Why does sartharion go immune




















The raid is fore-warned by an emote saying something to the effect of "the lava around sartharion begins to stir". Waves will form on either the north side of his platform, or the south, with intermittent breaks in which the raid needs to place themselves to avoid the damage. It is nearly deadly as it is and multiple raid members being hit by it is a huge amount of damage to heal through.

With Shadron's aura it will more than likely be completely fatal. The initial hit may be fully resistable but it's pretty important that you never find out. The DoT effect it leaves can be cloaked, dispersed, bubbled, iceblocked, etc and should be to save your healers and yourself.

Another effect not mentioned is the random fire damage done to the raid that i refer to as "lava spouts". I have very little information regarding it, however it's clearly visible, and even occurs before the encounter starts. Small bursts of fire will spout out of the surrounding magma and hit random raid members for a few thousand damage, and it is clearly amplified by Power of Shadron.

Its damage may also be affected by proximity, meaning the closer one is to where the fire lands the more damage it will deal. Shared abilities of every twilight drake: Each twilight drake has some unique abilities as well as some that are shared with each drake. Every drake has 2. The following are their shared abilities: Every drake will cast Shadow Fissure. This spell will place an area-effect graphic on the ground, identical in appearance to Kel'Thuzad's.

Raid members have about 5 seconds to completely clear the area. It will hit for 25, i realize the ability itself specifies 13k , is partially resistiable, and affected by Tenebron's Aura. With multiple drakes alive, you will often see multiple Shadow Fissures spawn. They absolutely must be avoided, as they are more than likely fatal to the average raid member, and sometimes to tanks as well.

Another shared ability is their breath effect. Of course Shadow Breath should only hit the tank, and all other raid members should keep about yd range if behind the tank and keep clear of any drake's head at all times.

It will not necessarily kill a raid member, but once again it is imperative to minimize all unnecessary damage when trying the encounter with multiple drakes alive. This ability will come up later when discussing Tenebron. The only other ability they share is that which spawns a portal. An emote will appear, naming the drake and informing the raid that a portal will have spawned.

However, what is inside, and the effects of the portal being up remain unique to each twilight drake and will be discussed in the next comment i make. Comment by rohonaken As aforementioned, Tenebron will be the first twilight drake to land, about 20 seconds into the fight, and at almost the exact same time as the first flame tsunami. Power of Tenebron will be in effect until Tenebron is killed.

His aura is the least detrimental of the three, in my opinion. However it shouldn't be ignored by the healers. The tanks on the twilight drakes will take noticeably more sporadic damage until Tenebron is downed. Tenebron's portal will contain the eggs of twilight whelps.

When entered, the player will be phased into a different realm where several eggs in the area will be targetable and killable. Any eggs inside the portal that are not killed before Tenebron casts Hatch Eggs , will cause Twilight Whelps to spawn in the normal realm. These mobs have k HP and have fairly low melee damage but should be tanked. It is almost impossible to maintain stability throughout the encounter if your raid lacks the dps to kill Tenebron quickly.

This is very dangerous since he may randomly breathe on the raid. There is almost nothing you can do but be extra cautious of it and try your best to avoid it. As soon as he is killed, the whelps need to be taken care of. If your off-tank is taking too much damage while trying to kill Tenebron, it may be best to postpone damage on Tenebron and eliminate some of the whelps and lava blazes. Killing Tenebron removes his aura from the raid as well as the spawning of whelps, once his portal has despawned.

The next drake to land will be Shadron. Power of Shadron will be in effect until he is killed. A person hit by a Flame Tsunami will more than likely die in only a few seconds, Sartharion's Flame Breath will hit for large amounts of damage on the main tank, and the lava spouts that do random raid damage will hit very hard while he is alive although they're relatively rare.

He will spawn Shadow Fissures. He will use his breath on the tank. Shadron is, in my opinion, the most difficult drake to deal with during Sartharion's encounter.

When Shadron spawns a portal, it will place Gift of Twilight on Sartharion. This portal should be ignored, and Shadron should be DPS'd down quickly. Once Tenebron dies, Shadron will be DPS'd; you'll likely have a multitude of adds, drakes and elementals alike, that need to be killed.

Vesperon lands about seconds into the encounter. Until Shadron is killed, Vesperon will be off-tanked. He will breathe on the tank. He will spawn his own Shadow Fissures. Vesperon's portal is negligible so long as Tenebron is down before he lands.

While his portal is up, Twilight Torment will be in effect on the raid. It will hit for approximately His portal CAN be ignored but the presence of it should most certainly not be!

