Archive for the Tank Fight of the Week Category

Tank Fight of the Week: Auriaya

Posted in Raiding, Tank Fight of the Week, Tanking, World of Warcraft with tags , , , , , , on July 22, 2009 by Randul the Dwarf

Time to come back with a new Tank Fight of the Week.  This week I’m going to talk about Auriaya, as I feel I finally have enough experience with her to give a good walkthrough.

Abilities

Auriaya has:

  • Sonic ScreechA Sonic Shockwave that deals 60125 to 69875 Physical damage to all enemies in its path.  The Shockwave damge is split between all targets in its path.
  • Sentinal BlastA massive blast that inflicts 3500 Shadow damage and increases Shadow damage taken by 100% for 5 sec.
  • Terrifying ScreechThe screech strikes fear into the hearts of all nearby enemies, causing them to flee in horror for 3 sec.
  • Guardian SwarmTargets a player to be assaulted by the Guardian Swarm.

Sanctum Sentries have:

  • Savage PounceA savage pounce that inflicts 2775 to 3225 Physical damage and an additional 2313 to 2687 Physical damage every 1 sec for 5 sec.
  • Strength of the PackThe presence of other members of the pack increases damage done by 30% to all members of the pack within 10 yards.

Feral Defenders have:

  • Feral EssenceEach essence increases the damage dealt by the Feral Defender by 50%.  The Feral Defender can revive itself at the cost of one of its Feral Essences.
  • Feral RushCharges an enemy, dealing Shadow damage and interrupting spell cast for 6 sec.
  • Feral PounceThe Feral Defender pounces the target stunning them for 4 sec and inflicting Shadow damage every 1 sec.
  • Seeping Feral EssenceThe Seeping Essence of the Feral Defender Inflicts 4500 Shadow damage every 1 sec.  (aka, bad stuff you do’nt stand in, occurs on death)

The Pull

First thing’s first, you have to nail the pull.  She’s not like other bosses where you just charge in screaming or use a ranged attack to pull, no sir…not this chick.  Whoever pulls this chick better not be the person who gets hit first or they are gonna die all over the place.

You see, Auriaya has two kittens (Sanctum Sentries).  They are cute and all, but they have some serious leaping and clawing ability.  If you are far enough way from them when they aggro, they pounce and you bite the big one.  The idea is for the puller to either transfer the aggro (via Hunter’s misdirect) or not be in LoS when they pull (via Death Knight”s Death and Decay or Shaman totems).

sampson-1

The pull is easiest with a hunter.  We have everyone stack up on the tank (see my fine art illustration) while the hunter goes out and misdirects to the tank.  The cats and Auriaya come screaming around the corner, but when they see the person they have aggro on they are too close to pounce!  Good news.

auriayapic

As the tank during the pull, my job is to live and get snap aggro.  As they are running towards the corner I am hitting shield wall and blood rage so I can immediately thunderclap and start beating on them with my normal rotation.  My job, once things stabalize is to keep Auriaya on me while the Pally tank holds the kitties.  The DPS kills the kitties one at a time and, for me at least, it becomes more of a tank and spank with a twist.

Other methods we’ve used to pull are the Death Knight dropping Death and Decay to get aggro while the Pally drops concecrate on the group.  The bad guys get aggro on the DK, but when they move into the Concecrate they get aggro on the Pally.  I’ll usually taunt Auriaya while the Pally keeps the kittens.  The craziest method we’ve done is to have the Paladin bubble himself and walk around in plain sight of the cat lady like he’s lost.  They aggro on him, but can’t damage him because he’s bubbled.  So they come looking for someone else to eat, which is supposed to be me.  This works because once they get to him and see they can’t eat him, they look for someone else, but everyone else is too close to pounce.

The Fight

Once things have stabilized and the first two Sanctum Sentries are down, I pull Auriaya out of the corner and put her back to the stairs she just came up to get to us.  At this point in the fight my responsibilities are fivefold.

  1. Don’t die.
  2. Hold threat.
  3. Keep her from standing on/near the Seeping Feral Essence.  (Bad stuff that is black and round and you can’t miss)
  4. When she casts Terrifying Screech use Berserker Rage so she doesn’t fear me.
  5. After using Berserker Rage to not get feared, interrupt her Sentinel Blast.

