Category Archives: Normal Mode

Madness of Deathwing – 10 man normal

Introduction: Madness of Deathwing will test your raid’s longevity and ability to survive through abilities like falling through the world, cataclysmic disconnects, and oh yea a boss fight.

Difficulty: 4/5: Easily the hardest of all the normal mode fights, the sheer length of this fight can be the biggest issue.  There are multiple ways to approach this fight depending on your raid comp as well which makes it more personal than other boss fights.  Once you have your platforms figured out and your rhythm the boss will not prove much challenge.

Comp and Stats:

Deathwing: 20M
Arm/Wing Tentacles: 28M
Mutated Corruption: 11M
Elementium Bolt: 840k
Blistering Tentacle: 249k
Regenerative Blood: 664k
Elementium Terror: 2.5M
Elementium Fragment: 830k
Tanks: 1-2 (We used 1 Tank in the strat outlined below, but you really need a pally tank and holy priest to make 1 tank work).
Healers: 3
DPS: 5-6
Enrage: There is an enrage per platform.  Once Deathwing starts casting Cataclysm which will destroy the world and your raid.  Once this cast begins you will have one minute to finish the platform by killing his wing/arm tentacle.  Deathwing will also hard enrage after 15 minutes.

Aspect Buffs:

  • Thrall: Carrying Winds allows traveling between platforms and grants a 60% movement speed buff after changing platform.  This stacks twice.
  • Alexstraza: Alexstrasza’s Presence increases all max HP by 20%.  She will also use Cauterize destroying all Blistering Tentacles in phase one, and lower the damage done by Corrupted Blood in phase two.
  • Ysera: Ysera’s Presence increases all healing done by 20%.  Dream will become available to all raid members and puts another new button on your UI.  This works identically as Ultraxion so your previous Extra Action Button key binding will work.  You can use Dream every 30 seconds and it will reduce all damage done to the player by 50% for 5 seconds.
  • Nozdormu: Nozdormu’s Presence increases the raid’s haste by 20%.  Nozdormu will also place a Time Zone on the ground (swirly yellow bubble).  This will slow the attack speed of any enemies in it by 50%.  It will also slow the Elementium Bolt giving your raid a chance to kill it before it lands.
  • Kalecgos: Kalecgos’ Presence increases the raid’s damage by 20%.  Kalecgos also grants your raid Spellweaver.  This causes all attacks to deal 23,000 arcane damage to enemies within 6 yards.

Phase 1: Deathwing and Adds:

  • Deathwing is not attackable in phase one, but will use the following abilities:
    • Assault Aspects: This just targets the platform that the most raid members are on.  This is your “selection.”
    • Elementium Bolt is a projectile shard that shoots from the maelstrom towards the platform.  It will be used 45 seconds after Assault Aspects.  Once it lands it will deal massive amounts of fire damage.  This can be decreased by standing far away from where it lands (indicated by a faint void zone on the ground).  Once it lands it will continue to pulse damage until killed, kill it quickly.
    • Cataclysm: Deathwing will use this spell 2 minutes after Assault Aspects.  It takes 60 seconds to cast after which it will immediately kill your raid.  The way to stop it is to kill the arm/wing tentacle.
  • Arm/Wing Tentacles: Limbs of Deathwing, they do not attack directly or need to be tanked.  Once killed you will have cleared the platform and can move onto another.  Once all four have been killed phase two begins.
    • Blistering Tentacles: These small adds will spawn at 70% and 40% and will need to be single targeted, AoE has no effect on them.  You can use cleave to continue DPS on the arm/wing tentacle however.  These little adds will be instantly killed if you have Alexstraza up.  These adds will stack Blistering Heat on all raid members until killed.
    • Regenerative Blood: These adds will spawn 90 seconds into a platform.  More detail on these is below.
    • Burning Blood: Will deal damage to the raid every 2 seconds.  This will increase the closer to death the limb tentacle is.
  • Regenerative Blood: Six of these adds will spawn 90 seconds into a platform and have aggro tables and need to be picked up.
    • Degenerative Bite: These attacks will stack on the tank.  This will quickly overwhelm healers, meaning bloods need to die quickly.
    • Energy Bar: Each add has an energy bar that if it reaches 100% it will completely heal the blood.
    • AoE vs. Single Target: You can safely AoE and quickly kill these with Kalecgos up.  If Kalecgos is not up, make sure to mark which add to focus.
  • Mutated Corruption: This tentacle will spawn 10 seconds into a platform and will need to be picked up by a tank immediately (be over where it spawns!).
    • Impale: Deals a fuck ton of damage (400,000) to the tank.  A strict CD strategy is needed here in order to survive.  Ideally if your DPS is good you should only ever have 2 Impales per platform.  Dream can also be used to lessen the damage by 50% if Ysera is up.
    • Crush: This highly damaging (100,000) attack is an AoE attack.  It will target a random raid member and smash down on the ground.  Anyone in a line between it and its target will also be damaged.  Therefore it is imperative to spread out and not be directly in front or behind anyone.

