WoW SoD Phase 5: Blackwing Lair Raid Guide

       by        Game: WOW Classic Season Of Discovery Guide       

Earlier today, Blizzard released a blue post announcing that Season of Discovery Phase 5 will go live on September 26. As always, MMOJUGG will provide comprehensive guides for the new raids. Stay tuned for more updates. Today, let's dive into Blackwing Lair Raid Guide.

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Introduction to Blackwing Lair in Season of Discovery Phase 5

At the perilous mountain peak, Nefarian, the eldest son of Deathwing, is conducting horrifying experiments. Mighty beings are manipulated like puppets, and dragon eggs of different lineages are fused into terrifying monstrosities. If left unchecked, the consequences would be unimaginable.
Blackwing Lair (BWL) is the third 40-player raid instance in World of Warcraft, following Onyxia's Lair and Molten Core. Compared to its predecessors, BWL presents a noticeable increase in difficulty and demands higher coordination from the entire raid team.
The entrance to Blackwing Lair is located in the Upper Blackrock Spire. Similar to Molten Core, players are provided with a quest that grants a quick teleportation option to the raid entrance upon completion, saving time on corpse runs and entry.
BWL is a linear dungeon, meaning the raid follows a single path from start to finish without branching routes.
The remastered Blackwing Lair is a 20-40-player raid featuring numerous new mechanics and a swappable difficulty system. This allows you to activate new raid-wide effects based on the unique abilities of the five dragon flights, presenting even greater challenges.

Season of Discovery Phase 5 UPDATE:
- Blackwing Lair will become available with the Season of Discovery Phase 5 launch on Thursday, September 26, at 1:00 p.m. PDT (4:00 p.m. EDT, 22:00 CEST). 
- This raid is designed for around 20 players but can accommodate up to 40. It has a 7-day reset timer.

Trials of the Dragonflights
- Players can speak with Victor Nefriendius just inside the entrance of Blackwing Lair to add additional trials inspired by the different dragonflights. Completing the raid with these trials active will grant extra rewards after defeating Nefarian.

- Players can add trials at any time, but once a trial is disabled, it cannot be re-enabled. The entire raid must be completed with active trials to be eligible for additional rewards. While players can enable all 5 trials for the ultimate challenge, no extra rewards are given for activating more than 3 trials.

- Additionally, there is a weekly “bonus” for having a specific trial active. Observant players will find a hint near Victor Nefriendius, indicating which dragon flight's trial is the bonus for the week.

Blackwing Lair “Flexible” Tier 2 Armor System
In Phase 5, there are two versions of each Tier 2 armor set: Core Forged and Draconic.

Draconic Armor: This version features all-new Tier 2 set bonuses and can be purchased from Victor Nefriendius in exchange for the corresponding Tier 2 token.

Core Forged Armor: This version retains the appearance, stats, and increased item level of Draconic armor but has the same set bonuses as the Tier 1 items from Molten Core, available since Phase 4. Core Forged armor can be obtained from the Hydraxians just inside the entrance to Molten Core in exchange for the corresponding Draconic piece of armor.

Developers' Notes:
The goal of this new system is to provide players with maximum flexibility. Players can either continue using their existing Tier 1 bonuses with the enhanced item level and power of Tier 2 or mix and match set bonuses from both sets to further customize their build, all while maintaining a cohesive item appearance.

BWL Teleportation Quest

In front of the Blackrock Spire dungeon entrance, there is a corridor. Walk straight to the end to find the teleportation point for Blackwing Lair. At the left turn of this corridor, you will encounter a Blackhand orc named “Scarshield Quartermaster.” Defeat him to obtain a letter called “Blackhand's Command,” which starts the teleportation quest.
This quest requires players to clear Upper Blackrock Spire and click the orb behind the final boss, General Drakkisath, to complete the quest. It is recommended that a group for Upper Blackrock Spire be formed to complete the quest efficiently.
After completing the quest, players can teleport into Blackwing Lair by using the teleportation orb at the end of the corridor outside the Blackrock Spire dungeon.

Preparation for BWL Raid

Potions and Elixirs: Major Healing Potions, Major Mana Potions, Greater Fire Protection Potions, Greater Shadow Protection Potions, Catseye Elixir, Elixir of Fortitude, Arcane Elixir.
Consumables: Whipper Root Tuber, Night Dragon's Breath, Demonic Runes, Heavy Runecloth Bandages.
Gear: Black Dragon Scale Cloak and various fire and shadow resistance gear.
Engineering Items: Bombs, Target Dummies, Repair Bots.

Recommended Team Composition

Tanks: 4 Rogues: 7+ Fury/Arms Warriors: 2+  Hunters: 3-4 Mages: 4-6 Warlocks: 2-3 Shadow Priest: 1 Priests: 6-8 Paladins: 3 Druids: 2
Adjust the composition slightly based on your actual situation. If possible, include a Protection Paladin with a 30/21/0 talent build, specced into [Blessing of Sanctuary]. This setup can be very effective and safe for pulling mobs in the trap room due to the damage reduction provided by the Protection Paladin.

BWL Raid Route

Dungeon Layout: Blackwing Lair is divided into four levels: Dragonmaw Barracks, Halls of Strife, Crimson Laboratories, and Nefarian's Lair.
Dragonmaw Barracks: Upon entering the dungeon via the teleportation orb, you will find yourself in the Dragonmaw Barracks. This level features two bosses: Razorgore the Untamed and Vaelastrasz the Corrupt.
Vaelastrasz the Corrupt: To engage Vaelastrasz, players must initiate a dialogue to trigger the encounter. After defeating Vaelastrasz, proceed up the stairs at the back of the hall to reach the Halls of Strife.
Halls of Strife: This area contains numerous suppression devices that slow your movement speed when approached. Take your time and move carefully. Here, you will encounter the gatekeeper boss, Broodlord Lashlayer. Defeat him to advance to the Crimson Laboratories.
Crimson Laboratories: In this section, you will face the patrolling bosses, Firemaw and Ebonroc. After defeating them, exit the laboratories and head towards Chromaggus's Lair.
Chromaggus's Lair: Upon reaching Chromaggus's Lair, activate the lever to release Chromaggus from his cage, allowing you to engage him in battle.
Nefarian's Lair: After defeating Chromaggus, proceed to Nefarian's Lair. In his human form, known as Victor Nefarius, Nefarian will initiate the fight. During the battle, Victor Nefarius will transform into the black dragon, Nefarian.

