Lord Jaraxxus
Where to stand. – The raid will be spread out in a semi-circle around the center of the room, making it difficult (if not impossible) to stay in range of everyone. Coordinate raid coverage with your other healers and do your best to remain on your side of the room throughout the fight. As usual, don’t stand in front of the boss.
What to watch for –
1. Incinerate Flesh! – This nasty little debuff will be cast on a random toon every 30 seconds or so throughout the fight. It decreases the target’s damage done by 50% for 12 seconds and it absorbs the next 30000 (60000 in 25 man) healing received. More importantly, if the debuff is not removed it will result in a burning inferno, which puts a hard hitting DoT on the entire raid for 5 seconds. The only way to remove incinerate flesh is to heal the target for 30000 hp before it expires. Also, the target will not be taking any damage from the debuff (which will make it hard to find on your healing addon), so keep an eye on your deadly boss mod to find out who has it. Prioritize this target above all others (excepting for the main tank).
2. Legion Flame! – Yet another debuff from Lord Jaraxxus that’ll make your healing life more difficult. This single target debuff will put fire under your feet (yay, more fire) but as you run away it will follow you around leaving a trail of fire behind. Obviously you want to avoid burning your fellow raid members, so when you get this debuff, turn and run straight back to the outer wall, avoiding everyone that you can. When it wears off, try to find a fire free path back to your position so that you can resume healing.
3. Fel Fireball. – The bad news is, these fireballs hit hard and they put a DoT on their target making the task of keeping the victim alive very difficult. The good news is, it can and should be interrupted by melee every time Jaraxxus attempts to cast it. Keep your eyes peeled for any fireballs that slip through, but if things are going well, Fel Fireballs should be a non-factor.
4. Chain lighting. – Yes Lord Jaraxxus has a chain lighting so the raid will want to spread out. However, it doesn’t hit terribly hard, and unlike other chain lightings, it doesn’t get more powerful each time it jumps to a toon, so don’t worry too much if you can’t find a spot 10 yards away from everyone else. If you can find a place to stand that isn’t on fire and allows you to be in range of half the raid, you’re in good shape.
5. Mistress of pain. – This if the first of two adds that Jaraxxus will summon. She likes to jump around, picking up random toons to pile drive them. All melee (except for those responsible for interrupting fire balls) and all range (except for those responsible for spell stealing) will burn down this add asap. Be prepared to be picked up and dropped on your head, and make haste running back to your spot afterward, being sure to avoid running through fire.
6. Infernals. – This is the second of the two adds that the boss will summon. They have a nasty AoE, so don’t stand near one and be sure to scramble your roots should one chase after you. Only ranged will dps these buggers, so if everyone is paying attention, only your OT will be taking dmg from these adds.
Should I freak? Honestly, this fight is easier to heal than the Beasts of Northrend. So, if you survived that, this should be a walk in the park for you. A very long, intense, fire riddled walk, but you get the idea. Good luck champions of Thunderbluff!
Where to stand. – The raid will be spread out in a semi-circle around the center of the room, making it difficult (if not impossible) to stay in range of everyone. Coordinate raid coverage with your other healers and do your best to remain on your side of the room throughout the fight. As usual, don’t stand in front of the boss.
What to watch for –
1. Incinerate Flesh! – This nasty little debuff will be cast on a random toon every 30 seconds or so throughout the fight. It decreases the target’s damage done by 50% for 12 seconds and it absorbs the next 30000 (60000 in 25 man) healing received. More importantly, if the debuff is not removed it will result in a burning inferno, which puts a hard hitting DoT on the entire raid for 5 seconds. The only way to remove incinerate flesh is to heal the target for 30000 hp before it expires. Also, the target will not be taking any damage from the debuff (which will make it hard to find on your healing addon), so keep an eye on your deadly boss mod to find out who has it. Prioritize this target above all others (excepting for the main tank).
2. Legion Flame! – Yet another debuff from Lord Jaraxxus that’ll make your healing life more difficult. This single target debuff will put fire under your feet (yay, more fire) but as you run away it will follow you around leaving a trail of fire behind. Obviously you want to avoid burning your fellow raid members, so when you get this debuff, turn and run straight back to the outer wall, avoiding everyone that you can. When it wears off, try to find a fire free path back to your position so that you can resume healing.
3. Fel Fireball. – The bad news is, these fireballs hit hard and they put a DoT on their target making the task of keeping the victim alive very difficult. The good news is, it can and should be interrupted by melee every time Jaraxxus attempts to cast it. Keep your eyes peeled for any fireballs that slip through, but if things are going well, Fel Fireballs should be a non-factor.
4. Chain lighting. – Yes Lord Jaraxxus has a chain lighting so the raid will want to spread out. However, it doesn’t hit terribly hard, and unlike other chain lightings, it doesn’t get more powerful each time it jumps to a toon, so don’t worry too much if you can’t find a spot 10 yards away from everyone else. If you can find a place to stand that isn’t on fire and allows you to be in range of half the raid, you’re in good shape.
5. Mistress of pain. – This if the first of two adds that Jaraxxus will summon. She likes to jump around, picking up random toons to pile drive them. All melee (except for those responsible for interrupting fire balls) and all range (except for those responsible for spell stealing) will burn down this add asap. Be prepared to be picked up and dropped on your head, and make haste running back to your spot afterward, being sure to avoid running through fire.
6. Infernals. – This is the second of the two adds that the boss will summon. They have a nasty AoE, so don’t stand near one and be sure to scramble your roots should one chase after you. Only ranged will dps these buggers, so if everyone is paying attention, only your OT will be taking dmg from these adds.
Should I freak? Honestly, this fight is easier to heal than the Beasts of Northrend. So, if you survived that, this should be a walk in the park for you. A very long, intense, fire riddled walk, but you get the idea. Good luck champions of Thunderbluff!
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