Elemental Shaman and ICC: A Love Story (Part 4/12)

Deathbringer Saurfang

A rather simple fight in terms of mechanics, the Saurfang the Younger fight starts off with a monologue from papa Saurfang that touches the childhood and his life expectations of Jr. You can use this to get into position or go for a bio break, there’s an almost 2 minute mark for the yapping.

Saurfang Jr, whom we will only refer to affectionately as Saur or Jr, has an interesting gimmick up his sleeve that will kill your defense if you’re not paying attention. He casts Boiling Blood at a random target, an ability doing 5k dmg every 3 seconds and you want to be 11 yards away from your closest teammate if you get tagged otherwise upon him using Blood Nova (another interesting ability) he would get more blood energy back, 1 for each player within 11 yds of the Boiling Blood target. When he reaches 100 energy he will cast a Mark of the Fallen Champion on a random target except the tanks, who will take the same damage taken by the tank each hit Saur lands.

Because of the above abilities, positioning is crucial. If your team is bunched up he will get the chance to cast a helluva lot of Marks and that will bring extra stress to the healers (most comps are running 2 healers for 10 man and 5 for 25). If the target of the Mark dies, Jr will be healed for 5% of his total HP so you will not be only down a player but also will have a harder task ahead of you.

Periodically Saur will also call a couple of Blood Beasts and they will give him 1 energy per hit made as well so it’s important to kill them on sight and not get gibed. Here is what smart positioning does. Ideally you will want more ranged DPS than melee for this fight because you can keep your spacing for Boiling Blood and be able to kill the Beasts until they reach you. As a Shaman this is where you shine, with Thunderstorm and Earthbind Totem.  With a bit of luck you won’t need to use the totem if you have a strong partner that can also CC the beasts (they cannot be feared) so you get some damage done on them plus some mana back? Good times!

You will want to be at maximum range from Saurfang, that’s a given, but you also want to be in a place where you can easily kite the beast around without having to get into somebody’s 11yd bubble. I found that the location I’m most comfortable with is at the bottom of the big platform leading up to him, far into the corner. You would then be able to kite the beast towards the enclosed area of the balcony (where the loot chest will spawn) without anyone else having to run out of your way.

If carefully executed, the beasts thing will at most have you move one or two yards back, if TS isn’t enough or on CD, just then use the totem and /profit.

The beasts will be spawned roughly every 10% of HP the boss looses so you will know when they will be summoned. Plus, if you’re using DBM or BigWigs or any other similar addon you’ll have a visual representation of the CD on this ability.

The best time to use BloodLust (again, wait for the RL to call out for it or ask when he wants it used) would be around 30% HP left on Jr. That’s when he will hit a soft enrage and the healers will need the breathing room. That’s also when adds will be summoned so you get to not go full out DPS on the boss because you have to kill them dead. Not a big win for us ranged but at least we’re helping out so it should be cool. Remember to always switch to the closest beast to you as soon as possible.

Elemental Tips:

  1. When beasts are spawned you don’t actually need to immediately (as in split second) switch, as long as you make sure your CL is off CD. Hit the button for the extra damage on the boss plus both adds (in 10 man) and then rock your beast’s world with DS, LvB, LB and then TS if you’re the one with the aggro.
  2. When you see that Blood Beasts are about to be summoned and the LvB CD just ended don’t blow it on the boss, instead LB again so that it will be up from the get go when the beasts actually spawn. You really want your hardest hitting attack fly as soon as possible (except if you want to go with 1.)
  3. If you are the target of a Mark of the Fallen Champion, depending on how far into the fight it’s cast, you would rather want to keep yourself alive rather than doing damage to Saurfang. For instance if you’re it before the 30% soft enrage you will want to let the healers handle this. If you’re tagged on the enrage or immediately after (that would be down to 20% on the boss, until things cool off in their department) you will want to keep yourself alive. Spamming LHW will be enough for this. Another moment when you will want to self-heal is if you get gibbed on the last 10%. A lot of players relax early and might miss the Mark, if you get it and die that’s another 5% more HP that they’ll be too relaxed for.

Totem Selection:

Earth: Stoneskin Totem, for the extra mitigation on the tanks, thus making it easier for any Mark victim. Switch for Earthbind only if needed.

Fire: Go with Fire Elemental in the start and then, when it expires, ToW is the best choice.

Water: Depending on if you have a Paladin that dishes out GBoW, Mana Spring or Healing Stream Totem

Air: Wrath of Air Totem all the way, baby!

