Healing Crusader’s Coliseum: Lord Jaraxxus

jaraxxus

Lord Jaraxxus is the second boss that will be available this week for Coliseum raiders. Take a look at the video below. Be advised that it’s in German. Couldn’t find any other ones around (if you manage to find one, please post it in the comments below). The video shows the Lord Jaraxxus fight from a an off tank perspective. It looks to be a very healing intensive fight.

Breaking down abilities, execution, and healing below.

Abilities

Fel Fireball
Inflicts 18038 to 18962 Fire damage and an additional 7800 to 8200 Fire damage every 1 sec for 5 sec.
Fel Inferno
Periodically inflicts Fire damage to allies within 15 yards for 6 sec.
Fel Lightning
Strikes an enemy with Legion Lightning that arcs to another nearby enemy. The spell affects up to 5 targets.
Fel Streak
Inflicts 8288 to 8712 Fire damage.
Incinerate Flesh
Burns the flesh off your bones! Absorbs the next 70000 healing received and decreases damage dealt by 50% for 15 sec. If Incinerate Flesh is not removed before it expires it will cause a Burning Inferno.
Burning Inferno
Burning Inferno inflicts 3120 to 3280 Fire damage every 1 sec for 5 sec to all friendly targets. The Burning Inferno is caused by Incinerate Flesh not being removed before the duration expires. Incinerate Flesh is removed after absorbing 30000 healing.
Infernal Eruption
Lord Jaraxxus summons an Infernal Volcano which causes Infernals to spawn.
Legion Flame
The Legion Flame inflicts 3900 to 4100 Fire damage every 1 sec, also you are creating a Legion Fire every 1 sec for 6 sec.
Legion Flame
Inflicts 6825 to 7175 Fire damage.
Nether Portal
Lord Jaraxxus summons a Nether Portal.
Nether Power
The Power of the Nether increases magic damage dealt by 20% for 30 sec.
Touch of Jaraxxus
The Touch of Jaraxxus inflicts 3900 to 4100 Shadow damage for 12 sec and causes nearby players to be effected by Curse of the Nether.
Curse of the Nether
Inflicts 4388 to 4612 Shadow damage every 1 sec for 15 sec.

Mistress of Pain

Mistress’ Kiss
Next spell with a cast time interrupts that school for 8 sec and causes 8288 to 8712 Shadow damage.
Shivan Slash
A whirling attack that deals 75% weapon damage and pierces through armor.
Spinning Pain Spike
Leaps towards an enemy, grabbing them and inflicting significant Physical damage.

Execution

You’ll need 2 to 3 tanks for this. Have your main tank set up shop directly in the middle of the arena. The ranged and the healers will need to fan out to help mitigate Touch of Jaraxxus.

Melee DPS will be interrupting Fel Fireball. If it connects, it needs to be dispelled.

It looks to be a fairly simple tank and spank encounter.

But wait! There’s more!

You thought Black Temple was the last time you’d see these lovely ladies. Your off tank needs to keep his eyes open for a portal. A Mistress will emerge from one and it will need to be picked up. The video shows the Mistress being tanked on top of Lord Jaraxxus. Presumably so that melee DPS will be able to add extra damage from AoE hits and the like. The pain strike move appears to be random. Casters (healers especially) need to keep their eye out for Mistress’ Kiss. I’m assuming it will wear off after some time. Don’t cast if you’re hit by one.

There’s also Infernals that need to be tanked. I’m not sure if it’s possible for Infernals to appear at the same time a Mistress of Pain is up. It’s always a possibility. The 10 man video shows 3 Infernals that spawn. Not sure how the 25 will be like. The Infernals could have more health or there could just simply be more of them.

I suggest melee players divide themselves up in two groups not exceeding 3 players. Put 1 group on each leg of Jaraxxus to help mitigate the Fel Lightning attack (Chain Lightning).

One more mechanic is the Legion Flame. If a player gets it, they will be generating flame patches on their position. Whoever gets it needs to get clear of everyone else and just start doing circles to get the patches away from the rest of the raid. Luckily it only lasts 6 seconds.

