Beastlord Darmac

Previous: Oregorger | Next: Flamebender Ka'graz

Heroic Overview

Beastlord Darmac is the third boss in the Blackrock Foundry raid instance. There are a lot of interesting mechanics to this encounter and how we plan to overcome these challenges I will detail in our strategy section below but for now lets go over the basics of this fight. This is a one stage, multi-phase encounter that takes place in Breaking Grounds in the Iron Assembly wing. In this encounter Darmac will transition between an mounted and unmounted state. While unmounted he can be targeted and attacked, however while mounted he becomes untargetable and only the beast that he is riding can be attacked. The framework for this fight is to push his health to specific breakpoints upon which he will select a beast to mount up on. Dps will need to focus down the beast, when the beast dies Dps will switch to Darmac until his health reaches another breakpoint upon which he will select a different beast to ride. This process will repeat until all 3 of his beasts have been defeated. For each defeated beast Darmac will inherit one of their abilities in addition to his own set of abilities. Lets start off this overview by looking at Beastlord Darmac and his mounts abilities.

  • Pin Down is an ability Darmac uses where he targets the location of several random raid members throwing a Heavy Spear at them. The impact location is telegraphed. Players have exactly 2 seconds to react and move out of the way to avoid being struck. Players who are struck are pinned down and become actionless until broken free. Heavy Spears inflict a moderate amount of Physical damage to everyone within 25-yards of them.
  • Call of the Pack (approximately every 20 seconds) is an ability Darmac uses where he summons a large number of adds that attack the raid. These adds will always enter the room from the same location. Tanks need to pick up these adds when they spawn and position them on top of the boss so Dps can cleave them down.

Cruelfang

  • Rend and Tear is an ability Cruelfang uses where he leaps at a random Range raid member applying a stacking 30 second bleeding DoT to all players within 7-yards of his target. This DoT also increases damage taken from subsequent Rend and Tears by 10%. After leaping towards Range, Cruelfang will leap back to his tank applying the same effect. This ability requires a tank switch.
  • Savage Howl is an ability Cruelfang casts that inflicts a moderate amount of Physical damage to all players within a small area around him and buffs all allies for 75% more attack speed (Pack of Beast).
  • Cruelfang's Swiftness is the ability that Darmac gains when Cruelfang is defeated. This ability is identical to Cruelfang's Rend and Tear.

Ironcrusher

  • Crush Armor is an ability Ironcrusher uses against his current tank. This ability applies a 15 seconds stacking debuff that reduces armor by 10%. This ability requires a tank switch.
  • Tantrum is an ability Ironcrusher uses that inflicts a large amount of raid-wide damage every 5 seconds for 20 seconds. This ability will require raid healing cooldowns.
  • Stampede is an ability that Ironcrusher uses where he charges a random raid member dealing damage to that player and everyone within a small area around them.
  • Ironcrusher's Rage is the ability Darmac inherits when Ironcrusher dies. This ability is identical to Ironcrushers Tantrum.

Dreadwing

  • Searing Fangs is an ability that Dreadwing uses against his current tank. This ability deals a small amount of fire damage and applies a stacking debuff that increases Fire damage taken by 20%. This ability requires a tank switch.
  • Inferno Breath is a frontal cone attack where Deadwing points at a direction and breathes fire at the raid. This ability inflicts a large amount of Fire damage and applies a 6 second dispellable debuff. Inferno Breath can be easily avoided because he telegraphs direction he is going to breathe before he casts it allowing plenty of time for players to move out of the way.
  • Conflagration is an ability where Dreadwing places a loss of control, 6 second dispellable debuff on a random raid member. This DoT is spread to anyone within 8-yards of the targeted player.
  • Dreadwing's Flame is the ability Darmac gains when Dreadwing is defeated. Dreadwing's Flame grants him several abilities. Superheated Shrapnel which is identical to Dreadwing's Inferno Breath ability. Flame Infusion which causes the corpses of Pack Beasts to deal Fire damage to anyone standing on top of them. Seeking Embers which causes Heavy Spears to deal small amounts of Fire damage to random raid members.

Mythic Changes

On Mythic difficulty Beastlord Darmac has more health and deals more damage. There is only one significant change to this is encounter that comes in the form of a fourth Primal Beast. In addition there are some subtle modifications to several of his existing abilities however for the most part this encounter feels exactly like its Heroic counterpart. Before I go over the adjustments to our strategy lets take a detailed look at these changes.

Beastlord now Darmac dismounts Cruelfang, Dreadwing, and Ironcrusher when they reach 40% health. Pack Beast gains an ability called Blood Scent which periodically increases the caster's movement speed and damage.

Beastlord Darmac calls upon one additional beast called Faultline, Faultline has the following abilities.

