Once you reach the Colossal Forge, you can either turn right for Razorscale, left for Ignus, or go straight ahead for the Deconstructor.
Razorscale has no trash.
Here are the adds abilities that our guild encountered during our kill
Sentinel: Whirlwind (will kill in one shot)
Watcher: Chain lightning(can be interuptted)
Guardian: from what i can tell its a standard mob
I am wondering myself about this. My 10 man group was taking her down we can't tell what determines the enrage timer, for us it took place at 7 minutes, a completely random number. So we were thinking that it has to do with something else, other than time, although we are not sure. Any help on this matter would be greatly appreciated. Thanks wowhead users.
It seems to enrage in certain time that is close to it being brought down 3 times. We got it down to 50% as it was flying up from being stunned for the 3rd time. It enraged as soon as it got down to us. So I assume that you have to get it down during 3rd stun and you have to fire the last harpoon fairly quickly after it becomes available.
Fight has 2 phases.
Phase 1: boss is in the air, throwing down stuff at raid. There are adds coming that need to be taken care of. Friendly NPCs are repairing harpoons that can be used by players. Each harpoon brings boss a little closer to the ground, after 4 harpoons have been used boss is stunned for about 30 seconds on the ground and all damage dealers should dps it. Afterthat boss flies up and cycle repeats.
Boss will enrage around the time it gets stunned for the 3rd time.
Enrage timer was increased, so it should be now possible to get boss down with 3 stuns.
Most annoying adds are watchers. They cast chain lighting that jumps to up to 5 targets and does more damage each jump. Initial cast range is 100 yards, but jumps don't seem to go further than 10 yards. Chain lighting can be interrupted and adds can be stunned as well. They should be killed asap because each chain lighting can do above 10K damage and they cast them fast.
2nd most annoying are sentinels - their whirlwind does huge amounts of damage, melees have to be very careful with them and healers have to have tanks topped off (if unlucky combination of ww, fireball and chain lighting happens, tank can be hit for 30K in a second and that does happen).
As soon as boss gets stunned on the ground everyone should focus dps boss as much as they can. Bloodlust should be used as well. It's ideal to bring boss down to 75% or so after 1st landing with Lust, otherwise you may have issues making enrage timer.
It is highly advisable to get rid of all the watchers before using the last harpoon, otherwise there may some death occur due to chain lighting. However you can't take forever, because enrage timer is ticking and you may not be able to bring boss down the 3rd time.
It is possible for ranged dps to attack boss from ground after 2nd (or 3rd, I am not sure) harpoon has been used. I don't think it is worth it to use it for normal kill, but it can be useful for achievement or for raid with very good dps that can bring boss to about 70% in 1 stun with bloodlust.
Devouring flame will be the main source of your most wipes. You CAN NOT stay in it even for a second. You have to immediately run out and hope for heal. It is even better if you have your camera zoomed out pretty far so that you can see that purple fireball flying at you and run away even before it lands.
Raid should not be just grouped up in the middle because of chain ligtings and aoe. It's better to split raid in 3 groups, assign tanks to each point where mobs spawn and have some healers and dps go with them. Try to not have more than 2-3 people close to each other so that even if chain lighting hits them it will not do too much damage.
Once you get boss down to 50%, fight becomes easier. Just keep dpsing boss, make sure tank gets enough heals, don't die and you will get your loot.
If you guys havent seen it yet... then its Veranus... The mighty proto drake Broodmother you help Thorim to tame! What have we done?
My guild finally got this boss down after about two hours of wipes. Here’s what I learned:
You need four, no exception.
Seems most people out there get it done with three. There are four zones where drills periodically pop up and spawn adds, and tanks need to be close to pick up the mobs from each of them.
Our guild did it with 6 healers. At least while everyone is still in T7 gear, I wouldn’t recommend less than this. Probably no more either; with less DPS you increase the uptime of the dragon, which increases the time frame in which people are getting two shotted in 3 seconds. Since the raid is so spread out, our guild assigned one group to each drill with one healer on each group, and two healers in between two of them. As a resto druid, I spent most of my time on phase one spamming regrowth and nourish, which makes me think that pallies and shaman would be optimal for this fight.
an even split seems to do fine. Melee DPS tend to have more interrupts than range, which do well on the dark rune guardians. Ranged DPS is necessary on the sentinels, since their whirlwinds will one shot anyone but a tank.
has 12550k (that’s right, 12.5 million) HP on 25 man. She flies around for most of the first 50% of his health, bombarding the raid with fireballs and patches of blue fire. The blue fire will kill you in about 3 seconds if you stand in it; you have to move IMMEDIATELY after the small blue orbs hit you to avoid taking any damage at all. In short: STAY OUT OF THE BLUE STUFF. My raid couldn’t figure out what the red stuff did (looks kind of like death and decay) – it doesn’t appear to debuff or damage.
