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The Warlocks Den - WoW Warlock Discussions » Discussion Forums » Instances & Raiding » Ulduar » General Vezax

Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

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Old April 04, 2009, 08:38 PM   #1 (permalink)

Character Info
Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post General Vezax

© The Warlocks Den 2009. All rights reserved. Not to be copied or redistributed without prior written approval.

General Vezax

General Vezax can be found in the Descent into Madness area of Ulduar, and is the final boss before Yogg'Saron. This area is only accessible after all four keepers of Ulduar have been defeated. (Mimiron, Freya, Hodir, and Thorim)

Hard Mode
General Vezax's hard mode is activated by allowing all eight of the Saronite Vapors to be up at the same time. When this happens, they form a Saronite Animus which must be destroyed before General Vezax can be killed.

General Information

Trash
There's a fair bit of trash clearing that is required prior to reaching General Vezax. Most of it will be found in the General's room, but your raid will also need to clear some when first entering the walkway leading to the Descent into Madness. All of the Twilight cultists can be controlled via poly or other similar forms of CC, but they are immune to mind control.

This trash is very much about crowd control, and will require your raid to focus on killing in priority order. Twilight Adherent's should be the first priority, killing them first or crowd controlling them immediately. Next are the Twilight Shadowblades, followed by the remaining casters. Crowd control the casters as much as possible until it's their turn to die, and tank the melee away from the main part of the raid. It's very important to ensure that your healers are not hit by the Arcane Burst all the caster mobs are able to use.

Twilight Guardians will cause the least amount of trouble, but make sure that if the tank is stunned by Concussion Blow someone appropriate is ready to get agro, as they will change targets once their tank is stunned.

Faceless Horror
Link: Faceless Horror
Hitpoints:
Normal - 674k. Heroic – 2.3 million
Notes: About every 25%, this mob will spawn a Void Beast, and cast Void Barrier on itself. The Void Beast must be killed before it will take damage once again.
Abilities
  • Shadow Crash - Fires a missile towards a random target. When this missile lands, it deals 11310 to 12690 Shadow damage to all enemies at that location.
  • Void Barrier - Surrounds the caster with an impenetrable void barrier, preventing all damage.
  • Void Wave - Unleashes a wave of negative energy every 5 sec., burning up to 500 mana of nearby enemies.
Summons
Link: Void Beast
Hitpoints:
Normal - 195k. Heroic – 651k
Notes: When killed, they cast Shadow Nova. These must be killed before the Faceless Horror will take damage again.
Abilities
  • Shadow Nova - Deals 6938 to 8062 Shadow damage to all enemies within 15 yards, knocking them back.

Twlight Adherent

Link: Twilight Adherent
Hitpoints:
Normal - 337k. Heroic – 606k
Notes: These mobs should be your first priority target. They fear, silence, and can heal themselves and other mobs. They are immune to mind control, but can be crowd controlled using poly, hex, etc.
Abilities
  • Arcane Burst (instant) - Deals 9000 to 11000 Arcane damage to all enemies within 15 yards, silencing them for 10 sec.
  • Blink (1 second cast) - Teleport near an unreachable enemy.
  • Psychic Scream (instant) - Lets out a psychic scream, causing up to 5 nearby enemies to flee for 6 sec.
  • Renew (instant) - Heals an ally for 2026 to 2928 every 3 sec. for 15 sec.
  • Greater Heal (2 second cast) - Calls upon Holy magic to heal an ally. (Normal 40500 to 49500 Heroic 94500 to 115500)

Twilight Frost Mage

Link: Twlight Frost Mage
Hitpoints:
Normal - 337k. Heroic – 606k
Notes: Should be able to CC these with poly, hex, etc. Immune to mind control.
Abilities
  • Arcane Burst - Deals 9000 to 11000 Arcane damage to all enemies within 15 yards, silencing them for 10 sec.
  • Blink - Teleport near an unreachable enemy.
  • Frostbolt - Inflicts Frost damage to an enemy and reduces its movement speed for 4 sec. Normal 6300 to 7700 damge Heroic damage.
  • Frost Bolt Volley - Hurls missiles of ice, inflicting 3150 to 3850 Frost damage to nearby enemies.
  • Frost Nova - Inflicts Frost damage to nearby enemies, immobilizing them for up to 8 sec. Normal 5088 to 5912 damage Heroic damage