Phase one strategy and rhythm:

The goal of phase one is to kill all the arm/wing tentacles bringing Deathwing’s head crashing down starting the final phase.  We used the following platform order and setup:

Alexstraza->Ysera->Nozdormu->Kalecgos

1 Tank, 3 Healers, 6 DPS

Here is the rhythm we use when dealing with this order:

All buffs:

Do as much damage to arm/wing tentacle and after 10 seconds switch to Mutated Corruption tentacle.  Healers deal with impale by communicating with the tank for CDs.  When Elementium Bolt comes up all DPS switch and kill it before it lands.  Switch back to Mutated Corruption if needed and finish it.

Switch back to the arm/wing tentacle and blow it up.  When Regenerative Bloods spawn, switch DPS to them and kill them all quickly.  Finish off the arm/wing tentacle.

Loss of Alexstraza:

Care will need to be taken not to push the arm/wing tentacle to 70% health or it will spawn its Blistering Tentacles and will likely wipe the raid.  Repeat the same rhythm until the Mutated Corruption tentacle dies.  If you have around 20 or more seconds until Regenerative Bloods and the arm/wing tentacle is close to 70%, push it under 70% and kill the Blistering Tentacles.  After these die kill Corrupted Bloods making sure to pull them into the time zone, then finish the arm/wing.

Loss of Ysera:

Same as Loss of Alexstraza except healers need to be aware of the healing buff being gone and tanks will no longer have Dream to fall back on for Impale.

Loss of Nozdormu:

Same as before except when dealing with Elementium Bolt.  Mark a raider to stack on (close by the arm/wing tentacle) but careful not to range the tank over by the Mutated Corruption.  Defensive Cooldowns both raid and personal are a must here for all players.  Once it lands players must immediately kill the Elementium Bolt as it will pulse more damage until dead.  Care should be taken by melee on the bolt to still spread out for the Mutated Corruption’s Stomp which will likely kill people if they have not been healed up from the Bolt damage.  This is a very dicey portion of the fight and heals really need to be on top of things here.  Once Regenerative Bloods spawn they will also do more damage as there is no time zone.

Phase Two:

This is a burn phase, but there are still things everyone needs to execute in order to make it through.  Once the final arm/wing dies Deathwing’s head will land on Ysera’s platform and become targetable.  Deathwing starts at 20% health.  In addition, all aspect’s buffs have returned.

  • Start by having the entire raid stack by Deathwing and do as much damage (do not use heroism/lust yet) as possible.
  • Corrupted Blood: Will pulse throughout the fight and do more damage as Deathwing reaches 15%, 10%, and 5%.
  • Adds
    • Elementium Fragments will spawn every 90 seconds, but initially will spawn quickly after Deathwing lands.  Three of these little tentacles will spawn and must be killed immediately.
      • Shrapnel: Will be used by these adds and target a random raider.  This means if all 3 are up, 3 raiders will be targeted.  Players targeted will receive a debuff that when it expires will deal about 200,000 physical damage.  Players must use Dream if targeted by this to survive.
    • Elementium Terrors: Need to be picked up and tanked in the Time Zone.  These need to be DPSed down quickly as well before their Tetanus kills the tank.  Tank CDs and Healer CDs should be used to keep the tank alive.
  • Once the adds are dead, blow Heroism/Lust (ideally around 10%) along with 2nd combat pot and kill Deathwing.  If the tentacles spawn again, stay on the head and make sure people use Dream in conjunction with Shrapnel.  If you feel that the Terrors will spawn before he dies, you can try to make a second pass at the adds, but it will likely wipe you.  At best have the tank pick them up and blow what he can to survive in the Time Zone.

