The Lurker Below

Kjartan's picture

Abilities

  • Geyser: Sometimes the Lurker Below will randomly target someone in the raid and use geyser on him, this ability deals 2.5k-3.5k frost damage and knockback (10 yards) the target and players close to him. Spread out to avoid having too much people hit by Geyser.
  • Spout: This is his main ability, every 40-50 seconds, he will use it (always start at his main target, therefore the main tank) and start moving clockwise or counterclockwise on a full rotation (360 degrees); anyone caught by his frost beam will die for sure.
  • Whirl: This ability deals around 3k-4k damage to everyone in melee range and knockback you (little hint for melee you can avoid being knockbacked into the water if you are on the inner edge of the platform). It shouldn't hit casters and ranged since they are positioned on the outer edge of the platform.

Dealing with spout

Our chances for success are highly linked with how well people can avoid Spout. This is on a somewhat predictable timer, so DBM should be able to tell you when it will be happening. When the sput nears your location you jump in the water and take the minor scalding water damage (500 dmg every 3 seconds), there shouldn't be much need to stay in the water for more than two ticks (6 seconds), and be nice and bandage up if you are dangerously low on health. For the first few attempts the only thing that matters is that everyone is able to survive spout, focus on learning the movements required so it becomes routine, then start worrying about maxing dps, keeping everyone alive, etc. I haven't come up with a suitable embarrassing punishment for failing to avoid spout, but I'll have something by tonight!

Positioning - Phase 1

Haven't been able to find a nice image to show this just yet, all the guides out there seem based on pre 2.1 tactics. I'll try and Mind Vision my way there and make my own at some point today.

For now just use your imagination and I'll try and explain it. There is a central island, with a pool inside it. The lurker spawns in this pool. Inside the pool the Main Tank will go swim with the lurker. Being in the water means that he tank will take an extra 500dmg/3s from scalding water, but we won't have to worry about a second tank as the MT will never be out of melee range. If the extra damage is too much we will switch to a two tank approach, but lets start with the simple approach.

Around the edge of the pool the melee dps will stand, if they stand just right the Whirl knockback should miss then. You guys have the challenge of avoiding Spout AND finding the sweet spot for Whirl. On the outer edge of the pool our healers will spread out, standing here they should not have any problems with Whirl as it has a pretty short range.

Outside this central island there are 3 smaller islands, this is where our ranged DPS will stand. You guys get the pleasure of not worrying about threat for once. Go crazy! Like Ragnaros, the Lurker is leashed in the central pool and will never target ranged if someone is in melee range.

Positioning - Phase 2

The Lurker will cower in fear before us and occasionally dive underwater and summon some minions to try and overpower us. Each one of the 3 outer islands will have 2 naga Ambushers spawn on them (25k health, die quickly), and 3 naga Guardians will spawn on the central island.

As soon as he goes under water all ranged DPS will make their way to the central island ASAP. There should be around 5-10 seconds between Lurker submerges and the adds are in range so plenty of time to reposition. Group wise each island will have 1 mage and 1 warlock assigned to it, the mage will sheep on of the huntresses and the warlock fear the other, both any any other ranged from that island will then focus on the feared mob kill it, then kill the sheeped mob. Once both are dead that group will focus on the main melee target.

For the three Guardians at least 2 will be tanked, and the 3rd one will be sheeped or tanked depending on how many mages we have with us. Melee will focus on the Guardians and kill the one tanked by the OT, then the MT, and the OT will pick up the sheep and we kill that last. Remember these guys have a nasty cleave so stay behind them! As we kill the last add the MT will get ready to pick up the lurker again. As soon as the last add is dead everyone has to get back to their phase 1 positions, again you should have 5-10 seconds to accomplish this. The Lurker will always do a Whirl followed by a Spout when he submerges, so remember to avoid them!

Then its just a matter of repeating this till he is dead and we enter phase 3: loot!

Discussion: http://vigilantes.zind.net/node/3960