Encounter Index
Hydross the Unstable Medium
Hydross is the first boss and a gear check disguised as a tank-swap fight. He alternates between a Frost form and a Nature form. Each form requires a separate dedicated resistance tank and applies a stacking debuff to anyone in melee range — including the wrong tank, the entire melee, and any healer who creeps in too close. Our 3-warlock comp lets us Banish the Pure Spawn adds rather than tank them, which is a big strategic edge.
Mechanics
- Mark of Hydross (Frost form): raid debuff applied to anyone in his aura. Stacks every 15 seconds, escalating: 10% → 25% → 50% → 100% → 250% → 500% Frost damage taken. Cleared on phase transition. The transition itself is what saves your raid — don't waste cooldowns trying to outheal stacks.
- Mark of Corruption (Nature form): identical mechanic but Nature damage. Same 15s stack timer, same 10/25/50/100/250/500% escalation.
- Threat fully resets on every phase transition. The new tank has zero threat at swap — burst threat openers ready (Sunder spam for Havitz, Avenger's Shield + Holy Shield for Gayboi).
- Water Tomb (Frost only): targets 4 random raiders (non-tank), encases them in ice (~9k HP). Must be broken with damage. Dispellable as Magic before it lands (≈2s window).
- Vile Sludge (Nature only): shadowy ground patch under random ranged. Damages and silences. Move out fast.
- Phase Transition: every 60s, OR when he crosses the cloud line in the middle of the room, OR when he reaches a Pure Spawn elemental.
- Pure Spawns (adds): elementals path toward Hydross from either side every ~45s. If they reach him, he heals to full and switches form. Banishable — our 3 warlocks cycle banishes.
Tank Plan
Two tanks must be in resistance gear and present at all times.
Frost Side Havitz
Required: 365+ Frost Resist (after Mark of the Wild + Frost Resist Totem from Ellic or Crpc). Greater Frost Protection Potion pre-pull.
Position: tank Hydross facing away from raid on the Frost-side platform. When phase changes to Nature, walk straight off the platform out of melee — do NOT taunt back.
Nature Side Gayboi
Required: 365+ Nature Resist. Dolmar stays Nature side and runs Improved Aspect of the Wild — massive NR boost. Nature Resistance Totem from Jerzee.
Position: stand on the Nature-side platform building threat ahead of the transition (Judgement of Crusader + Holy Shield ticks while DPS-warriors damage Hydross). Paladins can't taunt in TBC — when Hydross crosses, Gayboi must already lead threat. Avenger's Shield as Hydross approaches; Holy Shield + Consecration the moment he's in melee.
Pure Spawn Strategy — Banish Rotation
3 warlocks, ~45s spawn interval, 30s Banish duration. Easy rotation:
- Glad Banishes the first incoming Pure Spawn. Reapplies at 25s.
- Meta Banishes the second.
- Gond Banishes the third.
- Rotation continues; each warlock has 2 banishes "buffered" between casts.
- Bluelazer bear-pickup any add that breaks free. Should rarely happen.
Healing Assignments
| Role | Player | Notes |
|---|---|---|
| Frost-tank healer | Jd + Crpc | Jd Greater Heal/Flash on Havitz; Crpc Earth Shield on Havitz + Chain Heal melee group. |
| Nature-tank healer | Morg + Kali | Morg Holy Light spam + Holy Shock on CD; Judgement of Light up for melee return-heal. |
| Raid healer (both sides) | Jerzee + Littlemoon | Jerzee Chain Heal Nature side; Littlemoon Rejuv/Lifebloom rolling cross-side. |
Dispel / Decurse Rotation
- Water Tomb (Magic, dispellable pre-cast): primary Jd (Frost side); backup Kali (Nature side flexes), Morg Cleanse Magic. Glad/Meta/Gond Felhunter Devour Magic available if priests are casting.
- Mark stacks: NOT dispellable. Manage with positioning.
- Vile Sludge: NOT dispellable. Move.