Video:

Spine of Deathwing – 10 man normal

Introduction: Spine of Deathwing is the first of two battles against Deathwing.  The goal of this encounter is to remove three armor plates from Deathwing, forcing him to crash into the Maelstrom.  In the spine encounter, Deathwing will be too preoccupied chasing Alexstraza’s ass to notice you, but if you tickle him too much he will barrel roll.

Difficulty: 3.2/5: This fight has a lot of adds and represents a real ramp up in difficulty over the previous fights.  This fight is all about burning the tendons very quick and finding your group’s rhythm.

Comp and Stats:

Corruptions: 442k
Corrupted Bloods: 166k
Hideous Amalgamations: 7M
Burning Tendons: 2.9M
Tanks: 1-2 (2 recommended)
Heals: 2-3
DPS: 5-7
Enrage: None

Setup and Positioning:

This fight begins by talking to Swayze on the ship at which point an in-game movie will kick off.  Make sure all your raiders know to hit ESC to skip this or people will zone in at different times and the fight begins immediately once the first person zones in.  You will parachute onto Deathwing’s back and begin.  The raid should do its best to stay on the center of Deathwing’s spine to avoid Deathwing’s barrel rolls.

As the fight progresses, care should be taken to remain in the center until a barrel roll is called for.

Many adds, handle it!

  • Corruption: These are the first adds you will encounter and are giant fire tentacles oozing from Deathwing’s back.  When a Corruption is killed it leaves a hole in Deathwing’s back.  This hole left by the dead Corruption will spawn one Hideous Amalgamation and one Corrupted Blood add.  There will always be at least one Corruption add alive in the encounter, as if you kill all of them another one will immediately spawn.  Abilities are as follows:
    • Searing Plasma: This will be cast on a random raid member and place a debuff on them dealing 10,000 damage every second.  The debuff will also prevent the affected raider from receiving health from heals.  The way to remove it is to allow the debuff to absorb 200,000 health at which point it will fall off.  Healers must pay great attention to this debuff removing it quickly.
    • Fiery Grip: This spell will be channeled on a random raid member keeping them stunned and dealing 60,000 fire damage every 3 seconds until 20% of the Corruption’s health pool is done to it.  When this is active all ranged should quickly switch to the corruption and DPS the 20% required to interrupt then immediately stop DPS on it.
    • These have no real aggro table and should be killed when called for it.
  • Corrupted Blood: These little jelly-like adds will spawn from the holes left by killing the Corruption adds.  Once the raid kills a Corrupted Blood it will leave a residue that is important to the mechanic of lifting up Deathwing’s armor.  If the residue is not picked up by a Hideous Amalgamation add it will eventually return back to the one of the holes and respawn.  Abilities are as follows:
    • When the add dies it will cast Burst dealing a small amount of damage to all players in 200 yards.
    • The adds have an aggro table and will melee for a small amount of damage every couple seconds.
  • Hideous Amalgamation: These adds will spawn every time a Corruption add is killed.  This add will need to be picked up and tanked preferably over by Deathwing’s plate armor.  Abilities are as follows:
    • Absorbed Blood: This spell is a buff that will stack as the Amalgamation runs over the residue left by a killed Corrupted Blood.  Once this reaches 9 stacks the add will go superheated.  This buff increases the damage done by the add by 10% and increased attack speed 20% every stack.
    • Superheated Nucleus: Once 9 stacks of Absorbed Blood have been reached the add will start pulsing AoE fire damage to the entire raid until dead.  The amalgamation should be stacked by Deathwing’s armor plate at this point.
    • Nuclear Blast: Once the add dies it will begin casting Nuclear Blast.  This will deal a truck load of damage unless you are more than 10 yards away.  You have 5 seconds to reach more than 10 yards distance once this cast begins.

Destroying Deathwing’s armor:

You need to use the Nuclear Blast from Hideous Amalgamation to weaken Deathwing’s armor.  The add needs to be positioned right by the armor plate as once it begins casting Nuclear Blast it will be stationary.

Once Nuclear Blast goes off the plate armor will lift up revealing a new add called Burning Tendons.  Once this add becomes targetable all DPS need to blow it up.  I recommend using 3-5 minute DPS CDs on the first Tendon, Heroism/Lust on the second, and 3-5 minute DPS CDs on the third again.  You can mix in the combat pot where you have the most trouble meeting the DPS requirement.

Once the tendon becomes exposed it will begin casting Seal Armor Breach which will complete in 23 seconds.  This means you have 23 seconds to kill the tendon or you will have to repeat the amalgamation process again.  All DPS should make a /tar macro: /tar burning to begin DPS immediately.

