Shazzrah

Started by Bastet, March 02, 2006, 06:58:58 PM

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Bastet

Shazzrah

Shazzrah is a Naga mage boss very near Baron Geddon.

Shazzrah's Abilities
Deaden Magic: Protection spell that reduces magic damage dealt to Shazzrah. Can be dispelled / purged as it is a “magic” effect.

Blink: At roughly 45 second intervals Shazzrah will blink in a random direction AND reset all agro to zero. When the blink positions Shazzrah in the middle of a group of soon to be dead/fleeing players you can expect to see the next ability...


Large radius Instant Arcane Explosion: This will hurt. Arcane resistance helps (and Greater Arcane Resistance Pot’s), as does higher maximum hit points. This Arcane Explosion has an extended range of 20 yards.


Shazzrah's Curse: Increases magic damage on players. This is a curse and can be dispelled by mages as per normal.


Area Counterspell: Just like Counterspell, but more than one player will be affected by it.


Strategy


To begin this battle, have the party assemble in the room where you fought Garr. The party then needs to be split into 4 “sub groups” that are placed in every corner of the room (north, west, south, and east). The spacing of these groups is to minimize damage from the blink/arcane explosion combo that Shazzrah has. The main tank should be in the middle of these well spaced out groups.

Second part of the fight is to pull Shazzrah into the room, best bet of course is to use a hunter for this. Attempting to tank Shazzrah right away will fail as he immediately will blink to one of the four groups.

For the first (and other) times when Shazzrah blinks to a group, the person with agro needs to immediately run to the middle and allow the Main Tank to gain agro. Everyone else in the raid needs to stop attacking until the Main Tank has agro, and then the fight continues as per normal.

A mage/druid needs to be nominated to decurse the Main Tank during the fight to minimize the damage he is being dealt. Make sure that only the Main Tank is being decursed as he is the only one who should be taking damage from the AE’s (aside from post blink situations). It is a good idea to have this as a druid who can heal themselves, or a mage that has a greater arcane resistance potion.

Also a Mage needs to be chosen to keep up a “detect magic” spell on Shazzrah, so that you know when his anti magic self buff is active. This buff needs to be dispelled by a priest/shaman once it pops up so that magic DPS will work as normal.

Since rogues and warriors are not going to be in melee range, they should be centering on ranged attacks as well as bandaging those in need.
Aszune (Alliance):
Sokhar lv 80 (H/M) Warrior, Sokhár lv 80 (H/M) Death Knight, Beset lv 70 (NE/F) Druid, Bastet lv 70 (NE/F) Rogue, Mentu lv 70 (Dr/M) Shaman
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