SoO 10Man Normal Complete Visual Guide (All Bosses) menu

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  1. #1
    Actaeon's Avatar Contributor
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    SoO 10Man Normal Complete Visual Guide (All Bosses)

    Hey guys. I found these online, and figured I'd post them, for those who enjoy visual aids. Also added a few comments of my own to help out

    Complete SoO Guide (14/14 Bosses)

    Immerseus



    Fallen Protectors



    When Softfoot is in his "Desperate Measures", if your tank is having trouble tanking the "Mark of Anguish" all the way through, you'll have to pass the Mark around (like hot potato).

    In Sun's "Desperate Measures", damage taken by small adds "Despair Spawns" is mirrored back to the two large adds

    Norushen



    Others strats include sending healers to Test Realms first and have them soak the purple orbs.

    Sha of Pride



    The 2 tanks can just unlock the prison they are standing next to.

    Galakras



    Adds are on a timer (watch DBM). This means even after 8 waves of adds and the tower turrets become available to shoot down the boss, if you don't shoot him down within the timer, a 9th wave will come out. If that's the case, then DON'T SHOOT DOWN THE BOSS YET!!! Clear the adds, or get them to low health, THEN shoot down the boss. Having a fresh group of adds as well the boss is very hectic and will most likely be a wipe.

    Iron Juggernaut



    Kor'Kron Dark Shamans



    Another strat for this fight is to simply use three tanks, even though it is 10man. My guild sends Haromm up the ramp on the right side, with two tanks and one heals to minimize tornado placement up there. The tanks are able to tank swap, and it is easy for the healer to keep up the tanks. The rest of the raid stays down below and kills Kardris, as they both share health.

    General Nazgrim



    At 10%, the boss will spawn a lot of adds. If your raid gear/dps is on the lower side, you might want to save Hero for this part. If your raid is pretty geared, just Hero at start to help with burst DPS

    Malkorok



    To deal with remembering where the "Arcing Smashes" happened, we had a player place a raid ground marker to indicate where not to stand. The macro for this is ---

    /click CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton
    /click DropDownList1Button1

    Make 3 macros for this, changing the "Button1" to "Button2" & "Button3". (Blue Square, Green Triangle, and Purple Diamond)

    After all 3 markers are dropped, and the next cycle of "Arcing Smash" begins, to clear ground markers, the macro is --

    /clearworldmarker all

    [U]Spoils of Pandaria[/U]



    On the MANTID side where players will get a stack of bombs they need to drop (from Big Crate) it seems ranged were always chosen (at least for my raid).

    One of our group make-ups, consisted of only 2 ranged (1dps, 1 heal). We found this HARD because our healer would get back to back bombs. This is how we got through this boss --

    Our other group consisted of 3 ranged -- 2dps, 1 heals. Even though the 2 groups are split, there is a chain players can click to get back onto the platform to change to the other side. We assigned one ranged to ALWAYS fight on the Mantid side, switching with a melee who will always fight on the Mogu side.

    Thok the Bloodthirsty



    Assign healing cool downs to make P1 duration as long as possible.

    During fixation phase, players can be targeted back to back. We found it easiest to have the 1st person targeted run down the hall, then next person, run the other way into the room, alternating between fixates. Because the boss walks slowly at first, after the Jailer is killed, don't unlock an NPC right away. Let around 5-6 fixates pass and do as much DPS on him as possible. Tanks do not get fixated so let the tank pick up the key and stand next to the cage.

    After you free/kill the last NPC (Montak), try to get the boss down to around 10%. Stack together and activate the fixate phase again. Boss should be killed no problem before he starts walking too fast.

    Siegemaster Blackfuse



    There are different strats, but for my raid, found it easiest to have the boss tanked at the Pipe that players jump into. Ranged stacked around 25yds behind the boss starting on the left. Ranged moved right as saws & fires are dropped. Our raid found Electromagnets and Crawler Mines the most annoying so we killed those.

    Adds on Conveyer Belt have 3.3 million health. If your DPS is good enough, sending 1 player to kill the add can also be done.

    Paragons of the Klaxxi



    Things to Note:

    1. HERO at pull and burn down Rik'kal. Ignore "Blood" adds, boss should be dead before reaching him. Assign "Aim" positions.
    2. After Rik'kal, "Blood" adds will reach Skeer. Burn Skeer. Should be dead before next spawn of "Blood" adds reach him. Stun/Slow/Root adds.
    3. When Korven comes out, cleave him and Hisek, making sure KORVEN reaches 50% first. Korven will encase in Amber to heal, then just kill off Hisek.
    4. Same strat as #3. Cleave Korven & Xaril and make sure XARIL reaches 50% first. He'll encase to heal, then kill off Korven.

    Garrosh Hellscream


    SoO 10Man Normal Complete Visual Guide (All Bosses)
  2. #2
    arenex's Avatar Banned CoreCoins Purchaser
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    nice images u got there

  3. #3
    Actaeon's Avatar Contributor
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    Thanks I guess

    Originally Posted by Actaeon View Post
    I found these online, and figured I'd post them, for those who enjoy visual aids.

  4. #4
    supercasanova's Avatar Member CoreCoins Purchaser
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    most don't work anymore sadly


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