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-4.4Tier Two,The Eye-3

Void Reaver
If you have noticed by now, the Burning Crusade Expansion boss encounters is largely about movement. The second boss encounter of The Eye is a perfect example of this and is considered a loot piata because it is an easy fight. Many guilds attempt Void Reaver initially because of the fight’s ease. While looking at Al’ar’s room from the entrance, the raid can get to Void Reaver’s room by following the left corridor connected from the upper platform.
Abilities
Void Reaver has nearly 5,000,000 (4,500,000 to 4,800,000) hit points. He enrages after 10 minutes so while Void Reaver is an easy fight, it is important to kill him within 10 minutes.
Arcane Orb: Void Reaver casts a large glowing ball of arcane damage (about 6,000,00 damage to cloth) at a random player. This ball does not follow the player if the player moves, but does land in the spot where the player had been and does AoE damage and 6 seconds of silence.
Knock Away: A single target spell that knocks the highest aggro target back and reduces aggro. This ability has a 3 second cool down.
Pounding: Void Reaver literally pounds the ground, doing 1,500 to 2,500 arcane damage for 3 seconds to players within 18 yards of him. This ability has a 12 second cool down.
The Pull and Position
Clear all the trash around the room then have the tanks run into the center of the room to pull Void Reaver. This can be reinforced by a Hunter’s Misdirect ability. The raid spreads out around Void Reaver. Caster stay at maximum range and the melee group stays behind Void Reaver. There is a large circle in the middle of Void Reaver’s room that the raid can use to keep Void Reaver in the center of the room and to maneuver around the circle.

Battle
The Void Reaver encounter is straightforward. It doesn’t have different phases so once the raid masters the abilities, the raid masters the fight. Because of the Knock Back ability, at least four tanks are needed to tank Void Reaver. The active tank losses aggro so one of the other tanks needs to pick it up. Some guilds find it easier to set a rotation of tanks before the fight starts while others just let it work itself out as the fight progresses. Either way, the tanks need to stat rebuilding threat as soon as they are knocked back. It is important that the tanks build as much aggro as possible even when not tanking. Staying within the Pounding range should help generate rage. It is important to note that keeping both Commanding and Demoralizing shouts up for the duration of the fight help a great deal.
Melee damage dealers obviously stand in the center, behind Void Reaver. Depending on how many melee damage dealers are in the fight, it may be easier on the healers to have them run just out range of the Pounding ability. Void Reaver has a large hit box so it may be possible to just take a few steps back when the Pounding ability is about to occur. Most guilds just let melee damage dealers stay within range and assign healers to them.
Ranged damage dealers are going to have fun this fight. Most raids assign groups to spots around the circle. The idea is to spread out evenly so that a minimum amount of people are affected by the Arcane Orbs. When and Arcane Orb starts heading in a direction, the players can either move right or left around the circle or to the outer edges of the room. The group strategy requires that players then move back to their groups. To be honest, moving back sounds easier than it is since players may have to dodge Orbs on the way back. Focus on doing damage as a priority and moving back to the group as a priority. In other words, finish that spell you just started casting and then move back to the group. With 10 minutes to kill Void Reaver, stay alive and do your maximum damage without stealing aggro from the rotating tanks.
Healers also are going to be on the move so healing is going to be interesting since at least a few healers will be on the go throughout the fight. While dodging Orbs, healers need to keep the tanks’ health topped off and heal the rest of the raid. HoTs are essential to mobile healing so keep them up

on the active tank and toss them on the other tanks that are taking Pounding damage. Be ready to switch to the next tank. Healers on the melee players can try standing slightly within the circle to heal them. Paladins may be good for this since they can handle damage from one one orb. Priests and Shamans are also able to quickly heal them by using spells such as Circle of Healing or Chain Heals.
The entire point of this fight is to stay alive and kill Void Reaver before he enrages. If the raid is having problems with the raid timer, add damage increasing consumables. Also make sure that members can handle taking a burst of 6,000 arcane damage health-wise. Mages might consider casting Dampen Magic on members that may take Arcane Orbs. Once the raid masters staying alive and killing Void Reaver in the allotted time, the fight is over and time to enjoy Void Reaver’s stash of loot.

 

 


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