### Please note this thread is under construction###
***For information on the purpose and scope of this thread, please see the second post***
$$$Additional bosses will be added over time$$$
You are going to want to go your maximum single target DPS set up here, as prescribed by: http://elitistjerks....ion_4_2_onward/
For your first blood phase, it's recommend to drop a fire elemental while you run for cover. It will do more single target on the boss than would your Searing Totem. When you get back to the boss, be sure to re-drop Searing.
As you will notice, itâ€™s possible to ranged DPS Morchok from behind the stone pillars he drops. Ideally you want to run behind two adjacent pillars as the gap between the two of them provides you line of sight on the boss. In some circumstances it is possible to DPS from behind a single pillar, but it can be tricky to get into the appropriate position (you need to be right on the edge but not touching blood), which is why running to a set of two pillars is preferred. Note that on heroic mode, the blood from one of the bosses does not recognise the line of sight value of the other bossâ€™ pillars, meaning that if you move to pillars that are between the two bosses, you will likely get owned by blood and die. Always run to pillars that are away from the â€˜otherâ€™ boss.
When DPSing from ranged, your priority order should be:
- Unleased Flame
- Lava Burst (when FS on boss)
- FS (when not on boss)
- Earth shock (when FS on boss)
- Lightning bolt
Save your Unleased Flame for when you have Flame Shock up on boss and use it to buff your Lava Burst damage.
The above rotation is also (somewhat) relevant for when you are away from boss while soaking crystals. Try to minimise your crystal soak downtime as much as possible by running out as late as you can. Of course, use Ghostwolf and try to be as close to boss as possible to the boss while still soaking crystal damage properly (to minimise the run time back).
Itâ€™s possible to take some blood damage, but the amount you can take depends on which version of the encounter you are doing (LFR/Normal/Heroic). Doing so is a DPS increase at is maximises uptime on boss. For details on this see the â€˜survivabilityâ€™ section below
This glyph is a must for this encounter. Less time spent running between the boss and crystals/pillars is more time spent on the boss. For details on the math that supports these sort of DPS gains, please see: http://elitistjerks....p2/#post1325309.
In terms of set up, I would recommend against Talents such as Elemental Warding (as the majority of damage you will take is physical, so these talents will provide no benefit) or Toughness (itâ€™s a big DPS loss, and you really donâ€™t need the extra HP for this). Still, if you had to choose something you would take Toughness as it provides broader utility. I would, however, recommend Glyph of Stoneclaw Totem.
An obvious choice for a majority of encounters, including this one. Can be a life saver when soaking stomps/crystals, and can give you more DPS uptime if you use it aggressively (staying in to soak blood). Replace anything but Glyph of Lightning Shield and Ghostwolf to get it.
Yes, we can do this, but itâ€™s high risk and isnâ€™t ideal. We can pop Shamanistic Rage and drop Stoneclaw Totem to provide a lot of mitigation, but I would still recommend an external cooldown as you can still die from this if you arenâ€™t fully topped before taking the hit. This really the job for a class with far better damage mitigation than us, but it can be done so donâ€™t be afraid to step up.
Edit: You can also equip a shield when soaking stomps- Stomp dmg is physical, meaning that a shield will provide significant mitigation.
Again, itâ€™s possible for us to do this and doing so can maximise DPS uptime on boss. A second before the blood hits, drop a Stoneclaw Totem for the absorb shield and continue to DPS. When your health starts to drop, pop Shamanistic Rage to slow the ramp up of damage. Run out when your stacks start getting too high. Notice that the damage stops immediately after you move out of the blood (it doesnâ€™t continue to tick) so donâ€™t be afraid to cut this close. The alternative to this strategy is to run out at the beginning of the blood phased and then start running back in early, cycling defensive cooldowns as earlier stated. You can also pop Spirit Wolves during this phase for extra self healing,
On heroic, your group will have to split in two separate teams. Note that you will likely have to split far enough apart that some players may move out of the range of your totems. Be sure to accommodate for this by splitting group buffs equally.
A very important totem for you to be dropping given that the Stomp ability is all physical damage, and that paladins should generally be casting more useful auras. Be sure that you have this down at all times if you have no Devo Aura near your group.
