
Snowman: the new shapeshift form. Travel time, BBL :)

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Generic Resto Resto/Balance Dual-Spec FeralComics
GridLock Time-Lost Protodrake Level Requirements Turkeys and Hawkstriders Skunk-Bear TK: A'lar U10: Yogg-Saron VoA: Emalon guide ICC: Marrowgar ICC: Gunship Fire = bad ICC: Blood Queen Lana'thel ICC: The Lich King Halion Flowchart VoA: Earth, Wind, Fire







| Star-Killer: there is an excellent guide on StratFu on the messy business of killing stars. Killing stars is a very important role, since they are all dieing together and, when they die, will do massive damage to the raid: for the sake of survival, they must each be dpsed down a bit to time when they go off, to keep them from exploding together. |
| NOTE: the black holes' teleportation acts on a periodic pulse, meaning that sometimes you might get ported the moment you clip the edge of the hole, or you might not get ported after running clear over the hole from one side to the other. Be sure to give yourself plenty of time to get ported when running to escape a Big Bang! |
| Resto Druids: you will be responsible for keeping full hots on the current tank and healing the rest of the raid as much as possible. I recommend keeping a rejuv on as much of the raid as possible around keeping your tank with HoTs. The tanks will switch periodically as they get stacked up with Phase Punches (5 stacks will shift them to another dimension). Allow your LB stacks to bloom periodically for the heal-boost and mana return, and reapply the stacks quickly after blooming. Ahead of a tank-switch, get a rejuv and regrowth on the next tank so that they have a head-start on the HoT buffer when they taunt Algalon. |

| Mut Rogue | Feral Cat | |
| Both can open from stealth or unstealthed. | ||
| Opening: | Get SnD and HfB up | Get Mangle, FF, Rake, SR up |
| Bleeds: | Optional; Garrote or Rupture to start HfB if no one else puts a bleed up. | Necessary; Rake and 5-CP Rip Mangles or Trauma boost these |
| Threat Redux: | ToT misdirect Feint | Cowerlol |
| Ack! Aggro: | "Stop it/ Flee it" Vanish Evasion Kidney Shot Gouge Cloak of Shadows | "Tank it" Barkskin Survival Instincts (if specced) Bear + Bash, Frenzied Regen Maim |
| DPS Cycle: | Mutilate <-> Envenom 1 min HfB refreshes | Juggle to keep these up: SR, Mangle, Rip, Rake Shred around the timers FB finish if timers look good 5 min FF refresh |
| Combo Points: | lol | Use Shred, Mangle, Rake to build to: 5-CP for Rips 3-5 CP for SR 4-5 CP for FB (if you can work it in) |
| Interrupts: | Kick Gouge (incapacitate) Kidney Shot (stun) | Maim (incapacitate, requires CP) Bear + Charge |
| Energy Boost: | .... Thistle Tea? | 30sec: Tiger's Fury! |
| AoE: | FoK, 50 energy | Swipe, 50 energy |
| Versatility: | er, diff kinds of poison? (heavily nerfs damage, though!) | Heals (weak unless geared and dualspecced) Tank (weak unless geared and specced) |
| Misc: | Love anyone who will put a bleed up Envenom refreshes SnD +3%crit to party from poison | No poisons to reapply No weapon skill to level Love Arms Warriors (trauma) and Bear Tanks (mangle) Love moonkin (FF) +5% physical crit aura to party 4% heal on crit with aura |
| 5/5 GotEM, no CF | |
| Buffs | Rating required for 1 second GCD/Nourish |
| none | 1192.36 |
| Bloodlust | 160.51 |
| Nature's Grace proc | 447.13 |
| Wrath of Air Totem | 960.32 |
| Improved Ret/Turkey Aura | 1062.13 |
| WoA + Aura | 855.41 |
| WoA + Aura + NG proc | 166.34 |

| 5/5 GotEM, 3/3 CF | |
| Buffs | Rating required for 1 second GCD/Nourish |
| none | 1062.13 |
| Bloodlust | 60.33 |
| Nature's Grace proc | 338.61 |
| Wrath of Air Totem | 855.41 |
| Improved Ret/Turkey Aura | 935.69 |
| WoA + Aura | 734.99 |
| WoA + Aura + NG proc | 65.99 |

| Disclaimer: I don't really do rogue theorycraft. My rogue is not my main. I do, however, like to do semi-decent damage when I play my alt, and have spent some time at the dummies, reading a few guides, and in 5-mans seeing what results in the most DPS. |


