Tag: Blood Power
Saurfang Info and Changes in 3.3.2
by Daffnae on Feb.26, 2010, under Daffnae, Raiding
Some aspects of the Saurfang fight are not very well documented. I spent time trying to research how he gains Blood Power and then compared the information to what I was seeing in the logs. Just as I thought I was figuring it out, I realized that the numbers were NOT adding up. So, I continued my quest for knowledge and finally found a couple of posts in the WOW forums that confirmed there were changes in Patch 3.3.2 that were not included in the patch notes.
Items to note:
- Damage absorbed from priest shields no longer prevents Saurfang from gaining Blood Power.
- Ticks from the Mark of the Fallen Champion no longer generates Blood Power.
- The amount of Blood Power gained from the different abilities has be updated. It is not specifically documented anywhere, but it looks like each ability provides 1 Blood Power in 10 man and possibly 2 in 25 man.
- There is a frenzy at 25% of Saurfang’s health. This isn’t a recent change, but something I had not personally understood. This may be the best time for heroism to prevent us from stalling. As his speed increases during the frenzy, the heals from Rune of Blood may increase and it will get harder to keep up with making progress on his health. The speed increase will also make it harder to keep the players with the marks alive as this damage will increase.
The following abilities generate Blood Power:
- Saurfang’s melee swings on a target (Tank) with the Rune of Blood debuff. This is controlled by having the tanks taunt off the tank currently inflicted with the debuff. While the priest shields will not control the Blood Power with this ability, the absorbs will still lessen the healing resulting from a successful hit.
- Blood Nova, which is cast randomly on a range player and will hit any other targets within 12 yards of the player. This can not be prevented; however, if we spread out more we can make it so only one person is hit per cast. NOTE: if there are less than 4 players at range, it will start to hit melee. This would be bad as it would likely hit all melee at once.
- Boiling Blood, which is cast randomly on any player and will tick five times on that player. This can not be controlled.
- Melee swing from the Blood Beasts. This is often controlled by kiting the mobs. Our general strategy is to kite one and burn the first one down quickly.
Continue reading see information specific to our recent logs and to see the link and quotes from the WOW forums.
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