Given the amount of damage that tanks will be taking, Bloodlust is ideal during the last 20% of the fight as it aids both healers and classes with execute phase abilities.
Nothing at the moment.
Nothing at the moment.
Nothing at the moment.
Nothing special here. DPS as you normally would on the boss. When the oozes are up and you need to DPS them, leave a Flameshock on the boss as you run over to the ooze in order to squeeze out a little more DPS.
As you run over to the ooze, drop your totems a few yards beyond the waterline (on the land, not in the water). With this placement, your Searing Totem will have ample time to stack dots on the target so that you get at least 1x 5 stack Lava Lash, increasing damage but more importantly, reducing the chances that the oozes will hit the boss. Donâ€™t bother Flameshocking the ooze unless you intend to cleave the FS onto black phase adds- the Flameshock will never be able to tick its full duration, so better to use Earthshock. If you use Unleashed Flame, I recommend switching quickly to the boss to apply a Flameshock before switching back to the add, otherwise that Unleashed Flame cooldown is wasted.
Donâ€™t bother re-dropping your totems if melee are ever called on to drop the void- it is generally in range of your totems already. While DPSing the boss, you can keep a second Flameshock up on the mana void when its required. Do not, however, Flameshock the orb when the melee are called on to DPS it- when this happens the orb will generally die very quickly, and Earthshock will do more total damage.
Enhancement Shaman provide a tremendous amount of damage on Yorâ€™Sahj due to our recently buffed AOE. During attempts, 70k DPS (sustained) was not irregular, especially when there was more than one double black phase. When conditions are right, Enh will be your number one DPS contributors on this fight, and even when they are not Enh will still do extremely well. In order to provide the maximum amount of damage, youâ€™ll want to apply the following glyphs:
This glyph will bring your FS dot duration to nearly 30 seconds which adds a huge amount of damage when it comes time to AOE, especially on double-black phases when you are moving and AOEing at the same time. This glyph is a must for this encounter. Replace Windfury glyph as it accounts for the smallest damage gain versus other prime glyphs.
Again, this glyph is a must have for this encounter. It increases the range of your Fire Nova by a few yards, which provides a huge damage boost on double-black phases when the adds will be spread out. Replace any major glyph but Lightning Shield.
This glyph will provide you more AOE damage as you will be casting CL during add phases instead of LB while adds are up. At the same time, using this glyph will consume a slot that you would have otherwise used for Glyph of Stoneclaw Totem (which provides a shield and will taunt an add). During progression wipes, it is probably wiser to use Stoneclaw, but as your healers become more comfortable you can move to this glyph to maximise DPS.
During add phases, you should be dropping Magma totem. As soon as the you see the first add spawning, drop it- is has a 1 min duration so you will only have to drop it again on double black phases. You want to drop it earlier rather than later as your GCDs becomes extremely valuable during add phases- you really donâ€™t want to use a single one of them on a totem that you could have dropped earlier. Be sure to redrop Searing as soon as most adds are dead as Magma provides less total damage when less adds are up.
Edit: Some discussion in this thread has stressed the fact that magma totem being down means less DPS on the boss, which may not be ideal depending on the class make up you are bringing (you may have a heavily AOE burst stacked raid meaning that your magam would provide reduced utility). If your DPS is more useful on the boss than the adds, consider maintaining searing totem.
This can seem straightforward, but mastering this actually quite difficult. Follow these steps for maximum DPS:
1) When the water turns black, stop hitting Unleashed Flame and Lava Lash. You will need these to be off cooldown for when they are needed most. Donâ€™t worry about lost DPS- you will make it up and then some.
