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| Instances | Zul'Gurub> Onyxia's Lair> Molten Core> Blackwing Lair> Ruins of Ahn'Qiraj> Temple of Ahn'Qiraj> Naxxramas> | |||||||||||||||||||||||||||
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Vaelastrasz the CorruptYou need a minimum of 200 unbuffed FR for this encounter, and tanks need 300 unbuffed. Warriors do best with fast attack weapons like Julie's Dagger or Alcor's Sunrazor. Divide your raid group into various groups. Your damage groups should be composed of Hunters using Trueshot Aura, Warriors using Battleshout, Paladins for FR Auras, and Shamans for DPS, FR, and Stoneskin Totems. One Paladin should use Judgement of Wisdom, and the other Judgement of Light. Warlocks should use Imps for Blood Pact. Druids can be assigned as healers for DPS groups; one Druid for every four DPS. Healing is an intense job. The MT needs five people constantly healing, and most groups need at least two healers (those with a druid can generally get by with just one). If a healer isn't assigned to the MT, all their attention should be on their own group. Don't spare the healing. With unlimited mana there's no reason to. Essence of Red will be cast on everyone immediately upon engaging Vael. This three minute buff grants unlimited mana, energy and rage. You must down him in that three minute window. The Warriors will make or break this fight since success depends on how quickly you can alternate tanks. Once the primary MT has Sunder Armor in place, the rest of the raid group should start their attack. The secondary MT should join the attack after the first MT has three or four sunders up, in order to guarantee that they occupy the second spot on the threat list, and all warriors need to know, at all times, where on the threat list they are. Practicing this Tank switching is the key to quick success. Vael will cast Burning Adrenaline 15 seconds into the fight. It will hit a random attacker. Forty five seconds into the fight Vael will cast Burning Adrenaline on the top person on the threat list. A second random caster will also be hit at that time. This cycle continues throughout the fight, with the top aggro always being hit, and a random person receiving a hit at the same time. Casters who get hit need to run away from everyone else as soon as they are hit, and continue casting furiously until they die (and they will die). This applies to both DPS and Healing Casters. When the primary MT gets hit with Burning Adrenaline, he should punch out Shield Wall and Last stand if he has them, then move away from the rest of the tank group and DPS Casters so that he doesn't kill them when he dies (and he will die - at this point there's no reason to expend healing on him). The secondary MT (or which ever Warrior is next on the aggro list) should move into the primary position and begin applying Sunders to gain the aggro. If the new MT has been enjoying the benefit of a Tranquil Air Totem or Blessing of Salvation, he needs to immediately click that off. The Tank Bank needs to be at least 10 yards from the current MT at all times. DPS classes should not hold back in this fight, as it's almost impossible to pull aggro off of the Warrior groups (remember they have unlimited rage during this fight). Rogues can pull aggro and should use Feint as often as possible to counter the aggro they generate with Backstab. As soon as the first MT dies the Rogues should Vanish. A Rogue pulling aggro is a very very bad thing.
The Bosses:
Razorgore the Untamed |
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