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<title>silent-reign.com</title>
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<title>Raiding Rules &amp; Guidelines</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=48</link>
<description>&lt;span&gt;/Flex Raider Conduct and Discipline Policies &lt;/span&gt;&lt;br /&gt;&lt;span&gt;Responsibilites:&lt;/span&gt; &lt;ul&gt;All raiders are responsible for conducting themselves in a manner, which ensure that their activities do not reflect discredit on the Fowardslash Flex guild and its members. Raider must observe the following basic rules: &lt;br /&gt;&lt;br /&gt;&lt;span&gt;a.&lt;/span&gt; Forwardslash Flex Code of Conduct (CoC) &lt;br /&gt;&lt;span&gt;b.&lt;/span&gt; Performance of assigned duties &lt;br /&gt;&lt;span&gt;c.&lt;/span&gt; Respond promptly to and fully comply with directions and instructions received from their Raid Leader or other appropriate official. &lt;br /&gt;&lt;span&gt;d.&lt;/span&gt; Exercise courtesy and tact at all times in dealing with fellow guild members, officers, and the WoW community in general. &lt;br /&gt;&lt;span&gt;e.&lt;/span&gt; Observe and abide by all rules, policies, and guidance of the guild. &lt;br /&gt;&lt;br /&gt;&lt;span&gt;(Team Leaders/Officers):&lt;/span&gt; &lt;br /&gt;In addition to the responsibilities of a Raider describe above, you are also responsible for applying the conduct and discipline policy to raiders in your team. In your capacity, you must: &lt;br /&gt;&lt;br /&gt;&lt;span&gt;f. &lt;/span&gt;Encourage team members to review the Conduct and Discipline policy. &lt;br /&gt;&lt;span&gt;g.&lt;/span&gt; Provide positive leadership. &lt;br /&gt;&lt;span&gt;h. &lt;/span&gt;Treat their team members with dignity, respect and in a fair and equitable manner.&lt;/ul&gt;&lt;br /&gt;&lt;span&gt;Penalties:&lt;/span&gt; &lt;ul&gt;&lt;span&gt;1. Failure to adhere to Conduct and Discipline policy.&lt;/span&gt; &lt;br /&gt;a. First offense &amp;ndash; Verbal warning to 3 raid suspension. &lt;br /&gt;b. Other &amp;ndash; Verbal warning to removal from guild. &lt;br /&gt;&lt;br /&gt;&lt;span&gt;2. Violation 70% attendance policy. &lt;/span&gt;&lt;br /&gt;a. First offense &amp;ndash; Verbal warning to 3 raid suspension &lt;br /&gt;b. Other &amp;ndash; 1 raid suspension to removal from team &lt;br /&gt;&lt;br /&gt;&lt;span&gt;3. An unauthorized absence from a raid&lt;/span&gt;. &lt;br /&gt;&lt;span&gt;Excessive nonreported afks. Hearthing to repair w/o tellin anyone. etc... don't be a noob.. you konw what we mean.&lt;/span&gt; &lt;br /&gt;a. First offense &amp;ndash; Verbal warning to 1 raid suspension &lt;br /&gt;b. Second offense &amp;ndash; 1 raid suspension to removal from team &lt;br /&gt;c. Other &amp;ndash; Removal from guild &lt;br /&gt;&lt;br /&gt;&lt;span&gt;4. Failure of Raiding Rules and Requirements &lt;/span&gt;&lt;br /&gt;a. First offense &amp;ndash; Verbal warning to removal from raid &lt;br /&gt;b. Second offense &amp;ndash; Verbal warning to 3 raid suspension &lt;br /&gt;c. Other &amp;ndash; Verbal warning to removal from guild &lt;br /&gt;&lt;br /&gt;&lt;span&gt;5. Violation of Looting Rules &lt;/span&gt;&lt;br /&gt;a. First offense &amp;ndash; Verbal warning to a 5 raid freeze on loot. &lt;br /&gt;b. Second offense &amp;ndash; verbal warning to removal from guild &lt;br /&gt;&lt;br /&gt;&lt;span&gt;6. Failure to timely respond to a committee member. &lt;/span&gt;&lt;br /&gt;a. First offense &amp;ndash; Verbal warning to 3 raid suspension &lt;br /&gt;b. Other &amp;ndash; Verbal warning to removal from team.&lt;/ul&gt;</description>
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<title>Forwardslash Flex Code of Conduct</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=47</link>
<description>&lt;div&gt;&lt;span&gt;&lt;strong&gt;Commitment to Excellence&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;We started this guild with 20 something people to get Karazhan raids off the ground. We grew and formed 3 teams pretty quickly and started owning up the place and began Gruul's. &lt;br /&gt;&lt;br /&gt;Currently we are doing Serpentshrine Cavern, The Eye and Zul'Aman.&amp;nbsp; We skipped Magtheridon and are planning on visiting/killing him within a couple of weeks for fun. We boast the #22 Spot on Alliance Progression and plan on being one of the top 10 Guilds on Alleria to Enter the Black Temple.&lt;br /&gt;&lt;br /&gt;We are all committed to the cause and if real life takes over to the point that we cannot fulfill our obligations to Forwardslash Flex we will take the high road and step back into our sister guild Silent Reign.&amp;nbsp; No one in /Flex views this as a demotion of any sort.&amp;nbsp; Any member stepping back into Silent Reign has never left home. They're just in a different part of our house.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;/Flex Organization &lt;br /&gt;&lt;/strong&gt;Note: These names are subject to change and are listed for the sole purpose of communicating an idea. No one has been approached on this as of this post. However, here are some suggestions on filling the committees. &lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Overview &lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;ul&gt;Guild Master: Stymie (Alt of Foss) &lt;br /&gt;Officers: Carefree, Draunnanai, Fossergrim, Imarice &lt;br /&gt;Team Leaders: Roce, Lovechild, Dantrag &lt;br /&gt;Squad Leaders: Fossergrim, Durnhelm, Karde &lt;br /&gt;(This group is determined by TL) &lt;br /&gt;&lt;br /&gt;Raid Committee: Carefree, Draunnanai, Fossergrim, Roce, Dantrag, Lovechild &lt;br /&gt;Evaluation Committee: Pantheon, Roce, Carefree, &lt;br /&gt;Personnel Committee: Draunnanai, LF2M &lt;br /&gt;Training Committee: As Needed, but some suggestions (Dtrag, Pantheon, Adysse, Diladrius, Fossergrim, Devoid) &lt;br /&gt;&lt;br /&gt;Class Leaders: &lt;ul&gt;Priest: Carefree / Moonfall &lt;br /&gt;Hunter: Devoid / Grizzletooth &lt;br /&gt;Paladin: Fossergrim &lt;br /&gt;Warrior: Roce / Dantrag &lt;br /&gt;Druid: Whillow &lt;br /&gt;Rogue: Adysse &lt;br /&gt;Mage: Pantheon &lt;br /&gt;Warlock: Diladrius, Xzar &lt;br /&gt;Shaman: What Shaman ?&lt;/ul&gt;&lt;br /&gt;Limited Guild Bank (maybe)&lt;/ul&gt;&lt;div&gt;&lt;span&gt;&lt;strong&gt;Basic Breakdown&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;&lt;/div&gt;&lt;ul&gt;* Guild Master will promote/demote officers. &lt;br /&gt;* Officers will oversee and administrate the guild. &lt;br /&gt;* Team Leaders will be assigned by officers. Their role will be to lead raids, assist in raids, track attendance, keep a current roster posted in the Flex Roster, and other duties as assigned. &lt;br /&gt;* Squad Leaders will be assigned by the Team Leader from a member of their team. Their role will be to assist the Team Leader. &lt;br /&gt;* Teams will be comprised of a Team Leader, Squad Leader, and a total of 10 raiders. These raiders will be assigned by the raid committee. &lt;br /&gt;* The Raid Committee will be comprised of the TL and Officers. Their function will be to examine the raids progress, scheduling, needs, discipline, etc. &lt;/ul&gt;&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Duties / Responsibilities &lt;br /&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;ul&gt;&lt;strong&gt;&lt;span&gt;&lt;u&gt;Team Leaders&lt;/u&gt;&lt;/span&gt; &lt;br /&gt;&lt;/strong&gt;The task of being a team leader mean you will be responsible for your team and attending the weekly leadership meetings. Team Leaders will be responsible for: &lt;br /&gt;&lt;ul&gt;* Reporting on their team's raiding progress. Karazhan, etc &lt;br /&gt;* Tracking and reporting on their team's Attendance issues including the upcoming week. &lt;br /&gt;* Reporting on their team's Gear, Enchants, Gems. This includes responding to evaluation&amp;rsquo;s committee report. &lt;br /&gt;* Reporting on their team's Personnel Issues. (This includes, but not limited to players performance, attitude, team work, willingness to push the raid to succeed, and permanent replacements.)&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;&lt;u&gt;Raid Committee&lt;/u&gt;&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;This committee will meet once a week in vent (Sat-Mon..to be determined). They will post the week&amp;rsquo;s events no later than Tuesday noon. The officers have the final vote, if needed (doubtful but necessary) &lt;br /&gt;&lt;br /&gt;The Raid Commitee will: &lt;br /&gt;&lt;ul&gt;* discuss any training issues and assign trainers if needed. &lt;br /&gt;* discuss any disciplinary issues. &lt;br /&gt;* discuss any other business. This includes creating ad hoc groups to meet the guilds needs. &lt;br /&gt;* Posting the week&amp;rsquo;s raids in the Flex Raiding Schedule forum. The format will be each raid in a separate post with the subject reading &amp;ldquo;Team &amp;ndash; (Number) for (Date)&amp;rdquo; or &amp;ldquo;Ad hoc Team (Number) for (Date)&amp;rdquo;. The message should state the raid and goal.&lt;/ul&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;&amp;quot;Whoa, wait a sec... what's an Ad Hoc Team?&amp;quot;&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;An adhoc team is basically a constructed team to accomplish a specific task. Ad Hoc teams may be put together to farm mats, rep or gear for one person or a group of people. Everyone in /Flex will be subject to draft for an adhoc team, if these are ever needed. (I'm sure it will come up occasionally) &lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;Example:&lt;/strong&gt; A member doesn't have enough resistance gear for a particular encounter needed for raid success. He/she has tried, in earnest, to get a team together to help get his/her resistance up. If this is truly needed and the member has made his case known to his team leader or evaluation committee then a group will be constructed to accomplish this task. They won't do the work for you. They are there to assist.&lt;/span&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;&lt;u&gt;Evaluation Committee&lt;/u&gt;&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;This committe will be comprised of 3 members. They will give an unbiased bi-weekly report on our guild members gear, enchants, and gems. &lt;br /&gt;&lt;br /&gt;Each night all raiders will log out in their normal raiding gear. &lt;br /&gt;For classes with multiple sets of gear this will be worked out on an individual basis with the committee. &lt;br /&gt;&lt;br /&gt;The evaluation report will be posted in the forums under Flex Team Evaluations. The format will be in a separate post for each report. The subject should state &amp;ldquo;Evaluation Report for (date)&amp;rdquo;. No one should reply to this report and we'll lock the post to decrease the temptation. The body of the report should list character name (sorted by teams), gear type (DPS, Healing, Tanking, etc), and status. Again I must state, this is an UNBIASED REPORT!! Just because the people entrusted this duty report somthing that you may not like doen't mean it's a personal attack. If, for some reason, you feel convicted by it then do something, other than bitch or complain, about it. We are doing this to ensure that everyone in the guild is doin their utmost best to progress this guild forward. We all want to see the content. Therefore we must all make the necessary sacrifices and investements to achieve the success we all mutually desire. Cool? No bitchfest needed / desired. &lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;(Evaluation Status Codes):&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Ok&lt;/strong&gt;&lt;/span&gt;- All gear is at our current raiding level, all gear enchanted with high level enchants, all gems slots are filled and high quality. &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Gear Minor&lt;/strong&gt;&lt;/span&gt; &amp;ndash; There are minor upgrades for gear in 5 mans. Stated item(s) in issue. &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Gear Major&lt;/strong&gt;&lt;/span&gt; &amp;ndash; There are major gear upgrades available. State item(s) &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Enchant Minor&lt;/strong&gt;&lt;/span&gt; &amp;ndash; There are minor enchants for gear available. No more than 2 pieces not missing enchant. List slots needing enchanted. &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Enchant Major&lt;/strong&gt;&lt;/span&gt; &amp;ndash; There are major enchants available and/or more than 2 pieces missing enchant. List slots needing enchanted. &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Gems Minor&lt;/strong&gt;&lt;/span&gt; &amp;ndash; There are upgraded gems available. List slot needing gems. &lt;br /&gt;&lt;span&gt;&lt;strong&gt;Gems Major&lt;/strong&gt;&lt;/span&gt; &amp;ndash; There are missing gems. List slots needing gems. &lt;br /&gt;Any Major code violation on primary gear may result in discipline. Backup gear issues will be handled by Raid Committee. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;&lt;span&gt;Training Committee&lt;/span&gt; &lt;br /&gt;&lt;/u&gt;&lt;/strong&gt;This committee will be comprised of members as needed assigned by the officers. Their function will be to assist anyone to improve their class play. After any training, the trainer will report to raiders Team Leader or an officer. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;&lt;span&gt;Personnel Committee&lt;/span&gt; &lt;br /&gt;&lt;/u&gt;&lt;/strong&gt;This committe will be comprised of member(s) as needed assigned by the officers. Personnel will track attendance to raids. The data will be provided by the Team Leaders or Squad Leaders on a weekly basis in a format determined by the committee. Also, a report will be posted under the Flex Team Evaluations forum. Each report will be on a new post with the subject of &amp;ldquo;Attendance Report for (date)&amp;rdquo;. The format of this report should include at a minimum of character name (sorted by teams), number of raids, per cent of raids attended, and number of unexcused absences. Every scheduled permanent raid team member will be counted present or absent for a schedule raid. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;&lt;span&gt;Class Leaders&lt;/span&gt; &lt;br /&gt;&lt;/u&gt;&lt;/strong&gt;Our class leaders will be determined by the officers. Their role is to encourage open discussion in the forums and guild class channels to help improve their respective classes. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;strong&gt;Guild Bank &lt;span&gt;(Still under Discussion)&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt; &lt;br /&gt;This would consist of only enchanting supplies. Arcane dust, Large Prismatic Shards, Greater Planar Essence, Primal Mana, Primal Fire, Primal Air, Primal Water, Primal Life. The price of these will be set at the beginning of the month. We would at the list post a current balance for each player. (Once again I believe it would take too much work, but it could be useful.) &lt;br /&gt;&lt;br /&gt;Current AH Value / Our Price &lt;br /&gt;(Listed Prices strictly to communicate the idea and aren't set in stone.. calm down) &lt;br /&gt;Arcane Dust: 1.5 gp / &lt;br /&gt;Large Prismatic Shards: 15 gp &lt;br /&gt;Greater Planar Essence: 5 gp &lt;br /&gt;Primal Mana: 20 gp &lt;br /&gt;Primal Fire: 30 gp &lt;br /&gt;Primal Air: 30 gp &lt;br /&gt;Primal Water: 22gp &lt;br /&gt;Primal Life: 10 gp &lt;br /&gt;&lt;br /&gt;We feel this gives people a chance to farm to get mats. These mats should only be used for enchants and not crafted gear. This allows people without a DE to farm primals to trade for enchants. If the bank gets top heavy with primals we can sell on AH and buy enchanting supplies. &lt;br /&gt;&lt;br /&gt;Lastly, if you are found using the guild bank for personal monetary gain you will be removed from the guild and membership to SR equally revoked. We don't want or desire this kind of mentality within our membership... neither does Silent Reign.&lt;/ul&gt;</description>
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<title>Gruul's Lair (25 Man Raid Instance)</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=46</link>
<description>&lt;img alt=&quot;GruulsLairBannercopy.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/GruulsLairBannercopy.jpg?t=1175302017&quot; align=&quot;middle&quot; border=&quot;0&quot; /&gt;&lt;br /&gt;&lt;strong&gt;General Overview:&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;Gruul's Lair is located north of Ruuan Weald in the Blade's Edge Mountains of Outland. Here, Gruul the Dragonkiller, the merciless gronn overlord, rules over the ogres of Blade's Edge. &lt;div&gt;&lt;br /&gt;This Raid contains two bosses, Gruul the Dragonkiller and High King Maulgar, and requires no attunement. The player must be at least level 65 and in a raid to enter. &lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Level:&lt;/strong&gt; 70+ &lt;/li&gt;&lt;li&gt;&lt;strong&gt;# of Players:&lt;/strong&gt; 25 &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Location:&lt;/strong&gt; Northern part of Blade's Edge Mountains. &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Released:&lt;/strong&gt; Burning Crusade Expansion. &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Final Boss:&lt;/strong&gt; Gruul the Dragonkiller. &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Attunement:&lt;/strong&gt; None &lt;/li&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;&lt;u&gt;INSTANCE OVERVIEW:&lt;/u&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;The first encounter in Gruul's lair is one mob, either a Lair Brute or Gronn-Priest, that patrols up and down a long cavern. Past him are two other randomly spawned mobs. The patrol can be pulled single, but the duo past that must be done together. The first mob will call for help, but tanked next to the portal he will be too far to be heard by the next two mobs. &lt;/li&gt;&lt;li&gt;If only one of the pair of two mobs is killed, they will both respawn. &lt;/li&gt;&lt;li&gt;The mobs leading to High King are on a 1 hour timer. &lt;/li&gt;&lt;li&gt;When High King Maulgar is killed the gate on the far side of him will open and the mobs leading to him will no longer spawn. &lt;/li&gt;&lt;li&gt;When the gate is opened, there will be several mobs inside. All are randomly Gronn-Priests or Lair Brutes. &lt;/li&gt;&lt;li&gt;First pull is a patrol by the fire &lt;/li&gt;&lt;li&gt;Second pull is either a single or double pull, either can be easily done. &lt;/li&gt;&lt;li&gt;Third pull is the final patrol that leads from Gruul's area to the gate. &lt;/li&gt;&lt;li&gt;Fourth pull is a triple pull at the end of cavern that leads to Gruul.&lt;/li&gt;&lt;li&gt;When Gruul is killed no mobs will spawn inside of his lair.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;strong&gt;&lt;div&gt;LAIR BRUTE&lt;/div&gt;&lt;br /&gt;&lt;/strong&gt;&lt;ul&gt;&lt;li&gt;&lt;div&gt;Random secondary target charge, does minor damage low hundreds. &lt;/div&gt;&lt;/li&gt;&lt;li&gt;&lt;div&gt;Cleave&amp;nbsp;: 4500 - 7000 &lt;/div&gt;&lt;/li&gt;&lt;li&gt;Mortal strike&amp;nbsp;: 6000 - 7000 &lt;/li&gt;&lt;li&gt;Calls for aid at near death, pulling nearby mobs. Large radius. &lt;/li&gt;&lt;!-- Saved in parser cache with key wowwiki:pcache:idhash:88322-0!1!0!0!!en!2 and timestamp 20070320170207 --&gt;&lt;li&gt;&lt;div class=&quot;printfooter&quot;&gt;Retrieved from &amp;quot;&lt;a href=&quot;http://www.wowwiki.com/Lair_Brute&quot;&gt;http://www.wowwiki.com/Lair_Brute&lt;/a&gt;&amp;quot;&lt;/div&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class=&quot;printfooter&quot;&gt;&lt;strong&gt;GONN - PRIEST&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;!-- Saved in parser cache with key wowwiki:pcache:idhash:88322-0!1!0!0!!en!2 and timestamp 20070320170207 --&gt;&lt;div class=&quot;printfooter&quot;&gt;&lt;ul&gt;&lt;li&gt;Heal &lt;/li&gt;&lt;li&gt;AOE Fear &lt;/li&gt;&lt;li&gt;Melee Damage: ? &lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;u&gt;&lt;strong&gt;BOSSES OF GRUULS LAIR:&lt;/strong&gt;&lt;/u&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;em&gt;(Click the Boss Names for Full Kill Strats)&lt;br /&gt;&lt;/em&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;High King Maulgar&lt;br /&gt;Gruul&lt;/div&gt;</description>
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<title>Broodlord Lashlayer</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=45</link>
<description>&lt;h1&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;image&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/Broodlordbanner.jpg?t=1163878376&quot; border=&quot;0&quot; /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;General Information&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;Level: Boss &lt;/li&gt;&lt;li&gt;Location: Blackwing Lair in Blackrock Mountain &lt;/li&gt;&lt;li&gt;Type: Dragonkin &lt;/li&gt;&lt;/ul&gt;&lt;h1&gt;Background&lt;/h1&gt;&lt;div&gt;Broodlord Lashlayer is another boss in a long line of interesting and dynamic boss fights. Though more straight forward than Razorgore and less touchy than Vael, Broodlord is still a very chaotic and engaging encounter. Though the actual fight with the Broodlord can and should be relatively free of adds, the entire encounter begins long before you ever lay eyes on him. &lt;/div&gt;&lt;br /&gt;&lt;h1&gt;The Suppression Rooms&lt;/h1&gt;&lt;div&gt;The first room contains two groups of dragonkin, which we call a Death Talon Pack. Once the Death Talon Packs have been cleared, your path leads up some stairs and to a pair of interconnected Suppression Rooms. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;Much of the challenge in the Broodlord encounter is embodied by the two mob-infested &amp;quot;suppression&amp;quot; rooms that must be traversed before the fight actually begins. Each room is littered with suppression traps, which must be disarmed by rogues. Guarding the traps are a colorful galaxy of non-elite dragon whelps that must be AoE'd down by Mages and Warlocks, which respawn after 30 seconds. Both rooms also have their own sets of patrolling elite humanoids and Death Talon Hatchers, which respawn on a 20 minute timer. When the suppression traps are up, they radiate an aura that reduces movement speed, attack speed, and casting speed, to 20%. &lt;/div&gt;&lt;br /&gt;&lt;div class=&quot;thumb tright&quot;&gt;&lt;br /&gt;Rogues in this portion of the encounter should be doing nothing but disarming traps. Their job is to remain in stealth and move around disarming traps so that the raid can pass through unhindered. Distract should be used as much as possible to prevent the mobs from detecting the rogues' stealth. Also important is keeping mages and warlocks alive to keep the dragon whelps under control. Hunters will be the main source of DPS against elites as caster mana must focused on killing whelps. Mages should have Mage Armor active to allow some regeneration of mana during their AoEs, and should drop to wandshots when their mana is low. It is also a good idea to make sure mages have different types of wand damage as each color whelp is resistent to different types of magic. &lt;br /&gt;&lt;/div&gt;&lt;div&gt;The first suppression room is naturally the easiest, as elites can be pulled out of the suppression traps and effectively tanked in a spot that isn't being hit with periodic suppression auras. Packs should be pulled so that there is only one dragonkin left. At this point, the raid must move itself to the far southwest corner of the room, with everyone positioned so that only the nearby pack of whelps aggros when they respawn. The time between respawns is when mages and healers can stop to regen their mana/health. &lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;After the last dragonkin is pulled and killed, the raid moves into the hallway that connects the two suppression rooms. From this spot, the raid must destroy more groups of elites until it is safe to move into the southeast corner of the final suppression room. From here, the remaining elites are cleared and the raid moves into one of the cubby holes to prepare to pull Broodlord. Casters should drink whenever possible and healers should attempt to ressurect anyone that dies whenever they have time. &lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;h1&gt;Fighting Broodlord Lashlayer&lt;/h1&gt;&lt;div&gt;The encounter with Broodlord, like all encounters in the instance, seems to have several ways it can be accomplished. Positioning is key, as is how fast your groups elects to dish out the punishment. Broodlord has four main attacks that you are going to need to deal with. Where your party decides to tank him and where your &amp;quot;camp&amp;quot; is positioned is very important due to his abilities and due to the rigors of the environment (unavoidable suppression traps and repopping dragonlings.) &lt;/div&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;He does a Blastwave / AoE Knockback similar to the Scholomance