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Thread: Deathbringer Saurfang Encounter

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    Deathbringer Saurfang Encounter


    Hello, and welcome to TankSpot's written guide to the Deathbringer Saurfang encounter. My name is Spiritus and I will be offering specific details on the encounter, as well as working strategies to deal with certain mechanics.

    BIG NOTE: As always, abilities are subject to change with hot-fixes and minor patches. Below are the 25/10man official TankSpot Video Guides:




    Environment, Positioning, and Pull:

    (1) After defeating the Gunship Battle Encounter, you ship will dock with the area where you'll fight the Deathbringer. There is a rather long "cut scene" where your faction's heroes will engage in dialog. Presumably, you'll be able to regroup and talk to someone to start the event.

    (2) It has been recommended by others to have 2, or even 3, tanks for this encounter. As I will explain below, the debuff Rune Blood may forces a tank rotation similar to phase2 of Thorim, where tanks must quickly taunt upon application. Therefore, I am suggesting starting with 2 tanks to handle the Rune Blood mechanic (see below).

    (3) Positioning is more so key to this fight than anything else. Having a Boomkin and Holy Paladin will make your life much easier, as well as multiple hunters. More on this later.

    (4) The raid will be positioned in a semi-circle around the platform as seen below. All ranged must maintain a 12yd separation from each other! If your guild is able to maintain this discipline, the fight will go much smoother. Note: I didn't want to clutter figure with too many dots, but your entire ranged/healer group will be able to fit in this general configuration.



    Figure 1. Deathbringer Saurfang Positioning

    Boss/Add Abilities:

    First I'll talk a bit about how Deathbringer's Blood Power(BP) works and then I'll go into his individual abilities. The last bit will be about the Blood Beast adds, which will have to be dealt with in a specific way.

    <---Deathbringer Saurfang--->

    34.86m HP

    Blood Power (BP) & Blood Link
    Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has.
    This is a resource mechanic specific to this encounter. By using certain abilities, Deathbringer Saurfang(DBS) will build BP. When his BP reaches 100 he will cast Mark of the Fallen Champion on a random raid member (explained later). This resets his BP back to 0. You will want to limit how often he casts this as much as possible, as too many raiders inflicted with the Mark will result in a wipe. Blood Link is the aura he uses to gain BP.

    Blood Nova (2BP gained per target)
    ? range, Instant Cast. 12yd radius.
    Blood explodes outward from a random enemy target, inflicting 10,000 Physical damage to nearby enemies.
    With a sufficient number of ranged targets [3 on 10man], DBS will only cast this on ranged raid members (think Vezax shadowcrash). This is why it is vitally important for all ranged members to be spread at least 12yds apart. The damage isn't as much of a concern as is him gaining more than 2BP for using this ability. As can be seen in the video, the ranged were grouped up, resulting in DBS gaining considerable BP from each cast. This is bad. Stay spread out to minimize this ability.

    Boiling Blood (1BP gained per tick)
    ? range, Instant. 24sec duration.
    Boils the blood of an enemy, inflicting 5,000 Physical damage every 3 seconds for 24 seconds.
    This is a moderate DoT placed on up to 6 targets at a time. Raid healers must either effectively cross-heal or have quick assignments for dealing with this damage.

    Rune of Blood (1BP gained per landed melee swing)
    Instant. 20sec duration [Unconfirmed]. Frequency unknown.
    Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5,100 to 6,900 health from an enemy target and heals Saurfang for 5 times that amount.
    This is a debuff placed on the tank. For obvious reasons, having high avoidance as a tank reduces the number of time he heals and gains BP. This is Saurfang's greatest source of BP if a proper tank rotation is not executed as described below:

    (1)Tank1 Pulls
    (2)DBS casts Rune of Blood on Tank1
    (3)Tank2 Taunts & Tanks for Xsec
    (4)DBS casts Rune of Blood on Tank2
    (5)Tank1 Taunts

    The frequency of the Rune of Blood spell is still unconfirmed, but two tanks *should* be sufficient for most raids
    . If the switch is properly executed, then avoidance becomes a moot issue for this ability.

