04-28-2015, 05:11 PM
Nutshell Guide:
P1:
Fuller Guide:
This is a 3 Phase fight. Blackhand's main abilities carry over between phase 1 and 2, and then get more powerful in phase 3. However, they're handled differently in each phase because the environment changes dramatically.
Phase 1 - Blackhand and the Ceiling:
The floor of the room will slowly heat up as slag is poured in. This creeps in from the edges toward the middle. If we stay in P1 too long, this will leave us no room to move. In general, this should only be important to the tanks and healers - no one else should ever get close to the glowing floor around the edge of the room.
On a regular basis, Blackhand will cause the ceiling to collapse (Demolition). Small brown swirly spots will appear everywhere. Dodge these as best as you can. Large orange swirly spots will also appear directly on a ranged or healer. These are like the 3rd hit in Twin Ogron -- they deal damage to everyone no matter what, but deal more damage if you're close, so you want to get farther away from these than being just outside the swirly zone. The large orange ones will also deposit a debris pile. This does not block line of sight, but it will be important for ranged to note where these are.
Blackhand drops mines that arm after a few seconds. Tanks will need to keep moving so these don't build up on melee, and melee need to be quick to avoid detonating one. If they land in the glowing floor, they detonate immediately, so Blackhand needs to be in far enough from the edge that this doesn't cause problems.
Blackhand will regularly smash the current aggro target (hopefully a tank), and anyone near him (hopefully no one). This is a stun, a threat drop, and a major knockback. Tanks should move themselves when this is coming up to get knocked across the middle of the room, so they spend as little time in the glowing floor as possible, and also as little time away from healers as possible. If we had a Priest, Leap of Faith can be used to pull the tank down. An anti-stun CD+charge might also work. In any case, tanks should be topped off, shielded, and have HoTs running so they can survive some time in the glowing floor zone. Use of a defensive tank CD for this is also probably a good idea.
Blackhand will regularly mark a few ranged or healer targets for death. This attack will hit whomever or whatever it encounters first in a line from Blackhand. This looks like the Hunter's Mark arrow on your head. You need to hide behind the debris piles. Use the same pile if possible, or we'll risk running out of debris.
Strategy: Tanks kite the boss slowly around the room, clockwise. Ranged and Healers stack up on the edge of the middle ring. Run together during demolition so we know where the orange smashes are, and to ease group healing. Use Aspect of the Fox or Hand of Protection to enable Tranq-on-the-Run or Bubble-Tranq from Druids. Ranged then groups up behind a debris pile and continue to hit the boss, so no one needs to run for the first Marked For Death. Then we can move the entire stack of ranged, or just trust the two people that get Marked to run to the next pile together. There should only be 2 Demolition phases. During the second one, there will be a Marked For Death - those people need to hide either behind the freshly-dropped first debris pile from the second demolition, or behind the third (and only remaining) pile from the first demolition. When we do enough damage, Blackhand runs to the center of the room and breaks the floor.
Transition: Use personal defensives to reduce damage from his hit that breaks the floor if you can. If you have a slow-fall effect, try to be to the right-side of the room when facing it from the entrance (left-edge of the minimap). Use, then cancel slowfall while falling down to get on the balcony early and kill the first wave of adds.
Phase 2 - Balconies and Siegemakers:
This room has 4 gates and some balconies. It's not that interesting otherwise...
Snipers show up regularly on the balconies surrounding the room. You can't shoot them from the floor, you need to be on the balcony. If you are on the balcony, you get a stacking debuff that does more damage each time it is applied. You can only get to the balcony if you are knocked up there by Blackhand's Smash.
Sniper Shots are AE-blasts, so ranged on the floor need to spread out as best as they can to avoid spreading damage.
Siegemakers regularly appear from one of the 4 gates around the room (I believe always on the side furthest from Blackhand). They fixate on whomever is closest a few seconds after they enter, and then slowly chase that person. Anyone in front of them will take damage and get knocked back. They will detonate and take damage from Mines, and block the Marked For Death attack from Blackhand. They do not have collision boxes, and you can usually safely run through their back-half if needed. If they reach 100 energy, they launch a flame mortar which will slowly cover the room in fire if allowed to be fired. Try to ensure they die before this.
Blackhand drops mines that arm after a few seconds. Tanks will need to keep moving so these don't build up on melee, and melee need to be quick to avoid detonating one. Siegemakers should be kited over these to help kill them and also to help clear the room.
Blackhand will regularly mark a few ranged or healer targets for death. This attack will hit whomever or whatever it encounters first in a line from Blackhand. When Marked For Death, you should run to place the Siegemaker between you and Blackhand, so the Siegemaker absorbs the hit.