Healing

I’d suggest stacking 6-7 healers the first time through.

2 healers on the main tank, 1 on the off tank and have the rest on the raid. Advise even placement of healers across the room: 2 on the left, 2 in the middle, 2 on the right.

I think the melee players are going to need a dedicated healer but I’m confused by the wording of Fel Inferno (damage to Jaraxxus allies or to us?).

There is a lot of raid damage coming in. It looks to be a brute force healing type of encounter.

The biggest threat to the raid is largely going to be from the Incinerate Flesh + Burning Inferno combination. Whoever gets affected by Incinerate Flesh needs to be healed up. 30000 damage. Shields won’t count I don’t think.

Healers, you are going to need to do some think-healing on the go. It’s very difficult to set up healing assignments for a fight like this as there’s so many sources of damage coming in. Play it by ear. Take initiative and don’t be afraid of healing the wrong person. It doesn’t matter what the name of the spell is since they’re taking damage anyway.

Good luck in there! Again, post any observations you see in the comments below (corrections are good too)!

Thirty One

Wow. Just wow.

In case you have no idea what I’m referring to:

I don’t know that I would say we want tanking niches. I ultimately am agreeing with what you’re saying, but once we say "tanking niches" players have visions of the DK who parks outside of Icecrown until boss 4, 17 and _31_ (yes, IC is that big).

– Ghostcrawler

So any ideas on the types of bosses we’re going to see in there? Speculation is always fun. Makes me wonder if we’re going to see faction specific bosses. Maybe 6 Horde and 6 Alliance depending on which faction you’re on.

All I an think is that those raid lock out extensions are going to come in real handy.

Say it with me.

Thirty one.

Never Second Guess Yourself

You never, ever, ever second guess yourself when you’re the boss. You can’t afford to. Otherwise you’ll start growing a collection of white hairs at the ripe old age of 21 (like yours truly).

That’s a direct response to the Fel Firey one.

It’s not very often I craft responses directly to other blog posts. I felt compelled to make an exception because the problems she outlines are similar issues that I’ve experienced. I wanted to share my solution and outlook to everyone as well.

Question 1: Play the veteran no show or the steady underachiever?

All too common question for those in charge of determining raid composition, right?

Do I go with the skilled player who’s attendance has gradually decreased over the past few months and has gotten bored with the game or do I reward the near-flawless attendance player who’s not as skilled and has the gear to compete but cannot match the performance?

In order to answer this, you need to ask yourself what type of organization you’re building. Do you believe in success at all costs or a steadier but more consistent and rewarding pace?

I lean towards the former. I play this game to raid and to kill bosses. I will almost always lean towards picking the team that will grant me the highest chance of a progression kill. It’s a constant reminder to everyone. The onus is on the raiders. They’re not playing to earn a raid spot. They’re playing to keep one. Like it or not, that means the Rogue that did 7000 DPS who just happened to renew his interest in the game is more than likely to get the nod over the 5500 DPS Rogue wearing the same stuff.

Yeah, that’s a pretty big exaggeration but you know what I mean. If the alignment of the guild is in fairness and the like, then you’re going to favor the little guy. The problem is that it might take your guild two weeks or longer to get through an encounter or something. But if the guild doesn’t care about rankings and competing with other guilds, then you’re in the clear anyway.

It’s summer. I’ve seen guilds ahead of us explode and die off that would shoot us from a top 20 placing to a top 5 placing. It’s a fight right now for a lot of leaders just to maintain full strength.

Question 2: How do I cover my ass against players upset at being sat?

Ah the fine print. If there’s anything EULA’s and TOS’s and all those fancy contracts have taught me, it’s that you can get away with almost anything with fine print. If a player gets upset that they’ve been sat or are not being invited, point them to the fine print.

“But you specifically agreed that you were okay with being sat out when you applied to the guild. Isn’t that your signature, retinal scan, thumbprint, and DNA pattern on that form?”

It’s common for guilds to do some line juggling particularly on progression raids. Maybe you have an extra tank. Perhaps you have too much melee DPS. Or you’re lacking healers. Assuming your forces don’t have dual specs of the right sort (or of high enough quality gear), then you have to do an outright character for character swap to maintain the raid.