Do a barrel roll:

Deathwing will perform barrel rolls if people are standing on either side of him and off his spine.  This barrel roll will throw off everything (including raiders) but Corrupted Bloods when performed.  You can use the barrel rolls to your advantage to get rid of excess amalgamations.

To perform a successful barrel roll the raid needs to stack on a side and stack in the fiery hole left by a killed Corruption tentacle.  Once standing in this hole you will receive Grasping Tendrils which will deal mild fire damage and hold you onto Deathwing during a barrel roll.  Once you see the adds fly off his back it is safe to move out of the fiery hole and back onto the spine.

Strategy:

  • Have all players escape out of the opening cinematic.  You can also cancel the parachute and not take damage.
  • Put a mark up on one Corruption and kill the 3 unmarked Corruptions taking care not to barrel roll.
  • Once three Amalgamation adds are up have the raid stack up in the fiery hole left by one of the Corruptions and initiate a barrel roll.
  • After the barrel roll kill the marked tentacle and begin DPS on the Amalgamation.
  • You can safely start to stack the residue of killed Corrupted Bloods on the Amalgamation.
  • Once you have the amalgamation to 25-30% bring his Absorbed Blood stacks to 9 then kill him quickly after taking care that he is positioned by Deathwing’s armor plate.
  • Once nuclear blast starts run at least 10 yards away from the Amalgamation.
  • Use 3-5 minute DPS CDs and kill the tendon.
  • Repeat 2 times using Heroism on the second tendon and 3-5 minute cooldowns on the third.
  • Feel free to clear up excess bloods between plates to keep damage down on the tank and raid.

Tips:

  • If the tendon is not killed it will not regenerate its health, but there are two tendons per plate.  One tendon is on the left and one on the right.  If you started killing the tendon on the left, make sure on the second pass you position the Amalgamation add to the left side of the plate in order to get the left tendon again.

Fuck I only have 1 minute before pull and I do not know anything like a scrub, save me Furtim:

  • Tanks: Pick up Amalgamation adds.  The amalgamation that will be focused on, run it over the residue left behind from dead Corrupted Bloods.  Once the add reaches 25-30% make sure to stack it up to 9 then move it by the armor plate.
  • DPS: Kill 3 tentacles, barrel roll, DPS amalgamation to 30% then kill it once its stack reaches 9.  Use 3-5m CDs on 1st tendon, Heroism on the 2nd, 3-5m CDs on 3rd.
  • Ranged DPS: Attack corruption tentacles to stop their Fiery Grip, but switch off when they are interrupted.
  • Heals: Heal 200,000 hit points on raiders with the Searing Plasma debuff.  The amalgamation tank will take more damage as the amalgamation’s stacks of Absorbed Blood increase.

Video:

Warmaster Blackhorn – 10 man normal

Introduction: This is loot ship, clusterfuck edition!  No rocket packs here, but we will have plenty of adds to kill and swirly things to run in and out of.  This is a two-phase fight that will focus on adds and the ship’s health in phase one, and killing Blackhorn in phase two.

Difficulty: 2/5: This fight is all about making sure adds are under control.  Your raids ability to handle DPS on these adds along with moments of execution will make short work of this encounter.

Comp and Stats:

Warmaster Blackhorn: 21M
Goriona: 13M
Twilight Elite Dreadblades: 2.8M
Twilight Elite Slayers: 2.8M
Twilight Assault Drakes: 890k
Twilight Sappers: 340k
Tanks: 2
Healers: 2-3
DPS: 5-6

Having a DK for death grip on sappers makes this fight much easier.

Setup and Positioning:

This is a dynamic fight in phase one and will require people to be very mobile depending on the situation.  Tanks should try and tank the two melee adds (Dreadblades and Slayers) together for cleave damage.

In phase two it helps if people are closer to melee range on Blackhorn as it makes dodging his Shockwave frontal cone much easier.  Tanks should also make sure they do not box in the raid when dealing with Goriona’s Twilight Flame void zone circles on the ground.

Phase One:

Phase one requires you to kill three waves of adds and will start once you talk to Captain Swayze.  Pre-pots should be saved as combat will begin a short while after someone talks to Swayze.  You must also make sure to pay attention to the various ship damaging abilities, as if the ship’s health reaches zero it is an immediate wipe.

