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WOW Mob:Anub'arak  

The last boss of Azjol-Nerub, Anub'arak is one of the Lich King's closest ally.

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Abilities

  • Locust Swarm (H) / Locust Swarm - Deal damage to all enemies within 60 yards.
  • Carrion Beetles (H) / Carrion Beetles - Summons 2 Carrion Beetles every second for 4 sec.
  • Pound (H) / Pound - Rears up and smashes down on all enemies in front of the caster within 15 yards, dealing massive damage and stunning them for 6 seconds.
  • Impale (H) / Impale - Spikes occasionally shoot up from the ground, knocking players up in the air and causing damage. Only used during phase 2.
  • Various Nerubian Assassin, Darter, and Guardian mobs spawn and must be killed during phase 2.

The Breakdown

Anub'Arak is one of the rare non-raid boss in the game who actually has distinct phases. The fight start with him in phase 1, he switches to phase to 75%, 50% and 25% when he submerges into the earth.

Phase 1

Anub'arak engages the party and uses Locust Swarm, Carrion Beetles and Pound. Locus Swarm should just be healed through, the Carrion beetles should be gathered by the tank and dps'd down promptly.

Pound is a the real danger in this phase. It is a channeled ability and Anub'arak will not move while casting it. Everybody should be behind him during phase 1 (except the tank obviously) so to not get hit by a pound. The tank can avoid the pound by running directly through the boss as he is casting it. You then need to reposition yourself. If your tank has good gear or cooldown ready, he can take a pound, but he will be stunned for 6 seconds, so it's usually smarter to avoid it no matter what.

Phase 2

Anub'Arak burrows underground and uses Impale. The spikes can be avoided if one pay close attention to the 'moving rock' effect on the ground that announce were they shoot up from. The real danger in this phase are the adds that will be streaming down from every direction. While most of them are non-elite, they can still swarm a healer and kill him. The elite mobs always come down from the ramp that you came in from, and thus can easily be picked up.

On Heroic, Venomancers (Elites) also come during this phase. They cast a devastating poison dot that must be cleansed at any cost or they will wipe the party. Venomancers can be interrupted and stunned, and they should be as much as possible. They can also be shackled, and since they come in pair, shackling one and killing the other is a smart move.

Once the last elite mob dies, Anub'Arak comes back and phase 1 starts anew.

Achievements

  • Gotta Go! - Defeat Anub'Arak in 2 minutes or less. This requires very strong dps to kill him, and clear out the phase 2 elites within 2 minutes. There's no trick to it, you just need the dps to be there.

Anub'Arak in Trial of the Crusader

Anub'arak returns after his defeat in Azjol-Nerub as the 'surprise' last boss in the Trial of the Crusader raid instance. While the fight share many similarity with the one in Azjol-Nerub, Anub'arak has quite a few more trick in his bag this time around.

Abilities

Phase 1

Cleave - Anub'Arak's melee attack cleaves, dealing damage to anyone in front of him.
Freezing Slash - Inflicts 25% Froststrike damage to an enemy and freezes it in a block of ice for 3 seconds. Normally used on the tank. Be mindful that a frozen tank cannot parry, block or dodge.
Submerge - Attempt to burrow into the ground. This effectively switch him into Phase 2.

Phase 2

Pursued by Anub'arak - Anub'arak is pursuing you. Anub'Arak will use Impale (see below) on the ground as he follow the target, anyone who gets in his path will be hit.
Impale - Fires spikes up through the floor above Anub'arak, inflicting Physical damage to anyone in their path. This attack ignores armor, but cannot penetrate Permafrost.
Summon Scarab - A Swarm Scarab emerges from the ground.

Phase 3

Cleave - Anub'Arak's melee attack cleaves, dealing damage to anyone in front of him.
Penetrating Cold - Penetrating cold sinks into several enemy targets, inflicting 3500 Frost damage every 3 sec. Lasts 18 seconds.
Leeching Swarm - Releases a swarm of insects that attack the caster's enemies, leeching 10% of each target's current health every 1 sec. A minimum of 250 health will be leeched. Once again, ''

Adds

During phase 1, he will periodically summon 2 Nerubian Burrowers to assist him. The burrowers need to be tanked since they do very high damage to non-plate wearer. They have a debuff that increase all damage taken by 30% and stacks up to 4 time, because of this you may want to have 2 tanks on them to split the debuff. The Burrowers will attempt to submerge when low on health, if they succeed they will become unattackable and regain health, they will emerge when they are back at full health. DPS need to be fast and kill them or you will get more and more of those. He will not summon any more of these during phase 1 and phase 2, but any that remain alive still needs to be dealt with.

During phase 2, he will summon Swarm Scarabs in great number. Those guys do not have much health and need to be killed as fast as possible, ideally all of them should be dead before Anub'Arak emerges again. They have an ability called Determination which they use randomly, still give them back health as well as increase their speed and damage. Despite that ability, it is still better to kite them rather than tank them - they have a Acid-Drenched Mandibles which put a DoT on their target. The debuff last for 1 minute and can stack up to 40, which each stack dealing Nature Damage. Someone attempt to tank them all would die very quickly from it.

This page last modified 2009-09-02 13:23:16.