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Author: Mezzy

Host and author of WoW Weekly podcast, guides and website. I have played WoW since classic, enjoy MMORPG’s and game design in general.

Normal/Heroic The Blast Furnace

The Blast FurnaceHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at The Blast Furnace in Heroic Blackrock Foundry. These tactics also apply to the normal version.

This is a 3 phase encounter in which the first two phases matter most. If you can deal with them efficiently you should have no trouble with phase 3.

The goal of phase 1 is to disable the 2 Heat Regulators on either side of the blast furnace. The heart of the mountain in the blast furnace will cast blast regularly, dealing aoe damage. It’s energy will increaes over time, which decreases the cooldown of blast, meaning if you don’t get out of phase 1 quickly enough you’ll get overwhelmed.

In phase 1 you’ll have to deal with a mini boss and a bunch of adds that will keep spawning throughout the phase. So let’s start with the engineers, these are the key to destroying the heat regulators on the sides of the blast furnace. The engineers will attach bombs onto random players, which will explode after 10 seconds. This explosion also deals damage to the heat regulators and is the only way to destroy them. When a bomb is attached to you, you can use the extra action button to detonate the bomb before the timer ends. So when you get a bomb, run it over to the heat regulator and let it detonate.

You’ll want to kill the engineers as quickly as possible because when they die they will also drop bombs allowing you to speed up the process. The bombs are the most important part of the phase so be sure to pick them up and destroy the regulators. The engineer also has a chain lightning and can repair the regulators. When they cast repair you must interrupt them as quickly as possible.

The next type of add is the Bellows Operator. These do not attack you, but instead channel loading which will increase the energy of the heart of the mountain. Because of this you will want to kill the operators as soon as they spawn.

The final type of add is the Security guard. These don’t really do much except put Defense zones on the floor. Any add standing in the zone, except for the operator, will get their damage taken reduced by 90%. So you will want to keep moving the adds out of these so you can keep killing them.

The mini boss, Foreman Feldspar, will also need to be killed. He pulses aoe damage through Hot Blooded but you will just have to heal through that. He casts Pyroclasm on random players and this can be interrupted. It does a medium amount of damage and if you have spare interupts be sure to use them. But the most important ability that he has is called Rupture, this will put a debuff on the player and after a couple of seconds will leave a lava type void zone underneath them. You want to put these off to the sides of the room so that you’ll have as much room as possible for the following phases.

They’re a lot of abilities, but in executing the fight there’s not that much you have to do. Have the entire raid start off on the left hand side to destroy that heat regulator first. Whenever there is an operator up on the right hand side have all of the ranged dps switch to it. Once the operator is dead go back to the other side.

As a rule of thumb use the following dps priority: Operators > Engineers > Guards > Foreman. Cleave as much as you can if it increases your dps because the adds will keep spawning. If you fall behind on add killing it will wipe you.

Once the regulator on the left hand side is dead, move your raid to the other side. When an operator spawns on the left hand side, let your ranged dps kill that one first. After the second regulator dies you will go into phase 2. Kill off the remaining adds and the foreman should be low on health as well at this point.

In phase 2, 4 elementalists will spawn with shields. These will each have to be removed and killed off. To remove the shield from an elementalist you will need a Slag elemental to stand on top of the elementalist. These elementals will fixate on a player and start casting burn. Whoever it targets has to stand on top of the elementalist you want to kill. Then the elemental should be interrupted when it casts burn so that it moves to the fixated player. Get the elemental to 1 health and it will explode dealing damage in an 8 yard radius. This explosion causes the elementalist’s shield to be removed and your raid should focus the elementalist. The shield will come back after a limited time so put your back into it as you really want to kill the elementalist in this small window of time.

Once an elementalist has lost health it will regularly get the reactive earth shield buff, which needs to be dispelled. If it’s not dispelled wthin 8 seconds, it will heal the elementalist. This buff will continue to appear if you do not kill the elementalist within the removal of 1 shield. So if you need a second slag elemental to explode, continue dispelling the earth shield while you’re working on the slag elemental.

Slag elementals will revive after they’ve been hit by blast from the blast furnace 4 times and more will continue to spawn, which acts as another soft enrage mechanic.

To further complicate the matter, guards will continue spawning and you’ll also have to deal with the new Firecaller adds. When firecallers are up there are 2 things you have to deal with. First of all, cauterize wounds which is another healing buff which can be dispelled, but the cast can and should be interrupted. Secondly they cast Volatile Fire on random players, after 10 seconds they will explode and deal damage to anyone within 8 yards. So if you get the Volatile Fire move out.

