Azjol-Nerub was merely a set back!
A brief overview of the fight:
Save your cooldowns for phase 3!
Ranged DPS must shoot down the frozen spheres in order to create patches of permafrost.
Anub'arak will spawn adds throughout the fight that must be tanked on permafrost ground (otherwise they will burrow and respawn with full hp).
Adds will put a debuff on whoever is tanking it that increases physical damage taken, so DPS needs to burn it down fast. In 25man you will get two adds at a time, and like the Auriaya encounter in Ulduar, the adds will get a buff that increases damage done when they're within 12 yards of each other. So split them up!
Anub'arak will also place a dot on random raid members, but it doesn't do any significant damage (21k damage over 18 seconds)
After a while, Anub'arak will burrow (and contrary to previous rumors, you can't prevent this from happening by tanking him on Permafrost) and start..
A random raid member will be marked with a hunters mark and Anub'arak will only chase him. He will change target occasionally, so keep an eye out for who has it. The raid should watch out for it and NEVER get between the rubble and the marked person, otherwise they'll get impaled
Impale can and will two-shot people!
Small scarab adds will pop from the ground and chase people around (I'm not sure if they will change target according to threat or if it's a static target) . Every time they hit someone they will stack a debuff on that target, which deals 1000 damage every 3 seconds. This can easily stack up fast and start hurting really bad. However, Rogues can cloak it and I wouldn't be surprised if bubble/iceblock works as well
After a while, Anub'arak will repop from the ground and resume Phase 1 until he hits 30%, at which point we goes into...
No more adds will spawn, so it's important that whatever adds remain alive are killed asap
Blow heroism/bloodlust and all cooldowns!
Throughout phase 3 the entire raid will be affected by Leeching Swarm, which drains 10% of every raid members
health per second.
This will be extremely healing intensive, but healers should not go all out aoe healing. Only heal enough to ensure that people won't die, don't top them off as it will only increase the damage taken
Don't look so smug! I know what you're thinking, but Azjol-Nerub was merely a set back.
Did you honestly believe I would trust my future to some lowbie 5-man dungeon?
Hahahaha... Oh no, no, no, that was merely an instrument, a stepping stone to a much larger plan!
It has all led to this...and this time, you will not interfere!
We did this on 10 man last night, our strategy was slightly different.
During Phase 2 we all stacked on the OT on top of permafrost. Anub burrows underground and tries to surface under the raid but can't because he gets dazed by the permafrost. As soon as he got to us and dazed himself (it's pretty obvious when this happens, ice spikes shoot up) we stayed stacked on the OT, moved to a different permafrost patch and AOE'd the scarab adds down.
The advantage to this is that the whole raid is together, this makes it a lot easier to AOE the adds without them chasing a random raid member in a different part of the room.
All those who complained about Anub'arak being reduced to a level 74 5-man dungeon boss, your prayers have been answered.
He may be easy on the 10 and 25-man normal difficulties, but if the first boss of the heroic versions of Trial of the Crusader is any indication (the DPS requirements are even higher than Algalon), he'll be an absolute nightmare on heroic difficulty.
Exactly as he should be :)
Hm, Leeching Swarm does 10% remaining HP damage to everyone in the raid, so if we dont heal until the very last minute at like 500-1000hp remaining, the damage done to the person would be trivial almost to none? except the minimal 250 damage which is almost nonexistant at this level.
On heroic mode the adds gain a new ability which needs to be interrupted:
Looks like someone got bigger and a new paint job.
Next week on Pimp my Raid Boss, Arthas pimps out Kel'Thuzzad.
EDIT: Spelling Errors
"The former king of Azjol-Nerub, Anub'arak was among the nerubians slaughtered in the War of the Spider.One of his most loyal commanders was Anub'Rekhan. Ner'zhul the Lich King raised the high lords of the Spider Kingdom as undead to do his bidding, Anub'arak among them.
Now as a malicious crypt lord, he is forced to use his powers to purge the snow swept landscape of any remaining resistance to the reign of the Lich King. Despite the pleas from his former subjects, he has been ordered to massacre many nerubians who tried to oppose the undead. "
25% more hp.
Burrowers cast shadow strike as mentioned above, needs to be interrupted. Tends to be targeted at the anub tank. Paladin offtank works well.
You only get 6 orbs total for the entire fight. This basically gives you a max of two underground phases (assuming using 2 permafrost per phase + 1 for adds during the burn phase), if you can't get him to 30% before he burrows a third time, it's probably a wipe.
Permafrost snare is now 80%, not 30%.
BoP works on players affected by the pursued debuff during underground phases. BoP the targeted person to avoid having to waste permafrost. Iceblock and warlock demonic circle are also useful tools for caster dps targeted by him.
Swarm scarabs have 50% more HP. Random scarabs will enrage more often, making them immune to CC and increasing their movement and attack speed. DKs casting chains of ice on them while ranged dps fire nukes works well. Melee dps should not dps them if they're snared as their initial aggro target is random, but when snared they will switch to you if you dps them and having more than a few stacks of their debuff is really nasty for healers.
Burrower adds will continue to spawn at their regular intervals while leeching swarm is active. They will need to be offtanked and ignored. Allowing them to burrow is actually beneficial during this phase to take pressure from the offtank so they can assist in DPSing anub down.
The berserk timer is 8 minutes, AFAIK, but it really doesn't matter as you will need to force him to 30% a lot sooner.