Totem & Aura Setup
- Frost group (Group 1): Frost Resistance Totem from Ellic dropped pre-transition.
- Nature group (Group 5): Nature Resistance Totem from Jerzee.
- Frost Resistance Aura: Morg swap from Concentration to FR Aura on Frost transitions.
- Aspect of the Wild: Dolmar on Nature side — Improved AotW for +20 NR aura.
- Curse of the Elements: Glad when not banishing — –88 resist + 10% magic dmg taken on the boss (Frost school applies here).
The Lurker Below Easy (once mastered)
Lurker hides under the central platform. He is "fished out" by clicking the strange pool with a fishing pole — the pull is intentional. Once up, the fight cycles: melee on the platform, react to Spout (the rotating beam knockback), survive Whirl (frontal AoE), and burn down adds during Submerge.
Pull & Layout
One person with fishing skill clicks the strange pool to fish Lurker out. Bandet or Dolmar handles it.
The arena is 4 platforms over water: a large central platform (Lurker spawns here) and three smaller outer platforms (NW, NE, S). The raid splits across them so a healer is always in range of every group:
- Central platform: Havitz + all melee. Heals: Morg on Havitz + Jd raid heals + Crpc Chain Heal cluster (melee group).
- NW platform: ranged group + Kali (Holy Priest).
- NE platform: ranged group + Jerzee (Resto Shaman, Chain Heal cluster).
- S platform: ranged group + Littlemoon (Resto Druid). She can heal/swim through water transitions easily, and Entangling Roots locks down any add that strays toward her group.
Mechanics
- Spout: Lurker channels a 360° rotating water beam. Anyone hit takes huge damage and is knocked off platforms. Counter: jump into the water and submerge. Stay submerged the entire channel — do NOT keep jumping out and back in. Each re-entry takes a fresh damage instance.
- Lurker has a ranged attack. If nobody is in melee range after Spout, he targets random raiders with a heavy ranged. Havitz must be the first person back in melee after every Spout — tanks return, raid follows.
- Geyser: targets random ranged with a knockup. Annoying, not lethal.
- Whirl: 360° PBAoE knockback in melee range. Unavoidable for melee — they get pushed back ~10 yards. Tank should be on the inside edge of the central platform (near water but not in it) to minimize knockback distance.
- Submerge phase (every 90s): Lurker dives. 9 adds spawn from the side ramps — 6 Coilfang Guardians (melee elementals) + 3 Coilfang Ambushers (stealth-rogues). Kill before he resurfaces (~60s).
Phase Cycle
Spout Strategy
Everyone — including Havitz — jumps off into the water. Submerge yourself fully. Stay there for the entire ~10-second channel. Do NOT keep jumping in and out — every re-entry into the water deals fresh damage.
The instant Spout ends, Havitz swims back to the central platform first. If he's slow, Lurker free-targets ranged raiders with his ranged attack. Melee follow Havitz back; ranged returns to outer platforms.
Submerge Adds — AoE Pack
- Coilfang Guardians (6 melee): picked up by Gayboi at the platform's edge. Holy Shield uptime; Consecrate.
- Coilfang Ambushers (3 stealthers): hunters use Flare to break stealth. Bandet Frost Trap + Aimed Shot priority. Mages frostbolt-slow them.
- AoE turret: Mafe + Kandin Arcane Explosion / Blizzard. Glad/Meta/Gond Seed of Corruption. Outis Hurricane. Spoofy Magma Totem + Chain Lightning.
- Bluelazer stays in cat form on boss DPS unless an add escapes.
