
Onyxia
General Onyxia Information
Onyxia's Attacks
Universal Abilities
Immune to Taunt
Summon
Whelp Eggs
Phase 1
Flame Breath
Knock Back
Tail Swipe
Phase 2
Flight
Engulfing Flames (Fireball)
Whelp Spawns
Deep Breath
Phase 3
Phase 1 Abilities
AOE Fear / Lava Cracks
Whelp Spawns
Onyxia Strategy
Raid Set up
Phase 1
Phase 2
Phase 3
Onyxia
Level: Boss
Type: Dragon
Tank Gear: Main Tank and Off Tank FR Gear. Others Medium Fire gear
General Onyxia Information
- This fight is in 3 phases and her abilities are different in all 3 phases
- Document will be broken up in each category with the 3 phases.
- Phase 1 on the Ground
- Phase 2 in the Air
- Phase 3 on the Ground
Onyxia's Attacks
Universal Abilities
Immune to Taunt
Onyxia is immune to all forms of taunt
Raid in phase 1 and 3 must be careful of their agro as there is no way for the MT to do snap agro
Main Tank must stay alive as an OT getting agro is very hard if not impossible in this fight.
Rouges Feint as often as you have energy to do so, and with doing no specials you should be able to spam this when it is up.
Summon
Get to far from her and she will Summon you. When she summons you, you are at the top of her agro list for a short time.
Whelp Eggs
On the right and left sides of her cave are 2 smaller caves which have all of her eggs. (Don't ask who the father is she gets mad if you do). If you get to close to them they spawn Whelps (Just like in UBRS).
Thus all pets are not allowed in this instance at all. Sorry but this will be made clear later.
Phase 1
Flame Breath
Frontal Arc breath spell. Does upward of 4000 Fire dmg in a 45 degree cone from her giant mouth.
Type: Magic
School: Fire
Radius: Frontal Arc
Knock Back
Will randomly knock back the target in front of her and at the same time lower their agro..
Tail Swipe
Anyone behind her gets hit with the Tail Swipe for about 300 dmg and gets knocked a large distance sideways. The knock back is the dangerous part as it can throw you into the whelp caves
Phase 2
Flight
In Phase 2 she decides that getting beat on is not her thing and flies away. (Might be Urik's bad breath). Ranged and Dots are the key. Melee you can still hit her with your specials, more on this below.
Engulfing Flames (Fireball)
Upset at Urik's breath she spits out Fireball to try and exploded the beer in his gut. Luckily for him she is blind, unlucky for you all as she will randomly target players with this ability doing about 3000 Fire Damage and splash damage for 1500 max
Whelp Spawns
She likes the idea of an army and calls forth her whelps to attack. They come out of the caves from the right and left sides there will be 2 Whelp groups to take care of them. They will come at the start of phase 2 and then anytime someone gets to close
Deep Breath
She gets pissed that Urik is not dead and tries to use her own beer and kill him, silly Dragon. This will come as a warning from CTRA and the game in the combat log as "Onyxia takes a deep breath." Shortly after that anyone in front of her will most likely die.
Phase 3
Phase 1 Abilities
She lands and charges the person highest on her threat list. At this point all of Onyxia's phase one abilities come back into play in phase 3 of the fight.
AOE Fear / Lava Cracks
Being pissed Urik is still drinking beer in her lair she summons the power of her lair to make Urik run from her. Onyxia does an AOE fear at random interval. Sometimes you will have up to 30 seconds between fears and sometimes as little as 10 seconds. Just before she does the screen shakes and then the AOE fear occurs and this also triggers the lava cracks to spew forth lava. When this happens it hits characters for a good amount of fire damage (roughly 500) and causes them to be feared, which makes them run through other lava jets, causing cumulative damage.
Whelp Spawns
Small groups of whelps occasionally spawn from the eggs and attack, regardless of whether any characters are near them. These spawns are rare, unlike the common spawns in Phase 2.
Onyxia Strategy
Raid Set up
- Group 1 (MT Group)
- MT, Healer, Paladin, Warlock, Rogue
- This group will never take their focus off Onyxia and in this fight due to agro if the MT dies most likely the raid will wipe
- Group 2 (OT Group)
- OT, Healer, Paladin, Warlock, Rogue
- Like Group 1 and this warrior will try to take over if the MT dies but can be very very hard to do. Thus this warrior will attack before everyone else does and after the MT
- Groups 3 - 6 (DPS)
- Groups made up for max dps
- These groups will dps down Onyxia when called for in the way called for
- Group 7-8 (Whelp groups)
- Paladin, Mage, Warrior, Rogue
- Each group will be in charge of controlling and killing the whelps.