We assigned two ranged dps (purple here) to kill the adds when they spawned; they stood in the two corners of the room, while healers stood in the center. If you get aggro on an add, don't let it hit you, as each attack will bring Saurfang that much closer to casting another Mark on someone.
| IMPORTANT: Buttonfacade + Bartender are having a clash. Turn off ButtonFacade to use your bartender bars. |




| /cast [mod:shift,@mouseover,help] [mod:shift,help] [mod:shift,@player] Lifebloom; [@mouseover,help] [help] [@player] Rejuvenation |
We arrange ourselves like this, so that the healers will get initial aggro on the Burrowers and pull them towards the OT (who is sitting on the frost patch). Anub himself does not need to be on an ice patch, though if you'd like to tank him on one, that's fine. Some groups like to put Anub on the same ice patch, so that aoe can impact both burrowers and Anub at the same time.
As he burrows underground, the whole raid except for the OT (who is still tanking the burrowers) needs to start running down to the south end of the room. Once he selects the target he's going to chase, everyone should clear out of the way and go back to the OT to kill the burrowers (in the north end of the room). Do NOT cross over the spikes: they hurt. Meanwhile, the chased target needs to run down to the south end of the room and put one of the frozen patches between herself and Anub'arak's tunneling spikes.| IMPORTANT: Anub will switch targets every time he hits an ice patch OR someone (anyone) uses a threat-reduction ability such as fade (even if he's not targeting or chasing them!). The threat-reduction switch is a bug that will wipe the entire raid's threat table, causing Anub to aggro on the top world-threat--usually your healers. Avoid using any threat-reduction abilities in the burrow phase, even if he's not targeting you! It is recommended to avoid using fade to force him to swap targets over using an ice patch, as it will not slow him down and does crazy things with threat. Doing so is more of a last-ditch effort in what would otherwise be a wipe, as the sped-up spikes will likely kill your aggroed healers. |
Once the burrowers are dead, the whole raid needs to continue moving together, putting themselves on the far end of the room from where the current targeted player is going, thus maximizing how far the next targeted player is from Anub when he switches. Meanwhile, they need to all be killing the little white bugs. These are not tanked: they spawn with about 20k threat on a random player, and simply need to be dpsed down while the targeted player kites the bug. Avoid being in melee range of a little white bug that is aggroed on you! They stack an acid DoT on you that does considerable damage.
After a minute and a half, Anub will re-emerge and enter P1 again. Any little bugs that have spawned will still need to be killed, and a fresh set of ice patches need to be dropped. Due to the locations of the floating orbs, our second P1 phase is arranged much like this when he emerges.
Avoid pushing Anub's health past 30% before the raid is ready for it, especially if there are lots of people with high stacks of the adds' acid debuff. If we do expect to push him to 30% before he burrows again, though (number of burrow phases will vary depending on your raid's dps), we try to kite him back up to the north side, positioning the adds on the northmost frost patch, and squeeze the healers and dps in the corner above the ice patch. This allows for healing stream totem to reach most of the raid in P3, and gives the OT more time to pick up the adds as they spawn.| /stopcasting /cast [target=focus] Wind Shock |


Celestial Focus is being tossed around as a possible "resto druid" talent to add 3% additional spell haste in efforts to reach the 3.3 soft haste cap, as the cap for the GCD is being increased with the patch (to 855 haste rating, assuming you have both WoA totem and ret/moonkin aura in your raid. Can check out some buff/haste graphs here).| /cast Cooldown1 /cast Cooldown2 /cast Spellname |
| /cast [mod:shift] [] Cooldown1 /cast [mod:shift] Cooldown2 /cast [mod:shift] Spellname1; Spellname2 |