Twilight Pyromancer

Link: Twilight Pyromancer
Hitpoints:
Normal - 337k. Heroic – 606k
Notes: The Fire Elemental that these summon can be banished by Warlocks. Immune to mind control.
Abilities
  • Arcane Burst - Deals 9000 to 11000 Arcane damage to all enemies within 15 yards, silencing them for 10 sec.
  • Blink - Teleport near an unreachable enemy.
  • Fireball (2 second cast) - Inflicts Fire damage to an enemy. Normal 6300 to 7700 damage Heroic damage
  • Flamestrike (3 second cast) - Calls down a pillar of flame, burning all enemies for (Normal 265 to 307 Heroic damage) in a selected area and inflicting (Normal 80 Heroic ) additional damage every 2 sec. for 8 sec.
  • Summon Fire Elemental – Summons a fire elemental to aid the caster.

Twilight Shadowblade

Link: Twilight Shadowblade
Hitpoints:
Normal - 337k. Heroic – 808k
Notes: Immune to mind control but not poly, hex, etc.
Abilities
  • Backstab - Inflicts 200% normal damage to an enemy, but only if attacking from behind.
  • Fan of Knives - Instantly throw both weapons at all targets within 10 yards, causing 100% weapon damage.

Twilight Slayer

Link: Twilight Slayer
Hitpoints:
Normal - 471k. Heroic – 741k
Notes: Keep these away from your healers and clothies and you should be fine.
Abilities
  • Mortal Strike - Inflicts 250% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec.
  • Bladestorm - Instantly Whirlwind all nearby targets and for the next 8 sec you will perform a whirlwind attack every 1 sec. While under the effects of Bladestorm, you can move but cannot perform any other abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.

Twilight Guardian

Link: Twilight Guardian
Hitpoints:
Normal - 471k. Heroic – 741k
Notes: The Guardians will probably cause your raid the least amount of trouble. If they Concussion Blow your tank, they will change target immediately afterwards, so have CC or another tank ready.
Abilities
  • Concussion Blow - A brutal strike that deals 100% weapon damage and stuns the opponent for 3 sec.
  • Devastate - Sunder the target's armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 90 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
  • Thunderclap - Damages all nearby enemies for 4250 to 5750 Nature damage and slows attack speed by 20%.


General Vezax
The General Vezax encounter is unique (so far) in WoW, as almost no mana regeneration effects work. (none in hard mode)
Link: General Vezax
Hitpoints: Normal – 8.3 million. Heroic – 30 million
Notes: Searing Flames absolutely must be interrupted every time. The 75% armor debuff will kill any tank given his normal hits are in the vicinity of 25k – 35k. They are on a relatively slow swing timer, however, roughly 2 seconds apart.

Abilities
  • Aura of Despair (permanent aura) - Prevents mana regeneration from nearly all natural sources. Aspect of the Viper, Judgements of the Wise, Shamanistic Rage, and Spiritual Attunement remain at least partially effective. Also reduces melee attack speed by 20%.
  • Mark of the Faceless (instant) - Inflicts an ancient malediction on a target, siphoning 5000 health every 1 sec. from enemies near the target, for 10 sec.
  • Searing Flames (2 second cast)- Deals 13875 to 16125 Fire damage to all enemies within 100 yards, superheating their armor and reducing its ability to protect them by 75% for 10 sec.
  • Shadow Crash (instant) - Fires a shadow missile at a target, dealing 11310 to 12690 Shadow damage to all enemies near the impact point and knocking them away. After impact, leaves an energy field that lingers for 20 sec, increasing magical damage dealt by 100%, increasing casting speed by 100%, reducing healing done by 75%, and reducing mana costs by 75%.
  • Surge of Darkness (3 second cast) - Empowers the caster with dark might, increasing physical damage by 100% but reducing movement speed by 55%, for 10 sec. This is only cast on himself.
Abilities (hard mode)
  • Saronite Shield (instant) - Creates a saronite barrier, reducing all damage taken by 99%.

Saronite Animus
(Hard Mode)
Link: Saronite Animus
Hitpoints: Normal – 1.9 million. Heroic – 12.5 million
Notes: The Profound Darkness debuff is applied every two seconds.

Abilities
  • Profound Darkness - Inflicts 750 Shadow damage to all enemies, and increases Shadow damage taken by 10% per application.