The 25 man version doesn’t bring a lot more, just 5 beasts and more HP on them and the boss. Well, that and, given the extra numbers, more Marks will be cast so watch out.

Elemental Shaman and ICC: A Love Story (part 3/12)

The Gunship Battle in ICC is one of the easiest and more exciting battles that you will find in end-game content by far. It is, in fact, so easy, that it doesn’t even merit a walk-through but I’m’a do it anyway because it is also one of my favorites.

OK, so you’re on the boat. Remember to always equip the jetpack. This is mighty important for you, as a shaman, because otherwise you will not only not contribute to the success (or only marginally) but you can also be the bringer of death and sorrow, namely of a wipe. This is, of course, given the fact that you are stepping into ICC for the first time and are not at a vast disadvantage, gearwise, compared to your group. After you have the jet-pack equipped it’s very important to ask what is expected of you for this fight. There are a number of viable scenarios as to how this battle can be won so make sure you know what your part in it all is. Most likely you’ll be on add duty and that is the easiest part of the easiest battle. You just have to grow roots in one place near the ledge of your ship and go all out on the dwarven riflemen on the other side. CL is a good idea for this part, because said riflemen will be shooting at your ship and try to take it down. More on this later.

You will see that there are two cannons you could use but usually they are assigned to specific people so unless told otherwise, stay clear of them because you’ll be most likely mocked for your gunnery affinity. If you are assigned to be in a cannon, however, the only thing you need to do is to spam 1 until the heat bar to the right of the ‘vehicle’ UI goes up to around 75%-90% and then pres 2. A normal way to start causing more damage (albeit not a lot) is to pre-heat the cannons by starting firing them once the gunship is on the move so that you can use the special attack as soon as possible on the enemy ship.

Now down to the nitty-gritty, (if only) the fight itself. Your job will be to kill the enemy’s riflemen. Normal rotation on these guys, FS, LvB with the addition of CL off CD. Don’t worry about mana, it’s EZ mode, trust me on this one.

From time to time you’ll hear Muradin asking for a mage to come to the stage (‘Get a Mage in here to freeze those cannons!’ I believe are his exact words), and your cannons will be enclosed in a block of ice and their respective gunners will be ejected. At this point the jetpack kicks in and you’ll have to board the enemy ship and kill that pesky mage as soon as possible. Once he’s down the cannons return to normal and the group can have at it again. Rinse and repeat until the enemy ship starts going down in flames. Loot. But make sure you’re not actually aboard the enemy ship when it starts descending or you’ll be going down with it. Like a captain. With a another faction’s ship. Erm… yeah…

A little tid-bit about the riflemen. Make sure you snipe all of them, otherwise the longer they stay up the stronger they become and the more they hurt your ship.

This was the offensive part, now for defense: to make your healer’s lives a lot easier when you see that there’s a circle under your feet get outside it’s radius and start blasting again. That’s where a rocket is going to land and even though it doesn’t hurt that much, multiple rockets can kill you if you’re not paying attention. Be wary also of Muradin’s cleave. It hurts like a MOFO even though you’re wearing mail so make sure that when you jump over to the enemy ship:

a) You’re not the first one otherwise he will come get you and turn you into a smear on the floor.

b) Make sure that you don’t target him at some point and start unloading damage in his arse or you’ll be getting some back in retaliation – this doesn’t hurt, some 1.5K ranged attack (while you’re on your boat) but it’s better to not cop damage at all, if possible, as your healers would appreciate it.

Fun things to do while in this fight:

1. Just as you’re about to jump back on your ship after killing the enemy mage position yourself between two riflemen , select your landing target and as soon as you’re in the air Thunderstorm. You’ll get some mana back and do upwards of 15 k dmg if you’re lucky enough to hit 3.

2. I’ve never actually tried this but you can leave your fire elemental on the Alliance boat, in the furthermost left corner. You want him there otherwise he might wonder up to Muradin and he won’t be happy about having a big ass fire thingy wondering about on his wooden boat.

Totem Selection:

Earth Totem: Stoneskin. It will help everybody and it’s the safest choice.

Fire Totem: You want to go with ToW on this one unless you’re trying the Fire Elemental thing mentioned above. Searing might also be a fun choice but it always chooses a random target and might end up shot at by a rifleman.

Water Totem: Unless GBoW is on the table, really, really go for Mana Spring, otherwise Healing Stream.

Air Totem: Wrath of Air, plain and simple

The difference between the 10 man and the 25 man version is in the number of cannons available to your side (2/4) and the HP of the mobs.

Happy Sniping!

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