The DPS in the raid will take fairly large amounts of damage now and can experience some spikes in health and should be monitored very closely. Whether or not to take Vesperon's portals is upto you. It should be doable either way. Leaving the portal up will allow you to quickly burst Shadron down, which can quickly minimize the amount of times your MT will need extra help for breaths.

Going into the portal will stretch the fight out a bit; it will be more of an effort to maintain the raid, and less of a worry about Sartharion's enormous breath damage.

If you have 8 or more healers, leave the portal alone this is unlikely though. If you have 7 or less, I would recommend entering the portal as it causes healing to be very rough. If you enter it, a tank or a dps class with a shield needs to tank the acolyte and only 1 healer should follow with the majority of the dps that should enter.

The tank should be using any cooldowns that might be able to keep him alive Unholy death knights have the most cooldowns to counter it atm however using a 51 point holy priest's Guardian Spirit and a paladin's Hand of Sacrifice will likely be necessary regardless. This is the most difficult portion of the encounter, and making it through with a large part of the raid alive will likely mean a kill.

There will temporarily be massive amounts of damage to heal through, and the raid will also still have to pay attention to Flame Tsunamis and multiple Shadow Fissures.

It is also on the DPS to push each twilight drake as fast as possible. Once Shadron is down, the raid should switch to Vesperon. It is not a bad idea to keep the Blazes and Whelps adjacent to whichever drake is being DPS'd at the time. However the large amount of mobs near the melee can make it hard for them to see Shadow Fissures forming. If this becomes a problem, such positioning should be avoided, as it is not required, but merely helps. Please note: If you choose not to enter Vesperon's portals, you should be aware that his portal seems to remain open regardless of his death although this could be a bug.

Entering the portals once Shadron is down, or entering the portal once after his death is highly advised. I'm not aware of his portal "timing out" like Tenebrons does. Comment by yodadoe Quick Tanking Guide for the MT: The main tank's responsibility for this fight is simply to keep aggro and to avoid the flame waves.

Offtank takes care of adds. Here is how you avoid the flame waves: The island he is on is shaped like a rectangle, with lava all around. As you approach him from the bottom of this rectangle, he is up at the top. Imagine the bottom of this rectangle is zero, and the top of the rectangle is You will want to turn the boss sideways, facing either left or right, so your DPS can come at his side, since they'll get cleaved at his head or tail-swiped at the back.

During the fight, lava waves will periodically come from the left or right. When the lava wave comes from the right, there is a large break in the wave at about When the lava wave comes from the left side, there is a break at 25 and So if you position yourself 66, you will be able to strafe a small distance left or right to place yourself in the break in either lava wave and then move back again without actually moving the boss.

He will pivot in place a little. If you see the emote, and don't see the wave coming from behind the boss, you will know it's coming up behind you.

So that first time you dodge that one, you'll be moving blind. But after doing it once, it's easy to repeat. I made it through the entire fight without being hit by the lava wave once, using this method.

You can even tell the melee DPS to just keep even with you and they won't get hit by the waves. Another note: your ranged should probably follow this same pattern, only standing at 33 on that scale.

Then they can move up to 50 and down to 25 to avoid the flame waves, but without having to get close to the boss. Comment by Enraged Lava Blazes can be tranq shotted to remove their enrage effect. I use a mouseover macro for tranquilizing shot, allowing me to hit any enraged blazes I see quickly, and without having to switch targets. You can alternate the amount of tanks, healers you have, or DPS included but this is how I did it.

Either way you go you will fight mobs, a mini-boss, another mobs, a mini-boss, mobs, then the final mini-boss. The mobs are very easy, just tank and spank.

The fight starts off like any other fight, but at a certain point the boss will open a portal. What you do is assign 2 tanks, 3 healers, and like 2 DPS to stay and fight the boss while everyone else goes in to the portal to kill the adds in the portal. There is usually just 1 82 elite in there. Once the add is dead everyone will be "ported" back to the boss and then you repeat this whole thing until you kill the boss.

Do the same thing you did for the mini-boss on the right side. In this fight you do not want anyone to enter the portal. What will happen is when the portal is summoned everyone keep on the boss then in a few seconds adds will spawn.

AoE them down or have a tank assigned to tanking them down. The rest of the fight is the same thing. Engage in combat and just fight. Every like seconds you will see a message on your screen, "The lava beneat Satharion churls. There is a large opening in the middle of the wall where you want to stand so you don't get damaged by fire.

