Already killed it, but I feel like this strategy will help many other guilds dramatically that will be or are working on it. Feel free to add any other input or strategies to help one another.
edit: a kill video to go with the below strategy - http://www.youtube.com/watch?v=aThQyfm6uGo
---------------------------------------------------------
Composition: 1 Tank, 3 heals, 6 DPS (preferably ranged)
The most dramatic change to this strategy is obviously the single tank aspect. Since most common strategies leave poison head alive the entire time as to enable raid stacking, the physical damage this head will deal is actually higher than the spell damage done from ranged (Megaera's Rage) and adds complications to the standard strategy. Here's how you do this fight, assuming poison head never is the kill target:
1. Begin by pulling both heads and tanking in the center of them so their breaths cross-fire into one another. Melee need be aware of the breath rotation, and are less desirable than ranged for this encounter. Melee can focus on the nether wyrm adds instead of heads later into the fight.
2. During each rampage, gain threat onto the poison head so it doesn't have threat on anyone else after rampage and will instead just cast Megaera's Rage on you from across the room. When rampage ends, melee range tank the head that is going to die (the non-poison head).
3. As far as handling the cinders and icy beam, warlock portals are useful but are not required. Develop your own strategy to handle these, but it shouldn't be overly-complicated as compared to normal.
4. Add-handling. Another benefit of this strategy is heads die faster, so there's less adds. Figure out your way of killing the adds, and when to ignore them with CC, but they shouldn't be a limiting factor.
It's really that simple. The only difficult part will be surviving the breaths as a tank solo, which can be achieved through some of the tips offered below. Your DPS should be through-the-roof by having a tank with insane vengeance from taking damage from both heads and adding another DPS on the head full-time.
----------------
CD rotation for breaths on the paladin tank (assuming you only get 2 per head since you have extra DPS):
1st Blue/Green
*Pain Suppression
*Divine Protection (Unglyphed)
---
1st Red/Green
*Divine Protection (Unglyphed)
*Guardian of Ancient Kings
---
1st Purple/Green
*Ardent Defender
*Divine Protection (Unglyphed)
---
2nd Blue/Green
*Pain Suppression
*Divine Protection (Unglyphed)
---
2nd Red/Green
*Divine Protection (Unglyphed)
*Guardian of Ancient Kings
---
2nd Purple/Green BLOODLUST
*Ardent Defender
*Divine Protection (Unglyphed)
---
3rd Blue/Green
*Pain Suppression
*Divine Protection (Unglyphed)
---
--------------------------------
Key aspects:
1. Ensuring the Rot Armor debuff from the poison head will fall before the next Rot Armor breath after the preceding rampage is critical. In order to do this, you must control your DPS in your raid to slow or halt DPS if your stack has a remaining duration above 37 seconds. This isn't difficult but may require a couple pulls to master.
2. Lust on the final arcane head - this will make it easier and reduce RNG.
3. Pain suppression is your friend and other external CDs that aren't required for rampage healing. I found that I only needed Pain Suppression on the first breath of each Blue/Green head.
4. The benefits to this approach is healers don't have to spread to heal two tanks, the damage intake is entirely predicted into one source, and all DPS is effectively dumped into the head that needs to die.
5. It is more efficient to tank the last blue/green from the left side of blue so that the green is casting Megaera's Rage as opposed to meleeing, as it has dramatically increase attack speed at this time.
6. Crowd control nether wyrm adds if you find yourself lacking DPS to push a head. Ring of Frost, Solar Beam, Binding Shot, Howl of Terror, etc.
------------------------
Recommended Glyphs: Alabaster Shield, Battle Healer, Focused Shield. It is important to leave DP unglyphed as it is a major CD for breath damage reduction.
Required Talents: Unbreakable Spirit, Light's Hammer. Unbreakable spirit is required to ensure DP is up for everyone second breath.
Galiks
Wed Apr 10, 2013 8:42 pm