DARK RUNE SENTINELS:
Whirlwind for 9k on plate, up to 30k on cloth. These ABSOLUTELY need to be tanked away from the raid. In my experience (one nigh) they only spawn at the left two drills, so it’s advantageous to put ranged DPS on this side.
Ranged DPS is required to kill these mobs.
It is possible to bring these mobs to the blue fire and burn them in it. I can see this helping with DPS, but it seems risky.
DARK RUNE WATCHERS:
Cast chain lightning for ~10k, apparently unlimited range. T
hese mobs are stunnable and interruptable and should be whenever possible
. The primary cause of death on this fight is a fireball ->chain lightning hit, each of which hit for about 10k and will two shot most DPS and healers. These mobs may also be burned in the blue fire, though it's more difficult since they periodically stop to cast chain lightning.
DARK RUNE GUARDIANS
: don't seem to have any special abilities, though they do hit for a decent amount if they are allowed to run rampant on the raid.
THE HARPOON GUNS:
If you do your job and protect your dwarven allies, they will repair the four harpoon guns over time (about 2 minutes), which will allow you to pull razorscale down for 30 seconds (I know this because it matches a bloodlust exactly), which stuns her and allows you to damage her. Once the third turret is repaired, it’s a good idea to send a DPS back to fire them, and then fire the fourth once it finishes building.
During this time all DPS needs to switch to razorscale
– you can take down the adds later. The objective in phase one is to get to phase two.
Razorscale’s on the ground, and the adds stop coming. This is a tank and spank dragon fight (don’t stand in front or back, but kinda by his elbow, blah blah) which is DPS dependant, as his pyrobuffet keeps stacking on the tank, meaning that eventually he will one shot the tank if left up too long.
This is by no means a comprehensive guide. I appreciate corrections and modifications. Good luck in Ulduar!
got a quick shave achievement in 10 man, burned cooldowns the first time he landed and then drank speed potions the second time he landed.
The rune sentinels we all burned straight away before he started his whirlwind, and pulled other groups of dark dudes one by one and burning them while letting the npc's hold the other ones. Mage would blink back and fourth to click the harpoons. Phase 2 was easy, tank and spank, melee just had to watch out for the fire she would lay.
The hardest part was not dying from the fire on the ground and not letting adds get out of hand, get through that and it's win.
What should the raid comp be for ten mans, how close together do Sentinels spawn?
A ten man write up would be amazing, thanks.
My 10 man group that did it last night was composed of:
2 tanks: Paladin and druid
2 healers: Disc priest and druid
2 melee: Blood DK and arms warrior
4 ranged: 2 Arcane, 1 warlock, 1 boomkin.
No heroism/bloodlust :(
We had 2 groups - one for the left side and one for the right side each composed of 1 tank, 1 healer, and 3 dps, had no problem clearing adds during air phase.
When Razorscale was chained to the ground and stunned, our groups stayed at our sides
-tanks continued to tank remaining adds
-dps burned Razorscale
Afterwards, DPS finished off adds and it's just air phase again.
When Razorscale lands permanently, we had our MT backpedaling, kiting him (her?) in a gigantic circle while DPS unloaded and healers spammed. Everyone had to keep an eye out for the blue fire and get out of it asap.
Update for dwarfs on heroic dificulty:
DARK RUNE GUARDIAN - 277200 HP
DARK RUNE WATCHER - 221800 HP
DARK RUNE SENTINEL - 390600 HP
Razorscale gains the
buff at the 8 minute mark. We killed her after a few attempts last night, and on two of those attempts we hit the berserk.
From the combat log times (which doesn't show the very start of the fight but is close enough):
Razorscale engaged at 0:12'46
Razorscale gained the Berserk buff at 0:20'42
Razorscale engaged at 1:05'19
Razorscale gained the Berserk buff at 1:13'16
as noted below Blizzard have now hotfixed this to a 10 minute enrage.
um everyone razorscale is a SHE because i don't seeing any dudes being moms and she was a broodMOTHER...
