Anub'arak Strategy Guide
saedo — Fri, 07/03/2009 - 14:28
Abilities:
- Frost Spheres - ~10K HP, killing them drops a Permafrost.
- Permafrost - Freezes the ground in a small area, preventing most creatures from burrowing through it and reducing movement speed over the area by 30%.
- Penetrating Cold - Sinks into several enemy targets, inflicting 3500 Frost damage every 3 sec. Lasts 18 sec.
- Freezing Slash - Inflicts 25% Frostrike damage to his target, and stuns them for 3 seconds.
- Nerubian Burrower - Spawns a Nerubian Burrower add.
- Spider Frenzy - Increases attack and casting speeds by 50% for each Nerubian Burrower within 12 yds
- Submerge - Burrow into the ground. Cannot be cast on Permafrost.
- Pursued by Anub'arak - Anub'arak is pursuing you.
- Pursuing Spikes - Fires a spike through the floor, impaling all targets within 4 yards, dealing 2828 to 3172 damage and knocking them up in the air. This attack ignores armor. Triggers Impale every 1 sec. for 9 sec. Likely targeted at the person pursued by Anub'arak.
- Impale - Fires spikes up through the floor above Anub'arak, inflicting 14138 to 15862 Physical damage to anyone in their path. This attack ignores armor, but cannot penetrate Permafrost.
- Summon Scarab - Triggers Summon Scarab every 4 sec. for 1 minute.
- Leeching Swarm - Releases a swarm of insects that attack the caster's enemies, leeching 10% of each target's current health every 1 sec. A minimum of 250 health will be leeched. This damage heals Anub'arak.
The Fight:
First off, he reportedly hits the tank hard (~20K ish) and a single target Freezing Slash to the tank which stuns them for 3 seconds. Prepare for some spike damage.
Secondly, we'll see blue floaty orbs moving around above us, Frost Spheres. They have about 10K hp and ranged should kill them to drop Permafrost on the ground. The permafrost are big blue patches that slows our movement speed, just movement, not casting, but also prevents Anub'arak from submerging underground. Only if we tank him completely over the permafrost. So ranged, with good spatial visualization can try to create big patches of blue frost as much as they can. Tank Anub over it, and perhaps try to make the patch "grow" by expanding on its edges. Every part of the giant hit box must be in a blue patch to prevent the burrowing, which is on a timer. If successful, then it's a tank and spank fight all the way through with max dps time.
We found it difficult to even try to get Anub completely over Permafrost so we didn't bother and just let him burrow to handle that phase.
Thirdly, Anub will cast Penetrating Cold on several players. It's a DoT, you have to just heal through it (18 sec) I believe every time you see it.
Anub'arak also summons Nerubian Burrowers occasionally. These are to be offtanked. They appear to put a stacking 50% more damage to that tank. Tank them near the melee for splash damage at least and over Permafrost to prevent them from submerging. If they submerged, they tend to stay underground and heal and won't appear til the next set of adds. Which means, they'll just pile up.
Well, should Anub'arak submerge, then we enter another quasi-phase of the fight. Scarabs will start appearing, they don't much, but can enrage which breaks snares, but can be tranq shotted. Mostly just aoe them down.
But the major trick is, Anub will persue someone, they'll have a debuff and a big red hunter's arrow over them. Also, all along the path, Anub will Impale everyone, except on Permafrost. So the second use for it is to have the one being persued kite Anub all along the permafrost, but mind you, once impaled the permafrost is removed. So, keep moving to a new one. Ranged make sure there's plenty around for raid use. Everyone else, don't be in the way. Anyways, Anub will switch targets like a few times before he comes up again and you can repeat the fight.
Which means, you're on a timer again, ranged get that permafrost patch down, tank Burrorwers/Anub over it, and maybe if you're good he won't submerge again. Repeat above if you do.
Anyways, this all repeats (or doesn't if you're successful) until 30% hp. This is when Leeching Swarm starts up, no more adds summoned, and I believe no more submerging. He'll unleash insects that will drain the life of basically everyone. I believe they are killable, but I also believe Anub will continually summon them now. What they do is start draining the raid's hp based on their CURRENT health, 10%, and will drain a minimum of 250 hp, and heals Anub with it.
