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forums.nubstars.com • View topic - SSC - The Lurker Below
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 Post subject: SSC - The Lurker Below
 Post Posted: Jun 14, '08 2:55 pm 
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Joined: Jun 13, '08 12:38 pm
Posts: 261
Location: Virginia
The Lurker Below

This boss is spawned by fishing him out, all you have to do is fish in the center of the big fishing hole on the big island.

For this fight we normally place all range on the smaller islands. Normally 1 healer with 3-4 range per island. Trying to stack the groups for buffs can make a huge difference in the length of this fight. A good thing about placing all your range on the islands is they can full out dps without worry of pulling threat and getting 1 shot.

On the center island we normally place 2-3 healers on each side of where the tank sits. If you are a healer you can sit on the edge of the island and avoid the knock back from his whirlwind almost every time. In the picture below the healers are marked as a yellow dot.

All melee on the island are where the pink dot is. It is important that if you are playing melee that you pay attention to where the tanks are at. If they get hit by a whirlwind or spout you will likely be next on the list because you are in melee range. So if that happens try to prepare yourself for some survival tactics.

Off tanks should be standing around where the orange dots are, when elite adds spawn they will spawn in almost those exact spots. It is very important that you pick them up as soon as possible. We recommend stunning them right off the bat so that you can get some aggro on them quickly without them porting away to other islands. When tanking these adds its important that you face them away from melee and healers on the island as they have a cleave that can easily 1-2shot a healer or melee.

Main tank is the red dot, You can use the inner lip of the island to avoid spout and whirlwinds if need be. But keep in mind if you go in to far you risk getting sucked underneath the island and you will also LOS your healers. Depending on which way the spout goes whether it be CCW or CW, the tank can move left or right to pick up lurker easier. Healers on this side need to keep the tank topped off as he moves back into his original position.

Image

Once fished, Lurker will jump out of the fishing hole and start wailing on the tank. Healers top him off range start kicking ass. Don't get to comfortable because within the first 10 seconds he will spout. You will see a raid announcement for this ability. It will say "Lurker is taking a deep breathe", at this point all you need to do is turn and submerge yourself in the water. Spout does a 400 degree circle in a CW or CCW rotation. It is a like the blizzard ability Shade of Aran does. Once it is over he immediately follows it by a whirl. So melee keep your eye out for this. It's best to just stay out until after the whirl to make sure a tank still has aggro. This insures you will not be 1shot by him if the tank gets knocked back.

If you do get hit by the spout, you are retarded. lol. What it does is basically hits you for almost all your health and throws you a long ways away from the raid into the burning water. In most cases it's an easily avoidable death.

After two spouts he will submerge himself in the water. At this point he is going to spawn 3 adds on the main island and 2 adds on the small islands. Range dps down the adds on your island then help with the adds on the main island. The faster they go down the better. You don't want to have them up and hitting on your tanks once he re-submerges.

It's basically a rinse and repeat fight after that.

Range dps can dps even while in the water... so keep that in mind. And! you cannot pull aggro, so dig in... and crit your pants.

We normally try to take the following group make up:

2 Prot Warriors - We bring 3 tanks. Don't need more than two but it helps to have backups.
1 Feral Druid - Can dps in kitty gear and still tank the adds with a healer.
1-2 Rogues - We like to keep bets on how long them and other melee stay alive.
5-6 Mages - CC on small island adds helps a lot.
2-3 Locks - For their stones? :P
1-3 Hunters - We stick them on the center small island and in a melee group.
2-3 Holy Pallys
1-2 Holy Priests
1-2 Resto Shamans - Chain heal is OP on melee. Also decent small island add tanks.
1 Resto Druid - Why not.
1 Oomkin Druid - Ok.
1 Elemental Shaman - Ok.


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 Post subject: Re: The Lurker Below
 Post Posted: Jun 15, '08 4:35 am 
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Set 5-O

Joined: Jun 15, '08 3:31 am
Posts: 36
Very easy fight: Spam heal tanks (lurker hits hard), dps hard, don't get hit by spout or you fail. Also, male draenei should practice jumping in and out of the water--they have a goofy large hitbox that makes jumping onto the platforms tricky.

Advice if you're melee: reroll a ranged class, this encounter blows for melee, if you're not awake you'll die in the first 10 seconds of the fight.


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