Anub'arak - Heroic Mode

Anub'arak is the fifth and final boss we will fight in the Trial of the Great Crusader. When we finish off the Twins, the ground will collapse and we will be able to fight with it in the basement of the Colosseum.

banner_anubarak_heroic

  • Level:??
  • Race: Lord of the Crypt
  • "Salud": 5,440,000 [10] / 27,192,750 [25]

If you thought that you would have defeated him in Azjol Nerub and you would never see him again, you were wrong. He has been resurrected (again) by The Lich King and is now more obedient and helpful than ever.

In this Anub'arak Heroic Mode Guide, we are only going to detail the details of the heroic version of this combat. It is understood that the combat is known since otherwise you will not have been able to access the Trial of the Great Crusader. In case you got here by mistake, always you can access the guide in the "normal" way.

Skills

anubarak_reflex

Penetrating cold: A penetrating cold will affect 1 random raid targets, dealing 6,000 points of frost damage every 3 seconds for 18 seconds. (Will affect 3 targets in 25 player mode)

Freezing Slash: This hit deals 25% of the weapon's damage and freezes the target for 3 seconds.

Submersion: Will try to dig to bury himself. It will not be able to do so on ground that has been frozen with Permanent Frost. (Only in Phase 1)

  • Permanent frost: Permanent Frost reduces movement speed to 80% in addition to preventing most creatures from burrowing in it.
    To make the Frost permanent it is necessary to kill one of the blue orbs that float above Anub'arak that have approximately 10,000 health points. Only 6 will appear during combat.

Hunted by Anub'arak: If you see this during combat it will mean that Anub'arak will be chasing you. Run for your life! (Only in Phase 2)

  • Impale: When it reaches its target it will instantly impale it by throwing a spike from the ground and dealing between 17,672 and 19,828 points of damage to all enemies in its path. It cannot get through the frosty ground. (Only in Phase 2)

Barbed ChaseAnub'arak will launch a spike through the ground impaling all targets within 4 meters of the spike, dealing 2,828 to 3,172 physical damage and knocking them into the air. Launches it instantly. (Only in Phase 2)

Summon scarab: From the ground, a beetle emerges from the swarm.

Parasitizing swarm: The Lord of the Crypt will unleash a swarm of insects that will attack the raid, draining 10% of current health from each target every second, healing them. Always drain a minimum of 250 health points. (Only in Phase 3)

Nerubian Driller

Expose weakness: Exposes the enemy's weaknesses by increasing the physical damage taken by the target by 30% for 10 seconds per dose. Stacks up to 10 times.

Spider Frenzy: Increases movement, attack and launch speed for each Nerubian Piercer within 12 feet.

Submersion: Will try to dig to bury himself. It will not be able to do so on ground that has been frozen with Permanent Frost.

  • Permanent frost: Permanent Frost reduces movement speed to 80% in addition to preventing most creatures from burrowing in it.
    To make the Frost permanent, it is necessary to kill one of the blue orbs that float above Anub'arak that have approximately 10,000 health points. They will appear continuously during combat so there is no need to worry about running out of them.

Shadow Strike: Walk through the shadows to appear behind a selected enemy and deal 40,000 points of shadow damage. Can and you have to interrupt.

Swarm beetle

Acid soaked jaws: This attack deals 1,600 Nature damage every 3 seconds for 1 minute (deals 1,800 in 25-player mode).

Strategy

This is the fight in which, without a doubt, it will be necessary to adjust more. It takes a great deal of damage, coordination, and knowing what to do at all times.

Differences with the normal version of the encounter

Although Anub'arak does not gain any special abilities in his heroic version, his companions, the Nerubian Piercers, will. Like all heroic encounters in the Coliseum of the Crusade, Anub'arak will gain a health bonus of approximately 30% which means that it is no longer possible to avoid the second phase. On the other hand, now only 6 Orbs will appear that will have to be managed well. Ideally, Anub'arak only goes to the second phase 2 times so, for each time it is buried, we will use 3 orbs.
Nerubian Piercers will win the Shadow Strike which is quite dangerous and now more will appear in each version, 2 in 10 player mode and 4 in 25 player mode. As if that were not enough, they will continue to appear during the third phase.
Finally, Permanent Frost has received a major change and now reduces movement speed by 80% instead of 30%, so it is recommended never to step on it.

Starting the fight

When starting the fight, Anub'arak will have to be placed at one end of the room. As damage begins, a DPS will take care of placing the Orbs as far away from Anub'arak as possible and as far apart as possible. For example, if Anub'arak is placed at the North end, the 3 Orbs are placed at the South, North and West ends. Then we will see how we handle the second phase. In case there is not enough DPS, 3 phases will be necessary so 2 Orbs will have to be used for each Phase.

Shortly after combat begins, the Nerubian Piercers will appear. Considering that the encounter cannot be made with 3-4 Tanks, your secondary Tanks will be tanking 2 Nerubian Piercers at the same time very often accumulating Expose weakness very quickly. It is necessary to keep it above the Permanent Frost to prevent them from burying themselves and recovering all their health.
In 10-player mode the most common is to kill them one by one. It is crucial that they die soon since by being together they win the Spider frenzy doubling his attack and launch speed. As soon as I start throwing Shadow Strike, a DPS should interrupt / stun him.
In the 25-player mode things change a bit because there are 4 Piercers and the attack speed becomes very high. If the Healers manage to keep the Tanks it will be easy since between all of them and with areas there will be no problem since they will fall quite quickly. If, on the other hand, it becomes very difficult for the Healers, the Tanks will have to separate and make areas once to each group. Likewise, the Shadow Strike since the damage is 40,000 points and can kill any DPS / Healer.

Anub'arak Dives - Phase 2

It is advisable to remove Anub'arak from the Frost, about 10 seconds before it goes under the ground. As soon as it dives in, spikes will appear and start to chase the target. They'll go slow at first, then faster and faster, and won't stop until they reach Permanent Frost or the target dies or uses an immunity effect. What we are going to do is take Anub'arak as far as possible from the patch so that the whole band moves as far as possible and will try to lengthen the path of the spikes without actually touching the ice.
As the chased player runs to avoid the spikes, the rest of the gang will take care of the remaining Nerubian Piercers.

This phase lasts one minute so it's important to make good use of skills like Divine Shield, Blessing of Protection, and Feign Death. There are a couple of things to keep in mind:

  • Blessing of Protection will make the player immune to damage but the spikes will continue to chase them. This ability grants the player more time to move, before reaching permanent Frost.
  • The rest of abilities to avoid the damage like Ice Cube, will make the spikes chase another but as soon as the Ice Cube ends, the spikes will return to the original player.

The priority of this phase is to hold each Spike as long as possible without forgetting to kill the Beetles. It is possible to leave a permanent Frost patch unused, using immunity abilities and it will be quite useful for the third phase as the Nerubian Piercers will continue to appear during the third phase.

At 30% of Anub'arak's health, we move to the third phase.

The panic begins - Phase 3

Anub'arak will no longer hide but will drop his Parasitizing Swarm which will drain 20% of all raid members' health every second and heal Anub'arak for half the amount drained. It will always drain a minimum of 250 health points. On the other hand, Piercing Cold doubles its damage from 3,000 points to 6,000 points every 3 seconds.

This involves a lot of work for the Healers. It is important that the Healers keep the health of the players below 50%. Only tanks and players affected by Piercing Cold should receive constant healing.

This is no time to worry about Nerubian Piercers, use Heroism / Bloodlust and Anub'arak should die before the second batch of Piercers appear.

Video of the meeting


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