Anetheron
Anetheron is the second boss of the Battle for Mount Hyjal. Stay in Jaina Proudmoore’s camp. Once again this event is started by speaking with Jaina Proudmoore.
Abilities
Anetheron has 4,500,000 hit points and four abilities that he uses throughout the fight. One of these abilities summons additional mobs.
Carrion Swarm: This spell targets a random player but does damage in a wide cone facing the player. It does an initial burst of damage between 3,000 and 6,000 and leaves a debuff on the player that reduces healing done by the player by 75 percent.
Inferno: This spell targets a player and summons an additional mob on the player.
?Towering Inferno – A summoned mob that must be tanked that has a melee range immolation aura.
Sleep: This spell targets a player at random and sleeps the player.
Vampiric Aura: This aura heals Anetheron for about 300 percent of the damage he does to melee players. Towering Infernos also can gain this aura if they are too close to Anetheron.
The Pull and Position
Start the event by talking to Jaina Proudmoore. After killing the eight waves of mobs, Anetheron invades the camp. Once again, use the wide open space in the center of the camp, directly between Jaina Proudmoore and the spawns’ entrance. Place the inferno tank within 20 yards of Jaina Proudmoore or west of where Anetheron is fought, depending if you want the 100 percent increase in Spirit for the inferno tank’s healers.
Use a hunter to misdirect Anetheron to the tank If you are unable to get out of combat before the boss appears, tank the inferno at the riflemen near Jaina Proudmoore’s left to avoid possibly engaging her.
The main tank’s healers need to spread out so that at least some of the healers are unaffected by the Carrion Swarm debuff. The raid also needs to spread around Anetheron as well but stay within reasonable running range of the inferno tank.
Battle
Waves
You have 8 waves of mobs to deal with before Anetheron spawns. Each wave contains anywhere from 12 to 18 mobs. The mobs preceding Anetheron are abominations, banshees, crypt fiends, ghouls, and necromancers. Their abilities are explained in the introduction to this instance. The raid has about 2 minutes to kill the wave before the next wave spawns and attacks with the exception of wave 8, which gives about 3 minute of recovery time between the wave and the boss. Ghouls are in almost each wave as are crypt fiends. Banshees are in most waves after the third wave. Shadowy Necromancers appear around wave 4 and Abominations start to appear at wave 6.
Engage the Alliance NPCs as much as possible during the waves. They have a lot of hit points but do average damage. However, every bit helps! Use two players to pull a weak mob from each wave back to Jaina Proudmoore and one mob to the riflemen. If using hunters, have the hunters kite the mobs back to the AoE area. Players with taunt abilities should taunt mobs off NPCs to keep as many alive as possible since they can assist with boss encounters.
Anetheron
Antheron hits hard so keep an eye on the tank. Main tank healers need to spread out so that they all aren’t affected by the Carrion Swarm debuff at the same time. Keep healer by tremor totems to assist with Carrion Swarm and Sleep debuffs. The rest of the raid needs to spread out evenly throughout the area to keep the healing from being too intensive as all of the raid members need to be topped off due to the randomness of the Carrion Swarm debuff.
Once the fight begins, the inferno tank and one or two healers assigned to the tank should be in place. Antheron takes 3.5 seconds to cast the Inferno spell that summons a Towering Inferno onto a player. After the initial inferno appears, one then appears every minute after the initial cast. Work out if the Inferno targets run to the tank, the tank runs to them, or they both run to each other before the fight begins to make this process smooth. Give the tank about 15 seconds to build aggro on the inferno and then have all of the ranged damage dealers switch to inferno as their target. Keep the melee on Anetheron. Once the inferno is dead, have them switch back to Anetheron.
Use a raid setup that suits your raid with a good balance of both ranged and melee damage dealers for this fight. Because of the waves that precede Anetheon, use a mixture of tanks such protection and fury warriors, paladins, and feral tanks. Also maintain a good mix of healing classes for this fight as well.
Being spread out is essential to this fight. If the raid is not evenly spread out, healing drastically increases, which can be problematic due to the Carrion Swarm debuff. Make sure the raid is aware of their locations before the fight begins by assigning general spots for raid members until the fight is learned. Also work out where Infernos should be tanked before the fight begins. Make sure that everyone knows where they have to go. Once you kill Anetheron, move onto the Horde camp to face the next boss!