Enrage timer has been increased to 10 minutes according to Blizzard hotfix.
I dont understand why you gusy downrated Bubbathefrog, It has'nt been posted yet.. Its sort of Common knowledge but its true none the less.
Razorscale is a SHE.
Anyways... Just remember She/Her instead of Him/He :)
After several attempts last night and conferring with my guildies I realized that one of the most difficulty things for -our- group was the fire.
Everyone above has told you how incredibly bad the blue fire is, so I'm not going to necessarily echo this, but what I do want to do is inform some of you who haven't even set foot into the encounter as yet.
There are going to be several things "dropping from the sky", and in your first attempt you may be so paranoid about blue fire that you find yourself running all over the place, which will ultimately make the fight a lot more complicated than it actually is.
: graphically appears as a small blue orb that hits the ground. It looks very similar to Sapphiron's
, just a smaller sized orb, and it doesn't move nearly as slow.
: graphically appears similar to a mage's frostfire spell.
It's incredibly important to know the difference between these two spells because you can actually dodge one (Devouring Flame), whereas Fireball is an attack directed towards a specific member of the raid. There's absolutely no point for your healers to be "running away" from fireballs because they're going to hit regardless of where you move. To reduce the amount of chaos concentrate solely on avoiding the Devouring flame.
Also incredibly important to note for those who may be playing on a sub-par system. If you do not have spell detail turned up then you will want to stand an extra 6 yards (approx) away from the devouring flame. The core spell has a high particle density and can be easily spotted, however many of my raid members reported taking damage from simply being in proximity to the spell. Having raided with them many times before I knew that these were our members who all had spell detail turned down a little low.
Anyways like I said, that should be some strong insight for people who are just stepping into this encounter for the first time. Avoid the blue, but don't bother running from the fireballs. It'll give your raid members a little less stress on them during the first phase of the fight, which (with everything happening) is helpful. I raid with some pretty seasoned vets and almost everyone agreed that there's a lot happening in this fight which can easily overwhelm people. Think of this as the stupid check to Ulduar. If you're actually able to keep tabs on the ads, the blue fire, and the harpoons, you'll do fine.
Enrage was hotfixed to 10 minutes, effectively doubling the amount of p1 ground phases you get. We were wiping on him on patch night due to the enrage, but after the hotfix he dropped within a couple pulls.
It should be noted that her Flame Breathe also damages the adds if it hits them, as indicated by the "Iron Dwarf, Medium Rare" achievement. When you harpoon Razorscale to the ground, your tanks can move the adds in front of her flame breathe so that they take damage. Timing is important though, and you need to make sure to keep your tanks up.
- Since Razorscale doesnt actually speak.
I've personally tested. There is no invisible wall around the outside of the fighting platform.
Chain fireballs..is this a bug or what?
I'm gonna try to explain this fight very shortly and simply. (10 man)
Group- You may do it differently, but we had 2 tanks and 3 healers. We found that pally healers may be a little less useful than other classes due to their single target heals.
Set up groups, group 1 one side, group 2 other side. Adds come from mole machines. Tanks pick em up, DPS down the watcher first (the smaller one) then the other. If a sentinel is up, kill him first. When Turret is ready, click it and bring down razorscale, DPS him. Repeat til at 50%. MOVE FROM FIRE OR YOU WILL DIE! Heals will also need to keep up with the 9k fireballs coming from Razorscale during the add phase.
You may have bad luck- Sometimes 3/4 fireballs will blast the same person within a few seconds, no one is going to survive that. This may be a bug, but nothing has been done to prevent this.
Razorscale permanently grounded. Tanks will get a molten armor debuff that slows them. At 5 stacks they get a 10 second stun. Its easiest to have tanks trade off at 2 or 3 stacks. Usually a very quick phase.
Enjoy your loot.
My guild found that in phase 2 (after she hits 50%), constantly kiting her in a big circle without stopping was the most effective way to kill her without tanks worrying about the flame.
Melee dps should stand and attack on her side (so that you are on the inside of the big circle) to avoid running through the flames also. and ranged just stand in the middle as the boss circles around them.
We had our tank taunting at 3 stacks.