Handlers (in the undead dragonkin room). It is fire based and does quite a hefty amount of damage. &lt;/li&gt;&lt;li&gt;Like most nasty bosses, he has a cleave that your cloth wearers are going to want to avoid. While not as nasty as Vael's, it's still pretty nasty. &lt;/li&gt;&lt;li&gt;Possibly the most problematic attack that Broodlord has is an ungodly Mortal Strike that he will do frequently on your Main Tank. This can crit for up to 8000 damage on plate and 15000+ on cloth. It also leaves the MS debuff that reduces healing, which is Not Good. It is recommended that priests power word shield the tank when he applies the MS debuff. &lt;/li&gt;&lt;li&gt;The trickiest part of Broodlord is a single target knockback that he will do on whomever is highest on his threat list. After he knocks a target back, that target's aggro is reduced by 50%. Over the course of this fight, he will do this repeatedly on all of your tanks. The challenge of this fight is then killing him before your cloth's aggro crests over your tank's aggro and he cannot be brought back under control but not doing so much damage that he loses tank aggro early. There are several different strats dealing with this including the &amp;quot;Wand Method&amp;quot; which is doing as little damage as possible over time but before he aggros on healers, the &amp;quot;DPS Method&amp;quot; in which he is Nuked into oblivion before aggro ever becomes a problem and the &amp;quot;Wave Method&amp;quot; where DPS is modulated every time he switches aggro to a new tank. Since 1.9.3 it is no longer possible to have an ooc resser so suiciding dps and healers is no longer an option. &lt;/li&gt;&lt;/ul&gt;&lt;h1&gt;Notes&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;In this fight, aggro management and DPS modulation is everything. Aggro reducing talents for Mages, Priests and Warlocks (down the demonology tree) make a huge difference and should be considered if the raid is having problems. Ruin and other crit talents for classes like Warlocks who have poor aggo management should be considered carefully as spiked burst damage is detrimental in this encounter. Warlocks who refuse to drop Ruin can be made to DoT or Wand for this encounter to help normalize their damage. Rogues and Hunters should be using their aggro reducing talents and using Vanish or Feign Death at every available opportunity. &lt;/li&gt;&lt;li&gt;This fight almost requires tanking warriors (of which you should have several) to have plenty of defense and AC. Though the raid may not be big on consumables, Flasks of the Titans and potions that increase AC and Health are a huge help in this fight as Broodlord's Mortal Strike can and will one-shot a tank with less than 8,000 health if it crits (it is rumored that a mob's special abilities can't crit as of Patch 1.8). An unfortunate MS and Blastwave in quick succession spells almost certain doom for tanks with low AC, Defense and Health. &lt;/li&gt;&lt;li&gt;All healing should be eyes-forward and focused on the tanks. Rogues should be prepared, if needed, to step back and bandage. Timing it so the Main Tank gets a Power Word: Shield immediately after being hit with Mortal Strike is also a huge help in mitigating the amount of burst damage and the subsequent debuff. &lt;/li&gt;&lt;li&gt;Curse of Recklessness on the Broodlord is dangerous, since some data below indicates that mobs do not use the same attack power formula. Similarly, effects that reduce the Broodlord's attack power can be very beneficial (Demoralizing Shout and Screech).&lt;/li&gt;&lt;/ul&gt;</description>
</item>

<item>
<title>Vaelastrasz the Corrupt </title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=44</link>
<description>&lt;h1&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;image&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/Title%20Banners/Vaelbanner.jpg?t=1163874468&quot; border=&quot;0&quot; /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;General Information&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;Level: Boss &lt;/li&gt;&lt;li&gt;Full Name: &lt;/li&gt;&lt;/ul&gt;&lt;div&gt;Vaelastrasz the Red &lt;em&gt;(Friend to the Alliance/Horde and Challenger to Nefarius)&lt;/em&gt;&lt;br /&gt;Vaelastrasz the Corrupt &lt;em&gt;(Defeated, Enslaved by Victor Nefarius, Lord of Blackrock, and Corrupted by Victor as punishment)&lt;/em&gt; &lt;/div&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Location: Blackwing Lair in Blackrock Mountain &lt;/li&gt;&lt;li&gt;Type: Dragonkin &lt;/li&gt;&lt;/ul&gt;&lt;h1&gt;Background&lt;/h1&gt;&lt;div&gt;&lt;strong&gt;Vaelastrasz&lt;/strong&gt; is a Red Dragon who is also known as Vaelan in human form. Vaelastrasz has sworn to hunt Nefarian until the end of his days. He hunted down and faced Nefarian to the Blackwing Lair. Vaelastrasz fought him, but was wounded severely and became corrupted by Nefarian's dark blood. This is the moment when the Raid enters the room. You can eyewitness Nefarian, in his human form, corrupting Vaelastrasz with his magic. When he notices the players he gives the now corrupted Vaelastrasz the order to kill the players and vanishes from the scene. &lt;/div&gt;&lt;br /&gt;&lt;h2&gt;Encountering Vaelastrasz&lt;/h2&gt;&lt;div&gt;Players may encounter Vaelastrasz 3 different times in WoW. &lt;/div&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;He is hiding in LBRS near the beginning of the instance (first in Orc then Human form). He gives players a quest to create the UBRS key. (If you're having difficulty finding him, try having your gamma way up, and look up - there's a hidden ramp you need to go up.) &lt;/li&gt;&lt;li&gt;He helps a group of players to fight Rend Blackhand in Blackrock Spire. Vaelastrasz projects an illusion of himself to help the heroes, angering Nefarian. This effect must be activated via the UBRS ring, and he will both attack Rend and heal your raid if you time it right. &lt;/li&gt;&lt;li&gt;Later he tries to kill Nefarian in Blackwing Lair, but he fails and becomes corrupted, forcing the heroes to fight him as he is overcome with darkness. &lt;/li&gt;&lt;/ol&gt;&lt;h1&gt;Attacks and Abilities&lt;/h1&gt;&lt;div&gt;&lt;strong&gt;Essence of the Red&lt;/strong&gt; &lt;/div&gt;&lt;br /&gt;This buff is cast on the raid at the beginning of the encounter and lasts for 3 minutes. Restores 500 Mana per second to mana users. Restores 50 Energy per second to Rogues and Cat Form Druids. Generates 20 Rage per second for Warriors and Bear Form Druids. &lt;div&gt;&lt;strong&gt;Fire Nova&lt;/strong&gt; &lt;/div&gt;&lt;br /&gt;Inflicts 555-645 Fire damage to nearby enemies. Fire resistance is a must in order for healers to keep the raid alive. Casters should have a little over 150, Melee DPS over 200, and all Main Tanks the full 315 fire Resistance). This aoe is also a reason why healers should use 1.5 sec heals, and instacast heals only. &lt;div&gt;&lt;strong&gt;Flame Breath&lt;/strong&gt; &lt;/div&gt;&lt;br /&gt;Inflicts 3063 to 3937 Fire damage to enemies in a cone in front of the caster. Must be directed away from the raid by the MT. &lt;div&gt;&lt;strong&gt;Burning Adrenaline&lt;/strong&gt; &lt;/div&gt;&lt;br /&gt;Damage done increased by 100%. Attack speed increased by 100%. Spells become instant cast. Reduces max health by 5% every second. &lt;div&gt;Vael only casts Burning Adrenaline in two scenarios: He will cast it on random mana users thruought the fight and he will cast it on the current tank every 45 seconds. (1 tank killed every 45 seconds for 3 minutes --&amp;gt; 3 / 0.75 = 4 tanks) When the MT if afflicted, healers must be ready to transition to the next tank while keeping the old one up at the same time untill the debuff kills him. Thus, the fight requires 4 tanks in a threat-building queue. An acceptible scenario is the first tank going up and applying 3 Sunders before the second tank moves in, who applies 3 Sunders before the next tank comes in, and so forth. &lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;When mana-using raid mambers are afflicted, they must move away to a designated area or bomb the raid with a 4376 to 5624 AoE blast. Non mana users will not only &lt;em&gt;not&lt;/em&gt; explode, but will not be afflicted unless they are the tank. The first person to get Burning Adrenaline should hold back. However, as the fight continues, the tanks are able to apply threat by spamming every threat-generating ability available in addition to spamming Execute with nearly-full rage bars (once Vael gets below 20% health). Once in the safe position, players are free to go hog-wild doing damage as its mathematically impossible to catch up to the tank if he/she is doing their job. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Paladins with burning adreniline may be able to use Divine Shield to remove the de-buff. Im not sure on this though, so if some one knows for sure, please alter this statement accordingly. &lt;em&gt;(As Patch 1.9.3, Paladins can't use Divine Shield to remove the de-buff, you will die) &lt;/em&gt;&lt;/div&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;To re-iterate: Rogues will not get the Burning Adrenaline, nor a Warrior will ever get it, if he doesn't get Aggro. It will only be cast on a mana user or the current aggro holder.&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;&lt;strong&gt;Cleave&lt;/strong&gt; &lt;/div&gt;&lt;br /&gt;Cleave attack that can be chained to nearby allies. Offtanks should be generating threat far enough from the MT to avoid chaining the cleave, but close enough to slide into place when BA hits the MT. &lt;h1&gt;Strategies&lt;/h1&gt;&lt;div class=&quot;thumb tright&quot;&gt;&lt;div&gt;Vaelestrasz is most easily killed when the raid has a lot of rogues and healers. The encounter tests aggro control and dps, which both generally counter-act one another. Mana, energy and rage conservation are non-issues due to the Essence of the Red buff that gets handed out at the beginning of the encounter. This buff gives casters 500 mana per second, rogues 50 energy per second, and warriors 20 rage per second. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;For the first attempt, Vael will be lying on the floor, flagged as friendly. The encounter will begin when the puller (the first main tank) talks to Vael and begins the event. Should the raid wipe, Vael will be positioned in the middle of the room and the raid must stick to the walls when getting positioned. In this case, the main tank should approach Vaelastrasz head-on to begin the encounter safely. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Caster DPS (warlocks, mages, and their healers) should be positioned on one side of Vaelastrasz, against the wall, clumped together. Meanwhile, hunters and the tanking line up, should be positioned opposite the casters. Rogues will be meleeing Vael in the area between front and hind legs, avoiding the tail swipe knockback and his front cleave attack. Offtanks should be hacking away closer to Vael's front, around his shoulders, ready to move to the main tank's spot. To reduce healing strain, only the next warrior should move toward this position at a time, due to chaining cleaves. The rest should be in a similar position as the rogues. &lt;/div&gt;&lt;br /&gt;&lt;h2&gt;Burning Adrenaline and MT Transitions &lt;/h2&gt;&lt;div&gt;Every 15 seconds, Vaelastrasz inflicts a member of the raid with Burning Adrenaline. This debuff effectively turns its target into ticking AoE time bomb, who must move away from their group to avoid a wipe. Every third Burning Adrenaline will be targetted toward whoever is at the top of Vael's hate list (the main tank). All other BA's will be targeted toward random mana users in the raid. Rogues and Druids in feral cat form should not be affected by BA unless they gain aggro, in which case it is generally a guaranteed wipe. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;When the main tank is afflicted with BA, the next tank on his hate list must move into his position and take over as the main tank with healing shifting over to the new tank after about 10 seconds, giving the BA-afflicted MT time to deal out some high-damage moves before dropping dead. If the next tank does not pick up aggro after the main tank dies, Vael will likely turn toward the side groups and wipe them out with his flame breath. When mana users are afflicted, they must move away from the raid. A good spot for casters is in the very back of the room, behind Vael's tail where they can unload a series of instant cast nukes before they die, helping to mitigate the loss of DPS. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;During tank transitions, it is important for rogues to use their vanish and hunters use their feign death. This is to ensure that they aren't past the tanking lineup in threat. Mage/Warlock/Priest DPS is generally not enough to out-threat the tanks and DPS warriors who gain too much threat can more readily move in to main tank as can feral druids in bear form. When BA hits the main tanks, the next tank in line should be in the tanking spot, spamming threat-generating moves to ensure that Vael is on him when the MT drops dead. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Throughout the fight, mages must be chain-casting Arcane Missiles while rogues continously backstab and feint, while all other classes keep as many DoT's as possible on Vael (hunters' Serpent Sting, Warlock Corruption, Priest Shadow Word:Pain). Warlocks should have a Curse of Shadows, Elements, and Recklessness on Vael at all times to bolster DPS. Priests must make sure to renew their Shadow Word: Pain between heals. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Vaelastrasz is a very intense encounter that must be completed within a 3 minute window (i.e. while Essence of the Red is active). Once Vael's 3 minute buff wears off, healers will no longer be able to keep up with the damage being constantly dished out to the raid. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;The main challenges in mastering Vael is having smooth tank transitions, enough well-geared warriors to make up the tanking lineup (4 or 5 is good), careful aggro management from the rogues and hunters, sufficient fire resist on melee and casters, as well sufficient healing. Mages and Warlocks aren't too challenged in this fight since their DPS isn't as drastically altered by essence of the red. Likewise, priests are under no pressure to conserve mana. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Rogues do by far the most damage in this fight, especially if they are dagger-specced. They can backstab at the limit, but they must not forget to use their &amp;quot;Feint&amp;quot; as well at cooldown limit. Have your Rogues use &amp;quot;Vanish&amp;quot; on the first transition or when the first MT gets BA. This will reduce the rogue's aggro back to zero and the second Warrior should have no problem. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;One technique that can prove useful is having a suitably geared bear spec'd druid as the first tank. As long as they are spec'd and geared appropriately, they will have no aggro problems, and this keeps one more warrior alive to execute after the 20% mark. &lt;/div&gt;&lt;br /&gt;&lt;h2&gt;Fire Resist Info&lt;/h2&gt;&lt;div&gt;Having high fire resist for everyone in the raid is critical in this fight, trumping all other stats. Because the Essence of the Red buff which provides essentially unlimited mana, spirit and mana regeneration gear is completely useless, and intellect gear is only useful for its increased crit bonus. &lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;HINT:&lt;/strong&gt; Take your raid (10 players at time) to UBRS and Mind Control one or more Scarshield Spellbinder (you can find them just at the entrance under the bridge). These mobs can provide all players with a +81-83 Fire resistance buff. This buff stacks with all other buffs that provide fire resistance. This takes a lot of time, so it is preferable to do it once your strategy is very well understood by your raid. According to Caydiem, this is not an exploit and continues to be available. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;You may find it also handy to mass produce some Magic Resistance Potions. They are cheap to make and last exactly 3 minutes. For newer raids that aren't as well geared up, this buff can enable tanks and damage classes to replace some inferior resist equipment with better endurance and damage throughput, turning a 5% wipe at 3 minutes 35 seconds into a kill at 2 minutes, 40 seconds. Keep in mind, however, that magic resistance potions *DO NOT* stack with Fire Resist auras or totems; these potions are therefore most useful for members of those groups that do not have a shaman/paladin, or players too far away from their shaman/paladin to receive the FR buff. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Another option for extra fire resist is Juju Ember which adds +15 fire resist for 10 minutes. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Mages should Hotkey their Fire Ward and use those few precious seconds to fire off some Frostbolts. If timed right, you can get off two. In the long run, anyone with the following talent build will do much more damage with those two frostbolts every 30secs than all the Arcane Missiles being spammed.&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;</description>
</item>

<item>
<title>The Definitive Guide To Blackwing's Lair</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=43</link>
<description>&lt;h1&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;image&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/Title%20Banners/BWLGuidebanner.jpg?t=1163874628&quot; border=&quot;0&quot; /&gt;&lt;br /&gt;&lt;/div&gt;General&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Level:&lt;/strong&gt; 60+ &lt;/li&gt;&lt;li&gt;&lt;strong&gt;# of Players:&lt;/strong&gt; 40 &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Location:&lt;/strong&gt; Raid instance located inside Upper Blackrock Spire - Searing Gorge. &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Released:&lt;/strong&gt; Patch 1.6 &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Final Boss:&lt;/strong&gt;: Nefarian &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Abbreviation:&lt;/strong&gt; BWL &lt;/li&gt;&lt;/ul&gt;&lt;hr /&gt;&lt;h3&gt;History&lt;/h3&gt;&lt;div&gt;From Blizzard's Official World Dungeons site: &lt;/div&gt;&lt;br /&gt;&lt;em&gt;Blackwing Lair can be found at the very height of Blackrock Spire. It is there in the dark recesses of the mountain's peak that Nefarian has begun to unfold the final stages of his plan to destroy Ragnaros once and for all and lead his army to undisputed supremacy over all the races of Azeroth.&lt;/em&gt; &lt;br /&gt;&lt;div&gt;&lt;br /&gt;Nefarian has vowed to crush Ragnaros. To this end, he has recently begun efforts to bolster his forces, much as his father Deathwing had attempted to do in ages past. However, where Deathwing failed, it now seems the scheming Nefarian may be succeeding. Nefarian's mad bid for dominance has even attracted the ire of the Red Dragon Flight, which has always been the Black Flight's greatest foe. Though Nefarian's intentions are known, the methods he is using to achieve them remain a mystery. It is believed, however that Nefarian has been experimenting with the blood of all of the various Dragon Flights to produce unstoppable warriors. &lt;/div&gt;&lt;br /&gt;&lt;h3&gt;Location&lt;/h3&gt;&lt;div&gt;The entrance to Blackwing Lair is located within upper Blackrock Spire, several turns past Rend's room. There is a shortcut to the raid zone if you go to the end of the hallway on the righthand (north) side of the entrance and touch the Orb of Command. This shortcut requires completing the Blackhand's Command quest, detailed later in this article. If you die in Blackwing Lair, you can recover your corpse via two portals: &lt;/div&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Running into the Blackrock Spire portal &lt;/li&gt;&lt;li&gt;Running into the Orb of Command room &lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Prerequisites&lt;/h3&gt;&lt;div&gt;In order to enter Blackwing Lair you must be at least level 55 and be attuned. To become attuned, you must first kill the Scarshield Quartermaster who is found near the Orb of Command (see &lt;em&gt;location&lt;/em&gt; above for directions to the orb. Note: The Quartermaster is no longer located in the room where the Orb of Command is. He is in the first hallway you encounter as you're heading to the Orb room, turn left and you will see him with two guards. It is no longer possible to stealth and just fight him, due to his relocation any attack on him will also pull the two guards). Once you kill the quartermaster, loot an item from him called Blackhand's Command which begins a quest (all players in your raid can loot it). This quest requires that you go to the end of Upper Blackrock Spire and touch a brand (found behind General Drakkisath). This will brand you with the Mark of Drakkisath and allow you to use the Orb of Command to enter Blackwing Lair. &lt;br /&gt;&lt;/div&gt;&lt;div&gt;Blackwing Lair is one of the toughest dungeons in WoW, and features some of the most intense and strategic fights in the entire game. It should only be attempted by guilds that have already mastered Molten Core. As such, although it can be entered at level 55, it is considered suicide to even try without some epic quality gear. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Drama Guild was the first guild &lt;u&gt;world wide&lt;/u&gt; to clear Blackwing Lair. After more recent server transfers, they've since moved to Korgath realm. &lt;br /&gt;&lt;hr /&gt;&amp;nbsp;&lt;/div&gt;&lt;div class=&quot;thumb tright&quot;&gt;&lt;h3&gt;Bosses&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;modules.php?name=News&amp;file=article&amp;sid=39&quot; target=&quot;_self&quot;&gt;Razorgore the Untamed&lt;/a&gt; &lt;/li&gt;&lt;li&gt;&lt;a href=&quot;modules.php?name=News&amp;file=article&amp;sid=44&quot; target=&quot;_self&quot;&gt;Vaelastrasz the Corrupt&lt;/a&gt; &lt;/li&gt;&lt;li&gt;&lt;a href=&quot;modules.php?name=News&amp;file=article&amp;sid=45&quot; target=&quot;_self&quot;&gt;Broodlord Lashlayer&lt;/a&gt; &lt;/li&gt;&lt;li&gt;Firemaw &lt;/li&gt;&lt;li&gt;Ebonroc &lt;/li&gt;&lt;li&gt;Flamegor &lt;/li&gt;&lt;li&gt;Chromaggus &lt;/li&gt;&lt;li&gt;Nefarian &lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Trash Mobs&lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Death Talon Packs &lt;/li&gt;&lt;li&gt;Lab Packs &lt;/li&gt;&lt;li&gt;Wyrmguard Packs &lt;/li&gt;&lt;/ul&gt;&lt;div&gt;&lt;hr /&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;</description>
</item>

<item>
<title>SRP: Blackwing's Lair</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=42</link>
<description>&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;?start=#imgAnch1&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;37&quot; alt=&quot;BWLTitle.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/BWLTitle.jpg&quot; width=&quot;205&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;?start=#imgAnch1&quot;&gt;&lt;br /&gt;&lt;img class=&quot;pic&quot; height=&quot;179&quot; alt=&quot;bwltitimage.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/bwltitimage.jpg&quot; width=&quot;228&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;strong&gt;SILENT REIGN RAID POINTS&lt;br /&gt;( Updated 12/26/06 )&lt;br /&gt;&lt;br /&gt;If you do not see your name here, it means&lt;br /&gt;YOUR POINTS ARE NOW VIEWABLE ON THE&lt;br /&gt;SR RAID CENTER (no longer updated here)&lt;br /&gt;&lt;br /&gt;--- On 12/30/06 the SRP points will be &lt;br /&gt;PERMANENTLY DELETED FROM THIS SITE. &lt;br /&gt;If you have points listed here for a toon &lt;br /&gt;you MUST sign that toon up for the raid posted on&lt;br /&gt;&amp;nbsp;12/25/06, in order to get your points transferred.&lt;br /&gt;&lt;span class=&quot;postbody&quot;&gt;&lt;strong&gt;Once this list is deleted, your points are gone &lt;br /&gt;permanently, so get signed up!---&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;PRIEST&lt;br /&gt;&lt;/u&gt;&lt;/strong&gt;Leieu = 10&lt;br /&gt;Midas = 24&lt;br /&gt;Nuerilla = 31&lt;br /&gt;Sunlilly = 2&lt;br /&gt;Zrom = 23&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;PALADIN&lt;/u&gt;&lt;br /&gt;&lt;/strong&gt;Ehmmy = 2&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;MAGE&lt;br /&gt;&lt;/strong&gt;&lt;/u&gt;Blacksnake = 3&lt;br /&gt;Farrdaddy = 6&lt;br /&gt;Flutter = 5&lt;br /&gt;Grovirr = 13&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;WARLOCK&lt;br /&gt;&lt;/u&gt;&lt;/strong&gt;Doubleyew = 3&lt;br /&gt;Necrocheese = 11&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;WARRIOR&lt;br /&gt;&lt;/strong&gt;&lt;/u&gt;Anguss = 7&lt;br /&gt;Brendand = 4&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;DRUID&lt;/u&gt;&lt;br /&gt;&lt;/strong&gt;Crystalrain = 3&lt;br /&gt;Dardar = 1&lt;br /&gt;Erienne = 17&lt;br /&gt;Windbane = 11&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;u&gt;HUNTER&lt;/u&gt;&lt;br /&gt;&lt;/strong&gt;Raif = 6&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;ROGUE&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;Aurora = 2&lt;br /&gt;Blessings = 8&lt;br /&gt;Phruizler = 3&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Remember, SRP is solely based on attendance.&lt;/em&gt;&lt;/div&gt;</description>
