Bosses in clk 3.3 5. Bloody Queen Lanatel

The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel).

one). Lord Rebrad:

So, the arrangement, it is advisable for all MDD to stand behind the Lord and stand there until the second phase (vortex), so you should not be touched by the fiery paths that rush in the direction of the tank.

As soon as the boss casts the spike, all dd/rdd should switch from the boss to the spike and "kill" him (the spike).

In the second phase (it lasts 20 seconds), Rebrad starts spinning and randomly chasing one of the raid members. During the second phase, the most important thing is not to stand in the puddles, because they cause a lot of damage, which the healers can not cope with, and, if possible, beat the boss himself. Healers in the second phase just come out of the puddles and spam their heals. The tank must be next to the boss (but not in a puddle!) to reaggress him after the second phase.

After the end of the second phase, all actions go to the first phase, and so on until you kill.

2). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Lady Deathwhisper:

The Lady, like the Lord, has two phases.

Rdd and healers should stand closer to the center of the hall, but so as to reach the lady and their partners in the raid.

Any RDD can spool the Lady, while the tanks are getting ready to catch the trash. When she calls for trash, the whole raid needs to switch to them: Rdd - beat mobs without mana, Mdd - beat casters, Heals - heal, Tanks, respectively, Tanks trash.

When the Lady has about 100k mana left, one of the tanks is better to keep close to her, just in case.

During the second phase, the Lady puts a debuff on tanks: - 20 to aggro, so it's better to change tanks at 4 stacks.

Well, of course, during the fight with the Lady, everyone should run out of the puddles.

3). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Saurfang the Deadly:

All RDDs and healers become a semicircle at a distance of 12 meters from each other so as to reach the boss and other raiders.

The boss is tanked in 2 tanks. How long does one catch rune of blood Toroy should reaggro and keep aggro until the debuff wears off.

Also, the boss randomly throws a ring of blood on the raid, which damages nearby players, so you should monitor the distance between each other.

Periodically, the boss summons hells, which should not be touched by anyone except for healers and RDD, one of the hells needs to be countered, and the second must be killed with fast, because each hit of the hell stacks 3 blood energy on the boss.

During the fight, Saurfang accumulates blood power, dealing damage, and after accumulating 100 units, he resets the counter and randomly hangs the mark of the fallen warrior. The player under this debuff will take damage along with the tanking tank and the healers should heal this "tagged" one as well.

4). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Valithria Dreamwalker:

The essence of the battle is to heal the boss.

The battle begins after one of the four mobs located around the boss is attacked.

Tanks should move to different walls, dd and rdd should also split into two groups: one for each tank.

Groups fight off undead attacks, while healers non-stop heal the boss, not forgetting, of course, the raid.

First of all, groups need to kill suppressors, because with their debuff they cut the heal on the boss by 10%.

Healers spread out around Valithria when she opens portals, healers need to jump into the portal where they get a buff for manareg and enhanced healing that stacks up to 100 times and increases your healing by 1000%!!! to get a buff after you jumped to the portal you need to fly around the room and touch all the clouds along the way, the more clouds you manage to collect during the flight, the more mana you will restore yourself and the more effective your healing will be for the next 35 seconds.

5). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Sindragosa:

The boss has two alternating phases: ground and air.

Mdd after receiving the Hypothermia debuff must stop their attacks until the debuff wears off.

Rdd must stop their attack after receiving the Retaliation debuff.

Periodically, the boss pulls the entire raid towards him and casts a 5-second spell Burning Cold. During these 5 seconds, you need to run away from the boss at 25 meters, because Syndra will one-shot everyone in this radius.

When the boss begins to take off, all players must run towards the stairs, leaving an empty space in the center.

When taking off, the boss places a Ice Mark debuff on 3 people, which after 7 seconds puts a person in an ice block. Raiders located within a radius of 10 meters from the debuffed one also fall into the block.

People with marks should stand in front of the raid. It is important to keep a distance of 10 meters so that the damage from the appearance of the blocks does not kill anyone. People in the lumps need to be healed for full hp and it is advisable to hang hots.

After the marked hit the blocks, free players must quickly break them. At this time, the boss begins to throw bombs at the site, which in the radius of action cause significant damage. At this time, everyone needs to hide behind the boulders.

Advances at 35% of the battle.

At the beginning of the phase, the entire raid, except for the tank, stands at the bottom of the stairs in the middle.

The boss starts randomly throwing Marks, as in the second phase, and hang debuffs, similar to debuffs in the first phase.

Tanks should be rotated as often as possible to remove the debuff.

The most important thing in the third phase is patience, you need to follow the debuffs, and not try to quickly kill the boss, because from a set of 5 stacks of debuffs, you can easily die.

6). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Rotface:

One tank tanks the boss, the other tank slugs.

The whole raid is divided into two groups: 1st stands at the left foot, 2nd at the right. When the boss uses Aoe and turns towards one of the groups, that group needs to run away from the danger zone, and of course, no need to stand in the puddles!

7).

At the start of the fight, Putrid Fumes that fill the entire room will aoes the raid.

When the boss casts gas exhalation, Gaseous spores fly to the player, the whole raid must run to the player to whom she flew up, so as not to die from the boss's AoE.

When the player is hit by the Vile Gas debuff, he must run away from the raid so as not to inflict damage on nearby raiders.

Tanks and healers should be in front of the boss.

Mdd should be behind the boss.

Rdd fan out behind the boss.