Again with all this information the phase seems complicated but it’s not.

– Keep the guards off of the slag elementals and elementalists so that their damage reduction doesn’t interfere.
– Interrupt slag elementals and have the fixated player stand on top of an elementalist.
– When the slag elemental reaches 1 health and explodes, switch to the elementalist and nuke it down.
– Have someone dispell the earth shield, we used a priest for this.
– Repeat this for all 4 elementalists.
– At the same time, interrupt the firecallers cauterize and kill them off.
– And finally if you get Volatile Fire move away from the rest of the group.

Once you kill off all 4 elementalists phase 3 will start. This phase is pretty straight forward, so here’s what you need to know:

– Start at the back of the room, as you’ll need the space.
– The tanks should taunt the boss off each other when the other tank reaches 2 stacks of the Heat debuff. Heat will deal more and more damage due to the Tempered debuff, which acts as a soft enrage.
– The ranged players will have to deal with the Melt debuff. Melt will cause a puddle of lava to spawn beneath the player after 6 seconds. This puddle will continue to grow, which means that your raid will have to continue moving forward through the entire room.
– When a player gets this, they should move it back into the room as much as possible. Call out to your tanks over ventrilo when they need to move forward when you start to run out of space.

You’ll want to save heroism for phase 3 and kill the heart of the mountain.

There are a lot of abilities to deal with over the course of this encounter, but in execution the fight is a lot simpler than it would first appear. It might take you some pulls though, so good luck!

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Normal/Heroic Operator Thogar Raid Guide

Operator ThogarHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Operator Thogar in Heroic Blackrock Foundry. These tactics also apply to the normal version.

The operator encounter is mainly an environmental and add encounter. But before we get to that, let’s go over Thogar’s abilities.

The first is Enkindle which is a stacking dot on the tank, increasing the damage taken from Enkindle by 35% for 25 seconds. This requires a tankswap after the second stack.

The second ability is Prototype Pulse Grenade, which is a grenade you simply need to move out of or take damage.

His final ability is Berated, which will increase the damage, movement speed and haste of adds, and also decrease their casting speed. There’s nothing you can do about this ability, but it does indicate the importance of killing adds when they appear.

So the challenge of this encounter is that you’re fighting on 4 train tracks, and trains will ride over these, killing you if you get hit. Some of the trains will pass right through, but some will stop and bring adds to deal with. Not only that, but the trains are solid, which means that if they spawn adds you will not be able to move through the trains to the other side of the room. You will have to kill all adds from a train before the train moves away.

I will explain how these work, but after the recording of this video one guild member informed me of the addon Thogar Assist, which will warn you well enough in advance on which tracks the trains are coming from, and if they’ll bring along any adds and which types. So this is an addon you might want to look into.

Moving forward we’ll give each track a number. The track closest to the boss is track 1, the next one is 2, and so forth. The track closest to the raid when you enter the room is track 4.

The doors on the sides of the room will open up before the trains actually come through them, this means that you can watch which tracks the trains will ride over and you can move off those tracks.
Although adds will continue to spawn throughout the encounter, at the 2 and 6 minute marks fully sized trains will bring adds on tracks 2 and 3. This makes you have to split up your raid into 2 groups, to stand on tracks 1 and 4 to kill off the adds and make the trains on tracks 2 and 3 leave again. This also means that one of the two groups will have to take the boss with them, so a tank swap right before the split happens would be good to start from 0 stacks on the tank who takes the boss.

In practise dodging the trains is quite easy, especially due to the cue from the doors opening. The only thing you would otherwise be unaware of is the split on the 2 and 6 minute marks.

So which adds will you have to contend with?

The first type of add is the Iron Gunnery Sergeant. These will spawn on tracks 1 and 4, and stay on top of the train. This means only the ranged can take these out. The gunnery sergeant will fire Delayed Siege bombs, targeting a specific player. These will follower the player around until they land, meaning they should kite it away from other players. After it lands it will do damage and after 30 seconds it will explode in a 9 yard radius.

The two cannon fodder adds are the Crack Shots and Raiders.

Crack Shots deal physical damage to their target, and will throw grenades if no one is in melee range.

Raiders will but a bleed dot on their target and throw grenades if no one is in melee range.

There are two more types of adds, and these are both important to kill as soon as possible. With the first one being the most important.

Firemenders cast an interruptible AoE heal, which will need to be interrupted. And once again throw grenades if no one is in melee range. These have to die as soon as possible.