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<title>Zul'Gurub Complete Guide</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=41</link>
<description>&lt;h1&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;?start=20#imgAnch39&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;179&quot; alt=&quot;ZG-Thumb.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/ZG-Thumb.jpg&quot; width=&quot;228&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;?start=20#imgAnch40&quot;&gt;&lt;/a&gt;&lt;/div&gt;&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Level:&lt;/strong&gt; 60+ &lt;/li&gt;&lt;li&gt;&lt;strong&gt;# of Players:&lt;/strong&gt; 20 &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Location:&lt;/strong&gt; Northeast Stranglethorn Vale, Eastern Kingdoms &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Released:&lt;/strong&gt; Patch 1.7 &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Abbreviation:&lt;/strong&gt; ZG &lt;/li&gt;&lt;/ul&gt;&lt;hr /&gt;&lt;a name=&quot;Background_History&quot;&gt;&lt;/a&gt;&lt;h3&gt;Background History&lt;/h3&gt;&lt;div&gt;Over a thousand years ago the powerful Gurubashi Empire was torn apart by a massive civil war. An influential group of troll priests, known as the Atal&amp;rsquo;ai, called forth the avatar of an ancient and terrible blood-god named Hakkar the Soulflayer. Though the priests were defeated and ultimately exiled, the great troll empire collapsed upon itself. The exiled priests fled far to the north, into the Swamp of Sorrows, where they erected a great temple to Hakkar in order to prepare for his arrival into the physical world. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;In time, the Atal&amp;rsquo;ai priests discovered that Hakkar&amp;rsquo;s physical form could only be summoned within the ancient capital of the Gurubashi Empire, Zul&amp;rsquo;Gurub. Unfortunately, the priests have met with recent success in their quest to call forth Hakkar &amp;mdash; reports confirm the presence of the dreaded Soulflayer in the heart of the Gurubashi ruins. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;In order to quell the blood god, the trolls of the land banded together and sent a contingent of High Priests into the ancient city. Each priest was a powerful champion of the Primal Gods&amp;mdash; Bat, Panther, Tiger, Spider, and Snake--but despite their best efforts, they fell under the sway of Hakkar. Now the champions and their Primal God aspects feed the awesome power of the Soulflayer. Any adventurers brave enough to venture into the foreboding ruins must overcome the High Priests if they are to have any hope of confronting the mighty blood god. &lt;/div&gt;&lt;br /&gt;&lt;hr /&gt;&amp;nbsp;&lt;br /&gt;&lt;a name=&quot;Features&quot;&gt;&lt;/a&gt;&lt;h3&gt;Features&lt;/h3&gt;&lt;div class=&quot;thumb tright&quot;&gt;Over 120 new Epic and Superior items, including a new five piece set for each class! &lt;/div&gt;&lt;ul&gt;&lt;li&gt;Players can build up their reputation with the new Zandalar Tribe faction in order to gain a variety of rewards! &lt;/li&gt;&lt;li&gt;Tons of Zul'Gurub quests available at the Zandalar base on Yojamba Isle! &lt;/li&gt;&lt;li&gt;Highly scripted boss encounters unlike any you've experienced before! &lt;/li&gt;&lt;li&gt;3 Day raid timer. (Changed to 3 day timer in patch 1.9) &lt;br /&gt;&lt;a name=&quot;Quests&quot;&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;h1&gt;Quests&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;[60R] A Collection of Heads - Stand alone quest given by Exzhal on Yojamba Isle in Stranglethorn Vale. &lt;em&gt;Pay attention to the scene acted out where this quest is recieved and turned in.&lt;/em&gt;&lt;/li&gt;&lt;li&gt;Belt of Shrunken Heads &lt;/li&gt;&lt;li&gt;Belt of Shriveled Heads &lt;/li&gt;&lt;li&gt;Belt of Preserved Heads &lt;/li&gt;&lt;li&gt;Belt of Tiny Heads &lt;/li&gt;&lt;li&gt;[60] The Heart of Hakkar &lt;/li&gt;&lt;li&gt;Zandalarian Hero Badge &lt;/li&gt;&lt;li&gt;Zandalarian Hero Charm &lt;/li&gt;&lt;li&gt;Zandalarian Hero Medallion&amp;nbsp;&lt;/li&gt;&lt;li&gt;[60R] Nat's Measuring Tape &lt;/li&gt;&lt;li&gt;[60R] The Perfect Poison Given by Dirk Thunderwood at Cenarion Hold in Silithus, this quest also enters the Ruins of Ahn'Qiraj &lt;/li&gt;&lt;li&gt;[60] A Bijou for Zanza (Thottbot) Stand alone quest given by Vinchaxa on Yojamba Isle in Stranglethorn Vale &lt;/li&gt;&lt;/ul&gt;&lt;a name=&quot;Recommended_Route&quot;&gt;&lt;/a&gt;&lt;h3&gt;Recommended Route&lt;/h3&gt;&lt;div class=&quot;thumb tright&quot;&gt;From experience this is the most efficient path to take through the instance. &lt;/div&gt;&lt;ol&gt;&lt;li&gt;Come in and go straight, across the first bridge turn right and head up and kill High Priestess Jek'lik. &lt;/li&gt;&lt;li&gt;Go back down and across the second bridge to find the room containing High Priest Venoxis. &lt;/li&gt;&lt;li&gt;Behind Venoxis's Room take the right path, and continue going up. Here you can go straight up and kill Bloodlord Mandokir or take a right through the path with spider webs to High Priestess Mar'li. &lt;/li&gt;&lt;li&gt;Here those who plan on doing the Edge of Madness should do it now to get it out of the way. &lt;/li&gt;&lt;li&gt;Down the path to your right you'll find High Priest Thekal. &lt;/li&gt;&lt;li&gt;After Thekal off the path to the left you'll find the camp to spawn Gaz'ranka, kill him if desired. &lt;/li&gt;&lt;li&gt;Back up the hill, down the road and inside the pyramid there, you'll find High Priestess Arlokk. &lt;/li&gt;&lt;li&gt;Go back and kill Jin'do if you want to, and have time. &lt;/li&gt;&lt;li&gt;Back down the ramp, and over the bridge to Hakkar, and you've cleared all of Zul'Gurub. &lt;/li&gt;&lt;/ol&gt;&lt;a name=&quot;Strategy_Guide&quot;&gt;&lt;/a&gt;&lt;a name=&quot;Loot&quot;&gt;&lt;/a&gt;&lt;h1&gt;Loot&amp;nbsp;&lt;/h1&gt;&lt;a name=&quot;Normal_Drop&quot;&gt;&lt;/a&gt;&lt;div&gt;Zul'Gurub is the first dungeon in WoW to use the loot quest reward system, the items linked to this system are the Primal Hakkari, Bijous and Zul'Gurub Coins. &lt;/div&gt;&lt;h1&gt;Faction Rewards&lt;/h1&gt;&lt;div&gt;Getting reputation with the Zandalar Tribe offers several benefits. &lt;/div&gt;&lt;br /&gt;&lt;a name=&quot;Armor_sets&quot;&gt;&lt;/a&gt;&lt;h3&gt;Armor Sets&lt;/h3&gt;&lt;div&gt;Class-based armor sets completed at certain levels of reputation, requiring Primal Hakkari drops. &lt;/div&gt;&lt;br /&gt;&lt;a name=&quot;Crafting_recipes&quot;&gt;&lt;/a&gt;&lt;h3&gt;Crafting Recipes&lt;/h3&gt;&lt;div&gt;The Recipes can be bought at Rin'wosho the Trader on Yojamba Isle in the far northwest of Stranglethorn Vale. All recipes are BoP. All results are BoE. &lt;/div&gt;&lt;br /&gt;&lt;a name=&quot;Enchants&quot;&gt;&lt;/a&gt;&lt;h3&gt;Enchants&lt;/h3&gt;&lt;div&gt;Zul'Gurub offers unique enchants for the head, leg and shoulder slots. For creating these enchants you need to be Friendly (head and leg) or Exalted (shoulder) with the Zandalar Tribe. The head and leg enchants are obtained within the instance itself from an NPC named Zanza the Restless. He is located in a small &amp;quot;temple&amp;quot; after Lord Venoxis, and just before you go up the ramp toward Bloodlord. &lt;/div&gt;&lt;br /&gt;&lt;h3&gt;Necklaces&lt;/h3&gt;&lt;div&gt;Upon reaching friendly reputation you can receive a neck slot item (as well as some gold and rep), e.g. the Maelstrom's Tendril from Falthir the Sightless. You can upgrade these items as your reputation improves.&lt;br /&gt;&lt;br /&gt;&lt;hr /&gt;&lt;/div&gt;&lt;h1&gt;Encounters &lt;br /&gt;&lt;/h1&gt;&lt;h3&gt;&lt;a href=&quot;?start=#imgAnch1&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;193&quot; alt=&quot;bossdistribution.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/bossdistribution.jpg&quot; width=&quot;180&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Hakkar, and the Aspects&lt;/h3&gt;&lt;div class=&quot;thumb tright&quot;&gt;The Priest Aspects all assume an animal form at some point when fighting them. Moreover, if they are left alive they grant Hakkar powerful abilities that make him much harder to kill. This is in contrast to other bosses who do not assume animal forms and do not give Hakkar any abilities (Hexxer, Mandokir, etc.) &lt;/div&gt;&lt;ol&gt;&lt;li&gt;High Priestess Jeklik - Bat Aspect &lt;/li&gt;&lt;li&gt;High Priest Venoxis - Snake Aspect &lt;/li&gt;&lt;li&gt;High Priestess Mar'li - Spider Aspect &lt;/li&gt;&lt;li&gt;High Priest Thekal - Tiger Aspect &lt;/li&gt;&lt;li&gt;High Priestess Arlokk - Panther Aspect &lt;/li&gt;&lt;li&gt;Hakkar the Soulflayer &lt;/li&gt;&lt;/ol&gt;&lt;a name=&quot;Optional_Bosses&quot;&gt;&lt;/a&gt;&lt;h4 class=&quot;editsection&quot;&gt;Optional Bosses&lt;/h4&gt;&lt;div class=&quot;editsection&quot;&gt;The bosses below are considered 'optional' because they do not give Hakkar any abilities. Leaving a single priest alive makes Hakkar precipitously harder to kill and are therefore 'required' to kill him. &lt;/div&gt;&lt;div class=&quot;editsection&quot;&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class=&quot;editsection&quot;&gt;&lt;ol&gt;&lt;li&gt;Bloodlord Mandokir &lt;/li&gt;&lt;li&gt;Jin'do the Hexxer &lt;/li&gt;&lt;li&gt;Gahz'ranka &lt;/li&gt;&lt;li&gt;Edge of Madness - four bosses can appear here:&lt;/li&gt;&lt;/ol&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Gri'lek &lt;/li&gt;&lt;li&gt;Renataki &lt;/li&gt;&lt;li&gt;Hazza'rah &lt;/li&gt;&lt;li&gt;Wushoolay &lt;/li&gt;&lt;/ul&gt;&lt;a name=&quot;Trash_Mobs&quot;&gt;&lt;/a&gt;&lt;h3&gt;Trash Mobs &lt;/h3&gt;&lt;ul&gt;&lt;li&gt;Gurubashi Axe Thrower &lt;/li&gt;&lt;li&gt;Gurubashi Berserker &lt;/li&gt;&lt;li&gt;Gurubashi Warrior &lt;/li&gt;&lt;li&gt;Gurubashi Blood Drinker &lt;/li&gt;&lt;li&gt;Gurubashi Headhunter &lt;/li&gt;&lt;li&gt;Gurubashi Champion &lt;/li&gt;&lt;li&gt;Razzashi Adder &lt;/li&gt;&lt;li&gt;Razzashi Cobra &lt;/li&gt;&lt;li&gt;Hakkari Priest &lt;/li&gt;&lt;li&gt;Hakkari Blood Priest - &lt;em&gt;To kill Blood Priests efficiently, they must be mind controlled by Priests. It is recommended that the raid kills both Gurubashi Berserkers on either side of the stairs leading up to the Altar, and have the patrol groups pulled into the open area before the stairs, allowing more room to crowd control. Using the Blood Priest's Life Drain ability, it will drain its own health to its target, effectively killing itself to 1% HP. The mind controller may then break mind control and finish it off. Stun-locking, kicking, or counter-spelling does not interrupt or cancel the Blood Priest's self heal.&lt;/em&gt; &lt;/li&gt;&lt;li&gt;Hakkari Shadow Hunter &lt;/li&gt;&lt;li&gt;Hakkari Witch Doctor &lt;/li&gt;&lt;li&gt;Hooktooth Frenzy &lt;/li&gt;&lt;li&gt;Zulian Crocolisk &lt;/li&gt;&lt;li&gt;Zulian Cats &lt;/li&gt;&lt;li&gt;Gurubashi Bat Riders &lt;/li&gt;&lt;li&gt;Razzashi Skitterer &lt;/li&gt;&lt;li&gt;Razzashi Broodwidow &lt;/li&gt;&lt;li&gt;Razzashi Venombrood &lt;/li&gt;&lt;li&gt;Hakkari Shadowcaster &lt;/li&gt;&lt;li&gt;Mad Servant &lt;/li&gt;&lt;li&gt;Razzashi Raptor &lt;/li&gt;&lt;li&gt;Voodoo Slave &lt;/li&gt;&lt;li&gt;Withered Mistress &lt;/li&gt;&lt;li&gt;Atal'ai Mistress &lt;/li&gt;&lt;li&gt;Soulflayer &lt;/li&gt;&lt;li&gt;Son of Hakkar &lt;/li&gt;&lt;/ul&gt;</description>
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<title>How To Kill Onyxia</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=40</link>
