A Flask for Ava.
Our priests to be there. (SERIOUSLY).
Our druids to be there.
Our paladins to be there.
Our experienced hunters to be there.
All Healers will need mana pots, lots of pots, yes, really, lots. (YES NEED, ESPECIALLY Paladins).
Basically as we had him, however;
20 MT Support.
All Tranq-Capable hunters. (Pref 4).
2 Decurse Mages.
3 Cleansing Paladins.
These 5 people should be able to take care of the dps indefinately.
Mages; you are not that useful in this fight (same as most of the other fights in BWL unfortunately) so do pay attention on the decursing, it's the one, overly valuable thing you can do.
Now for the fun stuff;
Many aspects of the Chromaggus fight are random, and learning to deal with and adapt to that random element will be a big part of mastering this encounter. Everyone should be aware of the various ways in which the fight can change, both from instance to instance and in real-time during the encounter, and recognize that we all need to maintain our focus and wits in order to deal with these changes.
At all times during the encounter, Chromaggus will be highly vulnerable to a single school of magic (Arcane, Nature, Fire, Frost, or Shadow) and highly resistant to the other 4 schools. Apparently, his vulnerability will change in real-time during the encounter. Each time it shifts, it will be accompanied by an emote indicating that Chromaggus' skin "glistens". Each change is randomly determined, so that whenever his vulnerability changes, members of the raid must determine and then announce hew new one (preferably over TS, for the sake of speed) so that the raid may take advantage of it.
As with the vulnerabilities of the Death Talon Overseers and Wyrmguards, casters should beware that their hugely increased DPS when attacking using a school to which Chromaggus is currently vulnerable may result in danger of pulling aggro from the MT.
Chromaggus will periodically frenzy, doubling his melee DPS. When this occurs, it is accompanied by an emote as well as an increase in size and a glowing red aura effect above and in front of each of his two heads.
Hunters must employ a tranq shot rotation, as with Magmadar and Flamegor, to mitigate the effects.
Periodically, Chromaggus will apply a randomly-determined Brood Affliction to all those within range. LoS is irrelevant for these Afflictions.
There are 5 Afflictions, corresponding to the colors of the 5 dragonflights and the 5 schools of magic. Each Brood Affliction is a debuff that may be removed via some form of player action, but otherwise lasts for 10 minutes.
Chromaggus always has access to all 5 Brood Afflictions; they do not vary from instance to instance, only by the (random) order in which they are applied. The Afflictions are as follows:
- Brood Affliction: Black - Shadow (Curse) - Increases fire damage taken by 100%.
- Brood Affliction: Blue - Frost (Magic) - Burns 50 mana per sec (causing damage), reduces casting speed by 50%, and reduces movement speed to 70% of normal.
- Brood Affliction: Bronze - Arcane (N/A) - Periodically stuns the affected player for 4 sec. This stun effect may occur as often as once every 5 seconds. The only way we know of to remove this Affliction is to use Hourglass Sand, which is dropped by Blackwing Technicians. Due to the limited supply of this Sand, we will conserve as much as possible.
- Brood Affliction: Green - Nature (Poison) - Inflicts 250 damage every 5 sec, and reduces all healing effects applied to the target by 50%.
- Brood Affliction: Red - Fire (Disease) - Inflicts 50 damage every 3 sec, stacking up to 50 times. Also, whenever a player with this Affliction dies, Chromaggus will be healed for 150k HP.
Dealing with these Afflictions will require a combination of constant debuff removal for the Black/Blue/Green/Red colors (by paladins, druids, mages, and priests), good control of LoS to avoid the effects as much as possible, and judicious use of Hourglass Sand to remove the Bronze Affliction.
Additionally, for each instance Chromaggus will be equipped with 2 randomly-determined "breath" weapons. There are a total of 5 possible weapons.
Although they are called "breath" weapons, they operate on the basis of LoS rather than as a frontal cone AoE, which is the norm for breath weapons. The 2 weapons that Chromaggus will be able to use in a given instance are determined when the instance is first saved, and will vary from instance to instance.
Every ~30 sec, Chromaggus will use one of these weapons, and he will alternate between them as the encounter continues. The list of possible breath weapons, and their effects, are as follows:
- Corrosive Acid - Nature - Applies a debuff that inflicts ~1000 pts of nature damage every 3 sec, and reduces the AC of the affected target by ~4500. Lasts 15 sec.
- Frost Burn - Frost - Inflicts ~2000 pts of frost damage and burns ~2000 pts of mana (causing additional damage). Also applies a debuff that reduces attack speed by 80% for 15 sec.
- Ignite Flesh - Fire - Applies a debuff that inflicts ~775 pts of fire damage every 3 sec. Lasts 60 sec, and stacks up to 10 times.
- Incinerate - Fire - Inflicts ~4200 pts of fire damage.
- Time Lapse - Arcane - Applies a debuff that stuns the target and reduces his health by 50% for 8 sec. Chromaggus will ignore any targets that are stunned by this effect until it wears off. In addition, in its current implementation, any target that resists this effect will be completely removed from Chromaggus' aggro table.
As Chromaggus prepares to use each breath weapon in turn, there will be an announcement and the majority of the raid will need to seek cover out of LoS with Chromaggus, to avoid the effects of the next breath. The current MT, and possibly the active MT healers as well, should be the only players hit by each breath.
Because Chromaggus is untauntable, when one of the active breath weapons for the current instance is Time Lapse, it will be important for multiple warriors to build aggro for the duration of the encounter, so that each time the MT is stunned by Time Lapse, Chromaggus will aggro onto another MT (who should, as with the rest of the raid, move out of LoS as the breath weapon is used). Also, because of the current aggro behavior when Time Lapse is resisted, it is important to have additional warriors ready to take aggro whenever the current MT resists its effects and has his threat level reset to 0.
As you can see, even when we've downed him it will be a long time before we can say "Chromaggus is on farm."
This week we have an exceptionally easy combination of breathes, I expect us to down him - If, the raid shows commitment.
If you stay within those lines (The line behind chromaggus for the DPS is a little bit too far over, note it should be where the metal work frame ends but you get the point) at breaths you'll be fine.
For TimeLapse, due to the agro mechanic of this move, EVERYONE Apart from the Off-Tank should be in Line of Sight for TimeLapse