That’s it folks.  The hardest part of this fight is most definitely the pull.  Once you get the pull down, your job is to not get feared and interrupt her Sentinel Blast.  That’s why I am so awesome for this fight.  I never get feared, thanks to Berserker Rage and I can always interrupt thanks to Shield Bash.

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Tank Fight of the Week: Kologarn

Posted in Tank Fight of the Week with tags , , , , , , , on May 22, 2009 by Randul the Dwarf

*EDIT* Tank switching is no longer necessary on Kologarn.  Kologarn has been nerfed so that 2 stacks of the debuff are never on the tank.  We’ve changed our strategy to reflect this nerf.  Jamason, our Paladin tank, tanks Kologarn the entire time.  I dps and when the right arm dies I pick up the adds.  After the adds are down I go back to dpsing.  It has really become a simple fight.  *END EDIT*

Kologarn is the first boss my group encountered after entering the Antechamber of Ulduar.  You’ll have three packs of trash and two optional trash guys between the teleporter and Kologarn.

When you get into Kologarn’s room, he’ll rise up and say hello.  He won’t aggro unless you go too far in, so don’t be alarmed when he pops up.

Things everyone should know about Kologarn!

  1. His right and your right are not the same!  Make sure everyone knows which arm they should be targeting.
  2. The eyebeam hurts.  Run away from it.

Kologarn’s Abilities

  • Kologarn

    1. Focused Eyebeam – Two of those will be cast simultaneously, each inflicting around 3k damage, and following their targets.
    2. Overhead Smash – Inflicts physical damage and applies stacking Crunch Armor, which reduces the target’s armor by 25% for 45 seconds.
    3. One-Armed Overhead Smash – Inflicts less Physical damage than the normal one, but still applying stackable Crunch Armor, which reduces the target’s armor by 25%. Cast if one of Kologarn’s Arms is dead.
    4. Stone Shout – Channeled raid-wide Stone Shout, which inflicts around 1k damage. Cast if both of Kologarn’s Arms are dead.
    5. Petrifying Breath – Inflicts around 15k damage every 1 second, and applies Brittle Skin, which increases damage taken by 20% for 8 seconds. Cast if there are no targets in melee range.  This is where you wipe.
  • Right Arm

    1. Stone Grip – Grabs a target, incapacitating them and inflicting around 4k damage every 1 second, until 100k damage is dealt to the arm.
    2. Death – Killing the Right Arm decreases Kologarn’s health by 15% for 15-30 seconds, until the Arm respawns. It also spawns 4 Rubbles, that cast Stone Nova which inflicts around 8k damage to targets within 10 yards of the caster, increasing damage taken by 5% for 10 sec.  Rubbles are stunnable.
  • Left Arm

    1. Shockwave – Inflicts around 10k damage to the whole raid.
    2. Death – Killing the Right Arm decreases Kologarn’s health by 15% for 15-30 seconds, until the Arm respawns. It also spawns 4 Rubbles, that cast Stone Nova, which inflicts around 8k damage to targets within 10 yards of the caster, increasing damage taken by 5% for 10 sec. Rubbles are stunnable.

kologarn

Tanking Kologarn

First thing’s first, Kologarn hits like a truck.  We’ve spent two nights attempting Kologarn.  The first night we got him to 5% & 1%.  The second night, we came back in and he was killing me within 30 seconds.  We still don’t know what the difference was, but I know how I overcame it.

Veneretio of Tankingtips.com wrote an article about Double Potting.  Check out Are You Double Potting for more information, but that’s basically what helped us down Kologarn.

Before the fight starts, pop an Indestructible Potion.  This will allow to you either pop another Indestructible Potion after two minutes, or use a Heal Potion after one minute.  This will increase your armor by 3500 for two minutes.  The difference was noticeable.

You will also need your cooldowns.  I start the fight with Shield Block active.  I made frequent use of Enraged Regeneration, trinkets, Last Stand & Shield Wall.  Don’t forget to keep Demoralizing Shout, Commanding Shout & Thunderclap active if you are the only warrior.