That means, when you're at 30000hp, they'll drain 3000hp from you and heal Anub with it. When you're at 5000hp, they'll drain 500hp from you and heal Anub with it. When you reach 2499 hp, draining you for 249 hp, it just won't / can't do it anymore. Which means, you shouldn't directly die from this, and to mitigate the amount of healing Anub does, you DO NOT TOP EVERYONE OFF. Keep everyone low, like at 30-40% hp, above I suppose 4000hp at least so you can heal the Penetrating Cold. Of course, this does not apply to tanks, keep them up. The raid however, fight off your temptation to blindly heal everything you see.
Anyways, besides that, it's a straight dps burn down. Kill him before you run out of mana. So pop CDs, use Divine Sacrifice, all your good shit. It's probably a good idea to kill all the adds before you push him over 30%, that way you can concentrate on burning him down ASAP.
Hard Mode:
- Penetrating Cold - Sinks into several enemy targets, inflicting 6000 Frost damage every 3 sec. Lasts 18 sec.
- Permafrost - Freezes the ground in a small area, preventing most creatures from burrowing through it and reducing movement speed over the area by 80%.
- Impale - Fires spikes up through the floor above Anub'arak, inflicting 17672 to 19828 Physical damage to anyone in their path. This attack ignores armor, but cannot penetrate Permafrost.
- Leeching Swarm - Releases a swarm of insects that attack the caster's enemies, leeching 20% (25 Players: 30%) of each target's current health every 1 sec. A minimum of 250 health will be leeched. This damage heals Anub'arak.
For Hard Mode, you only have SIX permafrost to deal with. The entire fight, it won't respawn. So you have to use them very carefully, very sparingly.
What we did was knock 1 down in the beginning of the fight. Tank Anub near it, and get the adds over it.
There will be more adds, it was 2 in 10 man at least. They must be tanked over the single Permafrost to prevent Submerges and burned down ASAP. They also do an 8 second cast called Shadowstrike, basically a shadowstep-backstab on someone which will likely one shot them. It can be interrupted. They can be stunned. So do not let it go off.
In 10 man, we also only went with 2 healers, 2 tanks, so 6 dps and zerg burn Anub down as much as possible during that phase. Get him to around 65% before the submerge, you have 80 seconds. That way you can get him to 30% before the next. If you get a 2nd submerge, you're gonna wipe.
In the submerged phase, ranged shoot down the rest of the permafrost as need be, probably just 4 others and leave the last for later. DO NOT stand on permafrost. The goal here is to try to kite Anub a bit, not too long though, no more than maybe 8 seconds, he goes faster and faster and eventually starts randomly (aggro?) targetting other people. Anyways, kite a bit, then get behind a permafrost, a far one from the raid preferably. The impale hitting it will reset it's speed and target, and could be any target including you again so keep moving anwyays.
Also, there are scarabs again, but this time they put a very nasty stacking long duration poison DoT on you with every melee attack they do. So ranged have to burn them ASAP. Melee might be able to help if they're aggro'd on someone else, try not to get hit too much.
Anyways, towards the end of this phase, shoot down the last Permafrost and tank Anub/Burrowers over it. You may need Heroism sometime now to ensure you get the push over to 30% before the next submerge. For us, as we were learning, we decided to do it after the first set of adds were killed. If your dps was high enough before, like 50% before first submerge, you prob don't need it, just save it for the Leeching Swarm phase.
At 30%, more of a zerg fest, finish off the set of adds remaining. The next set, we tanked them off permafrost and let the submerge happen, takes them out of the fight for 30 seconds. After that, burn burn burn him down before he kills you all. Remember Penetrating Cold is 6K a tick, keep the raid above that mark. But not full, except tanks, or else Anub heals a lot more. DPS race, if Anub doesn't die before those adds return, you'd likely have 4 adds up and wipe.
And if that's the case, you probably don't have enough dps to do what we did, instead kill the adds some more, when Anub himself is lower, maybe try to let the next set submerge and start the zerg.