I think it is important to note the Spiked Mitten of Doom in the background of the Map
Anub'arak hits like hell. I got hit 13-21k (melee) on 10-man normal all the time, so what he hits at 25 heroic... That must be HARD
>8< spider power
I remember you... In the tunnels.
A couple of things to add based on our 25 man kill of him today:
During phase two we stacked dps in the center of the room and let the scarabs come to us. That way we didn't have melee or other dps running around like beheaded chickens and it was much easier to AOE them down. Before this we were hitting his enrage timer because we couldn't get the adds down quick enough.
We also had whoever was being pursued by the spikes head to the outer walls in order to keep any accidental spikes/impales away from the raid. This is only problematic if the MT is being pursed by spikes in which case people needed to stay on their toes to avoid getting clipped by spikes before he resurfaces and MT has a change to pick An00by back up.
Also, during phase three, we had any raid pallys use judgement of light almost exclusively. This helped with healing since anyone in range was usually getting anywhere from 350-1000+ health per tick; enough to keep people alive but not enough to top them off by any means.
Okay, so Anub'Arak is back! He has had a tough time, from what i've heard, he was Nerubian, slain by The Lich King, he then rose Anub'Arak as a scourge. He was put in charge of the now scourge Azjol-Nerub. After he was slain in Azjol-Nerub, he thought he was free, hence his death phraise, "I never thought i'd be free... of him" but then, it seems The Lich King has risen him, AGAIN! This time bigger and better then ever. I have never fought this guy, but from what I can tell from here he is a very tough boss, but easier then some Ulduar bosses.
Please comment if I got something wrong.
The cooldown on Freezing Slash seems to vary between 21 and 24 seconds. This can be useful to know for phase 3 in heroic mode when keeping the tank alive becomes extra important. Knowing this makes it a lot easier to time survival cooldowns in the raid, i.e. Guardian Spirit, Last Stand etc.
Anub'arak does hit extremely hard, especially on hard mode. He has around a 2.2-2.5 second swing timer, and each swing hit me (DK: ~68% mitigation + 5% from Blade Barrier + 10% from priest's Inspiration) for 22-24k hp. If you do not always top off your tank, he/she will get two shot very easily, and this is not counting the 11k Frost Cleave that he spams. Seeing my hp below 50% and anticipating another hit reminded me of the reason why I primarily DPS'd...
On phase 3, since it's of the utmost importance to top off your MT, he/she will also be taking up to 10k ticks from the Leeching Swarm... per second. It's a healer's worst nightmare.
In our heroic 10 man kill we noticed that a DK using Army of the Dead is very helpfull when you get into Phase 3 since all DPS needs to go on Anub'arak instead of the adds. Army of the Dead taunts the remaining adds and releaves the healers some stress since they wont have to heal the offtank that much.
Anub's promotion to raid boss proves that the Scourge are, after all, an equal opportunity employer.
>8< spider pride
He looks awesome, must of went to pimp my carapace.
An useful macro for killing the frost orbs for ranged DPSers:
/run SetCVar("TargetNearestDistance", "700")
/cast Arcane Shot
/run SetCVar("TargetNearestDistance", "200")
Switch Arcane Shot with the name of the spell you want to use (preferably an instant-cast, since someone might kill it with another instant before your cast goes off).
Courtesies of ArgentSun:
/run SetCVar("TargetNearestDistance", "700")
/cast Arcane Shot
/run SetCVar("TargetNearestDistance", "200")
This will attempt to kill the nearest Frost Orb without de-selecting your current target.
For Phase 2 of this fight, the Swarm Scarabs can be damaged by Anub'arak's spikes. Kite them into the spikes for an easier time.
(This is only confirmed on 10-man Normal mode so far.)
He can be kited over frost patches.
Our tanks died at 25%, soon after the start of phase 3. (It was a PUG).
Because I'm a hunter, and I hadn't Feigned Death, I was next on agro, and he came for me. I tried to DPS some in order to pad the meter before Feigning Death (I had survived the previous 3 wipes by Feigning Death).
However, it was taking him forever to reach me, so I kept DPSing, and strafed a bit to the side to put extra distance between us. I kept strafing, he kept coming at me slowly.
I then realized what was happening. There was a ring of frost patches around the room. I just kept strafing, hitting him with my instants as I went to keep agro. I followed the outside of the frost patches near the wall. I nearly kited myself into a corner once, but luckily escaped without him hitting me.
I just kept kiting him all the way down to zero, circling the room several times. Much fun was had by all.
Water walking/Path of Frost are deadly when going down onto the pool of water. Simply face your camera straight down to go through it if your raid is conspiring against your life.
Yes it works everywhere else. No not everyone was aware of that trick (including yours truly). Start rejoicing.
You stole his
You broke his husk
! Now you gonna pay! >8<
According to a recent hotfix Anub'arak's swing timer was reduced, resulting in him hitting the tank much faster than before. As the tank for our heroic attempts, I can safely say that he does indeed hit much faster as advertised. Instead of the approximate 2.5 second swing timer before, he now swings about once every 1.5 to 2 secs. The adds also hit much harder, as our pally tank's hp fluctuates much more rapidly when tanking more than one now despite his high block value. What the hotfix failed to mention, however, is that they also nerfed Anub'arak's damage per hit. Instead of the monstrous 25k hits, he now hits from 15k to 18k on me (DK with ~68% mitigation from armor and with 10% damage reduction from resto shaman). This results in less "bursty" damage on the tank and my healers actually said that they had a much easier time keeping me up.
*Note that these numbers are for the heroic 10 man version of Anub'arak.