Detailed Strategies for Each Boss

Boss 1: Razorgore the Untamed

1. Battle Overview
Razorgore the Untamed's fight is divided into two phases.

Phase One: Players must control the boss to destroy all the dragon eggs on the ground.
First, gather at the designated point to buff and assign 2-3 controllers.
At the start, rush to the platform to kill the two Blackwing Guards and one Blackwing Controller. Meanwhile, the controllers should quickly move to the lower platform, control the boss, and start using the boss's skills to destroy the eggs.
Monsters will start spawning, categorized into three types:
Blackwing Mages: Prioritize killing them quickly with DPS (mages, rogues, hunters, warlocks).
Dragonkin: Druids should try to sleep them.
Blackwing Warriors: Hunters and warriors should kite them with the remaining Dragonkin until all eggs are destroyed.
Note: If monsters are not attacked after spawning, they will follow a path and start gaining aggro near the orb, which is why controllers stand below the platform.

Phase Two: After all the eggs are destroyed, all small monsters disappear, and players can kill Razorgore the Untamed.
This phase is relatively easier. Designate a corner (the last egg near this corner should be destroyed last). Assign more than two warriors as tanks, and healers should focus on keeping the tanks alive. Other players should avoid over-aggroing (allow the main tank to attack alone for a while).

Razorgore's Skills:
Ignite: A fire-based DOT on melee players, with a stunning effect that temporarily reduces the aggro of the stunned player (hence the need for two tanks, so the off-tank can take over when the main tank is stunned).
Wide-range Fireball: Deals 600-1500 damage, hitting almost everyone.

Control Tips:
Control below the platform. When the MT rushes to pull the controller and guards, maintain a two-body distance and follow. This way, when controlling, the boss will likely just be coming down the stairs. Immediately start destroying eggs; any egg will do so to avoid wasting time. During the cooldown, move to the egg directly before the control orb. Then, destroy the eggs near the left stairs, up the platform, and down the right side, moving upwards in a zigzag pattern. During the egg destruction cooldown, sleep the dragons as needed.

2. Detail Boss Fight Strategy

Phase 1:
A. Gather at the designated point to buff and assign 2-3 controllers (the control orb has a cooldown, so replacements are needed if interrupted). Rush to the platform to kill the two Blackwing Guards and one Blackwing Controller. Meanwhile, controllers should quickly move to the lower platform, control the boss, and start using the boss's skills to destroy the eggs.
B. Kill order for small monsters: Blackwing Mage - Death Talon Legionnaire - Death Talon Dragonkin. Blackwing Mages are very threatening with their stuns, so all DPS should kill them first. Legionnaires and Dragonkin should be tanked near the center. If there are too many Dragonkin, druids and controllers should help sleep them.
C. Controllers should move the boss to the platform at 1 minute 30 seconds to prevent the boss from killing healers when control is lost.
D. When 4-5 eggs are left, all players should control the small monsters using polymorph, fear, sleep, kiting, and stuns. The small monsters will flee once all eggs are destroyed, entering Phase 2.
E. Controlling the Dragon: After successfully controlling the boss with the orb, you can see the boss's skills, including sleep and fireball. The most important skill is destroying dragon eggs. Immediately destroy the nearest egg, then move towards the controllers, prioritizing nearby eggs. Move the boss to its initial platform when the control time is almost up to give the next controller enough time.
F. Additional Tips: Some players suggest using warriors to kite Legionnaires and hunters to kite Dragonkin, focusing only on killing mages. This method can reduce DPS pressure if your team's DPS is low.

Phase 2:
A. The Main Tank (MT) should pull the boss to the left side near the entrance. When the boss casts [Chain Fireball] (2-second cast time), all DPS and healers should quickly hide behind the door pillars to break line of sight.
B. During this phase, DPS players should use bandages and potions to maintain their health. Paladins can use Divine Shield to become invulnerable and continue healing when the MT's health is critically low. Druids and priests should apply shields and HoTs (Heal over Time) to the MT before breaking line of sight.
C. The boss will cast [Burn] on the current aggro target, causing confusion and aggro loss. The off-tank (OT) must quickly pick up aggro and reposition the boss's head back to the MT's location.

3. Class-Specific Tips
Warriors: Phase One: Focus on killing the three orcs on the control platform. For the first three waves of monsters, kill everything except the Dragonkin. Warriors should kite the Orc Warriors, with 2-4 warriors running in a set direction (clockwise or counterclockwise) to maintain order. Have 1-2 warriors ready to pull any escaping Orc Warriors. Run around the two platforms, attacking and applying Sunder Armor to Orc Warriors. Use Piercing Howl if they get too close. Mages can help with Frost Nova to ease the pressure. Warriors should prepare various potions and healthstones. Each warrior's death can lead to chaos.
Phase Two: The boss is relatively simple. Post-patch 1.7, at least two warriors are needed to tank, similar to the Blue Dragon fight. Avoid standing too close to the boss to prevent Ignite damage. Maintain a distance of about 8 yards.

Hunters: Tip One: Kite 1-2 Dragonkin around the area. Use speed boosts if they get too close, then switch to Aspect of the Monkey. After the egg phase, hunters can go all out with DPS but should be cautious to avoid over-aggroing.
Tip Two: In Phase One, hunters kite Dragonkin and kill Blackwing Mages. Quickly clear Blackwing Mages as they affect the warriors' kiting. In Phase Two, hunters are primary DPS. Shoot the boss from maximum range to avoid fireballs. Use Feign Death immediately after the cooldown ends. If resisted, stop shooting for 10-15 seconds to ensure threat is below the main tank.

Rogues: Pair with mages to quickly kill Blackwing Mages. Combat rogues are more comfortable due to higher parry and dodge rates than dagger rogues.

Priests:
Tip One: 7-9 priests are needed. In Phase One, priests should hide in corners, using minimal healing spells to avoid aggro. Avoid healing warriors kiting the train. Priests should not die too often. Assign one priest near the exit and another near the entrance to the second room for OOC (out-of-combat) resurrection. In Phase Two, focus on healing warriors tanking the boss. Extend the healing chain, typically needing four priests per group, as you never know who might die before seeing the boss.
Tip Two: In Phase One, focus on OOC resurrection and staying alive. Avoid healing the train to prevent becoming the new target. In Phase Two, monitor tank health closely to prevent warrior deaths.

Druids: Ensure one Dragonkin is always slept. Hunters will mark kited Dragonkin. Sleep any unmarked Dragonkin running around. Run in the same direction as the train while healing mages and rogues with Rejuvenation. Avoid using Healing Touch on warriors, paladins, or hunters to prevent drawing aggro. Use Swiftmend immediately after the egg phase to support the main tank.

Mages: Focus on killing Blackwing Mages using a “/target Blackwing Mage” macro. Position centrally to cover all corners. Control other monsters with Frost Nova and Polymorph as needed. After destroying the eggs, start DPSing the boss with controlled, steady damage.

Boss 2: Vaelastrasz the Corrupt

1. Battle Overview
Vaelastrasz the Corrupt is a challenging boss for teams new to Blackwing Lair. In version 1.7, it respawns approximately every 3 hours and despawns 1 hour after activation.