    Mark of the Fallen Champion (1BP gained per tick)
    Instant. Cast at 100BP.
    Causes Deathbringer Saurfang's melee attacks to splash to this target, inflicting 5,700 to 6,300 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health.
    This is the ability you want to avoid. When DBS reaches 100BP, he will cast Mark on a random raid member. For the duration of the fight, the Marked raider will receive this damage every time DBS performs a weapon attack (landed or not). Furthermore, he will gain an extra BP. As such, DBS' BP gain increases exponentially as the fight goes on! This is why it is vitally important to limit the number of times this is cast. The raid will become nearly impossible to heal if too many members have mark. DBS will heal from each Mark if a tank rotation isn't properly executed.

    Frenzy

    Instant.
    Saurfang goes into a frenzy, increasing his attack speed by 30%.
    Nothing special. Soft enrage at 30% health.




    <---Blood Beasts--->
    90,000 HP

    Blood Beasts (BB) are adds that are spawned every 40sec in waves of 5, which your ranged DPS must contend with. Below is the strategy I have developed to contend with them. UPDATE! This strategy has changed due to the drastically reduced HP of each beast.

    (1) As stated, approx. every 30sec, DBS will summon 5 Blood Beasts around himself. THEY MUST NOT BE ALLOWED TO HIT ANYONE. If a Blood Beast connects with a melee swing, DBS gains 1BP. This is bad. As such, they cannot be tanked, but instead must be kited. Blood Beasts have 75% DR to AoE effects, so AoEing them down is out of the question.

    (2) Blood Beasts can be slowed, dazed, stunned, rooted, and knocked back. All of these can, and should, be used to defeat this encounter.

    (3) As seen in the graphic below, create a "slow" area using frost traps and earthbind totems where the BBs can be kited. Just before the timer for the first BBs spawn, have melee DPS and tanks cease any AoE abilities. Your Holy Paladin with Righteous Fury should easily pull the aggro of the BBs. This will ensure that the BBs are not initially pulled by the melee, causing BSD to gain unnecessary BP. All five BBs should now be aggroed to the RF Holy Pally, who stands at the far end of the slow patch.

    (4) All ranged DPS on the left should be assisting Hunter[A], with all ranged DPS on the right assisting Hunter[B].

    (5) With the drastically reduced HP on BBs, they should go down very fast. If any BBs get too close to the Boomkin, have him/her cast Typhoon to reset the "pull."



    Figure 2. Typhoon to Reset the "Pull"



    At this point you rinse and repeat until dead.


    IMPORTANT NOTES:

    (1) The key to this fight is limiting the amount of BP that DBS generates.

    (2) RANGED STAY 12 YARDS APART! Follow the diagram and you should be fine.

    (3) Do not let Blood Beasts hit you. It generates BP for DBS.

    (4) DBS will gain BP exponentially as the fight goes on. You must slow this inevitability as much as you can.

    (5) UPDATE! High avoidance factors in very little for tanks on DBS. Marked targets take damage on every swing attempted by DBS.


    (6) DISC PRIESTS ARE YOUR FRIENDS! If any ability that generates BP for DBS is completely absorbed, he will not receive any BP. As such, the tank, Marked members, and recipients of Boiling Blood should have PW:S up on them whenever possible. In fact, just shield everyone, its always a good policy.

    (7) You cannot afford dead raid members. If DBS' healing > rDPS, wipe it up and try again.

    (8) Towards the end of the fight, you will inevitably have several Marked targets. It may be advisable to assign raid healers to focus each target, as they will be taking massive damage. Remember, a player dying to Mark = 5% health for DBS.

    (9) UPDATE! Most raids will have at least one paladin and one warlock or druid. One way to drastically reduce BP gain is to put a SS on a paladin (ret preferred) and have that paladin DI the first marked player. The paladin is then rezzed by SS (or by Brez if none are available). The DI'd player DOES NOT CLICK OFF THE DI! Essentially, you have accomplished the same thing as killing off one of your raiders, except DBS doesn't get his 5% heal. Of course, if you do not kill DBS within 3min of the first mark, you'll have to pick up heals on this person.

    ================================================== ========================================

    Deathbringer Saurfang will test your guild's healers and the coordination of your ranged DPS. Melee DPS pretty much get to do their thing for the entire fight.

    As always, feel free to add info to this post that will further everyone's understanding of the fight.

