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Sartharion 3-Drakes Specs
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Magicio
Wed Mar 25 2009, 01:58PM
Magicio

Registered Member #3
Joined: Tue Apr 25 2006, 09:42PM
Location: Texas
Posts: 5363
Specs and some thoughts for fighting Sartharion with all 3 drakes (taken from Bosskillers) with Drakes mentioned in their order of engaging in the fight:

The 3 drakes each have 2,750,000 HP.
Sartharion has 9,500,000 HP.




The Drakes

Drake 1: Tenebron (enters the fight 30 seconds after we engage Sartharion).
Shadow damage is increased by 100% while she is alive (Power of Tenebron).

Drake 2: Shadron (enters the fight 45 seconds after Tenebron).
Fire damage is increased by 100% while he is alive (Power of Shadron).

Drake 3: Vesperon (enters the fight 45 seconds after Shadron).
Reduces health of all raid members by 25% (Power of Vesperon).
Increases fire and shadow damage taken by 75% and causes 3000-5000 damage to anyone who does damage to Vesperon (Twilight Torment). Note: DPS can't afford to hold back because of this ability, so healers should expect to be healing close to the full damage (in practice the total damage spread is about half that, since most casters won't be landing spells every second).

Common Drake Abilities:
All 3 drakes have Shadow Breath :: 8,500 - 10,000 damage in a 15 yard frontal cone, generally occuring every 10 - 30 seconds.
All 3 drakes can create Shadow Fissures :: 9,500 - 13,500 damage to anyone left standing in it after 5 seconds. One usually appears every 8 - 10 seconds. These are the blue void-zone looking circles.

Drake Adds:
Drakes 2 and 3 (Shadron and Vesperon) will have Acolyte's inside of their portals. Our strategy is to deal with them after Drake 2 (Shadron) is dead.
Drake 1 (Tenebron) has 6 Twilight Eggs inside of her portal. In time, these will each spawn Twilight Whelps with 156,000 HP each.



Sartharion:

Attack :: ~7500 melee attack.
Cleave :: 35% weapon damage to up to 10 people in front of Sartharion.
Flame Breath :: 10,000 - 14,000 damage in a 45 yard range frontal cone attack; 2 second cast time.
Tail Lash :: 4200 - 5500 damage in a 30 yard, 180 degree range with a 2 second stun; Instant cast.
Flame Cyclone Enrage :: When Sartharion reaches ~10% health, he will call on all the Fire Cyclones at once, leading to a massive pack of Lava Blazes.
10-minute Enrage Timer.
Twilight Revenge :: Every time a drake is killed, Sartharion gains 25% melee haste and 25% increased physical damage, stacking up to 3 times.

Sartharion Adds:
Lava Blaze :: 65,000 HP; 3000 melee damage (no special attacks). NOT immune to fire damage. If hit by a Flame Tsunami, enrages and does 400% damage until killed or removed by Tranq Shot or Anaesthetic Poison. Having a Rogue use Anaesthetic Poison is far superior, because they can use it in conjunction with Fan of Knives to remove all enrages very quickly.
Flame Cyclones :: The pillars of swirling fire in the lava around Sartharion's island. Occasionally shoots 4 - 5 Lava Strike meteors into the air which, upon landing, do 3500 damage in a 4 yard burst. (25% chance to become a Lava Blaze.) These meteor Lava Strikes are also what you must avoid being hit by to earn the 'Gotta Go When the Volcano Blows' Achievement.
Flame Tsunami :: The big walls of lava that come randomly from the north or south. It hits for 3000 damage, knocks the raider back 15 yards, and leaves a DoT that does 3000 damage per second over 10 seconds. The main danger is that, because it's fire damage, Flame Tsunami is affected by Shadron's and the Acolytes' auras.



Techniques to assist us:

* Tenebron's whelps spawn where her portal was. The add tank needs to know where the portal was so he knows where to pick up the whelp adds. Healers and DPS should know where the portal was and try to avoid that area to give the tank the best shot at picking up the whelps.
* We should have two designated places for tanking the drakes -- one for when the Tsuamis are from the north, and one for when the Tsunamis are from the south. We need to have as little movement as possible to allow for maximum dps. Each drake needs to die within seconds of the next one landing.
* Healers need to be aware that each time a drake dies, the tank will get hit faster and harder.
* The time when both the 2nd (Shadron) and 3rd drake (Vesperon) are both alive is the most dangerous part of the fight. Healing is going to be very intense as damage on both the raid and all three tanks will be much higher, and the main tank will be taking inflated 225% fire damage Flame Breaths. Although this is the time that the main tank will need the most healing, the challenge is really to survive the massive damage from the Fire Breaths which can easily one shot the tank on full health. The tank will need to use survival cooldowns for every Fire Breath at this point (Death Knights have a lot of suitable abilities for this). Once he has run out, others in the raid will need to step in and do the same. Paladins can use Divine Guardian or Blessing of Sacrifice to cover two Fire Breaths. Priests can use Pain Suppression or Guardian Spirit. There are various other abilities on other classes too, such as the Hunters pet sacrifice. While Shadron, Vesperon and both Acolytes are up, this survival rotationis required to keep the main tank alive.
* When this last drake dies, Shadow Fissures will stop appearing and Power of Vesperon will fade, granting all raid members 25% more max HP. Also, Sartharion will lose 25% of his max HP as his Will of Sartharion buff fades, but he will also gain a third and final stack of Twilight Revenge, bringing his physical attacks up to 75% extra haste and damage. Since the main tank is likely to be low on survival cooldowns, and raid damage will be much lighter for the remainder of the fight, at least 1 of the raid healers should switch to healing the main tank full time.