2) Drop Magma Totem
3) As adds start coming to the boss, apply Flameshock to the boss
4) When 4 adds are on top of the boss, cleave the Flameshock using Lava Lash
5) Unleashed Flame
6) Fire Nova
At this point, you are going to want to use only one GCD in between your Fire Novas. Given the short cooldown of FN, you only have time for 2 GCDs in between Novas as any more than this will clip the Fire Nova cooldown by 0.5 seconds (or more). Given how much damage your Nova does versus other abilities, this 0.5 seconds is crucial. A general rotation would be something like:
1) Unleashed Flame
2) Fire Nova
3) Flame shock
6) Fire Nova
7) Lava Lash
8) MW_5 Chain Lightning
10) Fire Nova
12) Unleashed Flame
14) Fire Nova
You may wish to burn your Maelstrom Wep procs with Chain Lightning during that phase as well, but this is very low priority as the damage is minimal. Note that Unleashed Flame is your highest, highest priority and must be used before a Nova every time. When there are only a few adds remaining (3 or less) you can settle back into a regular single target rotation and slip Nova in when you have a free GCD.
This is where Enh truly shines- no other class is capable of providing the same amount of AOE DPS while mobile, so your raid will be relying on you on here. The most important thing here is that you get a good, fresh set of Flameshocks up on the second wave of adds that spawn. To do this, take note of when the black water starts to bubble again, and refrain from re-casting lava lash or unleashed flame. Follow the same steps as above to get a good duration Flameshock onto your first 5 targets and then:
1) Start moving towards the ooze, casting fire Nova whenever it is off CD
2) Do not cast Flameshock or Lava Lash while moving. Keep casting Nova
3) Position yourself halfway between the water line and where the add spawns. Keep casting Nova
4) Flameshock the ooze and when it reaches you, Lava Lash it to spread a fresh set of dots. As most of the raid will be piled up on top of the ooze, you will get an excellent spread here.
5) Keep casting Nova as you DPS the ooze and move towards the boss
6) Some of the adds will likely still be alive at this time. Flameshock and LL cleave off the boss to get a new spread
7) Continue to Nova until adds are dead.
This all sounds like a lot, but itâ€™s really about timing your lava last to get a good spread before you start moving, and then a good spread off the ooze. If you get these right (and remember to Nova on CD) your AOE will be excellent during this phase.
Itâ€™s important to note that the adds do have an agro table (of sorts). They will hit whoever is hitting them hardest, but will also switch to a random player at random intervals. This has the effect of making it look like the adds â€˜fixate at randomâ€™ but really, they are just hitting random people in between moments when they are hitting whoever is highest on their threat table. You will notice that during a single black phase your mages, warriors, druids and hunters getting hit hard as these are classes with powerful burst AOE DPS while stationary. You will rarely pull agro here. At the same time, you will notice that during double black phases (when you are moving) you will be getting hit very hard as you will be doing more AOE dmg to the adds than anyone else. There isnâ€™t really any need to pop CDs or anything here as your healers will be able to heal you at this point (no purple debuff active). Just brief your healers about how this works and make sure one of them is focusing on you during a double black runs.
Raid damage is extremely high during this encounter, so depending on the capacity of your healers you may want to make some appropriate talent and glyph choices:
You may wish to consider this as all the damage you are taking is magic. With this, the extra 12% reduction will make a significant difference on the tricker healing combinations. Do not sacrifice Call of Flame to get this, however. It is too much of a nerf.
Extra HP is okay, but not ideal. If you must you could sacrifice the points you point into Lightning Shield.
Casting Stoneclaw will provide you with a 16k (?) damage absorption shield which (iirc) will not proc a purple healing debuff, making it safe to use at any time. Given the low cooldown of this totem, and the low cost of getting the Glyph (you only sacrifice Glyph of Chain Lightning, which a very small DPS gain) it is recommended.
A vast majority of the phases in this encounter will see you taking extreme amounts of raid damage and receiving minimal healing. As such, helping your healers out is very important:
This is your most powerful defensive cooldown and should be used every phase (given its 1 min cooldown). In general, itâ€™s better to use this earlier in phases rather than later as its better to avoid damage early on (healers cannot heal you properly and want to put off healing you for as much as possible during this phase. I tended to pop it at the first tick of raid damage on every phase, be that from adds or boss AOE.
Lust/hero is a defensive cooldown for this encounter. Healers need it to keep you alive on high raid damage + adds combos. When you use it will depend on how your raid chooses to approach the encounter, but like I said- itâ€™s really a cooldown for healers more than anything else.
Recount (and pretty much all damage meters) will often destroy your FPS during this encounter unless you are sporting a pretty beefy rig. Probably best to turn them off.
