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Sunday, April 15, 2007

Azuregos Walkthrough

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Overview
Azuregos is a dragon from the blue flight he roams around Azshara. He is a raid type mob that is is immune to arcane spells and is very frost-resistant.


Azuregos Abilities

Mark of Frost:
(You get it on death): A player who is hit with the Mark of Frost will be temporarily (15 min) frozen in a block of ice should they attempt to re-engage Azuregos. Mark of Frost will persist through death and resurrection.

Reflect
Azuregos periodically puts up a magic reflection shield that bounces spells back at the caster. The state of this shield will be announced in raid shout. It is also quite visible; you will see a sparkly halo around the dragon.

Manastorm:
Azuregos will cast Blizzard spell like at random points close to him, this spell also drains mana.

Cleave:
Swipes multiple targets in melee range with his claw for 900-1600 dmg.

Teleport:
Teleports all players within 30 yards directly on top of him and completely resets aggro.

Cone of Cold:
Cone shaped like attack which will damage and slow targets for 30 seconds.


Countering Azuregos Abilities

Mark of Frost:
(You get it on death): A player who is hit with the Mark of Frost will be temporarily (15 min) frozen in a block of ice should they attempt to re-engage Azuregos. Mark of Frost will persist through death and resurrection. This was put in place by blizzard to stop guilds graveyard rezzing and killing him this way there is no way to avoid this except not to die.


Reflect
Azuregos periodically puts up a magic reflection shield that bounces spells back at the caster. Just make sure all your casters keep an eye out for the blue sparks coming from his mouth. When this appears just stop casting.

Manastorm
Azuregos will cast Blizzard spell like at random points close to him, this spell also drains mana. Once he teleports everyone near him he usually does this spell so its best to run straight away from him the second you are teleported.

Teleport:
Teleports all players within 30 yards directly on top of him and completely resets aggro. This is the main trick to this whole fight. The secret is to think of this spell as a good spell for everyone to get because if everyone is getting it then noone will have agro but if a MT gets it and there are still players out of range not getting this then Azuregos will have agro on them and it may be a pain to get agro back onto the MT's.

Walkthrough

Aggro Management: Teleport and having the tank Frozen and Slowed makes for touchy aggro. Anyone with any threat built up against Azuregos *must* be caught in the teleport, else Azuregos will come straight to them after the teleport. After the teleport, others must consider that the MT is working from 0 threat, so will need a few seconds to build aggro before people start using their 1k dmg abilities. DPS needs to be well controlled.

Healing: This is a very long fight. Healers will run out of mana well before Azuregos is close to dead. A way to deal with this is to wait for Azuregos to teleport, so you have 0 threat and have little chance of being caught out of teleport range, and run far enough away to get out of combat (like outrunning a mob to escape combat). The healers can then drink back up to full mana and return to combat. Get a rotation going and cooridinate with others to try and make healing last longer. Healers should be healing from 25+ yards away from Azuregos.

Tanking: Tank should use high threat output and normal tanking gear. Frost Resist doesn't help much, even though over 50% of the dmg is Frost based. He should watch who is in danger of Frost Breath and Cleave and position Azuregos accordingly. After a teleport, backpedal a small amount and resume tanking. You will be facing the same way. Normal tanking operation: Defensive Stance, repeatedly apply Sunder Armor (even with 5 applications on) or Revenge, if up.

Meleers: To minimize dmg taken and preserve healer mana, melee should Range Attack from 25+ yards until they see a Chill and then engage for 20 seconds in melee and run back out to Range Attack until another Chill. Meleers should help kill adds to clear a path to escape combat and to save healers. Upon receiving dmg, possibly from a Chill/Frost Breath/Cleave following a teleport, meleers should exit combat and eat, by running away far enough immediately after a teleport. *remember to turn off attack*

Casters: Casters should wand Azuregos from 25+ yards until the notice that Magic Shield is down. Then they may cast for about 15 seconds, then return to wanding. Long lasting strong DoTs should be avoided, to avoid drawing aggro after a teleport. Casters should help kill adds to clear a path to escape combat and to save healers. Upon receiving dmg, possibly from a Chill/Frost Breath/Cleave following a teleport, casters should exit combat and eat and drink, by running away far enough immediately after a teleport.

Hunters: Hunters should auto shoot Azuregos from 25-30 yards away. It is hard to measure the distance, so Hunters should watch how far meleers run out and group up with them. Hunters may use shots at their discretion. Pets will not help much vs Azuregos, but may be used to kill adds that may patrol into the raid. Upon receiving dmg, possibly from a Chill/Frost Breath/Cleave following a teleport, casters should exit combat and eat and drink, by running away far enough immediately after a teleport.

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