This was in heroic Ulduar.
It seemed to me that Razorscale started spamming firballs on me when I stayed around the harpoons during phase 1. Thus making it impossible to heal through. Staying near the raid and only firing the harpoons when 3 were ready appeared to avoid that problem. Don't know if this is intended or just unlucky. Haven't found any references to it either.
To get her down in time, you need 3,4k avarage DPS for 3 landings, and 5,2k avarage DPS for the 2 landing achievement.
We found the best way to deal with the adds was as has been suggested, in 10 man Normal mode, to split into two groups left and right. 1 tank, 1 healer and 2 ranged dps (preference as you can avoid chain damage being spaced at least 10 yards and avoid the nasty Sentinel whirlwind attack), with the spare dps between the two to help as required and responsible to run back and fire the harpoons in good time when available. Third healer central to help both groups and cover harpoon player.
As soon as the adds arrive in the drills. Tanks pick up adds, dot as you can then
tanks bring the two groups together for AOE
. Do this fast and efficiently and they will be cleared before more arrive. Normally two drills come, one from the left and one from the right. Sometimes further back centrally. But,
note that when the Sentinels come there is an extra drill more centrally to the rear of the circle
. They always seem to spawn here so get someone to call if it pops so tank can pick up their group and this one. Bring all to rear central area and AOE. Repeat.
As soon as Razerclaw comes down,
switch dps immediately
, with tanks holding adds with healer each (there is little group damage in this phase except chain damage from adds). Use cd's and Bloodlust/Heroism at start and do as much damage as you can in these phases.
After the stunned ground phase she flies up and
knocks all back with Wing Buffet
so be ready to run back in and continue AOE of adds once tanks have good threat. Be prepared for tanks to pick up more adds and stop AOE until they have threat on all again.
Part of this fight is pure luck
. Lucky is when only two groups of 1 x Watcher and 1 x Guardian come on each spawn as they die fast and easy. Unlucky is when you get the additional Sentinel spawn in the centre with add/s also.
this happens 2-3-4 times in a row. It seems totally random and makes a big difference, especially when they spawn right before a ground phase.
Remember to move immediately from the flames has has been mentioned. It is crucial. What really helps is to zoom right out to see all around you .
Use the macro often used in the Sarth fight
/console CameraDistanceMaxFactor 4
The radius of the Devouring Flame has been reduced in a hot fix which helps but keep good distance from it and call this in raid.
Several changes to the Razorscale encounter have been made including the range and damage of the Dark Rune Watcher's Chain Lightning being reduced, and the radius of Razorscale's Devouring Flame being slightly reduced.
Once you enter Phase 2, Ground Phase ensure you pull any adds to boss for tanking and aoe these down (her damage will also harm them which helps), then focus on the boss. Any Watchers left can add to the damage the tanks take.
The tanks take Devouring Flame damage all the time on top of the Fuse Armor (switch tanks after two debuffs) and Flame Buffet, and why you need to get them tanks to move around the central area to avoid this as much as possible.
You can use the drawn circle line on the ground to do this, moving clockwise slowly and retain range for the caster group in the centre
. Do make sure only the tanks get in front of her. This phase should go easily provided you finish off all adds, groups stays behind etc.
We found she does cast 'Fireball' to ranged casters sometimes. I believe this is when they are close to her frontal zone but can't confirm this, just that it did happen to us.
Summary; Split groups. Pull groups for AOE. Avoid flames. Space but retain range to healers. Repeat. Tank clockwise around edge of centre line.
25 man would benefit from third tank to pick up the additional adds. Also, It is better to split the raid into say three groups each with tank and healer and some dps, otherwise it gets messy trying to AOE in one group and avoid flames etc.
Number of changes/ nerfs made to this boss recently include (from CM posts)
The Dark Rune Sentinels in the 10 player Razorscale encounter have had hit points and damage reduced.
The enrage time for the Razorscale encounter has been increased to 10 minutes. (believe this is 5 minutes now each Phase)
The Dark Rune Watchers will no longer cast chain lightning while moving.
Several changes to the Razorscale encounter have been made including the range and damage of the Dark Rune Watcher’s Chain Lightning being reduced, and the radius of Razorscale’s Devouring Flame being slightly reduced.
The time between Mole Machines spawning in the Razorscale encounter has been slightly increased.
