Guide List
World of Warcraft Player Guide
WOW Alliance Guide
WOW Burning Crusade Guide
WOW Druid Guide
WOW Engineering and Mining Guide
WOW Gold Guide
WOW Guide
WOW Hunter Guide
WOW Insider Guide
WOW Mage Guide
WOW Paladin Guide
WOW Priest Guide
WOW Professional Guide
WOW Professional Guild Management Guide
WOW PvP Guide
WOW Raiding Guide
WOW Rogue Guide
WOW Shaman Guide
WOW Warlock Guide
WOW Warrior Guide
4.TWENTY-FIVE PLAYER RAID ZONES-4.3Tier Two,Serpentshrine Cavern-3

The Lurker Below
From Hydross the Unstable’s platform, you see a strange pool in the water. Instead of just jumping down and swimming over to the small circular platform floating in the water, the raid may find it easier to clear the trash mobs and boil the water. That is right; boil the water. Follow the path that is left of Hydross’s platform if facing where Hydross spawned. Clear the trash following a circular pattern surrounding where The Lurker Below spawns to make the water boil. Boiling the water does additional damage to players if they are in the water (500 damage points every 3 seconds) but is easier to heal through than multiple Coilfang Frenzy fish chewing on multiple targets.
Abilities
The Lurker Below is a big fish with about 4,000,000 hit points. He melees tanks for anywhere from 5,000 to 9,000 damage per hit.
Geyser: The overgrown salmon casts this spell on a random target. It does less than 4,000 frost damage to targets within 2 to 3 yards. It also does a 10 yard knock back to players.
Spout: The Lurker Below begins to rotate and shoots water from his mouth every 45 seconds. If the Spout hits a player, it does over 6,000 damage and knocks them back into the water. This rotation is slow and ends about 370 degrees from where it started.
Water Bolt: If no targets are within melee range, he casts this spell on a random target, doing an average of 10,000 damage points to the target.
Whirl: A physical AoE spell that affects all players within melee range, doing about 4 damage points to them and knocking them back 5 yards.
Adds
Coilfang Ambusher: Six Ambushers spawn when Hydross descends to the depths. Each of them has under 30,000 hit points. These mobs can be crowd controlled.
Multi-Shot: This ranged attack hits up to 3 players at a time, doing around 3,000 damage points to each player.
Coilfang Guardian: Three guardians spawn when Hydross descends to the depths. Each one has 70,000 hit points. These mobs can be crowd controlled.

Arcing Smash: This attack does between 5,000 and 9,000 damage in a frontal cone before him.
Ham String: This attack reduces a player’s movement by 70 percent and lasts 10 seconds.
The Pull and Position
The pull is very easy and any raid member can do it. Grab your fishing pole and fish! To pull this overgrown sea bass from the deep, the raid needs to fish him up. Fishing in this instance requires a skill of at least 300.
Surrounding the Strange Pool is a circular platform that the raid spreads out upon in groups or as the raid sees fit. Some raids put a few ranged damage dealers on the small islands surrounding the platform and do not have set places for the rest of the raid to stand, excluding the melee damage dealers that stand on the platform directly behind The Lurker Below.
The main tank’s position is the most important position to note here. The platform surrounding the Strange Pool has a small opening that is perfect for the main tank. Standing in front of the pillar behind that opening allows a main tank to quickly recover from a knock back. Other tanks keep moving slightly forward until they are barely submerged so they do not get knocked back at all. Experiment with these positions to see what works best for your tanks and healers.
Battle
The Lurker Below
When the big fish in the middle of the Strange Pool appears, the main tank obviously establishes initial aggro while an off tank establishes secondary aggro in case the main tank does get knocked out of melee range.
After The Lurker Below is engaged, he does his first Spout after 45 seconds of being active. There are two ways to handle the Spout ability. The first way is to have the raid run around the platform. If the raid chooses to do this, try to stay close to The Lurker Below’s tail while running. Since he spouts from his mouth, running by his tail means that the player is safe from Spout while running. Lag may cause players some issues if the raid chooses this method.
The alternative method is to simply jump into the water from where players are standing when Spout gets near to them. A druid’s rejuvenation spell can easily mitigate the boiling water damage. Make sure that all

players understand they need to be completely submerged to avoid Spout damage. When the Spout passes, players simply jump back onto the platform. Before pulling The Lurker Below, have all raid members practice jumping on and off the platform. This may sound silly but there are certain spots on the platform that are easier to use to get back up on than others. It is best for the raid to know the difficult spots before the actual fight.
Immediately after Spout, The Lurker Below does his Whirl ability. To avoid taking Whirl damage, players must be on the very edge of the platform. This should be easy for players that literally jump on and off the platform during Spouts. After the Whirl ability, The Lurker Below stays active for another 15 seconds before submerging and starting the add phase. Each active phase lasts one minute.
Submerged
The Lurker Below submerges to freshen up and a total of 9 additional mobs spawn to keep the raid company. Two Coilfang Ambushers spawn on each island, which is a total of six, so any ranged damage dealers should be off these platforms. One Coilfang Guardian spawns on either side of the tank spot and near the back center of the large platform, which is a total of three. These mobs can be crowd controlled using disorients, sheeps, stuns, snares. Since the big fish is MIA, the raid should burn down the adds. Many actually kill all of the mobs except for one. They keep it sheeped to avoid other mobs from spawning in subsequent phases.
Coilfang Ambushers have less than 30,000 hit points and can easily be tanked by feral druids, protection paladins, DPS warriors, rogues or even mages in a pinch. Coilfang Guardians require tanks so the main tank and off tank should each tank one. A protection paladin, feral druid, or DPS warrior tanks the next one. Each of these mobs needs to be sheeped until the raid is ready to kill them. Obviously the first two guardians that need to die are the ones that the main tank and off tank are tanking. Guardians are able to one shot both cloth and leather wearers so keep them sheeped until a tank can pick them up to tank them.
The raid has one minute to kill all the mobs. Create a group that is dedicated to killing guardians and one to kill Ambushers. Obviously melee damage dealers are initially on the guardians and ranged damage dealers (hunters, mages, warlocks) are mixed between the ambushers and the guardians.

After one minute, Lurker reappears and immediately does his Spout and Whirl combination. Once that is finished, repeat the first phase again. These two phases repeat until The Lurker Below is filleted.
At least two or three healers should be healing the main tank at all times. Other healers should help on the main tank during the first phase since the raid should not be taking that much damage. During the second phase, cross-heal as necessary, keeping an eye on each of the players tanking the adds. No pets except for warlock imps should be up for this fight. Priests and Shamans have the added ability to run across the water when he spouts to avoid damage. Mages are able to blink and can Iceblock to avoid taking Spout damage.
This is an easy fight once learned. The second phase is a little chaotic at first but becomes easier as the fight is learned. The most important part of this fight is the position of the main and off tanks. Make sure the off tank is building enough threat to be able to tank Lurker if the main tank is ever out of Lurker’s melee range.

 


   
Copyright © 2005-2008 www.FavorGame.net All Rights Reserved.