First up is the Theralion ground phase of the Double Dragons encounter in Bastion of Twilight:
TANK, MELEE, RAID, DRAGON, FABULOUS FLAMES
I’ve seen a lot twitter chatter and forum posts about issues in this phase of the fight and I was having a hard time understanding why. The enrage timer for this fight is very generous and the incoming raid damage is 95% avoidable.
What I figured out was most folks are using the common (and seemingly most logical) strategy for Theralion-Ground: One melee group, one ranged group, run out with engulfing magic, eat the meteors, get out of fabulous flames (big purple circle), etc.
This strategy has a few flaws and it was something I recognized our second time on this boss:
1) The Twilight Meteorite has a very small soak radius. You have to stand right on top of someone to soak the damage. For a 10 man with maybe only 5 ranged players, it could be hard to soak this damage with the movement required due to fabulous flames.
2) Fabulous Flames not being predictable. The Flame radius is huge and lands very quickly, which means every raider takes a lot of damage and has to move at the same time.
3) Engulfing Magic is a single-point failure. If one person screws up their Engulfing Magic and doesn’t run out, you’re screwed.
How I decided to combat this (and I’m sure I’m no pioneer) was to do the exact opposite: spread out around Theralion, tanked in the center. The only mechanic that requires stacking is meteorite. Because this particular meteor marks it’s target and has a cast-time/time-to-death, you know exactly who the meteor is going to hit.
When Valiona marks someone for Twilight Meteorite, that player runs to the melee group. They are tightly grouped at Theralion’s tail and never have to move. Since the rest of the ranged DPS/healers position themselves evenly around the dragon, the number of players affected by Engulfing Magic (other than the target) is 1 or 2 on 25 man and 0 on 10 man.
Try it out to make your farming attempts as smooth as butter.
Now let’s take a look at Magmaw Trash:
This is a quick one.
1) The two Drakonids get tanked on opposite sides of the room.
2) The Raid is tightly packed in one group between the two trash mobs.
3) The melee is tightly packed behind the Dragon on the left at max melee range. These dragons cleave and the cleave will chain through the raid. Don’t get cleaved.
Occasionally the dragons will charge the target furthest from him (keep this in mind if you die and try to graveyard zerg the trash). With this positioning it means they will simply switch places. All DPS should continue to attack the mob on the left hand side and keep the two NPCs at the same HP so they die together. On death, the remaining Drakonid will enrage and do insane damage to the tank. If you don’t kill it soon after, it will get pretty dicey for your raid.
Healers: Keep the raid topped off from thunder-clap ( focused on the melee if ranged DPS stay out of the Keep Out area. The tanks will be taking a lot of damage (especially after a charge) so don’t slack.
DPS: Don’t be the Dead Hunter.
A quick rant on trash healing. The trash in Cataclysm is not that big of a deal and (other than the beginning of Bastion of Twilight) isn’t that heavy. What’s different about this expansion is that healers have to try as hard as DPS for the first time since Tier 5.
You can’t zone out and just go through the motions on trash. Treat it like a boss fight and stay engaged. If you take some packs off, you will lose a lot of players and waste a lot of time inside of the instance.
These has no relevance to the current content, but they’re some of my favorite MS Paints (apologies to the color-blind. I use a lot of red and green):