Achievements:
The Traitor King - Kill 40 Swarm Scarabs within 30 seconds in 10/25-player mode.
Sounds like just a gather scarabs at the end and aoe them all at once.


MODS: http://wow.curse.com/
Keisjaa — Mon, 11/23/2009 - 19:51MODS:
http://wow.curse.com/downloads/wow-addons/details/grid-status-raid-icons...
http://wow.curse.com/downloads/wow-addons/details/grid-indicator-corner-...
SETUP:
Go to Grid -> Status -> Raid Target Icon:Player Target & uncheck "Enable"
Go to Grid -> Status -> Raid Target Icon:Player -> Priority & slide it up to 100
Last step:
Frame -> Center Icon -> Check "Raid Target Icon:Player"
++ OR ++
IF you have the 2nd mod installed(as i do)
Go to Frame -> Icon(corners) -> Top Left Corner Icon(Right) -> check Raid Target Icon: Player
I'm not sure how effective the second option will be if you play with small grid squares(mine are 24 x 54)
A pic of what it looks like:
http://www.downfallguild.org/image/view/7786/_original
Anub - Watch this video
Desteran — Wed, 10/07/2009 - 22:45http://www.youtube.com/watch?v=I657yBBj46c
Shows tank positioning really well. If we flip anub our tanks can just duplicate this. It looks like Anub's feet can be used as a good indicator.
I was looking at parses for
Desteran — Tue, 10/06/2009 - 16:02I was looking at parses for entirely different reasons and came across this heroic anub parse:
http://worldoflogs.com/reports/ZQedgmhETfyeAGPN/sum/damageDone/?s=6040&e=6597
Look at what spells the dps is using....Im noticing a trend.... ;-P
Updated slightly on the hard
saedo — Mon, 09/28/2009 - 10:21Updated slightly on the hard modes. Nothing really changed, except I now menationed that with high dps, getting Anub to 50% ish before first submerge means you can save heroism til 30% mark. Also a bit more on the adds in the 2nd half of the fight. Basically after Anub pops up, kill the first set of adds that appear. Anub should hit 30% at or around the 2nd set of adds, kill those off, zerg Anub. The next set, can tank them away from permafrost, let them submerge, then you got around 30 seconds to kill off Anub, or 4 adds will return and likely wipe you all. And I'm thinking if you don't have the dps to do that, keep killing adds.
So this might be thinking too
saedo — Sun, 09/13/2009 - 02:01So this might be thinking too far ahead but I've been thinking about the Hard Mode. And how guilds take 3-4 rogues to spam Fan of Knives, not only for that AoE damage, but that AoE interrupt, for their Shadow Strike (shadowstep backstabbing one shot).
Another thing in play is Spider Frenzy, which increases their cast speeds for each Burrower within 12 yards. It's normally an 8 second cast, 4 seconds with 2, 2 seconds with 3, and 1 second with all 4.
Now as a rogue, I calculated that in the worse case scenario, no extra procs, no new energy input, I can only use FoK once every 4 seconds. As you can see, that means I can only 100% reliably interrupt at most 2 Burrowers stacked together. Perfect for the 10 mans. For the 25 mans (vids), they do take 2 on one side and 2 on the other just for that.
In other words, we may need at least another rogue to handle the other side!
But anyways, this will only be the strat til patch 3.2.2. By then, I can't interrupt no more, so have to probably rely on assigned kickers / stunners, watching seperate targets. They are affected by Curse of Tongues and all that jazz too to help out.
This page is fixed up. Hard
saedo — Tue, 09/08/2009 - 12:58This page is fixed up. Hard mode explaination for this fight seems a lot more longer than the others! lol
Gist of it:
I fixed up the page
saedo — Tue, 09/01/2009 - 12:03I fixed up the page slightly. Maybe it's better, maybe it's not. Might have jumped the gun on Hard Modes and Achievements and stuff. But here's all the theory I suppose.
Ok new info I found. The
saedo — Mon, 08/31/2009 - 11:38Ok new info I found.
The floaty orbs that give permafrost, they're 10K hp each to shoot down. Permafrost has a set duration.