After the wall passes a group of 82 elite lava mobs will be spawned and you want to AoE those down as fast as possible, or have one of the tanks tank them and have a few DPS help out because if you have an overflow of mobs then you will wipe.

The rest of the fight is easy, that is all you need to know. Out of the 25 of us about had actually done this raid at all. I know that each drake has an emblem on them, and I wasn't sure the "average total" of emblems earned from this raid.

Comment by Tip for tanks: you can reflect the curse the Onyx Sanctum Guardians cast. Comment by From my experience doing this on ten man with no drakes up The hardest part of this fight is less the flame wall and more-so controlling the adds.

It requires a very good offtank to grab the adds and position them correctly to not get hit by the flame wall. As long as the blazes are not enraged the offtank can basically solo them, but having another melee or a hunter helping kill them is preferable especially if its your first time.

Enraged Blazes revert to normal after a little while, maybe after a wave or two, as long as you do not have a ton of them and your offtank is not horrible he can and should just ignore them, focus on killing un-enraged blazes. When the blaze becomes un-enraged they, depending on how much damage they have taken, can be left with very little health or even die instantly due to the nature of hit point buffs. Meaning that its a complete waste to dps down enraged blazes when they basically die on their own.

This is, of course, the ideal situation. If your raid keeps getting hit by flame waves then you will have more blazes and will be forced to DPS them down.

Ideally, you want to do this fight with having no one save perhaps the tank getting hit by the wave and having at most one enraged elemental on the offtank between each wave. To that end, only practice makes perfect! Comment by soupz Yes. You get 1 extra Valor emblem off Sartharion per drake alive, so the total emblems per run is always 4. Equip: Restores 16 mana per 5 sec.

Comment by Tankadins should beware of trying to taunt small adds from your MT, as righteous defense will taunt the boss also, dont learn this the hard way :P. Comment by RetributionHamma Anybody know what his enrage timer is?

Is it like 5 minutes? Comment by Healevenmore Just PuGed this on heroic admittedly we were pretty imba and killed him in under 5 and a half minuites with no deaths and only me A raid healer the MT and 2 dps actually done it before. Half the raid didn't even bother to dodge walls and we still won first attempt with no deaths.

To be honest this is only hard with the adds up - without its a joke. Any raiding guild should do it with 1 add no problem. Comment by Haimdall In case anyone might be fuzzy, the adds enrage if they get hit by the lava waves. Had a few wipes due to some confusion on that part. Comment by Heads up for hunters your pet takes full damage from the lava waves so if you want to keep it alive make sure to have it follow you to the safe spot.

Comment by gruumz The wotlk version of Onyxia, but with added abilities and 3 dragons that you can choose to kill or not. The more dragons that are alive, the better rewards. Comment by a lot of people here say that on the middle minidragon boss, not to go in the portal. Well it doesn't really matter if you do or don't.

A lot of groups I've gone with had everyone go inside the portal and aoe the eggs down, because they have about half the health as the whelps would have. This way makes it easier but if you don't do it fast enough, they hatch and come with full health, and you just wasted mana. Comment by He spawns Fire Elementals that have low hp which are supposed to be tanked by the OT, also if the Lava Tsunamis hit the Elementals, their health triples and enters an enrage mode.

At the end of the fight over 6 of these elementals spawns, followed by a lava tsunami. If the lava tsunami the elementals, its a wipe. Comment by Partially correct. He gains abilities based on the number of drakes left up and after an interval calls in the drakes to assist him. I do not know if they all come at once or if they come at regular intervals as my guild has only just recently killed him with a single drake up.

Since the fight becomes more complicated with more drakes, it is advisable to focus on killing the drake once it becomes active. The boss will drop additional emblems of valor for each drake killed while he is engaged, but be warned! Once a drake is dead it stays dead even if you wipe and you only get credit for it if you kill Sarth. Comment by fyhr 4 emblems total always.

Why is the lootlist for heroic drops bugged? Comment by I made an account just to point out the inaccuracy of this post. Each drake that is left alive once Sartharion is engaged will put a debuff on the entire raid. These debuffs are applied to the entire raid the instant Sartharion is pulled. Once each drake is killed the respective debuff wears off thus making the fight somewhat easier. Also, if you kill any of the adds during the fight with Sartharion, they WILL respawn for your next attempt if you wipe.