We start with me (Warrior) on Kologarn to start and everyone else, including the offtank, dpsing Kologarn’s Right arm.  Our strategy was to kill the Right Arm, when it died switch dps to adds then to Kologarn until the Right Arm respawned, at which point dps went back to the Arm.  We completely ignored the Left Arm.

When the Arm dies, adds pop (see illustration).  This is the point at which the offtank (Paladin) and I switched places and I picked up the adds while he kept Kologarn busy.

Our reasoning for this was twofold.  First, if one tank stays on Kologarn too long he gets increasing stacks of Crunch Armor.  Switching at the points we switched actually allowed us to keep two or fewer stacks of the debuff on us.  The second reason for me picking up the adds is Shockwave.  I can stun the adds while they get burnt down.

When the adds are down, I help DPS Kologarn until the right arm comes back up.  At which point I taunt Kologarn, the Paladin goes back to dpsing the arm and everything rinses and repeats.

The hardest part, in my opinion, of the Kologarn fight is that your healers will need to heal proactively, rather than reactively.  They can’t wait for damage, they will have to anticipate damage.

The two tanks will also need to make sure they can switch when one gets two stacks of Crunch Armor.  Most of the time, our timing on our dps allowed us to switch before two stacks had been applied.  However, there was at least one incedence of the Paladin getting two stacks on him before we had the adds down.  I still picked up Kologarn, because I’d rather tank Kologarn and adds with one or no stacks of Crunch Armor than tank him with no adds but two stacks of Crunch.

The thing I might try differently next time is instead of stacking my cooldowns (Both Trinkets, Shield Wall & Last Stand), I might chain them so I have less survivability for a longer amount of time.

Overall, I found this to be a fun fight.  I don’t think we have it down, by any means.  It will take some luck or multiple tries to get him the next time we face him.  We are improving though, and we look forward to seeing the next boss.

Tank Fight of the Week: Razorscale

Posted in Raiding, Tank Fight of the Week, Tanking with tags , , , , , , on May 8, 2009 by Randul the Dwarf

In this installment of Tank Fight of the Week,  we’ll be talking about the Razorscale fight in Ulduar.

Razorscale is the one of three potential second bosses in Ulduar.  The first boss you fight will be Flame Leviathan, who is a blast, but doesn’t really involve tanking in the traditional sense.

Most people call this a 2-phase fight, but I consider it a 3-phase fight, because the two ground-phases are very different.

Phase 1, In The Air Tonight.

When you approach Razorscale, you don’t have to worry about unintentionally starting the encounter, unless of course someone talks to an Expedition Commander to start it.

When you start the encounter, Razorscale will be flying around in the air shooting Fireballs, dealing around 12,000 damage, at people and casting Devouring Flame.  Devouring Flame is a ground based AOE that you should STAY OUT OF!  It’s a blue fire.  If you are in the blue fire, move.  Tunnelers are going to pop out of the ground and adds are going to come shooting out.

Even though this will never be the tanks’ job, it’s good to know what’s going on.  As the encounter progresses harpoons become available to fire.  When two of them are fired at Razorscale she drops to the ground.  I’ll get to what to do at this point in a moment.

Set your group up inside the circle that’s been burnt into the ground.  Have an add tank (A Pally or DK help immensely here) set up shop near where the tunnelers are going to be popping.  Their job will be to pick up adds.  Your DPS will be aoe’ing the adds down.

Your other tank (this is usually me) will need to be hanging out waiting to make sure no adds get loose.  If they do, grab them and take them back to the add tank.  If they don’t, join in on the killing of the adds.  As a Warrior tank, you will want to keep Heroic Throw & your Taunt available at this time.  If an add comes off your add tank, you want to be able to peel it off the dps in a hurry.  Warbringer is nice here as well.

Three kinds of adds will pop out of the tunnelers.  Dark Rune Watchers, Dark Rune Sentinals and Dark Rune Guardians.  The Watchers cast a nasty chain lightning and should be interupted and killed as soon as possibl.e  The Sentinals do a nasty whirlwind and melee dps needs to get out of dodge during the WW and they need to be killed second.  The Guardiands need to be mopped up last.