Should we add this bug to the list of suspected Icecrown Citadel bosses?
The likes of which include:
Deathknight Illidan Stormrage
Essence of Frostmourne
Uther the Lightbringer (shade or deathknight)
The rumors grow in number...
I notice no one has said anything about his 25man heroic mode yet. Well, allow me to... break the ice (sorry, couldn't resist)...
The 25man heroic version of him is an absolute nightmare. He makes Algalon look like a joke on this difficulty. Here's what he does on 25man heroic:
-Nerubian Burrowers are now summoned FOUR at a time. (On our first attempt, we stupidly tried having one tank on all four of the burrowers. He went from full health to dead in
less than a second
-The buff they receive now increases their attack, cast , and movement speed. That
Shadow Strike! With 3 buffs it had a cast time of roughly 2-3 seconds. So that means you'll need godly interrupts on these to avoid people getting 1shotted.
-Anub'arak himself hits incredibly hard as well. Tanks who were almost completely decked out in level 245/258 gear were being hit for 20k-30k. Factor in his stun ability that lets him get off a near-guaranteed hit, and your tanks will need massive heals.
-During Phase 2, Anub'arak moves ALOT faster while submerged. After only about 5 seconds of chasing someone, he'll already be moving faster than running speed. If you're not close to an ice patch when he targets you, you're as good as dead.
-The scarabs in phase 2 have greatly increased health, and move much faster.
-As in 10man heroic, you have only a limited amount of frost spheres for the entire fight.
-And finally, his leeching swarm ability in phase 3 now leeches 30% of current health every second, instead of 10%. That's alot more damage to heal through, and alot more healing for Anub'arak.
Probably the best evidence of how difficult he is is to compare the number of guilds who've killed the twin valkyr on 25heroic, and Anub'arak on 25heroic. You'll see a MASSIVE dropoff.
He can be skinned, as my raid leader found out to his dismay when I accidentally skinned him before we took the guild photo on the first kill.
...yeah, none too pleased.
He skinned for a large amount of borean leather (I believe 16) and one Arctic Fur.
A few notes:
DK tanks are very bad for gathering up adds. If you have a DK tank have them on the boss and put two pally/warrior tanks on adds. These adds currently favor tanks with shields so DKs take too much damage for the healers to reasonably deal with.
Please be sure someone is using sunder armor/expose armor if you have a rogue or warrior (DPS or tank). Yes, you personally might lose some DPS but the gain in raid DPS will more than make up for it.
What worked for us was having one group of ranged DPS on adds during phase one and having all melee and some ranged on the boss. This allowed us to adjust DPS on the boss depending on how fast he went down but also kept the adds from getting out of control. Your tanks CAN handle two adds at a time (provided they aren't too close to the boss) but if you wait for phase two to do any damage to them it becomes much more hectic.
Also for low DPS groups although the note above says to save all cooldowns for phase 3 I actually don't recommend this. If you are slow on bringing him down popping heroism and all DPS cooldowns after he pops up for the last time (say 32-36%) will allow you the extra DPS boost to keep him from burrowing and hitting the enrage timer (10 mins on 25-man)
Also on phase 3 there is to be NO aoe healing. We had two druids casting wild growth and that was enough to keep the group from death. No potions or health stones should be used in this phase. If everyone but the main tank is at less than 50% this will be much easier.
A block tank with 102.4% unhittable can tank 2 or 4 adds quite comfortably. 102.4% is the combination of:
- chance to be missed
- chance to dodge
- chance to parry
- chance to block
The key here is that if a hit isn't avoided altogether, it's blocked. Hence, you have to evaluate block for the situation.
Most tanks could reach 102.4% if they saved the right gear, talented for it, and gemmed & enchanted for it, but they don't because block has always been a suck stat for boss tanking. Block has 2 components: Block Value and Block Rating. Block Value is how much damage will be blocked, and Block Rating is the chance to actually block an attack. Block Rating is easy to boost - you could have a Block Rating in the high 30% quite easily, and approach the 50%'s with work. Block Value is harder to boost though - a tank's block set should typically be around 2000 BV.
However, to get either of those stats up, most tanks end up using underpowered gear and sacrificing a ton of their other core stats like Armor, Dodge, Parry, AND several thousand stamina - for example, when I put on my block set I typically lose around 7000 health.
This is what makes it a suck stat for boss fights: if a raid boss like Vezax hits you for 20,000 and you block 2,000, that's 18,000 damage. How many hits you can survive in a row without a heal is a good metric for tanks. Do you want a low health pool and eat 60%+ of those hits, blocked or not, or do you want a high health pool and eat only 40%-45% ? *DING* *DING*
However, Anub'arak's adds don't melee for a ton straight up - it goes through a formula. At the base, they melee for around 3000, but their Expose Weakness increases that damage by quite a bit. Expose Weakness stacks up to 9 times on the tank, and increases damage by 25% per application.
The trick here is the math. Block Value is applied to the melee hit before it's increased by Expose Weakness. The formula looks like this:
(Damage - Block Value) * (100% + 25% * Expose Weakness stacks)
- where 100% represents the value of the original hit
- 25% is the amount that the hit is increased by
Let's assume the tank has a Block Value of 2200.
Following the formula, an unblocked hit on a tank with 9 Expose Weakness stacks looks like this:
(3000) * (100% + 25% * 9)
= (3000) * (100% + 225%)
= 3000 * 325%
= 10,500 per hit.