Tank Plan
| Role | Player | Notes |
|---|---|---|
| Main Tank | Havitz | Stand on platform, face Lurker outward. Whirl is unavoidable. |
| Add Tank | Gayboi | Drop Consecrate at the spawn ramp. Holy Shield through pack. |
| Off-DPS / flex | Bluelazer | Cat DPS the boss; bear-pickup any add that strays toward casters. |
Healing Assignments
| Platform | Healer | Notes |
|---|---|---|
| Central — MT | Morg | Holy Light spam on Havitz; Holy Shock on CD; Judgement of Light up for melee return-heal. |
| Central — Melee Cluster | Crpc | Chain Heal the melee cluster around Havitz (4 jumps with T5 2pc). Earth Shield rolling on Havitz as a damage layer. |
| Central — Raid / Mobility | Jd | Mobile raid healer — CoH, PoM, Renew rolling. If any outer platform's healer dies or panics, Jd is the fastest to swim out and patch them. PW:Shield on Havitz pre-Whirl. |
| NW Platform | Kali | CoH on NW group when Pounding pulses; Greater Heal on the NW tank-add target if needed during Submerge. |
| NE Platform | Jerzee | Chain Heal NE cluster; Earth Shield on the NE add tank during Submerge. |
| S Platform | Littlemoon | Lifebloom + Rejuv on S group; HoTs tick through Spout swim. Entangling Roots if a Coilfang Ambusher strays toward S during Submerge. |
1. A melee stays on platform during Spout — gets shredded. Everyone in the water.
2. Tank doesn't return to melee fast after Spout — Lurker targets ranged with ranged attack and the platform-split makes recovery hard. Havitz swims back FIRST.
3. Healers all stack on central platform and can't reach the outer ranged groups during Whirl knockback. Stick to the platform split.
Leotheras the Blind Hard
Leotheras alternates between Human/Whirlwind form (~45s; spinning melee fixates, threat reset at end of each Whirlwind) and Demon form (caster: Chaos Blast on highest-threat target). At ~30s into Demon form he casts Insidious Whisper on 5 random players — each is sent to a personal Inner Demon plane and must solo a clone. Failure → permanent mind control of that player. Standard TBC strategy: a Warlock with high Fire Resistance gear tanks the Demon form via Soul Link + Voidwalker — not the Prot Warrior. Chaos Blast is Fire damage, and warlock self-mitigation + healer support trivializes it.
Phase Cycle
Mechanics — Human / Whirlwind Phase (~45s)
- Whirlwind: spinning melee that hits anyone in range. Threat fully wipes when Whirlwind ends — top of threat is whoever fixates last.
- Fixate: drops aggro and runs at random raiders. Not tauntable.
- WW tank duty: Bluelazer in bear — Barkskin rolling (1min CD), Frenzied Regeneration on health spikes (3min CD). Threat lead built throughout the phase.
Mechanics — Demon Phase (~45s)
- Chaos Blast: 2.5s cast, ~4k Fire damage to highest-threat target. Cannot be interrupted. Mitigated by Fire Resist + Soul Link self-mitigation.
- Insidious Whisper / Inner Demon: at ~30s into demon phase, 5 random raiders are pulled to the shadow plane. Each must DPS their own clone solo. Surviving demon → permanent mind control on that player.
- Demon Tank: a Warlock (Glad recommended) in Fire Resist gear. Soul Link + Voidwalker pet absorbs damage; a single healer keeps the tanking warlock alive easily. This is a standard TBC strategy — Chaos Blast is Fire, and a self-mitigating tanking warlock outperforms a shielded Prot Warrior in this slot.
Tank Plan
| Phase | Tank | Notes |
|---|---|---|
| Human / Whirlwind | Bluelazer (bear) | Cooldowns: Barkskin (1min), Frenzied Regen (3min). Maul threat throughout. |
| Demon (Chaos Blast) | Glad (warlock-tank) | Soul Link talented; Voidwalker out; FR gear; Lifestone + Healthstone for emergencies. |
| MT free | Havitz | DPS contribution in Battle stance; backup WW tank if Bluelazer struggles. |
| Free | Gayboi | DPS contribution; pickup any unexpected adds. |
Inner Demon Strategy — Class-by-Class
This is the gut-check moment. ~28 effective seconds to kill a clone with your exact gear and abilities. Tips:
- Fury Warriors (Nocharles, Saexgg, Bushpig): Recklessness + Bloodthirst spam. Stay behind the clone.