The Razorscale encounter has received the following changes: the mole machines should now spawn closer together, Razorscale’s Fireball damage has been decreased in normal mode only, and Dark Rune Sentinel health has been reduced.
Blizzard Forum - Recent In-Game Fixes
We found today that if
At least one player is inside the circle
The rest of the raid is outside the circle
Then devouring flame will only target the player inside the circle. This behaviour was consistent over multiple tries
However, in one try after that player died the devouring flames were targeting purely random across the whole raid and space
Has someone else seen this behaviour?
(Edit: Applies to patch 3.1.1)
Disc priests helps alot on this boss to reduce raid-dmage in phase1. On heroic we split the raid in a north and a south group. We had a Disc priest in both to instantly put shields on people who got hit by Fireball since 2 hits on the same player within a few seconds could become a problem.
= pure win
My raid in Ulduar10man was wiping somewhat at this boss due to deaths in phase2 when we used the tactic that made us split the raid into 2 groups, one group at each side. After some wipes we decided to use a different tactic, after we started the event the whole raid waited behind the turrets, and we let the tanks pull adds to us from time to time, when the 2nd turret became usable we just ran forth and and used the turrets, this tactic made phase 1 considerable easier and resulted in no deaths for us.
Anyone else noticing at times, when the adds spawn in 10-man, sometimes instead of two Mole Machines filled with one Watcher and one Guardian, sometimes there's a THIRD filled with one of each, not a Sentinel. I know that sometimes theres the two normal Mole Machines, plus a third with Sentinel, but a third with another pair of Watcher and Guardian.
Actually as I type this, I was quadruple spawned with three Moles with Watch+Guard, and one Sentinel.
Why? Is this some unknown Hard Mode or is it a bug or is it... Random, and just needs to be out-geared with 25-man Uld stuff so you CAN 10-man it?
WTB Reins of Razorscale
Rogues can use Killing Spree during the Wing Buffet cast time to avoid being thrown away, just like it works to avoid Malygo's Vortex. Tried it last night, and it seemed to work. Just my two cents.
Major changes to several bosses in 3.1.2, here are the Razorscale changes.
Devouring Flame now inflicts 7863 to 9137 Fire damage. (Down from 8788 to 10212 damage)
Don't try running out of the instance to get away from dying to Razorscale in a wipe, else you get to explain to your guild why they have to wait over 30 minutes (still waiting) to get back to him while hes humping every npc in the instance.
No enrage to speak of after watching it for 15 minutes.
I just want to ammend your comment about the circle.
Razorscale targets the person
to her as the target for her Devouring Flame (blue fire).
air phase, Razorscale is hovered directly over the centre of the circle. Simply place your flame-dancer in the circle, and keep everyone else out, and she will always cast devouring flame at that same person.
air phase, Razorscale has
. She will now be in the NE corner of her room. Have your flame-dancer go stand over there, and keep everyone away like before.
note that the circle is purely in relevence to the first air phase (initial pull), and does not apply as you get longer into the encounter.
just to note, feign death does not work on this boss
Shaman totems are valid targets of
. Having 4+ of these stacked in the middle of the circle can help a lot as the totems will not take damage. Just make sure the raid doesn't get too close to the totems or they will be forever dodging fire.
Very easy boss.
We gather up all the adds with an AOE tank. One tank assigned to Sentinel's, ranged kill the Sentinels. Pull Razorfail, I mean Razorscale down, pewpew nuke. When she hits the ground, it's over, it's just a nice smooth "burn that thing" phase.
Then again, Thorim
said she was too old to still give birth
. They might've, er, "used" Veranus to create this new breed, but not in the known way of breeding.
Ok, Blizzard now confirmed themselves that this is in fact Veranus:
Previously known as Veranus, this creature was captured by Loken and twisted into a vicious weapon. Under Loken's orders, Ignis the Furnace Master fused iron plates onto Razorscale's scales to enhance her deadly strikes.
Hmm, a (proto-)dragon with metal plating, and again the Old Gods are involved...
Edit: Confirmed by Blizzard's new Bosstiary. Source:
Mouse over Razorscale's Area
"Previously known as Veranus, this creature was captured by Loken and twisted into a vicious weapon. Under Loken's orders, Ignis the Furnace Master fused iron plates onto Razorscale's scales to enhance her deadly strikes."
tactic - by Bloodstream
Ulduar 10 man
The raid was composed by:
: 2 tanks is the standard amount of tanks you will need in 10man.