Typical raid tanks will avoid maybe 50%-60% of those hits, but the rest of those hits are going through at full power. With 2 to 4 hasted adds, that tank is going down sooner than later and won't be healable, especially thanks to the haste effect of Spider Frenzy the adds give to each other.
Honestly, you COULD just send in any old tank, but the healing gets out of control. You'd have to stack 2 healers on each tank who wouldn't be able to take a rest to heal ANYONE else. You've already got 2 full-time healers on Anub'arak who hits fast and hard enough as it is... now you've got 2 healers dedicated to the Add tank just plain spam-healing. That's 4 healers that can't help the raid in Phase 3 - good luck with the DPS requirements and raid heals THERE.
Now if the tank is at 102.4% unhittable assuring them of a complete miss or a block, the math for a block looks like this:
(3000 - 2200) * (100% + 25% * 9)
= (800) * (100% + 225%)
= 800 * 325%
= 2,600 per hit.
THAT can be healed.
Warrior tanks excel as Add tanks here thanks to Critical Block, which gives them a 60% chance to block DOUBLE the damage. In their case then, they have a chance of STILL taking no damage even when they block a hit! Imagine tanking 4 adds like that. ...Yeah.
Paladin tanks aren't bad Add tanks either. Their only difficulty may be keeping the adds stunned/interrupted - pallies could stand to get a Glyph of Holy Wrath to slice their stun cooldown by half.
Keep the adds from Shadow Striking and take them down quickly, and you're home-free. Ta-da
Normal 10 and 25 Anub is free loot imo .... but heroic version is real chalenge to learn .... specialy for tanks and healers ... but dds have to have big dmg output too, to bring down Anub under 30 percent until 2nd burrow (which means taht he will not burrow, if he burrow for second time, just kill yourself, you cant get thru this) ... but, its realy dificult fight just until everyone is able to learn perfect routine to this encounter ... if someone, just one person, in raid makes mistake, it is obviously wipe ...
Perhaps I missed it, but I'm surprised no one's mentioned this.
In phase 3, whatever damage the raid takes from Leeching Swarm
will heal the boss
to a certain extent (apologies, unsure of the numbers).
This is good to remind the raid in case you have some hotshot healers who think "pfft, I can heal this." If the raid is kept over 50% health all the time, it will effect the time it takes to get him down.
My guild wiped on the enrage timer at 100k health because of an overzealous healer.
actually our raid burned him right away in the beginning to get him to 50% at least so we save him going underground once. because he has a enrage timer, it worked quite well (:
For all the guilds out there just starting this boss here is the absolute bare minimum dps required for 25 man version.
on the boss himself (420 secs of on the boss fighting) on 25 man.
Given 5 healers and 2 tanks will never be on anuberak (the two tanks in p3 will be, but it would be too difficult to figure out all the variables) and most tanks at this level do roughly 1900 dps (basically take 49804-tanks dps)
3685 DPS per a person.
Disclaimer, at 3685 dps, your raid will most likely wipe because the boss heals himself in p3 and no one is killing the adds.
Realistically, your raid will need near
on the boss at all times. to down Anub'arak.
How we deal with the limited amount of Spheres on heroic difficulty:
-Have two DK's in charge of grabbing the Frozen Spheres. One each at the beginning about 15 yards apart with Anub tanked between them. Offtanks pick one spot each to tank their respective adds on to keep them from burrowing. It's important the patches are not to far apart, allowing as much AoE as possible to hit the boss AND both groups of adds.
One of the DK's run back and pull down a patch before he burrows, the other pulls down one north, away from the two used for tanking adds.
-When he burrows, the first person pursued rund south and stand next to the patch. A paladin follows him and uses HoP right before the spikes reaches him. When there are two seconds (three if your lag is dodgy) left on the HoP, run onto the patch. This maximises time between pursue targets and keeps your raid from using up your orbs too early.
The 2nd person to get pursued will move next to the northern patch (hopefully not using one of the two used for add-tanking) and repeat the process. Once the 3rd pursue starts, and if you have done it correctly, the person should run south and Anub should resurface in good time before the person is in danger of dying from the spikes.
Note that it's important that both DK's and paladins are on the ball with their assignments for this to work. A proper HoF rotation is required. And of course the people being purusued have to make sure not to waste their HoF or enter too late and get killed.
Rinse and repeat this process for the first two burrowing phases. If you reach a 3rd burrowing phase, you are screwed as there are no more patches available.
The Spheres have 9000 hp and should be easily killed by the DK's before they fly back up. I have personally had happen that my Death Grip pulls them down about 20yards infront of me. If that happens during the pull you are in trouble. Don't know if this is due to a bug or whatnot. Best solution I have is to have all adds tanked on one patch and then pull the patch down again when DG is off cd (or if you have a 3rd DK use him ofc).
copy and paste these commands in-game to hear his sound clips
"Ahhh... Our guests arrived, just as the master promised."
"This place will serve as your tomb!"
"Auum na-l ak-k-k-k, isshhh. Rise, minions. Devour..."
"The swarm shall overtake you!"
"Another soul to sate the host."
"I have failed you, master..."
Ok, just downed Anub'arak on regular mode today, and noticed something very weird; you can KITE him.
When the tank died, Anub was at 250k hp. Then he killed half the raid. Then, I decided to taunt him to buy some time. Strange thing is, he didn't constantly move. He looked like he stopped to channel his swarm thing or something.
Can anyone prove this? Or disprove, to not give false hope?
For those who underestimate the tank and the healers, allow me to inform you that you can in fact, single tank four burrowers with ease.
