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Firelands

Health: 83.5 Million

This is a two-phase fight that involves separating the raid into two groups to handle the boss and the adds simultaneously. Then, the raid will have a kill-the-boss-before-the-raid-is-dead phase. At least two tanks will be required for this fight.

Phase 1: Web

There are two different things going on with this phase. Below the web, there will be three different types of adds that spawn that the raid will need to burn down. Above the web, you'll find the boss. The raid will need to be divided into two groups such that one teams goes up the web to DPS the boss, while the other groups stays down below to burn down the adds. We'll first describe the boss abilities.

First, the boss can cast Venom Rain. This hits everyone that is below the web. This is the only thing the boss can do to the group that is working on the adds. However, we can prevent this ability from happening by having part of the raid fight the boss up on the web, which we will explain later. The remaining abilities affect those who are working on her while on the web. She has Ember Flare, which hits everyone who is on her web. She'll also cast Meteor Burn. A hellfire effect will spawn indicating where this will land on the web. The meteor itself will cause 40k fire damage to anyone hit by it, and it will create a fire patch causing damage to anyone who stands in it. A hole in the web will appear when the fire goes away.

Also, the boss will have an energy bar called Fire Energy. This starts at 100 and eventually drops to 0. When this happens, she'll cast Smoldering Devastation, which basically kills anyone that is still on the web when this goes off. Players can use the holes that spawn to get down, or they can use the middle part of the web, which already has a hole present. After the cast goes off, she'll regenerate back to 100 Fire Energy and repeat the process.

The trick is to have the group assigned to the boss get up the web as quickly as possible, burn down the boss, get down before Smoldering Devastation, and repeat. The only way to get up to the web is with the assistance of one of the adds that spawn. Each add will be described below in detail.

Cinderweb Spinner

Health: 697.4 K

These spiders dangle from the web above. Using Taunt or a similar ability on them will cause them to drop to the ground. After they're dead, their web remains on the ground, which allows players to climb up to the web. This means the spinners should be burned down first, so the web group can get up to the web as quickly as possible. Once the group is on the web, they lose their priority. However, they become top priority after the raid comes back down. The only ability they have is Burning Acid, which does a good amount of fire damage to a random player.

Cinderweb Drone

Health: 4.1 Million

These are the big adds that pop up during the phase. Similar to the boss, these adds also have a Fire Energy bar. If the bar hits zero, the drone will go up to the web and start draining Fire Energy from the boss. This means the ground team needs to finish off the drones before they go up to the web. Otherwise, the web team will have to finish them off and have less time burning down the boss.

The drones also have two major abilities. First, they have Burning Acid just like the spinners. Also, they have Boiling Spatter. This is an AoE frontal cone that does extremely high damage. This means the tank needs to make sure the drone is facing away from the raid.

Cinderweb Spiderling

Health: 232.5 K

The third type of add is an AoE pack that swarms towards the drones. If they come in contact with a drone, the drone will cast Consume, which will give the drone the buff Well Fed. Also, if they come in contact with the boss, she'll Consume the adds and heal for 10% of her maximum health. This means the adds need to be slowed and burned down before they come in contact with other adds.

Also, if the spiderlings get near anyone in the raid, they'll cast Seeping Venom by jumping on the player and causing periodic fire damage. This means only ranged DPS can burn down these adds.

The ground team should handle the adds as follows. Burn down the spinners first, so the web team can get to the boss immediately. Any melee who can use Taunts should, so they fall to the ground quicker. When a drone pops up, all DPS should switch to them right away. The exception will be 6 DPS who will handle the Spiderlings (2 for each of the 3 spawn points). At least one DPS in each group should be able to slow them, so they can down the Spiderlings before they get close to the Drone. This continues until the web team comes down, and the whole process repeats.

Phase 2: Ground

This phase begins after Smoldering Devastation goes off three times. The boss will come down to the ground and start attacking the raid. The good news is that no more adds will spawn, so finish off any that remain, especially Spiderlings so the boss doesn't heal. At this point, the raid simply need to lust and burn down the boss quickly. If the web team did its job correctly, the boss should be at low health.

