
High Overlord Saurfang was once dared by Thrall to punch a wall in Orgrimmar. The impact created Ragefire Chasm.
This small post will, if done correctly…
- Outline the usable strategy (note: do not use for Heroic mode in the future) that Lowered Expectations employs.
- Determine what healer roles are helpful here.
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Deathbringer Saurfang is the son of the Varok Saurfang (our friendliest friend that has the silliest Wowwiki post ever). He is described as the “most powerful Death Knight” ever.
I tend to disagree.
There are a few things, as a healer, that you must be quite aware of at all times. There are moments of immediate damage, and moments of slow damage.
Tanks will need to watch for a debuff that is placed on the highest threat’d person (hopefully a tank) called Rune of Blood. If the target is struck, Saurfang will leech 5-6k dmg and heal that amount for 5 times that amount (25-30k health).
Your immediate damage from the raid will come in the form of a Blood Nova. This attack will do roughly 10-11k physical damage to the targeted player PLUS all those around him in a 12 yard radius. While it doesn’t do much (say about 50% of your squishiest cloth-wearing friend), it does “hurt” you in the gimmick of the fight.
Slower damage will accumulate in the form of Boiling Blood, doing around 9-10k physical damage every 3 seconds every 24 seconds (8 ticks).
Every 35 seconds, count on some of Saurfang’s friends (Blood Beast) will pop out (4 in 25, 2 in 10). They will not hit terribly hard on any raider, but it will also impact you dramatically if they are stuck on melee or keep hitting on people (any people, mind you) in the raid. If you’re a raid leader, remind your melee to keep an eye on their raid mods so they do not AoE at the time of spawning. A Boomkin with Typhoon will helpful in pushing any mob back, as well Frost Traps dropped by Hunters will assist caster to target. Melee should not go after these. Your ranged will need to pull various aggros on each and try to kill them PRIOR to them touching anyone!
To keep things more interesting, these Blood Beasts cannot be AoE’d down as they have a buff that prevents any of that sort of damage by 75%. Have a few of your ranged be target of targeted. What may help is having your Hunters also use Distracting Shot (take care they don’t do it to Saurfang… heart attacks happen). Your ranged will need to also make sure if they need to move to hit Blood Beasts, they don’t move into the range of a lot of folks… or Blood Nova will make that a very big problem when his BP shoots up by 20+.
Of course, if a Blood Beast DOES hit people… it will cause the gimmick of this fight to hurt you very, VERY much…
Blood Power!
This faux-resource that Saurfang generates as energy will gather slowly over time (him simply smacking your tank around will do it). However, there are a few abilities that will cause him to gather it more quickly.
When Saurfang hits multiple people with Blood Nova or his Blood Beasts smack around people for a prolonged amount of time, his BP will increase greatly.
When his BP hits 100, he will then drop a Mark of the Fallen Champion. This mark will do a few things, and none of them are good!
- It will cause all of his melee attacks to splash onto that target, causing anywhere from 5.5k to 7k damage. Remember, it’s physical damage. Cloth wearing members will hurt the most, due to a lack of hit points and armor.
- His damage dealt to this target will increase the BP accumulation rate, even if it’s not direct damage.
- If the target dies, Saurfang heals 5% of his health.
- You cannot Ice Block, Battle Rez, Divine Shield out of this Mark. It’ll last until the end of the fight.
So, really, this means that there will be an increased need of healing at this time.
Even worse is that by the time you get a mark, you may also have hit his “soft enrage” period at 30%. He will frenzy and his attack speed will increase by 30%. Things may become frantic as his Blood Beasts will pop out more often as well, and there will still be Blood Nova and Boiling Blood to worry about.
What can you do to minimize the chaos?
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Tanking Worries:
Just make sure AoE threat abilities aren’t used during the Blood Beast spawns, and taunt off the other tank if they get the Rune. If for some reason you really rely on AoE threat generators, then… stop it? We always have a paladin tank on board, and they generally do fine.
Melee DPS Worries:
Your AoE damage dealers, like Fan of Knives, will do less damage to the Blood Beasts spawning. You can, however, still aggro them. Watch your timers. In addition, anything you can do if you have the Mark to reduce damage will be helpful, especially if you’re a plate wearer and have the ability to mitigate anything.
Ranged DPS Worries:
You must help knock down the Blood Beasts and help slow them down if you can. Earthbind Totem can help as well, if you’re an elemental shaman. Blood Beasts are the biggest and most destructive element of this fight.
Healer Worries:
Our guild runs 2 Discipline priests (myself and another). We heal the tanks. The rest of our healing core (2 Restoration shaman and 1 Holy priest) take care of the raid. When the first Mark goes out, we check to see who it is— if they’re melee, a shaman will heal that target and heal the rest of the melee/tanks— even more important is when it’s a plate wearer, as they do take reduced damage. If one is placed on a cloth DPS… you may want to let them die.
5% damage is not a lot of damage to fight right back through in this fight. It is really a straightforward DPSer fight for the melee, and the ranged have to do a little bit of switching… but the healing can get strained, even with 6 folks in the raid. If for some reason your DPS is a little slow, assign healers to jump to targets— for example, the first mark is covered by (insert name here) and the second mark is (this guy) and the third mark is (McDerpity).
So, if you can count, notice we can take 5 healers— the healer not healing their tank (the one with the Rune) can help heal raiders and whatnot.
The fight, as a healer, can only become difficult if people don’t watch their distance from others. Every time a Mark goes out, it requires increased healing. Trying to heal even 3 marks becomes difficult. There’s just too much damage spread out.
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As a Horde player, this sort of lore after the fight’s end… well, it’s cool. Trust me. Enjoy it.