How we kill Anub'arak (heroic 25):
Paladin pulls and melees slightly south of where he's already located.
DKs deathgrip the permafrost and tank stands on ice with hand of freedom
Beacon both tanks and chain heal whichever.
AoE adds down on top of Anubarak -- not too close, or else the Anub tank will get the stacking debuffs
Second set, just focus solely on Anubarak. At ~10 seconds, Anub tanks moves to the WEST for submerge; so Anub doesn't hit the ice
Have everyone move west, off the ice, so it doesn't get spiked
First person gets targeted, they run SOUTH where the FIRST permafrost is now shot down (making two total on the ground). Stand by the permafrost and get BoP'd at the last second. Timing is crucial.
Second target runs NorthWEST where the THIRD permafrost will land. Same as above.
Third target kites to the very south. If all goes well, Anubarak will emerge without killing the third target.
Refresh beacons (if you have two holy paladins. Not necessary; helpful, though.) at 31%
Do not heal anyone unless they get Penetrating Cold. It is crucial that you avoid healing, at all, unless it's necessary. People should be getting to 3-9% before they get healed back up to 40%. Whoever gets penetrating cold should just be healed completely. Also, if you get penetrating cold, pop a Frost Resist potion.
AoE as per usual to kill the adds that spawn.
Bloodlust at ~23%
A quick note. After you down the twins while fatboy Arthas is chatting, if you run to the northern doorway, (not the one you enter the raid instance from, but the one that you'd enter the normal/heroic 5man from), when the floor drops out you splash harmlessly into the water but you are right by the shore.
Yay for laziness!
Couple of questions:
1. Can the adds Submerge be interrupted? What can interupt it?
2. Does standing on the frost patches increase the number of adds in Phase 2?
For heroic 10:
I will try to explain some parts of fight how my guild do it, maybe someone find something useful. So far we menage to do 10 hc with just one wipe 3 times.
We did it with various setups so it doesn't matter that much although you need to have decent dps and 2 good healers. On first phase tank and spank Anub use cooldowns to burn him as much as possible since this fight last a bit and all 2-3 min cd will be ready for 3thd phase.
will spawn (random spawn places) and off tank need to taunt them asap and bring them near anub but not too close, or else the Anub tank will get the stacking debuffs. Why? Well u need to kill them fast but if dps them instead of anub you will not down him enough. So tank them on the same ice anub is standing so dps can semi-aoe them togheter with boss.
For second spawn of them off tank need to move them on any ice available to him because by that time anub is at around 48% - 55% (depends on dps, when we started doing 10 hc 60% was a wo-ho) he will go underground regardless is he on ice or not. This part is important when he is around 50% tank needs to kite him off the ice farthest he can because he burrows trough the ice and first time he emerge he will brake ice without chasing anyone and while having just 6 off them u don't have ice to spare.
Ok he is underground. You finish 2 Burrowers and focus on killing
range ppl preferably. Don't cc them or snare since they will go frenzy and bite anyone in close proximity. Bite is nasty and on heroic it ticks for 1500 per 3 sec hole minute which means you have it trough phase 3. If you have 4+ debuffs and you get penetrating cold in phase 3, 99.99% you are dead (if not you someone else is). While he is underground do what ever to prolong his traveling and be sure to stand close to ice if he chase you go around ice not on ice since 80% can get you killed if he get to you fast.When he emerge from phase 2 u should be having 1-2 ice's ( one is enough) ,tank him on ice just in case dps fails and again 2 Burrowers need to be tanked-aoe like first 2. Make sure you kill them before 30%.
Ok phase 3. Leeching swarm hits and hole raid drops in hp rapidly. Top tank and off tank and watch if anyone have Penetrating cold (ticks around 6k).Person with PC need to be topped also (usually 2 persons have debuff so make sure you heal both equally). After few seconds another pair of burrowers spawn but this time you don't tank them on ice. Since Anub on phase 3 will not go under you can dps them all on ground without ice because burrowers will submerge around 70-75% hp giving you one less target to heal which is crucial for this fight. Less healing faster kill. If you are planing to drink health pot or health stone don't do it on 5-6k hp since you will loose it in few sec. Use it on 1-2 k it will benefit longer. Assuming your raid will have a shaman because of heroism pop it on exactly 30% ( if you see anub will go under before you reach 30 pop it little sooner, while having a shaman u can drop healing stream totem which can heal enough party on 1-2k hp level. Lowest possible heals on raid that doesn't take any dmg beside leeching swarm.Myself as a resto shaman use lower rank of LHW to raise there hp a little since healing them 7-10K heal boss to much and anyway person will loose that heal in few sec ( more hp you have more you loose). Happy raiding everyone and brake a keyboard.
Leeching Swarm can be resisted. Use
Nature Resistance Totem
Aspect of the Wild.
As a healer, what worries me about this fight is phase three. Leeching swarm will deal out 10% on
, 20% on
, and 30% on
. This becomes deadly when combined with Penetrating Cold hitting for 3.5k (normal) or 6k (heroic) every three seconds. The fight must be completed by letting the raid sit at less than max health and being aware of "danger zones" for your mode.
Who likes ASCII tables?