The reason the raid needs to burn her down quickly is because of Frenzy. This is a stacking buff that causes the boss to deal 10% extra damage per stack. Since the stacks cannot be removed, this serves as a soft enrage timer. Just like on the web, she'll continue to use Ember Flare. However, keep in mind that damage from this ability will become too much for the healers due to her stacking buff.

Finally, she'll use The Widow's Kiss. This would appear to be a typical mortal strike debuff and require two tanks. However, this debuff works a little differently. First, the debuff continues to stack even after the tanks have swapped. Also, the tank will do periodic damage to anyone near him/her while the debuff is active. Finally, the debuff goes away once the stack hits 10.

To handle the debuff and raid healing, we'll use a "Y clock" formation for positioning the tanks, the raid, and the boss. Let the boss be in the middle of the "Y clock". The entire raid minus the two tanks will be stacked behind the boss in max melee range. Think of this as the 6 o' clock position. The first tank will be a the 10 o' clock position, while the second tank will be at the 2 o' clock position. When the first tank gets 5 stacks of the debuff, the second tank taunts. The first tank will take a few steps backwards to make sure the raid isn't taking damage from the tank's AoE. Once the debuff goes away, the first tank returns to the original spot, taunts back, and the second tank steps away. The second tank will then return and taunt back when his/her debuff is gone. The last thing to note is that tanks MUST chain cooldowns near the end of the fight because of how high Frenzy will be.

Achievement

For the achievement, DPS Off!, the drones need to die while on the web. The raid simply needs to stop DPS on the drones while on the ground, and let the web team finish them off when they go up. The only catch is that the web team will have less time DPSing the boss since a) they have to kill the drones, and b) the drones will drain the Fire Energy from the boss.

Heroic Mode

There are several key differences between the normal and heroic mode. The changes are listed below.

  • Venom Rain hits MUCH MUCH harder. Healing will need to use cooldowns during each transition to keep the raid alive.
  • Cinderweb Spinners also have Fiery Web Spin. A random player is wrapped in a web for 15 seconds and is stunned for the duration.
  • Cinderweb Drones also have Fixate. The drones will chase a random players, which means the fixated player will need to go to the tank, so the Drone is in the same place.
  • A new add called Engorged Broodling appears during the web phase. These adds fixate on a random player. If they come in contact with any player, the broodling will cast Volatile Burst, which does 50k damage to anyone nearby and leaves a nasty puddle on the ground. Standing in this puddle inflicts you with Volatile Poison. The idea is that the DPS working on Spiderlings should intercept these adds, so the puddles are not in the middle of the raid.

To handle these changes, we'll use the following strategy. We'll use 7 healers: 2 focus on the raid, 2 will handle the web team, and 3 will cover the 3 spiderling DPS (one per DPS). For the web team, we'll have 5 DPS go up all 3 times, but we'll add a 6th DPS for the first time since the DPS requirements on the ground are not as demanding for the first time. We'll have at least two mages go up so we can take advantage of Invis. and Mirror Images, which prevents Venom Rain for the rest of the fight. The DPS on the ground will be responsible for controlling spinners (by taunting them down and killing them) and taking care of drones. The DPS on the sides will be responsible for killing spiderlings and intercepting broodlings.

For Phase 2, the first thing we need to do is control the remaining adds. We'll have an additional DPS help out each spiderling area. These 6 DPS will also need to intercept the remaining broodlings to make sure they don't hit the raid in the middle. As soon as the boss appears, we need to hit her hard, since we have less than 3 minutes to get her down. Because of the DPS/healing requirements, we'll have to set up a VERY strict cooldown rotation. Each cooldown will be used at a specified number of Frenzy stacks. The boss should be dead, or close to dead, by the time we go through all cooldowns. Here will be the tentative cooldown assignments.

  • 15 Stacks - Bloodlust
  • 17 Stacks - Tranq.
  • 19 Stacks - Rallying Cry
  • 21 Stacks - Divine Hymn
  • 22 Stacks - Tranq.
  • 23 Stacks - Spirit Link/Barrier (depending on whether we have a Resto. Shaman or 2nd Disc. Priest)
  • 24 Stacks - Tranq.
  • 26 Stacks - Barrier
  • 27 Stacks - Tranq.

Note: With the recent Firelands nerfs, the cooldowns mentioned above can be used 5 stacks earlier. For example, if a cooldown should be used at 20 stacks, it can be used at 15 stacks instead.