Key Abilities:
The essence of the Red: Grants all players significant regeneration of rage, energy, and mana at the start of the fight, lasting for 3 minutes.
Fire Nova: A periodic area-of-effect spell that hits all players in the instance, dealing 500-800 damage. This cannot be avoided.
Burning Adrenaline: Makes abilities instant cast but continuously reduces maximum health, causing death within 20 seconds. Upon death, it explodes, dealing around 10,000 damage to nearby players. This is cast every 15 seconds on the top threat target, alternating between ranged and melee players (usually the main tank).
Cleave: Similar to the warrior ability, Flame Breath is a high-damage frontal cone attack.

Strategy:
Burning Adrenaline Management: The boss will cast Burning Adrenaline on players in order of the threat list, alternating between ranged and melee. Players affected by this debuff must immediately run away from the group to die.
The essence of the Red: This buff lasts only 3 minutes, so the team must maximize DPS to kill the boss within this time frame.
Tank Rotation: Warriors must plan their tanking order and manage their threat carefully. The main tank will inevitably die around 65 seconds into the fight (45 seconds from the first bomb plus 20 seconds of effect time). Warriors should take turns tanking the boss, ensuring the dragon's head remains in the correct position.

2. Detail Boss Fight Strategy

A. the Boss will apply the Red Dragon Essence to everyone before the battle starts. This grants essentially unlimited healing and damage output for 3 minutes.
B. Every 15 seconds, the Boss will cast [Burning Stimulus] on the current highest threat target, increasing damage taken by 100%, making all spells instant cast, and reducing max health by 5% per second. Upon death, it deals X damage to nearby allies (small radius). The affected player should immediately run to the designated explosion area, allowing ranged DPS to output as much damage as possible for up to 20 seconds before dying. Ice Block and Divine Shield cannot remove this debuff. The casting order of Burning Stimulus is twice on ranged targets, then once on melee. The first melee target will always be the highest threat, the current MT, who will die about 1 minute into the fight. The off-tank should quickly take over aggro and reposition the dragon. The tank with Burning Stimulus should not move and just wait to die.
C. The Boss will cast [Fire Breath] on targets in front, applying a stackable debuff that deals X damage every 3 seconds. Ensure the current tank's health is maintained to avoid unnecessary deaths. The Boss will also cast an AoE skill, affecting the entire raid. Priests should keep their group's health up and shield the raid before the fight starts.
D. All tanks should use threat-generating skills continuously to ensure the top 3 on the threat list are tanks, but the off-tank should not surpass the MT in threat. Priests should use Fade on cooldown, and rogues should use Vanish collectively when the MT dies. Ranged DPS should output heavily to prevent the Boss from targeting healers too much. However, ranged DPS with Burning Stimulus should not overdo it to avoid pulling aggro. If a healer dies, druids should use battle resurrection immediately and give Innervate (though it's uncertain if it is allowed in this fight). According to a friend, battle resurrection is unnecessary as the resurrected player won't have the Red Dragon Buff, making it less useful.
Additionally, the Alliance can manage threats by applying Blessing of Salvation to everyone except the current MT. When a tank gets a burning stimulus, the second tank should remove salvation and continue building threats, and so on.
E. If the threat meter addon works, everyone should enable it.

3. Class-Specific Tips

Warrior: Ensure the dragon's head is correctly positioned. Equip fire resistance and defense gear, ideally with fire resistance around 330, though 250 is said to be sufficient. Coordinate with other warriors to manage threats, positioning yourself in the Boss's threat list according to the handover sequence. If you get the bomb debuff, don't run away; stay until you die. When the main tank (MT) dies, the off-tank (OT) should quickly move to the MT position to maintain the dragon's position. Practice is key. The Boss's cleave is strong, but it can be avoided in some positions, similar to rogue positioning.

Hunter: Maintain fire resistance above 200. Go all out with damage and use Feign Death frequently. If you get the bomb debuff, run away.

Rogue: Adjust fire resistance between 150-250. Control your damage output initially. Use Slice and Dice for the first 5 combo points. If you're leading in damage, use Feint to control threat. When the MT gets the bomb debuff, use Vanish around 5-10 seconds later when the Red Dragon Essence has about 2 minutes and 10 seconds left. After that, go all out with DPS. Position yourself slightly behind the dragon's waist. With the Red Dragon Essence, energy is almost unlimited for 3 minutes, making dagger rogues' burst damage higher than combat rogues. The best setup is a preparation rogue with two Vanishes, allowing for 100% damage burst without pulling threat.

Priest Tip 1: You need 8-10 priests. Assign one priest per group. Druids and paladins handle the main tank's healing, while priests heal their group members from AoE damage. If you have over 8 priests, assign extras to use Flash Heal on the main tank. Shield everyone before the fight to reduce some threats. Use Fade on cooldown during the fight.

Priest Tip 2: Use Prayer of Healing as needed. Use the gaps between Prayer of Healing to heal the MT if your group's fire resistance is decent. Don't worry about pulling threats with continuous Prayer of Healing (especially for Alliance with 15-minute Salvation). Assign one or two priests to shield the MT. Focus healing on the Boss's target (MTT), healing the current tank until they die, rather than abandoning them when they get the bomb debuff.

Druid: Your main task is to heal the main tank. Focus on the Boss's target and spam Rejuvenation and Healing Touch. Rejuvenation's HoT effect is similar to Hunter's Viper Sting and doesn't stack. Start with Rejuvenation, then spam Healing Touch once the fight begins. If you get the bomb debuff, run to an empty area and spam Starfire, making the most of your remaining time.

Mage: You have two options: rush to the dragon's side and use Arcane Explosion, or stand back and use Arcane Missiles. Position yourself near the door. DPS output is similar either way. If you get the bomb debuff, run to an empty area and spam spells, enjoying the instant cast and damage boost.

Warlock: Demonology warlocks should sacrifice their succubus for a 15% shadow damage boost. Start applying DoTs and casting Shadow Bolt 5 seconds after the MT engages the Boss. If you can pull threat as a caster, it's a miracle. Watch out for the bomb debuff; if you get it, run away to avoid killing nearby players. The bomb debuff is easily recognizable, appearing alongside the Red Dragon Essence. If you get it, run away and use your remaining time to cast as many Shadow Bolts as possible before dying.

Boss 3: Lashlayer

1. Battle Overview
Lashlayer's battle is divided into two phases: the pre-boss clearing phase and the boss fight itself.

Pre-boss Clearing Phase:
This phase is split into two parts:

First Part: Two waves of dragonkin, each consisting of a Death Talon Captain (similar to Blackrock Spire Generals), Death Talon Dragonkin (warrior-type dragons), and Death Talon Wyrmkin (mage dragons with powerful area-of-effect fire spells). To handle these mobs, we usually pull them into the corrupted Vaelastrasz room. Specifically, warriors tank the Death Talon Dragonkin, hunters kite the Death Talon Captain, and druids put the Death Talon Wyrmkin to sleep. The kill order is Death Talon Dragonkin => Death Talon Captain => Death Talon Wyrmkin. Note that when attacking one Wyrmkin, the other must be put to sleep. If both attack together, it's almost impossible to survive.

