This is the opening page here is where you have a nice detailed description of what this software does with a nice graphix etc etc Runemaster Molgeim Runemaster Molgeim can be tanked by any tanking class. He deals reasonable melee damage (around 10k per swing) but not enough to be truly dangerous to any decently geared tank. Shield of Runes - This shields Runemaster Molgeim from the next 40,000 damage (20,000 in 10 man). In addition, if this shield is destroyed by damage, Molgeim gains a buff that causes him to deal +50% damage for 30 seconds. This needs to be dispelled immediately. Shield of Runes is cast around every 30 seconds. Rune of Power - Molgeim will cast and create a blue Rune of Power on the ground which increases the damage of anyone standing in it by 50% - either another Iron, or the raid. Molgeim initially casts this on another Iron, and that tank should move their Iron out of the rune as soon as possible while raid members shift into it. In particular, Steelbreaker's tank should focus Molgeim so he knows in advance if Steelbreaker is about to have a Rune of Power spawn underneath him. Rune of Power has a 5 yard radius, lasts 35 seconds, and is cast every 30-40 seconds. This means that two Runes are occasionally up at the same time, but not for very long. Rune of Death - This is a secondary ability; Molgeim gains this when one of the other Irons is dead. Molgeim will create a huge green rune on the ground that deals 5,000 damage per second (3,500 in 10 man) to any player caught within it. Note that 5,000 DPS is the base amount; since Molgeim is also Supercharged at this point, it deals 25% more than the tooltip states. Players should immediately move out of this Rune to avoid dying - it has a diameter of 24 yards and is much larger than most "move out of this" effects. Rune of Death is cast every 30-40 seconds and persists for 30 seconds. Rune of Death and Rune of Power have separate cooldowns, they will both be cast and are not linked in any way. Rune of Summoning - This is his ultimate ability; Molgeim gains this when both of the other Irons are dead. Molgeim will create a purple "shadow fissure" graphic on the ground. Between six and eight storm elementals will spawn out of this fissure, and move to attack random players in the raid. When one of these elementals melees their target, they will explode for 15,000 damage (12,000 in 10 man)to all players within 30 yards. To deal with this, frost mages and hunters should lay improved blizzards and frost traps on the Rune of Summoning before the elementals spawn, and the raid should AoE them down as they are summoned (each elemental has only ~25,000 hit points (12,000 in 10 man)).


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The 4 Watchers you freed before encountering Yogg-Saron, (Freya, Thorim, Hodir, and Mimiron), can optionally help you in the encounter, if you speak to them prior to engaging. They each provide significant buffs to aid you, some of which are active as soon as you engage, and others that are used during the encounter. The buffs that increase your abilities by a percentage are all active as soon as you enter the room. The other buffs, as mentioned further with more detail, come into play at different, specific parts of the encounter. Freya's buffs - Freya increases all damage done by 10% and healing received from all sources by 20%, and she spawns "Sanity Wells" which are in 4 areas of the room, green "beams" that restore your Sanity as you stand in them. However these beams reduce your damage dealt by 50%, so DPS classes cannot simply stand in the beams. Sanity Wells spawn as soon as the encounter begins, Freya casts them. They persist until you wipe. Hodir's buffs - Hodir increases your damage done by 10% and reduces your damage taken from all sources by 20%. Hodir also can prevent a player from dying periodically in the fight. If a player suffers lethal damage, they are instead encased in ice and cannot do any action, but they can receive heals. They don't suffer damage while in the ice block. Players can "click off" the ice block early if they are safe and don't want to wait the duration. Hodir can't use this ability too frequently. The ice block (actually called Flash Freeze) lasts 10 seconds. Hodir can only use the ability roughly every 15 seconds. This ability can be used by Hodir at any point once the encounter begins, until you wipe. Mimiron's buffs - Mimiron increases all damage done by 10% and movement speed by 20%. Mimiron also places a debuff on all of the tentacle mobs in the encounter (in phase 2 and possibly 3), that reduces the attack and cast speed of the tentacles drastically (half the attack speed, a quarter of the cast speed). A 4 second spell cast goes up to 16 seconds with the Matrix active. Mimiron's buffs are always active as soon as you engage. However, Mimiron actually casts the Destabilization Matrix (the attack/cast reduction) on all tentacles as soon as they spawn. The Destabilization Matrix lasts 30 seconds, but for most intents and purposes it will be up the entire time due to how frequently he recasts it. Thorim's buffs - Thorim increases all damage you do by 10% and your total health by 20%. Thorim also channels an ability in phase 3 that can permanently kill the Immortal Guardians when they are low health. This is the only way for the Immortal Guardians to be killed. Thorim's buff is active as soon as you engage. In phase 3, Thorim is constantly channeling a passive ability as well that simply causes a strike of lightning ("Titanic Storm") to zap and kill any Guardians on low health. This happens automatically when the Immortal Guardians are low on health (10% or lower). You can forgo speaking to any of the Watchers if you wish to go without their assistance that day. This will cause Yogg-Saron to drop more loot than having full assistance of the Watchers, but also make the encounter more difficult. The Watchers help you during the fight for the remainder of the instance, unless you soft reset the instance (leave for 30 seconds), at which point you will have to ask for their aid again when you return.