- Prot Warrior (Havitz): swap to DPS gear set; Heroic Strike spam, Victory Rush.
- Prot Paladin (Gayboi): Bubble + Crusader Strike + Hammer of Wrath when low.
- Ret Paladin (Grimmy): trivial — Crusader Strike, Judgement, Exorcism. Should clear in <15s.
- Holy Paladin (Morg): hardest case. Bubble immediately, Judgement of Crusader, Exorcism, Hammer of Wrath at <20%. Practice on dummies.
- Feral Druid (Bluelazer): cat form, easy — Mangle + Shred + Tigerfury.
- Resto Druid (Littlemoon): druids cannot use wands. Best play is to shapeshift to Cat form and Mangle + Shred + Tiger's Fury — cat form's armor and built-in attacks beat trying to caster-DPS in resto gear. Pre-build a melee key bar for this.
- Boomkin (Outis): Starfire + Wrath + Insect Swarm. Native form, easiest of the druids.
- Survival Hunter (Bandet): Frost Trap + Aimed Shot + pet.
- BM Hunter (Dolmar): Bestial Wrath + Kill Command + pet does most of the work.
- Rogue (Jays dumbass): Cheap Shot + Kidney to interrupt heals + Eviscerate. Easy.
- Resto Shamans (Crpc, Jerzee): swap to DPS gear — Lightning Bolt + Flame Shock + Earth Shock interrupt-finish.
- Ele Shaman (Spoofy): trivial — native DPS spec.
- Enh Shaman (Ellic): Stormstrike + Earth Shock; Windfury procs do the rest.
- Holy Priests (Jd, Kali): the danger zone. Pre-equip a wand. SW:Pain + Mind Blast + Wand. Practice on a dummy in your DPS swap set.
- Shadow Priest (Moto): trivial — SW:Pain, Vampiric Touch, Mind Blast, Mind Flay.
- Mages (Mafe, Kandin): Blink any disorient; Frostbolt spam; Frost Nova if needed.
- Warlocks (Glad, Meta, Gond): Felhunter eats your clone's casts; Voidwalker tanks; Shadowbolt + Drain Life.
Healing Assignments
| Role | Player | Notes |
|---|---|---|
| WW tank healer | Littlemoon + Jerzee | Roll Lifebloom + Rejuv on Bluelazer; Earth Shield + Lesser Healing Wave from Jerzee. |
| Demon tank healer | Morg + Kali | Holy Light spam; PW:Shield from Kali pre-Chaos Blast for absorb. Lighter cast load — Glad self-mitigates via Soul Link, so this slot can spare the lower-mana priest. |
| Raid healers | Crpc + Jd | Crpc Chain Heal melee during fixate handoffs; Jd CoH on the cluster (Jd has the gear to sustain CoH spam — Kali would OOM faster). |
| Inner Demon healing | NONE | You cannot heal the demon plane. Each player solos. |
Dispel / Decurse
- Insidious Whisper: NOT dispellable.
- Chaos Blast: NOT dispellable, NOT interruptible.
- This fight has no dispel rotation — focus on positioning and demon-killing.
Fathom-Lord Karathress Medium
Four targets: Karathress himself plus three lieutenants — Sharkkis (hunter w/ pet), Tidalvess (shaman), and Caribdis (priest). Each lieutenant grants Karathress a passive buff while alive. Pick the right kill order, interrupt rigorously, and burn.
Mechanics — Lieutenants
- Tidalvess (shaman): drops Spitfire Totem (deadly raid AoE — kill on sight), Frost Shock Totem (slows tanks), Earthbind. Totems are priority kills before the shaman himself.
- Sharkkis (hunter): has a pet (Leviathan, ~50k hp). Volley, Multi-Shot. Pet tanked or kited. When Sharkkis dies, Karathress gains The Beast Within.
- Caribdis (siren): Healing Wave on Karathress (KICK every cast). Tidal Surge = knockback on melee (melee CANNOT engage her). Cyclone single-target CC.