Men-at-arms deal lots of aoe damage to the entire raid and have a Reckless Slash, charging to the location of a random raider and dealing damage to everyone within a 7 yard range. Simply have a slight spread to deal with this.

If you prioritize the adds, avoid the trains, stay out of grenades and can spread your raid into 2 groups for the 2 and 6 minute marks then you’ll have no trouble dealing with this boss. To recap this encounter:

– Tankswap on 2 stacks of Enkindle
– Move away from grenades
– Always prioritize adds
– Prioritize firemenders, interrupt them and then kill men-at-arms
– Ranged players need to kill the Gunnery Sergeants
– If targeted by delayed siege bomb, kite it away from the rest of the raid, prefferably to the sides
– Full length trains will come at the 2 and 6 minute marks
– This means the raid has to be split into 2 groups, one will fight on track 1 and one on track 4.

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Normal/Heroic Hans’gar and Franzok Raid Guide

Frans'gar and FranzokHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Hans’gar and Franzok in Heroic Blackrock Foundry. These tactics also apply to the normal version.

When you read the dungeon journal you might get a Siegecraft 2.0 impression by this fight, but in actuality the fight is pretty simple. These orc twins are so close that they share their health so stacking them on top of each other for cleaving attacks will shorten the encounter. As their health decreases their damage will increase. There are some environmental factors at play, but before we get to those let’s take a look at their abilties.

Both orcs have the ability Body Slam. They will target random players and when they reach that player they will debuff them with Shattered Vertebrae, increasing physical damage taken by 40%. They will then leap back to the tank and debuff them as well. This will hit anyone within a 12 yard range of the random player, meaning this player should move away from the rest of the raid. To complete this annoying ability, when they land the raid will also take some aoe damage in the form of the debuff Aftershock. If the tank gets the arrow on their head, keep your distance as a melee player so that you don’t also get Shattered Vertebrae.

The second ability you’ll have to contend with is the Crippling Suplex ability. The bosses will smash the two tanks against each other dealing a large amount of damage to both tanks. This means that the tanks will have to use cooldowns and externals to survive this ability. This will happen at 85%, 55% and 25%. Each time this will trigger the environmental mechanic but we’ll get to that in a moment.

Franzok also has two abilities that Hans’gar doesn’t, the first of which is Disrupting Roar, which interrupts anyone within a 100 yard range. So as usual with these mechanics, stop casting when it’s cast.

His second ability is Skullcracker, with which he will throw a hammer to a random target. This ability will hurt especially if you have the Shattered Vertebrae debuff.

To recap before we go into the environmental mechanics of this fight:
– Move away if you’re the body slam target
– Use cooldowns and externals for Crippling Suplex so that the tanks survive.
– Stop casting when Disrupting Roar is cast
– Tank the orcs on top of each other to make use of cleave damage.

At 85% one of the two brothers will go out of the room and activate the Searing Plates. The conveyor belts will start moving and searing plates will start spawning at the entrance of the room. You will have to dodge the plates by using the different lanes. There are narrow strips between the belts that don’t move so be sure to use them. Once this phase ends the second brother will return.

At 55% one of the brothers will activate the Stamping Presses. The belts will again start moving and now you will see the segments on the belts lighting up. If you’re standing on a segment that lights up, get off of it quickly as the stamping presses will soon press onto the segment, turning you into a pancake if you’re still on the segment. Although this doesn’t kill instantly on normal or heroic, you’ll want to practise not getting hit by them at all as on mythic they kill you instantly.

And then finally at 25% you will have to deal with both the Searing Plates and Stamping Presses. The searing plates will come first and then soon after you will have to deal with another set of presses. The presses will stop once the bosses are dead, so you might want to use heroism for the final 25% of the fight.

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Normal/Heroic Flamebender Ka’graz Raid Guide

Flamebender Ka'grazHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Flamebender Kagraz in Heroic Blackrock Foundry. These tactics also apply to the normal version.

Ka’graz starts out with 2 abilities and gains energy over time. At 25, 50, 75 and 100 energy she gains new abilities and the energy will reset at 100.

The first ability is Lava Slash, she will target a random ranged raid member and it will create a fire line between the boss and where the player was standing when it was cast. When the line reaches the player’s original location it will deal damage to anyone within 7 yards. If any players get hit, fire lines will also be created between the boss and them.

She also uses Summon Enchanted Armament, which are weapons that you need to stay away from as they will randomly deal damage to anyone within 6 yards of the weapon.