Saronite Vapors

Link: Champion of Hodir
Hitpoints:
Normal - 943k. Heroic – 2.2 million
Notes: Killing these will leave behind a pool which will convert hitpoints to mana each tick. The conversion process is not linear, as it starts out on the first tick doing 300 damage for 150 mana, and by the 7th tick is is converting 12000 hitpoints to 6000 mana.

Strategy

Suggested Raid Composition
Normal Mode:

  • 1 - 2 tank
  • 2 - 3 healers
  • 5 - 7 DPS
Heroic Mode:
  • 1 - 2 tanks
  • 6 - 7 healers
  • 16 - 18 DPS
The Fight
The fight itself sounds relatively simple, but as with most Ulduar fights, the key is in execution. Raid members need to know what's happening, and be on the ball to react to Shadow Crash and Mark of the Faceless. Ranged DPS should spread out in order to minimise the potential impact of Mark of the Faceless. If you plan on kiting the General during the Surge of Darkness, then plan the route in advance and make sure that all ranged will be positioned so as to require as little movement as possible. Melee will generally not need to move other than when killing Saronite Vapors or during the kite phase, and just need to stack up behind him.

When General Vezax is first engaged, the raid will be affected by his Aura of Despair. In normal mode, this stops almost all forms of mana regen, ranging from “Natural” regen (MP5, spirit, etc) to triggered effects such as Shaman Water Shield, Mage Evocation, Druid Innervate, etc. The only mana regeneration effects that work are those listed in the aura description. (see above) This seems primarily to be in order to ensure that these DPS classes which use mana won't be too disadvantaged compared to non-mana users during the fight. The only way for casters to regain mana is by killing a Saronite Vapor and standing in the pool left behind. This does, of course, damage those players, which will necessitate healing.

This fight is all about mana conservation, avoiding unnecessary damage, and controlling Searing Pain casts. If your healers are having to regularly heal people caught in the Shadow Crash damage, or not managing heals effectively, your raid will wipe. Correspondingly, if your DPS aren't on their toes at standing in the Shadow Crash residue and avoiding hitting raid members with the Mark of the Faceless, your raid will wipe.

Throughout the fight, General Vezax will try to cast Searing Pain. It is imperative that this is interrupted, as it will wipe your raid. Ideally, assign two melee to rotate interrupts, with a third backup interrupt waiting. Searing Pain can be cast back to back, (although it rarely is) so your interrupters must be constantly ready.

In addition to the Searing Pain, General Vezax will cast regular Shadow Crash bolts at random ranged players. Since this is a bolt spell and has a travel time, the closest to maximum range that your ranged DPS are the better, as it gives them more time to react and move away from it. Once the Shadow Crash has impacted, ranged players should move into the residue and make use of the buff. Given the mana efficiency requirements, it is recommended that caster DPS don't cast at all unless they're standing in the Shadow Crash residue.

Periodically, General Vezax will cast Mark of the Faceless on a player. This will drain 5000 life per second from all raid members within 15 yards of the affected player. The affected player should immediately move out of range of all other raid members until the mark wears off. If players don't react fast enough, this healing will signifiantly increase the length of the fight, resulting in a wipe due to healers running out of mana.

The final effect used by General Vezax is Surge of Darkness. This will be used pretty much every 60 seconds. There are two ways to deal with it, depending on the tank and gear. Kite him for the 10 seconds he's under the effect, or tank through it, using cooldowns to help mitigate the damage. DK's are currently considered the best of the tanks at handling this stage, due to their powerful cooldowns. Don't forget about Pain Suppression if you have disc priests in your raid. If your raid chooses to kite the General, then ensure everyone knows in advance the path the tank will be taking, ensuring the ranged can position themselves in advance in order to minimise the amount of moving required by them.

The only mana regeneration available to all players is gained by killing the Saronite Vapors. There are a limited number of these available to the raid, (eight) and you plan on triggering the hard mode, you can't kill any of them. When the Saronite Vapors are killed, they leave behind a green pool, which players can stand in to gain the Saronite Vapors debuff, which converts their hitpoints into mana at a 1:2 ratio of mana for hitpoints. Each stack of the debuff doubles the damage done per tick. (and consequently the mana gained) It is recommended to use a melee DPS to kill these.

1 Stack 100 Mana 200 Damage
2 Stacks 200 Mana 400 Damage
3 Stacks 400 Mana 800 Damage
4 Stacks 800 Mana 1,600 Damage
5 Stacks 1,600 Mana 3,200 Damage
6 Stacks 3,200 Mana 6,400 Damage
7 Stacks 6,400 Mana 12,800 Damage
8 Stacks 12,800 Mana 25,600 Damage

This effect has no known limit, but frankly, not many casters will survive beyond 7 stacks. As a general rule of thumb, casters should stay in for 5-6 stacks (start moving out at 5 stacks, may get a 6th on the edge) and healers should take 6-7 stacks. (start moving out at 6 stacks, and hit a 7th on the edge) Alternatively, if caster DPS only cast while in the Shadow Crash residue, they may not need to use the Saronite Vapors, and healers then only have to worry about healing themselves. Let your healers call when to kill a Saronite Vapor.

If you don't want to trigger the hard mode, make sure that you have killed at least one before all eight are up. (this will happen after approximately four minutes) This is a relatively straightforward fight. DPS as hard as possible to kill him as quickly as possible. Avoid taking damage from Shadow Crash, move away from raid members when you have Mark of the Faceless on you, and maximise time spent in Shadow Crash residue. (ranged casters only)

Hard Mode
If you're going to trigger the hard mode, your healers will need to heal the entire way through without any mana back from the Saronite Vapors. Use as many tricks as possible to reduce the healing and mana cost of your heals. (see tips below)

Once eight Saronite Vapors are up, they will merge to form the Saronite Animus. The Animus will appear where General Vezax begins the encounter, out the front of the door to Yogg'Saron. It can't be taunted, so players will need to use Misdirect or Tricks of the Trade to help the tank gain initial agro. The Animus will spawn at the same time that General Vezax casts Surge of Darkness, so you will either need a second tank, or a very aware main tank to to kite the General and pick up the Animus. Once the Surge of Darkness wears off, the General will cast Saronite Shield on himself, essentially becoming untouchable. In 10 man, he will stop casting Searing Pain, but in 25 man the General will continue to cast all his abilities. His casts can still be interrupted through the Saronite Shield.

The Animus will cast Profound Darkness every two seconds and the debuff stacks, thus increasing shadow damage taken 10% per application, including the damage on application. The debuff remains even after the Animus is killed, so players need to be especially vigilant from here on about avoiding the Shadow Crash, as it will one-shot them. You cannot avoid the damage from the Profound Darkness; it will tick through immunity effects such as Iceblock or Paladin bubbles.

The goal in hard mode is to get General Vezax as close to dead as possible before the Animus spawns. Once the Animus is dead, finish the General off. You need to kill the Animus as quickly as possible as well, since the Profound Darkness will be dealing increasing amounts of damage to the entire raid every two seconds.

Tips
  • There is a current bug with the encounter so that if a pet or dot kills the Saronite Vapor the residue won't provide the buff. For this reason, try to use melee only to kill them, or direct damage spells and leave pets on Vezax.
  • Curse of Weakness on him can help to significantly reduce the damage your tanks will take.
  • Mark of the Faceless can be removed by standard immunity effects such as Iceblock and Paladin bubbles.
  • Shadow ward and priest shields will absorb the damage from the Saronite Vapors, but won't stop the mana regen component.
  • Deathknights are great for killing the Saronite Vapors, as they can Death Grip them into a convenient position for the healers to use the residue.
  • If your ranged are having issues reacting to the Mark of the Faceless debuff, try splitting your ranged into two groups, one for each side of General Vezax. This will help to minimise the amount of healing he will gain.
  • While Shadow Crash reduces healing done by 75%, disc priest shields are not affected by this, nor is the healing from Shaman Earth Shields, or the bloom part of Druid Bloom. Use this to increase the mana efficiency of heals. Casting these spells while in the residue can save a significant amount of mana over the course of the fight.
  • There's no real need for healers to be at range, (unless you plan on using the Shadow Crash residue) so you can stack them up close behind the General to reduce the need for them to avoid Shadow Crashes..
  • Resto Druids can melee the General for Omen of Clarity procs for raid heals.
  • Since casters will be mostly or only casting while under the effect of Shadow Crash, swapping gear to reduce haste and increase spell power / crit is worthwhile. At approximately 400 haste (?) the residue buff will have players hitting the 1 second cap on GCD.
  • Hunter spells are affected by Shadow Crash. (Explosive Shot, Black Shot, etc) Physical damage shots such as Steady Shot and Aimed shot are not affected however.
  • Try and time Bloodlust so that it starts when DPS are in the Shadow Crash residue.
Useful Macros
Hard Mode (for the people interrupting Searing Pain) – Set your focus to General Vezax, and use this macro during the Animus stage. Using focus is useful so that players can still see when he's casting Searing Pain.