Killing him with 1 drake up yields an extra item of equal value, 2 drakes up you also get an additional item of higher value, and 3 drakes yields you both of those drops and a Black Drake Mount 10 man or a Twilight Drake mount 25 man. Also, each drake comes down at a set interval. Tenebron first, then Shadron, then Vesperon. There is an even amount of time in between each of them before they land. If you are going for one drake, go for Tenebron, just let the eggs hatch, and AoE them down. If you're going for two, go Tenebron and Vesperon, thus giving you the most amount of time to down Tenebron before having to deal with Vesperon.

If you are going for three, you probably know more than what I'm typing here. Comment by Opala Experienced an issue on 3 drake with tenebron, really doesnt like staying in melee range of the tank and constantly flies off to the middle of the platform, then flies back, costing us a lot of dps time.

Anyone else experienced something like this or have any idea what we may be doing wrong. The extra item Sartharion drops with 1 drake up is NOT from his normal loot table. It's a separate table of same-ilvl items. You can tell this simply by the considerably lower drop rate listed on items like the Volitant Amulet. I will see you burn before any harm comes to them! Assist me! You ARE a weakling. The eggs are yours to protect as well! Very well, witness how it is done!

Come to me! All is at risk! Comment by airtonix I notice that sarth can be pulled off the platform without despawning.. So my question is this : why is all the drakes plus sarth tanked on the platform when its possble for the entire raid to not even be there? Comment by CycloneDuke If you pull him off the platform in the centre he spams the raid with 2k fireballs, each one leaving a stacking debuff that increases fire damage taken by Can't be fought that way then.

Comment by Inkadog One: One additional level epic item from his normal loot table. Comment by 25 man Sartharion with no drakes is easily doable with less than 20 players for the achievement First fight was , and this weeks was Comment by deolrin Most dangerous creature ingame. Or at least thats what the official page says. Comment by brandonspikes Patch Notes 3.

Comment by call me a noob if you want but im confused. To get the extra drops do you have to leave the drakes alive the whole fight or engage satharion first and kill them as they join. Comment by apparently he has an enrage timer.

Thats what we get for doing drakes with 17 people and a couple dying. Comment by Rufina Is it possible to blink trough the flame wall Without taking damage ofc? Hmm gotta try itout next time i'm in there. Comment by Swimming in the lava for too long will cause you to fly up and into the aggro range of the boss. Comment by Swimming in the lava for too long will cause you to fly up and into the aggro range of the boss Last edited by. Comment by Supasta I was wondering for a 3D Sarth run, what hp should a feral druid tank have, one that was tanking Sarth, not the drakes?

Not only are your DPSs spread all over the place, the adds spawn from any direction, and you and everyone else need to keep moving to avoid the firewalls. In order to simplify the OT:ing, you also need to keep the adds out of the firewall the grow stronger if they get hit by the fire. Towards the end, a stream of adds appear and you as the OT need to keep them on you long enough for the boss to be killed.

The only relief is that the adds don't hit that hard, so you get a few extra seconds to pull them off the DPSs. Comment by cizrage is there any penalty for not standing on the main island where Sarth is?

Comment by is there any penalty for not standing on the main island where Sarth is? Wandering Plague is a great talent to aid in this. And always be sure to make use of your Death Grip and Dark Command in order to keep the adds off of the Raid.

The Rogue will switch to his dagger with Anesthetic poison and Fan of Knives when there are too many enraged Lava Spawns. Sartharion will be tanked by the druid away from where the 3 Drakes will land. Have the OT stand where the first drake, Tenebron, will be landing.

Have a Misdirect on the DK right when he lands. All DPS will be on the drake the moment that he is attackable since the OT should have enough threat on him. Depending on where the firewall is, the OT might have to reposition himself while keeping the drake facing away from the DPS.

If you get a firewall coming from the north side right when Tenebron lands, have the melee DPS jump into the lava to avoid the wave while still being able to DPS on the drake.

The eggs from inside the portal hatch about the same time that the second drake, Shadron, lands. So make sure that the OT is there ready to pick up the 2nd Drake right when he lands. Throw a Death and Decay right where the Portal is so you can pick up all of the Whelps that spawn.

You should have enough Threat on the 1st Drake so you no longer need to target him and stick on the 2nd Drake. Make sure that all of the adds are always in front of you and never behind you. Right after the 1st Drake is dead, move on the aoe the adds and down them. Around this time is when the 3rd Drake Vesperon will be landing. Make your way over to where the 3rd Drake will land, always walking backwards so you are facing him. All other raid members should move aside so that the Drake does not breath on anyone.

After you pick up the 3rd Drake, you want to move them so that they are kind of next to Sartharion and the OT is next to the MT but not too close. This will allow the healers to heal the tanks more easily.

