches. To arrange this position, either two deathknights will need to death grip down a pair of frozen orbs to pre-defined locations, or one will need to be shot down so a second can be death gripped to a location relative to where the first orb fell. We are using the two northern orbs to accomplish this.
Phase I
Splug clip: This video clip was pulled from a different raid than the main video, but it will serve to illustrate the crypt fiend pickup. Each Phase I will involve two waves of crypt fiend spawns. At this difficulty, all four spawn locations will spawn one fiend per wave, meaning each offtank will get two. We used hunters to misdirect each of the two that spawn in the far south, while the offtanks are themselves responsible for picking up the spawn on their side. Tanks should be wary that the spawns will be slowed by the permafrost as well, and that tanking them deep into the ice patch will leave them out of melee range for a long enough time to risk threat issues.
The adds need to be tanked as close to the boss as possible without being in range of providing Spider Frenzy to the crypt fiends on the opposite side of Anub’arak. Each tank will interrupt the Shadowstrike casts on one of their targets, while a damage player interrupts the other. We coordinated this using an icon on the tank’s target only, as the boss mod will claim five icons for Penetrating Cold. As the cast is several seconds long, there is ample time to compensate for a potentially missed interrupt by using multiple interrupt, silence, or stun attacks.
The Shadowstrike is always synchronously initiated by all living spiders. Most boss mods now track the expected start time of the next cast; if you wish to prevent the cast entirely by using an area-stunnedon the crypt fiends, this is an effective method as well. We felt using the single target interrupts compensated for mistimed attacks, delayed casts, or stun resists, making for a consistent strategy.
Llego clip: The first wave of spiders needs to be dead before the second wave arrives at the boss. Between the increased tank damage, difficulty in making fresh target pickups during AE, and casting-speed haste from spider frenzy, trying to handle eight crypt fiends at once for more than an instant or two is best avoided. All damage capable of multi-target attacks should make use of it during this first wave. Once the first wave is dead, damage should turn to a focused full-burn on Anub’arak. The second wave of crypt fiends can be offtanked through the remainder of Phase I without any negative effects, and the kite scheme showed here for Phase II only allows two submerge phases. The encounter’s berserk timer is likely to be a significant concern as well at first.
Phase II
As Phase I draws to a close, Anub’arak will need to be moved away from the permafrost. The south-west pullout shown here will give everyone ample time to run clear of the raid when pursued. Damage stays with the boss as long as possible, but be wary of shadowstrike interrupts; you may need to leave a rogue or retribution paladin near the spiders to kick or stun. Once Anub’arak submerges, damage will turn to the lingering crypt fiends from Phase I. Melee should be aware that they will be legal pursue targets, and should not move into the permafrost until the first target is selected. Once the crypt fiends are dead, AE can turn to the burrowers to burn them down. Any that lock to the Anub’arak pursue victim should be death gripped into the raid, or shackled until the pursue target is clear.
The first two pursue victims in any given phase will run due south as soon as they are being followed. Once they reach the south-central area shown here, they will wait for a paladin to cast Hand of Protection on them. Once invulnerable, the player will run to the edge of the fresh permafrost, wait until Hand of Protection has three to four seconds remaining, and run across it. This ensures no immune time is wasted.
The third pursuit victim will need to kite through the remaining time in the submerge phase. This will generally be no more than 10 seconds, but may be longer if a chase was handled incorrectly. Ideally, the boss will be kited to the side of the double permafrost that is used in Phase I. Be careful not to break either of those permafrosts – it’s better to die to impale than run through them. Melee players should be in a position to attack Anub’arak as soon as he emerges; boss threat will not be reset. The absence of a threat reset also makes the second Phase II an ideal time to move vigilance to the main tank to provide free taunts in Phase III.
Phase III
At 30%, Anub’arak will go into the third phase of the encounter. On or just before the transition mark, all players except the main tank should remove Commanding Shout and Power Word: Fortitude to reduce the amount of health Anub’arak regenerates initially, as well as from players who have Penetrating Cold later in the phase. This phase will put a heavy strain on all members of the raid, and is the major road block in the encounter’s learning curve. As Leeching Swarm will drain 30% of current health on this difficulty, healers will need to let the whole raid drift under 2000 health - ideally, under 1000. Failing to do this will prevent the damage from meeting the berserk timer. The minor healing needed to outpace the swarm should be designated by group before the encounter begins. Offtank healing needs to be limited as well. The intent is to hold them at roughly the 50% mark as often as possible, but err on the side of survival. The Anub’arak tank will need constant healing throughout the phase.
We move our holy paladins to just behind the warrior tank for this phase. As all other healers have their threat governed by the encounter demanding the raid be low health, the paladins are almost guaranteed to be targeted by incoming adds. Healing threat may outweigh misdirection, and adds passing the holy paladins before the tank will be problematic. The tank needs to be aware of the paladins’ location, as it will change the trajectory the crypt fiends arrive from, and as such may present interesting facing issues to prevent unblocked rear-attacks.
Each time Penetrating Cold is cast, DBM will place a unique icon on each target. Each icon will have a healer assigned to it, who will need to administer roughly 6000 healing to that player within 3 seconds, or the combined leeching swarm and Penetrating Cold damage will kill the victim. We found it was helpful particularly while learning the encounter to have holy paladins assigned to support a symbol by using holy shock on the first Penetrating Cold tick with Beacon of Light on the main tank. Throughout this, each healer needs to continue whatever other assignment they have, such as holy nova’ing their group or tank healing.
Raid members should try to assist the healers where they are able as well. Anti-Magic Shell, Divine Shield, Iceblock, Cloak of Shadows, and other immunity or damage reduction effects can alleviate the first-tick frontload, or remove it entirely. If the raid is using frost protection potions, damage reduction abilities should be saved for the second time they receive Penetrating Cold. Healthstones can be used as another fallback to protect yourself.
The crypt fiends in Phase III must be killed in the same way as the first Phase I wave. Gather them near the boss, and splash down the whole pile. Be sure to call out quickly if either the fiends are too close and granting haste, or too far and not in AE range. If a wave is not completed before the next spawns, it is going to be devastating.
As the end of the phase draws near, some boss damage can be gained by abandoning the adds in favor of burning Anub’arak directly. When either there is not enough time remaining for another wave of adds to spawn before the berserk timer, or Anub’arak’s health is low enough to ensure he will die before another add spawn, the offtanks may wish to take the crypt fiends out of the permafrost and allow them to burrow. The adds may or may not actually do so in a timely fashion, but the primary goal is just to kill the boss.
At the end of the berserk timer, leeching swarm will kill everyone in the room. There is no hope for gradually whittling down the last bit of health while the boss runs from player to player, as anyone not completely immune to leeching swarm will die instantly.
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