Blackhand will regularly smash the current aggro target (hopefully a tank), and anyone near him (the balcony team). This is a stun, a threat drop, and a major knockback. Tanks should try to stand still when this comes up so the balcony team can get into position near them. Those knocked back (including the tank) should then clear the balconies of as many snipers as they can.
Strategy: Tanks pick up Blackhand. Move him to one side of the room and begin slowly moving him in a clockwise circle as mines drop. Hunters (preferably) should get to the opposite side of the room and be near the gates so they can get fixated by the Siegemakers. A group (usually a few melee, or Moonkin, sometimes also a healer) shoudl get ready for the first Smash so they can clear the balconies and then jump back down. Once the Siegemaker is in, everyone slowly rotates clockwise so the Siegemaker hits the mines left by the boss in one arc, the ranged is in the other arc behind the Siegmaker and ahead of the boss, the healers are in the middle. After 2 Marked For Death, the Siegemaker should be nearly dead. If not, ranged need to turn and burn it down to low health (we need to figure out exactly how low, but 40% should be sufficient), such that the 3rd Marked For Death will kill it. Repeat. When we do enough damage to Blackhand, he again breaks the floor, only you have less warning since he won't run to the middle this time.
Transition: Use personal defensives to reduce damage from his hit that breaks the floor if you can.
Phase 3 - Blackhand and the Burning Floor:
We are fighting in a giant crucible. That's like a pot filled with burning badness. There's also no walls to catch you when you get knocked back, so if you get hit in the wrong direction, you will die and we won't be able to reach you for a Battle-Rez. We will be taking constant ticking damage from the floor here.
Blackhand now attaches bombs instead of dropping mines. These explode and leave a debuff that increases damage taken for a short while. Try not to get hit by anything else until the debuff wears off.
Blackhands Marked For Death now pierces, and there's nothing to hide behind. You will get hit, knocked back, and have a DoT applied.
Blackhand's Smash is now more powerful, and must hit multiple people or his energy will recharge and he'll just do it again immediately.
Spots where the Bombs detonated and Smash hit will become Void Zones (even more fire damage if you are near them), so we need to move away. After 5 Smashes or so, we'll probably run out of normal burning floor and only have major burning floor left. Try to make sure the Boss is dead before that.
Strategy: Bring Blackhand out to the edge of the room. When you get a bomb attached t you, run slight counter-clockwise form th eboss and deposit your explosion near the edge of the room or the current bad-stuff zone. Don't be near the other people with bombs to reduce damage taken. If you're Marked For Death, move slightly clock-wise from the group, and spread out so you only get hit by one of the piecing shots. If you're neither of those, stack up next to Blackhand, standing between Blackhand and the middle of the room. When Massive Smash comes up, the current tank will move to be just in front of the stack so we're all in the blast ring. Healers will need to use damage reduction CDs just before this hits, and healing CDs just after we land and are running back. Druids can either get Aspect of the Fox to Tranq-on-the-Run, or use Displacer Beast to blink immediately back to the boss and start casting Tranq as everyone else runs in. Holy Priests (if we ever have any) will need Aspect of the Fox for Divine Hymn. Shaman get to be Cheater McCheatypants and drop a totem, and Monks use an instant raid-wide heal, the jerks. No, I'm not bitter, thanks for asking.
Move the boss clockwise as we run back in so we're just a bit outside the big ring that appear around the last Smash point and repeat until he dies or we do.
P1:
- Tanks - move Blackhand in a slow circle clockwise around the room, moving inwards to avoid the glowy floor.
- Tanks - watch you direction for Smash
- Tanks - when the other tank is getting hit with a smash, taunt
- Everyone - avoid swirlies during demolition - get farther from orange swirlies than their graphic
- Everyone - don't get between Blackhand and the Marked For Death targets.
- Ranged/Healers - if Marked for Death, put a pile of Debris between you and Blackhand
- Healers - set up a cooldown rotation for Demolitions - don't start using your CD until after the first (or sometimes second) debris pile has landed.
- Tanks - Drag Blackhand in a slow circle clockwise around the room, don't let mines build up
- Tanks - when the other tank is getting hit with a smash, taunt
- Balcony Team - make sure you get in the tank smash circle when it comes up to get knocked onto the balcony, make sure you don't die from the stacking debuff while up there
- Everyone - avoid mines on the floor
- Everyone - don't stand between Blackhand and the target for Marked For Death
- Ranged/Healers - if Marked For Death, put a Siegemaker (Giant Tank) between you and Blackhand
- Ranged - Make sure Siegemakers die after the 3rd Marked For Death hits them (before they hit 100 energy)
- Kiters - Make sure you are the closest to a siegemaker when it enters the room, then kite the Siege Maker over the mines. If you get Marked For Death and Fixated, it's usually best to just allow yourself to be hit by the Marked For Death throw and call for healing.