As the harpoons I mentioned earlier become available, someone (preferably a ranged dpser) will be shooting them at Razorscale.  When she is shot twice, she will drop to the ground in the spot shown on my lovely illustration.

razorscale

Phase 2, Stunned!

When Razorscale drops, all dps needs to go to her.  I usually have two or three adds on me at this point.  I pull them around to the front of Razorscale.  Razorscale DOES NOT need to be tanked at this time.  She’s stunned.  If you don’t have adds on you, stay behind her.  At the end of her stun phase, she will blow a Flame Breath that will damage anything in front of her, including the adds.  This is why I pull the adds around to the front of her.  I can live through it, and so can they, but it’s damage my dps doesn’t have to do.

She will also use an ability called Wing Buffet which knocks everyone back that’s within 35 yards of Razorscale.  Then she’ll take off again and the add phase will continue.

These phases will continue until you get Razorscale to 50%, at which point she will become permanently grounded.

Phase 3, Grounded For Life.

Now that Razorscale is permanently grounded, adds will stop spawning, but you will have to continue to deal with the adds that have spawned to this point.

When permanently grounded, Razorscale has some additional abilities as well as the Devouring Flame.

She will now:

  • Flame Buffet, which increases fire damage taken 1500 and stacks up to 99 times.
  • Fuse Armor, which reduces Armor, Attack Speed & Movement speed and stacks up to 5 times.

You will want two tanks here so they can taunt Razorscale back and forth when they get two stacks of Fuse Armor on them.  You will also want to strafe back and forth to avoid any Devouring Flames she might drop on top of you.

This is the easy part, in my opinion getting her to 50% is definitely the harder part of this fight.

That’s Razorscale, good luck and enjoy your epics!

Tank Fight of the Week: Maexxna

Posted in Raiding, Tank Fight of the Week, Tanking, Warrior with tags , , , , , , on May 1, 2009 by Randul the Dwarf

This week I’m going to talk about techniques for tanking the Naxxramas boss Maexxna.  Maexxna is the final boss in the Arachnid Quarter, and she is something of a beast.

Let me clarify this by saying that the Arachnid Quarter is the first quarter of Naxx my 10-man group cleared.  Maexxna was the third Naxx boss we downed on our first night in Naxx.  You would think she’d be easy-mode, right?  Not so much.

We’ve now cleared Naxxramas, taken Kel’Thuzad down three or four times and Maex can still be a big giant 8-legged pain when our group composition isn’t just right.

Abilities:

  • Web Wrap – Cast 20 seconds after engaging, and every 40 seconds after that. Sends 1 player straight to the western web wall, encasing them in a cocoon and incapacitating them. When encased, the player takes 2,475 to 3,025 damage every 2 seconds. The cocoon can be destroyed from the outside.
  • Web Spray – Cast every 40 seconds, incapacitating everyone for 6 seconds, and dealing 1,750 to 2,250 Nature damage. This ability cannot be resisted.
  • Poison Shock – Does 3500 to 4500  Nature damage in a 15 yard frontal cone.  Everyone but the tank should stay behind Maexxna.
  • Necrotic Poison- Poison effect that reduces healing taken by 90% for 30 seconds.  Having someone that can remove poisons helps immensely with this poison.
  • Frenzy – At 30% health, Maexxna will Frenzy, increasing attack speed and damage done by 50%.  Tanks & Healers should be ready for this.
  • Spider Spawn – Cast 30 seconds after engaging, and every 40 seconds after that. 8-10 Maexxna Spiderlings are spawned.  They spawn underneath Maexxna.  These need to be aoe’d down.

As a Warrior, when pulling Maexxna I charge in, and then do a 180 and back her to the wall opposite the raid.  This allows me to be the only person getting hit by the Poison Shock.

Here is your list of priorities for tanking Maexxna.

  1. Live through the web wrap.
  2. Hold threat.
  3. Keep Maexxna faced away from the raid.

That’s it folks.  I’ve already explained how to position her.  Holding threat is the same as any other tanked encounter.  So now, the rest of this article will be about living through that horrible web wrap.