After the 2nd Drake is dead, all the DPS will go into the portal. Inside, have the Ret Pally and Shaman pick up on the healing where necessary.

Shadron's add will be the first to be killed followed by Vesperon's. The people outside will tell the ones that are in the portal when it will be safe to zone out to avoid an oncoming firewall. Afterwards, the DPS will be on the 3rd drake trying to down him. The portal will keep on popping up, but do not go in afterwards.

Just make sure not to DPS too hard when you're health is low or you will drop like a rock. At this point, either the Ret Pally or the Enhancement Shaman will have to start healing as well. Enjoy your new Black Drake and " Comment by Its actually possible to simply zerg sartha with 3 adds up at normal mode. You have about seconds to do that. The drake that we left up was Shadron, because we were unable to find a third tank for all of the adds.

This meant that it was crucial to keep me topped off, and more than one wipe was a result of badly timed breaths. Sarth is tanked in a different position from the one you probably learned with no drakes up. I stood in the corner that sticks out from the island front left while a hunter misdirected Sarth to me. Once he was on me, I strafed left until he was horizontal, so that when the wave came from behind me I did not need to move easy to find the spot if you know what you're doing and when it came from opposite I strafed right into a corner not left towards the raid, as some idiot suggested in vent.

When Shad engaged, he was tanked by a paladin AoE threat helped him keep picking up the adds while tanking Shad on the opposite side of the platform in such a way that, similar to my position, he would only need to strafe left when the wave came opposite.

We had no one take Shad's portal while he was active, as he only applies the "Stop taking damage" buff to Sarth, not himself.

I expect it took quite a bit of care to avoid Shad breathing on the raid while still picking up adds he was an Aristocracy member. I would not recommend trying two tanks like we did in a PuG, as you have a good chance of getting an offtank slightly less skilled than ours. The most crucial thing from my perspective continued to be, like in Sarth, not getting hit by fire walls. Having someone call out which side the walls are coming from on vent will certainly help, as will having well defined positioning, but considering I spent most of the fight looking at Sarth's shapely, well formed neck, I wouldn't know much about that.

The most logical place seems to be the positions normally used in a 0D fight, but this is not what the offtank did, so take that with a grain of salt. Also, keep your maintank topped off, as you never know when the next breath will come. Good luck and have fun, sirs. Comment by Why does Sartharion have a "Berserk" ability in his"Abilities" tab I'm not aware of any enrage timer he has Why does Sartharion have a "Berserk" ability in his"Abilities" tab Comment by Forget all of the above tactics.

Just zerg him. Comment by Pirwzy For Death Knights tanking Sartharion, if you use Icebound Fortitude when he starts to cast Flame Breath then the buff will last just long enough that he'll usually cast another FB just before it wears off. Might as well eek out every second's usefulness that you can. Comment by I'm not going to go into as much detail as some because I'm talking about 25 man 3D and it's really a simple fight. After Sartharion is engaged, you will have approximately 30 seconds before Tenebron lands where Sartharion was originally standing.

Melee must burn him down as FAST as possible. You do not want a second wave of whelps. About 30 seconds after Tenebron landed, Shadron will join the fight. This is when we blew Bloodlust and personal cooldowns to drop him as fast as possible faster than Tenebron if possible. DPS needs to make sure he drops quickly now, because with both Shadron and Vesperon up, the tank is capable of getting 1hit. Tanks need to work out a cooldown rotation with healers to keep them alive during this phase.

If you can get Shadron down, the fight is basically over if you have enough people left alive. At this point you take the portal when Vesperon spawns it, tank the adds and kill them, then dps Vesperon, etc etc repeat, until he dies.

Comment by GinjaNinja I don't think this has been said yet, but the flame wall can be resisted. I found this out by accident while chasing down the adds on my DK. Comment by DaGorthok All of these guides are great and stuff I have yet to hear what he did that makes him such a bad guy other than him being of the black dragonflight Comment by kaze Has anyone noticed since patch 3.

It threw me off the last time I did this. Comment by Draol Now skinnable as of patch 3. Comment by pedter I'm curious about Sartharion's flame breath - how often does he use it? Does it have a reliable cooldown? Can I predict when its going to hit, but 10 seconds in advance?

I've main tanked him several times with my druid, both on regular and heroic with no drakes up - I PuG it , but I'm interested in healing it with multiple drakes up. I'm trying to figure out if I can time a 3 stack of lifebloom to bloom very shortly after each of his breaths to quickly get the tank back to full. In short: can I time lifebloom to reliably bloom just after each breath, or does he use it at random?