- Karathress: Cataclysmic Bolt on tank (instant cast, deals 50% of target's max HP) — non-interruptible. Gains Blessing of the Tides (catastrophic damage buff) if pushed below 75% with any lieutenants alive.
Kill Order
Tidalvess → Sharkkis → Caribdis → Karathress.
- Tidalvess first: his Spitfire Totem is the most dangerous mechanic in the room. Kill the totems on sight; kill him before the others to stop the totem chain.
- Sharkkis second: when he dies, Karathress gains The Beast Within ability (small DPS buff) — manageable.
- Caribdis third: melee DO NOT engage Caribdis (Tidal Surge knockback). Ranged kill her while interrupting her Healing Wave.
- Karathress last: Do NOT push Karathress below 75% before all 3 lieutenants are dead — he gains Blessing of the Tides and likely wipes the raid.
Tank Plan
| Target | Tank | Notes |
|---|---|---|
| Karathress | Havitz | Position back of room facing away. Cataclysmic Bolt is non-interruptible, heal through. |
| Sharkkis + pet | Gayboi | Holy Shield + Consecrate; Shield Slam threat keeps both targets locked. |
| Tidalvess | Bluelazer (bear) | Bash interrupts on shock casts; Maul threat; pull to melee for cleave. |
| Caribdis | Ranged kill — kited if needed | One Fury Warrior (Saexgg) swaps to Defensive stance + shield to grab her if she charges casters. |
Interrupt & CC Rotation
Caribdis Healing Wave on Karathress is the bleed mechanic — she must be interrupted on every cast. With 4 shamans, this is trivial.
- Caribdis Healing Wave (Earth Shock chain): rotation Spoofy → Crpc → Jerzee → Ellic. 6s CD on each = 1.5s coverage. Backup: Jays dumbass Kick, Mafe/Kandin Counterspell, Nocharles/Saexgg/Bushpig Pummel.
- Tidalvess Frost Shock: Bash from Bluelazer on cast; backup Counterspell from Mafe.
- Tidalvess Totems: Bandet + Dolmar instant-kill totems with Multi/Arcane Shot.
Healing Assignments
| Role | Player | Notes |
|---|---|---|
| MT (Karathress) | Morg + Jd | Holy Light spam — Cataclysmic Bolt halves Havitz's HP every cast (instant, ~50% max HP). Holy Shock on CD; Inner Focus + Greater Heal from Jd as a layered save. |
| Sharkkis tank | Kali | Steady Greater Heal during pet+lt damage. |
| Tidalvess tank | Jerzee | Earth Shield on Bluelazer + Chain Heal melee. |
| Caribdis tank + Raid | Crpc | PW:Shield equivalent (Earth Shield) on swap-tank, Chain Heal cluster. |
| Raid backup | Littlemoon | Rejuv + Regrowth rolling on melee cluster. |
Morogrim Tidewalker Medium
Morogrim is a tank-and-spank with two interruptions: Watery Grave (4 random raiders trapped in bubbles around the room) and the Earthquake/Murloc summons at 75%, 50%, and 25%. The boss himself is straightforward; the murloc waves separate clearable guilds from wipe-fests.
Mechanics
- Tidal Wave: heavy frontal/cone. Tank turns boss away from raid.
- Watery Grave: teleports 4 random raiders to the central waterfall, stuns them, and drops them from the top — they take fall damage. Healers need range on the waterfall. Tanks ARE eligible targets — Murloc tank getting graved during a wave is the wipe scenario. Gayboi Divine Shield breaks Watery Grave instantly if it overlaps with Earthquake.
- Earthquake (at 75% / 50% / 25%): raid-wide AoE pulse + summons 12 Tidewalker Lurker murlocs (6 from each entrance). Phase trigger, not on a timer.
- Knockback: Tidal Wave can throw raid into water if positioned poorly.
Phase Cycle
Murloc Wave Strategy
12 murlocs per Earthquake — 6 from each side entrance. Assign one tank per entrance; both tanks have a mage in their group for slows.