Tidyplates is an excellent mod for tracking which targets are currently affected by Flameshock. You simply mouseover them to see. Very strongly recommend this mod for this fight.
Heroic 25man kill by Vespasian: Suit Up vs Heroic 25 Yor'Sahj the Unsleeping (Enh Shaman POV) - YouTube
Still to come
This can be a fairly technical fight from a both a DPS and survivability perspective, so proper preparation/execution is important.
At random intervals, Hagara will start smashing your tanks for a lot of damage. Tanks cheese this mechanic by taunting off each other or simply running away from Hagara, putting tanks beyond the range of these attacks. The net effect of this for you as a melee DPS, is that you are constantly running to keep up with the boss as she is constantly moving out of your melee range. Try to compensate for this by being as close to her hitbox as possible and paying very close attention to when she is using her focused strikes ability- this is when you will have to be ready to move. Further, get a feel for the way your tanks are handling this mechanic (and the time left until the next ice/lightning phase) so that you can make educated decisions about re-dropping your totems. Given that the boss moves so often, redropping your totems every time the boss moves isnâ€™t ideal. Keep an eye on your totemâ€™s range, and on the likelihood that the boss will move again before wasting another GCD on re-dropping. Of course, be sure to prioritize your Shocks and Unleased Elements while moving.
Enh provides a fair amount of DPS here, so long as you set things up correctly. When tombs are incoming, try to refrain from using Lava Lash or Unleased Flame as you will need these off cooldown. Try to encourage your tanks to keep Hagara near the tombs as they are just about to form- this will allow you to cleave your Unleased-buffed Flameshock from the boss onto the tombs (you should have one with around 20 second duration on it if you are using Glyph of Flame Shock [which you should be- more on that later]). When the tombs are out, go into an aoe rotation that priorities Unleased Elements and Fire Nova (for more on this, see the AOE section of the Yorâ€™Sahj section above). Given that there are only 5 tombs and that they die very quickly, Magma Totem is not recommend unless Hagara is being tanked away from the tombs. You can also use Glyph of Chain Lightning here, but doing so would remove Glyph Stoneclaw, which really isnâ€™t ideal given how useful Stoneclaw is during Lightning phase/soaking Ice Lances (more on that below)
Even with excellent DPS on the stones, your raid is still very likely going to do a few laps of the Eye before all the stones are down. Using Glyph of Flameshock will add small amount of DPS here, as it will be possible to get a Flameshock rolling all 4 stones at once. Given that this is the most high-risk phase in the encounter, this extra DPS is valuable.
As soon as an Ice Storm phases commences you should be on top of one of the floating stones to begin DPSing it. Make sure Searing Totem is down, and be sure to keep it there until you are at your next stone. Totems are immune to the Ice Cutters and will provide a small amount of DPS while you move around.
Often forgotten by Enh shaman, this spell allows you to cast while moving for a small window of time. It provides a very small DPS increase during the Ice Storm phase as you can squeeze in Flameshock > Unleashed Flame > Lava Burst > Lightning Bolt as you run between one of the stones. As I said, small DPS gain, but worth using nonetheless.
This Glyph will provide you with a tiny amount of runspeed, getting you to the stones quicker. As stated earlier, the net effect is so small that itâ€™s really a matter of personal preference. This Glyph can provide some survivability benefit however (discussed below).
Nothing special here except to say that you shouldnâ€™t be using Flameshock on this add- it will almost always die too quickly for its DPS value to be greater than Earthshock.
We can do this fairly well when required. Using Glyph of Stoneclaw totem is probably ideal for this component as its cheap and you really want Shamanistic Rage to be off cooldown for the lightning phase. If Lightning phase is more than a minute away, feel free to use Shamanistic Rage to help healers. Dropping Grounding Totem will soak I stack of Ice Lance.
This is pretty simple. Stand in your assigned position and use Shamanistic Rage/Stoneclaw totem to mitigate, and spam heal yourself since you wonâ€™t be able to DPS anything. Keep Healing Stream totem down to provide passive healing and buff resistances (you should be using the minor glyph).
