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Doomwalker Abilities

Abilities
Earthquake
Deals 8000 damage over 8 seconds (2000 every 2 seconds). This means everybody in your raid should have more than 8000 HP if you don't want to lose people very fast. You can't rely on your healers while it's affecting your party because this debuff also stuns and knockdown you (and therefore prevent casting).

Overrun
Increase movement speed by 100%, reset aggro, and charge someone else in the raid. This is why you've got 4 Offtanks spread around the raid to bring him back to the two main tanks.
Offtanks are the only people allowed to move during an overrun, if people starts running around your raid will get killed by Lighting wrath.

Sunder Armor
Stackable debuff that will lower the armor of your main tank over time, this is why you've got two of them. When the amount of debuff is too high on MT1, the MT2 will taunt Doomwalker until the MT1 debuffs fades and can retaunt again.

Lighting Wrath
Chain lighting. You should be at least 8 yards away from other members of your party, otherwise the lighting will just jump from one person to another with increased damage each time and kill you.
If you've got troubles with space, you can group people two by two on the zone, the lighting wrath will spread but it will be a lot easier to avoid errors and massive chains.

Enrage
Triggered at 20% life. Double damage of all "normal" attacks (doesnt applies to spells). This is where your main tanks will start dying and they should use all the cooldowns they've got to stay alive as long as possible.

Mark of Death
If you die, you will get a debuff preventing you to get near Doomwalker for 15 minutes (you'll be instantly killed)

Additional Notes
Bandaging after each Earthquake can save your healers a lot of mana.
You may want to check our consumables list to increase your health, tanks should have some [Nightmare Seed]
Nightmare Seed
Requires Level 60
Use: Increases your health by 2000 for 30 sec.  When the effect ends the extra health will be lost.
available for the enrage.

Fight

70% placement, 30% skill. Basically as long as your raid is spread enough to not get killed by Lighting Wrath, and doesn't run away when Doomwalker overruns, you've got no reason to die here.
  • The pull can be tricky, just make sure that everyone is in place BEFORE and get a hunter with misdirection on one of the main tank to pull, once doomwalker is in place let the tank build some aggro and start DPSing him.
  • The first 80% shouldn't be a problem, basically you will just get an earthquake every now and then, a lighting wrath if you're unlucky, but nothing you can't handle. Use a bandage after a Earthquake to save healers mana.
  • The more offtanks you've got to handle the Overrun, the easier it will be to get Doomwalker back to his spot. Hold your DPS until the main tank built some aggro again. This of course doesn't apply to the last 20%.
  • When he reaches 20%, Doomwalker will enrage and start dealing massive damage to your main tanks, this is where you should use ALL your cooldowns, using them before is stupid except if you're sure they'll be ready for the 20% mark.
  • When he's enraged, Doomwalker still use his other abilities (with the same amount of damage), you may want to stop your DPS before the 20%, wait for an earthquake, and then putting him into enrage mode. This could save a few precious seconds on an enraged earthquake (don't forget that the stun it causes will lower your dps.

 

   
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