Category Archives: 4 – Hagara the Stormbinder

Hagara – 10 man normal

Introduction: Hagara is some furry boss that got left behind after a Malygos run because she could not figure out 1-1-1-2.  She will attempt to enact her revenge with a mechanic-laden fight, but will ultimately fall when she realizes people only die to slow moving ice in LFR.

Difficulty: 1/5; This boss is a complete pushover and as long as you can avoid the ice spikes and chain the lightning properly she will fall over quickly.

Comp and Stats:

Boss: 31M
Ice Tomb: 542k
Binding Crystal: 390k
Bound Lightning Elemental: 1.2M
Tanks: 1
Heals: 2-3
DPS: 6-7
Enrage: 8m

 

Setup/Positioning Diagram:

Normal phase: Tank in center, range should be in the outer parts, melee by boss.
Ice phase: All players get to the outer rim of the room and run clockwise to avoid Ice Waves.
Lightning Phase: Kill add by a crystal conductor then form a link from one conductor to the next to charge the other 3.  You should keep the link moving in the same direction.

 
Overview:

This is a three phase fight that will start in the Normal phase and then alternate between Ice or Lightning. After normal she will randomly choose between ice or lightning, then go back to normal, then the opposite of what she chose before.  For example if she chose normal->ice, her next set will be normal->lightning, then normal->ice, etc…

You can tell what phase you will enter before the pull by the visual effect on Hagara’s weapon.

The normal phase you want to position your ranged to make sure they soak the ice lance missiles from landing on the melee, and making sure Ice Tomb victims stack by the boss.

The Ice phase will require running in a clockwise direction in order to not get insta-gibbed by the ice spikes. There will also be blue circles on the ground that will shortly have falling ice hitting them, these should be avoided. DPS will need to destroy the 4 crystals that are around the room.

The Lightning phase will have your raid kill an add to overload a lightning conductor.  This lightning conductor will then need to be “chained” by other players in a line-ish formation to the other 3 conductors to overload them.

Detailed Info:

Normal Phase:

  • Tank: Hagara will cast Focused Assault, simply back away or strafe out of this, or you will take a lot of damage.
  • Heals: Shattered Ice will do a large amount of frost damage to a target.  Make sure to keep the Ice Lance soakers topped.
  • DPS: Break out the Ice Tombs, if you are targeted by this spell move in to the boss so DPS can cleave.
  • Ice Lance will deal proximity (3 yd) frost damage and will reduce attack speed by melee.  Ranged and heals need to move into the path of these to keep them from hitting melee.
Ice Phase:

 

  • Hagara will place Watery Entrenchment that will prevent people from staying in the center of the map.  This spell will deal 15% of a player’s health every second with a reduction in their movement speed by 50%.  Upon going into an Ice phase raiders need to immediately move to the outskirts of the room.
  • Ice Wave will spawn 4 waves of ice that will start on the boss and extend to the end of the platform.  Upon reaching the end of the platforms they will begin to rotate clockwise around the platform slightly slower than a player’s base run speed.  Simply try to stay between two waves and you will be fine, do not push too close to the one ahead of you as they have a deceptively large hit box.
  • Icicle will place light blue, circular glyphs on the ground that players need to avoid.  After about 4 seconds of the glyph being on the ground it will vanish and the icicles will land around 1 second later. This means you need to be cognizant of the section of the room you are in to avoid being hit.
  • Provided players do not screw up there should be no healing needed.  Pay attention when you are DPS’ing a crystal that you do not fall too behind on the movement for Ice Waves.
Lightning Phase:

 

  • The goal of the Lightning phase is to overload 4 Crystal Conductors that protect Hagara.  Once all four have been overloaded the Water Shield which makes her invulnerable dissipates.
  • Heals: The raid will take constant damage from Lightning Storm.  Every 2-3 seconds this will hit 3-4 players and tick for 15,000 nature damage.  Each hit they will also receive a stacking debuff that will increase nature damage by 5%/stack.
  • Tank/DPS: There will be a Bound Lightning Elemental add that will spawn and will need to be moved over to a lightning conductor before it dies.  This add is not particularly dangerous.
  • Before starting the fight it helps greatly to have chosen spots for folks when dealing with chaining the lightning to other conductors.
  • The chain does not need to be perfect, but it does have a max range of around 10 yards.  I found in 10-man four players was more than enough to chain, allowing for up to two groups to chain on both sides.
  • General tips: Aspect of the wild can help here.  Glyphed HST as well as Elemental Resistance Totems are great as well.  Ice Block, Divine Shield, and Cloak of Shadows will remove the stacks of Lightning Storm.

Tips:

  • After the end of an Ice or Lightning phase the boss will be stunned for 15 seconds and take 100% additional damage.  Heroism/Lust should be used here, along with other CDs.

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

  • Tank: Normal phase: Move out of focused assault, tank boss in center. Lightning Phase: Pick up and move add to a lightning conductor.
  • Melee DPS: Kill boss, use CDs after an ice phase or lightning phase, use cleave abilities for ice tombs.
  • Ranged DPS: Normal phase: stand in the path of an ice lance.  If you get an ice tomb targeted you, move in on boss.
  • Heals: Keep people topped in normal phase, ice phase should have no to minimal heals, lightning will have aoe heals.
  • Ice: Do not stand in shit, move clockwise, kill crystals.
  • Lightning: Position and kill add by a conductor.  Chain lightning from player to player in a line until all others are activated.
Video: