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Special Attacks:
* Fire Breath: Cone shaped fire that hits everything in front of her for
3000-4000 damage. Solution: Always keep her pointed north, away from the
groups on the sides.
* Knock back: AE knock back that throws you really far, likely well into
the eggs if your back is to them. Solution: Correctly position
yourselves at her sides as far away as possible while still being in
melee range, keep your back away from the eggs.
* Tail Whip: Cone shaped 2-3 second stun that hits everyone behind her
and does 200-300 damage. Solution: Never stand behind an angry dragon.
Positioning:
Odd numbered groups run to the NW corner:

West side/odd number group positions:

W = Whelp Group
R+C = Ranged and Casters
M = Melee
MT = Main Tank
Even numbered groups run to the NE corner:

East side/even number group positions:

W = Whelp Group
R+C = Ranged and Casters
M = Melee
MT = Main Tank
Big screen shot of overall positioning:

The south is a death zone:

Plan:
MT rushes in a good 20-30 feet ahead of everyone to make sure he gets
initial agro. No one is to attack Onyxia
until the MT is in position and has been in position building agro for
at least 60 seconds.
Whelps that are still spawned from the last wipe are pulled off the MT
with light AE damage (ie: Consecration) and dealt with quickly. There
are usually only a few whelps on each side so this is never a big deal.
There should no whelp spawns what so ever during this phase unless
someone gets knocked into the eggs. If there are whelps the whelp groups
(group 7 and group 8, one for each side) has the sole duty of taking
care of them. You should be able to handle any amount of whelps that
come, but any more than about 10 will damage long term survivability
significantly. Don't get anywhere near the whelps and you will be fine.
Note: the eggs do not require you to stand on top of them before the
spawn like UBRS Rookery room, their agro/spawn distance is much larger.
MT slowly moves into position at the north center of the lair. The MT's
exact position is very important due to the knock back. He needs to be
10-15' away from the north wall. When positioned correctly the knock
back should bounce the MT against the north wall and have him land very
close to his original position.
Onyxia should always be facing north.
Once the MT has built 60+ seconds of agro, everyone can attack. Mind
your DPS, hunters FD as often as you can, rogues feint when it's up,
mages don't over nuke, and so on. If the MT loses agro, she will turn to
one of the sides and kill everyone with a Fire Breath.
Kill her slow and steady keeping her on the MT and in position.
At 70% life take a good 30 second break on attacking to let the MT
rebuild agro, better safe than sorry. During that break is an okay time
to drink a fire absorption potion in preparation for phase 2.
At 65% she will walk from the north to the south and take flight. Phase
2 begins.
Ramblings:
Agro management and MT positioning are the most important parts of this
phase. This phase is remarkably easy compared to the next two due to its
straightforward "MT tank with a heal rotation, everyone else kill
slow and steady" strategy. There should be 0 deaths and no whelps
alive when phase 2 starts. There shouldn't be any need to drink any
potions (except maybe a fire prot.) or use anything with a noticeable
cool down during this.
Phase 2
Special Attacks:
* Engulfing Flames: She spits fire at random people. The fire hits you
for around 3000 damage and people near you for a decent amount of damage
too. Solution: Stay spread out to avoid the fire hitting people near
you. Use first aid to heal yourself so your healers don't waste mana.
* Deep Breath: She will emote "Onyxia begins to take a deep
breath" and CQOnyxia will warn you a deep breath is coming in <5
seconds. Huge column of fire shoots out from the spot she is in killing
everyone it hits instantly. This attack will completely destroy the run
if not dealt with correctly. Here is where the column of fiery death is
going from every possible position:
![]() |
* D = The dragon.
===> = Fiery death.
Solutions: If you aren't bunched together and spread nicely apart, deep
breath likely won't ever even happen. She will only do deep breath when
everyone is bunched together and she will intelligently target the
largest bunch of people. However, you need to be prepared if it's
coming, run to the wall, as far as you can go against the wall, away
from where the breath is going to go. We have people on Ventrilo giving
position updates constantly so we always are ready to move out of the
way if a deep breath is coming.
Update: The Deep Breath attack is a hot topic of discussion and seems to
have changed in a recent patch. Some people will claim that positioning
has nothing to do with it, or that debuffs and DPS is all that matters.
I disagree and it's been my experience that deep breaths only occur when
one of two mistakes are being made: 10+ people are clustered in one
area, or DPS sucks and she is still in the air after about 4-5 minutes.
We also started getting more deep breaths when we slacked on debuffs, so
I always stress to keep 6+ debuffs on her at all times during this
phase. The exact workings of deep breath will probably remain a mystery;
different people will have different experiences and make different
observations. But the core strategy to avoid it remains the same: spread
out and get her on the ground as soon as possible.
Positioning:
West side positions:

X = Players
East side positions:

