Light & Leafy

Divine Illumination – Healing your way through Sapphiron

Posted on: September 4, 2009


Divine Illumination – quality installments of your favorite boss kills. Guaranteed to prepare you for all bosses between Sartharion and Anub’arak. All yours for only 3 small payments of $19.99. Please no C.O.D. Act now and receive your very own ghoul Plushy! *limited while supplies last* Not interested? Hrm. Maybe we should just start digging into the Sapphiron fight and call it a day…


Scarcely moments after Thaddius has been slain and his tortured souls released, you and your allies find yourselves teleported to an icy lair. Littered on the ground before you are countless bones, some indistinguishable under the cold blue lights. You take a step precariously into the room, wondering what horrors lie in wait for you. Suddenly, a blinding light emerges from the center of the room, and the once dormant bones noisily reassemble themselves in the form of tremendous frost wyrm. Sapphiron, once a noble blue dragon before being slain by Arthas, stands menacingly in front of your party, determined to guard the ruler of Naxxramas.

Let’s jump into her abilities after the break!

Abilities
Sapphiron is a standard dragon, and as such has both a tail stun and a frontal cleave, requiring melee dps to stand between his back legs and no where near Sapphiron’s tank.

Frost Aura – After Sapphiron is engaged, he will cast Frost Aura on the raid, dealing roughly 1200 frost damage every 2 seconds to everyone in the raid. This can be mitigated with frost resistance.

Life Drain – Every 24 seconds, Sapphiron will cast this on one (10 man) or 2 (25 man) random players in the raid. Not only does the curse drain player’s life every 2 seconds, it also heals Sapphiron. Can and should be dispelled.

Chill – During the fight, blizzards will be constantly moving around the room in a circular pattern. Any one standing in the middle of one of these blizzards will take fairly high damage every 2 seconds, but their movement speed will also be slowed considerably.

Ice Bolt – After Sapphiron flies up into the air (approximately every 45 seconds), he will cast Ice Bolt on 2 (10 man) or 3 (25 man) random targets. The targets will take moderate damage and will be encased in a block of ice until it is shattered by Sapphiron’s frost breath. Anyone around the target when he or she is ice bolted will take considerably higher splash damage.

Frost Breath – Once the ice bolts are cast, Sapphiron will emote “Sapphiron takes a deep breath,” causing a 7 second channeled breath attack that will hit anyone unprotected for upwards of 100,000 damage. The only way to avoid the frost breath is to be behind a player who was ice bolted and is encased in the ice.

Breakdown
Sapphiron is a healing intensive fight, even more so when doing it with 25 people. On 25 man, you will likely want 2 healers to focus on the tank, with everyone spread out evenly around Sapphiron and with instructions to heal those who happen to be around him (an example of this would be to have 1 healer standing to the far side near Sapphiron’s head, another by his tail, and 2 parallel to the middle of his body). Decursing is essential, and if no healers are able to decurse, mages and dps druids will have to pick up the slack.

The first phase, while Sapphiron is grounded, is much harder to heal through than his air phase. Make sure to keep out of the blizzard as it can easily kill an undergeared player or a healer with little stamina on their gear. Healing priority should be given to those who are trying to escape the blizzard and those who are cursed (until the curse is removed). Tank healers should be near their charge at all times, as Sapphiron is a giant creature and being at the opposite end will guarantee range problems. Tanks will be hit fairly hard, and need to be carefully tended.

The second phase is mostly chance. The targets for the ice bolt are completely random, and the quicker you can make it to one, the better as you will be able to survive the frost breath. Be sure to be spread out until both ice bolts are cast so that splash damage will not be excessive and kill players who may not be at full health. After safely behind an iceblock, there is a great opportunity to make sure those around you are brought up to full health to start the next phase 1.

After he reaches 10% health, Sapphiron will no longer fly up in the air, and the healers may find the last few moments of the fight fairly intense due to lack of mana and unrelenting aura damage.

Sapphiron will enrage after 15 minutes, causing his frost aura to tick for upwards of 7500 damage every 2 seconds.

Tricks
Popping heroism after Sapphiron lands from an air phase is usually the best idea as you’ll maximize the time spent using it. Just be sure the tanks have adequate threat before the dps goes all out. Another helpful trick for healers who will be decursing through the course of the fight (and maybe even doubly so for dps so they don’t have to constantly be changing targets) is a mouse over decurse macro like the one listed below:

/cast [target=mouseover, exists]Name of Spell

So, for a druid this macro may read:

/cast [target=mouseover, exists]Remove Curse

Congratulations! You’ve slain a massive undead dragon (how you can “slay” something that isn’t dead is a little beyond me…). Go and grab a nice mug of hot cocoa and a blanket before you move on to the master of the house!

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