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Once the Saronite Animuls spawns, two things need to happen. Firstly, the entire raid DPS except for the two people assigned to interrupt General Vezax need to switch to the Saronite Animuls. Secondly, the off tank needs to move into melee range of General General Vezax and stay there at all times of this phase. This is so that the off tank will never get hit by the Mark of the Faceless debuff whilst there are so many melee next to him. Once this has happened the raid needs to continue following the phase 1 part of the fight, whilst damaging the Saronite Animuls instead. This is the phase where your healers will be pushed to their limits as the Profound Darkness cast by the Saronite Animuls means that the entire raid will be taking more damage from not only its own the ticks, but also from any hits of Shadow Crashes. The Profound Darkness stacks will increase every 1.5 seconds. At around 45 seconds this means the raid will wipe due to the ever increasing damage from the Profound Darkness debuff and damage. As such the raid needs to be able to push out approximately 150,000-175,000 raid DPS to kill the Saronite Animuls quickly enough. It is recommended that you save large cooldown abilities such as Bloodlust/Heroism for this phase in order to maximise your damage and healing output to kill the Saronite Animuls quickly enough. It is suggested that, when the Saronite Animuls spawns, the entire ranged DPS part of the raid move into a Shadow Crash area and Bloodlust/Heroism is used so that they can push out huge amounts of DPS to kill the Saronite Animuls as quickly as possible. Should you be able to kill the Saronite Animuls, the raid then switches back to General Vezax and kills him, using the tactics from phase

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Section 1

Have the entire raid stack accord to the pull position diagram. When Auriaya has safely patrolled away, have hunters place Snake Traps on the lower tier platform, then position themselves as indicated in order to Misdirect to the tanks (you need a minimum of one hunter to Misdirect Auriaya to the MT; it is helpful to have at least one more to get the Sanctum Sentries headed toward the OT). It is very helpful to have either a death knight or paladin OT (or both!) who can place a Death and Decay or Consecration down at the top of the stairs in the indicated position, to simplify getting initial aggro from the soon to be incoming mobs. As Auriaya patrols back toward the raid, she and the Sanctum Sentries will trigger the Snake Traps. When this happens, hunters should momentarily step into line of sight, Misdirect to their designated tanks, and then quickly step back out of line of sight to avoid being Savage Pounced. As the mobs move toward the raid, they will hopefully run through a ground AoE from an OT that will give initial aggro to the right person. If not, the OTs will have to Taunt as soon as the cats come into their line of sight.


