Monday, January 18, 2010

Healing on the run: Deathbringer Saurfang






Deathbringer Saurfang



Where to stand – You should stay at max range for this fight. Do your best not to stand within 10 yards of another toon.

What to watch for

1. Mark of the Fallen Champion! – Saurfang will cast this debuff on a random character when his blood power bar is filled. The affected character will take roughly 6k damage every time Saurfang does a melee attack throughout the remainder of the fight. Also, if the affected player dies this mark will heal Saurfang for 5% of this total health. The affect lasts through death, so if you battle rez the affected player and he/she dies again the boss will gain another 5% health. This ability is the reason your raid will work so hard to limit how much blood power the boss generates. If too many of these marks are cast, surviving this fight will eventually become impossible. Needless to say, healing a character with this debuff is a priority. DO NOT rez someone who has this mark.

2. Blood beasts! – These adds spawn next to the boss throughout the encounter (two at a time). Tanks will NOT pick these adds up because every time they land a melee attack Saurfang will gain Blood Power. For that reason, your ranged dps will aggro and then kite these beasts until they are killed. Use caution when these adds first spawn, as you will likely gain aggro before your dps can. Staying at max range will give your dps time to pull the beasts off you before they’re able to do damage. Also, don’t be afraid to help with crowd control (stomp/roots) if it looks like one of your kiters could use it.

3. Frenzy! - At 30% hp Saurfang will frenzy causing him to attack faster and generate blood power faster as well. If you can get the boss to frenzy before he’s able to cast his first mark, you’re raid is in great shape. If there’s already a mark on one of your raid members, however, your healers will have to coordinate who heals the first mark and who will heal the next. Saurfang’s frenzy is where healers have to step up, so if you were helping with CC, stop and get ready to heal big for the remainder of the fight. Remember that your priority is to keep players affected with mark of the fallen champion alive.

4. Rune of Blood. – The boss will leech 5k to 6k health and heal for 5 times that amount every time the affected target is hit with a melee attack. This ability is the reason your tanks will be taunting off one another. If you’re tank healing, pay attention to when this is cast so you’ll know when exactly Saurfang will be changing targets.

5. Boiling Blood. – This attack will make up the majority of your raid healing responsibilities (until the first MofFC is cast). Saurfang will cast this DoT on a random toon throughout the fight. It does a fair amount of damage (5k) every 3 seconds for 15 seconds and each tick gives blood power to the boss. It’s not difficult to heal through, although you will want to pay extra attention if it’s cast on one of your kiters (as they may also be taking some damage from blood beasts). If you’re assigned to raid heals, HoT up whoever has this DoT and then feel free to help your kiters CC those damn blood beasts.

Summary:

This fight is actually easier on 25 man than it is on 10 man, imo. With more dps to attack and CC blood beasts, the boss generates blood power slower in 25 man and therefore casts fewer marks. On 10 man, my guild chooses to two heal this fight so that we have an extra dps to help with blood beasts. It works well for us, and you may want to attempt it if your raids are not having much success.

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