: 3 healers is more than enough in 10 man.
: 5 dps'es were actually good, but we didn't get her down for the Quick Shave achievement. Unfortunately, we only taken her to 56%.
The boss has 2 phases.
: The dwarves will start to repair the harpoons, and you will need to protect them from the Iron Dwarves that will come from Iron Mole Machines.
Here is how you should position:
O-T * l____
----- R* ____
O-T * l
O = Iron Mole Machine
T = Tank
R = Rangeds
* = Harpoons
l____ = Stairs
The Machines (and with them, the dwarves that spawn) have almost always the same position.
It's just pure nuke in that phase. The tank will need to fastly pick up the adds, and the dps to nuke them. Someone will need to get ready to use the harpoons. They can be used anytime and do not lose their grip from Razorscale.
Meantime, Razorscale will spit Fireballs on random group members, but also will cast Devouring Flame, which leaves Fire on the ground, dealing damage over time. Useless to say to move from it.
After all four harpoons have been repaired and used on Razorscale, she will be harmed to the ground for 30 seconds. During that time it's
that all dps focus on her. After 30 seconds she will break free, and you will need to start all over, missing "A quick shave" too.
Dark Rune Watcher
: They cast Lightning Bolt and Chain Lightning, spreading is useful but healers shouldn't find any problems with that.
Dark Rune Sentinel
: They cast Whirlwind, which hits for about 9k on plate.
Dark Rune Guardian
: This does nothing, but a stormstrike some now and then.
When damaged to 50% health, Razorscale will ground permanently for the rest of the fight. This is a pretty easy fight, because it's pretty simple to understand.
Razorscale will Flame Breath in a frontal cone. She needs to be faced away from the raid.
The difficult part is the Flame Buffet debuff applied to the tank. It will increase Fire Damage taken by 1500.
The options for this phase are two:
1) The tank, after a certain amount of Flame Buffets, will need to switch with the other tank. This is to prevent the death of the tank itself, however with the second option this can be avoided.
2) The tank will be always the same tank. This option should be used when the dps'ers are good enough to take her down before the tank gets one shotted by Flame Breath.
Wing Buffet is another ability of Razorscale, she will knockback everyone for a large range, making the tank out of healing range sometimes and making casters lose their casting time. However, this should not cause any big trouble to the raid.
That's all from me, enjoy your permanence at Ulduar :)
It would be cool to have this girl to mount!
Our guild recently took her down (25 man) and we found that if the ranged stand two squares outside the circle on ground phase, the knockback won't affect you.
If you time grounding her poorly, it is possible to get 2 wing buffets back to back and get knocked up in the air WHILE being up in the air from the first one. As a rogue I still didn't take any significant fall damage, but it was enough to kill our tank as soon as he resumed combat. lol @ raid leader: "Oh god, I'm so high.", someone else: "Grats, try to focus!"
the way to no whieps on this boss is all that can heal like pallys prests and druids make the as well than the ones that are allsow.
then the rest attack the boss:D
If anyone's wondering about the spell which doesn't show up on the guide up top, it's this one, at least for 10 man.
forget stratagy, forget lore, forget all this complicated BS and just kill a giant metal dragon guys GEEZ!
This boss is almost soloable by a blood DK right now. Four things to note:
- The enrage is 15 minutes. You will probably have to have her grounded (down to 50%) within 10. This is not really possible in tank gear.
- Just after you click the first of the two turrets, she will cast one fireball then not cast anything at you for 7-8 seconds. You can fully bandage yourself every single time unless an add hits you.
- If you're an engineer (you should be), use the parachute cloak. The cloak will be available for every single knockback in phase 1 so you take no damage.
- When you get 5 stacks of the Fuse Armor debuff, you become immobilized. This is a threat wipe. As a result, the boss will begin attacking anything else which is present. This includes the friendly dwarf NPCs, bloodworms, cardboard assassin, risen ghoul or army of the dead ghoul. You will be able to ride out almost the entire duration of the immobilize debuff without taking any significant damage if you use these abilities beforehand.
- Unfortunately, the Melt Armor debuff which "reduces attack speed" also reduces DK rune regenration to 0 in the process, a known bug. This makes it virtually impossible to do enough DPS to beat the enrage at this time.