Comment by sasexw Something not very useful but i think it's worth a notice, Sartharion is a "flame"drake right? If you skin him , you loot Icy dragonscale,but you are in a room full of lava, how strange. Comment by So, does anyone know exactly how long you have to do the zerg tactic? When, exactly does drake II spawn his first portal? Or, does Sartharion go immune right when the second drake is targetable? Comment by If u can find the group that has a great healer and great tank and dps that are all around 5k dps u can just Zerg Sarth Complete Pug on Thunderhorn 1 tank 1 healer 8 dps just downed him easily This might be a easier alternative to doing it the Normal Way.

Comment by ben Sartharion can be "zerged" down with all 3 drakes alive. Zerged meaning just blow all you cooldowns and kill Sartharion before the 2nd drake shadron lands. If he isnt dead by that time shadron's acolyte will put the immunity bubble on Sarth and it will be a Wipe. Group comp is: 1 tank tanks both Sarth and Tenebron 1 Healer 8 Dps - all need to pull 4. Most groups tend to lean towards full melee or full ranged to maximize raid dps buffs but any group is fine so long as you can pull the required dps.

The reason being that Tenebron will enrage and start hitting the tank for 30k. If all goes well you should have yourself a nice mount and "of the nightfall" title. Comment by sjal What i have to do to get title? Comment by Ninja1 Going for 10man 3Drakes. Be sure to have well geared ppl who can output atleast 5k DPS nowdays.

Have a Priest Healer and always a shaman in the raid , this is one of the most important Raid setup. If you are gonna go with Kiting the first drake when landing, have a Hunter with offspecc BM and Exotic Pet, one of the glyph which can be usefull here is Glyph of Mend pet.

Missdirecting the Drake to the Pet and run away from the entire raid, and keep healing the Pet while he gets fireboll. IF everything done correctly, you only need to succes at kiting for not more than 30 sec.

Doing this as guild farming for drakes and works very well. Gl there. Or is there something different between 10 and 25 that would make that implausible. Comment by Archangel76 By the way, something interesting for DK tanks I was tanking him and his little buddies last night, when I discovered Spell Deflection can proc off his breath weapon. I was a bit surprised. Comment by Octapulse Seems that there was a recent change to make the OS 3D zerg more 'user friendly'- at the time of posting, the death of Sartharion causes any Twilight Drakes still alive to become untargettable and no longer attack the raid.

Instead, they circle around Sarthy's little island, almost like they're congratulating you. Strangely enough, the small elemental adds remain active after the drakes disengage and you are also stuck in combat until you leave.

Adds still enrage etc. Comment by Phrewb Wow, just did this with 10 men on the 25 man difficulty easily. Didn't mean to though, leader didn't realise it was on 25 difficulty setting, and we got more loot, and Less is More achi :. Comment by Poraq a 3 drake run now rewards 64 justice points. Comment by rzzr After latest patch you need to have a skinning level of to skin the beast Comment by Bannitschuwa Just did a sath10 3D run with five 85's and its was really easy.

Comment by Aprox. Comment by Wootbulle 5-Manned today! You'll get all 4 achievements instantly. We then decided to do it the "correct" way and had little trouble. Bear tanked the drakes and Sarth, DK tanked the little adds. DPS all over 10k burned down each drake, went into the portals, and it was game over. Best of luck to others who do it. Good times. Comment by myrddinde Just soloed Sartharion 10 man as Level 85 Enhancement Shaman, was easier than expected.

Video Post It is possible at times hard to solo the Thrash, but Sartharions Lieutenants were quite easy. Needed help on Shadron, since he despawns while you are in Twilight Realm he becomes immune to damage and solved that by having one afk friend there.

Comment by Hannes37 Can this be done without off-tank if you only got 85's nuking him down before first drake? With the tank tanking the dragons coming afterwards of course. Comment by Aeliel Two-manned the man version with 3 drakes up today.

Feral druid tank with avg ilvl , restoration shaman healer with mostly gear. A bit more in-depth strategy on my blog post about it. I was Resto Druid in ilvl Took us quite awhile but was fun. Sadly, we went there for the achievement and not for the mount so we killed the drakes before him. Anyways, the fight is easy as long as you kill the spawning fireadds.

And I mean it, kill them. Is annoying to try to heal through the damage and run around the platform with 20 adds after you. Also, just try to find a place at Sartharion's side, since he does have Tail Lash and Firebreath.