/cast [target=focus] <interrupt ability>
e.g. /cast [target=focus] Kick

Warlock Role
There's no specific Warlock role in this fight. You're just one of the DPS, so make the most of it and go nuts!

Tips
  • Life Tap doesn't work so avoid using it, as it will just increase the load on your healers for no benefit to you.
  • Dark Pact is also affected by the Aura of Despair, so taking your pet's mana is counter-productive.
  • Shadow Bolt builds are most effective here, since most / all casting will be done under the effects of the Shadow Crash residue. Incinerate will most likely be hitting the GCD barrier due to the haste from the residue..
  • Imps do appear to regain mana during the fight. Not sure about other pets, but would suspect the same.
  • Demonic Circle isn't overly useful except perhaps for avoiding Shadow Crash, and given the mana restrictions of the fight is most likely not worth using the mana to cast it.
  • It is worth keeping Curse of weakness up on Vezax.
  • Generic Destruction builds will gain the most benefit from the Shadow Crash in this encounter. (ignoring crazy builds built especially for this encounter!)
  • If you're using an imp, try to keep them in the Shadow Crash Residue to maximise their DPS potential.
Videos
As always, I recommend viewing the HD videos, as it just makes it much easier to see what's going on.

Tankspot's Normal mode with instructions

Normal in hard mode

Heroic General Vezax by Monsters Inc

Heroic Hard mode by Drama

Warlock Loot - 10 Man
At last, we get to loot a corpse again instead of a chest!

Warlock Loot - 25 Man Achievements
The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:”.
  • I Love The Smell Of Saronite In The Morning - Defeat General Vezax after defeating the Saronite Animus.
  • Shadowdodger - Defeat General Vezax without any raid member being hit by Shadow Crash.
Credits
Information compiled from WoWHead, WoWWiki, StratFu, and the members of the Warlocks Den.

Changes
30/06/2009 Added member tips from the thread.
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Last edited by Swoop; June 30, 2009 at 09:22 AM..
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Old April 26, 2009, 03:00 AM   #2 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: General Vezax

This boss is crazy and fun. We are experimenting with various strategies for dealing with the drain life mechanic atm. This boss has no phases, per-se; but does have a string of abilities which change the nature of the fight dynamically. Take care to not aggro the boss, as threat is a bit of an issue here. Even the trash for this boss is awesome, as it benefits the raid to have a lock for utility purposes (banish). You will have to kill a void creature which shields General much like the mechanic for the preceding faceless warrior trash.

Firstly: Like all other Ulduar content, don't hesitate at all when you have fire flying toward you. Move immediately, as the Shadow Crash will throw you far away from the beneficial ground effect it leaves behind. Save all availiable cool downs for when you are able to be in this ground effect, as it will both double your damage and vastly decrease the amount of mana you use and additionally will double your haste. I suggest using a meta-ruin build for this boss, because even with about 800 haste your shadowbolt will not become haste-capped. Incinerate will cast so fast with the haste buff that it will beat your GCD, so any non-SB spec will be significantly gimped- and furthermore, Meta comes with all kinds of neat cooldown dps boosting effects. Try to limit your burn time to time spent in these shadow-crash ground effects to minimize damage taken in the vapor effect.

Secondly: The mana regen mechanic of this fight is quite unique. You cannot get mana from any kind of mana-regeneration at all. Instead, throughout the fight "Saronite Vapor" neutral mobs with little health will spawn and roam throughout the chamber. Killing them releases a ground effect which will restore mana to you via a stacking debuff. 50% of damage dealt by this debuff will convert into mana in your pool. Life tap will not work in this fight, so you need to actually use the mana mechanic like all other casters. The tricky part of the debuff is that it will grow exponentially over time, instead of a linear increase in damage taken as in Biting Cold from Hodir. The first stack will be 100 damage or some other low number, and by seven stacks it will be hitting for about 3k. Try to only absorb about six or seven stacks and then move out of the green ground effect left by the vapors or it will one-shot you.