    Good luck on the bringing down Deathbringer Saurfang and clearing the first wing of ICC!
    Last edited by Spiritus; 01-24-2010 at 11:00 AM.


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    Impressively researched, well done.
    My blog on tanking, thinking and leadership at pwnwear.com.

  3. Tank switches are suggested because of Rune Blood. The numbers I saw are slightly different (10-player 3,400 to 4,600 / 25-player 8,500 to 11,500) and he would heal for ~20k for each landed melee swing in the 10-player version, 50k in 25-player. Duration is said to be 20-30 seconds, unconfirmed.

    Great research so far. Thanks!

  4. Quote Originally Posted by Spiritus View Post
    (2) It has been recommended by others to have 2 tanks for this encounter. However, I cannot fathom any reason for a tank switch. Therefore, I believe the second tank is there as a classic OT, maintaining 2nd on the aggro list in case the MT dies.

    Rune Blood (1BP gained per landed melee swing)
    Instant. Duration unknown. Frequency unknown.
    Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5,100 to 6,900 health from an enemy target and heals Saurfang for 5 times that amount.
    This is a debuff placed on the tank. For obvious reasons, having a high avoidance tank reduces the number of time he heals and gains BP. This is Saurfang's greatest source of BP.
    Maybe this is why.

    EDIT: Darn, Inaoe beat me to it

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    Quote Originally Posted by Inaoe View Post
    Tank switches are suggested because of Rune Blood. The numbers I saw are slightly different (10-player 3,400 to 4,600 / 25-player 8,500 to 11,500) and he would heal for ~20k for each landed melee swing in the 10-player version, 50k in 25-player. Duration is said to be 20-30 seconds, unconfirmed.

    Great research so far. Tanks!
    Until I can confirm a duration and frequency on Rune Blood, I cannot speculate further on how to properly work a tank rotation. If it, say, has a 20sec duration and is cast every 20sec, then you can effectively switch tanks every 20sec and never allow DBS to heal, which seems to cheat the encounter mechanic:

    (1) Tank1 pulls
    (2) DBS casts Rune Blood
    (3) Tank2 taunts and tanks for 20sec
    (4) DBS casts Rune Blood
    (5) Tank1 taunts

    Since Rune Blood isn't a stacking debuff, and his self healing is an integral part of the mechanic, I seriously doubt this would work for the encounter. If the above rotation does work, I'll change the color of the name in my sig to pink for a full week.

    Numbers are always fuzzy coming out of the PTR, and this fight in particular was reported to be bugged and grossly un-tuned. Best to work out a sound overall strat, and deal with small bumps in numbers on live.


  6. With all the DPS needed for the Blood Beasts this debuff would pretty much negate raid DPS on Saurfang for the whole duration of the debuff. His swings will land quite often now with Chill of the Throne. That would be a bit too much I think.

    But yes, mechanics are unconfirmed and until it's live we can't say for sure how it works.

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    So far I have only tested this fight on 10man. After noticing the debuff the very first night of testing, we decided to try a tank switch. The boss was applying the debuff to the tank almost as soon as he taunted that first night, so we just went with 1 tank. The second night of testing (a week or so later), we had a feeling blizzard might have changed how often he applies the debuff (since there were other problems with the fight that they said they fixed), so we went with 2 tanks for the first pull. That time it seemed to work like a 2tank fight, in that each time he applied the debuff and the new tank taunted, it took about the same time for him to apply the debuff on the new tank as it took for the debuff to wear off of the first tank. We killed him on the first or second pull and the 2 tank strat seemed to work great. Having each tank stun the mob(s) that spawn on his/her side each time works really well also, and so does having each tank taunt a beast if it gets too close to the dps and isn't dead yet (to buy a few seconds). 2 tanks also shouldn't gimp your overall raid dps too much. Our 10man raid was able to get the achievement for killing him before 3 marks or whatever go out.

    Overall, 2 tanks seems to be the way to do the fight imo. 2 prot warriors would work really well since they can each stun the mob(s) that spawn on their (assigned) side and they can also constantly disarm saurfang throughout the whole fight (on normal at least). Since I believe blizz stated that they don't want to make single-tank fights anymore, I wouldn't be surprised that if guilds actually just use 1 tank for saurfang and ignore the debuff, they will buff the debuff to force them to use 2 tanks.




