Updated Thu, Feb 21, 2008 by Messiah
Serpentshrine Cavern Guide Sections
|The Lurker Below|
The Lurker Below is the second boss you come to in the Serpentshrine Caverns, although, you don't really reach him. Huh? The trick with the Lurker is that he does not start in the raid instance. To summon him you must fish for him in the strange pool. While a very unique summoning mechanism for a boss, it can be annoying when it takes 10 minutes to get him to summon, and then the next time you get him on the second cast.
The Lurker Below has many abilities that need to be watched for and dealt with. They include:
Spout - Every minute the Lurker will attack with spout. When he is about to attack he will warn you with the emote "The Lurker takes a deep breath", at which point he will start a water spout that hits everything in its path. The spout starts aimed at the main tank and rotates slowly around (takes roughly 20 seconds to complete the full rotation) doing huge damage to anyone caught in it. It can move in both directions so there is no way to stack one side or the other of the tank in preparation for it. You can either jump off the platform to get away from it or blink, ice block or divine shield through it.
Geyser - This attack hits a random non-tank target for roughly 3000 frost damage to them and everyone within 5 yards of them. It also throws the target back quite a distance. If you are hit you will most likely end up off the platforms and in the water.
Whirl - Roughly every 20-30 seconds the Lurker will use this attack. It hits everyone in melee range and does about 3,500 base damage and knocks you back. To avoid being knocked into the water you must be right near the front of a platform.
Water Bolt - There needs to be someone in melee range of the Lurker at all times when he is not submerged or he will start casting water bolts at random people (similar to Murmur in the Shadow Labyrinth). The bolts can hit for up to 12,000 damage on cloth and he will chain cast them with a 2 second cast time each.
Submerge - Every two minutes the Lurker will submerge and spawn MOBs in the room. Two Coilfang Ambushers per outer platform in the room and three Coilfang Guardians on the center platform. The Lurker will stay submerged for 1 minute in which time you need to down all 9 adds.
Coilfang Ambusher - These are range based mobs that have a multi-shot attack that hits for 3,000 damage to 3 players. In melee they do not hit very hard and they can be crowd controlled.
Coilfang Guardian - These are melee based mobs that can hit very hard on cloth wearers (up to 7,000 damage on a normal hit), have a cleave type attack that hits everything in the front arc for up to 9,000 damage, and a hamstring that slows the target for 10 seconds. They can be crowd controlled.
|Preparation and Basics|
You must clear all the platforms around the Lurkers area before the fight and "boil" the water so that the coilfang frenzy fish in it die. This makes the fight easier as the scalding water only does about 500 damage per tick while in it, rather than having swarms of fish hitting everyone.
Once cleared you should position the tank on the center platform against the pillar (to avoid knock backs). Spread DPS out around the area, and have ranged DPS on the other platforms. Healers can be located anywhere in range but should be near the edge of a platform for easy get away from a spout.
The Lurker will not move and only attacks players in melee (other than special abilities), therefore ranged DPS can go full out at all times and not worry about pulling aggro.
The fight starts when you summon the Lurker and the tank engages. At this point the OT should also engage and establish himself as second on the threat list. Once the tanks have control, DPS can start. Anytime Lurker does a whirl attack the OT will get his instead of melee DPS when the tank is knocked back.
Roughly 40-50 seconds into the fight Lurker will start his first spout attack. Everyone needs to avoid the beam as it passes them and then get back onto DPS as soon as possible. When he has completed the full rotation of spout, he will do a whirl, so ensure the tank is ready for it.
At the 2 minute mark in the fight the Lurker will submerge and summon 9 adds as described above. Roughly 10-15 seconds before that happens players need to get into position to deal with the adds. This means at least 1 tank to each of the platforms (warrior, druid, paladin, or even a rogue, shaman if they have high health and are in a high DPS group) to tank the add that is being killed, and a DPS / CC group to assist. Each platform should only have 1 active MOB at a time to deal with. As soon as the Ambusher groups are down, DPS can assist with the guardians on the main platform. All MOBs need to be down within the 1 minute that the Lurker Below stays submerged. If not, you will have to continue dealing with them when he rises again, severely hampering your chances at success.
When the Lurker comes up he immediately attacks with a whirl and then starts a spout attack. It is critical that the MT grab aggro as soon as he appears so that the spout will start facing him, so he has time to avoid, and then get back on the platform before anyone else. When the spout is done he will whirl again and then re-enter the normal rotation like you had just engaged him. This gives you another 40-50 seconds to DPS before he does another spout/whirl then submerge.
The fight then repeats through the Lurker and Add phases until you either kill him or wipe. There is no hard time limit on the fight, although the longer you go the more chance there is of a mistake.
Serpentshrine Cavern Guide Sections