10% 20% 30%
Ticks Health Damage Health Damage Health Damage
0 25,000 25,000 25,000
1 22,500 2,500 20,000 5,000 17,500 7,500
2 20,250 2,250 16,000 4,000 12,250 5,250
3 18,225 2,025 12,800 3,200 8,575 3,675
4 16,403 1,823 10,240 2,560 6,003 2,573
5 14,762 1,640 8,192 2,048 4,202 1,801
6 13,286 1,476 6,554 1,638 2,941 1,261
7 11,957 1,329 5,243 1,311 2,059 882
8 10,762 1,196 4,194 1,049 1,441 618
9 9,686 1,076 3,355 839 1,009 432
10 8,717 969 2,684 671 706 303
11 7,845 872 2,147 537 456 250
12 7,061 785 1,718 429 206 250
13 6,355 706 1,374 344
14 5,719 635 1,100 275
15 5,147 572 850 250
16 4,633 515 600 250
17 4,169 463 350 250
18 3,752 417 100 250
19 3,377 375
20 3,039 338
21 2,735 304
22 2,462 274
23 2,212 250
24 1,962 250
25 1,712 250
26 1,462 250
27 1,212 250
28 962 250
29 712 250
30 462 250
31 212 250
Remember: the damage being taken by the player is simultaneously healing the boss!
We use a two-healer setup for ToGC 10-man and figured out a few things that work really well for us during phase three of Anub in terms of healing:
(1) The druid spams heals on the two tanks and does no raid healing.
(2) The disc priest keeps shields on the two tanks for slight mitigation and watches the entire raid for Penetrating Cold. Quick shields, flash heals, and renews are amazing for quick responses to Penetrating Cold (this is what was getting us on earlier attempts - druid heals weren't quick enough to catch two simultaneous Penetrating Cold applications since the entire raid is kept at approximately 10-15% health). Prayer of Healing should be used, if players with the DoT are safe, in order to heal, apply Divine Aegis, and proc Inspiration on the groups.
This reversal of "traditional" healing roles seems counterintuitive, but it's incredible for this particular fight. Regardless, in any fight where there's quick damage to respond to, a disc priest works wonders. It's the bomb for Penetrating Cold and Locust Swarm damage in phase three.
Additional tips that make the fight easier:
(1) It's already been mentioned, but have the off-tank either be a paladin or warrior to gain the benefits of block mechanics. This makes a DRAMATIC difference in terms of incoming damage on the off-tank. We initially tanked the adds with a deathknight and it didn't work nearly as well.
(2) Intentionally let the adds burrow in phase three to relieve some healing stress on the off-tank.
This guy should get the Undying title by default.
Player says: But... but I killed you.
Azjol'Nerub was merely a setback!
Player says: And skinned you...
*Long awkward silence*
And blizzard said there were no bugs in this game.
he's Arthas' hampster....
Blizzard needs to add an effect to the fall to this boss that removes/prevents water walking abilities before/during the battle with Anub. Tired of immature dk's thinking it's hillarious to wipe the raid.
C'mon. You've gotta admit, it's a liiittle bit funny.
: r4cism is a srs issue
: phylumism is just hil4rious
: "hey look at me im all cool, >8< spider pride"
: "oh no something larger than a golf ball"
: "eeek ~8~ spider squish"
and they say Blizzard games dont have bugs..
yay! 100% arctic fur skin rate.
He´s very Strengh
He's healing a damn lot on 4.0.3... If you want some chalange, go do him on heroic mode now.
Does anyone know if this is even possible with a group of 85's on heroic? I tried doing a guild run, and with everyone being 85, with 100k+ HP, and him leeching 20% of 100k+ at a time seems like everyone needs to do over 20k DPS. We managed to nuke him in phase one to about 20% HP, which caused him to go into phase 3 right away, and it seemed like he was just gaining 1% HP every 3 seconds. Is there any special technique to do this at 85? Or are we just doing it wrong?
yeah attempted this one tonight we were all averaging 3% healthish in phase 3 and all healing was going to tanks healing totems on raid heals. Got him down to about 5mil health but the the adds over run us due to the fact the dps couldnt keep Anubs health down and kill the adds at the same time. I'm thinking at this stage it might not be able to be done with out all roles explained in detail and everyone doing exactly what they are supposed to be doing.
Bring on the nerf blizz, we all know its coming.
Just wanted to note how we successfully downed him in 4.0.6. The leech effect in phase 3 is pretty killer right now. We had one resto druid and we had the priest swap to shadow. In phase 3 the druid healed only the tanks while Vampiric embrace kept everyone else from hitting rock bottom. It was very harrowing keeping the whole raid at ~1% health, but our first attempt with this approach is what downed him. :)
We just did him on 25-man heroic last night, with around 20 people. It's doable, but the massive hp pools that we have now make his 30% drain really difficult to handle.
We used three tanks, one for Anub'arak and two to grab the large adds. We had three main healers, who only healed the tanks. We had a shadow priest use Vampiric Embrace to give the rest of the raid a hand.
The first thing we did was to lower our hit point pools as much as we could. The easy way was to have everyone except the tanks take off all of their gear. Then we put it back on just before we pulled. That way we went into the fight with typically under half of our hit points.
Killing adds and kiting submerged Anub'arak went as per normal. We pushed Anub'arak to be just above 30%, killed the current wave of adds and then went all out, blowing cooldowns and such, burning him down. Even in phase 3, healers only healed tanks, and we relied on the Vampiric Embrace, healthstones and pots for the raid. A lot of us died, but maybe half the raid was still standing when he fell over.
Healers heal only tanks, the raid takes care of itself
Add tanks need to stay alive as long as possible during phase 3 so the adds don't murder the low-hp raid.
Take off all gear (except tanks), don't use fortitude buff, and then put on gear right before starting encounter. Obviously, do not heal back up.
