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4.TWENTY-FIVE PLAYER RAID ZONES-4.3Tier Two,Serpentshrine Cavern-7

Lady Vashj
Lady Vashj is the last boss in Serpentshrine Cavern. Lady Vashj is a regal female naga that is the matron of the coilfang race. After all the other bosses in Serpentshrine Cavern are defeated, a bridge opens up if the Raid has clicked all the bridge operator pieces in at each boss and along the platforms around the Strange Pool. This fight has three different phase.
Abilities
Lady Vashj summons mobs throughout the fight but has her own abilities that she uses as well. She has less than 5,000,000 hit point and melees for roughly 3,000 points per hit. If the tank is unable to block one her blows, it can become a 6,000 crushing blow.
Entangle: Used in both the first and third phases, this ability applies a nature DoT on the target that lasts for 10 seconds and immobilizes the target in one spot. The DoT does 500 nature damage points every 2 seconds for as long as it is active on the target.
Forked Lightning: An ability used in the second phase that shoots random lighting bolts at targets in a frontal cone. The bolts do less than 3,000 nature damage points to targets.
Multi-Shot: A ranged ability used in both the first and third phases that hits a total of 5 targets for 7,000 damage points each. She selects one target for the spell and it hits up to 4 people around that target.
Shock Burst: A shock spell used in both the first and third phases that stuns a target for 5 seconds an does an initial burst of nearly 10,000 nature damage points to that target. If successfully cast, she stops attacking that target and turns to the next person on her aggro list.
Shoot: Lady Vashj uses this ability in both the first and third phases. It is a ranged ability that does 5,000 damage points to her target.
Static Charge: Also used in both the first and third phases, this debuff is placed on a target that does 2,000 nature damage points to a target every 2 seconds for 15 seconds . If

anyone is within 5 yards of the target, they also take the same amount of damage every 2 seconds until they move away from the target or the target moves away from them.
Additional Mobs
Coilfang Elites: Nagas that spawn during this phase that have 170,000 hit points. Each naga melees for 5,000 damage points on plat armor and cleave for 7,000 damage points. These mobs need to be picked up by tanks immediately. They spawn every 50 seconds at the bottom of the platform ramps.
Coilfang Striders: Another elite mob that has 170,000 hit points and hits for around 8,000 damage points on plate armor. A new strider spawns every 60 seconds and cast an AoE fear as well as a 3,000 damage point spell. Hunters are the best class to kit the striders around the platform until they can be killed.
Enchanted Elementals: Continuously spawn at the bottom of the stairs around the circle and slowly move towards Vashj. If they reach her, she gains a 5 percent damage increase per elemental. Each elemental has 7,600 hit points.
Tainted Elementals: One of these mobs appear 60 seconds into Phase Two and subsequently every 60 seconds after the previous one is killed. These mobs can be looted and contain a Tainted Core that is needed to make Lady Vashj active again.
Toxic Spore Bats: Flies above the raid during the third phase.
Toxic Spores: The bats bomb the raid with poison clouds. Each cloud does 1,500 nature damage points to anyone standing in the cloud every second they are there.
The Pull and Position
The pull to begin the Lady Vashj is an easy one. The tank runs in and engages her on the spot. The raid needs to spread out around Lady Vashj and the tank. A good suggestion is to have the rest of the raid spread out so that the transition to their Phase Two positions is easy.

Battle
Phase One
The first phase is a traditional tank and spank and lasts until Lady Vashj’s health drops to 70 percent. Lady Vashj is tanked in the center of the platform during this phase. To avoid the tank being stunned and severely damaged by Lady Vashj’s Shock Burst, make sure a shaman is in his group with a Grounding Totem up at all times. If a Shock Burst is successful at stunning the main tank, Lady Vashj turns to the next highest aggro target. If this person is not the off-tank, the off-tank must quickly taunt Lady Vashj.
When Lady Vashj uses her Entangle ability on the main tank, several things must happen. The off-tank must be ready to taunt Lady Vashj. Paladins need cast Blessing of Freedom on the tank and the tank must be ready to use Free Action pots to get free from the roots. If Entangle is not removed, Lady Vashj moves to the outer edge of the inner circle and starts to use her ranged bow attacks: Multi-Shot and Shoot.
Meanwhile Lady Vashj randomly chooses a target and casts Static Charge on the player. It lasts for 15 seconds, doing considerable damage to the player and anyone within 5 yards of the players. Players with the debuff should move out of range of others but remain within range of healers. Healers should be spread around the circle evenly so that this does not become a problem.
For positioning during this fight, the tanks and the melee are in the inner circle. The rest of the raid should spread out, using the platform to the fullest potential. Assign each group to certain areas on the platform.
Phase Two
Lady Vashj activates her shield and to make her immune to attacks. She stands in the middle of the platform at her spawn point during this phase. This phase is entirely about deactivating the four generators around the room to make her active again. Tainted Elementals carry the Tainted Core items needed to deactivate the generators. The other mobs that spawn attempt to make this task as difficult as possible. Lady Vashj isn’t exactly silent during this phase. She casts her Forked Lightening spells, which hit all players within a 60 degree arc. She does this constantly and it is not affected by line of sight.
The raid needs to spread out and use the entire platform and the ramped areas. One healer and two damage dealers need to be on the four sides of the platform (North, South,

