Azgalor é o quarto boss que a raid enfrenta em Mount Hyjal. Muitas guilds enfrentam uma certa dificuldade nessa luta por ela possuir diversas ações aleatórias e tambem pelo boss bater muito forte usando ataque melee. É recomendado que pelo menos os healers usem algum tipo de shadow resist gear ajudando a resisti o silence e mantendo o heal. O maior problema dessa luta e uma Skill do boss chamada DOOM, que mata um player aleatório e sumona um DOOMGUARD, estilo a skill do warlock porem com 20s de duração.
Tanks: 1 Main 2 Off.
Healers: 7 a 8 -  Dedicados ao MT  a curta distancias dos ranged  nos Off-tanks/melee
Melee: 5- Quanto mais melee mais dificil vai ser a luta.
Ranged: 11-12- Distancia de 36y do boss.
Health - 4,100,000
Rain of Fire - Casta em algum lugar em ate 40y do seu centro (34y do seu hitbox) uma chuva de fogo com 20y, dando 2K fire dmg a cada 2segundos por 10 segundos, e bota um DoT que da 1250 dmg por 5segundsos. Pode ser evitado com Divine Shield, Ice Block e Cloack of Shadows (Nether Protection se procar).
Doom - Da um debuff em um player aleatório em que depois de 20 segundos ele morre e aparece um DOOMGUARD que deve ser off-tankado. Dizem que pode ser resistido com Shadow Resist, porem não pode ser removido depois que leva.
Howl of Azgalor - AoE silence com 99y com 5s e ele casta a cada 15-20s, pode ser resistido com shadow resist.
Cleave - Frontal Cleave ability, hits for ~10000 on plate. (preciso nem traduzir, deve doer)
Enrage - Enrages 10 minutes after the start of the fight.
M=Melee H=Healer MT= Main Tank OT= Off Tank R= Ranged
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This is a relatively stragihtforward one phase fight and thus, learning to deal with abilities should be simple enough. The three things you must know in order to handle this fight properly are how to handle ROF, how to handle Doom and how to get through silences/Howl. Once your raid has settled upon those three abilities, you will find this fight to be a relatively simple tank and spank with a few minor gimmicks. Remember though, you only have 10 minutes to kill him and that can be tricky initially.
Dealing With Doom: Ressing/SSing/Planning/Tanking Doomguards
Anyone in the raid minus the MT can receive doom and a few special assignments require contingency planning as a result. You will NEED off tanks at all times for the doomguards and in case 1 is doomed, you must have another ready. For this reason you must have 2 OT's ready during the fight. Furthermore, if the OT's primary healer is doomed, there must be another one ready. They honestly don't need more than 1 shaman chain healing the melee off of the OT's in order to keep up those people. However, you should assign a second healer to watch the OT's/Melee the whole time, or in case the OT healer gets doomed. For this same reason, you should keep 2 healers on your short distanced ranged DPS who eat ROF throughout a good portion of the fight.
Now, it is important to know that just because someone gets doomed, they aren't off the hook. Doomed players SHOULD be soul stoned and your warlocks should have a preset rotation for who SS'S and when. There are certain classes which SHOULD NOT be soul stoned such as shamans and potentially melee as their worth to the raid is lower than most other classes. Furthermore, your raid should have a battle rez rotation for when the SS'S wear out. It is IMPORTANT that NOBODY REZZES WHILE DOOMGUARDS ARE OVER THEIR BODY. Battle rezzes go out at a distance but SS'S do not. Id you rez with a doomguard on top of you, expect to get gibbed by their thunderclaps.
The doomguards themselves will be tanked by the two OT's and killed exclusively by melee. If you have a full melee group, there is no need to ever have your ranged intervene. If you are rolling with just a few melee, you may need warlocks to DOT up doom guards, or hunters to help burn down a few. If ever you have 2 up at the same time, you should call for ranged to assist in killing them. Beyond this, it is important that MELEE WATCH THREAT as it can be very easy to pull off of tanks when they are stunned. If a melee resists a stun and a tank takes it, there is a good chance the doomguard will face the melee and gib them. For this reason it is important that melee are ready to use special abilities for survival (Evasion, Shamanistic rage/shield, def stance/shield).
Rain Of Fire:
the best way for a learning raid to deal with Rain Of Fire is to have as many people avoid it as humanly possible. You can reduce this number to your MT and whatever ranged don't have 36 yards on their abilities. Be mindful of how you position players who CAN'T get out of range as they can proc ROF over people who CAN avoid it. Remember that ROF has a 20 yard radius, so no two people who CAN proc ROF should be within 20 yards of anyone else. With this strategy, you need a few healers to stand behind, or to the sides of the short ranged DPS and who also back up on healing the MT. These healers should use some shadow resist as a silence duration can easily mean an ROF player will die. Over time the ROF will kill most of the NPCs who get involved in the fight, and that is fine. Just make sure that all players stayed 20 yards away from ANY NPC IN ROF RANGE. This is a common mistake that many raids make when learning how to avoid ROF.
Azgalor will use his Howl ability which silences the entire raid quite often, usually 3-4 times a minute. As a result, healers must take special precautions to keep their tanks topped off throughout the course of the fight. If a number of healers are affected by howl at the same time, your MT may die as Azgalor hits VERY hard. For this reason, it is important that your healers try to use around 200 shadow resistance so at least half should resist the howl. Keep in mind that priests provide 70 shadow resistance to the raid as is, so only 2-3 pieces of additional gear are needed in order to get to 200 SR. Furthermore, your MT should be mindful of debuffs which affect survival (demo/tc) as these can fade during a silence and leave your tank in a position where they are taking an overly substantial amount of damage.
Shadow resist counteracts a number of abilities on this fight and is thus highly recommended for certain players. In particular, healers really should use at least 200 SR in order to avoid silences and doom. Losing healers to doom can lead to wipes, which is why you soul stone and B-rez, but if those aren't available, you may want to consider beefing up your SR usage as it can very well decrease the natural raid atrophy from Azgalor's abilities.
Burning Him Down:
Many raids throw caution to the wind during the last 20% or so of the fight and let their melee attack the flank of Azgalor. Rogues can escape harm at least one time with COS, which helps them last a little longer. If you are to do this in order to beat the enrage timer, make sure that there is only 1 doomgaurd up and that the tank can handle the load first. Shamans and priests can try to help keep up the melee when they do come in, but they are generally bound to die if they get a few ROF's on them. At the same time, they can truly speed up a kill during the last few moments.