At 25 energy the flamebender will gain the ability Molten Torrent, this targets a random raid member and after 6 seconds a meteor will fall on that player for a huge amount of damage. This damage can be shared with anyone within 8 yards, meaning this player should run in to melee and share the damage with the melee players. You can also use immunities such as deterrence to completely negate the effect. If you do use an ability like that though, be sure that noone else is within the circle of the torrent so that noone dies.

At 50 energy she summons 2 cinder wolves. These will need to be killed. One will be overheated and will need to be tanked and the other will fixate random players, which will need to kite the wolf around. The wolves will alternate in being overheated. When overheated the wolf will have Charring Breath, which is a fire cone attack with a stacking debuff that increases damage taken by it by 200%. This means that tanks take turns tanking overheated wolves. Whichever tank is not tanking an overheated wolf needs to tank the boss.

These wolves are linked with a fire line called Fiery Link, if players stand in it they’ll get a stacking dot. You should of course not be standing in this link. This is also the mechanic that makes the kiting the fixating wolf harder. You do not want to be running the fire line through the entire raid.

The final ability the wolves have is called Rekindle which simply put means you have to kill the wolves at the same time. If it takes longer than 8 seconds to kill the second wolf, the first wolf will revive to 100% health.

At 75 energy the boss puts Blazing Radiance on random raid members, dealing fire damage every 2 seconds to all allies within 10 yards. This means that the player that is debuffed needs to move away from the rest of the raid.

At 100 energy a couple of things will happen. First off Firestorm will deal damage to the entire raid for 12 seconds. If the wolves are still up, these will also deal fire damage to the raid. The wolves should be dead well before this though. Secondly after it ends and the boss’ energy resets she gains Magma Monsoon for 30 seconds. She will throw magma orbs around, which need to be dodged. There are clear circles on the floor that indicate where it will hit. If you do get hit you’ll receive a large amount of damage.

And then finally for 50 seconds she will gain Flamefury, giving her melee attacks a stacking dot, requiring a tank swap at 5 to 6 stacks of the debuff.

Other than the flamebender, Aknor Steelbringer is part of the fight. This is an orc with 2 abilities:

Devastating slam, which is a cone that needs to be faced away from the raid by the tank. And Drop the hammer, he leaps towards a random player and anyone within 10 yards needs to move away from where that player was standing.

What you want to do in this fight is:
– Stay spread
– Kill Aknor
– Watch out for the weapons that spawn, move away from them
– If you get Molten Torrent, move it to the melee to share the damage with them
– When the wolves spawn, non flamebender tank tanks the overheated wolf, tankswap when the other wolf gets overheated
– Kill the wolves at the same time
– At 75+ energy, if you get the Blazing Radiance debuff, move it away from the rest of the group
– After she goes back to 0 energy, dodge the magma orbs
– Tank swap after 5-6 stacks of Rising Flames

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Normal/Heroic Beastlord Darmac Raid Guide

Beastlord DarmacHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Beastlord Darmac in Heroic Blackrock Foundry. These tactics also apply to the normal version.

This is a multi-phase encounter and you have control over the order in which the phases occur. The beastlord starts out with a basic set of abilities and at certain percentages he will mount the closest beast, permanently gaining additional abilities from them. He mounts beasts at 85%, 65% and 45%. When he’s mounted you can only attack the beast. The recommended order for mounting the beasts is Cruelfang – Ironcrusher – Dreadwing.

He has two basic attacks, of which first is Pin Down. With this he will throw a spear, dealing aoe damage to anyone within 25 yards and pinning down players within 3 yards. To get the players out you will have to kill to the spear. The area they will land on is marked, and as such players should move out. If they don’t hit anyone they can still be killed. Due to later abilities, you should still dot these up if they don’t hit anyone.

His other basic ability is Call the Pack, he will summon adds called Pack Beasts, which need to be tanked and killed. These spawn at a specific gate as you can see in this video, and thus you should always have Darmac being tanked there to have no issues in picking up the adds for tanking. Your dps can just AoE them down.

Once again, he will mount the closest beast when he reaches certain health percentages. And as such he should automatically mount Cruelfang at 85% if you’re standing near the spawn place of the pack beasts.

When you activate Cruelfang the new ability the beastlord will get is called Rend and Tear. For rend and tear ranged players should be spread out 7 yards apart and no one should be standing within 7 yards of the tank tanking the boss. The boss will leap to a random player, giving them a 30 second bleed dot and then leaping to the tank, giving the same debuff. He will also increase their damage taken by rend and tear by 10%, requiring a tankswitch.

