Extensive, and brings out the honor that Anu'arak deserves (when playing TFT I thought him as the cooler than both Kel and Arthas).
I believe Anub's burrow timer is 1:45.I should be fighting him today so I'll be sure to make a note of the exact time for you.
Time-wise, if you let Anub'arak burrow a 4th time, you have no chance of beating his enrage timer. Ideally you want to get him into phase 3 before his 3rd burrow, but you can still manage it if you have him close when he goes under for the 3rd time. Swarm scarabs pick a target at random and gain 20k threat against them. You can and will build aggro on them, and they do respond to taunt mechanics. Everyone should try not to get hit by the scarabs, as the dot they apply stacks up, and it will boil over into a powerful dot if you're careless. Tanks should NOT tank them. The last thing your healers need is a 10k dot on you in addition to the damage you're taking...On the burrowers - they gain a 100% haste (melee and casting) buff when they are near another burrower. Tanking multiple burrowers in close proximity to one another will end up in a very dead pair of tanks in 25 man. They stack an expose weakness debuff on their tanks that increases physical damage taken by up to 100%. You really don't want four 400% hasted mobs beating on the tanks with that kind of debuff. Tanking 2 next to each other is okay, just make sure you're keeping a distance from the other tank's mobs.
Added a few notes about the Burrowers. I swear I thought I had them in...
Also, here's a handy macro for killing Anub'arak's frost orbs, that a resto druid in my guild discovered the other day. Make your DPS bind something that's in their rotation that they'll use and do just enough damage to kill the orbs (such as a Hunter's Arcane Shot), and they'll never have to worry about targetting orbs again./run SetCVar("TargetNearestDistance", "700") /tar frost /cast Arcane Shot/run SetCVar("TargetNearestDistance", "200")
Or even better:/run SetCVar("TargetNearestDistance", "700")/cast Arcane Shot/run SetCVar("TargetNearestDistance", "200")This won't even change your target.
When my guild first did this fight a few weeks ago, we (I) tried keeping the Burrowers near Anub'arak, but we were finding that they just weren't dying from incidental AoE, and it made it much harder for me to pick up the second Burrower that spawns in Phase 1. So we decided to focus down each Burrower as they spawned. This caused us to run into the enrage timer when we tried it, so we just decided I would OT both of them as they spawned. I'm not suggesting this be done all the time, but if you can do it, it can help with a much faster kill of Anub. Just know that the OT will be taking massive damage once the Expose Weakness debuff stacks so that you're taking 300% more damage, though it is able to be survived through, though you need to pay attention. Just food for thought. If you feel like you can tank it, it's not that bad on 10N.
Instead of putting all dps on burrowers, we've always assigned 2-3 ranged (2 on 10 man, 3 on 25) to dps the burrowers. In 10 man, this ensures we don't have 2 up at once, without slowing dps on anub too much. On 25, it softens up the adds so the melee can beat them down in time for the next set to start popping up. Tanking 2 at a time on the 25 man is fine, you should have the healers for it.If your tanks and heals are up to the job, better to just ignore burrowers until ground phase though.
Yo ArgentSun! I'm real happy for you, and imma let you finish...but Kael'Thas had one of the best fake deaths of all time!.....P.s Nice guide.
Anub'thas? Kael'arak? OH-EM-GEE!
In regular 10man, we DPS down Loot'arak before he ever reaches phase 2. Then we kill the two adds that spawn, and finish off Anub'arak.
In 10-man we just dps'd the adds for the moment (25 man geared, no enrage problems) but we end up bored in p2 so i might change that.In 25-man, we didn't have enough dps to fully switch on adds (was at the start and people were probably being slow, ie it wasn't only lack of gear) so we nos have 2 OTs taking one add each and 2-3 melees focusing one of the adds. 1 of the OT tanks the 2 adds during the whole p1, the other usually ends up with both dead right at burrow.Phase 3 generally starts before the second add pop after the 2nd burrow.
In phase 3 Mortal Strike, Wound Poisen, Aimed Shot or anything similar will decrease the amount of healing Anub'arak gets.That is pretty useful, and very needed on heroic.
Ive had to pug this fight a couple of times and in a pug ive found the best way to handle it is to kill the first add (or set) that spawn with all dps, but leave the 2nd set up till Anub burrows. Then you can down the 2nd add quickly and it helps make the timer if your people are less than ideally geared. (Not all of us are in guilds that raid 25 man all the time :( )