Thirdly: There is a drain life mechanic which also functiones through a so far unique effect. The boss will target a player, who will gain the Mark of the Faceless debuff. This will not drain life from it's target, but will drain it from the surrounding players. You need to react quickly and get out of range of the other casters and melee who might be nearby: the tooltip and online information availiable doesnt specify an exact yard number, but we think that it's about 12-14 yards radiating from the targeted player. If there are nearby players, they will very quickly heal the boss for 5k per second per player. So, if you are standing near 10 people, they will heal the boss for 50k healing per second. Needless to say, spread out and stay smart throughout the fight regarding your positioning- and dont be a dps hog and use the beneficial ground effects while you have mark of the faceless, as you will then make that effect unavailiable to the rest of the raid. Toppint DPS charts is not going to impress anybody if you wipe the raid :P.

Most of the other mechanics of the fight are tank-based. Regardless, I will list them below:


Searing Flames- A casted effect that should never complete. Melee needs to interupt it or it will usually result in an immediate wipe. Enough said.

Surge of Darkness- Buffs General's melee considerably, and slows his movement speed at the same time. This is the section where the tank will kite General around the chamber, and cannot build threat. Watch Omen here!

If you do things right, you shouldnt have to worry about the enrage much. Which is, I believe, something around 10 minutes.
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Old April 29, 2009, 06:31 PM   #3 (permalink)

Character Info
Desparatus
80 Human Warlock
Aggramar US PvE
Guild: Exalted Order
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: General Vezax

After numerous wipes as we figured out the fight - some observations. (10 Man)

1. Casters only cast when standing in the residue left behind by Shadow Crash - Mana is too important to waste at any other time.

2. We stack casters in the Shadow Crash Residue - if one of us gets Mark of the faceless - run away from the boss - other casters move towards the boss. You need quick separation.

3. Healers are by far top priority for Saronite Vapors - if you are only casting from Shadow Crash residue - you should not need more than one trip in to a Saronite Vapor during the whole fight.

4. Rank One Life Tap if you have the glyph - to keep up the damage bonus.

5. Watch your aggro. You do a lot of damage in a short period of time while in Shadow Crash residue.

6. Survivability is key. Watch out for Shadow Crashes, stay away from people with Mark - get in a black spot and dps - then move til you find another one.

edit: use stone, bandages, health pot to help your healers.
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Old May 03, 2009, 08:57 AM   #4 (permalink)

Character Info
Biotic
80 Undead Warlock
Medivh US PvE
Guild: Discord
Profile: Blizzard Armory
Talent Spec: 53/0/18
Re: General Vezax

My guild was having trouble with Vezax until we put together this strategy, which we then downed him our first time trying it, and well before the enrage timer.

Tank positiong: Tank starts off by getting Vezax into the center of the room. During Surge of Darkness the tank will kite Vezax either north or south(we had a druid kiting who went kitty form to get as much distance as possible). After Surge of Darkness wears off Vezax is taken back into the center of the room.

Melee: Melee have nothing particular to worry about in this fight, I can't recall a Shadow Crash or Mark of the Faceless being targeted at melee at any point.

Ranged: Split ranged into two groups. When Vezax is pulled group A will be stay on the west side of the room, group B to the west. Each group stacks up so that Shadow Crash is dropped in the same spot nearly everytime for whichever group has a member targeted. If you don't have the buff from a Shadow Crash cloud, you wand, as this helps immensely with not generating too much threat and also saves you a TON of mana. If you get Mark of the Faceless you run away from Vezax, while those near you take a few steps forward.

Healers: Healers stay with the ranged in order to keep shadow crashes near the same area as a group, but stand outside of the shadow crash cloud,as it reduces healing done by 70%. With Mark of the Faceless you follow the same rules as ranged dps.

Saronite Vapors: Only take out saronite vapors when needed, as there is a limited supply. When healers are low on mana have a healer call out the positioning of the nearest saronite cloud and mark it. All ranged dps should then take out the saronite cloud as quickly as possible. Healers get first priority over saronite vapors, and then ranged as needed. Get 6 stacks of of the vapors, and get out ASAP. We made it a rule that any caster dps that still has over 25% mana does not get into saronite vapors.