I’m going to be honest here, DBM is necessary for this fight.  Sure, you could count it off or use a timer to know when she’s going to web-wrap, but to make it easier on yourself, someone needs to have DBM.

I don’t normally talk about how to heal on this blog, because it’s not my thing.  However, if you are the one calling out Web Wraps you need to know what is going to happen.  Using DBM,  I see when a web wrap is coming.  I call out in Ventrilo at 10 seconds and 5 seconds.  The 10 second call out is basically a heads up for the healers.  The 5 second call out is a call to action.

When I make that 5 second call, my healers are springing into action.  I get shielded by my disc priest and hotted by anyone who can.  This helps to live through the Web Wrap, when they can’t heal me.

As the tank, at this point I do something that I honestly have no clue whether it helps or not.  I live more when I do it.  So that’s a pro.  I’ve heard that it doesn’t help, so that’s a conn.

Bottom line, it doesn’t HURT to do it, and it might help.  What do I do?  At 2-3 seconds before the Web Spray I hit Shield Wall.  Can I block while incapacitated?  I honestly don’t know.  It seems to keep me alive though, so I would suggest you do it too.

Maybe I’m blocking while incapacitated.  Maybe I’m blocking the first hit when I come out of incapacitation.  Whatever it is I’m doing, I’ve found that I live through this fight doing this.  When I don’t do it, I don’t.

The only other thing you need to remember is Maexxna’s Frenzy.  This happens at 30% health.  At this point the dps should be going all out and right before the first Web Spray during the Frenzy, hit your Oh Crap! button.  Shield Wall, Trinkets, Last Stand, whatever it takes.  Frenzy, plus no heals = OUCH.

That’s it, that’s Maexxna.  Hopefully next week I’ll be able to talk about a newer boss, such as Razorscale.

Tank Fights of the Week: Faerlina & Grobbulus

Posted in Raiding, Tank Fight of the Week, Tanking with tags , , , , , , , on April 13, 2009 by Randul the Dwarf

That’s right folks, not one but two Tank Fights this week!  Why would I go absolutely crazy and do two, count them, TWO tank fights this week?  It’s simple really.  1) Grand Widow Faerlina is not the most cerebral of tank fights.  2) Nearly every hit I get off of Google is someone looking for Grobbulus tactics.  Ask and ye shall receive!

Grand Widow Faerlina

Abilities:

  • Poison Bolt Volley: Hits the 3 closest players for 2500 – 3500 damage.  Also applies a dot which can be removed.
  • Rain of Fire: Hits players in the area of effect for around 2,000 damage every 2 seconds for 6 seconds.  Move plz.
  • Frenzy: The enrage we will talk about.

Honestly, this fight is a piece of cake to Main Tank.  Other than your normal routine, you have to remember to blow your cooldowns when she turns into an enormous red witch.

With two tanks, your setup will go a little something like this.  Your higher AOE threat tank will be tanking the four adds that are standing to either side of Faerlina.  The other tank will be tanking Faerlina.

To start, we have our add tank go up and pull everyone, including Faerlina.  Then our boss tank comes up and taunts Faerlina off of the add tank.

I’m not normally going to go into a lot of detail for off tanking duties, but this is not necessarily the off tank but the add tank.  The add tank needs to make sure to keep threat on all 4 of the adds, damaging them to the point where they are close enough to drop as soon as they are focused by the dps, but not enough to accidentally kill them.

Why?  Because Faerlina likes to Frenzy from time to time.  To get her to stop being such a butthole, you have to kill one of her buddies.  You’d think it’d go the other way around, but maybe it scares her.

So the boss tank is standing there holding aggro on Faerlina.  If you have Deadly Boss Mods, which I recommend, you’ll have a nice little warning that tells you when she is about to Frenzy.  This is where you hit your “Oh Crap!” button, just in case your dps can’t drop an add quick enough.  She hits like a truck when enraged, so if you aren’t geared you are gonna pay.  If you don’t have DBM, you’ll know she enrages when she turns red and grows.  Oh, and your life bar will start dropping like a rock.

TL/DR Boss Tank:  Tank and Spank.  When she enrages blow survival cooldowns.