Tanks should switch after one of them reaches 9 stacks of the Gastric Distension debuff.

8) The tactics of passing the bosses of the CLC 10 and 25 (Icecrown Citadel) .. Professor Putricide:

The fight consists of 3 phases.

One of the tanks must aggro the boss, and the second must use his table and turn into a monster. The boss is placed under the green tap on the right. Heals and Hunts are distributed in the center of the room, the rest stand up in the boss.

The task of the abomination is to quickly devour the mucus and spit in the emerging slugs.

When the boss casts an unpredictable experiment, a green slug will appear. Everyone should immediately run up to him and start beating him. He will crawl towards his target, the target in turn must run away from the slug. After the entire raid gathers around the slug, the target runs up and the slug explodes, dealing minor damage.

After that, we continue to beat the boss, only in the center of the room.

When the red slug appears, all RDD should immediately switch to it, and MDD continue to hit the boss.

The target of the red slime should run to the far corner of the room, and the RDDs should counter the slime with all their might. If you fail to quickly kill the slug, then the target will have to kite it a little.

This continues up to 80%, then the boss will cast Tear Gas and stun the entire raid for a while.

Phase 2 is the same as Phase 1, with two additions:

Tanks need to move the boss away from the chemical bombs that he will plant.

Also, the boss starts throwing at Gooey Muck, which reduces spell casting speed and attack speed by 200%, but this muck flies slowly, so you can run away from it.

Upon reaching 35%, the 3rd phase will begin.

There are no slugs...only abilities from phase 2 remain.

The boss also receives the Mutant Strength buff (Increases damage and attack power by 50%)

A debuff is thrown on the tank - Mutated Plague, 1 stack deals 100 damage, 5 stacks is a wipe. If the debuffed tank dies, the boss is healed for 500k.

1st tank kites the boss at the edge of the room, dps should be maxed out. After the first tank gets 3 stacks of plague, the second tank reaggresses the boss, then the third.

9). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Blood Tip:

You need to beat the prince, with the Blood Spell buff. Princes without the buff are immune to all types of damage, they have one hp each.

From time to time, the buff will transfer to another prince.

Three tanks each aggro their bosses.

Bosses are placed in the same way as they stood at the entrance to the room.

Taldaram needs to be taken a little to the right, and Keleseth a little to the left, Valanar just needs to be lowered down the stairs.

The most terrible of them is Valanar.

He tanks in the center of the room. Rdd stand in a semicircle, the distance m / they should be 13 meters. When the boss casts Concussive Whirlwind, all mdds must run away from him so that no one is within a radius of 13 meters.

10).Bloody Queen Lanatel:

You need 2 tanks and 3 healers.

Tanks should stand in each other on the stairs, and put their backs to the raid boss. Mdd stand behind the boss. Rdd and healers should stand in a circle so that they have a distance of 6 meters.

After a while, the boss bites the man.

The player gets the Frenzied Bloodthirst buff and needs to bite a healthy player within 10 seconds.

If the Pact of the Nightfallen arrives, the players bound by the thread should run to the center of the room and stand at one point.

If you get the Swarming Shadows debuff, you should quickly run to the wall and run along it until it subsides.

The boss uses AOE fire, goes to the center of the hall and takes off.

Rdd and healers stand up as usual, mdd should stand around them, along the wall. After landing on several players, Frenzied Bloodthirst will appear.

After two takeoffs, you will have the entire raid with vampires and you can finish off the boss.

eleven). The tactics of passing the bosses TsLK 10 and 25 (Icecrown Citadel). Lich King:

OT catches the hells in the corner of the triangle. Hunts and Rogues need to de-Frenzy the Shuffling Horrors so they don't kill OTs.

Periodically, the Plague flies on one of the players. The player receiving the debuff should immediately run towards the OT mobs.

Transition phase 1:

The transitional phase lasts one minute.

Tank and mdd hit hit the emerging spirits.

RDD stand in a group counterclockwise from the tank and hit spirits and orbs.

Heals stand in the third group clockwise and heal.

Upon transition to phase 2, when

Finish casting Winter. All players must:

Run off the edge of the platform

Kill remaining orbs

Everyone run to the center of the platform, continuing to beat the Wrathful Spirit.

The OT should pick up the spirit and lead it to the center so that the AOE doesn't hurt anyone.

The entire raid should stay as close to the center of the platform as possible, because the Valkyries that appear will grab one of the players, drag it to the edge of the platform, and drop it. Valkyr can be stunned and slowed down, but cannot be rooted and pulled.

After the lich throws Defile on someone from the raid, the player has two seconds to run away from the raid and throw the puddle to the side and 1 second before the first tick to run out of the puddle.

When the boss hits 40% health, the raid should move to the edge because the second transitional phase will begin.

Transition phase 2:

It is essentially the same as the transitional phase 1, only spirits appear twice as often.

At the beginning of the phase, everyone needs to quickly get off the edge of the platform, because it will collapse again.

When spirits appear, the tank with the boss and MDD run away to the opposite edge of the site. Rdd stand in the center of the site and begin to focus on killing spirits. With them remains a doctor for from. From stands under the spirits and uses AoE aggro abilities, trying to collect on himself all the spirits that he can.

Also in the third phase, the boss has a new ability: Soul Harvest. This spell deals damage to the target every second for 6 seconds, if the target survives it is thrown into the Frostmourne Hall, there will be two mobs: Terenas and Guardian Spirit.