After a bunch of tries, I really think it was the gear trick that helped us push him over. :)
Finaly got achivment for all 25 heroic mode.
Killed him on 3rd attempt. Had average dps , used 3 healers only healing tanks.
We used the gear off / on tactic for health ( thanks for that tip i read on forum ).
Get ice patch down, cleave adds near boss. Shouldnt even go Submerge.
When boss pops Leeching Swarm just pop bloodlust and all cds, healers still heal ONLY tanks.
Dps heal with healthstones. That should be it. gl
Just 2-manned this boss today. Two blood DKs (Of course). The one with the best nuke should nuke the boss while the offtank kills the small adds that spawn. The offtank should also kill a lot of frost orbs, and tank the small adds ontop of the freezed ground. In the burrow phase, just kill all the adds, and kite Anub across the freezed ground. In the leecher phase let bot of you stay at <70k HP, as the boss will heal too much at higher amounts. After a couple of trys most decent geared DKs will be able to 2-man this boss.
Done this at the begin of the new year on 25 heroic, we were in a full group, all 85s, I had asked the leader to get some shadow priests to survive in the end, but with the gear average people had at end 2.011\start of 2.012 the dps was already high enough for this: first try, just nuke, no TW, wipe at 500k with also some people who tried to heal in the end.
Second try, told them to use TW at 30%, heal people to max 5-10%, and worked, still had like 8 people alive when he died (people actually died very fast, 20 sec after 30%).
Is it me or he had British accent in WarCraft III TFT? it must be since he is the fifth Beatle xD
For example, when Arthas and he were about to attack the Forgotten One in the exit of Azjol Nerub he says "Look to your defences Death Knight, fight as you never fought before" he really sounded British. Perhaps Blizzard in an attemp to make look him "older" made it intentionaly.
As of 5.0 changing raid difficulties makes Anub'arak disappear, but only if there are people inside the raid, so if you want to change difficulties make sure nobody is inside.
was a bit hard but managed to solo this as a destro warlock with improved pets on 10 man heroic (ilvl 467).
obviously the tough part is the last phase. just use all your cooldowns (trinks, darksouls, doomguard) and burn him ASAP. let your VW do the tanking of anub but dont let adds hit your pet. just kite / tank the adds yourself with dark bargain / unending resolve
Soloed a 10-man Heroic version of Anub'arak as a Demo Warlock with Voidlord.
Before the pull you have to set Demonic Gateways and Demonic Circle like how I did in the video. Boss and adds should be tanked by a Voidlord. After the pull destroy Frost Sphere which will create ice on the ground (you have at your disposal only 6 Spheres). "/tar Frost Sphere" macro is very useful here. Tank adds on the ice, so that they can not bury and kill them. The less life will have Anub'arak before the second phase, the better. In the second phase Anub'arak submerges and you will run from Pursuing Spikes - use Demonic Gateways, Demonic Circle and ice to slow it down. Put Corruption on every Swarm Scarab. After Boss emerges, you have to nuke him and forget about adds (let them bury). In the third phase (at 30% of Boss HP) Anub'arak will begin to cast Leeching Swarm (drains 20% of your current health every 1 second - a minimum of 250 health will be leeched). Now you need to survive (Dark Apotheosis is helpful here) and kill the Boss. Good Luck and Have Fun!
If you would like to see how this is soloed on 10-man heroic by a Hunter with average gear (ilv470), here is the
(@ 9:38). I explain all of the mechanics you need to worry about.
Note: Being a Draenei is quite an advantage, in my opinion. I don't know whether it's a necessity or not.
How to solo on 10 man heroic:
Good luck! ^_^
i soloed this on 10m heroic on my hunter (ilvl 507)
phase 1: just send pet on anub and shoot the ice orbs so they can make ice patches. kill adds that spawn and continu to shoot anub.
phase 2: he burrows himself and start chasing you make sure u get on a patch of ice and send your pet to a different spot. feign dead and anub will chase your pet. (my pet didnt get damaged by spikes, dont know if its a bug or not) just kill adds that will come to you.
phase3: just nuke him asap due to swarm, activate cooldowns and (if neccesary) use healingflask
The damage buff we receive in old content as of 6.0.2 has had a rather unintentional and game breaking effect on this guy. The healing he does in the last phase from the Leeching Swarm seems to benefit from our damage (or possibly healing) increase. It was healing him for 500k per sec on 25 man, essentially rendering him unkillable.
Anub'arak 25-man Normal
Didn't think you could solo this boss after reading some posts.
But you can, atleast with a shadowpriest. Ilvl 578
I pulled the boss and dpsing him, switching to the adds when they spawned. and killing them fast
after that just burn him down to 30%. When you get the debuff Leeching Swarm stop using Devouring Plague, becasue that will top him off again, try stay below 5% hp all the time and use PW:S to stay alive, if you're goin lower then 2% use VE, or cast a flash heal. when you can start using SW:D its probably a kill.
I used Insanity which probably is a waste because you cant use it in the last phase, I also had PI and that worked.
But I guess the other talents could be better 15% dmg last phase with ToF or more MB's with SI
Glyphs, I had Innerfire and Inner Sanctum and I dont know if they're doing anything anymore. I also had the MindFlay glyph, But I guess the best choice is weakened soul, gives you higher uptime on PW:S, Dispersion could work aswell to avoid dmg, and so glyph of fade . Don't know how good reflective shield are atm, but will try it another day.