East, and West). The two damage dealers on each side are responsible for killing the enchanted elementals that spawn there. The healers are responsible for healing those two damage dealers and any others that are in range and require healing. The damage dealers are also responsible for killing the tainted elementals since they spawn at different sides of the bottom of the ramp around the platform. Many damage dealers stand near the middle to bottom of the ramp so the healers should stand at the very edge of the platform and move to heal the damage dealers. The total individuals in this position are 8 damage dealers and 4 healers.
Once a Coilfang Strider spawns, it is up to the damage dealer of the raid’s choice to kite it around the center of the outer ring. Classes that can do this are affliction warlocks, frost mages, and hunters. After the kiting damage dealer establishes aggro, usually within 3 seconds, all classes with DoTs should cast them on the strider and then return to their other duties. This includes healers as well. For healers, just wait until the strider is within casting range. Classes that can slow the strider should do so while it is being kited. Curse of Exhaustion, Flame Shock, Frost Bolts, Serpent Sting and Slow are just some of the examples of the spells that can be used. Do not use Frost Novas or Netherweave Nets since these can create problems since the Strider will run through the middle of the platform or cut corners if the kiter continues to move. The kiting damage dealer should receive heals from the four healers standing around the edges of the platform when in range.
When Coilfang Elites spawn, they need to be engaged by tanks immediately and moved to the inner circle. Ranged damage dealers can start damaging the mob as soon as the tank has aggro while the melee damage dealers in the inner circle must wait until the mob is properly positioned. If there is a hunter in this spot, the hunter can assist the tanks by using Misdirect on the elites if they spawn next to healers. Two to three healers stay in the inner circle, focusing on the melee and tanks. Every 45 seconds, new elite spawns.

Tainted elementals spawn every 50 seconds in place of an enchanted elemental. They can spawn in any direction. It does not move and shoots poison bolts at a target, which does an initial burst of 3,000 nature damage points and a DoT that does 2,000 damage points every 2 seconds. All players on that side of circle and ramp need to focus

their damage on the tainted elemental. If it is not killed within 15 seconds, it despawns. When a tainted elemental spawns, it needs to be communicated to the raid.
When the tainted elemental dies, one of the damage dealers needs to loot the Tainted Core. This paralyzes the player but the core can be thrown to another player within 40 yards and in your line of sight. The damage dealer should toss the core to a healer at the edge of platform. The healer then tosses the core to the person using the cores to deactivate the generators. This is usually another healer (besides the three healers focusing on the main tanks and melees). There are times that the core needs to be thrown multiple times on top of the platform to reach the proper generator. Besides deactivating the shield, the cores drain 5 percent of Lady Vashj’s health. Create a macro /use Tainted Core to toss the item to the next player. Tell the player that you are passing the core to them via a voice software program.
Phase Three
Lady Vashj does all the same abilities in the third phase that she did in the first phase. The raid, however, has to deal with a new issue: spore bats. These bats fly above the raid and toss poison clouds at the raid. The main tank needs to drag Lady Vashj around the area to avoid the poison clouds. The raid follows doing damage and avoiding the poison clouds while she is being dragged. The tank can use the ramps to do this dragging as well. As the phase continues, more bats spawn. Kill Lady Vashj before the cavern is overrun by bats and poisonous clouds. Many guilds ignore the bats and just continue killing Lady Vashj, while others kill the spore bats as well. Pop all trinkets to burn her down during this phase.
This is a fast moving fight. Phase Two is the hardest phase and usually creates the most problems for guilds. Just remember that everyone has to work as a team in this phase. Communicate with one another during the second and third phases. To be successful in this fight, everyone needs to make sure to stay focused and be aware of the environment. Keep voice communications to a minimum so those that need to speak can be heard clearly.

 


   
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