Depending on your role, you must:

Dd - kill the guardian spirit, interrupt the break of the soul

Heals - Heal Terenas and dispel Soul Rip from him until he kills the Spirit

Tanks - hit the guardian spirit, interrupt the Soul Rip.

Once the boss has 10% HP left and you've won, enjoy a little cartoon.


Raid Composition


2-3 healers - As usual in raid 10, healers should switch from tank heal to raid heal and replace each other when someone is unable to cast spells. Healers need to be quick to react as damage sources change quickly, and these changes happen at the same time as raid members move. A healer mistake will result in a quick wipe.
5-6 DD - This encounter needs a good balance between ranged DD and melee DD, as well as all possible buffs. However, above all, DPS should be able to quickly react to changes in the environment and switch between targets in a timely manner, while continuing to deliver good DPS. Even the best damage in the world will not save you from a wipe if at least one participant counts crows while standing in Filth.

2 Tanks - Your raid will need two tanks capable of holding both the Lich King himself and the various adds he will summon.
6-7 healers - you need a good balance between tank heal and raid heal. Both will be tested in combat. Healers need to be quick to react as damage sources change quickly, and these changes happen at the same time as raid members move. A healer mistake will result in a quick wipe.
16-17 DD - This encounter needs a good balance between ranged DD and melee DD, as well as all possible buffs. However, above all, DPS should be able to quickly react to changes in the environment and switch between targets in a timely manner, while continuing to deliver good DPS. Even the best damage in the world will not save you from a wipe if at least one participant counts crows while standing in Filth.
Some form of curing diseases is absolutely essential in this encounter to keep the Undead Plague from killing players. In addition, the raid needs 6-7 players with slow / stun abilities to control Val "kyra - Guardian of Darkness. Having players in the raid with abilities such as Redirection and Heroism / Bloodlust, although not necessary, is very useful.

Lord Rebrad

The first boss of the CLK is a giant skeleton warrior that guards the passage to the depths of Icecrown Citadel. Lord Rebrad has 18,000,000 HP and a rather nasty set of abilities.
Lord Rebrad's abilities

Bone Spike - Launches a massive bone spike that pierces anyone in its path. Cast for 3 seconds, deals damage by 10% HP, lasts for 5 minutes. The spike can and should be killed, the spike has 38,000 HP.

Saber Strike - Divides 200% damage between three enemies in front of Lord Rebrad. Radius 5 meters. Saber Strike allows the tank to ignore Bone Spike

Whirlwind - Attacks all nearby enemies with a bone whirlwind, causing them to bleed for 15 seconds. Deals 7000 damage immediately and 2500 damage every 3 seconds. Whirlwind is announced by the boss emote.

Cold Flame is a flame that travels in a straight line, dealing 7000 damage to everyone in its path every second for 3 seconds.

Tactics on Lord Rebrad

Lord Rebrad is fired by a tank and immediately turns the boss to face the wall. Two other tanks should stand next to the tank, which will divide the Saber Strike between them. They may not even hit the boss, so as not to provoke additional attacks after parry.

The entire raid stands in a semicircle so that no one is standing behind each other. This will minimize the number of people pierced by the Bone Spike. On those people who will be pierced by a thorn, you need to detach healers. In addition, all nearby dpsers who see a spike next to them should distract themselves from the boss and quickly kill the spike. With a good arrangement, the maximum will fall into the spikes of 2-3 people.

When the boss casts Bone Whirl, all melee units must run away from the boss to avoid getting the debuff. The boss, using a whirlwind, pursues a random target. Be smart and don't common mistakes melee fighters! After the end of the whirlwind, the raid falls into place. All the time, streams of blue flame will run away from the boss. They run quite slowly, so the players have a lot of time to get out of the way of the fire. Given the incoming damage to the raid, no one should receive the debuff so as not to strain the healers.
After killing Lord Rebrad, the raid will gain access to the following boss:

Lady Deathwhisper

Lady Deathwhisper is the next boss in Icecrown Citadel, which is a lich, or rather a lich. The boss fight is built on competent fight against adds and high raid dps
Abilities of Lady Deathwhisper

Mana Barrier – Envelops the caster in a powerful mana barrier, preventing any health loss while remaining mana.
Shadow Arrow - Deals 9200-11800 damage to the target. Range - 100 meters, 2 second cast
Death and Decay - Deals 3,000 damage every second to all targets in range for 10 seconds
Mind Control - Takes control of the target, increasing their damage by 200% and their healing by 500%. Lasts 20 seconds.

Tactics Lady Deathwhisper

The boss fight is divided into two phases: when the boss has mana for Mana Barrier and when the mana runs out.

The boss has no aggro in this phase, so tanks only deal with adds. The entire raid is fairly dispersed so as not to take massive damage from Death and Decay, from which you need to quickly exit. Controlled targets must be hissed by mages, placed in the blind, and so on. This is especially important in phase 2, when the boss will receive real damage and control healers can complicate the kill. During the first phase, the boss will summon adds:

Cult followers - necromancers, hang diseases, use powerful spells and shield, explode on death
Fanatics of the cult - death knights, hit hard in melee, heal from the damage dealt, have an AoE attack and reduce the received treatment.

After the kill, the adds fall to the ground in the form of skeletons, where they remain until the resurrection.

Phase 2
The boss is running out of mana and we can finally hit him for real. V currently phase 2 is a simple tank&spank, but Lady Deathwhisper should probably be raising fallen skeleton adds in this phase like Nefarian did. Risen adds retain some of their abilities.