<description>&lt;strong&gt;&lt;a href=&quot;?start=#imgAnch8&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;88&quot; alt=&quot;OnyxiaBanner.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/OnyxiaBanner.jpg&quot; width=&quot;594&quot; align=&quot;middle&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;PHASE ONE&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/div&gt;&lt;/strong&gt;&lt;div&gt;&lt;strong&gt;&lt;u&gt;Special Attacks:&lt;/u&gt; &lt;/strong&gt;&lt;strong&gt;&lt;br /&gt;* Fire Breath:&lt;/strong&gt; Cone shaped fire that hits everything in front of her for 3000-4000 damage. Solution: Always keep her pointed north, away from the groups on the sides. &lt;br /&gt;&lt;strong&gt;* Knock back:&lt;/strong&gt; AE knock back that throws you really far, likely well into the eggs if your back is to them. Solution: Correctly position yourselves at her sides as far away as possible while still being in melee range, keep your back away from the eggs. &lt;br /&gt;&lt;strong&gt;* Tail Whip:&lt;/strong&gt; Cone shaped 2-3 second stun that hits everyone behind her and does 200-300 damage. Solution: Never stand behind an angry dragon. &lt;br /&gt;&lt;br /&gt;&lt;strong&gt;POSITIONING:&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Odd numbered groups run to the NW corner:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;?start=#imgAnch9&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;261&quot; alt=&quot;minimap_westcasterping.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/minimap_westcasterping.jpg&quot; width=&quot;248&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;West side/odd number group positions:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align=&quot;left&quot;&gt;&lt;a href=&quot;?start=#imgAnch5&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;220&quot; alt=&quot;phase1_westpositioning.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/phase1_westpositioning.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&amp;nbsp;&lt;br /&gt;&lt;/div&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;W &lt;/strong&gt;= Whelp Group&lt;br /&gt;&lt;strong&gt;R+C&lt;/strong&gt; = Ranged and Casters&lt;br /&gt;&lt;strong&gt;M&lt;/strong&gt; = Melee&lt;br /&gt;&lt;strong&gt;MT &lt;/strong&gt;= Main Tank&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;Even numbered groups run to the NE corner:&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;?start=#imgAnch10&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;261&quot; alt=&quot;minimap_eastcasterping.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/minimap_eastcasterping.jpg&quot; width=&quot;248&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;East side/even number group positions:&lt;/strong&gt;&lt;br /&gt;&lt;a href=&quot;?start=#imgAnch7&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;174&quot; alt=&quot;phase1_eastpositioning.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/phase1_eastpositioning.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;W&lt;/strong&gt; = Whelp Group&lt;br /&gt;&lt;strong&gt;R+C&lt;/strong&gt; = Ranged and Casters&lt;br /&gt;&lt;strong&gt;M&lt;/strong&gt; = Melee&lt;br /&gt;&lt;strong&gt;MT &lt;/strong&gt;= Main Tank&lt;/div&gt;&lt;br /&gt;&lt;p align=&quot;left&quot;&gt;&amp;nbsp;&lt;/p&gt;&lt;div&gt;&lt;strong&gt;Overall positioning:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;a href=&quot;?start=#imgAnch6&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;283&quot; alt=&quot;phase1_overallpositioning.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/phase1_overallpositioning.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;The south is a &lt;strong&gt;death zone&lt;/strong&gt;.&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;a href=&quot;?start=#imgAnch1&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;283&quot; alt=&quot;positioning_southdeathzone.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/positioning_southdeathzone.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;The Plan:&lt;br /&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;MT rushes in a good 20-30 feet ahead of everyone to make sure he gets initial agro. No one is to attack Onyxia until the MT is in position and has been in position building agro for at least 60 seconds.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Whelps that are still spawned from the last wipe are pulled off the MT with light AE damage (ie: Consecration) and dealt with quickly. There are usually only a few whelps on each side so this is never a big deal.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;There should no whelp spawns what so ever during this phase unless someone gets knocked into the eggs. If there are whelps the whelp groups (group 7 and group 8, one for each side) has the sole duty of taking care of them. You should be able to handle any amount of whelps that come, but any more than about 10 will damage long term survivability significantly. Don't get anywhere near the whelps and you will be fine. Note: the eggs do not require you to stand on top of them before the spawn like UBRS Rookery room, their agro/spawn distance is much larger. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;MT slowly moves into position at the north center of the lair. The MT's exact position is very important due to the knock back. He needs to be 10-15' away from the north wall. When positioned correctly the knock back should bounce the MT against the north wall and have him land very close to his original position.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Onyxia should always be facing north.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Once the MT has built 60+ seconds of agro, everyone can attack. Mind your DPS, hunters FD as often as you can, rogues feint when it's up, mages don't over nuke, and so on. If the MT loses agro, she will turn to one of the sides and kill everyone with a Fire Breath.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Kill her slow and steady keeping her on the MT and in position.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;At 70% life take a good 30 second break on attacking to let the MT rebuild agro, better safe than sorry. During that break is an okay time to drink a fire absorption potion in preparation for phase 2.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;At 65% she will walk from the north to the south and take flight. Phase 2 begins.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Ramblings:&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Agro management and MT positioning are the most important parts of this phase. This phase is remarkably easy compared to the next two due to its straightforward &amp;quot;MT tank with a heal rotation, everyone else kill slow and steady&amp;quot; strategy. There should be 0 deaths and no whelps alive when phase 2 starts. There shouldn't be any need to drink any potions (except maybe a fire prot.) or use anything with a noticeable cool down during this.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;PHASE TWO&lt;/strong&gt;&lt;/div&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;u&gt;Special Attacks:&lt;/u&gt; &lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;* Engulfing Flames:&lt;/strong&gt; She spits fire at random people. The fire hits you for around 3000 damage and people near you for a decent amount of damage too. &lt;em&gt;Solution&lt;/em&gt;: Stay spread out to avoid the fire hitting people near you. Use first aid to heal yourself so your healers don't waste mana. &lt;br /&gt;&lt;strong&gt;*Deep Breath: &lt;/strong&gt;She will emote &amp;quot;Onyxia begins to take a deep breath&amp;quot; and CQOnyxia will warn you a deep breath is coming in &amp;lt;5 seconds. Huge column of fire shoots out from the spot she is in killing everyone it hits instantly. This attack will completely destroy the run if not dealt with correctly. Here is where the column of fiery death is going from every possible position:&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;?start=#imgAnch11&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;296&quot; alt=&quot;deepbreathmap.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/deepbreathmap.jpg&quot; width=&quot;415&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;D&lt;/strong&gt; =&lt;strong&gt; &lt;/strong&gt;The dragon.&lt;br /&gt;&lt;strong&gt;===&amp;gt; &lt;/strong&gt;=&lt;strong&gt; &lt;/strong&gt;Fiery death.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Solutions&lt;/strong&gt;: If you aren't bunched together and spread nicely apart, deep breath likely won't ever even happen. She will only do deep breath when everyone is bunched together and she will intelligently target the largest bunch of people. However, you need to be prepared if it's coming, run to the wall, as far as you can go against the wall, away from where the breath is going to go. We have people on Ventrilo giving position updates constantly so we always are ready to move out of the way if a deep breath is coming.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Update: &lt;/strong&gt;The Deep Breath attack is a hot topic of discussion and seems to have changed in a recent patch. Some people will claim that positioning has nothing to do with it, or that debuffs and DPS is all that matters. I disagree and it's been my experience that deep breaths only occur when one of two mistakes are being made: 10+ people are clustered in one area, or DPS sucks and she is still in the air after about 4-5 minutes. We also started getting more deep breaths when we slacked on debuffs, so I always stress to keep 6+ debuffs on her at all times during this phase. The exact workings of deep breath will probably remain a mystery; different people will have different experiences and make different observations. But the core strategy to avoid it remains the same: spread out and get her on the ground as soon as possible. &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Positioning:&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;West side positions:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;?start=#imgAnch3&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;225&quot; alt=&quot;phase2_westpositioning.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/phase2_westpositioning.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;X&lt;/strong&gt; = Players&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;East side positions:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;?start=#imgAnch4&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;225&quot; alt=&quot;phase2_eastpositioning.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/phase2_eastpositioning.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;X&lt;/strong&gt; = Players&lt;/div&gt;&lt;br /&gt;&lt;div&gt;As you can see, everyone is well spaced apart so when someone is on fire it shouldn't spread to anyone else. Also note you are pretty much where you were during phase 1.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Onyxia will be flying around in the lair so people doing ranged damage need to be keeping in range. Your healers know you are going to be moving around and will stick with you, but try to stay as close to your side as possible. It's okay to do ranged damage from most of the lair as long as you aren't clustered together and get to the wall immediately if she is going to deep breath.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Plan:&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Right as she goes into the air the first wave of whelps is like 15-20 so everyone needs to help with whelps immediately. After the first wave is dead groups 7 and 8 are still solely focused on keeping them under control. If they get out of control everyone needs to help deal with them and go right back to attacking Onyxia once they're dead. Throughout this phase whelps are almost constantly spawning so the whelp groups (7 and 8) are going to need support.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Everyone moves into position and spreads out. Warriors are now taunting whelps off of casters since they are worthless at ranged. Paladins are AEing whelps and healing. Groups 7/8 are ignoring Onyxia, everyone else is doing ranged damage to her.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Healers are mainly focused on keeping whelp killers alive. Anyone hit by Engulfing Flames should be able to first aid themselves back up.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Ranged damage is the most important thing. The goal is to get her back on the ground as quickly as possible. Do every DoT, curse, damage spell you have. Zap wands. Remember this phase is long and you will need to recast curses and DoTs as they wear off.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;At around 45% the MT starts building rage on whelps to pull Onyxia back onto him when she lands. At this point ranged DPS should be unloading, the whelps should be under control, and the MT should have rage.