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Home › The Downfall Handbook › Downfall Raid Guides › Icecrown Citadel Strategy Page › The Lower Spire

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Deathbringer Saurfang Strategy Page

saedo's picture

saedo — Thu, 10/15/2009 - 11:19

Health:

  • 10 Man - 9.7M
  • 25 Man - 34.9M

 

Abilities:

  • Call Blood Beast - Saurfang calls forth 5 (2 in 10 man) blood beasts every 30 seconds
  • Blood Link - Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures.  Instant
  • Blood Power - Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has.  Instant
  • Mark of the Fallen Champion - Deathbringer Saurfang's melee attacks splash to the target, inflicting 3800 to 4200 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health. (20% in Heroic) This debuff is casted on a raid member each time Saurfang reaches 100 Blood Power. (gains 1 Blood Power per tick)
  • Rune of Blood - Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5100 to 6900 health from an enemy target and heals Saurfang for 5 times that amount (gains 1 Blood Power per hit)
  • Blood Nova - Blood explodes outward from a random enemy target, inflicting 10000 Physical damage to nearby enemies.  (gains 2 Blood Power per target hit)
  • Boiling Blood - Boils the blood of an enemy, inflicting 9500 Physical damage every 3 sec for 24 sec, up to 6 players in 25 man (gains 1 Blood Power per tick)
  • Cleave - Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets. Melee range. Instant
  • Frenzy - Saurfang goes into a frenzy, increasing his attack speed by 30%.  Instant (occurs at 25%)

Blood Beasts:

  • Thick Skin - The thick skin of this creature reduces damage from area effect attacks by 75%

 

The Fight:

First thing to note is Blood Power, this is the main thing the mechanics of the fight center around.  Each ability that hits will making him gain more Blood Power.   The better we're at, at preventing him from gaining Blood Power, the easier the fight is.

This appears to be a 2 tank fight, Thorim style tanking, but not a tank gib buff.  He will cast Rune of Blood on the tank, and subsequent hits will make him heal himself, and gain 1 Blood Power per hit. 

The raid itself is suppose to spread out, preferably the ranged should keep a 12 yard distance from each other.  For as long as there's enough ranged, he will cast Blood Nova on them (like Shadowcrash targets).   Each person hit will give him 2 Blood Power.  Spread out to minimize this.

He will throw out DoTs called Boiling Blood.   These will just have to be healed through.  Up to 6 targets at a time, also each tick will give him 1 Blood Power, no stopping these (except maybe Bubble/Block?).    A shield that can fully absorb the tick will prevent Blood Power gains

Every 30 seconds or so, he will summon 5 (2 in 10 man) Blood Beasts, they are to be kited and never touched.   Each hit they do will give Saurfang 1 Blood Power.   Use hunter traps, totems, hurricane, typhoon, thunderstorm, etc to kite and keep them off people.    They cannot be AoE'd down as they have an aura reducing that type of damage by 75%.   Single target, focus down asap.

Anyways, with all that Blood Power happening, here's why you want to prevent him from building it up.  At 100, he will use Mark of the Fallen Champion, which appears mark one person doing damage to him each time he hits someone (the tank).    He must be healed and survive, or Saurfang heals.   Also, each tick of damage will give him 1 Blood Power.   This also appears to last til the end of the fight, meaning, mulitple Marks will occur on several people as the fight goes on.    Which also exponentially increases his Blood Power gain rates.    This in turn is the soft enrage to this fight.   As too many people get this, it'll just build up way too fast giving more people this and people will start dying and healing him back to full health, etc.   Also, the mark persists through death, so brez's are not recommended if they die unless you're really on the ball with instantly healing them.

A final thing, at 30% hp, he will Frenzy, appears not to be tranq'able thing, more of a low health enrage.

In the end, the fight is "simple" in concept, but can be brutal to healers and can fall apart easily.