Second Part: The infamous trap room, which contains suppression devices that, when activated, apply a debuff to players in the area, significantly reducing their movement, attack, and casting speed. The mobs here are of three types: Blackwing Orcs, Dragonkin, and Whelps. Rogues disable the suppression devices along the path, with 1-2 rogues handling any reactivated devices. The team follows the blue arrow path, killing mobs as they go. The green areas are rest zones where the team regroups. The goal is to reach these zones while killing Dragonkin and Orcs quickly. Whelps can be ignored until they are pulled to the rest zone for AOE. Tank them away from the group when killing Dragonkin to avoid stacking AOE damage. Proceed methodically to the final rest zone (behind the first pillar before the boss), regroup, and then rush to positions to start the boss fight.

Boss Fight Phase:
During the boss fight, keep in mind:
Stay close to the walls to avoid aggroing nearby respawning mobs (especially Dragonkin).
The boss has a mage-like shockwave every 20 seconds, dealing around 3000 damage within a certain range and knocking back, reducing threat. Warriors and rogues, except the current tank, should avoid this, especially avoiding being knocked into mobs. If someone over-aggro, they should immediately run to the tank area and die (this is crucial to prevent the boss from charging into the cloth-wearers and causing heavy losses). Warriors should maintain high-threat positions so that the off-tank can take over naturally when the main tank is knocked back. Additionally, set up an over-aggro team of hunters to pull the boss away from the group if needed.
The boss's Mortal Strike deals with high damage and reduces the healing received by 50%. Tanks need to have sufficient health (8500+). The damage of this skill was too low in version 1.7 and will be corrected in version 1.8.

2. Detail Boss Fight Strategy
A. Follow the path to deactivate traps in front of the boss. After clearing the mobs, the main tank (MT) should pull the mobs while sticking to the wall. Melee and off-tank (OT) should also stick to the wall, while healers and ranged DPS should position themselves to avoid the shockwave.
B. The boss's [Shockwave] ability can knock players back. Everyone should stay close to the wall, especially ranged DPS and healers. Arrange for healers to keep the melee group healed, and ranged DPS should avoid over-aggroing.
C. The boss will use Mortal Strike on the current target, so increase healing on the tank (or switch tanks if necessary). Overall, this boss is relatively easy.
For positioning, here's an alternative method: assign a rogue to stay with the ranged group to deactivate traps in the ranged area.
Additionally, after the boss is defeated and the door opens, stay away from the entrance to avoid aggroing the nearest wave of mobs.

3. Class-Specific Tips
Warriors: After the 1.7 patch, the boss's Mortal Strike damage is significantly reduced, making it easier to handle. The boss's knockback constantly reduces threat, so tanks should ensure that whoever has aggro tanks is the boss, while other tanks avoid being knocked back. If other classes get targeted by the boss, they should immediately run to the tank's position and die there to avoid the boss using a shockwave on the group.

Rogues: During the clearing phase, usually, two rogues are assigned to deactivate traps along the path. Avoiding the three orcs is crucial; having 5 points in Master of Deception is the safest. In the boss fight, the boss's shockwave occurs approximately every 15-25 seconds, so rogues can approach and attack for about 10 seconds after a shockwave (use your judgment). When a shockwave is imminent, back off and maintain feint. If traps near the battle area respawn, nearby rogues should disable them immediately.

Hunters: During the clearing phase, assist the MT and ignore the whelps. In the boss fight, follow the usual strategy of shooting and feigning death until the boss dies (post-1.7, the boss is much easier).

Priests: At least 6 priests are needed. Previously, the boss was tough, but now it's easier. Divide priests into two groups: one for Greater Heal (GH) and one for Flash Heal (FH). Due to the boss's knockback canceling some MT threats, several warriors must maintain a high danger. Switch healers every 50% mana. If necessary, run to the tank area and die to avoid wiping the group (this boss's out-of-combat phase is relatively easy).

Druids: The main task is to heal warriors who are knocked back. Priests are usually busy with the main tank, so druids need to cover these warriors. However, druids can easily over-aggro, so if that happens, run to the boss and die; someone will resurrect you.

Mages: This boss cannot be taunted, making it harder for warriors to maintain a threat. Mages lack threat-reduction skills and must carefully control their damage output. Cast spells every 5 seconds to avoid over-aggroing. Too many mage over-aggro can lead to a wipe. Recommended positioning is in the corners to the left or right of the boss.

Warlocks: During the clearing phase, focus on the main assist (MA) target. Warlock AOE isn't very effective here, but you can use it. In the boss fight, avoid over-aggroing. Bring an Imp for increased DPS and survivability. If you over-aggro, run to the MT and die to prevent endangering the group.

Boss 4: Firemaw


1. Battle Overview
Firemaw is a small dragon that patrols back and forth. Along his patrol path are groups of mobs consisting of Goblin Warlocks, Dragonkin, similar to the third boss, and Elven Spellbinders. For these mobs, mages should polymorph, hunters should kite the Dragonkin, and warlocks should banish the demons summoned by the warlocks. The kill order is Warlock => Spellbinder => Dragonkin.

After clearing several groups of mobs, you can engage the boss. Firemaw's main abilities include:

Fire AOE:

Deals stacking damage. High fire resistance can mitigate this.

Wing Buffet:

1-second cast time, knocks back the tank, and reduces threat.

Shadow Flame:

High damage attack. Wearing an Onyxia Scale Cloak can greatly reduce the damage from this ability.
The key to defeating this boss is finding a suitable location and avoiding over-aggro (OT). To avoid OT, if you feel you are about to over-aggro, find a suitable spot to die where you can be resurrected out of combat (OOC). Stand in the AOE for a few seconds to die and then get resurrected OOC.

2. Detail Boss Fight Strategy
You will encounter the first gatekeeper in the boss room—Death Talon Wyrmguard. Pay attention to the elemental shield on the gatekeeper.
A. The boss will apply [Flame Buffet] to everyone in its line of sight, increasing fire damage taken with no upper limit. If the stacks get too high, move to the designated pillar facing the door positions to line-of-sight the boss and clear the debuff.
B. The boss primarily deals with fire damage, so all tanks should be equipped with fire resistance gear and [Onyxia Scale Cloak].
C. The boss will cast [Wing Buffet], which reduces the current tank's threat. DPS should be careful not to over-aggro and cause chaos.

3. Class-Specific Tips


Warrior:

It's best to use fire resistance + defense gear. With the +82 fire resistance buff from Blackrock Spire, reaching 350 fire resistance is sufficient. Typically, 2 tanks are needed. Ideally, the 2nd tank (2T) should take the threat-reducing knockback. If the main tank (MT) keeps getting knocked back, the target will eventually switch to the 2T for a while, so the 2T needs to hold out for some time. This boss deals high damage, but it's not very difficult overall.