I was able to solo it to enrage in tank gear and wiped at 31%.
Okay, it is just
soloable, but requires some RNG and a few odd glyph/spec choices.
Spec crimson scourge, every survivability talent, epidemic, don't spec lichborne as it's useless.
use Glyph of Raise Dead and Glyph of Dark Succor.
Phase 1 (dwarves) is straightforward, kill dwarves, bring her down with the turrets. I did this in unholy presence and let 2-3 dwarves hit me while she was down to stack vengeance and proc rune strikes. Crimson scourge fills empty GCDs and generates free RP. You need to get her to 50% in 4 air phases.
Phase 2 is a nightmare. All dwarves must be dead. You drag her over to the three Defender NPCs and tank her there. When you reach 3 stacks of Fuse Armor, pop a risen ghoul and reapply diseases, death striking to proc as high a blood shield as possible to survive through the fourth stack. When you reach 5 stacks you will be stunned for 20 seconds, this is an aggro wipe, and your ghoul will tank the boss, hence needing the glyph so the ghoul lasts long enough for her not to turn around and hit you in the face before the stun wears off.
For the second stun, Army of the Dead tanks.
For the third stun, have the boss as close to one of the dwarf NPCs as possible and be at max melee range. When you get stunned, Razorscale will
turn and start hitting the NPC as it will have proximity aggro. When melee attacked, the NPC will fight back and should generate enough threat to tank the boss for that stun.
For the fourth stun, Raise Dead should be off cooldown and a ghoul can tank her again.
I had a fifth stun at 1.5% and a dwarf NPC tanked it.
There is some RNG involved, you may get devouring flame during a stun. This doesn't actually do much damage (4K/tick or so) but if you're low going into the stun it will kill you, so try to be at max health. I found out the hard way wiping to this at 11% one attempt. I learned that being in blood presence during a stun, or using Dancing Rune Weapon and having it out during a stun, caused the boss to often ignore the NPCs and continue hitting you, even if a ghoul or army was out.
You cannot PVP trinket the stun, otherwise this encounter would be trivial.
Kill took me 14:20, 40 seconds short of enrage. I can't recommend trying to solo this boss for anything other than being able to say you could do it.
shadow priest solo
Soloed this one with my blood dk at 386 item level in full dps gear, the strategy was: killed adds, used turrets, nuked boss using cds, rinse and repeat till boss came down and tried to bring it as close as possible to 50%, waited till next air phase, then brought it under 50%, so that it was grounded permanently.
Used army at the first time I was stunned for 15 seconds and ghoul the second time, after that it was low enough to kill, didn't apply diseases when I had army or ghoul tanking.
Also 3-manned the 25-man version (blood dk in 399 dps gear, holy paladin and arcane mage both in 390), the first difference is that A LOT of adds spawn, it will be really hard to keep aggro on all, but with decent dps (around 50k total) you will not get overwhelmed and also they spawn only every so often. Absolutely time-warp and every single dps cd like dancing run weapon and empower rune weapon when the boss comes down, as blood dk having 3-4 adds up will help a lot at this point, vengeance almost doubles the dps. Phase 1 (bringing the boss to the ground permanently) is doable in 2-3 landing with our setup, after that it's time to kill any add left quickly, cause they won't spawn any more.
Razorscale ofc hits harder on 25, and while having the fuse armor debuff in phase 2 I got 44k hits, so since we could do it, I just took 3 stacks, then the paladin taunted, and as soon as my stacks expired, I taunted again, enrage is not an issue at all, 8-10 min kills with 15 mins enrage.
An easy way to get
Iron Dwarf Medium Rare (10 or 25)
at 90 is to just let her enrage. Her normal fire that used to hit 8k or so now hits 100k+ making this incredibly easy.
A healer may be needed as 100k is still a lot even at 90.
Duo'd with a Guardian and a HPriest.
25M Normal Solo as a Ret Pally (487 iLvl). Sacred shield is wonderful for this, as the only real challenge is the melt armor debuff when razor is grounded. You can occasionally luck out and drop threat with bubble to get her to attempt to melt an npc and have the stacks go off, but don't count on it. Neither trinket nor DS will get you out of the 4 melt armor stun (~20s stun), so prepare for it. Grab as many mobs as you can to offtank, and you can always use a terracotta fragment or quillen statue to summon a guardian to use for your offtank. Enrage was not an issue, the melt armor is really the only huge hurdle.