In the second phase, Lady Deathwhisper actively uses frost arrows, which should stray, and also reduces aggro on the tank. Therefore, another tank should always go second in terms of aggro, which will pick up the boss if the first tank loses its aggro. The boss is immune to taunt, so any aggro breakdown is highly likely to lead to a wipe.
The next boss, Air Combat, features a particularly unusual battle mechanic.

Air battle

Air Combat Tactics

Combat begins when your airship approaches a ship of the opposite faction. From now on, players can take control of the cannons and fire at the enemy ship. At 75% of the ship, the magicians will freeze the cannons and start teleporting the NPCs to your ship.

At this stage, players will have to fight the NPCs on their ship, as well as send troops to the enemy ship to kill the magicians. After that, the guns will be able to function again. You will also have to fight Muradin Bronzebeard/Saurfang depending on your faction.

ship guns

Shot - Deals 1000 siege damage and generates 6-10 heat points.
Burning Blast - Absorbs all of the cannon's heat, causing a huge ball of fire. Deals 1000 siege damage + additional damage per point of Heat.

Muradin / Saurfang

Battle Fury - Increases damage by 5% (possibly stacks over time)
Cleave – Deals 110% damage to the target and 2 nearby players.

Sergeant

Whirlwind of blades is an analogue of the ability of warriors.
Wounding Strike – Deals 200% weapon damage and reduces healing received by the target by 25% for 10 seconds
(obviously, this buff is placed after some time of the battle)

Rocketeer

Rocket Artillery - A rocket explosion that deals 6300-7700 damage to enemies and the airship.
Combat Experience - Damage increased by 30%. Attack and cast speed increased by 20%

Destroyer

Combat Experience - Damage increased by 30%. Attack and cast speed increased by 20%
Desperate Decision - Increases damage and attack speed by 60%.

Battle Mage

Below zero - freezes the target in a block of ice, the spell is streaming.

Ax Thrower

Launch Ax - Deals 4000 physical damage
Combat Experience - Damage increased by 30%. Attack and cast speed increased by 20%

Saurfang, who fell in the Battle of the Gates of Wrath, was resurrected by Arthas, the Lich King, as a trusted assistant - a death knight. Now in her undead form, Saurfang blocks the way into the depths of Icecrown Citadel...
Deathbringer Saurfang

Saurfang's abilities

Summon Blood Animals - Summons Blood Animals

Blood Bond – Saufang gains blood power from damage dealt

Blood Power – Saurfang grows by 1% and deals 1% more damage per point of Blood Power.

Mark of the Fallen Champion - Saurfang's attacks crush the enemy, dealing 3800-4200 additional damage. If the target dies while affected, Saurfang is healed by 5/20%. Used each time Saurfang reaches 100 Blood Power.

Rune of Blood - Drains 8500-11500 health, healing Saurfang for 5 times more HP.

Taste of Blood - The taste of one's own blood empowers the Warrior, causing them to take 20% less damage and regenerate 2% of their HP every second for 10 seconds.

Frenzy – Saurfang goes berserk, increasing his attack speed by 30%.

Smell of Blood – Blood Creatures smell blood, slowing movement by 80% and increasing damage by 300% for 10 seconds.

Cleave – Deals 110% damage in a cone in front of Saurfang.

Wounding Throw - Throws a weapon, dealing 8% damage and an additional DoT that deals 2.750 damage every 3 seconds for 15 seconds.

Tactics Saurfang

The tank shoots the boss and keeps him on the stairs. Meleemen stand behind the boss to avoid taking damage from Cleave, and methodically work on his sirloin. All skill for the melee in this fight is just to avoid the most common mistakes. The entire raid is neatly dispersed around the area at the maximum distance from Saurfang.

Saurfang will be constantly healed, so it is necessary to keep a healing debuff on him (poisons, warrior strikes, etc.) Since Saurfang is constantly gaining blood power, the tank begins to pierce more and more. A critical situation can be when the power of blood is close to 100 + the Frenzy buff hangs.

After reaching 100 Blood Power, Saurfang uses the Mark of the Fallen Champion. It is very important not to lose people under this brand, otherwise the boss will heal a lot. The targets of the wounding throw need to be hung with HoTs, since when gaining blood strength, it hits noticeably painfully.

When summoning blood creatures, all ranged dpsers switch to them. It is important that there are slow traps, totems, and so on. You can use Typhoon, Thunder and Lightning to keep the creatures at a distance. After the bloodcreatures are killed, the raid will attack Saurfang again.

So, the arrangement, it is advisable for all MDD to stand behind the Lord and stand there until the second phase (vortex), so you should not be touched by the fiery paths that rush in the direction of the tank.

As soon as the boss casts the spike, all dd/rdd should switch from the boss to the spike and "kill" him (the spike).

In the second phase (it lasts 20 seconds), Rebrad starts spinning and randomly chasing one of the raid members. During the second phase, the most important thing is not to stand in the puddles, because they cause a lot of damage, which the healers can not cope with, and, if possible, beat the boss himself. Healers in the second phase just come out of the puddles and spam their heals. The tank must be next to the boss (but not in a puddle!) to reaggress him after the second phase.

After the end of the second phase, all actions go to the first phase, and so on until you kill.

2 - Lady Deathwhisper:

The Lady, like the Lord, has two phases.

Rdd and healers should stand closer to the center of the hall, but so as to reach the lady and their partners in the raid.

Any RDD can spool the Lady, while the tanks are getting ready to catch the trash. When she calls for trash, the whole raid needs to switch to them: Rdd - beat mobs without mana, Mdd - beat casters, Heals - heal, Tanks, respectively, Tanks trash.

When the Lady has about 100k mana left, one of the tanks is better to keep close to her, just in case.

During the second phase, the Lady puts a debuff on tanks: - 20 to aggro, so it's better to change tanks at 4 stacks.

Well, of course, during the fight with the Lady, everyone should run out of the puddles.

3 - Saurfang the Deadly:

All RDDs and healers become a semicircle at a distance of 12 meters from each other so as to reach the boss and other raiders.

The boss is tanked in 2 tanks. As soon as one catches a blood rune, in the second one he must overaggress and keep the aggro until the debuff subsides.

Also, the boss randomly throws a ring of blood on the raid, which damages nearby players, so you should monitor the distance between each other.

Periodically, the boss summons hells, which should not be touched by anyone except for healers and RDD, one of the hells needs to be countered, and the second must be killed with fast, because each hit of the hell stacks 3 blood energy on the boss.

During the fight, Saurfang accumulates blood power, dealing damage, and after accumulating 100 units, he resets the counter and randomly hangs the mark of the fallen warrior. The player under this debuff will take damage along with the tanking tank and the healers should heal this "tagged" one as well.

4 - Valithria Dreamwalker:

The essence of the battle is to heal the boss.

The battle begins after one of the four mobs located around the boss is attacked.

Tanks should move to different walls, dd and rdd should also split into two groups: one for each tank.

Groups fight off undead attacks, while healers non-stop heal the boss, not forgetting, of course, the raid.

First of all, groups need to kill suppressors, because with their debuff they cut the heal on the boss by 10%.

Healers spread out around Valithria when she opens portals, healers need to jump into the portal where they get a buff for manareg and enhanced healing that stacks up to 100 times and increases your healing by 1000%!!! to get a buff after you jumped to the portal you need to fly around the room and touch all the clouds along the way, the more clouds you manage to collect during the flight, the more mana you will restore yourself and the more effective your healing will be for the next 35 seconds.

5) Sindragosa:

The boss has two alternating phases: ground and air.

Phase 1:

Mdd after receiving the Hypothermia debuff must stop their attacks until the debuff wears off.

Rdd must stop their attack after receiving the Retaliation debuff.

Periodically, the boss pulls the entire raid towards him and casts a 5-second spell Burning Cold. During these 5 seconds, you need to run away from the boss at 25 meters, because Syndra will one-shot everyone in this radius.

Phase 2:

When the boss begins to take off, all players must run towards the stairs, leaving an empty space in the center.

When taking off, the boss places a Ice Mark debuff on 3 people, which after 7 seconds puts a person in an ice block. Raiders located within a radius of 10 meters from the debuffed one also fall into the block.

People with marks should stand in front of the raid. It is important to keep a distance of 10 meters so that the damage from the appearance of the blocks does not kill anyone. People in the lumps need to be healed for full hp and it is advisable to hang hots.

After the marked hit the blocks, free players must quickly break them. At this time, the boss begins to throw bombs at the site, which in the radius of action cause significant damage. At this time, everyone needs to hide behind the boulders.

Phase 3:

Advances at 35% of the battle.

At the beginning of the phase, the entire raid, except for the tank, stands at the bottom of the stairs in the middle.

The boss starts randomly throwing Marks, as in the second phase, and hang debuffs, similar to debuffs in the first phase.

Tanks should be rotated as often as possible to remove the debuff.

The most important thing in the third phase is patience, you need to follow the debuffs, and not try to quickly kill the boss, because from a set of 5 stacks of debuffs, you can easily die.

6 - Rotface:

One tank tanks the boss, the other tank slugs.

The whole raid is divided into two groups: 1st stands at the left foot, 2nd at the right. When the boss uses Aoe and turns towards one of the groups, that group needs to run away from the danger zone, and of course, no need to stand in the puddles!

7) Fuzzy Gut:

At the start of the fight, Putrid Fumes that fill the entire room will aoes the raid.

When the boss casts gas exhalation, Gaseous spores fly to the player, the whole raid must run to the player to whom she flew up, so as not to die from the boss's AoE.

When the player is hit by the Vile Gas debuff, he must run away from the raid so as not to inflict damage on nearby raiders.

Tanks and healers should be in front of the boss.

Mdd should be behind the boss.

Rdd fan out behind the boss.

Tanks should switch after one of them reaches 9 stacks of the Gastric Distension debuff.

8 - Professor Putricide:

The fight consists of 3 phases.

Phase 1:

One of the tanks must aggro the boss, and the second must use his table and turn into a monster. The boss is placed under the green tap on the right. Heals and Hunts are distributed in the center of the room, the rest stand up in the boss.

The task of the abomination is to quickly devour the mucus and spit in the emerging slugs.

When the boss casts an unpredictable experiment, a green slug will appear. Everyone should immediately run up to him and start beating him. He will crawl towards his target, the target in turn must run away from the slug. After the entire raid gathers around the slug, the target runs up and the slug explodes, dealing minor damage.

After that, we continue to beat the boss, only in the center of the room.

When the red slug appears, all RDD should immediately switch to it, and MDD continue to hit the boss.

The target of the red slime should run to the far corner of the room, and the RDDs should counter the slime with all their might. If you fail to quickly kill the slug, then the target will have to kite it a little.

This continues up to 80%, then the boss will cast Tear Gas and stun the entire raid for a while.

Phase 2:

Phase 2 is the same as Phase 1, with two additions:

Tanks need to move the boss away from the chemical bombs that he will plant.

Also, the boss starts throwing at Gooey Muck, which reduces spell casting speed and attack speed by 200%, but this muck flies slowly, so you can run away from it.

Upon reaching 35%, the 3rd phase will begin.

Phase 3:

There are no slugs...only abilities from phase 2 remain.

The boss also receives the Mutant Strength buff (Increases damage and attack power by 50%)

A debuff is thrown on the tank - Mutated Plague, 1 stack deals 100 damage, 5 stacks is a wipe. If the debuffed tank dies, the boss is healed for 500k.

The 1st tank kites the boss on the edge of the room, the dps should be maxed out. After the first tank gets 3 stacks of plague, the second tank reaggresses the boss, then the third.

You need to beat the prince, with the Blood Spell buff. Princes without the buff are immune to all types of damage, they have one hp each.

From time to time, the buff will transfer to another prince.

Three tanks each aggro their bosses.

Bosses are placed in the same way as they stood at the entrance to the room.

Taldaram needs to be taken a little to the right, and Keleseth a little to the left, Valanar just needs to be lowered down the stairs.

The most terrible of them is Valanar.

He tanks in the center of the room. Rdd stand in a semicircle, the distance m / they should be 13 meters. When the boss casts Concussive Whirlwind, all mdds must run away from him so that no one is within a radius of 13 meters.

10 - Blood Queen Lanathel:

You need 2 tanks and 3 healers.

Phase 1:

Tanks should stand in each other on the stairs, and put their backs to the raid boss. Mdd stand behind the boss. Rdd and healers should stand in a circle so that they have a distance of 6 meters.

After a while, the boss bites the man.

The player gets the Frenzied Bloodthirst buff and needs to bite a healthy player within 10 seconds.

If the Pact of the Nightfallen arrives, the players bound by the thread should run to the center of the room and stand at one point.

If you get the Swarming Shadows debuff, you should quickly run to the wall and run along it until it subsides.

Phase 2:

The boss uses AOE fire, goes to the center of the hall and takes off.

Rdd and healers stand up as usual, mdd should stand around them, along the wall. After landing on several players, Frenzied Bloodthirst will appear.

After two takeoffs, you will have the entire raid with vampires and you can finish off the boss.

11 - Lich King:

Phase 1:

OT catches the hells in the corner of the triangle. Hunts and Rogues need to de-Frenzy the Shuffling Horrors so they don't kill OTs.

Periodically, the Plague flies on one of the players. The player receiving the debuff should immediately run towards the OT mobs.

Transition phase 1:

The transitional phase lasts one minute.

Tank and mdd hit hit the emerging spirits.

RDD stand in a group counterclockwise from the tank and hit spirits and orbs.

Heals stand in the third group clockwise and heal.

Upon transition to phase 2, when

finishes casting Winter. All players must:

Run off the edge of the platform

Kill remaining orbs

Everyone run to the center of the platform, continuing to beat the Wrathful Spirit.

The OT should pick up the spirit and lead it to the center so that the AOE doesn't hurt anyone.

Phase 2:

The entire raid should stay as close to the center of the platform as possible, because the Valkyries that appear will grab one of the players, drag it to the edge of the platform, and drop it. Valkyr can be stunned and slowed down, but cannot be rooted and pulled.

After the lich throws Defile on someone from the raid, the player has two seconds to run away from the raid and throw the puddle to the side and 1 second before the first tick to run out of the puddle.

When the boss hits 40% health, the raid should move to the edge because the second transitional phase will begin.

Transition phase 2:

It is essentially the same as the transitional phase 1, only spirits appear twice as often.

Phase 3:

At the beginning of the phase, everyone needs to quickly get off the edge of the platform, because it will collapse again.

When spirits appear, the tank with the boss and MDD run away to the opposite edge of the site. Rdd stand in the center of the site and begin to focus on killing spirits. With them remains a doctor for from. From stands under the spirits and uses AoE aggro abilities, trying to collect on himself all the spirits that he can.

Also in the third phase, the boss has a new ability: Soul Harvest. This spell deals damage to the target every second for 6 seconds, if the target survives it is thrown into the Frostmourne Hall, there will be two mobs: Terenas and Guardian Spirit.

Depending on your role, you must:

dd - kill the guardian spirit, interrupt the break of the soul

Heals - Heal Terenas and dispel Soul Rip from him until he kills the Spirit

Tanks - hit the guardian spirit, interrupt the Soul Rip.

Once the boss has 10% HP left and you've won, enjoy a little cartoon.

1. LORD REBRADE

Due to the cleave mechanic, you will need 2 tanks. Tanks stand in each other and receive "divided" damage.

The boss is tanking in the center of the room:

There are actually only three things in combat:

First: bone spears. They crawl out of the ground and impale several members of the raid on themselves. Spears must be killed immediately

Second: blue fire. Blue streaks of fire constantly spread from the boss. We don't stand in them.

Third: periodically the boss throws tanks and starts spinning the turntable. In a pinwheel, Rebrad drives around the hall, chasing random members of the raid. Rangers can shoot him at this time and, preferably, not get caught, but without running far from the healers.

2. LADY DEATH WHISPER

The lady is watered by the strongest (r)dd of the raid, which strangles the lady's mana with damage. The tank at this time catches waves of adds (there are 3 of them), which are destroyed by the rest of the RDD. The healers go about their routine work. EVERYONE DOES NOT STAND IN A PUD. When the adds are drained, all (r)dds switch to the lady and continue to damage her mana until the next wave of adds. And so on to the next wave. In addition, there is the control of a random player, whom it is desirable to control for the duration of the spell. When Lady's mana comes to an end, you need to stop the damage and wait for the next wave of adds, merge them and calmly move on to the next phase. The tank grabs the lady and, if possible, hunts and rogues help him with aggra. Puddles keep appearing. Control still needs to be thrown on controlled players. Appearing spirits must be avoided, and fanatics must be merged. Basically everything =)

3.SAURFANG DEADLY

1. RDD and Hily complydistance 10-15 meters.

2. Two tanks not distractedfrom the boss, changing according to the "RUNE OF BLOOD" debuff as quickly andhelping campin the spawning mobs.

3. All miles fry full damage to the boss, erasing hands in calluses.

4. Rdd diligently kite and knock down the mobs that appear, preventing those to touch someone(traps are placed before the spawn, etc.) In principle, they can be helped by mdd.

4. ROCK

The fight is critical to DPS, so it is most important to make a raid in such a way that as many people as possible can be damaged.

Ideally, one tank is enough, but with low dps, two are needed. Tanks tank the boss in the center of the room, changing for 6-9 debuff stacks. The raid is dispersed around the boss, and mdds kick the boss in the legs along with the tanks. The whole fight AOE damage is ticking on the raid, so it is healed with heals. Periodically, a bubble appears on 2 members of the raid, which must be carried under the boss, where the whole raid runs when they see these bubbles. When they explode, the raid gets debuff stacks, which you should try to get 3 of them. After the explosion, return to their original positions. After getting three stacks, you can safely damage the boss, waiting for the next ability of the boss. If everyone does everything right, then the boss exhaling into the raid will not kill anyone. And everything continues again until all 3 stacks of debuff are collected. Usually, it does not reach the second exhalation. It is important to demolish at least 20% of the boss's HP in a minute, otherwise berserk and then wipe.

5. GNILOMORD

The boss usually doesn't pose much of a threat. MT tanks the boss in the center of the room, OT carries slugs around the room and drags them along. The raid stands on opposite sides of the boss, flooding him with damage. When the boss starts burping, the raid runs under the boss's feet and waits for the vomit to stop. After to the original. We also avoid slime, which spreads along the edges of the room. From time to time, the players themselves burp and you will have to heal both them and those who fall into this vomit. Romantic, isn't it =) In general, everything!

6. PROFESSOR GREAT

TO Briefly and to the point: mt tank boss. The weakest DD uses the table and climbs into the abomination. As the boss starts throwing puddles, the abomination drinks them with his skill. AOE damage is healed. Slugs (immediately after the appearance) are fired once by a lock (its presence is mandatory). Demagers calmly drink the boss and avoid puddles. In the second phase, flying flasks will be added, from which you need to run away. The rest is the same as in the first phase. In the third phase, the player is kicked out of the abomination and the raid floods the boss with damage as efficiently as possible. Tanks periodically change, preventing each other from gaining 4 stacks.

Puddles grow because the boss is taken away so that it is comfortable for the raid to shoot the boss. It's important not to lose anyone, as a fallen player drops 300k hp to the boss. And, of course, have time to kill the boss before the whole hall is in a puddle.

7. COUNCIL OF BLOOD PRINCES

Lok Keleseth drives into textures =) One tank tanks Valanar, the second Taldaram. The raid hits the boss who currently has active HP (when NOBODY HIT HIM on Keleseth) Whirlwinds are avoided. The bomb is prevented from falling by a hantopet or drul roots. We run away from the elemental. AOE DO NOT BEAT. We don't touch the shadow spheres... We survive at any cost!!! There will be confusion and a lot of damage, but in general you should not be scared.

8. BLOODY QUEEN LANATEL

It is important not to CRAB here. Tanks stand in each other on the stairs. One of them is tanking and the other is just getting punched in the face with a pact. The raid stands closer to the walls and floods the boss, dd poke close. When a beam runs between two players, you need to run. When the screen is covered with a blue veil, it is necessary to carefully spread the puddle along the edge and not die in it yourself. The player who received the bite should share it with another strong rdd, otherwise he will fall into control. You usually don't have to bite too much. The first player gets bitten by the queen, bites a comrade, and then those two comrades bite a couple of other comrades. After a while, the lady gives fir and takes off. It is important to stand at a distance from each other and burn through all your save abilities in order to survive. For bites, it is desirable to have a connection. Summing up, I remind you once again:

1. At the Ray we run

2. We spread the puddle FROM THE EDGE

3. On takeoff, keep your distance and use all the abilities like bubbles, shields and boulders

4. Don't Lose the First Bite

5. We bite strong damage dealers, if we bite someone we bite tanks, healers (usually it doesn’t come to this), otherwise control

9. VALITRIA THE DREAM WOMAN

We divide the raid into two groups: tank, hill and dd. One group at the right gate, the other at the left. The tanks catch the evil spirits flying out of the gates and prevent them from destroying Valya. Dd this evil is drained. Heels are all sick of it. A separately assigned heal dives into portals and collects buffs in the air for +hill and heals the unfortunate Valya. And so on until it is complete.