- Gayboi picks up the 6 from one entrance: Avenger's Shield + Consecrate + Holy Wrath (TBC Anniversary all-target stun) + Holy Shield uptime.
- Bluelazer in bear picks up the 6 from the other entrance: Maul threat, Swipe for AoE.
- Mages slow: Mafe (one entrance) and Kandin (the other) drop Frost Nova + Blizzard until threat lands.
- AoE burn: Glad + Meta + Gond Seed of Corruption synced; Outis Hurricane; Spoofy Magma Totem + Chain Lightning.
- Havitz keeps Morogrim tanked at the front — boss stays up during murlocs, melee continue on him.
Watery Grave Strategy
- Healers should always have line-of-sight to the central waterfall — graved raiders spawn there with fall damage on landing.
- Pre-HoT before grave applies if you can predict (it targets random non-tank usually). Lifebloom + Rejuv from Littlemoon.
- Murloc tank can get graved. Burn through murlocs fast — minimize the overlap window. If it happens during murlocs and Gayboi is graved, he can Divine Shield to break the stun and teleport-effect immediately.
- If both raid healers get graved during murloc + Earthquake overlap: Littlemoon Tranquility once gravity-recovered; Outis backup Tranq.
Tank Plan
| Role | Tank | Notes |
|---|---|---|
| Main Tank | Havitz | Tank Morogrim at front, face entrance. Don't move during murloc waves. |
| Murloc Tank | Gayboi | Holy Shield + Consecrate spam. |
| Backup add | Bluelazer | Bear-pickup any murloc breaking free. |
Healing Assignments
| Role | Player | Notes |
|---|---|---|
| MT healer | Morg + Jd | Holy Light spam + Holy Shock on CD; PW:Shield pre-Tidal Wave (8k+ hit on tank). |
| Murloc tank healer | Kali | Holy Light / Greater Heal spam on Gayboi. |
| Raid AoE | Crpc + Jerzee + Littlemoon | Chain Heal cluster groups; Lifebloom + Rejuv on grave victims pre-cast (HoTs tick inside the bubble). |
| Tranq option | Littlemoon or Outis | Burn one Tranq if Earthquake + Watery Grave overlap at 25%. |
Lady Vashj Hard — gating boss
The big one. Vashj is a 3-phase fight: P1 is tank-and-spank with avoid mechanics, P2 is the puzzle (cores carried to elementals while shielded Vashj is unkillable), and P3 is the burn / enrage with poison bolt volleys. Most guilds wipe in P2 for weeks before the relay clicks. Communication is everything. Our 3 warlocks turn P2 from a chaos phase into a controlled clean-up by Banishing Tainted Elementals.
Phase Overview
Phase 1 (100% → 70%)
- Shock Blast: instant nuke on tank. ~10k physical. Shield Wall every CD.
- Static Charge: debuff on a random raider. Chain-lightning to nearby allies. Spread to 10 yards minimum.
- Entangle: AoE root in melee range. Ferals shapeshift out, others wait.
- Multishot Cleave: bow attack on raid. Spread.
Phase 2 (70% → 30%) — The Puzzle Phase
At 70%, Vashj raises a magic shield, becoming immune. Mage adds (Tainted Elementals) start spawning. From them drop Tainted Cores — carried to one of 4 channeling stations at the cardinal points. 4 cores in = shield down.
Tainted Core Relay
The key mechanic. Picking up a Tainted Core ROOTS the carrier in place — they cannot move at all. The core is an inventory item; the only way to pass it is to use the item on another player, which transfers the core (and the root) to them. Cores must reach the 4 generators (cardinal points around the platform) and be used at point-blank range to disable each shield generator. 4 generators down → P3.
Enchanted Elementals & Banish Strategy
- Enchanted Elementals (the small mage adds): spawn continuously from the water's edge and walk toward Vashj — if they reach her, they explode and grant her a stacking damage buff. They drop the Tainted Cores when killed. Glad / Meta / Gond Banish-rotate the ones we don't want active; we kill controlled batches to spawn cores on demand.