Anub hits hard, 20K ish on tanks.
Penetrating Cold is a debuff he casts on random members of the raid, a DoT you heal through.
Each Burrower puts a stacking 50% physical damage debuff on their target. One thought is to burn them down asap. Other thought is to ignore and let splash aoe take them down. Perhaps some trade tanking involved there.
People suspect that Anub himself won't burrow if you can get up entirely over Permafrost, entire huge ass hit box. If there is even one bit out, he'd be able to burrow. And it's time based.
If he does burrow (phase 2), the new adds that spawn can be aoe'd down. They don't hit hard, but do enrage, and can be Tranq'd.
While burrowed, the whole going on Permafrost prevents being impaled, but, it also removes the permafrost there afterwards. So keep moving to a new one.
At 30% is where (phase 3), Leeching Swarm occurs. And get this, the trick is to NOT RAID HEAL (as much)! GARRETH READ THIS SHIT! Ok, what happens is the swarm will leech your health until you're below 2500 hp (5000hp in 25), then it stops, and every time it leeches, it heals Anub. Debuff still there mind you, just doesn't do anything cause it has to take at minimum 250 hp from 10/20% of your current hp. So you shouldn't die from it. Keep the raid at 30-40% hp to minimize Anub's healing. And only focus healing on Tanks, and people who get the Penetrating Cold debuff. Then burn the shit out of him. Chain your CDs here, Divine Sacrifice a go!
Good shit, Saedo. Thanks!
Scaron — Mon, 08/31/2009 - 12:22Good shit, Saedo. Thanks!
cool, thanks Saedo, looks
Atakheal — Mon, 08/31/2009 - 10:46cool, thanks Saedo, looks really ez.
Based on the first vid, I
Scaron — Mon, 08/31/2009 - 07:24Based on the first vid, I noticed a couple of things. It seems that the permafrost can be shot down from the ceiling by ranged...which because it's good may be a good idea. In the first vid, ranged started the fight by shooting a bunch down, then focused on boss, then when boss burrowed ranged shot down more.
They also talked about penetrating cold, which I don't see on the list of abilities above. May have been what's described as Leeching Swarm above. Seems that filling the raid up past 50% health would be a fast and fatal healer mana drain as leeching swarm does more damage the higher the health pool of the target. Then again, I'm no healer.
Another thing I noticed was
Scaron — Mon, 08/31/2009 - 10:29Another thing I noticed was that they seemed to know penetrating cold / leeching swarm (whatever the major raid damage portion of the fight is) would happen at about 20% boss health...meaning the quicker everyone can get the boss down at that point the better. Sounds like heroism should get popped at around this point?
Looks like they didn't save
saedo — Mon, 08/31/2009 - 10:36Looks like they didn't save heroism, but perhaps should have. I think it seems to happen at the 5:20ish mark of the vid. You can see one of the debuff icons change, and I think Anub grows a bit. Probably Permafrost to Penetrating Cold, which is this, http://www.wowhead.com/?spell=67700 3500 a sec aura.
Ya, also I think you're
Scaron — Mon, 08/31/2009 - 10:44Ya, also I think you're probably right about having at least 2 or 3 tanks for 25 man. In the vid they mentioned something about a 200% physical damage debuff, based, I think, on how many adds were on the tank. Probably this is the mechanism to force a multi-tank set up. At just before this was mentioned in the vid one of the warriors or maybe it was a pally (I think it was the add tank) got hit for about 70ish percent of his / her health. Splitting the adds up may mitigate the possibility that a tank will get one-shotted.
Hmm right. I'll have to
saedo — Mon, 08/31/2009 - 10:14Hmm right. I'll have to look it up more, perhaps this was all from an older datamined PTR build.
This is for Tuesday and I
saedo — Thu, 08/27/2009 - 12:00This is for Tuesday and I have a possible strategy above, and 2 videos for it below. It looks like another easy fight. Then we're on Hard Modes! Everyone remember, for hard modes, we only get 50 attempts per week. That is, 50 wipes total on all bosses. So limited like Algalon attempts, but not a time constraint thing.