"If Mithra is God, then Matteo is Jesus, because he keeps dying for our sins" -Kagatomb


Sartharion25 3D

Posted by: Just Wipe It

Our Roster 


Tanks 

Sartharion Tank: Unholy Deathknight
Drake Tank: Feral Druid
Add Tank: Protection Paladin combined with any other type of tank(DK,Feral,Warrior)


Deathknight 


Feral Druid 


Protection Paladin w/other 

Spec: Any Protection Build will work. Our tank uses this build.

Tips:
While at least putting 1 attack on each elemental be continuously on the move while avoiding the exposure of your back to any mob.
Why? Remaining in one location opens you to Shadow Fissures. Continuously moving is part of picking up straggling elementals while also giving you area to watch for Fissures and Lava Waves.

Pay attention to Tenebron's emote and lay a consecrate at the location of the whelp spawns. See Below for information on Tenebron and his adds.
There is one complication with this: If a lava wave is interfering with your ability to lay a consecrate it is more difficult to get initial aggro. Be ready to chase whelps and pick up what you can with a combination of taunts, multi-target moves and Hand of Protection. Save your healers!


Where to get help:
Theoretically 1 Protection Paladin can pick up all the adds but this is not advised.
Why? Fire Elemental Spawns are random, after the 1st Lave Wave you can have 3 adds or 10. When the Eggs hatch you could have nearly 30 adds that you are trying to control with new adds joining the fray continuously. Using another tank, of any form, helps you in two ways. 1. The two tanks are capable of killing adds at a reasonable pace while not needing to call for AoE. 2. One tank will end up holding double digit adds and having a 2nd tank that is able to chase healer aggro'd adds will save healers.


Healers 



7 is recomended, 6 is required. Our setup is generally a paladin and Disc priest on the Deathknight tank. Other healers split up jobs between keeping up the offtanks and spot healing duties. One healer should be able to handle the Elemental tanks. One more healer on the drake tank. Other healers should be on spot healing duty. When it comes time to take portals, any healer can do it, including an offspec person. Elemental shaman, shadow priest, can both heal inside the portal. Try to have your druids roll hots on as many tank targets as possible.

If you do go with the 7 healer route have one do some DPS on Teneberon and start healing once Shadron lands. Once Vesperon lands additonal spot healing will be required due to Torment. Stress to your DPS that they need to watch their health and stop DPS as soon as they get to about 30% or lower. (Torment crits for 6K) If you`re spec`d for it, have a holy priest drop a lightwell where the drakes are being tanked. Your melee (if they are smart enough to use it), will love you for it.



Knowing the Abilities 


The Drakes 


Tenebron 

While Tenebron is alive, before he joins the fight and while active, all raid members are effected by the Power of Tenebron. This debuff will be the least of your worries.

Realm influence: Tenebron will lay eggs inside the portal. After approximately 5-10 seconds from the emote he will hatch these eggs. The eggs hatch into dragon whelps numbering roughly to about 10. (It is possible to enter the portal once the eggs are down and kill them before they hatch but it is not advised.) When the eggs hatch the whelps will NOT stay inside the shadow realm. They will join the raid outside. When the whelps join the outside realm they spawn at 1 location, which is to the west side of the portal. They will head to heal aggro if untouched. Note: Whelp attacks can apply an armor debuff that reduces the targets armor by 1200 per application. An adequate tank with enough HP and sufficient healing can ignore the armor debuff but be helpful with cooldowns.

Shadron 

While Shadron is alive, before he joins the fight and while active, all raid members are effected by the Power of Shadron.
Shadron's debuff can become an issue very quickly because it increases the damage from several areas:
Sartharion's Flame Breath - with debuff - hits for 14k on our Deathknight with no cooldown.
All Fire Elementals' attacks(magnified even more when enraged).
Flamestrike damage.


Realm influence: Shadron will open a portal, just like Tenebron, but when he does he only summons 1 'Disciple of Shadron' to the shadow realm. While this add is alive, Sartharion gains Gift of Twilight. At this point Sartharion is completely immune to all attacks. It is also possible that the Sartharion tank could die very quickly from a combination of a 22k+ Flame Breath and a melee attack. At this point, cooldowns are needed to survive each flame breath. When the add is killed the buff to Sartharion expires.

Vesperon 

While Vesperon is alive, before he joins the fight and while active, all raid members are effected by the Power of Vesperon. This debuff is very apparent throughout the majority of the fight, it is also the debuff that will remain on the raid for the longest time. Tanks with typically 40k+ hp are now down to 30k. If any of the damage numbers above did not scare you, they should now. You are not playing with fair numbers. DPS and healers also fall to 15-20k. Giving adds an easier time to kill.

Realm Influence: Vesperon will also open a portal and summon a 'Disciple of Vesperon'. While Vesperon's disciple is alive the raid will have an active debuff called Twilight Torment. This buff, as of 3.0.8, will remain on all raid members, previously had a chance to fall off on special attack. The attack triggers roughly 3k shadow damage per attack to all members. At this time it is important that the DPS is aware and does not kill themselves.
The Drake tank will suffer extra breath damage under this effect. With two Drakes being tanked and with simultaneous breaths, your tank is in danger.


All Drakes 

While each Drake will bring specific complexities to the encounter they each bring something in common.
Shadow Fissure is an ability of each of the Drakes. As they join the fight and remain alive they will randomly target raid members. Spreading out the range DPS helps to avoid movement but melee are usually collected behind the Drakes. The Shadow Fissures will 1 shot non-tanks and possibly even tanks. Everyone must be aware of their surroundings. Tip: Turn down Spell detail, all the way. There are too many effects in the game that will prevent you from seeing Fissures. Ex. A Retribution Paladin with some form of temporary attack power buff will have a red Divine Storm, which looks just like a Shadow Fissure. Death and Decay, Consecration and other effects cover the ground from Fissure Graphics. The Fissure effect will remain when spell detail is reduced.

Shadow Breath is another ability shared amongst the Drakes. With the applied debuffs from the appropriate Disciple or a combination of 2 simultaneous casts from the Drakes can spell doom for non-tanks and tanks alike. Remain behind the Drakes. Note: Sometimes Drake positioning needs to be changed, be sure to be ready for this movement and do not be in the path.


Sartharion 


Sartharion alone is a very straight forward boss. He is very similar to most other dragon mobs.

While Drakes are alive he gains additional buffs. Sartharion's HP will be increased as will the HP of the Drakes, all by 25%.
When a Drake is killed Sartharion's attack speed and damage are both enhanced.
At 10% Sartharion hits a soft enrage. Fire Elementals will spawn repeatedly and at accelerated intervals. They will over run the raid. It is recommend that you just offtank them and burn Sartharion through the last 10%.

A more general ability that exists throughout Obsidian Sanctum is the Lava Strike. It is very difficult to avoid these Strikes. They fall from the sky causing splash damage. During the course of a 3D attempt it is possible to have 14k Lava Strikes. There is no real way to avoid the influence of this ability other then to just be aware of your HP at all times.

The Shadow Realm 


After killing everything in the Shadow Realm and either being forced to exit or leaving manually puts a 4 sec buff on the character that makes you immune to Shadow damage(not fire). This is to prevent those characters from joining the outside world on top of a Shadow Fissure and dieing.

Meat of the Strategy 



Positioning 



Kill Order 



Don't Give Up