
Originally Posted by
Lore
What's up everyone and welcome back to the Firelands Raid Guide. My name is Lore, and I'll be showing you the normal difficulty version of the Alysrazor encounter. You'll need 2 tanks and 6 or 7 healers for this fight.
Shortly after pulling Alysrazor, she'll knock everyone back and start channeling a large AOE damage over time effect for 10 seconds. On the very first pull, Majordomo Staghelm will actually root your raid in the middle of the room before the knockback occurs, which makes healing everyone up kind of annoying. On subsequent pulls, however, your raid can group up in a corner, minimizing the knockback and allowing you to use raid cooldowns to help save some mana early on.
Phase 1 begins with Alys charging through the center of the room, dealing a massive amount of damage to anyone who doesn't get out of the way. Throw any extra damage you can at her while she's doing this - her hitbox is very large, so even melee DPS can hit her without having to worry about getting hit themselves. She'll also drop feathers on the ground -- these are very important.
Picking up feathers increases your run speed and also allows you to cast spells while moving. On top of that, if you pick up 3 feathers, you get shot into the air and gain the Wings of Flame buff, allowing you to fly around and DPS Alysrazor. This buff doesn't last very long -- only about 20 seconds. Fortunately, Alysrazor will be spawning rings of Blazing Power from time to time. Flying through one of these rings will refresh your Wings of Flame buff, give a stacking haste buff, and also restore some of your class's main resource - mana, energy, holy power, etc. There will also be some Incendiary Clouds, which should be avoided as they deal a large amount of damage. Any DPS you assign to air duty should pick up their 3 feathers immediately when phase 1 begins. Then it's just a matter of avoiding the clouds and going through the rings. Now, you can assign up to 6 DPS for air duty, but the damage your air team does is really just to speed up the fight. 2-3 is a good starting point, and once you've gotten a handle on the rest of phase 1, you can send more.
While all that is going on, there's a lot of important stuff happening on the ground. First up are the Blazing Talon Initiates. These are druids of the flame that will fly in from time to time and start casting two spells. Brushfire creates a patch of fire that slowly moves along the ground - it can't be interrupted, but it's easily avoidable, so just stay out of it. They'll also try to cast Fieroblast. Aside from just dealing a lot of damage to a random raid member, every time they successfully cast Fieroblast they'll get a stacking buff that increases their damage and casting speed by 10% per stack. It is very important that every single Fieroblast gets interrupted to keep things from spiraling out of control.
Fortunately, Initiates spawn in a set pattern every single time. We found them pretty easy to deal with by just splitting our ground DPS into two teams, one to handle initiates that spawn on the north side of the room, and one to handle the ones on the south side. Occasionally there will be a gap where your side doesn't have any Initiates active - this is a good time to run over and grab feathers. Everyone on the ground should aim to have at least one feather, preferably two, by the time phase 1 ends. Just make sure you don't pick up a 3rd one by accident and get shot into the air.
Of course, your tanks will be busy while this is going on also. Two Molten Eggs will be dropped in the center of the room that will eventually hatch into Voracious Hatchlings. Both tanks should be standing next to an egg before it hatches, as the Hatchling will imprint itself onto whoever is closest when that happens. The imprint not only causes them to only attack that target, but also increases their target's damage to the hatchling by 1000%. That's particularly helpful, considering they have a huge amount of health and the DPS is going to mostly be busy with the Blazing Talon Initiates. DPS can still help from time to time, but it's going to be primarily the tanks' responsibility to make sure the Hatchlings die in time for Phase 2.
Now, the hatchlings deal a decent amount of damage on their own, but when they're hungry, they can throw a tantrum, which makes them deal even more. Like any good mom, the tanks should feed them by moving them over to the Plump Lava Worms. They'll eat the worm, which not only satisfies their hunger, but the Lava Worms will be breathing fire around in a circle as long as they're alive, and being eaten stops that as well. So basically just make sure you're standing on top of the eggs when they hatch, feed the lava worms to the hatchlings, and also beat the crap out of them. You know what, you're a terrible parent.
After Alys has made three passes down the center of the room, phase 2 will start. She'll fly low to the ground and start flying in circles. Anyone on air duty should get to the ground quickly, as she'll remove your Wings of Flame buff after a few seconds and you don't want to take fall damage. Your only real goal during this phase is to not get hit by tornados. That can be more difficult than it sounds, but a simple way to avoid them is to just follow one, and when another one passes you, turn around and follow it. You end up just running in circles and aren't really ever in danger of being hit. Oh and don't bother trying to just hide in the center or at the edges of the room - her Blazing Winds will immediately kill you if you do.
This goes on for about 30 seconds before Alys gets tired and decides to take a short breather in the center of the room. This is the big DPS burn phase. In fact, hitting her with spells actually restores your mana, so everyone - even the healers - should be putting as much DPS into her as possible. The only exception is the two tanks - shortly into this phase, two Blazing Talon Clawshapers will appear and start channeling a spell called Ignition that restores Alys's Molten Power. Since she gets back up when she reaches 50 Molten Power, this is a bad thing, and they should be interrupted as much as possible. Since your DPS should be focusing on burning her, it makes the most sense to have the tanks focus on interrupting the two Clawshapers.
Once she reaches 50 Molten Power, she stands back up and will need to be tanked normally. DPS should still be burning her as much as possible, but this phase is primarily in the hands of the tanks and healers. She'll be doing an incredibly large amount of damage both to the tanks and to the raid, so put all that mana you just gained to good use. Rotating through raid cooldowns as well as tank cooldowns is very helpful as well.
Tanks, make sure to point her away from the raid, as she'll be spamming an ability called Blazing Claw that does a massive amount of physical damage to anyone in front of her. It also stacks up a debuff that increases your damage taken by 10% per stack, so you'll need to swap tanks at some point - around 6 or 7 stacks is ideal. Make sure to save your biggest cooldowns for this phase - you'll be taking a lot of damage.
At this point, the fight simply repeats itself starting back at phase 1. The only difference is that, instead of flying through the middle of the room at the start of the phase, she simply drops a bunch of feathers where she was standing and flies up into the air immediately. DPS on air duty should grab those immediately, and everyone else should just head back to their phase 1 assignments. Rinse and repeat until Alys dies. If you like, I've attached raw footage of our kill so you can see the fight in its entirety. Otherwise, good luck, and have fun!
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