TL/DR Add Tank:  Hold AOE aggro.  Get them low enough to be 1-shot by the dps and stand there with your finger in your nose.

Grobbulus, by popular demand

Oh Grobbulus, how I do hate thee.  Actually, now that I’ve beat you, you aren’t nearly as bad as your puppy Gluth, but you are still a pain in the butt.

Abilities:

  • Poison Cloud:  Every 15 seconds Grobbulus farts.  Fart clouds will deal 2000 damage to people standing inside them, and will last for 75 seconds.  They also expand outwards in size.  To know when he does this, watch his arm that is a needle.  When it glows green, that means he’s farting.
  • Mutating Injection:  Grobbulus will cast these approximately every 20 seconds in the beginning of the fight, and more frequently as time passes. People injected with it will fart a Poison Cloud when the disease is removed or after it expires it will deal about 8500 damage to the person injected and nearby players.  Unless someone is dedicated to watching this disease and removing it at opportune times, just let it expire.
  • Slime Spray: A frontal cone spray that deals 6,300 to 7,700  damage. Every player hit by the Spray will spawn a Fallout Slime.
  • Fallout Slime: Spawned from players hit by Slime Spray, those deal 1,000 damage every 2 seconds to everyone within 10 yards of them.  Hey Off Tank, pick these up, kthx.

So on Grobbulus, as the main tank, you want to keep him out of his farts and allow room behind him for dps/healers/off tank to place farts of their own.  If all goes well, your sole responsibility will be to backwards walk him around the edge of the room stopping from time to time to give your melee dps some quality time.  (see my illustration for a sample path, with sample farts)

grobbulus

As the main tank, you should never be injected and you should never have to worry about fallout slimes, although there will be times when you’ll want to grab one, such as when your off tank is on the other side of the room farting.

Grobbulus does start injecting people faster as his health decreases, so blow cooldowns when he gets low to minimize the fast injection time.  He also enrages after 12 minutes and kills everyone.  Try to kill him before that happens.

Note for all non-main tank personnel.

Here are the rules for Grobbulus, I normally don’t worry about you folks, but people really want to know how to do this fight.

  1. Don’t get in front of Grobbulus.  If he blows his slime and hits more than one person, more than one Fallout Slime spawns.  While this isn’t a deal breaker, it is bad.
  2. When dropping your farts after being injected, a good rule of thumb is to go where Grobbulus WAS a few seconds ago.  The Main Tank should be leaving holes in between Grob’s farts for you to go fart in safety.

Hope this helped.  As always, comments are appreciated.  See you next week for Maexxna!

Tank Fight of the Week: Anub’Rekhan

Posted in Tank Fight of the Week with tags , , , , , , on April 7, 2009 by Randul the Dwarf

A special introduction

First things first, I’d like to say that I have been inspired.  I had lost a little inspiration in the last couple weeks, but then I saw a comment from one of my readers and it revived my interest in this blog.

It’s one thing to see that X number of people hit your site.  It’s another thing when they are willing to take the time to comment on your posts.  Thank you!

Having said that, I’m not sure I love the direction this blog has taken.  It has become more of an outlet for me to give a running commentary on my WOW playtime.  That’s not necessarily a bad thing, but it isn’t what I envisioned for this website.  I envision this to be a place where like-minded players (insane) of similar classes (Warriors & DKs mostly) can get useful tips and information with some humor thrown in for good measure.

The Tank Fight of the Week

With that line thought in mind, I give you the “Tank Fight of the Week”.  What is this amazing new thing, you ask?  I’m so glad that you asked, that I’ve decided to tell you.  The Tank Fight of the Week is going to be a column I do, in which I give a detailed description of what I do to tank specific encounters.

I’ve done similar things in past posts, but I know these have been too vague.  The up and coming tank might have figured out that they need to run around the edge on Anub, but when should they go?  When should they hit their cooldowns?  Where should they tank him?

With this column, I’ll tell you!

Anub’Rekhan

Let’s start with your responsibilities as the Main Tank.  You will be tanking Anub’Rekhan.  He’s the big guy on the other side of the room when you first walk in.  You should also have an Off Tank to tank the Crypt Guards and Corpse Scarabs that spawn periodically.  The Crypt Guards come out of the curtain behind Anub’Rekhan.  The Corpse Scarabs spawn off of anything that dies.