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;40% she is going to land any second (we've seen her land as late as 35% but it's almost always at 39-40%), MT moves under Onyxia ready to get agro and everyone stops attacking the second she is on the ground. Phase 3 begins.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Seconds before she lands everyone moves away from the egg enterances to avoid being feared into them, and back to their phase 1 positions up against the wall.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Ramblings:&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;The whole key to this phase is positioning. If you are spread out enough Onyxia will only hit a couple people at a time with Engulfing Flames and she will likely never take a deep breath. Even on our best executions of phase 2 she has taken a deep breath. This isn't a big deal at all as long as everyone is ready to react and knows exactly where to go. A hunter is designated on Ventrilo to give us updates on Onyxia's position. The only hard part about this phase is the last 5% of life right before she is coming back to the ground. Then the transition into phase 3 is the hardest part of the entire encounter.&lt;strong&gt;&lt;br /&gt;&amp;nbsp; &lt;div&gt;&lt;div align=&quot;center&quot;&gt;Phase 3&lt;/div&gt;&lt;/div&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;u&gt;Special Attacks:&lt;/u&gt; &lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;*Everything from Phase 1. &lt;/strong&gt;&lt;br /&gt;The cracks in the floor shoot lava every 20-30 seconds fearing everyone near the crack which usually sends them running through other lava cracks for a good 1500 damage. The fear isn't dispelable and fear ward doesn't work. Solution: Stay off and away from the cracks. Hug the wall. When you get feared, immediately get back into position. Mithril Insignia works for anti-fear but switching stances to break fear is dubious at best for the MT.&lt;br /&gt;If you are moving forward and backwards rapidly while meleeing you will not run around when you're feared, you'll stand in one place feared. Anyone who can should be rapidly moving forward/backward to avoid being feared through lava. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Positioning:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;a href=&quot;?start=#imgAnch2&quot;&gt;&lt;img class=&quot;pic&quot; height=&quot;399&quot; alt=&quot;phase3_positioning.jpg&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/phase3_positioning.jpg&quot; width=&quot;594&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;R&lt;/strong&gt; = Ranged/Casters&lt;br /&gt;&lt;strong&gt;M&lt;/strong&gt; = Melee&lt;/div&gt;&lt;br /&gt;&lt;div&gt;The positioning is the same as phase 1 but much tighter due to the exploding lava cracks. Remember, it's now okay to bunch together again so cluster up and stay off the cracks. Melee stay as far away as you can off the cracks. Ranged people hug the wall away from the cracks.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Be careful not to get too far in front of her along the wall. The MT will slowly be moving her north, don't go too far north and get hit by the fire breath. Keep your back away from the eggs incase you are knocked back. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Whelp groups get a break because there are very few whelp spawns as long as no one gets knocked into the eggs just like phase 1. They need to be positioned further away from the eggs so they aren't feared into them. Near the leftmost/rightmost R spots on the above map.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;The Plan:&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Big dragon lands, MT is waiting under her with rage, slaps her in the face, and questions her mother's sexual orientation. Nobody else is attacking and the MT has agro.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;MT moves to the phase 1 position but mindful of cracks in the floor now.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;It's likely that the MT will get feared and lose agro before he's in position. Assuming the MT has enough agro she will chase him around while he's feared. If she doesn't, #2 on her agro list is promised a swift death. If she fire breaths a bunched up side while the MT doesn't have agro the run is over.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;The MT is going to lose agro more than once because he gets feared, teleported, knocked around, and downright violated by her special attacks. Stop attacking, get ready to move to avoid fire breaths/eggs, and move back into position for attacks when she is back on the MT pointed north.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Beyond the floor exploding with lava, being feared into the lava, the MT losing agro or changing positioning often, and everyone being very low on survivability, this is exactly like phase 1. Mind your DPS and position. Deal with the whelps. Let the MT tank and keep him alive at all costs. If the MT dies even at 5% the raid is over.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Anything that can do damage should be focused on balancing DPS and surviving. Anyone that can heal should be healing the MT. If your priests say the MT is under control backup healers should be keeping DPS alive.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;At around 5% her damage output will go up noticeably (by 25-30% I'd guess) and pretty much everyone in the raid who can heal should be spamming their fastest ones on the MT. Like I said, if the MT dies at any point the run is almost certainly over.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Don't die.&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Reduce the dragon's life to 0% calmly and steadily. Keep things under control.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;&lt;u&gt;Ramblings:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Total chaos. Stick to the plan, stay calm, and be at the top of your game. Your MT has a lot of learning to do during this phase. He needs to be ready to deal with fears, agro, positioning, knock back, teleports, everything. The MT makes or breaks this phase.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;The most important thing everyone on the raid has to know is not to get overconfident when she is really, really low on HP. We had a run where we had her down to 5% and had the people alive to kill her, but in a blink of an eye here's what happened: 2 extremely experienced people got knocked into the eggs (it happens, this phase is very chaotic), 30 whelps come out and start one shotting ranged DPS dealers along their side, heals from that side are focused on the whelp killers instead of the MT, the MT dies due to lack of healing, Onyxia and her 30 whelp minions go on a killing spree and we wipe at 1% hp. The entire breakdown happened extremely quickly as you can watch in the video below.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Patch Update: &lt;br /&gt;&lt;/strong&gt;This phase is harder, but the plan remains the same. Our MT was complaining about being teleported much more often that he used to, and we have been having problems keeping Onyxia positioned during phase 3 post-patch, but we didn't change anything in the plan and still killed the dragon after 3 tries.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;&lt;u&gt;Specific Techniques that work and don't work:&lt;br /&gt;&lt;/u&gt;&lt;/strong&gt;&lt;/div&gt;&lt;/strong&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Heal rotations&lt;/strong&gt;. Obvious big one. Only really effective during phase 1 in my opinion. We usually have 3 priests in rotation healing to 25-35% mana before swapping out. The MT should be able to literally solo Onyxia down to 60% if he wants to since we can keep him alive forever via rotation. During phase 2 people really aren't taking that much damage. Engulfed people are easily healed with first aid 80% of the time. The other times not much more than a flash heal or, very rarely, PW:S is needed. I, as a priest, usually end phase 2 with nearly full mana. We've got into heal rotations for brief periods during phase 3 but with the fears and the amount of damage the MT is taking (especially when she gets really low on HP) it would be impossible to not keep him alive without everyone healing as fast as they can.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Offtanking&lt;/strong&gt;. Never really did it. If our MT died the run was over for us. A few times a second warrior successfully obtained agro but he never would last very long. We preferred simply never letting our awesome MT die.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Carefully popping eggs for a more controlled whelp killing&lt;/strong&gt;. Tried it. Didn't work. They respawn too fast and your whelp teams should be able to deal with the waves as long as no one is knocked into the eggs.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Turning Onyxia south during phase 1&lt;/strong&gt; if/when the tank gets knocked far to one side. Tried it in our very very first runs with little success. Once your MT knows how to position himself so the knock back isn't a big deal, Onyxia should never ever face anywhere but north during phase 1 and the majority of phase 3.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Hunter AE frost slowing traps at whelp entrances&lt;/strong&gt;. I would remind the hunters to lay a trap if they could at the very start of phase 3. One hunter accomplished this once. They simply get into combat too quickly after FD to lay a trap. I guess it would be worthwhile if hunters could consistently get traps down at key moments.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;br /&gt;Battle resses&lt;/strong&gt;! Obviously. Druids would battle res priests usually towards the end of phase 2. Priests would come alive and immediately res someone useful near them before they are put into combat. Sometimes they got someone ressed, sometimes they died instantly upon being battle ressed, sometimes they were put into combat immediately and never got a chance to res.&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;Double soulstones.&lt;/strong&gt; Ideally everyone would begin phase 1 with around 7-10 minutes left on their soulstone. That way if they died during phase 2 or phase 3 they could reincarnate and get another stone a few minutes later thanks to cool down. Honestly, we never really used this to it's full potential. And I never even used my first soulstone on the run where we killed her. Reality is, if you do the phases correctly you shouldn't have your raid relying on battle resses or soulstones in the slightest. These people shouldn't be dying in the first place (but it happens).&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;Blasted Lands Quests&lt;/strong&gt;. Get your &lt;a href=&quot;http://www.thottbot.com/index.cgi?q=1917&quot; target=&quot;_blank&quot;&gt;MT +50 STA&lt;/a&gt; things from Blasted. Healing a MT with 7500+ hp is pretty damn easy.&lt;/div&gt;</description>
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<title>Razoregore the Untamed</title>
<link>http://silent-reign.com/modules.php?name=News&amp;file=article&amp;sid=39</link>