Rogue:

Aim for around 150 fire resistance. Maintain Feint until the first Vanish to avoid stacking too many debuffs. When energy is low, retreat and wait for the debuff to clear before re-engaging. Typically, use the first Vanish when the boss is around 75% HP to avoid over-aggroing.

Hunter:

Generally, the main tank's position for this boss is inside the left side of Gate 4, while ranged DPS stands outside the right side of Gate 4. The wall can block the boss's AOE so hunters can step out to shoot. When debuffs stack to 5-7, retreat to the wall to feign death and heal until the boss dies.

Druid:

Take care of the 2T in the inner turret. Use Rejuvenation when health is high, then Healing Touch and Regrowth. If the 2T is tanking for too long, use Swiftmend to prevent them from being one-shot. If the MT doesn't die, the 2T should be fine. DPS rogues or warriors occasionally come to the turret to wait for debuffs to clear; give them a Rejuvenation.

Priest:

At least eight priests are needed. This boss has high healing pressure due to Shadow Flame and Windfury (3-hit combo). Two warriors are needed to tank, with the main MT and an off-tank (2M). Assign one group of Greater Heal (GH) and one group of Flash Heal (FH) to the main MT, along with 1-2 druids. Assign 2+ priests and 1 druid to the 2M. Most of the time, the main MT will tank, but when the 2M needs to tank, increase the healing on them. Ensure the current tank is always at full health, as the boss can one-shot players.

Mage:

Due to the boss's long-range AOE that stacks infinitely, mages exposed to the boss's line of sight will be quickly killed. Therefore, standing in a safe spot is crucial. The usual position is the right side of Gate 4. Step out to cast spells and retreat when not attacking. My method is to use the Fire Ward and, if available, an Ice Ward. Step out to cast Frostbolt and switch to Arcane Missiles when the shield is gone. Prepare to retreat when the boss's AOE stacks to 600 damage per second. After 20 seconds, the debuff will clear, and you can resume attacking. If the boss flies out, use Ice Block immediately to avoid being hit by the dragon's breath.

Warlock:

Pet - Imp (the preferred pet in BWL, except for the second boss, providing the Blood Pact buff). Necessary buff - Salvation (with the Imp's Master Demonologist buff, you can have a 50% threat reduction, which is crucial in BWL). Position yourself in a safe corner like in NA guilds. The most important thing for warlocks is threat management. Start with a curse, one element, and one shadow. Avoid using DoTs and other continuous damage spells. Cast a Shadow Bolt every 10 seconds. If it crits, stop attacking and wait for 20 seconds before resuming. This may limit the damage output of warlocks and mages, but due to the limited space for casters, any over-aggro can be fatal. The main DPS for this boss comes from hunters and rogues, so warlocks and mages should avoid being overly aggressive. When the boss's health drops to around 50%, warlocks can use a Soulstone on themselves and perform a suicide attack in front of the boss. After dying, use the Soulstone to resurrect. If not using a Soulstone, have an OOCresurrect you, but be mindful of your death location to allow a paladin to resurrect you without entering combat. After resurrecting, summon your Imp and place it near the warriors. Although it may get hit by the boss's AOE and enter combat, it will quickly disengage. Then, get a Salvation buff from a paladin. Remember, Salvation is essential. After dying, the threat is reset, so you can increase DPS, but don't go overboard, as consecutive crits can generate significant threats. Overall, this boss fight is long, and threat becomes fragile towards the end. As a warlock, your main task is to avoid over-aggroing.

Boss 5: Ebonroc


1. Battle Overview
On the way to Boss #5, you'll encounter three gatekeepers with elemental shields: they take increased damage from one type of magic while reducing damage from all other types. If the elemental shield is nature, it can be quite challenging, hence the infamous “Three Nature Gatekeepers” (Blackrock Spire players, take note).
Druids should go all out with their damage, and hunters can finally use their stings that the raid leader usually forbids.
Ebonroc's abilities are similar to Flamegor's, but instead of a stacking fire AOE, Ebonroc has a debuff called Shadow of Ebonroc (which lasts 8 seconds). If the boss hits the current target during this time, the boss heals for 25,000 HP per hit. Therefore, the basic strategy involves 3-4 tanks working together. When the current tank is affected by Shadow of Ebonroc, quickly switch the boss's target (the boss is turntable). However, some healing is unavoidable, so warriors must keep Mortal Strike on the boss, and the raid must deal with significant damage to ensure the boss's health decreases faster than it heals.

2. Detailed Strategy
A. Boss #5 and #6 are on the same platform, so pull Ebonroc back to Room 4 and fight near the wall. No need for positioning tricks since there's no full-room AOE.
B. Every 8 seconds, Ebonroc casts Shadow of Ebonroc on the current target: if the target takes melee damage, the boss heals for X HP per second for 8 seconds. This debuff lasts throughout the fight. The healing is substantial, and the boss attacks quickly, so plan the taunt rotation. When the current tank gets the debuff, other tanks should taunt in order.
C. The tank transitions are crucial in this fight, and healers must pay close attention to the current tank.
D. Ebonroc also uses Wing Buffet and Shadow Flame, similar to Boss #4. Pay attention to these abilities as well.
E. Arms warriors should maintain Mortal Strike throughout the fight. This is your time to shine! (Teams without an arms warrior can still manage, but it helps.)

3. Class-Specific Tips

Warrior:

This is one of the bosses that tests the coordination of the tank team the most. Every 8-9 seconds, the boss will place a debuff on the current target, causing the boss to heal when attacking that target. This requires patience. Currently, the paths for bosses 4-6 have issues with erratic movement, which will be fixed in patch 1.8. Choosing a good position is half the battle; the other half deals with constant knockbacks. There are three main points for tanks to note:
- When you are not the boss's current target, estimate the timing and taunt the boss just before it applies the debuff, making it switch to you. The debuff will be applied to you, and then the boss will continue attacking the current target. The taunt cooldown for protection warriors is 8 seconds. After the first taunt, immediately taunt again when the cooldown is up, allowing you to taunt 2-4 times consecutively, significantly reducing the boss's health.
- If the boss's current target is not you and the debuff is applied to the current target, taunt immediately upon seeing the UI prompt, making the boss attack you. This is equivalent to several warriors protecting the debuffed current target.
- If you are the boss's current target and get debuffed, stop attacking immediately to give other warriors a chance to build threat. Equip some shadow resistance gear; resisting once means the boss loses 3-4% health.

Rogue:

This boss has no AOE, making it a favorite among rogues in BWL. Monitor your damage meter (DM). If your damage significantly exceeds that of the tanks, use Feint and Slice and Dice more often. After about 2 minutes, use Vanish. You can fully unleash your DPS after that. Generally, you can Vanish twice in this fight, so as long as the warriors don't die, rogues won't over-aggro.