Forgot his tail and he knocked me down and I got hit by lava wave and then I was thrown around the fiery vortexes on the lava. So if you have to choose between his head or tail, take head.

Doesn't do so much damage. Comment by emmure how many dps do you need to do 3D at 85 now? Comment by Sammiches If anyone is curious, it is possible to kill Sartharion with all 3 drakes up on 10 man mode with just 3 people. In terms of how much damage we took during the fight, I personally took virtually nothing as the tank due to the fun blood mastery, mage took a massive hit from the drake due to a late taunt, and the rogue was still pretty healthy.

We all survived with an achievement and a drake. Comment by stormdruid How to kill as of patch 4. You wont be able to kill Sarth before she goes immune with only 4 people so you just need to kill the Drakes as they land and ensure that the small fire adds are kept under control. Everyone must remember to avoid taking damage, avoid fire walls and dont stand int he void zones as they will heavily damage you and could kill you.

Remember that as soon as Sarth goes immune the 2 dps must take the portal and kill the 1 or 2 adds inside the portal then exit and keep killing the Drakes and small adds. Once the 2nd drake is down the damage eases off and you just need to kill the last drake and clear up the adds; then its a normal kill. While sorting the tactics we did wipe a few times whilst we worked out what we needed to do and we had 2 wipes where we didn't kill the small fire adds and we ended up overwhelmed and the tank died so keep on top of them.

Once killed we repeated 3 more times as we took 1 main toon with 3 alts so we could all get the drake on our mains in one week although the thing to note was Blood DK was easy to heal as was our Bear Tank - the 2 Pala tanks we used took a noticeable increase in damage. Good luck and enjoy the mount! Comment by cheekyboy99 This will likely be soloable with full BiS heroic gear with 3 drakes up - I got her to k as a feral druid as ilvl The fight itself seems easy, but damn Vesperon gets in the way!

I tried killing him, and he casts that damn shield. Go through the portal, baam, reset. So I tried killing the main boss with Vesp still up. Same thing, only he makes Sarth immune, and then you go through the portal and baam, reset. Am I missing something, or is this raid not soloable because of this mechanic? A few people here claim to have done it, I don't see how it's possible.

The shield goes up like 20 seconds into the fight. Comment by Vahlok Did 10 man with a level 82 tank, an 85 healer, and 3 85 dps. We had to bring in an extra dps because our dps was so high we kept pulling off the tank. The higher dps helped outweigh the tank not keeping aggro on 3 DS level dps lol.

Comment by 3xul He is soloable by a level 85 Demonology Warlock. Just use the most simple tactic and zerg him down. Comment by Drudan 3 Drakes is now soloable for enhancement shamans I'm currently ilvl with weps. I burned Sarth down as much as I could. Once Tenebron started landing, I popped Ascendance and Spirit Walk, and then start strafing towards the entrance while continuing to DPS Tenebron still hits like a truck.

I had Sarth dead just as the first lava wall spawned. Easy Black Drake mount :. Comment by Cessna Was soloable for 90 mage as well. Had to kite a bit but that was to be expected.

Comment by Nightfrosti Also quite easily soloable by Feral druid with average gear aswell. Was simple once we got it down. Just burned each drake as they came in and once we got all of them down the dps went in the last portal to kill the adds. Once they were down and Sarth wasn't immune anymore it was an easy tank and spank just keeping the adds off of the dps. Comment by tonydizzle People posting strategies and saying this fight is soloable need to be mentioning whether it was 10 man or 25 man.

Comment by Chaosrock Soloed 10 man with 3 drakes in 44 seconds as a elemental shaman. I died a few times trying it but finally did it. I was forgetting about Astral Shift. I had to use Healing Surge a couple times but it wasn't bad. This got me my third mount tonight. Malygos was so kind as to drop the blue and azure drakes. Tactic: Yes, it is possible to easily obtain Reins of the Black Drake and "of the Nightfall" title now!

Just kill Sartharion before the second drake Shadron lands. When the first drake Tenebron lands, your minion should start to tank him. Remember that before you pull the Boss it is necessary to clear the trash! Good Luck and Have Fun! Comment by Yourstruly Downed Sarth 3d 25 man with 2 players. Once all 3 blue dragons were dead - and all current add spawns were killed, the warrior took the portal and killed the two adds inside.