    EDIT: Also, I don't think his enrage/frenzy can be tranq'd off. He goes into a frenzy at around 25% hp and it's just a soft-enrage you have to beast through. This is when you should hero/lust, not only because he starts dealing a lot more damage to the tanks, but because he will start doing more healing to himself as well. I can imagine this part of the fight being pretty intense on 25man.
    Last edited by Dragaan; 11-24-2009 at 06:21 AM.

  8. I guess Spiritus has to color his signature now pink afterall ^^

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    Btw, I'm pretty sure it's 20seconds on the debuff. 90% sure....

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    Does anyone know whether the Blood Beasts count are classified as Demons or Undead? Because, y'know, Paladins...


  11. Quote Originally Posted by Mert View Post
    Does anyone know whether the Blood Beasts count are classified as Demons or Undead? Because, y'know, Paladins...
    I'd suspect they're not classified as anything, like they were in Karazhan.

  12. From our experience on 25 man using 3 tanks ensured the debuff was never on a tank that was taking damage. We used the last PTR testing and got him to 20% or so before we started losing people to mark. Not sure if it is overtuned or maybe healing coordination needs to be setup better.

  13. Did anyone notice if Mark was removable by Iceblock/Bubble/BoP? I would assume no but it would be good to know.

  14. BoP did not remove it, I would assume the others would not as well.

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    If anyone can get me a confirmation on the duration and frequency of Rune Blood, that would be awesome.

    Having two first hand accounts of using tank switches certainty makes me lean more towards a rotation than before. I will put up an alt tank strat using the information given here, just so people are aware of it.

    As far as tanks and paladins are concerned with the adds, its awesome to stun, slow, or otherwise hinder the Blood Beasts. However, you do not want to do anything that will cause you to pull aggro off the kiters. For example, lets say the BBs are undead. It would be bad for your ret pally to cast Holy Wrath immediately, pull aggro on all five mobs, get hit for Xdamage, and give DBS 15 extra BP. Saurfang will thank you, your raid will not. That is why it is important to allow your ranged kiters to pick up initial aggro when they spawn.

    Now, if you can do your stuns, slows, etc and NOT pull aggro, then your being helpful.

    Also updating the language on Frenzy.

    EDIT: Name doesn't go pink till I see it live!
    Last edited by Spiritus; 11-24-2009 at 03:04 PM.


  16. Great write-up, thanks for posting! Nice concept for dealing with adds.

    just a couple quick thoughts i didnt see mentioned (albiet minor):
    -have the hunters and rogues misdirect the blood beasts to the boomkin
    -Have off-tanks move away and join the melee to avoid excessive cleaves, providing they get back in front to taunt etc

    also, quick question: do they spawn in a specific location or just under the boss where ever he is? i.e. portals to the left of jaxx, or zombies in the back on gluth?

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    Quote Originally Posted by Megatwan View Post
    Great write-up, thanks for posting! Nice concept for dealing with adds.

    just a couple quick thoughts i didnt see mentioned (albiet minor):
    -have the hunters and rogues misdirect the blood beasts to the boomkin
    -Have off-tanks move away and join the melee to avoid excessive cleaves, providing they get back in front to taunt etc

    also, quick question: do they spawn in a specific location or just under the boss where ever he is? i.e. portals to the left of jaxx, or zombies in the back on gluth?
    (1) You want the hunters to pick up the BBs as fast as possible with Distracting Shot. The faster those 1st two BBs go down the better. The Boomkin should have enough aggro from Hurricane as long as the melee cease any threat causing AoE they have (and ranged are using focus fire).

    (2) I'm not even certain if DBS will have a cleave in the end. Even so, you will not want the OT with the melee group if tank switches will be happening every 20sec. If tank switches aren't necessary, then the OT can certainty stand with the melee.

    (3) BBs spawn in a circle right on top of DBS (see video).


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    Yea, on 25man the adds spawn on his left, right, front, and back. On 10man, they spawn on his left and right (only 2 adds).

  19. The Cleave and Rending Throw listed by the OP are from Saurfang during the Gunship encounter.

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    Quote Originally Posted by feji View Post
    The Cleave and Rending Throw listed by the OP are from Saurfang during the Gunship encounter.
    That makes sense. Removed from Wall o' Text.


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