Hunter:

The kill spot is in the upper right corner of Room 4. Hunters start as pullers, bringing the boss to the kill spot. Control pets that charge to the two large barrels in the upper right corner. MTs use the fixed barrels to tank, then controlled damage output follows. Use the specific terrain to avoid Shadow Flame when the dragon turns. If Feign Death fails, stop attacking for at least 15 seconds.

Priest:

At least 8 priests are needed. Due to the boss's special healing ability, 3 or more warriors need to taunt in rotation. Each warrior is assigned 2 priests. Focus on Shadow Flame and coordinate with the warriors. Be careful not to get killed by the boss's breath.

Mage:

This boss absorbs health, making it a long fight. Mages may start to over-aggro if the fight drags on, so control your damage output and attack rhythmically. When the boss's health drops to 50%, don't hesitate to rush in and die once, then wait for a resurrection to reset your threat before continuing. It's best to find a spot with cover, shoot, and then hide, as the dragon may randomly breathe fire without a target.

Druid:

Heal the MT. Watch out for the dragon's sudden turns—it has a habit of randomly breathing fire backward.

Warlock:

The fight location for Boss #5 is in the corner of Room 4, where there were originally 3 dragon guards. Warlocks don't have many tasks but play a crucial role. The dragon sometimes leaves the MT and randomly breathes Shadow Flame. If it hits the healers and DPS, it's usually a wipe. We found a solution by assigning 3 warlocks (chosen for their high HP and shadow resistance) to attract the random Shadow Flame near the two barrels. This method isn't 100% effective but has attracted over 80% of the random Shadow Flames. Warlocks should not be as conservative as in Boss #4. Maintain threat below the tank chain and above the healers and other DPS to attract the random Shadow Flame effectively. After being hit, use bandages and healthstones. If you can't recover in time, switch to another warlock and rotate until the boss is dead. The key difficulty is the coordination of the tank chain. The timing of the 3 tanks grabbing threat is crucial for success. High DPS output is also important. Warlocks should ensure someone is always attracting the boss's Shadow Flame near the barrels and maximize their DPS.

Boss 6: Flamegor 


1. Battle Overview
Flamegor's abilities are similar to those of Ebonroc, but instead of Shadow of Ebonroc, Flamegor has Frenzy (during Frenzy, the boss will continuously cast a 360-degree fire AOE centered on itself). Therefore, this boss is quite simple as long as you ensure three things: the tanks don't die, the boss doesn't go into Frenzy (Hunters use Tranquilizing Shot), and the DPS doesn't over-aggro.

2. Detailed Strategy
Fight near the wall in Room 4. Besides Wing Buffet and Shadow Flame, the boss's special ability is Frenzy. Hunters need to use Tranquilizing Shot to manage this. Other than that, the fight is straightforward.

3. Tips for Each Class

Warrior:

This one isn't difficult after dealing with the previous bosses. The main challenge is managing the boss's Frenzy, which relies on the hunters. Two tanks are needed; whoever has the highest threat should tank.

Hunter: Your only task is to use a Tranquilizing Shot. Here's a tip: before Flamegor goes into Frenzy, the red circle under it will enlarge. About 3 seconds later, it will be Frenzy. Hunters should watch for this change and use Tranquilizing Shot immediately. It's recommended to have 4 hunters in rotation, with one as a backup in case of a miss.

Rogue:

This boss is very similar to Boss #5. If you're familiar with the strategies for Bosses 4 and 5, Boss 6 will be very easy for rogues.

Priest:

This boss is quite easy. Assign one group to Greater Heal (GH) and another to Flash Heal (FH). The boss won't cast AOE if the hunters do their job well. Just heal and collect your loot.

Mage:

The easiest of the three dragons. You can increase your DPS slightly. For mages, keep casting Frostbolt.

Druid:

Similar to previous fights. If the hunters control Frenzy well, you don't need to worry about AOE. Just stand outside and heal the MT. If the boss does cast AOE a few times, step back, use bandages, and save your mana for the MT.

Boss 7: Chromaggus


1. Battle Overview
Chromaggus is a dragon that resembles the Core Hound from Molten Core. Its normal attacks are average, and it has no threat-reducing abilities. Although this boss has many complicated skills, it's pretty simple once you understand the patterns.

First, Chromaggus casts various debuffs that affect the entire raid:

Brood Affliction: Bronze

- Randomly stuns players for 4 seconds. This can be removed using the “Hourglass Sand” item dropped by trash mobs in Blackwing Lair. Typically, MTs should have 10 Hourglass Sands, priests should have at least 5, and other classes should have 2-3.


Brood Affliction: Black

- Increases fire damage taken by 100% (curse), removable by mages and druids.


Brood Affliction: Red

- Deals 50 fire damage every 3 seconds (disease), removable by paladins and priests. This is not very harmful.


Brood Affliction: Blue

- Reduces movement speed by 70%, casting speed by 50%, and drains 50 mana per second (magic), removable by paladins and priests. This is particularly troublesome for mana-using classes, especially hunters, who can be drained quickly and need immediate dispelling. It has little effect on melee classes.


Brood Affliction: Green

- Deals 250 poison damage every 5 seconds (poison), removable by druids and paladins. Dwarves can also use Stoneform to become immune. This poison drains health quickly, so it must be removed promptly.

Chromaggus has 5 types of AOE abilities: Time Lapse, Frost Burn, Ignite Flesh, Corrosive Acid, and Incinerate. In each fight, it will randomly select 2 of these, with a cooldown of 1 minute (each AOE has a separate cooldown). These AOEs deal significant damage, so players other than the MT should avoid them. The most critical ability to watch out for is Time Lapse, which stuns players and temporarily clears threats. If the MT is affected, the boss may target ranged DPS and healers (hence, at least 2 warriors are needed to tank). The boss also goes into Frenzy, so hunters must manage Tranquilizing Shot rotations carefully, ensuring they have mana and are not stunned by the Bronze debuff. The boss will also randomly change its skin (indicated by a shimmering effect), altering its resistance, so players must adjust their attacks accordingly.

2. Detailed Strategy

A. The boss will periodically apply 5 removable debuffs. Each class should remove them as soon as possible:

Bronze:

Stuns for 4 seconds periodically. Use the [Hourglass] dropped by mobs to remove it. DPS should carry 1-2 hourglasses, the rest should go to the tank.

Black:

Increases damage taken from fire attacks by 100%, curse.

Red:

Deals X fire damage every 3 seconds, stackable, disease.

Blue:

Reduces movement speed by 70%, casting speed by 50%, and drains X mana per second, magic.

Green:

Deals X damage every 5 seconds, poison.

B. Every 30 seconds, the boss will cast 2 out of 5 possible AOE abilities within its line of sight (only one at a time):

Burn:

Deals X fire damage instantly.

Ignite:

Applies a fire DOT.

Frost:

Deals X frost damage instantly and applies a DOT that reduces attack speed and burns mana.