Look at it this way.

One of the best ways to truly take stock of a person’s character is to ask them to sit out and see how they react. What they say on their application is one thing. How they handle it is another matter entirely. If they handle it extremely poorly, then they’re not a player you want in your organization anyway allowing you to go headhunting again.

Question 3: How can I handle loot discrepancies?

Include the human element. Having a clause that allows a group of players to override something will help with progression. If the guild is more based towards fairness and equality, then don’t bother. I’ve written about loot posts in the past. I firmly favor looting gear to the people who will get the most use out of it instead of passing it to another player where it’s only going to collect dust because they never use that spec. Why did they get it? Because a chart or a list of numbers demanded that it be so. We can’t control item drops. We can only control who it goes to.

It’s about trust. If you don’t trust the guys making the loot decisions, you shouldn’t be in that guild anyway. They’re going to make mistakes. As long as their mistakes don’t exceed the number of right calls, then it should be all good.

Yes human discretion can be bad. I’ve heard the arguments before. But it can also be used for good.

It sucks being in charge. The reason why there’s so few GMs compared to players is because no one wants the job.

Okay, that last bit might not be entirely true. Have a good weekend! (By the way, if you intend to check out GI Joe, leave something in the comments about it when you do. Undecided between theatre or just waiting.)

Ulduar Nerfs and Bugs

Looks like there were some undocumented changes made to Ulduar.

Check out this post on Main Tankadin. (Thanks Honors).

Here’s a quick summary from various sources (Forums, direct observations, things I heard second hand).

Flame Leviathan

  • Seems to be bugged. Doing FL with 2 towers is fine and dandy. But FL still has the 3rd tower buff on him even though there’s only 2 towers up.
  • Vehicle targeting reticule looks really good.
  • Gnomes have been busy. Enhanced the handling of vehicles. They turn much better.
  • Choppers can pick up Pyrite and drop them wherever they like.

XT Deconstructor

  • Deconstructor seems to spawn a bajillion ads. Look at the main tankadin post above for a screenshot.
  • Now throws Light and Gravity bombs during tantrums.

Thorim

  • Chain Lightning only blows up 2 targets.

Freya

  • Iron roots: You can trinket out of them. You can blink out of them. Hand of freedom. Bring a Shaman with Earthen Power and call it a day. Shapeshifting works. Anything that can get you out of snares will work.
  • Sunbeam visual effect seems to be missing. But the debuff on players is still there.

Mimiron

  • Phase 3: Don’t have to place the mines. The player loots it, uses it, and the head will automatically drop down. Mimiron has upgraded to smarter magnets.

General Vezax

  • Vezax’s health reduced by 10 million.
  • Saronite Animus health reduced by 2.5 million.
  • Animus spawns after 6 clouds instead of 8.

Check the comments for other nerfs. I’ll try to update this post with extra information.

Northrend Beasts Notes (Extra)

Some more information. My guild and I just cleared out the encounter on 10 man.

We brought a standard loadout:

  • 2 tanks
  • 3 healers
  • 5 DPS

Here’s a few extra notes.

Phase 1: Gormok the Impaler

Looks like the Snobolds are the ones dropping fires. The person attacked by the Snobold cannot attack the Snobold himself. That person has to stay on the boss as there’s nothing else they can do. The rest of the raid has to clear out the Snobolds as fast as possible. Looks like they’re the ones that drop fires on the ground.

Our tanks switched between 3-4 Impale debuffs.

Phase 2: Acidmaw and Dreadscale

When you kill one snake, the other will enrage.

Phase 3: Icehowl

When he does his leap knocking players to the wall, everyone will be stunned for a few seconds. He’ll focus a player, and then run towards him. At this time, all players gain some sort of a speed increase to help them get clear.

If he manages to hit a player, he will enrage. But it’s temporary. Looks like it lasts for around 10 or so seconds before it wears off.

All in all, very good fun!

Note: 3 Emblems of Triumph drop from the first encounter