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This giude has been updated and now includes videos of the boss fights.
You can see the new guide here: Heroic
Grim Batol Guide
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General Umbriss
The Trogg is the key. No more Malignant Troggs will spawn if the first one is alive. However what has not been said is: If the Malignant Trogg dies, not only it makes boss Frenzy (if it's near it). It also turns other nearby normal Troggs into Malignant Troggs!
- Tank boss at right side of the area. Tank will tank boss and all small troggs, do not kill them
- Have 1 person (sheep, sap, hex, root) CC the Malignant Trogg ASAP! Remember you can target it before before boss calls for it. Mage is best for this, have him/her stand at left side of the room when you pull boss.
- Ranged spread out on the edge of the area.
- Avoid Blitz and the Ground ability
Just keep Malignant Trogg perma-CC'd during the fight and this fight is really easy.
If boss has even 1 stack of Frenzy when he Enrages this fight can turn out unhealable at 30%.
Loot:
Cursed Skardyn Vest
Modgud's Blade
Skardyn's Grace
Umbriss Band
Wildhammer Riding Helm
Forgemaster Throngus
The boss has three kinds of weapons, which will change the way the group has to behave.
Dual-wielding swords: Basically doing fast hits (heavy damage) on the tank. Also causing a dispellable dot on the tank, increasing fire damage. Simply dps him from the back.
Phalanax shield: Will breathe fire in 4 directions, avoid it and dps him.
Mace: This is the easiest but also the most tricky one. He will hit insanely hard, but run very slow. This means the tank has to kite him. He will also charge and impale a random target. Therefor we had the group stay around the entrance from the previous room, while I kited him away from them. Doing so, the range for his impale charge became very long, and he never even got close to reaching me. DPS can chase him to keep dpsing, but be aware of the fire-trace he leaves and dont run in it.
He will also stomp to cause Cave ins. Move away from them obviously.
And lastly, Disorienting Roar will slow spellcasts, so healer has to be aware and keep people topped.
Loot:
Throngus's Finger
Dark Iron Chain Boots
Ring of Dun Algaz
Wand of Untainted Power
Belt of the Forgemaster
Drahga Shadowburner
Running away from adds is your number one priority, they will instantly kill the target if he is hit. Slowing effects and stunns works, use every possible skill you have to not have them reach their target. About 2-3 seconds after death they will explode. It doesnt look like this will harm you, though. Obviously the person who gets targetted by the add have to run, like crazy. You can see where the adds are about to spawn by looking out
The first phase is rather easy and short. When the boss 'dies' he will jump into the lava, summoning a dragon. That's when the real fight begins.
On his dragon, the boss gains new abilities but continues to spawn adds which are still prio number one. In addition he will cause an area of effect which slows your movement speed. He will also breathe for heavy damage on your party. This covers an area of almost 180 degrees in front of him. So stay behind him when that happends.
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After he hops on to the drake there are 3 things to watch out for.
- The twilight thing on the ground that is pretty much fire, it seems to be dropped behind the boss. (You can't see it well unless you have projected textures on, you will have a debuff that lets you know you are standing in it.)
- His breath. (When he turns away from the tank, run behind the boss, the spread of his breath is humongous.)
- Spawned elemental adds. (These need to be DPSed as soon as possible, unless they are coming for you, if they are coming for you run away. There will be a fire beam pointing to you that lets you know that they are heading for you. They only blow up when they reach their target so melee DPS are not in danger when they kill the add, stun or snare them if you can. Also, sometimes they will spawn right next to you and you will die before you even knew it happened, make sure you look around for the small fire gates whenever it notifies you that he summons them.)
Loot:
Azureborne Cloak
Earthshape Pauldrons
Red Scale Boots
Crimsonborne Bracers
Windwalker Blade
Erudax
Tank
Keep him in the center of the room.
When he uses Enfeebling Blow and knocks you back, wait for him to come to you, and reposition him.
Heals
Nothing specific for you to do, just heal!
DPS
After he casts Shadow Gale, 2 adds spawn at the room entrance, slow them with whatever you can (Chains of Ice, Crippling Poison, Mind Flay), and burn.
Back on the boss once the adds are down.
Everyone
Erudax uses Binding Shadows, which throws a Shadow Crash like missile, targeted at the ground under who he picks, move from that area, as it heals him for the damage you take, and paralyzes you.
When Erudax casts Shadow Gale, a purple vortex will spawn on the dirt part of the floor(ie not where the dragon eggs are), everyone has to move and stand in the purple vortex. Note: the boss takes increased damage during this ability, so casters go nuts, and if the tank can drag Erudax to the vortex, melee should join in the fun also.
Things to remember:
Adds only spawn AFTER Shadow Gale.
Kill the adds asap, using whatever slows you have, as if they hatch any dragons, you'll have the little beasts flying around the room shooting you with fire and bad things.
The boss may use Shield of Nightmares on the adds that spawn if they don't die quick enough, in this case, melee may have to run out and let the casters finish the boss off.
Loot:
Wild Hammer
Corrupted Egg Shell
Circle of Bone
Gale of Shadows
Mark of Khardros
Bracers of Umbral Mending
Crown of Enfeebled Bodies
Staff of Siphoned Essences
Vest of Misshapen Hides
Mace of Transformed Bone

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