It is your attitude more than your aptitude that determines your altitude.
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Docjowles
Wed Mar 25 2009, 02:22PM

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Joined: Mon Jul 24 2006, 11:48AM
Location: Fort Collins, CO
Posts: 2200
Another good site for advice: -link-
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Cassey
Wed Mar 25 2009, 03:02PM

Registered Member #412
Joined: Wed Jun 27 2007, 09:51AM
Posts: 2877
As I did before I can respec Divine Guardian -link- again if Durell wants. It does gimp my healing but 30% decreased damage for 12 seconds is pretty nifty.

I think the Sarth tank should call out when he needs Pain Suppression or DG as we do not know when he has popped Barkskin etc.

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Glor
Wed Mar 25 2009, 06:33PM
Guest
The trouble is, that the Breath Weapon is a 2s cast time. I can USUALLY just barely get off one of my cooldowns let alone call it out ahead of time ...I can "kinda" forecast when the next one is going to come, so it really depends on the duration of the abilities being used on me to avoid that 45K+ breath.

I don't know how "spamable" those types of abilities are per say.

Cheers,

Glor
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Marlone
Wed Mar 25 2009, 06:56PM
Registered Member #26
Joined: Sun Apr 30 2006, 07:26PM
Posts: 344
From a priest point of view, Guardian Spirit and Pain Suppression are both instant cast. I guess if they are attached to a stopcast macro, they can be used with little notice.
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Slickhealer
Wed Mar 25 2009, 08:36PM
Registered Member #435
Joined: Thu Aug 02 2007, 08:40PM
Location: Daytona Beach, Fl
Posts: 194
Pain suppression has a 3 minute CD and I believe guardian spirit has about the same. i hit u with suppression and bubble right before he does the breath, i can tell when he leans his head back. And he usually does this when the portal is up for the 3rd drake. That portal guy needs to be killed asap I believe but we should have 3 CD's. The thing about other tank classes, for instance a DK it has a variety of reducing talents from what i've heard, but i still believe its doable with a feral tank.

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Cassey
Mon Mar 30 2009, 09:09AM

Registered Member #412
Joined: Wed Jun 27 2007, 09:51AM
Posts: 2877
Another excellent World of Matticus article on Sarth 3D. One thing that I do that apparently I should not is jump out of voids, strafing or moving is the only way.

-link-

I did not spec Divine Guardian for the last few nights of attempts as I was not assigned to the MT but I will just to help overall damage being taken.

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Glor
Mon Mar 30 2009, 10:10AM
Guest
I like the post regarding us calling out who's got which breath. I know almost precisly when the first big breath hits. His first "non lethal" breath is about 4 seconds before Vesperon lands. After that the NEXT breath is the first of the super nuclear melting one's.

With my current FR gear, as long as healers are on top of quick heals after the breath, I can pop Survival Instincts to absorb the first breath. I will be CLOSE to dead (somewhere between 4k health and 822 hp ), so one melee swing will toast me.

SI has a period of 20 seconds that it's active. It's possible if he breathes twice in that period that it will eat two, but I have to be at max health for me to evens stand a chance of surviving it.

If I blow Barkskin as well, it's a 20% reduction to the damage and ALOT more survivable, however that's all my cooldowns toasted.

My health will be about 39k, so Barkskin can be another breath save if we can make it by on SI only during the first one.

Once I've eaten one or two I will call that I'm dry for abilities and the priests/paladins can take over for abilities to eat the breath. With a respawn on breath being about 11-20 seconds, we need to down that drake fast.

I really would like to try popping Hero on the first drake, and clearing up that asap. Think it might make the fight less hectic to a certain extent and allow us to focus phase by phase on targets per say.

Anyway, food for thought.

Cheers,

Glor
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Cassey
Mon Mar 30 2009, 01:28PM

Registered Member #412
Joined: Wed Jun 27 2007, 09:51AM
Posts: 2877
Sounds like a plan! Guardian spirit is an awesome spell!!! I wish I had that one, maybe I should roll a priest......

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