Phase 1
- Odds will be on the Left following the paladin in group 1
- Means Groups 1, 3, 5, 7 put that person on auto follow until they tell you it is ok. If they stop don't fight wait until they tell you it is ok to take it off
- Evens on the right following the Warrior in group 2
- Means Groups 2, 4, 6, 8 put that person on auto follow until they tell you it is ok. If they stop don't fight wait until they tell you it is ok to take it off
- MT will run in.
- Odd and Even groups will follow about 2 seconds after he moves in
- MT will take Onyxia to the North wall with his/her back to the wall.
- Positioning will be back to the North wall with Onyxia breathing down your face. Be about 5-7 yards from the back wall so when she knocks you back you hit the wall and slide off moving forward and are right back where you started.
- Odds will follow their person in and stop with their back to the West wall in between her front and hind legs (DO NOT GET IN FRONT OR BEHIND HER See Flame Breath and Tail Swipe above)
- Evens will follow their person in and stop with their back to the East wall in between her front and hind legs (DO NOT GET IN FRONT OR BEHIND HER See Flame Breath and Tail Swipe above)
- Everyone will not attack except the MT. When the MT feels he as decent agro he will call for the following
- OT Attack no specials (except Demoralizing Shout)
- Thunderclap. Another warrior will attack run in TC and then stop until they need to get 20 rage again for TC.
- Ranged/Wands no specials
- Melee No specials
- You do not need to run in you can attack her with your back on the wall or close to it. Only those TC and Demo Shout need to run in.
- 1 Paladin will now Judge her with Wisdom
- 1 Paladin will now Judge her with Light
- Rogues use Feint as often as it is up
- XX Mage 1 Nuke
- That mage will cast 1 Nuke and then wand again
- XX Hunter FD/Aim Shot
- That Hunter will FD
- If Resisted do NOTHING
- If FD Succeeded Aim Shot
- XX Rouge 1 Sinister Strike
- Feint and then do 1 Sinister Strike.
- This should be all oh phase one. It is very easy to do and no one should die
Phase 2
- She take off in Flight
- IF YOU CATCH NOTHING ELSE READ THIS
- SPREAD THE OUT DURING THIS PHASE.
- If you target someone near you and the circle around their feet is within 2 yards move away!!! Hug the walls move to the middle, move to the back JUST SPREAD OUT AND STAY AWAY FROM THE CAVES
- During this phase dot are critical
- Locks always keep your dots up on her
- Hunters will be assigned who does and who does not based on raid make up
- Priest if need be Shadow Word Pain her
- Druids Moon fire her
- This is a ranged phase so rogues, warriors shoot her with bows, guns, boomerangs whatever. But do not help with the whelps unless sever get loose near you.
- Hunters, casters move as needed to cast but keep away from each other
- Rogues in groups 1 and 2 will get under her doing your specials. Be careful to stay away from the caves
- WHELPS GROUPS READ HERE
- When they come the paladin will consecrate them onto him. The mage will stop casting on Onyxia and frost move the consecrated ones then move back and AOE> The warrior and rogue will help kill them. They are also responsible for the one that peal off.
- The warrior and rogue will be watching the cave and if some come announcing WHELPS ODD SIDE or WHELPS EVEN SIDE and then those groups move in and kill them.
- MT will get rage with blood thirst and put sunders on her from time to time.
- AT 45% NO MORE DOTS
- this is key to letting the MT get agro
- Fear Ward is cast on MT
- AT 42% MT burns 50% of his/her rage on sunders on her
- AT 40% SHE LANDS
- MT sunders attacks whatever to get agro
- Hunters FD
- Rouges VANISH
- Priests FADE
- Everyone else do not run into the Whelp caves
Phase 3
- When the announcement is made Instantly STOP ATTACKING and move to your spot from Phase 1 after you FD, Vanish, Fade
- MT will bring her back to the North Wall
- Fear Ward is kept on MT at all times (if possible)
- MT will stance dance as needed as well
- Same tactic as Phase 1
- Wait for the attack calls, specials will not be called as much due to fear.
- Heal priority is Group 1, Group 2, everyone else
- Thus bandage yourself duel wield if you can to get more procs of Judgment of Light
- If the transition from phase 2 - 3 goes well then this part is easy as well. Fear can cause a problem but shouldn't wipe the raid.