I figure it’s been long enough since I’ve updated my TotGC guide, I should probably update it with Anub’arak, and the strategy we (Seriously Casual) use to down it. We usually use two warriors, with one in a full block set tanking adds. (3500 gearscore, anyone?)
Okay, phase 1 is fairly straight forward. I blow my treants right away (they should be up again before phase 3) and begin to direct damage the boss. Once the 4 adds come out and the tank has them (hunters misdirect), I blow Starfall, and do one Hurricane cast.
I do NOT hurricane a second time, because adds will begin dying during the middle of the second hurricane, and it’s a big DPS loss. The melee who are cleaving should have no problem finishing them. I refresh dots and resume DPS on Anub’arak. When the second round of adds appear, I again throw down one hurricane before returning to Anub’arak.
Phase 2 (Burrow phase)
The way we do the burrow phase is a ping pong method. We never burn the ice patch which we’ve been using to tank him on (slightly offcenter to the left as you face Anub’arak at the beginning). The first person followed runs to the south (entrance) side of the room, and a ice patch is dropped for them to run behind. We BoP them at the last minute. The second person takes Anub’arak back near where we tanked him at the north side, however an ice patch is dropped off center right for him to be kited to. We also BOP again. The third person kites Anub’arak until he re-appears, and the tank drags him back to the initial ice patch. During this initial burrow, I may throw a hurricane down if I have adequate range from Anub, if there are still 4 adds up, or I’ll single target them down. Once they are down I go after the scarabs one at a time. If your talent build supports typhoon (even glyphed), this is a great place to use it, as the 6 second daze affect can really help people stay away from their attacks and nasty stacking debuff.
Usually phase 1 and 2 repeat themselves twice. On the third “phase 1″, we push Anub’arak to 30% or phase 3.
I blow treants at about 31% because I know [spell]bloodlust[/spell] or [spell]heroism[/spell] is coming once we push him over. I continue to DPS like I did in phase 1, and switch to throw down a hurricane whenever the four adds come in.
The important thing here is to watch your health. We all blow a frost pot at the beginning of the phase, but that won’t save you. If I end up with [spell]penetrating cold[/spell] debuff, I first blow barkskin, then once my health dips to below 3k, I use a health stone. Usually judgement of light on the adds+Anub’arak is enough to heal you. The melee have it a bit easier, as they generally have iLotP, although I know some guilds have their ferals dump it due to the excessive healing. Healers need the most help as they’re not DPSing for judgement of light. An improved Healing Stream totem works well, and so does a well timed rank 2 wild growth or holy nova by a priest. Healers may find benefit in using GridStatusHealthLeft, a mod I blogged about a few months ago, written by a good friend, Firstaidspec of Blood Legion (US-Illidan).
At this point it really is the healers show, and a DPS race against time. Healers must ensure they do not heal too much, but heal enough to keep the entire raid alive and keep the tanks alive. Generally, the weak link (besides random disconnects) is a healer dying due to lack of judgement of light and not enough group healing, and from there, their penetrating cold heal target dies, and it continues to domino effect into a wipe.
Hope this guide helps, I’ll try to take some photos next time to give a better visual explanation, or perhaps fraps it.