X = Players
As you can see, everyone is well spaced apart so when someone is on fire
it shouldn't spread to anyone else. Also note you are pretty much where
you were during phase 1.
Screenshots: Good positioning during phase 2:
East Side:

West Side:

Onyxia
will be flying around in the lair so people doing ranged damage need to
be keeping in range. Your healers know you are going to be moving around
and will stick with you, but try to stay as close to your side as
possible. It's okay to do ranged damage from most of the lair as long as
you aren't clustered together and get to the wall immediately if she is
going to deep breath.
Plan:
Right as she goes into the air the first wave of whelps is like 15-20 so
everyone needs to help with whelps immediately. After the first wave is
dead groups 7 and 8 are still solely focused on keeping them under
control. If they get out of control everyone needs to help deal with
them and go right back to attacking Onyxia
once they're dead. Throughout this phase whelps are almost constantly
spawning so the whelp groups (7 and 8 are going to need support.)
Everyone moves into position and spreads out. Warriors are now taunting
whelps off of casters since they are worthless at ranged. Paladins are
AEing whelps and healing. Groups 7/8 are ignoring Onyxia,
everyone else is doing ranged damage to her.
Healers are mainly focused on keeping whelp killers alive. Anyone hit by
Engulfing Flames should be able to first aid themselves back up.
Ranged damage is the most important thing. The goal is to get her back
on the ground as quickly as possible. Do every DoT, curse, damage spell
you have. Zap wands. Remember this phase is long and you will need to
recast curses and DoTs as they wear off.
At around 45% the MT starts building rage on whelps to pull Onyxia
back onto him when she lands. At this point ranged DPS should be
unloading, the whelps should be under control, and the MT should have
rage.
40% she is going to land any second (we've seen her land as late as 35%
but it's almost always at 39-40%), MT moves under Onyxia
ready to get agro and everyone stops attacking the second she is on the
ground. Phase 3 begins.
Seconds before she lands everyone moves away from the egg enterances to
avoid being feared into them, and back to their phase 1 positions up
against the wall.
Ramblings:
The whole key to this phase is positioning. If you are spread out enough
Onyxia will only hit a couple people at a
time with Engulfing Flames and she will likely never take a deep breath.
Even on our best executions of phase 2 she has taken a deep breath. This
isn't a big deal at all as long as everyone is ready to react and knows
exactly where to go. A hunter is designated on Ventrilo to give us
updates on Onyxia's position. The only hard part about this phase is the
last 5% of life right before she is coming back to the ground. Then the
transition into phase 3 is the hardest part of the entire encounter.
Phase 3
Special Attacks:
* Everything from Phase 1.
* The cracks in the floor shoot lava every 20-30 seconds fearing
everyone near the crack which usually sends them running through other
lava cracks for a good 1500 damage. The fear isn't dispelable and fear
ward doesn't work. Solution: Stay off and away from the cracks. Hug the
wall. When you get feared, immediately get back into position. Mithril
Insignia works for anti-fear but switching stances to break fear is
dubious at best for the MT.
If you are moving forward and backwards rapidly while meleeing you will
not run around when you're feared, you'll stand in one place feared.
Anyone who can should be rapidly moving forward/backward to avoid being
feared through lava.
Positioning:
![]() |
R = Ranged/Casters
M = Melee
The positioning is the same as phase 1 but much tighter due to the
exploding lava cracks. Remember, it's now okay to bunch together again
so cluster up and stay off the cracks. Melee stay as far away as you can
off the cracks. Ranged people hug the wall away from the cracks.
Be careful not to get too far in front of her along the wall. The MT
will slowly be moving her north, don't go too far north and get hit by
the fire breath. Keep your back away from the eggs incase you are
knocked back.
Whelp groups get a break because there are very few whelp spawns as long
as no one gets knocked into the eggs just like phase 1. They need to be
positioned further away from the eggs so they aren't feared into them.
Near the leftmost/rightmost R spots on the above map.
"Plan":
Big dragon lands, MT is waiting under her with rage, slaps her in the
face, and questions her mother's sexual orientation. Nobody else is
attacking and the MT has agro.
MT moves to the phase 1 position but mindful of cracks in the floor now.
It's likely that the MT will get feared and lose agro before he's in
position. Assuming the MT has enough agro she will chase him around
while he's feared. If she doesn't, #2 on her agro list is promised a
swift death. If she fire breaths a bunched up side while the MT doesn't
have agro the run is over.
The MT is going to lose agro more than once because he gets feared,
teleported, knocked around, and downright violated by her special
attacks. Stop attacking, get ready to move to avoid fire breaths/eggs,
and move back into position for attacks when she is back on the MT
pointed north.
Beyond the floor exploding with lava, being feared into the lava, the MT
losing agro or changing positioning often, and everyone being very low
on survivability, this is exactly like phase 1. Mind your DPS and
position. Deal with the whelps. Let the MT tank and keep him alive at