 

 

Achievements:

I've Gone and Made a Mess - Defeat the Deathbringer before Mark of the Fallen Champion is cast five times in 25-player mode (3 in 10 man).

Just be good at avoiding gaining Blood Power and or have high enough dps to zerg through it.

‹ Gunship Battle Strategy Page up The Plagueworks ›
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saedo's picture

Updated!

saedo — Thu, 12/31/2009 - 13:05

Updated!

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One thing I noticed while

Ghli — Mon, 12/14/2009 - 17:54

One thing I noticed while doing a 10 man on this boss as a paladin healer is that when you do have RF, generally the adds will come to you first. However, it is possible to "loose" this aggro from focused DPS. If you need to, you can taunt these adds back towards the earthbind totem and/or frost trapped area with righteous defense. Essentially, you can just play ping-pong with these adds while DPS.

Another thing, do NOT brez people with Mark of the fallen champion. Yes, you can block and divine shield to stop taking damage from it, but the debuff is similar to going completely insanity during Yogg.

If you guys do manage to get "I've Gone and Made a Mess", you have done the encounter probably as it was intended.

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garreth's picture

Decent vid.

garreth — Mon, 12/14/2009 - 17:06
Decent vid.
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garreth's picture

Yay, Gurtogg 2.0. 

garreth — Mon, 12/14/2009 - 17:14

Yay, Gurtogg 2.0. 

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saedo's picture

Updated this now.   A part of

saedo — Fri, 11/27/2009 - 18:04

Updated this now.   A part of me wants to say this fight reminds me of Gurtogg.   Not really in how the fight works, but more in the how brutal the fight can be on the raid and its healers.

  • Blood Power, gains it through almost every attack he does, we as a raid have to mitigate it as much as possible
  • Spread out, don't get hit, trade taunts
  • Heal the fuck out of the Marks
  • Oh and the rest of the raid while at it
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Range generally kills the

Kwondre — Thu, 12/10/2009 - 10:43

Range generally kills the Blood Beasts, but i think this could go smoothly with a little bit of help from melee, including:



  • Hammer of Justice

  • Piercing Howl (probably harder to get)

  • Chains of Ice

Also, from a logistical range perspective, I think that in 25 man we should pop two hunters up there on the MT windows - who are on opposite sides of the platform...It was hard to consistently DPS Lumi's target because I was often on the opposite side of the room due to the need to spread out.


Put two hunters on opposite sides, have range be aware which hunter is on your side, have the hunter pop distracting shot and kite through the frost trap...no one should get hit...distracting shot because i saw healers with uber aggro on the blood beasts the whole time.


Blood beasts remind me very much of Skittering Scarabs on Anub, though I think they are much more manageable..and no stupid WTF Enrage.


 

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GimpyDragon's picture

Thanks for posting this. I

GimpyDragon — Thu, 12/10/2009 - 12:16

Thanks for posting this. I read on EJ earlier about Piercing Howl and I'm thinking of respeccing (I wanted to pick up some points in Imp Execute anyway) for it. Doesn't help KB but should help Salmon.

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saedo's picture

Most say the Blood Beasts

saedo — Thu, 12/10/2009 - 11:30

Most say the Blood Beasts were nerfed badly on Live, compared to PTR.   Easy to kill, 90K hp each.    Well hope frost traps and earthbinds were used to help the kiting.

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frost traps were down, but

Kwondre — Thu, 12/10/2009 - 13:06

frost traps were down, but this wasn't organized ahead of time to no fault of the hunters.


They weren't getting really out of control per se, but they could have been managed better...people definitely took multiple hits from beasts.


 

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saedo's picture

Fact: Saurfang once...

saedo — Fri, 11/13/2009 - 17:09

Here's Deathbringer Saurfang's stuff.   He was bugged on PTR though, dodged too much, crit tanks and all.   I believe they're testing him again after fixing that.    But basically the fight is, kill him while trying to prevent him from healing himself as much with all the stuff he does.    And adds.

 

 

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