Twilight Onslaught will occasionally be placed on the ground by Goriona.  This will produce a very large purple swirling void zone on the ground.  All raid members should stack in this void zone when it is cast to split the damage and save the ship.

Twilight Elite Dreadblades and Twilight Elite Slayers are the melee adds and will need to be tanked.  Tanks will need to alternate the add they tank wave to wave to reset stacks of Degeneration and Brutal Strike.  For example, if in the first melee wave a tank takes a Dreadblade add, once the second wave starts he must take a Slayer, etc.  These adds should be tanked close together to take advantage of a raid’s cleaves and face away from the raid to avoid the frontal cone attacks.  These adds will also occasionally target a random raider and begin to charge a Blade Rush.  Blade Rush will place a line of small circles on the ground and any player caught in that line when they charge will take a large chunk of damage.

Twilight Assault Drakes are the ranged adds and will need to be killed by ranged members of the group.  These drakes will cast a lesser version of Twilight Onslaught called Twilight Barrage indicated by a small, purple void zone on the ground.  Ideally you should have your healers (2-3) soak this, or if they are unable, ranged DPS.  As long as Twilight Barrage damages a player(s), the ship will not take damage.  My advice is to try to soak at least 1 in every 2-3 of these cast.  Ranged should kill these as soon as the drakes are pulled down by the cannons on the ship.

Twilight Sappers will get dropped off on the ship and make their way to the ship’s hull.  If they get through the ship will take massive damage.  Therefore all DPS should focus on the sapper until it is dead.  The sapper will land, then perform a smoke bomb making it invisible for a couple seconds until it reappears.  The add should then be slowed, stunned, death gripped, and focused until dead.  I found that typically these sappers coincided with a Twilight Onslaught, so gripping the add in by everyone made it very simple.

Phase Two

Phase two starts once three waves of adds have successfully been defeated.  Warmaster Blackhorn will now dismount and fight your raid directly.

Goriona will continue to fly around and will place Twilight Flames on a random raid member every so often.  Therefore it is important to spread out while still remaining close enough to Blackhorn to escape his Shockwave.  Twilight Flames will harm a player every second they are in it and they should move out immediately.  Range can focus Goriona down to 25% and she will leave the encounter, but I have found it easier to just focus Blackhorn and deal with the occasional void zones by moving Blackhorn as needed.

As soon as Blackhorn lands a designated tank should pick him up.  Blackhorn will use the following abilities until killed:

  • Vengeance will increase Blackhorn’s damage by 1% for every 1% health he is missing.  Healers should be ready for big tank heals towards the end of the fight.  This is also a good time for CDs.
  • Devastate will apply a stacking 25% armor debuff on the tank and deal moderate damage.  Tanks should swap upon reaching 2 stacks of Devastate.
  • Disrupting Roar will hit all raid members while interrupting and silencing all raid members within 10 yards of Blackhorn.  Casters should be outside that range but not very far outside of it.  Tanks should be aware of this timing when moving him to not accidentally silence ranged.  He will cast this around every 20 seconds.
  • Shockwave will be cast every 25 seconds and will target a random raider with a large frontal cone attack.  Blackhorn will place warning dust clouds on the ground for a few seconds followed by using the ability.  If you are caught in it, it will deal massive damage, likely killing you.  Simply move out before he uses it and all will be well.

Tips:

  • Heroism/Lust should be used in execute range during phase two.
  • Work out a CD rotation for phase two to deal with Blackhorn’s vengeance.
  • Ignore DPSing Goriona.
  • There are many abilities in this fight that deal shadow damage.

Fuck I only have 1 minute before pull and I do not know anything like a scrub, save me Furtim:

  • Tanks: Alternate between melee adds in phase one, and swap tanks at two stacks of Devastate in phase two.
  • Ranged DPS: Kill twilight assault drakes in phase one when they are pulled down by the ship.  Kill Blackhorn in phase two.
  • Melee DPS: Kill the slayers and dreadblades in phase one, Blackhorn in phase two.
  • Healers: In phase one try to take every 2nd or 3rd smaller Twilight Barrages.  Phase two work out a CD rotation when the boss gets low on HP to deal with his Vengeance.
  • Everyone: Kill and slow/stun sappers, stack up in the big Twilight Onslaught void zones in phase one.  Move out of Shockwave in phase two and casters be at least 10 yards from Blackhorn or you will be silenced.