The second ability you will have to deal with, which he does not keep when Cruelfang dies, is Savage Howl. This does damage to players near the boss and giving the boss and any adds an enrage effect. This can be dispelled.

Once Cruelfang is dead and the beastlord reaches 65% you will want him to mount Ironcrusher. To be sure this happens move Darmac closer to the clefthoof so that he does not mount the Rylak. This is the only mount you’ll have to move him actively and away from the Pack Beast gate.

When you activate Ironcrusher the new ability the beastlord will get is called Tantrum. This is a very simple aoe to the entire raid. Naturally this will require healing, and you will want to consider using your healing cooldowns here.

The next ability which he does not keep is called Crush Armor, this is a stacking debuff reducing the tank’s armor by 10% per stack. However because you’re already tank swapping on Rend and Tear, you don’t have to worry about this when it comes to swapping.

The final ability is called Stampede. He will charge to a random ranged player and deal damage to anyone getting hit by him. So naturally you just move away.

When Darmac reaches 45% he will mount the final beast, Dreadwing. He will gain three abilities, of which the first he keeps permanently.

The first ability is Inferno breath, Dreadwing will point to a random direction and breath a cone of fire. This will also give you a dot so be sure to move out of it. The longer you stand in it the more damage the dot does. So use your movement speed increases if you have to. This can be dispelled if needed.

The second ability is called Searing Fangs, dealing damage and giving a stacking debuff increasing fire damage taken by 20% per stack. Once again because of Rend and Tear the tanks are already performing tankswaps and as such, this should not require extra swapping.

The final ability is Conflagration, which is a dot, causing the player to run around and it will spread to anyone within 8 yards of that player. This means that it has to be dispelled asap so that no other players get it and lose control of their character.

When dreadwing dies, inferno breath turns into Superheater Shrapnel, which now also leaves fire zones on the floor.

Other than the other beasts, when dreadwing dies, the beastmaster gets additional effects to his abilities. The pack beasts deal aoe fire damage due to Flame Infusion. And the Heavy Spears will use Seeking embers, dealing fire damage to random players. This is why you’ll want to multi dot any spears that do not impale players.

To get through this last phase as quickly as possible you’ll want to use Heroism when Dreadwing dies.

And that’s all you need to know for this encounter. It’s an easy fight and as such you shouldn’t have much trouble with it, whether it’s on normal or heroic depending on your group. But nevertheless good luck!

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Normal/Heroic Oregorger Raiding Guide

OregorgerHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Oregorger in Heroic Blackrock Foundry. These tactics also apply to the normal version.

The Oregorger has a mana bar, and each of his abilities uses 5 mana. When he reaches 0 mana he will go into phase 2.

In phase 1 the most important ability is Acid Torrent. This will deal a huge amount of physical damage to the first player to get hit by the ball (which should be the tank). After this it will deal a big amount of AoE damage to the entire raid, this damage is reduced by the amount of damage reduction on the player got hit first, which again should be the tank. The tank can and should be using their damage reduction cooldowns, as well as possibly external cooldowns, to reduce the damage on the raid as a whole. You will want to tank swap after every Acid Torrent.

By tankswapping at that point you will negate having to watch for the Acid Maw stacks, which is a stacking dot done on the tank.

Other than that, there are 2 dodgeable abilities in phase 1. The first one is for the ranged players, called Retched Blackrock, these are void zones which you will just have to move out of. To deal with this have your ranged and healers all stacked on top of each other, hugging the wall. Move forward after every Retched Blackrock and if you get in melee range of the boss move further down the next hallway. You don’t want to be in melee range because of the next ability.

The other ability is called Explosive Shard, which will target a melee player, dealing damage and knocking them back and after 3 seconds it will explode again dealing even more damage and stunning those that get hit. Because of this you will want your melee to be behind the boss, either all the way to the left of his back, or all the way to the right. This way the shard will spawn on either side where the melee can stand and the melee can dodge it by moving to the other side. You don’t want anyone standing between the two melee spots so that the shard doesn’t spawn there and hit every one of your melee players.

His final ability is called Blackrock Barrage. This will give him 3 charges of a buff which you can see on the boss. He will start casting it and each time he does it uses up a stack. This is an AoE, which can and should be interrupted. If you interrupt it you will preserve the Oregorger’s mana and prolong phase 1, which is what you want. Just have an interrupt rotation of 3 players going so that player 1 always interrupts the first barrage, player 2 the second and player 3 the last. You really don’t want to have these interrupts missed as getting a barrage hit right after an acid torrent can hurt your raid quite a bit.

