En parcourant, certains sites tournant autour de WoW, j'ai trouvé ceci qui pourrait nous interresser.
Attention: Etant pressé je n'ai pas encore eut le temps de vous le traduire.
Ceci dit, je peux, à la demande, y consacré un peu de mon temps.
This is one of the most interesting fights we’ve encountered in our WoW history, and it took us some time to get him under control. Lord Victor Nefarius corrupts Vaelastrasz (the dragon that helps you in UBRS). He has 30% of his HP left when the fight starts. As soon the encounter starts everyone in the raid will receive a buff that is different for different classes, rogues get unlimited energy, casters get unlimited mana and warriors receive unlimited rage.
Vaelestraz
Essence of the Red: Gives the raid a 3 min buff that has different effects depending on what class you are, casters receives 500 mana/s, rogues 50 energy / s, and warriors receives 30 rage / s.
Burning Adrenaline: This is both a buff and a debuff, the buff part about it is that all your abilities becomes instant cast. The debuff part is that after 18 seconds you will blow up and kill anyone in near proximity of you.
Fire Nova: Does 500-1000 damage each time cast (to the entire raid) there is no way of outranging this AoE, but FR helps.
Flame Breath: Frontal attack that does approximately 5000 damage, this number will decrease the more fire resistance you have.
The Fight
As the picture shows the placement of your raid, why we place our raid the way we do will be explained in detail.
The small dots are where those players stand; the large dots are the blow-up spots for that group (see below).
Mages, Warlocks, Hunters are placed by the pillar under the balcony near the door. If a mage gets burning adrenaline he turns around blinks towards the wall (between the two pillars) and fires off all the spells he can; since the explosion from the burning adrenalin is short proximity AoE you’ll be out of range for your team and won’t blow them up. The player then has a few seconds of instant cast spells, so once you’re a safe distance from everyone else fire off everything you’ve got. Obviously the warlocks and hunters can’t blink, they simply run to the blow-up spot when they get it but that shouldn’t be a problem; once they reach their blow-up spot they do the same as the mages and unload all the DPS they have. Assign one priest per party with these groups so that they can spam team heals to counter the DoT that Vaelastrasz does. Rogues stand as marked, with their blow-up spot being on the other side of the dragon. Rogues (and the warriors off-tanking) need a priest in their group as well in order to out-heal the DoT.
Paladins / Shamans and Druids are the MT healers. As before, have one priest in each group that spams team heals on the druids & paladins/shamans so that all the druid and paladins/shamans can concentrate on the main tanks. The MT healers have a seperate blow-up spot, when they receive burning adrenaline they can run there and still be in range of all the melee, hence he/she can spam greater heals on everyone until blown up.
Aggro Management
Once the main tank has landed a few sunders on Vaelastrasz the rest of the warriors go in and sunder like there was no tomorrow, but in a sequential order; i.e. the secondary tank starts to sunder, then 2 seconds later the Third tank starts to sunder, and 2 seconds after that the 4th warrior starts to sunder. This is done to keep an aggro order that Vaelastrasz goes through. Once these 5-6 seconds the warriors need to get on top of the aggro list have passed the rogues go in to for melee damage and the Ranged DPS starts to fire off their spells and arrows.
Once your first warrior gets the burning adrenalin and blows up Vaelastrasz will move slightly towards the tank spot and the secondary tank, that warrior need to be fast getting him back into position or else he’ll flame breath all the warriors and if any of the should die the fight is more or less over unless you have an overflow of tanks in your raid.
Also when the first tank dies all the rogues use Vanish to drop their threat generated and give the secondary tank the chance to get the aggro, at that time the remainder of the tanks stop sundering for a second to stabilize the aggro on the new MT.
This fight is all about aggro management and damage, the fight should take 3 min which is the duration of the buff you get at the start of the fight, if it runs out the chances of your raid killing him will decrease dramatically
Voila. A+++ ig tous