Video:

Ultraxion – 10 man normal

Introduction: Ultraxion may sound like Richard Nixon on Futurama and complain about not having enough Nutter Butters, but he will make short work of your raid unless you click the magic button!

Difficulty: 2.3/5; This is your basic Patchwerk fight and will be your first real gear-check fight in Dragon Soul.  Ultraxion does have a few abilities thrown into the mix that require your attention or will instantly kill you.  There are also some stellar buffs from Thrall and co. that will be dispensed throughout the fight.

Comp and Stats:

Boss: 57M
Tanks: 2
Healers: 2-3
DPS: 5-6
Enrage: 6 minutes

Setup and Positioning: Ultraxion is a stationary fight and is best dealt with stacked up slightly in front of the base of the stairs.  This is better than stacking close to him as he has a huge hit box.

Extra Action Button and You: This fight takes place in the Twilight Realm and once shifted you will gain a new ability called Heroic Will.  This will temporarily teleport you out of the Twilight Realm and stun you for up to 5 seconds.

Your interface will place a giant, obnoxious new button on your screen

I would recommend before hand opening your Key Bindings menu and assigning a keystroke to ExtraActionButton1 under the Action Bar Functions sub-menu.  Clicking is bad and some addons may keep this button from showing on your UI.

Special Buffs:

  • Thrall: At the start of the fight Thrall will cast Last Defender of Azeroth which will reduce all tank cooldowns by 50% and increase their durations by 100%.
  • Alexstraza (Red): The red buff will come about 90 seconds into the fight.  This buff, Gift of Life. when activated will increase healing by 100%.
  • Ysera (Green): Essence of Dreams will be placed about 2m and 30s into the fight.  This allows for a heal cast on a single member to be copied and distributed evenly amongst all players in a 50 yard range.
  • Kalecgos (Blue): Source of Magic will be placed about 3m and 30s into the fight.  The blue buff will reduce all spell costs by 75% and increase spell haste by 100%.
  • Nozdormu: 5 minutes into the fight Nozdormu will cast Timeloop on the raid.  This buff will heal a raid member to full health if they reach 0 HP.  Once healed the buff will dissipate of the healed player.  If they reach 0 HP again, they will die.
  • You cannot stack the red/green/blue buffs on a single player.
  • If a player dies with red/green/blue, they lose the buff.

Strategy:

Hour of Twilight is the first thing all raiders need to deal with.  Ultraxion will emote and will begin charging a giant electrical ball by his mouth.  At 2 seconds left on the cast I recommend using your Heroic Will button to escape damage.  If you are trying to push hard you can time it until right before, but be careful.  Hour of Twilight also requires one raider to stay in and take it or Ultraxion will wipe the raid.  In general the tanks should handle this by using a CD and being topped off to survive.

Fading Light will be cast throughout the fight on one tank and one DPS (never a healer).  This will place a debuff with a countdown on the players.  When the countdown reaches two seconds they should use Heroic Will to escape the twilight realm.  If the debuff reaches 0, they will instantly die.

Fading Light also has a tank swap component to it as once the players return from the normal realm back in Twilight they will not generate any threat for 10 seconds.  This means the best time to swap tanks is once Fading Light is placed on the tank.

Unstable Monstrosity is the constant shadow damage that will be cast throughout the fight.  This will hit for 300,000 shadow damage split among all players.  Ultraxion will start by casting this every 6 seconds, but will gradually become More Unstable throughout the fight and at the end will cast it every second.

There must always be someone in melee range of Ultraxion or he will blow up the raid.

Tips:

  • Heroism/Lust should be used right after a Hour of Twilight to maximize the time.
  • Consider using a disc priest with atonement healing if you need the DPS with 3 heals.  If you have this setup, you should have the atonement priest take the blue buff.

Fuck I only have 1 minute before pull and I do not know anything like a scrub, save me Furtim:

  • Tanks: Call out who is staying in and soaking Hour of Twilight.  Taunt off tank that gets afflicted with Fading Light as soon as possible. Get your CDs in order with Thrall’s Buff.
  • DPS: Use your button at 2 seconds left of Hour of Twilight.  If you are affected with Fading Light, watch its countdown and use your button at 2 seconds.  Be prepared to use it shortly after on occasion for Hour of Twilight.
  • Heals: Figure out which buff is assigned to which healer.  Top off the tank soaking Hour of Twilight.  Use your button on Hour of Twilight when the cast reaches 2 seconds remaining.

Video: