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{{stub/NPC}}
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{{for|the town's history|Southshore}}
This is the boss that is spawned in the "Father Flame" event in the [[UBRS]] Rookery.
 
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[[File:Ruins of Southshore.jpg|thumb|250px|The Ruins of Southshore]]
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[[File:Ruins of Southshore (Cataclysm).jpg|thumb|Flight path at the Ruins of Southshore]]
   
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The '''Ruins of Southshore''' are all that remain of the human village of [[Southshore]], one of the last intact Alliance towns in [[Lordaeron]].
After patch 1.10, when only 10 man raids are allowed in UBRS, this boss became a lot more difficult. For many pickup groups it may be the end of the raid... therefore any information on this boss would be very helpful. This boss is optional and can be easily bypassed by avoiding the eggs (dismiss pets!) and running up the ramp to the right.
 
   
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Southshore has been destroyed by the [[Forsaken]]'s "[[New Plague]]", despite the orders of the Horde leadership to cease production after the [[Battle of Angrathar the Wrathgate|Wrathgate incident]]. The potency of the blight used is dubious, as even the Forsaken responsible for it express mild surprise at how effective it was. The town leaders escaped to [[Fenris Keep]], but the other inhabitants weren't so lucky.
=== Drops ===
 
Droplist in thottbot is [http://www.thottbot.com/?n=88420 here]
 
   
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[[Dark ranger]]s patrol the roads nearby with domesticated [[spider]]s.
[http://thottbot.com/?n=88420 Solakar Flamewreath] drops the priest's Tier 0 shoulder setpiece: [http://thottbot.com/?i=20469 Devout Shoulders]. Therefore, any group with a priest who doesn't already have the piece should consider doing the encounter. Looting the pillar in the room, drops [http://thottbot.com/?i=19204 Father Flame], an offhand with +10 fire resist and starts the encounter.
 
   
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It is now controlled by the Horde and serves as a quest hub, complete with a flight master.
=== Trigger ===
 
Someone (a rogue) must click on the pillar in the left side of the room, surrounded by eggs and elite drakonoids.
 
   
=== Encounter ===
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==Inhabitants==
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*{{RaceIcon|Undead|Male|Small}}{{NPC|Horde|Helcular}}
5 waves of mobs, elite Rage Talonclaws, level 56 and above spawn. There are two in each spawn. The mobs will attempt to open eggs, releasing numerous dragonkin. After 5 waves Solakar Flamewreath spawns. The actual boss is a large-ish dragonkin and very easy to take down (many times the raid will kill him without realizing it).
 
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*{{RaceIcon|Undead|Male|Small}}{{NPC|Horde|Serge Hillnot|Alchemy Trainer}}
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*{{RaceIcon|Undead|Female|Small}}{{NPC|Horde|Darla Harris|Bat Handler}}
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*{{RaceIcon|Undead|Male|Small}}{{RaceIcon|Undead|Female|Small}}{{NPC|Horde|Blightguard}}
   
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{{Hillsbrad Foothills}}
=== Tactics ===
 
There are at least 3 dragonkin in the room to begin with, these must be killed.
 
To start the encounter, a rogue may stealth up to the pillar and open it. Be aware that eggs may open when he does this, and if many are opened the resulting dragonkin may cause a wipe. Dragonkin despawn after a few minutes.
 
Only Rookery Hatchers open the eggs, they must be stunned and generally taken down ASAP. The raid will wipe if too many groups of whelps are hatched. Clearing the hall of eggs beforehand is an exercise in futility, as they respawn on one minute (or less) timers.
 
 
This encounter can easily be done if the raid triggers the encounter and '''retreats to Pyroguard's summoning room'''. The Hatchers will come to the doorway of Pyroguard's room and should be maneuvered by the main tank (higher stats) and a secondary tank to the back corners of Pyroguard's room (no one else should be attacking yet). Once there, the raid first focuses their attacks on the secondary tank's target, using every movement-imparing and stun skill available (Frostbolt rank 1) as he will make a break for the egg chamber when his health gets low. ''If the Hatcher cannot make it back to the egg chamber, the raid will not have to deal with AoE-ing down waves of whelps.'' Once the secondary tank's target is dead (ideally should faceplant before leaving Pyroguard's room), the raid focuses on the main tank's target, again tripping him up before he can release a wave of whelps.
 
 
The encounter will continue: more hatchers will spawn and make their way towards the raid ''without having to be pulled''. Warriors have to do a lot of legwork: they should advance towards the doorway to be the first targets the Hatchers attack... and then draw them to the back corners (the runes on the ground are good landmarks). Between these waves of Hatchers, the raid should be bandaging and drinking if out of combat while holding position in Pyroguard's room, in front of Pyroguard's cube-ish summoning pedestal (his spawn position, not the object that must be interacted with to release him) and behind the warriors. Once several waves of Hatchers are dispatched, Flamewreath will come to the raid and can be taken down easily.
 
 
This strategy is superior over fighting on the ramp because the distance each Hatcher is forced to retreat over is greater. Thus, more time to take him down. Additionally, fighting on the ramp creates line-of-sight problems for healers attempting to heal those who chase down Hatchers by jumping off the side of the ramp.
 
 
===Another Strategy===
 
 
This strategy requires that you bring two mages on the raid. After killing Pyroguard, kill all the dragons in the Father Flame room. Go up the ramp and continue killing everything on the platform. There is no need to kill anything in the rooms above. Go to the end of the platform and drop off right beside the father flame. You must make sure to drop off simultaneously because the eggs around the shard will begin to hatch. Hatch the eggs to the right of the shard, followed by the eggs to the right of the shard. This will clear a nice area for everyone to stand within AoE and healing range and line of sight. Once everyone is ready, have someone start the event by taking the Father Flame.
 
 
Once the event starts, two types of mobs will come out, Rookery Hatchers and Rookery Guardians. The hatchers must be taken down as quickly as possible before they manage to open any of the eggs. The guardians can be off tanked any time that they show up with the hatchers. Once all the guardians and hatchers come out, kill Flamewreath and pick up his loot.
 
 
The main benefits of this plan are that everyone is in a very confined and definite area so that if the hatchlings do get hatched, they are taken down quickly with AoE; when the hatchers flee to open eggs, they caan still be fired upon because they will open eggs which are right in front of the place where the shard was; and priests will not have to deal with line of sight problems caused by moving between the two rooms when the hatchers flee.
 
 
Problems come mainly from people taking the Father Flame and starting the event before all the eggs surrounding the shard are destroyed.
 
 
=== Other ===
 
If the first attempt at this boss fails, it seems almost impossible to complete the encounter, as you would have to take on up to 10 elite drakonoids as well as the numerous whelps that will be opened as they rush you. If the raid waits, the whelps will despawn, leaving the original wave of Hatchers. The Hatchers do not despawn and will all immediately aggro when any member of the group enters the rookery.
 
 
If the event fails, it is possible to then bypass the event via a suicide run. Send a player that can both self-resurrect and resurrect others into the rookery and have them die on the ramp in the corner to the right. At the base of the ramp, the player can self-rez without aggroing the event spawns or the dragonkin at the top of the ramp. Then, individual players can come in and die (the large set of bones in the middle of the room are a good marker) and be rezzed to safety.
 
 
The father flame event cannot be done after killing Drakk, but if it is begun/triggered before his death, it can be completed after Drakk. Of course, you've still got to deal with the triggered hatchers and dragonkin, but once you take them down, Flameguard will spawn.
 
 
{{Elinksmob|88420|10264}}
 
 
[[Category:Instance Characters|Flamewreath]]
 
[[Category:Dragons|Flamewreath]]
 
[[Category:Bosses|Flamewreath]]
 

Revision as of 02:47, 7 January 2011

Template:Stub/Cataclysm

For the town's history, see Southshore.
Ruins of Southshore

The Ruins of Southshore

Ruins of Southshore (Cataclysm)

Flight path at the Ruins of Southshore

The Ruins of Southshore are all that remain of the human village of Southshore, one of the last intact Alliance towns in Lordaeron.

Southshore has been destroyed by the Forsaken's "New Plague", despite the orders of the Horde leadership to cease production after the Wrathgate incident. The potency of the blight used is dubious, as even the Forsaken responsible for it express mild surprise at how effective it was. The town leaders escaped to Fenris Keep, but the other inhabitants weren't so lucky.

Dark rangers patrol the roads nearby with domesticated spiders.

It is now controlled by the Horde and serves as a quest hub, complete with a flight master.

Inhabitants