Soloed as a 496 ilvl Blood DK on 25-man. I think I got a little lucky, because got the molten armor debuff twice and almost died in each one. However, I think you can hasten the kill if you keep some adds to grant you Vengeance enrage, for my DPS was pretty low.
RIP Veranus. A good proto-drake and true companion, who suffered a fate noone should ever suffer.
The terrible things done to you will be avenged! edit: Downvotes? Why? What could I have possibly done to deserve them?
So if you kill this boss too fast youll keep getting adds that spawn the entire time you finish doing ulduar. They just popped in on me at random points in the instance and would put me in combat sometimes until I cast invis. So on the way out I decided to go back and look and there stood an army of about 100 something iron dwarves in razorscales arena. I couldn't resist the urge to aoe them all.
Trying to do the achievement as a 100 ret pally. Steps: Don't kill any guardians. Wait until enrage. Hit harpoons. Hit adds with seal of righteousness AFTER she has landed. Flame breath kills them all.
1 counted for the achievement
It is possible to damage her in the air as a Shaman with
, I managed to get her to the "permanently grounded" phase and then kill her without her touching the turrets at 100.
If you are having issues with Iron Dwarf, Medium Rare (10 or 25) I made a simple guide for it.
Simple WoW Guide - Iron Dwarf, Medium Rare Solo lvl 100
Is there an Enrage time on razorscale she has killed all my engineers?
If you want to save time while farming Ulduar, start the Razorscale encounter and then run across and fight Ignis while the turrets are being prepared. I just did it on 25m and the engineers can survive long enough to get all 4 turrets up.
When soloing this boss you should take care not to kill it too fast. If you one-shot it or otherwise kill it before "phase 2" when it lands permanently, the Dark Rune dwarves and sentinels will not stop spawning and you will be in combat for the rest of the instance. Occasionally a Dark Rune Sentinel will teleport to you and start swinging.
Being locked in combat will prevent you from opening some of the loot caches from the other bosses.
if your protection paladin has
Soul of the Highlord
legendary ring equipped, it'll have Razorscale permanently grounded well before the first turret even becomes available (both 10 and 25 difficulties). i didn't get locked in combat as some of the recent comments describe
I've been doing this boss multiple times on different toons and the glitch where the encounter continues after Razorscale is dead doesn't seem to have any particular trigger at all.
I've tried killing fast, slow, all sorts of different options and nothing appears to be a contributing factor.
I think if it's going to glitch, then it will. All I do is wait at the top of the stairs to see if any mole machines pop up. If they do, DBM starts its countdown to turrets again and the npc dialogue goes on. I quickly grab the teleporter to near the zone-in (before it puts me in combat) and I make my way out. I then wait outside until DBM stops showing anything and zone back in and pick up where I left off.
Usually the spawned mobs will be standing near where the mole machines come up and they don't move.
If you kill Razorscale too fast dwarfs keep popping up and you keep going into combat for the rest of the instance which keeps you from being able to loot the chests from other bosses.
But if you do this then just wait near the transporter pad until new dwarfs stop popping up (2 to 5 min) then go in clean them up and you won't have any problems for the rest of the instance.
If you are want to save time on clearing Ulduar, start this boss and then stay mounted and run across to Ignis. You can make it all the way to him while mounted and kill him while also being in combat with Razorscale.
The dwarf NPC'S can hold add long enough for all 4 turrets to be completed. You should only need 1 landing phase to kill Razorscale at this point.
Basically, you have to stand around and wait anyways so you may as well get another boss done at the same time.
I killed this boss today, and for some reason, she came down without me hitting a single turret gun. Fight was over in 55 seconds. Not sure exactly what happened as I was watching another screen when she came down but I here are the facts:
I was mounted the whole time,
I started the dialogue to start the fight
and then I stopped moving (I just looked away entirely),
and next thing I know, she's down at my level attacking me.
Can anyone confirm or shed some light as to how this happened?
Drops Ironbound Prot-Whelp, a rare dragonkin battle pet.
Prot paladins specced into
can make Razorwing land without any harpoons. Saves a lot of time.
这个 NPC 能在这些地区找到：
Burn 'em Down: A Pocket Guide to Ulduar
Lucid Nightmare Guide
Ulduar - The Complete Achiever's Guide
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