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Blackwing Lair Guide

Posted on 12/28/2008 at 10:55 PM

Razorgore the Untamed is the first boss fight you'll be encountering in Blackwing Lair. He is very similar to Drakkisath in UBRS, with his famous Conflagration ability. Once you entered the instance, you'll be presented with a room full of eggs, a few orcs at the left side platform, and Razorgore himself on the right side platform. The raid should pile up and buff up / get ready at the left side cubicles near the orcs, facing them.

Razorgore's Key Abilities
Conflagration - Fairly similar to Drakkisath's conflagration, inflicting 3000 damage over 10 seconds, and sending the target in a state of panic.
Fireball Volley - Razorgore on phase 2 will periodically do this ability, sending out fireballs to the raid members inflicting around 1200 damage per volley.

Group Setups
1: West Corner DPS Group - Tank, Druid, Priest, melee DPS
2: North Corner DPS Group - Tank, Druid, Priest, melee DPS
3: East Corner DPS Group - Tank, Druid, Priest, melee DPS
4: South Corner DPS Group - Tank, Druid, Priest, melee DPS
5: 4 Kiting Hunters and 1 Shaman/Paladin
6: North Gate Group - Ranged DPS and a healer
7: South Gate Group - Ranged DPS and a healer
8: 2 Controllers (MT and OT), 2 locks to protect the controllers and fear loose adds, and a shaman/paladin to help in phase 2 FR totem/aura.

Strategy
The main boss strategy for Razorgore will be killing / containing as much mages and legionnaires as the raid can, kiting the dragons by hunters, and sleeping some dragons by druids. This is a pretty aggro-sensitive fight, so healers should try to at least do very little healing as they can, probably do renews / rejuvenations only, and do spot heals only if the person is in danger and really needs the healing. The healers should have their Limited Invulnerability Potions ready so that in case they pull some aggro, they can drop it quick. This is also going to be druids' 'Fade', since druids don't have aggro-reducing skills. The north and south gate groups are going to be support DPS. They will support the DPS on the 2 corner groups near them, whichever corner has lacking DPS.

Before beginning to kill the orcs, raid leader should promote each corner druid and each kiting hunter. This way, these people can mark their own dragons, so everyone won't be confused if that dragon is being kited by someone, or is being slept. Assign a symbol for each corner druid, probably the first 4 raid symbols for each corner druid respectively. Each corner druid should pick up the very first dragon that comes out of their corner and sleep it immediately. Nature Swiftness + Hibernate helps to instantly sleep the target. Once it has been slept, the druid marks the dragon with his assigned symbol. The druid should keep the dragon slept at all times, and assisting heals on his corner group every once in a while by throwing Rejuvenation on damaged people. This way, the druid can lie low on the healing aggro, since druids have no aggro-reducing skills. For the kiting hunters, they should be distributed to the 4 corners where they can start kiting. The last 4 symbols can be given to them to mark their dragons accordingly, and they should pick up the 2nd dragon that comes out of the corner they are starting. These hunters should kite their dragons around the whole room. They should go up on each side ramps and jump down from the center to confuse the dragons' pathing AI. They should be ready with Living Action Potions so that in case they get dazed while kiting, they can get out of it and continue kiting. Scatter Shot also helps if the dragon manages to catch up.

Once the special assignments are done, let the killing begin.
 

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