mount hyjal Boss Guides - TBC Classic

Rage WinterchillRage Winterchill
Summary
  • Spread out around Rage Winterchill.
  • Move out of
    Death and Decay
    .
  • Healers must heal players targeted by
    Icebolt
    . They will take initial damage, then take a large amount of damage over time.
  • Rage Winterchill has
    Frost Armor
    and will also cast
    Frost Nova
    .
  • Healers cleanse players rooted by
    Frost Nova
    .
Notes
  • Mages can use
    Ice Block
    and
    Blink
    , and Paladins can use
    Divine Shield
    to remove the stun and DoT from
    Icebolt
    .
  • All Players can use a PvP Trinket to remove the stun and DoT.
Anetheron
Summary
  • Spread out around Anetheron. This especially applies to your healers because of
    Carrion Swarm
    .
  • Keep up healing reduction debuffs on the boss such as
    Mortal Strike
    to help deal with
    Vampiric Aura
    .
  • Anetheron will cast
    Sleep
    on random targets. This can't be dispelled.
  • Every minute, Anetheron will cast
    Inferno
    on a random player and spawning a Towering Infernal.
  • Have your Off Tank pick up the Towering Infernal, and tank it near Jaina Proudmoore. They are immune to
    Taunt
    .
  • All Ranged DPS switch to the Towering Infernal, and Melee stay on Anetheron because of
    Immolation
    .
  • Make sure the Towering Infernal is away from Anetheron so it doesn't benefit from
    Vampiric Aura
    .
Notes
  • Hunters can use
    Aimed Shot
    , and Rogues can use
    Wound Poison
    to help deal with
    Vampiric Aura
    .
  • Hunters can use
    Misdirection
    to help the Off Tank picking up the Towering Infernals.
Kaz'rogal
Summary
  • Kaz'rogal is a DPS check.
  • Kaz'rogal has a
    Cleave
    and uses
    War Stomp
    occasionally.
  • The most important mechanic of this fight is
    Mark of Kaz'rogal
    .
  • Mark of Kaz'rogal
    will be casted more often as the fight goes on, reduced by 10 seconds each time.
  • If you don't have under 3k Mana, and are targeted by
    Mark of Kaz'rogal
    , make sure there is no one around you before you explode.
Notes
  • Mages can use
    Ice Block
    , and Paladins can use
    Divine Shield
    to help deal with
    Mark of Kaz'rogal
    .
  • Paladins can use
    Shadow Resistance Aura
    and Priests can use
    Shadow Protection
    to help deal with
    Mark of Kaz'rogal
    .
  • Super Mana Potion
    ,
    Demonic Rune
    , and
    Dark Rune
    will be very helpful for this fight.
Azgalor
Summary
  • Spread out around Azgalor.
  • Azgalor has a
    Cleave
    .
  • Move out of
    Rain of Fire
    .
  • Azgalor will cast
    Howl of Azgalor
    on the entire raid.
  • Every 45 seconds Azgalor will cast
    Doom
    on a random player.
  • Have the Off Tank pick up the Lesser Doomguard that spawns after the player dies to
    Doom
    .
Notes
  • Paladins can use
    Shadow Resistance Aura
    and Priests can use
    Shadow Protection
    to help prevent
    Howl of Azgalor
    since it can be resisted.
  • Paladins can spec into
    Improved Concentration Aura
    to help with
    Howl of Azgalor
    as well.
  • Warlocks can use
    Soulstone
    on players with the
    Doom
    debuff before they die.
Archimonde
Summary
  • Spread out around Archimonde.
  • Archimonde will cast
    Air Burst
    on random players. Make sure to use
    Tears of the Goddess
    before you hit the ground.
  • Avoid
    Doomfire
    .
  • Archimonde will cast
    Fear
    . Make sure you aren't near a
    Doomfire
    trail to avoid being feared into one.
  • Mages and Druids decurse
    Grip of the Legion
    as quickly as possible.
  • Make sure there is always someone in Melee range of Archimonde.
  • The most imporant part of this fight is to avoid dying because of
    Soul Charge
    , which will happen to the entire raid when somone dies.
  • Archimonde will die when he reaches 10% health.
Notes
  • Shamans can use
    Tremor Totem
    , and Priests can use
    Fear Ward
    to help deal with
    Fear
    .
  • Mages can use
    Blink
    right before they hit the ground to avoid fall damage from
    Air Burst
    .
  • Soul Charge
    will do something different based on what Class died.
  • If a Priest, Mage, or Warlock dies, it will deal 4500 Fire damage and silence for 4 seconds.
  • If a Warrior, Rogue, or Paladin dies, it will deal 4500 Physical damage and apply a 4 second 50% damage taken increase debuff.
  • If a Druid, Shaman, or Hunter dies, it will deal 4500 Nature damage over 8 seconds, and drain 2250 Mana.