- Toxic Spawn (kamikaze adds): NOT banishable. Gayboi Consecrate / Bandet Frost Trap to root.
- Coilfang Striders: NOT banishable. Cannot be melee'd — anyone in melee range gets feared. Must be killed by ranged DPS only, and our roster's DoTs do most of the lifting: Glad/Meta/Gond Corruption + Curse of Agony, Outis Insect Swarm + Moonfire, Moto SW:Pain + Vampiric Touch, Littlemoon/Jerzee Rejuv-tier shouldn't be on striders — but every dot caster contributes. Bandet + Dolmar Serpent Sting + Tranquilizing Shot when striders Frenzy.
Phase 3 (30% → 0%) — Burn
- Shield drops. Vashj is targetable again.
- Poison Bolt Volley: raid-wide nature damage every ~10s. Decurse / poison cleanse fast.
- No more cores, no more elementals from pillars — striders keep spawning.
- Bloodlust on P3 transition from Spoofy.
Tank Plan
| Role | Tank | Phase | Notes |
|---|---|---|---|
| MT (Vashj) | Havitz | P1 + P3 | Shield Wall every CD on Shock Blast. Last Stand at 35%. |
| Strider Kiter | Bluelazer | P2 + P3 | Cat → Travel form swaps. Never let one melee cast. |
| Toxic Spawn / Add control | Gayboi | P2 | Consecrate the platform edge. Pick up Toxic Spawns via Avenger's Shield + Holy Shield + threat. If a banish drops, Saexgg swaps to Defensive stance + shield to taunt and tank that elemental — paladins can't taunt. |
Core Relay Assignments
Carrier is rooted. Each generator needs a player positioned next to the generator to receive the core and use it. Two-hand chain: pickup → throw to designated catcher near gen → catcher uses core on generator.
| Generator | Pickup (rooted on grab) | Catcher (stationed near gen) |
|---|---|---|
| N Generator | Jays dumbass | Bandet |
| S Generator | Grimmy (Ret) | Dolmar |
| W Generator | Saexgg | Bandet (rotates after N) |
| E Generator | Nocharles | Dolmar (rotates after S) |
Healing Assignments
| Role | Player | Notes |
|---|---|---|
| MT healer | Morg + Jd | Holy Light spam on Havitz P1 & P3; Greater Heal pre-Shock Blast; PW:Shield from Jd as a layered absorb. |
| Strider kiter healer | Jerzee | Earth Shield on Bluelazer + Lesser Healing Wave during pursuit. |
| Add tank healer | Kali | Greater Heal Gayboi during cluster. |
| Raid healer (P2) | Crpc + Littlemoon | Chain Heal melee; Rejuv on relay carriers (HoTs tick through movement). |
| Raid healer (P3) | Kali + Littlemoon | CoH spam through Poison Bolt Volley. Tranquility once. |
| Tranq backup | Outis | Tranq #2 if P3 burn extends. |
Dispel / Decurse Rotation
- Static Charge (P1, Magic): rotation Jd → Kali → Morg Cleanse. Felhunters from Glad/Meta/Gond Devour Magic backup.
- Persistent Shield (Vashj P2): NOT dispellable. Drop cores in generators.
- Poison Bolt Volley (P3, Nature poison): Outis + Littlemoon + Bluelazer Abolish Poison; Morg Cleanse on tanks. Crpc + Jerzee + Spoofy + Ellic Poison Cleansing Totem rotation (4 shamans = constant uptime).
Loot Highlights
- Vashj's Vial Remnant — ATTUNEMENT to Hyjal. Save for whoever leads next attunement chain.
- Cataclysm's Edge — 2H sword, Fury / Ret BiS-tier (Nocharles/Saexgg/Bushpig/Grimmy contestants).
- Glorious Gauntlets of Crestfall — tanking gloves; Havitz/Gayboi.
- Earthsoul Britches — Resto shaman / druid leg (Crpc/Jerzee/Littlemoon).