Anub’Rekhan has 2 major abilities.

  • Impale, which targets a random player and shoots spikes up from the ground in a line from Anub and the player.  These spikes hit anyone in their path for some damage and shoot them up into the air.  They also take falling damage.
  • Locust Swarm, which deals a LOT of nature damage to anyone within it’s range, pacifies players within it’s range, and slows Anub’ by 40%.  Basically, if you are in range of this ability it will hurt and you won’t be able to do anything.

On Anub’Rekhan, positioning is key, and having Deadly Boss Mods is a HUGE asset.  The first thing I do when I start combat is charge Anub’, run through him, turn a 180 with my mouse and use my ‘s’ key to back him to where I want him.

Where do I want him?  Good question!  I want his back to the raid and I want to be standing right next to the end of the slime moat.  Basically, Anub’ should be in front of you, the raid should be behind him and the edge of the slime moat should be to your left.  See my extremely detailed depiction for a graphical representation of the fight!

anub

As I’m backing him to where I want him, I’m also building threat.  Since I’m using my ‘s’ button to back up, I’m actually clicking (something I rarely do) my abilities to establish threat before the rogue (Hi Fandark) pulls threat off of me.  If rogues can Tricks of the Trade you or Hunters can Misdirect you, that helps here.

Typically, my abilities used at the beginning of this fight are Charge, Shield Slam, Shield Block, Revenge & then Thunderclap and Demoralizing Shout.  This builds a lot of threat, provides some extra survivability if the healers aren’t paying attention, and by this point in the rotation I have him positioned correctly.

Now I go into my normal “beginning of the fight” priority system of Shield Slam, Revenge, Devastate.  I maintain this priority system until 5 stacks of Sunder Armor (from the Devastates) are up on Anub.  At that point my priority system becomes Shield Slam, Revenge, Shockwave, Concussive Blow & then Devastate.

It is also fairly important to keep your survivability abilities up on Anub, especially when Locust Swarm is getting close.  These are Thunderclap, to slow his attacks down and Demoralizing Shout to reduce his Attack Power.

How to deal with Locust Swarm

In all honesty, Deadly Boss Mods makes this part of the fight trivial.  It warns you when the Locust Swarm is coming so you can react just before it hits.  I’m going to assume you don’t have DBM, however and do it the hard way.

As soon as you see the Locust Swarm castbar come up (You do have show target castbars on, right?) you need to get the hell out of dodge.  Remember how you had that moat of slime to your left?  Now you run for that moat.  On the OUTER edge of the slime is a block pathway.  This is where you want to run.  Do not go INTO the slime.  It hurts and you will probably die.

Once you get most of the way around the slime path, that Locust Swarm is going to wear off.  If you are very quick you will be through the slime and standing on the opposite side of the room waiting for him, facing him preferably.  If you aren’t fast enough, he’s going to be wailing into your backside where you lose your avoidance.

This is a bad thing.  Before I got DBM as soon as Locust Swarm ended I was hitting Shield Block and doing a jump 180.  How do you do this?  You jump and turn to face him.  This is somewhat dangerous because you could jump in the slime, but it also keeps him from hitting you in the back.  If you can do it without going slimy dipping, great.  Do it.  If you can’t, I suggest hitting your “OH CRAP” button.  For me, it’s /use both trinkets and /cast Shield Wall and Last Stand.  A priest shielding at this point is VERY helpful also, but we aren’t talking about healing tactics!  This is a TANK blog, yo!

The bottom line is, if your reaction time is good or you are using DBM to know exactly when to take off, he won’t catch you until you are standing on the other side waiting to say hi.

If your reaction time is poor he will be gnawing on your hind quarters.  That’s when problems develop.

After you have him on the other side of the room, position him so that the slime is now on your RIGHT side.  You want to take off running on the same side of the room you just ran on.  This allows your dps & healers to not have to run around like chickens with their heads chopped off.

You’ve now tanked Anub’Rekhan.  Enjoy your epics.  Next time, Grand Widow Faerlina!