Corrosion:

Deals X nature damage instantly and applies a DOT that reduces the target's armor by X.

Time:

Stuns the target, reduces HP and threat by 50%, and restores them after the effect ends.
If this week's random AOE combination is “Time and Ignite,” it will be more challenging (those in Blackwing Lair, keep your focus and don't mess up).

C. The boss will enrage approximately every 15 seconds. Arrange the hunters' Tranquilizing Shot sequence accordingly.

D. The boss will have elemental shields similar to the gatekeeper, switching weaknesses every 45 seconds. Due to the long duration of the fight, warlocks and mages should reduce their output and regenerate mana when the boss is not vulnerable.
Note:
During the fight, do not let multiple Dragonblood debuffs accumulate on yourself. If a player has various Dragonblood debuffs, Chromaggus will transform them into a dragonkin and control them for five minutes.

E. If the Time AOE is not selected, one tank can handle this boss alone. Use the positioning shown in the diagram. Ranged healers should stay close to the wall to ensure they can reach the boss but avoid the AOE. Melee should attack the boss and quickly return to their positions to avoid the AOE before it is cast.

F. If the Time AOE is selected this week, use the positioning shown in the diagram. Melee and the off-tank should move to the red circle to avoid the AOE by line of sight, and healers should also be positioned there. When the current tank is affected by the Time debuff, the off-tank should quickly take over.

G. Melee DPS should save their hourglasses for when they can't avoid the AOE by returning to the line of sight position. Ranged DPS should save their hourglasses for when the boss is vulnerable.

H. The fight is quite long, so everyone needs to stay focused. The raid leader should use DBM to alert the melee and avoid AOE. DPS and healers should use threat reduction abilities on cooldown to avoid pulling aggro. Healers should use major mana potions on cooldown and take every opportunity to regenerate mana to avoid running out. Druids should use Innervate on cooldown.

3. Class Tips

Warrior: This boss requires some luck, and the choice of kill spot is crucial. The boss's abilities are random. If there is no Time AOE, use the 4th kill spot. If there is no Time AOE, one tank can handle it alone, so there's not much to say. If there is Time AOE, you need at least 3 tanks, similar to the Blue Dragon strategy. Other warriors should build enough threats while avoiding Time AOE and maintaining the threat order. When the main tank (MT) gets hit by Time AOE, the boss should go to the second tank (2T). The 2T holds the boss for a while, and after the Time AOE ends, the boss will return to the MT.

Druid: The main task is to remove debuffs. Be sure to remove poison and curses promptly, especially since some debuffs will heal the boss if the player dies with them.

Mage: First, focus on removing curses. The boss has a powerful AOE that affects a 180-degree area in front of it. Only the MT should be hit by this. If you're using a UI, it will alert you 8 seconds before the AOE, so move away and hide. The boss will randomly change its resistance, becoming particularly weak to one type of spell. Be careful during this time, as using that spell will deal triple damage and can easily cause over-threat (OT). Manage your threat carefully to maximize DPS without OT.

Priest: You need at least 9 priests. If you're lucky, one MT can handle the fight. If not, pay attention to MT switches. Assign one group to Greater Heal (GH) and two groups to Flash Heal (FH) to keep healing constantly. Use hourglasses to remove the Bronze debuff. Keep dispelling magic and disease debuffs. The fight is long, so bring plenty of Major Mana Potions and Demonic Runes.

Rogue: Your main task is to avoid the AOE that occurs every 25 seconds. If the boss has Time AOE, you must get close to absorbing it, as it heals the boss and reduces threat. Time AOE is a must-absorb for rogues. We've encountered three types of AOE, with fire and poison particularly deadly. Due to the Bronze debuff, prepare to retreat about 10 seconds before the AOE to avoid unnecessary deaths.

Hunter: Maintain focus and avoid the boss's breath attacks. Hunters usually get 3 hourglasses but only use them when necessary. Stick to auto-shots unless you're wealthy. Tranquilizing Shot must be on point. Before the fight, grab a few hourglasses to ensure continuous Tranquilizing Shots. DPS confidently, but be ready to Feign DeatDeath. Many hunters die, and Tranquilizing Shot can't be maintained, so restart the fight. After patch 1.8, there are no safe spots to avoid AOE, so dodge AOE while using Tranquilizing Shot.

Warlock: Warlocks can top the DPS charts but are also prone to OT due to the boss's magic resistance. Use Curse of Agony, Corruption, Immolate, combined with wand attacks. Avoid using Shadow Bolt to prevent quick deaths. Do not use Curse of Doom, as it can deal over 10,000 damage if the boss's shadow resistance is low, leading to instant deatDeathen with Agony, Immolate, Corruption, and wand attacks; warlocks can easily OT. For example, Curse of Agony can deal over 400 damage per tick when the boss's shadow resistance is low, totaling over 2000 damage in 10 seconds. Corruption and immolation have similar effects. Wand attacks can deal up to 400 damage per hit. Warlocks with non-shadow/fire wands will find the boss's resistance almost negligible. The key is to deal great damage without OT. Keep an eye on the MT; if the boss targets you, run to the MT's position. Be cautious of the boss's fire AOE, which lasts 1 minute and deals 600-900 damage every 3 seconds. Avoid getting hit by it.

Boss 8: Nefarian

1. Battle Overview
Nefarian is the final boss of Blackwing Lair. After dealing with the previous 7 bosses, defeating Nefarian isn't too difficult.

The boss fight is divided into 3 phases:

Phase 1: Starts when you engage in dialogue with the humanoid Nefarian. During this phase, numerous dragonkin will spawn from the left and right doors. Nefarian is untargetable but will cast shadow AOE similar to Kazzak and randomly control players. You must quickly kill a certain number of dragonkin while minimizing casualties in your group. There are two strategies for this phase:
Melee classes guard the left door (where a type of dragonkin is immune to magic spawns), tanking the larger dragons and quickly killing the smaller ones. Caster classes AOE at the right door. Both sides need warriors to tank, with hunters and druids pulling back any escaping mobs.
Our strategy involves pulling all the mobs from both sides together and dealing with them in 2-3 waves (warriors use Taunt in sequence, then AOE, and kill any remaining mobs).
Choose the method based on your preference and capability. The faster you kill the dragonkin, the better your chances of progressing. Controlled players can be polymorphed, and shadow bolts can be mitigated with Greater Shadow Protection Potions or by hiding behind pillars.

