Healing in Icecrown 25H - Deathbringer Saurfang

saurfang

Even with the next and imminent departure (heh) from Cataclysm, there are many guilds that are still striving to finish not only the hard modes of ICC, but also the normal ones.

Having overcome both difficulties on several occasions, I will try to review each boss, to try to shed some light on those who continue to have problems moving forward, regarding the cures of each encounter.

On this occasion, we are going to talk about the fight against Deathbringer Saurfang. This fight is usually tricky as a mistake causes the boss to heal a significant amount (especially in heroic mode).

DEATHBRIDGER FANG SAURIO / DEATHBRINGER SAURFANG

Raid configuration:

  • 2 tanks
  • 5 healers -> of them, 2 paladins is recommended

END OF THE YEAR

This encounter is usually quite difficult for many guilds, since a slight error can cause the boss to heal for 20% (in heroic mode) and extend infinitely.

Deathbringer Saurfang must be tanked by 2 tanks that will be exchanged each time they gain the effect of Bloody Rune, since if they don't they will cause the boss to heal.

Saurfang has an energy system that increases thanks to Blood Power: Every time the boss or his beasts deal damage, he gains energy. Gaining energy also increases its size and the damage it deals, so it will therefore be important to focus our efforts on preventing it from gaining too much energy.

The entire band must be placed more than 12 meters apart, as this will prevent the Blood Nova deal damage to more than one player simultaneously (Saurfang gains less energy).

From time to time, Saurfang will launch Boiling Blood over 3 players. This will cause him to gain energy, so we will try to avoid it with any ability that mitigates his (physical) damage. It is interesting to organize for the first two rounds a rotation of Hand of Protection of the different paladins of the raid on the targets that receive this effect. Physical dps should be aware of if they receive Hand of Protection, since they will not be able to continue hitting. They should be removed with a macro (/Cancellation Hand of Protection) or with another Paladin Hand, for example, of Freedom. This will delay the moment when Saurfang reaches 100 energy.

Every so often, will summon 5 beasts that have to be eliminated without hitting anyone (to prevent the boss from gaining energy and no one dying). The dps have to be distributed to kill them quickly. A detail in heroic mode is that the beasts will launch Scent of blood, reducing the movement speed of the raid by 80%. This makes it slightly difficult to kill them without touching any member of the raid. We will have to apply slowdown effects on them and the tanks will have to be attentive to taunting them if they are going to hit any ranged.

When Saurfang reaches 100 energy, he will cast Mark of the Fallen Champion about a player randomly. This ability causes part of the damage dealt to the tank to be shared with the player. It is vital that he does not die, since if this happens the boss will heal 20%.

  • Paladins: Your task will be to keep the tanks and players marked with the Mark of the Fallen Champion alive using the Sign of Light. You will be assigned a marked player to whom you will have to put Signal of Light, while you continue to heal the tank that is with the boss at all times. The damage of Saurfang in tanks and marked players will be proportional to their amount of energy, so take advantage of the moments of low energy level to use Divine Supplication since if you do it at another time you run the risk of the mark dying (already not only for the least amount healed, but for spending a global cooldown on using that ability). Keep in mind that if the marked player is a low health and fragile player, when the energy is high he will take a lot of damage. Take advantage of that moment to use Aura Mastery with Aura of Devotion, Hand of Protection on that player. The latter, if he has similar abilities, must also use them. You will, preferably, take care of Trademarks placed on remote members.
  • Shamans: Mainly you will be supporting in tanks and healing the occasional damage in raid. If the Mark is in a melee member, it is recommended that a shaman be in charge of curing it using Healing Chain, since you will be supporting tanks a lot.
  • Druids: In the same way, you will support in tanks with all your Healings in Time and you will heal the occasional damage in raid. There is very little raid damage in this fight, so another type of healer may be more recommended. Depending on the number of brands that appear, you will have to take care of one of the last ones.
  • Sacred priests: You will also support tanks, which take a lot of damage, and if there are marks in melee the Prayer of Relief will be a good cure that will jump between melee DPS and tanks. Very possibly you will be the next to have to heal a Mark, after paladins and shamans.
  • Priests discipline: You can use Power Word: Shield on members with Boiling Blood to reduce the damage they take and the energy Saurfang gains. Likewise, you will be valuable if you place a good amount of Divine Aegis on the tank or on whoever is taking damage from a Mark. Defensive skills will be very useful towards the end of the boss, when there are multiple markers placed in the raid and healing starts to become difficult.

The order of heals in the marks must be specified prior to the raid or indicated by the Raid Leader during it. The ideal: ranged for paladins, melee for shamans, next for druids or priests.

Both shamans and priests should try to place Ancestral Fortitude and Inspiration respectively, to reduce the physical damage received from as many players affected by the Mark as you can.

All classes that have an ability that reduces their received damage should preferably use them towards the end of the boss (if the cooldown is high) and always when the boss has a high energy level.


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