Here, the boss debuffs the runspeed of random players increasing the chance that they will be hit by ice cutters. This debuff can be dispelled but leaves a frost patch on the ground, slowing other players. Raids handle this mechanic by getting people with the debuff to run to the outside edge before dispelling them, leaving the inside track frost patch free. Note that Ghostwolf removes the runspeed debuff from you (you are shapeshifting out of it), and also drops a frost patch on the ground. Given our speed while in Ghostwolf form, we really should be aiming to run on the outside track the entire time during this phase, so that we can instantly shapeshift out of a debuff without any delay.
This Glyph will provide a resistance buff to you and your raid, which can be extremely useful when players are spread out and auras/other totems are out of range. This glyph is a must for this encounter.
Note that Hagara takes increased damage after one of her ice/lightning phases end. Be sure to lust during this time, ideally when Hagara is sub 20% health (execute range).
Heroic 25man kill by Vespasian: Suit Up vs Heroic 25man Hagara the Binder (Enh Shaman POV) - YouTube
Heroic 25man kill by Sixthy: http://www.worldoflo....?s=6710&e=7172
This fight is entirely about DPS, and as Enh your single target is rarely going to be as competitive as a mage/warrior, but can compete against a majority of other classes (all things being equal). When aiming to meet the DPS requirement for this fight, there are a few things you should consider:
Often, in WoW, we talk about DPS as the be all and end all. This isn't perhaps as accurate as it could be. Actual damage done (not damage per second) is often more important, and the distinction is very important for Ultraxion. As you are learning the fight (and wiping), you will notice that other classes (pretty much all of them in fact) will be doing substantially more DPS/dmg than you for the first 4 minutes of the fight. Don't be discouraged by this, as it relates to two things:
1) We derive very little benefit from bloodlust: haste is pretty garbage for us, where it can be absolutely amazing for classes that derive resource generation benefit from it (like rogues, hunters, DKs and especially warriors). Essentially, lust is a much better buff for them than it is for us, so if you are casting lust on the pull (which you should be doing) then you will be lagging far behind for about the first 4 mins of the fight.
2) We don't have large scale cooldowns: Compared to the DPS gains provided by Recklessness/Paladin AD and a host of other cooldowns our Spirit Wolves provide a very small amount of damage. This balances out in the long run though, as we can generally cast our wolves more often. The effect of these cooldowns becomes greatly skewed, however, when other classes can use these cooldowns at the beginning of a fight when they are both pre-potted and they have lust. The multiplicative affect of these effects is massive, which is why you will see Warriors doing 70k DPS at the start of the fight while you are struggling to hit 40k.
At the beginning of the fight, your DPS will be massively behind others, but by the end of the fight your total damage done will be far more similar. Where other classes start on massively high DPS/dmg done and then slowly come back down over time, we basically maintain a very similar/constant amount of DPS throughout the fight. Problematically this means that Enh will look like its doing terrible DPS when really, it's simply a case of the other classes looking 'inflated'. You raid really needs to get to the 5 min mark before it can make an accurate assessment of DPS, and at that time you will find that your damage is in line with most classes bar Mages and Warriors (who are simply unstoppable on this encounter).
Your rotation needs to be perfect if you are going to compete with other classes. Be sure to study the most up-to-date version of the Best in Slot list (currently http://elitistjerks....ion_4_2_onward/) for your gear, gems, reforges, enchants, talents and, most importantly, priority options. I would also recommend downloading a priority management mod such as the excellent Shock & Awe (by Levva: ShockAndAwe - Buffs & Debuffs - World of Warcraft Addons - Curse).
It is possible for us to do this (see below in the Survivability section) and doing so is a DPS gain as you don't have lost DPS time while faded. Try to soak as many as your healers' cooldowns will allow for.
Your dogs derive benefit from your lust/hero, resulting in a DPS gain for you. Given that you will cast hero twice during the encounter (more on that in the Utility section below), ensure that your dogs derive benefit from them both (timing the first set of dogs is easy, but timing the second will require communication with the other person doing the lust/hero.
Everyone knows this, but for those who don't I'll just put this in: it's possible to use an agi pot a few seconds before a boss is pulled, allowing you to derive the benefit of the pot and be able to use another pot during the encounter itself. The fact that you used it a few seconds before you engaged (while out of combat) simply puts the pot on a 1 min cooldown, rather then stopping you from using another. Obviously this is a good idea for a fight like Ultraxion.
