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Hey there, this is your Pal Pallie and welcome back to Git Er Raid. Siege of Orgrimmar is
out and now so is this guide! Fallen Protectors is the 2nd boss in Siege and as someone posted
in the comments on my PTR video, we always seem to need a Council fight in a large tier.
The fight definitely requires two tanks and I've now seen it both 2 and 3 healed so whatever
you prefer. For those of you who saw the PTR guide on this I'll note that the fight only
had some minor changes so many of my descriptions of mechanics will be same as that PTR guide.
So as I said, this is a council style fight and each boss will transition at 66% and 33%
health and do some different things. Once you get done with that transition, the fight
goes back to normal and you continue to deal with the bosses. I'll go through each boss
in turn and describe both their normal abilities and their "desperate measures" transition
phase abilities.
Rook Stonetoe is a boss that needs tanked and faced away from the raid. He does a frontal
cleave ability called Vengeful Strikes that supposed to hit hard. As long as the tank
is aware of it coming and pops their active mitigation its really not that bad at all.
He also tosses out Corrupted Brew as a missile like projectile that targets a random raid
member. You can easily avoid the Corrupted Brew as it has a long travel time. Lastly,
he does a combo of Clash and Corruption Kick. Basically he pulls someone in the raid to
him and then starts spinning doing a crapton of damage to anyone caught within the spinning
kick. Lesson here is get out quickly.
Stonetoe's Desperate Measures phase is that he disappears and summons 3 adds called Embodied
Gloom, Misery and Sorrow. You have to kill all 3 before you can go back to dpsing Stonetoe.
Gloom chucks out Corruption Shocks which are basically bolts that hit people for 200k and
anyone within 4 yards. It IS interruptable.
Misery must be tanked by the Stonetoe tank and does a frontal cleave smash to the ground
called defiled ground. Just don't stand in front of him and make sure he's tanked. Lastly
the Embodied Sorrow is the trickiest. He'll start a cast of inferno strike on a ranged
or healer. That person will be marked with an arrow and have a red circle around them.
When the cast finishes, that person will be hit with a 1.2 million damage hit split amongst
raid members within the red circle. Obviously, you need to stack up on that person to split
the damage.
We chose to have the ranged and healers stack on Sorrow and kill it off first while sharing
the damage of inferno strike. Meanwhile melee went after Gloom and kept it interrupted and
of course the tank took Misery and waited until we were done killing off the other two
before bringing it to the raid to kill off. Once you kill all 3 adds, Stonetoe comes back
out and starts doing his normal abilities. Oh and also note, during ANY desperate measures
of the bosses, the other 2 bosses will continue to do their normal abilities so keep that
in mind as I go through the other 2 protectors.
Next up is He Softfoot. He is a rogue-like protector who does some stuns and puts out
some bleeds. The stun he does is called Gouge and it hits the tank he's currently focused
on. Immediately after stunning the tank, he will fixate on a random raid member and go
after them. He doesn't hit terribly hard at this point but its advisable to kite him until
the tank can get out of the stun and taunt Softfoot back. It is possible for the tank
to avoid this whole mess by turning his back to the boss right before Gouge goes out. If
the tank does that, he'll only get bounced back a little bit and nothing else bad will
happen.
Softfoot also will drop some poison pools on the ground. Obviously don't stand in them
but thats mainly something the tank has to worry about. His other major ability during
the encounter is called Garrote and its a bleed he puts on a random raid member. It
hits decently hard and can NOT be dispelled. Note that all of the Garrotes out there will
be cleared when he goes into his desperate measures.
Speaking of his desperate measures, Softfoot spawns an add called Mark of Anguish which
roots and fixates on a raid member. That raid member gets an extra action button and can
pass the fixation to another raid member. Basically the deal here is that you don't
want someone taking this add to the face for too long. Passing it between a few raid members
before giving it to the Softfoot tank is probably best. We tried to pass it to 1 or 2 people
and then once it got to about 50% we passed it to the tank for the rest of the phase.
Moving on to the last boss, Sun Tenderheart the priestess. She doesn't need to be tanked
and casts a number of spells onto the raid. Her main spell is called Sha Sear. It will
do a decent amount of damage like a priest's Mind Sear and radiate that damage from the
person. Just stay spread for heals and range. It IS interruptable, but you'll only interrupt
her current cast and she'll do it again right away. The other spell she puts out is Shadow
Word: Bane. This is a dispellable dot that ticks pretty hard and will spread. Healers
will need to keep on top of dispelling it as its cast frequently and spreads fast. If
you are having trouble with it, just assign a healer per group or something along those
lines. If there are 2 in one group, just say the primary healer for that group takes the
top one on the list and the other healers will help out on the other one. Lastly, she
will periodically cast Calamity which takes 30% off of everyone's health in the raid.
Tenderheart's desperate measures can be one of the roughest. She will form a bubble that
reduces the damage taken by the raid by 35%. After that, she'll cast some pulsing raid
wide shadow damage. Then she spawns some adds that come out. The goal is to kill off the
sets of adds while being stacked up to reduce the damage going out. Raid CDs are probably
recommended here. The add sets will share a health pool so do what you can to cleave
them down quickly.
Strategy-wise, we went for an approach of rotating between Sun first, then He, then
Rook. After that we did that rotation again and then got to the last part of the encounter
where you bring them down at the same time. I've seen a dozen different reasons for doing
this all different ways but it just seems on normal mode the order probably doesn't
matter as much as it might on heroic. I will note that Rook has the most health out of
all the protectors and he does his little spinning kick thingy that makes him hard to
deal with for melee so if I had to change something, I might put Rook earlier in the
rotation so that his tank can whittle him down for you during the rest of the fight
where you aren't focused on him. To each his own, do what works for your raid group.
So lastly, when you've got all the bosses past their 2nd desperate measures phases,
you need to carefully coordinate dps so that all of the bosses die near the same time.
You only have 15 seconds to do this before the bosses will heal so do this slowly. Try
to maybe bring them all down to 10% then get each to 5% and then burst them all down. One
annoying thing I found out is that if a boss is channeling some ability and they get to
1 health, they won't stop that channel to register that the fight is over. You can see
Rook here continuing to pound away even though his battle is lost. For that reason, it might
be safest to kill off Rook fight when you are in that last few seconds.
So there you have it, Fallen Protectors that will fall over for your raid. Figure out your
kill order, don't stand in the bad stuff, and bring the bosses down evenly and you win!
Thanks for watching and please comment, like, and or subscribe to the video if you found
it helpful and have a good one!