The Orc Room

Clear out the room pulling the pats first out of the main room into the tunnel. Move into the room and clear it out. When confronting engineers just use the engineer tactic described earlier. Always kill those summoners first and quickly.

Ok now you’re onto the caged orcs which gives some people a really hard time as they’re messing around with totems, kiting and being clever. You don’t have to be because you have super pally in your group.




Things to Consider

The first thing to keep in mind is that you are going to run out of mana if you don’t compensate for this. If you take no mana precautions then by mid fight in the last orc group your healer will probably be oom. Make sure each of your guys has mana pots.

The second thing to keep in mind is that as soon as you pull the lever the event starts so don’t pull it until you are completely ready and buffed up.

OMG Im Oom. The third thing to keep in mind is that there are four groups and on the last mob standing on the 4th group you will be taking a quick look at your mana. You are going to do this because if you have a tiny bit of mana left on your dps, your pally or your healer you are going to kite the last mob and regen your mana pool. With this in mind for this fight I create a round robin for my ice shock to slow the last orc down. You can also set one up for your binding totems if you don’t have one already set up. However, if you just didn’t over heal like a lunatic and got 5k more aggro than you needed your mana shouldn’t be too bad.

Positioning

Ok you’re prepared for the fight. I personally position my dps and resto with their backs to the lever. The reason for this is that whatever orc group releases my dps group will always be facing them so no re positioning is needed.

Totems to use will be mana stream and whatever else you think you need. However, remember that it’s a mana fight as much as anything so don’t go crazy. Rely on your tank to tank, your dps to dps and your healer to heal lol. Anything extra here is consuming mana and you don’t want that.

Ok pull the lever. Don’t panic, take a breath and chill because what you’re about to do is ez mode. The first of four cages will open and out charges 4 angry orcs all melee types with a knock back. They are elites but I found they don’t have tons of health which is nice. They run at your group. Ok here’s where the pally just pwns. Get your pally to meet the group, they will be charging towards your shamans most probably, then just throw down a consecrate. Every single orc will now be hitting on you. Hey but you’re a tank so that’s exactly what you want. Aggro dps and heal. First set of orcs dead. Its really as easy as that.

Ok the second group is released –do NOT heal with your resto as they run towards you- the pally if it’s really needed should bandage. If you heal as the orcs run out of the cage you will generate heal aggro and make it tougher on the tank. You can always heal with your pally heals as they run out of the cage if your mana is fine as well generating some extra aggro for your tank at the same time.

Ok just carry on doing this renewing your mana stream totems as you go or any other mana generating totems you have.

The last group attacks just deal with it like normal. However, as said earlier keep in mind the last orc and your mana. If your manas ok or just needs a pot to top it up then go for it and kill the last orc. If you have blown everything you have and are standing there nearly oom on everyone or even just your healer or pally then kite the last mob and re gen mana. If you took your first mana pot early enough you may even get your CD back up and mana pot it. As a general tip on mana pots never take a pot when you’re nearly out of mana. If a pot gives you back 1k mana and you know it’s a fight where you’re going to use mana pots then chug a pot after you have depleted 1k mana. This way more times than not you will have a second mana pot available to use before a fight has ended. (big mistake for newb raiders that one) but it applies just as well to long fights like this one.

Ok killing the last mob will release the doors and Boss 2 will come out. There is no safe place in the room. In the early days there was a spot at the back of the room you could run to and drink without the boss aggroing but it doesn’t exist any more so forget it.

Remember your positioning. You want your shamans behind you here at a distance so if they’re still at the lever gather them up run off and then quickly set them up. Pally tank the boss.

2nd Boss

The second boss is a lot tougher than the first and has some nasty abilities. Your tank will take some big damage if you are not aware of the poison pool at the bottom of the boss. Manoeuvre away from it whenever you can.

Other than that its straight forward, your tank will need some big heals but if your mana is ok it should be fine, the fight is designed that you go into it with a depleted mana pool from fighting the orcs as long as you make sure this isn’t the case you shouldn’t have a problem.

Again avoid the poison pool below the boss and finish him off.

This boss in Pugs after its dead is an excellent noob indicator. The noob will run to the boss as soon as its dead (usually a dps cloth) intent on looting it and die in like 1 second. Hilarious.

On the way to the third boss there’s nothing that’s difficult except two potentially tricky parts.



The Imp Room

The imps as you have experienced have no health but hurt like hell. There’s a couple of ways to take out the imp room. Firstly use every dps you have, the idea here is to destroy the imps asap.

One method is to all run in, spam drop grounding totems, have fire resist aura on your pally and fire resist totems and blast the hell out of everything while mass healing leaving the cloth guy until last. This can work quite nicely. Its not really a hard room so I’m sure you will be fine. You can position by the door aggro with the pally mass drop grounding totems, spam heal and kill off the imps. Just take care of the imps as quick as you can really.

The sloping corridor

There are big demons here that hit very hard and charge. For anyone that’s done Gruuls trash it’s a similar tactic here. Just hug the tank, don’t even break follow. If you’re not far enough away from the mob then the mob can’t charge. Spam heal some big heals here as your tank will be getting hurt. I also think there’s maybe a cleave going on here so heal that out too.

3rd Boss

The guys surrounding the boss here will attack then when they are all dead the boss will attack. Grounding totems ftw. Kill them off they’re not much of a challenge.

The last boss here has 1 ability which hurts like hell. He will say some rubbish which I never remember like—Run Away—or something. Just do exactly as the Noob says and run away when he says this to avoid a nasty AOE. Position your shamans by the door way and tank the boss away from the group. As your tank is running away watch your threat meter and stop dpsing if you have to. You don’t want your shamans to aggro and when your tank is running away you aren’t aggroing very much. Just repeat this until the boss is dead.