World of Warcraft Community Magazine Issue 12 | Page 48

ARTICLE 48 // World of Warcraft Community Magazine be in a straight line with it or they will get picked up, take damage and have a dispellable dot placed on them. Air Phase (phase 2) begins when Reaver reaches maximum energy. Multiple players will get targeted with Artillery Strike here, where they must keep a good distance away from all others before it detonates. Additionally, Reaver drops lines of gas, Fuel Streak, which slow anyone who steps in it, and then lights it on fire; players must avoid standing in this. Explosives are dropped during this IRON REAVER that requires cooldowns in heroic, phase which need to be quickly DPS Benchmarks and heavy healing in normal. As DPS’d down to avoid raid damage. Normal - 22k, 25k well, all players should dodge the Upon finishing his air phase, Heroic - 34k, 43k green being tossed around from Reaver will highlight a large circle Unstable Orb; keeping an 8 yard in the room where he is going to HPS Benchmarks range helps reduce the damage. drop down, Falling Slam, DO NOT Normal - 27k, 30k Reaver will Blitz back and forth stand in this. The fight is then rinse Heroic - 40k, 50k across the room, players must not and repeat until loot falls out. Normal/Heroic Strategy Guide This encounter is all about movement and numbers, and consists of 2 phases. Ground phase (phase 1) - Tanks with Artillery Strike must move away, far, far, away from all other players. All players must dodge Barrage, the area to be hit by this ability is predicted with his motion right before he throws it. Pound is a healing intensive ability The GameOn Magazine