- Bloodlust here somewhere -- probably just after we get collected along an edge, or just afte rthe group gets back together after the first Smash
- Tanks - Kite Blackhand in a slow circle clockwise around the room
- Tanks - when the current tank gets a bomb attached, off tank needs to taunt
- Everyone - if you are marked with a bomb, go "to the left" or counter-clockwise form the boss. Once we start moving, this will be near the bad circles. Don't stand in someone else's bomb radius when you run over there.
- Everyone - if you are Marked For Death, run "to the right" or clockwise and ahead of the boss direction a little. Don't go too far or you'll get knocked off the edge by the knockback it has. Use personal defensive CDs before or heals after getting hit, as you may be out of healer range.
- Everyone - if you aren't marked for either, stand towards the middle of th eroom in a stack right next to the boss - don't get between Blackhand and the Marked For Death targets (so edge a little to the "left" of the boss when facing outwards)
- Tanks - rotate the boss to face the middle of the room just before Smash and stand with the stack of everyone else
- Everyone - if you weren't just a bomb target stand directly behind the tank when Blackhand uses Smash, then run back towards the boss
- Healers - set up CD rotations for dealing with Smash damage to the raid
Fuller Guide:
This is a 3 Phase fight. Blackhand's main abilities carry over between phase 1 and 2, and then get more powerful in phase 3. However, they're handled differently in each phase because the environment changes dramatically.
Phase 1 - Blackhand and the Ceiling:
The floor of the room will slowly heat up as slag is poured in. This creeps in from the edges toward the middle. If we stay in P1 too long, this will leave us no room to move. In general, this should only be important to the tanks and healers - no one else should ever get close to the glowing floor around the edge of the room.
On a regular basis, Blackhand will cause the ceiling to collapse (Demolition). Small brown swirly spots will appear everywhere. Dodge these as best as you can. Large orange swirly spots will also appear directly on a ranged or healer. These are like the 3rd hit in Twin Ogron -- they deal damage to everyone no matter what, but deal more damage if you're close, so you want to get farther away from these than being just outside the swirly zone. The large orange ones will also deposit a debris pile. This does not block line of sight, but it will be important for ranged to note where these are.
Blackhand drops mines that arm after a few seconds. Tanks will need to keep moving so these don't build up on melee, and melee need to be quick to avoid detonating one. If they land in the glowing floor, they detonate immediately, so Blackhand needs to be in far enough from the edge that this doesn't cause problems.
Blackhand will regularly smash the current aggro target (hopefully a tank), and anyone near him (hopefully no one). This is a stun, a threat drop, and a major knockback. Tanks should move themselves when this is coming up to get knocked across the middle of the room, so they spend as little time in the glowing floor as possible, and also as little time away from healers as possible. If we had a Priest, Leap of Faith can be used to pull the tank down. An anti-stun CD+charge might also work. In any case, tanks should be topped off, shielded, and have HoTs running so they can survive some time in the glowing floor zone. Use of a defensive tank CD for this is also probably a good idea.
Blackhand will regularly mark a few ranged or healer targets for death. This attack will hit whomever or whatever it encounters first in a line from Blackhand. This looks like the Hunter's Mark arrow on your head. You need to hide behind the debris piles. Use the same pile if possible, or we'll risk running out of debris.
Strategy: Tanks kite the boss slowly around the room, clockwise. Ranged and Healers stack up on the edge of the middle ring. Run together during demolition so we know where the orange smashes are, and to ease group healing. Use Aspect of the Fox or Hand of Protection to enable Tranq-on-the-Run or Bubble-Tranq from Druids. Ranged then groups up behind a debris pile and continue to hit the boss, so no one needs to run for the first Marked For Death. Then we can move the entire stack of ranged, or just trust the two people that get Marked to run to the next pile together. There should only be 2 Demolition phases. During the second one, there will be a Marked For Death - those people need to hide either behind the freshly-dropped first debris pile from the second demolition, or behind the third (and only remaining) pile from the first demolition. When we do enough damage, Blackhand runs to the center of the room and breaks the floor.
Transition: Use personal defensives to reduce damage from his hit that breaks the floor if you can. If you have a slow-fall effect, try to be to the right-side of the room when facing it from the entrance (left-edge of the minimap). Use, then cancel slowfall while falling down to get on the balcony early and kill the first wave of adds.
Phase 2 - Balconies and Siegemakers:
This room has 4 gates and some balconies. It's not that interesting otherwise...