  • Cannonball Barrage is an ability where Faultline lobs cannonballs into the air, inflicting a moderate amount of Fire damage to all targets within 2-yards of the impact location.
  • Epicenter is an area of effect ability that Faultline casts that deals a moderate amount of Nature damage every second to all enemies caught standing inside the epicenter. Affected players also have their movement speed reduced by 25%.
  • Heavy Smash is an ability Faultline uses that splits 200% of normal melee damage to his current tank and its nearest ally. This ability behaves much like The Butcher’s Heavy Handed attack. In addition to being a tank mechanic this is also a melee situational awareness check.
  • Unstoppable a stacking buff that Faultline periodically gains that increases damage dealt by 10% and causes him to cast Unsteady.
  • Unsteady is an ability where Faultline gains bursts of power that cause him to inflict a moderate amount of Physical damage to all enemies and slowing their movement speed by 50% for 3 seconds.
  • Faultline's Determination grants Beastloard Darmac wild strength, allowing him to cast Epicenter.

Anytime Beastlord Dramac is fighting on foot the abilities he previously gained from his Primal Beasts become slightly modified in the following ways.

Going Ham!

We will use Heroism/Time Warp in the final phase when the last beast dies as this will be the most difficult part of the encounter.

General Positioning

By default tank Beastlord Darmac in front of the spawn location of Pack of Beasts. We want to position him here because it will help facilitate with picking up adds when they spawn. The only exception to this rule is when we need to reposition Darmac to activate a specific Primal Beast. Recall that Darmac will activate the closest beast to him when he reaches 85%, 65%, and 45% health. The beast order for our strategy will be Cruelfang, Ironcrusher, and Dreadwing. Faultline enters the encounter when Darmac reaches 25% health. Lets go over the encounter as it plays out.

At 100%-85% Darmac fights on foot. This initial stage is easy, simply dps the boss, tanks pick up the adds that spawn from Pack of Beasts and position them next to the boss so Dps can AoE/cleave them down. Dps needs to single target any surviving adds before switching back to the boss. Move out of the impact location of Heavy Spears. If any players are pinned down, Dps needs to focus down the spear(s) and free them immediately. All other spears need to be multi-dotted as surviving spears in later stages will inflict damage to the raid so their numbers still need to be controlled.

At 85% we will move Darmac to release and mount Cruelfang. When released Cruelfang will use an ability called Rend and Tear where he will jump at a random Range raid member placing a 30 second DoT on his target and all players within 7-yards of them that increases the damage taken from subsequent Rend and Tears. After completing his leap(s) towards Range he will perform a return leap back to his tank. At this point and for the remainder of the encounter Range needs to be spread out at least 8-yards apart from one another so Rend and Tear hits as few of players as possible. Melee needs to run out just before the return leap to avoid getting debuffed. Tanks perform a switch on the boss every 2-3 stacks of Rend and Tear. The tank currently not tanking the boss should never get struck by Rend and Tear. In addition to Rend and Tear, Cruelfang will also use an ability called Savage Howl. As I detailed above, Savage Howl inflicts a moderate amount of Physical damage to all enemies within a short distance around him, and buffs all nearby allies with a 75% attack speed. When Darmac dismounts Cruelfang at 40% health, Cruelfang will continue to use Savage Howl buffing both the boss and himself. Hunters and Druids need to remove this enrage as soon as it is applied. Dps still needs to prioritize clearing out the adds from Pack of Beasts before switching back to the boss. After Cruelfang dies, Darmac gains Cruelfang’s Swiftness which is Cruelfang’s Rend and Tear ability. Continue to dps the boss till he reaches 65% health.

At 65% we will position Darmac to mount Ironcrusher. In addition to Heavy Spears, Call of the Pack, and Cruelfang’s Swiftness when released Ironcrusher uses Crush Armor, Stampede, and Tatrum. Tanks need to perform switches for Crush Armor, since tanks will be switching anyways for Rend and Tear effectively nothing changes. Range should be spread out for Stampede and Cruelfang’s Swiftness. We will coordinate Healing cooldowns for Tantrum. When Darmac dismounts Ironcrusher at 40% health it’s important to remember he will now cast Cruelfang’s Swiftness in conjunction with Stampede, Tatrum, Heavy Spears, and Call of the Pack. When Ironcrusher dies Darmac gains Ironcrusher's Rage which is Ironcrusher's Tatrum ability. Once again continue to Dps Darmac until he reaches 45% health.

At 45% Darmac will mount Dreadwing. Considering this is the only beast left proximity positioning is no longer required. In addition to Heavy Spears, Call of the Pack, Cruelfang’s Swiftness, and Tantrum, when released Dreadwing casts Conflagration, Inferno Breath, and Searing Fangs. Preform a tank switch for Searing Fangs but be mindful of Cruelfangs Swiftness debuff on the tank so switch appropriately. Range should be spread out for Cruelfang’s Swiftness, Stampede, and now for Conflagration. Everyone needs to move out of Inferno Breath. Healers need to dispel Conflagration and Inferno Breath DoTs off of afflicted players. At 40% health Dramac will dismount Dreadwing during which he will use Cruelfang’s Swiftness, and Tatrum in conjunction with Pin Down, Call of the Pack, Conflagration, Inferno Breath, and Searing Fangs. When Dreadwing dies Darmac gains Dreadwings Flame. Dreadwings Flame grants him Superheated Shrapnel, which is Dreadwings’ Inferno Breath ability. Flame Infusion which causes the corpses of Pack Beasts to catch on fire from Superheated Shrapnel dealing Fire damage to anyone standing on top of them. And Seeking Embers that causes Heavy Spears to inflict a moderate amount of Fire damage to random players.