Major lack of sleep right now so I'm sure there's some things I'm leaving out. Any questions just ask.
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Old May 04, 2009, 05:47 AM   #5 (permalink)

Character Info
Kilmir
70 Gnome Warlock
Aszune Euro PvE
Guild: Been There Done That
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: General Vezax

10-man as well. On our kill we simply let the tank stay and take the punishment during Surge of Darkness. The resulting stationary fight made it much easier to coordinate puddle usage.

We had everyone spread out in a large circle around Vezax so any Lifedrain or crash only affected 1 person at a time. We only had 2 casters run to a shadow puddle and stand at opposite sides so if a lifedrain hit it only took 1 tick on 1 person.

Casters wanded till they got into a shadow puddle, then they burned with all they got. Our locks were Demon and Replenishment builds so very efficient at fast burst.
At 10% boss health we simply started nuking with the mana we had left, puddle or no.

The green puddles were also left alone till a healer marked one up and called for dps on it. if I recall correctly the damage of the green puddle was like this:
5th debuff - ~3k damage
6th - ~6k damage
7th - ~12k damage
Any nearby casters also jumped into it if needed. Casters got 5 ticks then moved out (often getting a 6th tick at the edge), healers who healed themselves up stayed till 6th (7th at the edge). Shadow Ward eats the damage of the debuff, but doesn't prevent the managain. Our locks used Shadow Ward to get another "free" tick this way so we stayed in till the 6th (+7th) like healers.
Healers only used very efficient heals on anyone but the tank so most casters had to make due with HoT's.

One thing of note: Due to lack of a warrior and our prefered tactic of letting the DK tank stay in place I had an imp out. Amazingly enough the imp actually regened mana. Mana Feed and Replenishment didn't work so it eventually ran out, but it kept regaining mana and shooting bolts whenever it had enough so it wasn't entirely useless.
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Old May 12, 2009, 08:18 PM   #6 (permalink)

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draterrojam
80 Gnome Warlock
Azgalor US PvP

General Vezax...demonic circle.

I did a search and only have seen one other post on the WoW forums with only a few responses and no blue response. What I wanted to know is...in the General Vezax fight, are we not aloud to use demonic circle? And why? Can mages blink? Is there a debuff that prevents us?

Looking forward to answers/qq (jk) :-)
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Old May 12, 2009, 09:45 PM   #7 (permalink)

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Fauste
80 Human Warlock
Feathermoon US RP PvE
Guild: Kaizen
Profile: Blizzard Armory

Re: General Vezax...demonic circle.

I haven't tried it myself, but... the only reason not to use demonic circle is that mana conservation is one of the keys to the fight. Generally, you don't want to be casting anything outside of the Shadow Crash residue.

If you can find a good placement for the circle, and use it judiciously, it might be very useful.

<edit> If you missed a word in your original post, and intended to ask WHY we aren't allowed to teleport, then I suppose the encounter would have this limitation to increase difficulty. It's not hard without teleport btw. I actually think it would be of limited use in the fight.

The cooldown means you can only use it occasionally, and you have to be in range (not a given, considering you are constantly moving). When you take into consideration other people's movements when they have debuffs, I think it's probably safer for everyone if no body is blinking.teleporting. But your raid mileage may vary. =P

Last edited by Fauste; May 12, 2009 at 09:53 PM..
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Old May 12, 2009, 10:52 PM   #8 (permalink)

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fired
80 Blood Elf Warlock
Arathor Euro PvE
Guild: The Usual Suspects
Talent Spec: 0/41/30
3.1 Re: General Vezax...demonic circle.

the circle is useful to get out of the group fast when you have the leech effect on you. For the shadow crash thing not so much. Anyway your problem is that you put the circle down before the fight started. Wait for the tank to pull the boss then place your circle. It will then work as intended
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Old May 13, 2009, 02:21 PM   #9 (permalink)

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Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
Re: General Vezax...demonic circle.

It does not matter if you put it down before or after you engage. It works perfectly fine, why are you thinking it is not? what issues have you had?

I put mine down and request healers to stand on it to bait me shadow crashes
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Old May 18, 2009, 04:59 PM   #10 (permalink)

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Luxury
80 Blood Elf Warlock
Deathwing US PvP
Guild: Addiction
Profile: Blizzard Armory
Talent Spec: 54/0/17
Re: General Vezax

Quick Note: Due to the Shadow Crash buff, its incredibly easy to hit Haste Cap on this boss even with Shadowbolt. Due to this reason, I'd recommend going with the Firestone in this fight.
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