Once the Oregorger reaches 0 mana, he will go into phase 2. He will do what a goren does best, and roll around the room, which is set up like a maze. If you get hit by him you’ll take a chunk of damage, so you’ll want to dodge him as much as possible. He will also deal damage to everyone in the raid every time he hits a wall. This damage also increases the longer he’s in phase 2, so you’ll want to get him back to phase 1 as quickly as possible.

While rolling around he will always have 2 sides to roll to and choose 1 at random. However it’s not so random when there’s blackrock ore to be eaten. When blackrock ore is in the maze, he will choose the shortest path to get to that ore.

You make the ore spawn by destroying the blackrock ore boxes around the room. You simply dps them down to do so. The Oregorger will, as his name suggests, eat up the ore which will replenish his mana. Once he’s back at 100% mana, he’ll go back into phase 1. He will gain 10 mana per ore meaning you will need to destroy at least 10 boxes.

It seems like a complex fight at first but it’s actually quite simple.

In phase 1, move along the wall with your ranged group to dodge the Retched Blackrock, have your tanks intercept the Acid Torrent by standing infront of the boss, tankswap after every hit of Torrent, have your melee move away from shards and have an interrupt rotation for Barrage.

In phase 2 make sure you don’t get hit by not standing in the Oregorger’s path and stay in range of healers. Dps the crates so that the blackrock ore spawns and the boss will eat them. Once he reaches 100 mana he goes back into phase 1 and it becomes a rinse and repeat fight.

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Normal/Heroic Gruul Raiding Guide

gruul

Hey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Gruul in Heroic Blackrock Foundry. These tactics also apply to the normal version.

Gruul is back and you gotta feel sorry for the guy, as the orcs have chopped off one of his hands. This results in him not just having his old mechanics, but having new ones too.

First off he has his Petrify / Shatter combination. He will knock players away in a random direction and after the player gets 5 stacks of petrify they will be completely immobile. Gruul will then shatter the player dealing damage not just to the player, but the damage will also hit anyone within 8 yards of that player. This means that petrified players have to move away from each other before the stacks of petrify add up. Your movement speed is also reduced by 20% per stack.

His new and main ability is Inferno Slice, this is a cleaving attack that shares the damage between all players hit. This will put a 30 second DoT on the players hit and another debuff on the tank being hit, increasing their damage taken by Inferno Slice by 20%.

Because of the way this works you will want to split your raid up into 2 groups and have Inferno Slice hit each group 1 slice at a time. This used to be 2 stacks per group but due to nerfs it’s down to 1 on this difficulty. The tanks however, need to take up to 2 stacks instead of 3 due to the timings of the debuffs. This video should show how easy it is to actually execute.

Deal with this as follows: Have your first tank face Gruul away from the two groups. When Gruul starts casting inferno slice, have your second tank stand on the first group and taunt Gruul so that the inferno slice hits them. As soon as inferno slice has been cast, have your first tank taunt back so that he can continue tanking the boss. Your second tank moves over to the other group of dps and healers and will once again taunt Gruul when he starts casting Inferno strike. Your second tank will then keep Gruul, so they move over to the tanking spot. Your first tank will move over to the group that got hit by inferno strike first as their debuff should fall off. At this point you repeat the process.

Your tanks still get hit twice by inferno strike so they should not be afraid to use cooldowns for them.

When not soaking slices you want Gruul to be faced away because of the next ability: Overwhelming Blows. This is another ability that does damage to anyone within 10 yards of the tank and also has a stacking debuff increasing the damage taken by those players. As such, you only want the tank to get hit by it.

The tanks will make or break the fight. It’s up to them to face gruul to the correct groups as soon as possible, without having overwhelming blows hit the groups. If the tank not soaking inferno strikes taunts back quickly enough after the strike has been cast there should be no issues.

Another ability Gruul casts is Overhead Smash, which will inflict heavy damage in a line. This will be cast on random players and needs to be dodged.

Every 1,5 minutes or so Gruul will cast Destructive Rampage, with which he will cast multiple Overhead Smashes. These of course need to be dodged. Gruul can’t be tanked during this ability, giving the healers a chance to catch up on healing.

Finally, Gruul can also cause cave ins, with which the roof will start falling on a circle. You just have to move out of this AoE.

Overall this is not a difficult encounter and it’s a nice throwback to the original Gruul the Dragonslayer.

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