Phase 2: Nefarian lands in dragon form, and the boss fight begins. Nefarian's abilities include:
Bellowing Roar: A fear effect that reduces threat. Two dwarf priests should buff the MT with Fear Ward. If others are about to OT, they can run to the dragon to get feared and reduce their threat.
Debuff: Reduces healing received by 75%, applied to the second closest person to the dragon's head. Assign a warrior to take this debuff to prevent the MT from getting it.
Class Calls: Every 30 seconds, Nefarian will call out a class, causing various effects:
Warriors: Forced into Berserker Stance, increasing damage taken by 50%, requiring more healing.
Priests: Healing turns into damage and applies a stacking DOT to the target. Priests must stop healing immediately, and druids and paladins should take over to keep the MT alive.
Rogues: Forced to stand in front of the dragon.
Paladins: Grants Nefarian Blessing of Protection, making him immune to physical damage.
Mages: Randomly polymorph players.
Druids: Forced into cat form.
Warlocks: Summons Infernals.
Hunters: Weapon durability reduced to zero.
Pay special attention to warriors and priests. If warriors are called, increase healing. If priests are called, they must stop healing immediately. Quickly deal with Infernals summoned by warlocks.

Phase 3: Begins when Nefarian reaches about 20% health. Nefarian will shout, and the dragon bones from Phase 1 will resurrect as skeletons. Everyone except the MT and the priests healing the MT should deal with the skeletons. They are weaker than the dragonkin from Phase 1 and can be easily handled (mages should conserve mana starting at around 30%). After dealing with the skeletons, focus DPS on Nefarian to secure victory.

Overall, as long as you're willing to spend money on consumables like bombs in Phases 1 and 3, repair bots in Phase 2, and plenty of potions, defeating this boss is relatively straightforward.

2. Detailed Strategy

Phase 1:

A. Two types of dragonkin will spawn from the doors on both sides. Split the team into two groups, with ranged and healers hiding behind pillars to break line of sight.
Red Dragonkin: Immune to fire damage, applies a stackable fire damage DOT to nearby targets.
Blue Dragonkin: Immune to frost damage, deals frost damage to nearby targets, reduces attack speed, and drains mana.
Green Dragonkin: Stuns the target for 1 second and reduces threat.
Bronze Dragonkin: Deals arcane damage to nearby targets and reduces attack and casting speed.
Black Dragonkin: Deals fire damage to nearby targets and has high shadow and fire resistance.
Chromatic Dragonkin: No special abilities but has high health.
This is where the term “Nefarian Red and Blue” comes from. If this week's spawns are red and blue dragonkin, they are difficult to kill because they are immune to Blizzard/Flamestrike and Rain of Fire/Hellfire (congratulations to Blackwing Lair for earning -50 DKP).

B. Nefarian will cast [Shadow Bolt] and [Mind Control] on random targets. Use pillars to break line of sight or use Greater Shadow Protection Potions. Quickly polymorph, fear, or stun controlled players.

Phase 2:

A. Before Nefarian lands as a dragon:
Nefarian will cast [Shadow Flame] on everyone, so the raid must equip [Onyxia Scale Cloak].

B. Nefarian's Abilities:
[Shadow Flame]: Cast on the current target every 15 seconds.
[Bellowing Roar]: Fears everyone in melee range every 25 seconds. Apply fear resistance to the tank.
[Shadow Strike]: Applies a debuff, reducing healing received by 75% to the second closest person to the boss. The off-tank should stand closest to the main tank, with another melee slightly further back.
[Class Call]: Every 1 minute (approximately), Nefarian will control a specific class for 25 seconds. Nefarian will claim you know the skill regardless of whether you have learned it (e.g., Warlock's Hellfire). It's ingrained in your DNA.
Warrior: Forced into Berserker Stance—Increase healing on the main tank and use defensive cooldowns.
Rogue: Teleported to the front of the boss and paralyzed—Healers use group healing to maintain health. The tank can move the boss slightly to the side or back to ensure Shadow Flame does not hit rogues.
Paladin: Casts Blessing of Protection on the boss—Melee DPS should retreat and use bandages out of line of sight.
Mage: Randomly polymorphed—Mages should maintain maximum range to avoid polymorphing the tank. Dispel polymorphed players immediately.
Warlock: Casts Hellfire—Warlocks should banish themselves, or melee should quickly kill them.
Priest: All healing spells apply a stacking DoT debuff—All priests stop healing, and other healers increase their output.
Druid: Forced into Cat Form—Either attack the boss or regenerate mana.
Hunter: Ranged weapon durability reduced to 0—Place repair bots in the ranged group and repair immediately.
Shaman: Randomly places totems—Alliance can ignore.

C. Positioning:
The strategies for dealing with these abilities are outlined above. The boss will enter Phase 3 at 20% health.

Phase 3:

A. Skeletons:
All dragonkin that died in Phase 1 will resurrect as skeletons. Since they haven't taken any damage, healers will have the highest threat.
Off-tanks in the melee group should run toward the healers and use AoE taunts to gather the skeletons and ranged DPS should use AoE attacks.
Melee DPS and the second tank (who handles abilities in front of the boss) should focus on killing any skeletons that reach the group.

B. After Clearing Skeletons:
Once the skeletons are cleared, continue using the strategies from Phase 2 until the boss is defeated.

3. Class Tips
Warrior:
Phase 1: Test your ability to manage aggro and the raid's DPS.
Phase 2: When rogues are targeted, tanks should turn the dragon's head to prevent mass deaths. If warriors are targeted, use shadow resistance potions, health potions, and defensive cooldowns.

Rogue:
Phase 1: Assist in killing blue and multi-colored dragons. Use bombs and decoys when possible.
Phase 2: Pray not to be targeted by Nefarian. If targeted, you will be teleported to his mouth and paralyzed for 30 seconds, enduring his attacks and Shadow Flame. Increase shadow resistance, use shadow absorption potions, and ensure full health and buffs. If the main tank can turn the dragon's head to protect rogues, it helps. If you die, quickly return to BWL and use Vanish to be summoned back.
Phase 3: At 21%, throw decoys and prepare bombs to assist with AoE.

Hunter:
Phase 1: Use shots (Distracting or Concussive) to manage stray dragonkin. Feign death as needed and set traps to increase DPS.
Phase 2: Focus on the boss. If targeted, deploy repair bots for quick repairs.
Phase 3: Use stun bombs to help relieve pressure on mages.

Priest:
Phase 1: Focus on healing your group and preventing deaths.
Phase 2: Nefarian's attacks are not strong except for Shadow Flame. Organize one group for Greater Heal and one for Flash Heal. Dwarf priests should use Fear Ward. Stop healing, as your spells will cause damage when priests are targeted, and apply a stacking DoT. Druids and paladins should take over healing. At 20%, when dragonkin respawns, assign priests to watch over AoE mages.
Phase 3: Continue the healing and use all available potions. Don't be stingy.

Druid:
Phase 1: Help hunters pull dragonkin and heal your group.
Phase 2: IDruidsand paladins must take over healing. Use Rejuvenation and Swiftmend to keep the main tank alive if priests are controlled. If targeted and turned into a cat, attack the boss.
Phase 3: When skeletons resurrect, assist mages and let priests focus on the main tank.

This is the complete guide for Blackwing Lair in SOD. As for the difficulty system introduced by the Season of Discovery, we need to wait until it officially opens to understand the mechanics.

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