For those attempting this in Patch 6.0.2:
He is still soloable, it is just much harder. Just soloed 25 Heroic on a 570+ geared boomkin. The trick, as mentioned in a previous comment, is to be very low health, and stay at very low health.
During the first phase, I saved all of my CDs and whittled away his health as quickly as I could, making sure to kill any adds that were up as I went. I let him chip away at my health, and only healed once, just to be safe.
Burrow phases, just ran away and dropped frozen orbs on the ground. AoEd the scarabs.
This is the tricky part. I went in with around 20% health right after he froze me. My health immediately dropped down to about 1%. I kept only a rejuvenation on me and refrained from popping Nature's Grace. Hit all of my DPS CDs at once and killed him in about 20 seconds, which meant I refreshed my rejuvenation once. Those 2 HoTs (plus Barkskin) were enough to keep me alive and holding at about 1% health long enough to kill him. This probably wouldn't have worked if the adds had respawned at the wrong time.
EDIT: Just confirmed that it's also soloable on 25 heroic by a 550 geared arms warrior. Tried at first with second wind, but it's too powerful. I just healed him to full. Second time, no healing at all, just popped all defensive and offensive CDs when I got to final phase and burned him. We killed each other at the same time, but I still got credit.
Failed the first attempt. I just burnt him down in 10 seconds before leeching swarm could be cast. Combat Rogue. Burnt him down to about 30% asap then used Killing Spree. He died just as Leeching Swarm was cast and adds arrived.
If you are able to kill him, you are doing him on normal, not heroic.
The normal version of Leeching Swarm seems to be scaling properly and making the fight manageable as long as you stay at low health.
The heroic version, however, is still doing 6-12k damage per tick when I am at 1% health, and healing Anub for 400-800k. Staying at low health does not work, as Leeching Swarm ticks will kill you (this should be virtually impossible), and still heal Anub up to 100%, no matter how low your health is. Bursting him down before he casts Leeching Swarm seems very unlikely, as you need to do 4.1 million damage in about 2-3 seconds.
Chances are you set the raid difficulty option to heroic BEFORE you zoned in. This doesn't seem to actually set many legacy raids to heroic, including this one. You must enter, then switch to heroic while inside. You can tell which version you are in by the icon on the minimap.
As of 6.0 pre-WoD patch, 25 hc is still soloable, did it with 575 ilvl warlock.
Just nuke the boss, try to keep your embers, use only incinerate and conflagrate, when 1st wave of adds come wait until they get to you then shadowfury and aoe them down quickly, switch back to boss and damage him until he reaches 35-40% health, then stop and wait for the burrow. Kill all adds, in burrow you can choose to sit in one place or shoot down the ice globes, the boss does not hurt very much so you can stand still if you want to, kill bugs, try to get 4 embers when this phase ends. After he comes back, use conflagrate to get backdraft, preferably a stack 6 backdraft, then use everything you got, (doomguard, dark soul, potion if you need it) and chaosbolt 2 times on the boss, he should start casting the leech stuff after the first one hits but you should finish with the 2nd one already then just shadowburn twice and he is dead, he did not even finish the leech cast for me.
If you can not nuke him down this quickly, you must not use soul link + pet cause your healing done will be insane and the boss will never die, you should facetank the boss the whole time and when he uses leech, you should be around 20% health, then at 1-5% use dark bargain and everything you have, he should die like that.
Full ToC 25hc run is around 10 minutes, 750 gold with every junk. Happy farming.
Just a note to those attempting 25H after 6.0 patch...try to enter ph.3 already at low health that way his initial Leech heal will not insta-heal him back to full health. Completed heroic kill today on a 575 ret pally saving AW & DS for ph 3 and only using Light's hammer when he was below 10%. RNG definitely plays a part in this fight but it is still possible to solo him.
Soloed 25H as 575 frost DK. DPSed him down to 40%, stopped attacking in order to stabilize his health slightly above 30% and regenerate runes. Popped army, lust drums, and potion and burned him down before he could cast leech.
This guy can be difficult to solo as a clothie like me (mage). If it helps:
I soloed him on 25 man heroic with 556 ilvl. I used all middle talents except ice barrier and mirror image. His leech swarm heals him based on your health so let yourself get low and he heals himself for less. If you heal yourself, it heals him for more as well. Kill the adds quickly as they die easily but do lots of damage. Save big cds for 30% when he starts to heal. Took me like 4 tries or so (1 shot all the previous bosses though). GL.
Edit: Forgot to mention, the whole instance on 25 heroic dropped over 500g for me worth of loot (5 trophies of the crusade worth 50g each) plus 3 patterns and 5 crusader orbs. You can make some decent money since the bosses die pretty quick.
Patch 6.0.3 Hotfixes - October 30:
"Anub'arak's Leeching Swarm should no longer be healing Anub'arak for an excessive amount."
Soloed him with my 522 Mage Toon. He is no Problem anymore.
Soloed 25 man Heroic mode on my 583 frost mage. Had my Water elemental attack first and I killed most of the orbs. Water elemental held aggro and I DPSed and killed adds. Kited the burrow and then DPS again. Hit Mirror images and when Leech swarm starts I hit Greater Invisibility to drop it and was able to finish him off.
In The Moun- wait a second... Ah yes! In the tunnels!
这个 NPC 能在这些地区找到：
The Crusaders' Coliseum
Violet Hold Dungeon Strategy Guide
World of Warcraft's 15th Anniversary Celebration - Event Guide
WoW Anniversary Celebration
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