<description>&lt;span class=&quot;postbody&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;?start=#imgAnch2&quot;&gt;&lt;img alt=&quot;image&quot; src=&quot;http://i30.photobucket.com/albums/c311/Fossergrim/SR%20BANNERS/RazorgoreTitle.jpg?t=1163872754&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;The Razorgore encounter is fairly complicated, and requires every member of every class to fulfill a specific role, with a minimum of mistakes, if we are to succeed and emerge victorius. It is more chaotic than any previous endgame encounter up until this point, and presents a set of challenges completely unlike anything you will have seen elsewhere in the World of Warcraft up to this point.&lt;br /&gt;&lt;br /&gt;Unfortunately, this complexity means that the full writeup on this encounter, which follows, is long! Apologies in advance, but you'll have to blame Blizzard for this one. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;The Environment&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;/strong&gt;The Razorgore encounter takes place in the first room of Blackwing Lair. There are no trash mobs to clear before you may begin the encounter; instead, you may immediately start the encounter as soon as the raid group has zoned in and prepared. The room itself is a large rectangle. For simplicity, we refer to the direction you are facing when you first zone into Blackwing Lair as &amp;quot;north&amp;quot;. Thus, the left-hand side of Razorgore's room as you enter it is referred to as &amp;quot;west&amp;quot;, and the right-hand side is referred to as &amp;quot;east&amp;quot;.&lt;br /&gt;&lt;br /&gt;Raised platforms are located in the middle of both the east and west ends of the chamber. Razorgore the Untamed starts on the eastern platform, and the Orb of Command is located on the western platform. The Orb of Command is protected by 3 non-boss orcs: Grethok the Controller, and 2 Blackwing Guardsmen.&lt;br /&gt;&lt;br /&gt;Spaced along the northern and southern walls are eight semi-enclosed &amp;quot;cubby holes&amp;quot; (2 adjacent to each corner of the chamber), which you may walk through freely if you choose. All of the mobs which spawn during the Razorgore encounter do so in one of these &amp;quot;cubbies&amp;quot;.&lt;br /&gt;&lt;br /&gt;Spread throughout the chamber, on the ground level as well as on top of the raised platforms, are a total of 30 large eggs.&lt;br /&gt;&lt;br /&gt;At the northern end of the chamber is a gate which starts off closed, and opens only once Razorgore has been killed. At the southern end of the chamber is a gate which starts off open, and closes when the Razorgore encounter is initiated. It remains closed for the duration of the encounter, opening either when Razorgore has been killed or when the encounter has reset following a wipe.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;The Phases - Overview&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;/strong&gt;The encounter breaks down into two phases. During Phase 1, we must mind control Razorgore the Untamed via use of the Orb of Command, and force him to destroy all 30 of the eggs in the chamber, while surviving a continuous onslaught of Blackwing Mages, Blackwing Legionnaires, and Dragonkin that spawn in at regular intervals. Once this has been accomplished, Phase 2 begins with Razorgore healing back to full health and all of the other remaining mobs vanishing, at which point we must kill Razorgore himself. Furthermore, Phase 1 is broken down into 3 sub-phases, as follows:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;The Pull (1a)&lt;/strong&gt; - We pull Grethok the Controller and his two Blackwing Guardsmen down off of the western platform, while our designated orb controller rushes into position to take control of Razorgore. Grethok and the Guardsmen are quickly dispatched while the controller begins destroying eggs, and then the raid group splits into 4 corner control groups in preparation for the next sub-phase.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Corner Control &amp;amp; Kiting (1b)&lt;/strong&gt; - 30 seconds after the encounter starts, Orcs and Dragonkin will begin spawning at regular intervals in each corner of the chamber. Each corner is assigned a control group that kills all Orc Mages that spawn in their corner, while tapping, CC'ing, or tanking all Orc Legionnaires that spawn in their corner as well. All Dragonkin are kited by designated hunters, or CC'd until they can be picked up and added to a hunter's existing train. As many Legionnaires as possible are kited by designated warriors.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Chaos (1c)&lt;/strong&gt; - At the beginning of the last Razorgore control period, when anywhere from 4 to 8 eggs remain in the chamber, Razorgore's mass-aggro-generation ability Fireball Volley will be used to disrupt all pre-existing CC methods and draw aggro to Razorgore from all of the remaining mobs in the chamber. A combination of AoE fear, slow, and snare abilities are used by every character with access to these abilities to sow chaos throughout the room. These abilities, possibly with an additional Fireball Volley, are used to minimize the damage sustained by Razorgore, and by the raid, while the last few eggs are destroyed.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;Phase (1a) The Pull&amp;nbsp;- Details&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;/strong&gt;The raid gathers and buffs just inside (north) of the southern gate. Once buffs are applied, the entire raid group except for the designated orb controller moves into the area between the two southwestern cubbies. This places them directly south of Grethok and the Orb platform. The designated orb controller moves into the center of the chamber, as close as possible to the Orb platform without aggroing Grethok. Nobody should be anywhere near Razorgore or his platform.&lt;br /&gt;&lt;br /&gt;When the raid is ready, Grethok is range pulled down off the platform. His Guardsmen adds are sheeped when the pull occurs. The orb controller rushes directly into position on the ground floor, snug up against the orb platform, and takes control of Razorgore; it is possible to manipulate the orb while standing on the ground floor, not only from on top of the platform.&lt;br /&gt;&lt;br /&gt;Grethok the Controller has an AoE slow ability, along with a single-target mind control. He is DPSed down rapidly, followed by the two Guardsmen. Each Guardsman should be broken out of sheep by a warrior when the previous target has been reduced to 50% health or below. Avoid AoE and multi-target attacks that might disrupt the sheep effect prematurely.&lt;br /&gt;&lt;br /&gt;Once these three orcs are killed, the raid will split up into four control groups (see below), and each group will immediately head to its assigned corner.&lt;br /&gt;&lt;br /&gt;The first wave of Mages, Legionnaires, and Dragonkin spawns 30 seconds after the encounter begins. If the initial three orcs can be killed quickly enough, everybody will drop out of combat before the first wave arrives, so that individuals may top off their health and mana reserves by eating or drinking in the intervening seconds. Similarly, if any unlucky individuals are killed by Grethok or a Guardsman, they may be rezzed by priests or paladins during this respite.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;Phase (1b) Corner Control &amp;amp; Kiting&amp;nbsp;&amp;nbsp;- Details&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;/strong&gt;The typical raid composition for the Razgorgore encounter is as follows: 4 Druids, 5 Hunters, 6 Mages, 6 Rogues, 5 Paladins, 5 Priests, 4 Warlocks, and 5 Warriors. This raid is further split up into 4 corner control groups, as follows:&lt;br /&gt;Each corner has 1 member of each class.&lt;br /&gt;&lt;br /&gt;The eastern corners (NE and SE) have an additional mage each, while the western corners (NW and SW) have an additional rogue each.&lt;br /&gt;&lt;br /&gt;The remaining 4 raid members (1 Hunter, 1 Paladin, 1 Priest, and 1 Warrior) are each placed into a separate corner, and have special tasks during Phase 1b (see below).&lt;br /&gt;The corner control groups are organized by party on the raid display. Parties 1 and 3 (on the top-left of the raid display) are assigned to the NW corner. Parties 2 and 4 (top-right) are assigned to the NE corner. Parties 5 and 7 (bottom-left) are assigned to the SW corner. Parties 6 and 8 (bottom-right) are assigned to the SE corner.&lt;br /&gt;&lt;br /&gt;Once mobs begin spawning in the chamber, they will arrive at a rate of 1-2 per corner every 15 seconds, until the overall mob population cap (approx. 40) has been reached. Generally speaking, once a mob spawns in it will head directly towards and up onto one of the two raised platforms, after which it will stop, turn and acquire a target to attack via direct LoS. Occasionally a mob that spawns will head for and attack Razorgore, but this occurs infrequently. The Dragonkin population is capped at approx. 12 mobs, but the population of Legionnaires and Mages is limited only by the overall cap.&lt;br /&gt;&lt;br /&gt;The goal of this sub-phase is to kill all Orc Mages that spawn, kite all Dragonkin, and CC or kite as many Legionnaires as possible. Legionnaires should be tanked and/or killed during this phase *ONLY AS NEEDED*.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Orc Mages&lt;/em&gt;&lt;/strong&gt; are physically weak and boast the least amount of armor and HP of the 3 types of spawns. They have a ranged Fireball attack that hits for ~1-2k of damage, and an instant Arcane Explosion that hits for ~600-800. They are susceptible to all forms of CC, snares, and slowing effects that affect humanoids.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Orc Legionnaires&lt;/em&gt;&lt;/strong&gt; are melee mobs, with decent armor and HP. They have single-target and cleave melee attacks, and a special melee attack that does large amounts of damage to Dragonkin. As such, it is important to keep Legionnaires from attacking Razorgore excessively during Phase 1c. They are susceptible to all forms of CC, snares, and slowing effects that affect humanoids.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Dragonkin&lt;/em&gt;&lt;/strong&gt; are melee mobs, with good armor and a large amount of HP. They have vicious melee attacks. They are susceptible only to sleep (via druid hibernation or Razorgore's &amp;quot;Calm Dragonkin&amp;quot; ability), fear, and a hunter's Scatter Shot, but cannot be otherwise slowed or snared.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;div align=&quot;center&quot;&gt;&lt;strong&gt;Each class and role has a set of specific tasks to undertake during this phase:&lt;/strong&gt;&lt;/div&gt;&lt;/strong&gt;&lt;br /&gt;&lt;div align=&quot;left&quot;&gt;&lt;strong&gt;Druids:&lt;/strong&gt; Each druid should hibernate the second Dragonkin that spawns in his corner, keeping it hibernated until a kiting hunter is able to pick it up and add it to his existing train of mobs. Once a hunter wakes up a hibernated Dragonkin, the druid should prepare to hibernate the third Dragonkin that spawns in his corner, and so on. Once Dragonkin stop spawning, druids should reserve their hibernate ability to be used defensively on any loose, unkited Dragonkin that enter their corner. Druids should heal as necessary to keep members of their corner alive, but must be aware of the dangers of pulling aggro as a result. &lt;em&gt;&lt;strong&gt;Dragonkin that are currently being kited by a hunter should *NOT* be hibernated.&lt;br /&gt;&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;strong&gt;Hunters:&lt;/strong&gt; Each corner's assigned hunter should apply a hunter's mark on the first Dragonkin that spawns in his corner, then aggro that Dragonkin via a combination of max-rank Distracting Shot, Arcane Shot, and/or Serpent Sting. The hunter should then kite that Dragonkin across the chamber, up and onto a raised platform, and then back down and across to the opposite platform. When the hunter arrives back at his assigned corner, he should acquire any Dragonkin that is slept there as a target, apply hunter's mark to indicate that he will be adding it to his kiting train of mobs, and then wake and aggro it through the abilities mentioned above. &lt;br /&gt;&lt;br /&gt;Kiting hunters should note that Scatter Shot *does* affect Dragonkin and may be used as a last resort. Kiting hunters should all have the Minor Run Speed Increase enchant applied to a set of boots for use during this encounter.&lt;br /&gt;&lt;br /&gt;One hunter will be designated to act as the targeter/assist for Razorgore's sleep ability (see below).&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Mages:&lt;/strong&gt; Mages should kill Orc Mages that spawn in their corner, and sheep Legionnaires that spawn there. Orc Mages may be pulled from range via use of Counterspell, as needed. Legionnaires that are sheeped should be kept sheeped until one of the kiting Warriors is able to break the sheep and add it to his existing train of mobs. Each time a mage's sheeped Legionnaire is added to a warrior's train, that mage should try to find a new Legionnaire target in his corner that is not being kited, to sheep in a similar fashion. Mages should also make use of their instant attacks to quickly &amp;quot;tap&amp;quot; Orc Mages and Legionnaires that spawn in their corner, but might otherwise escape to a different area of the chamber if they are not attacked. &lt;strong&gt;&lt;em&gt;Legionnaires that are currently being kited by a Warrior should &lt;u&gt;*NOT*&lt;/u&gt; be sheeped.&lt;br /&gt;&lt;/em&gt;&lt;/strong&gt;&lt;/div&gt;&lt;/span&gt;</description>
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