Section 2

Have the entire raid stack accord to the pull position diagram. When Auriaya has safely patrolled away, have hunters place Snake Traps on the lower tier platform, then position themselves as indicated in order to Misdirect to the tanks (you need a minimum of one hunter to Misdirect Auriaya to the MT; it is helpful to have at least one more to get the Sanctum Sentries headed toward the OT). It is very helpful to have either a death knight or paladin OT (or both!) who can place a Death and Decay or Consecration down at the top of the stairs in the indicated position, to simplify getting initial aggro from the soon to be incoming mobs. As Auriaya patrols back toward the raid, she and the Sanctum Sentries will trigger the Snake Traps. When this happens, hunters should momentarily step into line of sight, Misdirect to their designated tanks, and then quickly step back out of line of sight to avoid being Savage Pounced. As the mobs move toward the raid, they will hopefully run through a ground AoE from an OT that will give initial aggro to the right person. If not, the OTs will have to Taunt as soon as the cats come into their line of sight.


Section 3

Have the entire raid stack accord to the pull position diagram. When Auriaya has safely patrolled away, have hunters place Snake Traps on the lower tier platform, then position themselves as indicated in order to Misdirect to the tanks (you need a minimum of one hunter to Misdirect Auriaya to the MT; it is helpful to have at least one more to get the Sanctum Sentries headed toward the OT). It is very helpful to have either a death knight or paladin OT (or both!) who can place a Death and Decay or Consecration down at the top of the stairs in the indicated position, to simplify getting initial aggro from the soon to be incoming mobs. As Auriaya patrols back toward the raid, she and the Sanctum Sentries will trigger the Snake Traps. When this happens, hunters should momentarily step into line of sight, Misdirect to their designated tanks, and then quickly step back out of line of sight to avoid being Savage Pounced. As the mobs move toward the raid, they will hopefully run through a ground AoE from an OT that will give initial aggro to the right person. If not, the OTs will have to Taunt as soon as the cats come into their line of sight.


Section 4

Have the entire raid stack accord to the pull position diagram. When Auriaya has safely patrolled away, have hunters place Snake Traps on the lower tier platform, then position themselves as indicated in order to Misdirect to the tanks (you need a minimum of one hunter to Misdirect Auriaya to the MT; it is helpful to have at least one more to get the Sanctum Sentries headed toward the OT). It is very helpful to have either a death knight or paladin OT (or both!) who can place a Death and Decay or Consecration down at the top of the stairs in the indicated position, to simplify getting initial aggro from the soon to be incoming mobs. As Auriaya patrols back toward the raid, she and the Sanctum Sentries will trigger the Snake Traps. When this happens, hunters should momentarily step into line of sight, Misdirect to their designated tanks, and then quickly step back out of line of sight to avoid being Savage Pounced. As the mobs move toward the raid, they will hopefully run through a ground AoE from an OT that will give initial aggro to the right person. If not, the OTs will have to Taunt as soon as the cats come into their line of sight.


Section 5

Have the entire raid stack accord to the pull position diagram. When Auriaya has safely patrolled away, have hunters place Snake Traps on the lower tier platform, then position themselves as indicated in order to Misdirect to the tanks (you need a minimum of one hunter to Misdirect Auriaya to the MT; it is helpful to have at least one more to get the Sanctum Sentries headed toward the OT). It is very helpful to have either a death knight or paladin OT (or both!) who can place a Death and Decay or Consecration down at the top of the stairs in the indicated position, to simplify getting initial aggro from the soon to be incoming mobs. As Auriaya patrols back toward the raid, she and the Sanctum Sentries will trigger the Snake Traps. When this happens, hunters should momentarily step into line of sight, Misdirect to their designated tanks, and then quickly step back out of line of sight to avoid being Savage Pounced. As the mobs move toward the raid, they will hopefully run through a ground AoE from an OT that will give initial aggro to the right person. If not, the OTs will have to Taunt as soon as the cats come into their line of sight.

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