At 25% Darmac will summon Faultline. We will position Faultline next to the wall where he first enters the room. When he cast Epicenter tanks will need to reposition Faultline along the edge of its area of effect. The goal here use up as little space as possible. Tanks will need to stand within close proximity of one another for Heavy Smash, this ability behaves much like The Butcher’s Heavy Handed attack. Healers need to be aware of Unstoppable the stacking damage increasing buff he gains. Before Unsteady is cast players need to make sure they are positioned in such a way that the movement impairing effect doesn’t cause problems. When Faultline dies Darmac gains Faultline's Determination which grants Beastloard Darmac wild strength, allowing him to cast Epicenter.

When Dreadwing dies Darmac will fight on foot for the remainder of the encounter. During this burn phase he will be endowed with Heavy Spears, Call of the Pack, Cruelfang's Swiftness, Tantrum, Superheated Shrapnel, Flame Infusion, and Seeking Embers. We will use Heroism/Time Warp as the damage and healing requirements for this encounter are at their apex during this phase. This last phase is simply an accumulation of all the same mechanics from the previous phases so if you made it this far strategically nothing changes. Range needs to spread out, kill Pack of Beast adds, break free players who are pinned down by Heavy Spears, and dps the boss. Melee should run out on the returning leap from Cruelfang's Swiftness. Everyone needs to avoid Heavy Spears impact locations, Superheated Shrapnel, and burning beast corpses. Tanks perform switches on 2-3 stacks of Cruelfang's Swiftness/Crush Armor and on 8-10 stacks of Searing Fangs. We will coordinate raid healing/damage reduction cooldowns for Tantrum.

  • By default we want to position Beastlord Darmac in front of the spawn location for Pack of Beasts. We want to tank him here because it will help facilitate with gathering up of the adds as they spawn.
  • Just before Darmac's health reaches the breakpoints of 85%, 65% and 45% the tank(s) will need to reposition him so that he is next to Cruelfang, Ironcrusher, and Dreadwing respectively. The reason why we want to move him is because he activates the beast that is closest to him when he reaches those specified health thresholds and as a result we can dictate the order of the abilities he gains. Once he has selected a beast make sure to move him back in front of the spawn location for Pack of Beasts.
  • Pick up Pack of Beasts when they spawn, tank them on top of the boss so Dps can cleave them down.
  • Tank switch on:
    • 2-3 stacks of Rend and Tear (Cruelfang).
    • 2 stacks of Crush Armor (Ironcrusher)
    • 8-10 stacks of Seared Flesh (Dreadwing)
  • Move out of Inferno Breath/Superheated Shrapnel.
  • Be mindful that tanks will suffer increasing amounts of damage as they gain stacks of Rend and Tear, Crush Armor, and Seared Flesh.
  • During Tantrum raid-wide damage will be high, make sure to save your major cooldowns for this.
  • Like Range Dps, Healers need to spread out at a minimum of 8-yards apart from one another to avoid taking unnecessary damage from Rend and Tear, Conflagration and Stampede.
  • Move out of Heavy Spears. This ability is telegraphed and is completely avoidable. Healers be aware that players who are Pinned Down will suffer additional damage and may require extra healing.
  • Move out of Inferno Breath/Superheated Shrapnel. Remember these two names describe the same ability. Inferno Breath is cast by Dreadwing, Superheated Shrapnel is the inherited version of Inferno Breath Darmac gains when Dreadwing dies.
  • Dispel players afflicted with Conflagration, Infero Breath, and Superheated Shrapnel DoTs.
  • Make sure to always use personal damage reduction/mitigation abilities and healing tonics whenever you're in imminent danger of dying.
  • Dps Beastlord Darmac.
  • Dps AoE down the Pack of Beasts as they spawn and single target any survivors before switching back to the boss.
  • Prioritize spears that are pinning down players and DoT up all other spears in the room.
  • Range Dps need to spread out at a minimum of 8-yards apart from one another to avoid taking unnecessary damage from Rend and Tear, Conflagration and Stampede.
  • Move out of Heavy Spears. This ability is telegraphed and is completely avoidable.
  • Move out of Inferno Breath/Superheated Shrapnel. Remember these two names describe the same ability. Inferno Breath is cast by Dreadwing, Superheated Shrapnel is the inherited version of Inferno Breath Darmac gains when Dreadwing dies.
  • Make sure to always use personal damage reduction/mitigation abilities and healing tonics whenever you're in imminent danger of dying.
Quick Target (Priority)
  • /tar Heavy Spear;