A little about evil spirits (there are several types of it):

1. "Clumsy" (4 mobs), who run straight to the boss and take off her HP. We make them and quickly merge them.

2. "Fat Men" - fat mobs, after killing which small slugs appear, which must be AOEed before they kill the raid

3. "Skeleton" - a powerful AOE, so we merge immediately.

4. "Lich" and "Terrible" merge. They are not so scary.

It's usually good to have three heals: two on the sides and one on the boss. However, it is possible in two: one heals both sides from the center, and the second heals Valya.

10. SINDRAGOSA

Probably, Sindragosa is rightfully considered a boss who does not tolerate a drop of crabbing, because it is possible to kill her only if each player is clearly aware of what and why he is doing. Otherwise, the raid falls like a house of cards. I, as a player who is not particularly versed in the names of buffs and debuffs, will describe everything in my own words the way I see it.

The fight begins with clearing the area of ​​trash. everything is extremely simple: left and right pack. They are replaced by Hoarfrost and Ridgecrunch. We immediately grab Frost and beat as much as we like until he takes off. There we are already trying to hide from the blue runes scattered on the floor. After landing, we finish. We lead the second dragon up the stairs, where we kill the whole raid. There will be no difficulties, except for AoE Fira. It is important that everyone stand on top, otherwise it will not be possible to prepare for the battle with Sindragosa.

When the boss sits down, we boldly run for him, where we prepare for the final battle.

Required: 2 tanks, 3 healers, 5 dd(rdd)

The boss is tanked as shown in picture 1.

Before takeoff, it is filled with dd from head to toe .... after takeoff, we take positions as in Figure 2.

The marked players also run out to the indicated place. After they freeze, the raid hides behind boulders, as in Figure 3.

Rdds hit the boss, and dds knock down blocks, leaving them with a little HP. If dd can't cope, rdd help them. It is important that the crypts stand, and the raid stands behind them. Otherwise oneshot. When the boss starts landing, the tank puts him back in his original position, the blocks are heard and everything turns around until the next take-off. Depending on the strength of the DD, this happens several times. At 40% hp dd it is better to stop and let her fly up in order to take down as much hp as possible in the air. After that, she sits down and the worst begins. A debuff stacks on the raid, increasing damage. The marked player places a block in the place indicated in the 4th picture.

After it freezes, the raid and the 2nd tank remove the debuff. The block is demolished to a minimum but not removed, the boss fights until the next mark appears. which runs back to the right and puts a new crypt. The previous crypt is demolished, the tank runs to change the MT, and the MT and the whole raid hide behind the new crypt and repeat the procedure. The new label runs again to the left. Tanks change again (change in such a way that the boss cannot turn towards the raid). And so on until the death of the boss. It is desirable to demolish the last million under growth.

Reservations: The raid gets AOE all the time. It heals. Unleashed magic is hung on casters. which stacks a debuff on you. You need to get as few stacks as possible, so if it hangs, then you can’t cast any spells until the debuff subsides. Otherwise, a response in the form of damage will arrive at the end. A stacking debuff is hung on the melee, which also flies as a response. Do not collect or remove stacks (for example, kosh). In the last phase, frostbite stacks, which is needed as little as possible, so we conscientiously run from block to block. Tanks change for the same reason. One stack = +20% damage, which is very critical when collecting a lot of these stacks.

First transition: The raid is pushed back to the edge of the platform. Lich pours AOE damage on the raid. It is important to stand in such a way that the players that the Ray is looking at do not stand next to the others, otherwise the AOE damage will fly to everyone. In addition, an Angry Spirit runs to one of the players, which must be drained. Tanchit his tank Lich in the first phase. OT waits until all adds are devoured by the plague. After some time, the second phase begins. Before it starts, a characteristic animation will tell you that you need to run to the center of the platform so as not to fall.

Second phase: the tank grabs the Lich, and the damage dealers take down the remaining balls. Hills are watching. so that the infection does not kill the raid trying to keep the players on full hp. Everything happens in the center. Lich summons Valkyra, who tries to carry and drop a random player. The task of dd is to prevent this. Full dd and valkyra dies. In addition, an aoe puddle of defilement appears under a random player, which must be left, because if there is someone in it, then it grows. It is advisable to defile the ground wisely so that the Lich will still remain in the center and have more time to kill the Valkyr. At 40%, the Lich goes to the center again, and the raid leaves the center of the platform and as soon as possible returns to the edge of the platform, which miraculously recovered.

Second transition: similar to the first: the spirit is summed up, which is also drained by dd and at the end of the phase, another transition to the center.

Third phase: defilement continues. And new spirits appear, which, hanging above the ground, like to give out one-shots to gaping players. There is an option to kill them, but we just cut circles around the edge, cutting off a third of the circle after the next call of spirits. All damage dealers and healers run behind the tank and hit. As a result, the spirits do not reach us. A "Soul Reaper" is thrown at a random player, which hits the player and needs to be healed. If the player survives, he is thrown into the CMM, where you need to help a friendly add to drain the spirit. With us, this is the maximum dd in the spirit, even with a frail and a tank, since it doesn’t rob nichrome. If everything goes well: the spirit dies, but the friendly NPC survives, the player will be thrown to the raid again. However, we most likely have a player waiting for a one-shot. If everything goes well by 10%, the Lich will vanshot the raid and start his shamanism .... However, he will not be allowed to do this and our beloved paladin will RESET (However, so far he does not respawn anyone) the raid and the last 10% the mannequin will mutate. Further video and loot.