Shaman tanked easily healed through Sarth's dmg and the few add spawns that came up while warrior was phased. Once warrior came out of phase the portal didn't respawn and downing him was easy. Comment by Anybody able to get him down as a shadow priest? I am currently item level mostly pvp blues. My ilvl is Fast dps on Sartharion until the 1st drake come down. U will survive until the end. They are huge, obvious, and slow-moving, however, so players should have no trouble watching for them and moving out of their way.

When the wave originates from the left, the tank will need to rotate Sartharion away from the group to avoid the wave, as shown. When the wave originates from the right, the tank should not have to move.

At all times players should avoid Sartharion's cleave, breath, and tail swipe. It is possible to heal the tank through the lava waves and resulting DoT, if your group desires so. These adds are summoned every?

Adds should be moved out of the path of the Lava Strikes. DPS will have to drop these as priority after they spawn and are picked up by the OT. The offtank must be careful using area of effect taunts when gathering the adds because Sartharion is not immune to taunt. Rogues can use Fan of Knives with Anesthetic Poison and Hunters can use Tranquilizing Shot to dispel the enrage from the adds, greatly reducing both the damage they inflict and the DPS needed to eliminate them.

The major drake of issue is Shadron since everything in the encounter is fire damage. Vesperon is less an issue as your raid is better geared. First time groups should take down all 3 drakes, making the encounter a tank and spank, minor add control, and minor movement to avoid waves. When clearing the instance with the intention of leaving one, two, or all three drakes alive all trash must still be cleared before engaging Sartharion. It is possible to clear trash without grabbing aggro from the drakes simply by moving along the wall far behind them.

All trash and the drakes are linked with Sartharion. When engaging Sartharion with drakes left alive, they will join in the fight as if you were encountering normally: they will melee whoever is tanking them, cast the Kael'thas-like Flamestrike, and create portals for adds.

Needless to say, the fight takes a huge jump in difficulty as not only do you have to pay attention to the elemental adds and waves around the area, but now you have to simultaneously deal with drakes and clearing their adds. The drakes, upon engaging Sartharion, can and should all be killed first.

At the start of the fight, they will hover overhead and apply their respective aura then come down at their respective times and start attacking and summoning portals. The offtank should remember that the drakes do a frontal cone shadow breath and to keep them faced away from the raid, preferably parallel with how the main tank is turning Sartharion to make avoiding waves easier.

If there's a good supply of rogues and hunters, misdirects can be used to bring fire adds over towards the offtank to give ample time for taunts and aggro upkeep. If this is too much trouble, a third offtank should handle the fire adds and pile them near the drake so AoE can be at its most effective.

A subgroup of a healer and DPS the less needed to eliminate a disciple or eggs, the better should focus on going into the portals and taking care of the adds drakes spawn. At a certain level of gear, almost anyone is able to tank a disciple but will take amplified shadow damage from Tenebron's aura.

Typically on 10, 8 dps, a tank and a healer are used. The drakes do however, enrage once Sartharion gets to low health, so an offtank, or class capable of kiting may try to move Tenebron away from Sartharion, as the damage may be too much for the tank to handle. Tenebron is the first drake to come down. The ability to resist Tenebron's shadow attacks is unknown.

With the normal shadow resist aura, the roughly 32 K shadow attack was partially resisted, but always to the exact same number around 25 K. Using this strategy, you must kill Sartharion before Shadron summons his portal, as shortly thereafter he will become immune to all damage. This occurs at roughly 85 seconds after Sartharion is engaged, so you will need a minimum of 30k DPS on man and 91k DPS on man to kill him before this point. Kill all the trash mobs in the instance, but don't engage the bosses on the sides.

Walk along the edge of the path, as far as possible from the bosses to not aggro them. After making a trip around the area, get to Sartharion's platform. Pop all cooldowns on the pull and blow the dragon up. At , don't even bother with the trash, just run straight to Sartharion and kill him. He should die before the trash gets to the center platform. The amount of loot rewarded is modified by the number of drakes taken alive into the Sartharion fight.

As with most Wrath of the Lich King -tier raids, loot is not shared between and player mode kills. All kills will award one [ Dragon Hide Bag ] , one satchel of spoils, and two Tier 7 glove tokens. With no drakes alive, Sartharion's corpse will also have one or two pieces of loot from the regular loot table.

Adding any one drake will reward an additional item from the "1-drake" loot table. Adding any second drake will reward an additional item from the "2-drake" table.

Adding the third drake will reward a mount. Wowpedia Explore. Main Page All Pages. World of Warcraft. Classic Vanilla The Frozen Throne Reforged. Explore Wikis Community Central. Register Don't have an account?



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