Snipers show up regularly on the balconies surrounding the room. You can't shoot them from the floor, you need to be on the balcony. If you are on the balcony, you get a stacking debuff that does more damage each time it is applied. You can only get to the balcony if you are knocked up there by Blackhand's Smash.
Sniper Shots are AE-blasts, so ranged on the floor need to spread out as best as they can to avoid spreading damage.
Siegemakers regularly appear from one of the 4 gates around the room (I believe always on the side furthest from Blackhand). They fixate on whomever is closest a few seconds after they enter, and then slowly chase that person. Anyone in front of them will take damage and get knocked back. They will detonate and take damage from Mines, and block the Marked For Death attack from Blackhand. They do not have collision boxes, and you can usually safely run through their back-half if needed. If they reach 100 energy, they launch a flame mortar which will slowly cover the room in fire if allowed to be fired. Try to ensure they die before this.
Blackhand drops mines that arm after a few seconds. Tanks will need to keep moving so these don't build up on melee, and melee need to be quick to avoid detonating one. Siegemakers should be kited over these to help kill them and also to help clear the room.
Blackhand will regularly mark a few ranged or healer targets for death. This attack will hit whomever or whatever it encounters first in a line from Blackhand. When Marked For Death, you should run to place the Siegemaker between you and Blackhand, so the Siegemaker absorbs the hit.
Blackhand will regularly smash the current aggro target (hopefully a tank), and anyone near him (the balcony team). This is a stun, a threat drop, and a major knockback. Tanks should try to stand still when this comes up so the balcony team can get into position near them. Those knocked back (including the tank) should then clear the balconies of as many snipers as they can.
Strategy: Tanks pick up Blackhand. Move him to one side of the room and begin slowly moving him in a clockwise circle as mines drop. Hunters (preferably) should get to the opposite side of the room and be near the gates so they can get fixated by the Siegemakers. A group (usually a few melee, or Moonkin, sometimes also a healer) shoudl get ready for the first Smash so they can clear the balconies and then jump back down. Once the Siegemaker is in, everyone slowly rotates clockwise so the Siegemaker hits the mines left by the boss in one arc, the ranged is in the other arc behind the Siegmaker and ahead of the boss, the healers are in the middle. After 2 Marked For Death, the Siegemaker should be nearly dead. If not, ranged need to turn and burn it down to low health (we need to figure out exactly how low, but 40% should be sufficient), such that the 3rd Marked For Death will kill it. Repeat. When we do enough damage to Blackhand, he again breaks the floor, only you have less warning since he won't run to the middle this time.
Transition: Use personal defensives to reduce damage from his hit that breaks the floor if you can.
Phase 3 - Blackhand and the Burning Floor:
We are fighting in a giant crucible. That's like a pot filled with burning badness. There's also no walls to catch you when you get knocked back, so if you get hit in the wrong direction, you will die and we won't be able to reach you for a Battle-Rez. We will be taking constant ticking damage from the floor here.
Blackhand now attaches bombs instead of dropping mines. These explode and leave a debuff that increases damage taken for a short while. Try not to get hit by anything else until the debuff wears off.
Blackhands Marked For Death now pierces, and there's nothing to hide behind. You will get hit, knocked back, and have a DoT applied.
Blackhand's Smash is now more powerful, and must hit multiple people or his energy will recharge and he'll just do it again immediately.
Spots where the Bombs detonated and Smash hit will become Void Zones (even more fire damage if you are near them), so we need to move away. After 5 Smashes or so, we'll probably run out of normal burning floor and only have major burning floor left. Try to make sure the Boss is dead before that.
Strategy: Bring Blackhand out to the edge of the room. When you get a bomb attached t you, run slight counter-clockwise form th eboss and deposit your explosion near the edge of the room or the current bad-stuff zone. Don't be near the other people with bombs to reduce damage taken. If you're Marked For Death, move slightly clock-wise from the group, and spread out so you only get hit by one of the piecing shots. If you're neither of those, stack up next to Blackhand, standing between Blackhand and the middle of the room. When Massive Smash comes up, the current tank will move to be just in front of the stack so we're all in the blast ring. Healers will need to use damage reduction CDs just before this hits, and healing CDs just after we land and are running back. Druids can either get Aspect of the Fox to Tranq-on-the-Run, or use Displacer Beast to blink immediately back to the boss and start casting Tranq as everyone else runs in. Holy Priests (if we ever have any) will need Aspect of the Fox for Divine Hymn. Shaman get to be Cheater McCheatypants and drop a totem, and Monks use an instant raid-wide heal, the jerks. No, I'm not bitter, thanks for asking.
