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kotahi
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re: The Lurker Below

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Introduction
The boss is spawned by fishing at the "Strange Pool" in the instance. It can take anywhere from 10 seconds to 20 minutes for him to spawn so be patient and focused.The more people that fish, the better.

In order to be able to fish in the pool, a skill of around 300 fishing and some bait is required.

Raid Setup


Tanks 2 ( 1 Main Tank, 1 Off Tank druid or warrior)
Healers 7
DPS 16 ( DPS Warriors and feral druids are almost mandatory since they'll be tanking the Coilfang Ambushers.)

The raid setup is flexible.

Buffs and Pots
All standard buffs, potions and flasks.

Paladins/Shamans should use Frost Aura/Frost Resistance Totem since the Geyser can be resisted.

Limited Invulerability Potions and Swim Speed Potions are useful if you're about to die from the fish and not getting any heals, or to get back to the platform more quickly. Use them at your own discreton.

Frost Protection Potions aren't necessary since the damage from the Geyser is negligible and they don't help against the Spout either.

Boss Abilities

Health - 5,300,000


"Geyser"
He will target a random player and shoot a bolt of water towards him, hitting him for 3238-3762 Frost damage.


"Spout"
About every 45-50 seconds after he has spawned, or after an emerging Spout(after Phase 2) he will start spouting out a jet of water in a clockwise or anticlockwise direction, starting from his current target. He will do it for a full rotation of 360 degrees and will then stop. It will instantly kill anyone who gets in its way, except maybe the tanks. It also knocks you back VERY far away, sometimes over 100-300 yards. Mages can Blink and Iceblock through it and paladins can use Divine Shield.

The easiest way to avoid the Spout is to simply drop into the water. If you have Scalding Water (see below), you can easily survive the damage. If you have fish, it is a lot less likely.

Alternatively, you can run around the Lurker on the innermost circle of the platform. If you run in the middle or the edges the Spout will catch up with you and kill you. Stop running as soon as you've reached your position again.


"Whirl"
He will use this ability every 5-8 seconds after a Geyser, after every Spout and very often when he re-emerges (explained later). It will hit anyone in melee range for 4375-5625 physical damage and knock them back a short distance of 5-10 yards. If you stand on the innermost part of the platform you'll land back on the platform instead of in the water.


The Fish/Scalding Water
Not so much as a boss ability as an enviromental detail. If you spend a few seconds in any part of the water in Coilfang Reservoir you'll get a swarm of fish called Coilfang Frenzies on you. They hit for about 150-200 each on plate and the longer you're in the water the more of them come. Killing them is futile as more and more keep comming, so just stay in the water as little as you can and get back on the platform as fast as possible.

If you clear the 6 trash mob packs on the platforms above the Lurker's pool, you will remove the fish and get "Scalding Water" instead. This also damages you when you are in the water, but for far less (500/tick). The disadvantage of Scalding Water is that it damages you in very shallow water when the fish would not have reached you. On balance, however, the fight is certainly easier with Scalding Water.

Strategy


Positioning

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The Lurker Below always spawns within the circular platform, as shown on the diagram, and throughout the fight will either be in that position, or submerged. He never emerges into the main area of water.

The groups are spread around the platform, with the tank being alone and in front of the pillar so that he may get back quickly when knocked back.

The Off Tank is usually either on the sides or behind the Lurker.

Phase 1
When The Lurker spawns the MT must be in position and grab aggro on him right away. You need to have the Off Tank 2nd on aggro, or when the Lurker does his Whirl and knocks back the MT out of melee range, he will attack the next target on his aggro list.

45 seconds into the fight he will start his first Spout. Drop into the water and then get out again and continue DPS. As soon as he's done with the Spout, he will do a Whirl so you must be on the edge of the platform when it's about to end. He will stay up for about 10-15 more seconds and then dive underwater. Then phase 2 begins.

Phase 2
When he dives, he spawns a total of 9 adds: 6 ranged Coilfang Ambushers (2 on each platform), and 3 melee Coilfang Guardians. All these adds can be Sheeped/Stunned/Disoriented/Snared.

Have about one group on each Ambusher pack and one group for the 3 Guardians.

Have the Guardian group kill the Guardians one by one, keeping one sheeped until the 2nd Guardian is almost dead. As soon as an Ambusher group is done with their pack, they must help out on the Guardians.

Coilfang Ambushers - 26k Health. They should be tanked by your DPS warriors/feral druids or even Rogues and High-HP mages if you don't have enough people. They have nasty burst damage and can Multishot for about 2.5k on leather.

They are currently very buggy and can sometimes despawn for no reason. Sometimes a healer will get aggro on them from the Lurker platform and they will start evading until the healer jumps over onto the Amusher's platform. Sometimes, if the Lurker emerges while an Ambusher is evading someone, the Lurker will despawn, so be careful.

Coilfang Guardians - 60k Health. The first two should be tanked by the Main Tank and Off Tank and the last one should be tanked by one of the DPS warriors/feral druids who's platform adds are dead. They need to be sheeped and killed one by one. When one pack of Ambushers dies, the group that's killing them has to switch to the Guardians. Guardians must be killed before The Lurker emerges, or he will probably bug.

You must kill all mobs before the Lurker emerges. If there's a mob left when he emerges, either kill it really fast while keeping away from the Whirl the Lurker does after emerging, or sheep it and kill it after the Spout.

The Lurker emerges back up 1 minute after he has submerged.

He will Whirl as soon as he emerges and then he will start Spouting. The Main Tank must be in his usual tanking position and grab aggro on the Lurker immediately so that the Spout will start from the MT's position and not from a random person in the raid (which invariably causes a wipe).

After he's done with the Spout he'll Whirl again, and the fight continues like in Phase 1.

Repeat Phases 1 and 2 until he's dead.

Class Assignments
Main Tank
Tank the Lurker at the designated spot and dive under the platform when you see him about to start doing the Spout to avoid it.


Off Tank

Keep 2nd on the aggro list so that the Lurker will target you if the Main Tank gets knocked back out of melee range.


Rogues
In Phase 1, DPS the Lurker and stay on the innermost part of the platform. If you can time it right you can run out of melee range just before he Whirls, as I've seen some rogues do successfully. In general it doesn't do much damage and it's healable so don't bother much if you can't. In phase 2, go for the Ambushers. You can Evasion-tank them if anything happens to the DPS warriors or feral druids assigned to tank on your platform.


Hunters
DPS the boss and keep your pets away.


Mages
DPS the Lurker. When he starts doing his Spout you can run a bit and then Blink back through the Spout into your position and keep DPS-ing while he rotates. You can also use Iceblock if your Blink is on cooldown, or if you've been knocked into the water and are on low health from the fishes while you get healed back up.

When Phase 2 hits, you need to keep 2 or all 3 of the Guardians sheeped until the raid takes care of them. They can one-shot cloth and leather wearers, so be very watchful of them.


Warlocks
DPS the boss. Use an imp and place him down stationed on the platform group's position. Kill your assigned Phase 2 adds when they come.


Healers
You should have about 2-3 dedicated MT healers who heal only him at all times, with the rest of the healers helping on the MT. Non-dedicated MT healers, especially those in the back groups out of range of the MT, heal the people who get knocked back into the water. In phase 2 try to stay in range of most of the tanks since they all take burst damage and a few unlucky shots can kill people if there's no healers in their range.

Keep pre-casting on all tanks since, again, the burst damage is very random and can sometimes quickly kill them.
Baradun

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Joined: 18 Jul 2007
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re: The Lurker Below

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this fight seems easy enough hope its a lot less stressfull the Nef transitions without druids.
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