all costs. If the MT dies even at 5% the raid is over.
Anything that can do damage should be focused on balancing DPS and
surviving. Anyone that can heal should be healing the MT. If your
priests say the MT is under control backup healers should be keeping DPS
alive.
At around 5% her damage output will go up noticeably (by 25-30% I'd
guess) and pretty much everyone in the raid who can heal should be
spamming their fastest ones on the MT. Like I said, if the MT dies at
any point the run is almost certainly over.
Don't die.
Reduce the dragon's life to 0% calmly and steadily. Keep things under
control.
Ramblings:
Total chaos. Stick to the plan, stay calm, and be at the top of your
game. Your MT has a lot of learning to do during this phase. He needs to
be ready to deal with fears, agro, positioning, knock back, teleports,
everything. The MT makes or breaks this phase.
The most important thing everyone on the raid has to know is not to get
overconfident when she is really, really low on HP. We had a run where
we had her down to 5% and had the people alive to kill her, but in a
blink of an eye here's what happened: 2 extremely experienced people got
knocked into the eggs (it happens, this phase is very chaotic), 30
whelps come out and start one shotting ranged DPS dealers along their
side, heals from that side are focused on the whelp killers instead of
the MT, the MT dies due to lack of healing, Onyxia
and her 30 whelp minions go on a killing spree and we wipe at 1% hp. The
entire breakdown happened extremely quickly as you can watch in the
video below.
Patch Update: This phase is harder, but the plan remains the same. Our
MT was complaining about being teleported much more often that he used
to, and we have been having problems keeping Onyxia
positioned during phase 3 post-patch, but we didn't change anything in
the plan and still killed the dragon after 3 tries.
Specific Techniques that work and don't work:
Heal rotations. Obvious big one. Only really effective during phase 1 in
my opinion. We usually have 3 priests in rotation healing to 25-35% mana
before swapping out. The MT should be able to literally solo Onyxia
down to 60% if he wants to since we can keep him alive forever via
rotation. During phase 2 people really aren't taking that much damage.
Engulfed people are easily healed with first aid 80% of the time. The
other times not much more than a flash heal or, very rarely, PW:S is
needed. I, as a priest, usually end phase 2 with nearly full mana. We've
got into heal rotations for brief periods during phase 3 but with the
fears and the amount of damage the MT is taking (especially when she
gets really low on HP) it would be impossible to not keep him alive
without everyone healing as fast as they can.
Offtanking. Never really did it. If our MT died the run was over for us.
A few times a second warrior successfully obtained agro but he never
would last very long. We preferred simply never letting our awesome MT
die.
Carefully popping eggs for a more controlled whelp killing. Tried it.
Didn't work. They respawn too fast and your whelp teams should be able
to deal with the waves as long as no one is knocked into the eggs.
Turning Onyxia south during phase 1
if/when the tank gets knocked far to one side. Tried it in our very very
first runs with little success. Once your MT knows how to position
himself so the knock back isn't a big deal, Onyxia
should never ever face anywhere but north during phase 1 and the
majority of phase 3.
Hunter AE frost slowing traps at whelp entrances. I would remind the
hunters to lay a trap if they could at the very start of phase 3. One
hunter accomplished this once. They simply get into combat too quickly
after FD to lay a trap. I guess it would be worthwhile if hunters could
consistently get traps down at key moments.
Battle resses! Obviously. Druids would battle res priests usually
towards the end of phase 2. Priests would come alive and immediately res
someone useful near them before they are put into combat. Sometimes they
got someone ressed, sometimes they died instantly upon being battle
ressed, sometimes they were put into combat immediately and never got a
chance to res.
Double soulstones. Ideally everyone would begin phase 1 with around 7-10
minutes left on their soulstone. That way if they died during phase 2 or
phase 3 they could reincarnate and get another stone a few minutes later
thanks to cool down. Honestly, we never really used this to it's full
potential. And I never even used my first soulstone on the run where we
killed her. Reality is, if you do the phases correctly you shouldn't
have your raid relying on battle resses or soulstones in the slightest.
These people shouldn't be dying in the first place (but it happens).
Blasted Lands Quests. Get your MT +50 STA things from Blasted. Healing a
MT with 7500+ hp is pretty damn easy.
Gear discussion: We did our original runs with full fire resist gear,
everyone had around 130-150 fire resist on average, with some people up
in the 200s. Eventually we ditched all of our fire prot gear in favor of
+sta gear (or just your normal equip) and only had paladin auras for
fire resist. Now we don't bother with fire resist equip.
Cozy fire is essential at all times in all positions. Fire! Her one
weakness! We should have known!
Your chances of success go up exponentially with every ninja and/or
pirate at the run. Also, when your MT dies the only way to beat her is
by having a paladin pirate start tanking and furiously smash his win
button while dancing.
Credits to http://pacifistguild.org/onyxia/