A gigantic amount of DPS can be gained by become an expert on casting Heroic Will (hitting the button that makes you fade). I strongly, strongly recommend macroing the ability:
and binding it to a key so that you don't have to manually click the button. This makes a huge difference in terms of your ability to react quickly as his Twilight Hour cast is significantly shorter on heroic (3 sec) and Fading Light debuff can be as short as 3 seconds.
Further, you need to hit this button as close to the 0 second mark as possible- ever split second you are faded is time spent not DPSing. Try to cut it as close as you can while still being comfortable with whatever latency you are on.
Finally, and perhaps most importantly, note that after you fade out there is still a 1-1.5 sec window when you cannot use any abilities. This extra dead time will strongly influence your rotation/priority, so remember to be flexible when coming out of Twlight and always ask: what's the next best move that's going to be off cooldown the moment I am able to use my abilities again?
While damage in this fight is extremely intensive toward the end, sacrificing DPS for survival is a very fraught choice. At present the fight is extremely finely tuned, and maximum DPS output is required from all players if you are to beat the enrage. As such, I would recommend against talent choices like Elemental Warding and Toughness- they will simply be too 'expensive' in the context of what this fight really needs: massive DPS. Still, there are some things you can do to assist your healers:
This Glphy is a must for this fight. Replace anything but Lightning Shield to get it. As for its use, there are 2 times that you want to be using it:
1) Soaking a Twilight Hour (more on this later)
2) Sub 20%: you really want to be using it on cooldown here as your healers will need all the help they can (practically) get.
This cooldown is quite useful, but it's long cooldown means it should only really need to be used twice:
1) Soaking a Twilight Hour (more on this later)
2) Sub 10%: The damage you will be taking here is insane, so you have to try to help your healers however you can. Given that you can only use this CD once in the sub 20% window, you will want to use it sub 10% as its likely people will be dying and the damage per player will be ramping up.
It's a very small amount of healing, but anything is better than nothing. Be sure to keep it down during the encounter.
It is possible for us to soak these, but to do so we need a barrier over our heads and we need to pop Shamanistic Rage. I also recommend dropping Stoneclaw just to keep your health out of the danger zone. As referenced above, this is a DPS gain.
There are some important things to note here about how the buffs you provide to the raid are affected by the encounter's mechanics:
When you cast lust, it will only affect those in the same realm as you. As such, it's possible for your healers to fade out a second or two before you cast lust at the start of the fight so that they miss it, and for another shaman/mage to cast it again at 20% so that your healers are lusted for when they need it. In this way, you maximise the utility of lust for DPS (where it's better at the beginning as it lines up with pots/big cooldowns) and for your healers (where its required to heal the insane damage being thrown at the time).
Note that when you fade, so do your totems. This affects your own DPS (no searing being stacked on the boss) but more importantly it affects the raid's DPS as they lose WF/Str if you are the only person providing these buffs. If you run 10man, this could be a problem, but if you run 25man it could be disastrous. Be sure to make your raid aware of this and make arrangements for back-up buffs where practical.
The biggest thing that will wipe you in this encounter is people not seeing the proper duration of the Fading Light debuff and clicking it too late (clicking it too early is also a problem, as it costs your raid DPS). Dead people = not hitting the enrage timer = boom. Fading Light has a variable duration on Heroic of between 9 and 3 seconds, so you need to be able to see it quickly and react to it. I would strongly recommend a buff mod (such as SatrinaBuffFrame - Buffs & Debuffs - World of Warcraft Addons - Curse) that allows you to position debuffs in the centre of your screen for quick visibility (for a demonstration, see the video below).
Heroic 25man kill by Vespazian: theralphmalf's Channel - YouTube
Still to come
12-10-11: Updated with video for Yor'Sahj kill.
12-12-11: Updated with Ultraxion information (including video).
12-16-11: Add Morchok section.
12-20-11: Added notes on Magma vs Searing for Yor'Sahj
12-20-11: Added note on equiping a shield to soak Morchok stomps