Pardeux Raids: A Better Way To Raid
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Hagara Strategy Guide

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Hit Points

10 Man: 34.4 Million

10 Man (H): 51.5 Million

25 Man: 103 Million

25 Man (H): 154 Million

Abilities


Ice Lance

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Hagara conjures crystals of ice that launch Ice Lance missiles towards a random player standing near Hagara. Ice Lances inflict 15000 Frost damage in a 3 yard area around the first player the missile impacts.

Shattered Ice

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Hagara launches a blast of ice at a random player, inflicting 72150 to 83850 Frost damage and reducing the player's movement speed for 4 sec.


Focused Assault

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Hagara rapidly slices at her current target, swinging for 50% normal weapon damage every 0.5 sec. for 5 sec.

Ice Tomb

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Entombs the targeted foe and all enemies within 10 yards in ice, dealing 15600 to 16400 Frost damage.


Frozen Tempest

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Hagara channels and fills the platform with a tempest of water and ice. The Tempest protects Hagara from all attacks and spells.

Watery Entrenchment

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Any player standing within Hagara's water bubble drowns, inflicting damage equal to 12% of their maximum health every second and reducing their movement speed by 50%.


Ice Wave

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Four equidistant lines of ice extend out from Hagara and sweep across the platform. The Ice Wave inflicts 190000 to 210000 Frost damage on any player caught by its movement and increases their Frost damage taken by 50% for 2 sec.

Icicle

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Snowpacked Icicles fall around the edge of the platform. Where the Icicle impacts the ground, it inflicts 100000 Frost damage and knocksback any nearby players within 7 yards.


Frostflake

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Reduces movement speed by 10% and an additional 10% every 1 sec for 15 sec. When the Frostflake effect expires, a 10 yard radius area of frost forms underneath that player. The frost reduces any player's movement speed standing within the area by 50%.


Lightning Storm

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Hagara channels a lightning storm.  A Water Shield protects Hagara from all attacks and spells.When players overload every Crystal Conductor, the feedback stops her channeling and causes her to suffer an Electrocution.

Lightning Conduit

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A Crystal Conductor  casts Lightning Conduit on the nearest player, inflicting 10,000 Nature damage every 1 sec.Lightning Conduit also connects the affected player to another player or Crystal Conductor within 10 yards.


Strategy

This is a  three phase fight that contains  normal, frost, and lightning phases.  Each phase presents unique challenges and must be handeled properly.  Hagara always starts in normal phase and randomly chooses frost or lightning phase first.  After the first selection she will return to normal phase and thereafter the special frost and lightning phases will alternate.

As soon as the fight begins, she'll start with Focused Assault, which does a lot of burst damage in a very short amount of time. Tanks may need to swap after each one, so a defensive cooldown can be up every time.  Tanks can also use a taunt and kite method to avoid this damage all together.  Hagara will stop in place to channel this ability and it only hits with melee range.

The next thing Hagara will do is Shattered Ice. This simply does damage to a random target. Just be ready to heal that person.

She'll also inflict 5 players (2 in 10 man) with Ice Tomb. If a player is picked, he/she will have a marker placed on top of them, and then become frozen a few seconds later. This is similar to Sindragosa, but the ice tomb cannot freeze nearby players. I recommend having the ice tombs stack on one location so that they can be AOE'd out.  Also note that these tombs do cause line of sight issues for healers and DPS.

Finally, she'll spawn several orbs around the room. Each orb will select a player (prefers melee) and give him/her the debuff Target. Here's what happens. The orb will frequently fire Ice Lance at the targeted player. For each successful hit, that player will get a stacking debuff called Ice Lance. This debuff increases your frost damage taken and increases the time between your attacks. It also has a splash effect, so the targeted players need to get away from the raid.  To deal with this have melee stay on the boss and ranged players will stand in the beam to take 3-4 stacks and switch with other ranged players.

Ice Phase

Hagara will teleport to the middle and cast Frozen Tempest, which makes her invulnerable. If you try to enter her shield, you'll get hit with Watery Entrenchment. You have more important things to do in this phase anyway.

On the outer part of the room, 4 crystals will spawn. All 4 crystals need to be killed before the raid can move back to the Normal Phase. Each crystal will cast
Crystalline Tether, which is what keeps her shield up. The raid needs to simply go around the room and kill each crystal.  At the beginning of the phase she will summon an Ice Wave for each crystal. All 4 will start in the middle and immediately head for each crystal. From there, they'll slowly move a clockwise around the room. Any player who gets near one will get hit with Ice Wave, which will kill them. The idea is to move clockwise and always make sure you're between the ice waves, so you never get hit. Think of it like going around a revolving door, except the door will kill you if you stop moving.  While you are moving around the room Icy Boulders will drop from the sky and do damage and slow anyone who gets hit.   The slowing effect will make you more likely to get hit by an Ice Wave;  they project blue circles on the ground so don't stand in them.

Once all 4 crystals are destroyed, the boss will have the debuff
Feedback for 10 seconds. This is an ideal time to do some damage to the boss before the Normal Phase begins. It should be noted that Focused Assault  will happen immediately after the debuff wears off, so the main tank needs to be ready.

Lightning Phase


Similar to the Ice Phase, the boss will put up a
Water Shield, which protects herself from taking damage. During the whole phase, different raid members will take damage from Lightning Storm, which is a stacking debuff. The duration is pretty short, so no one should ever get really high stacks at any point. However, players will still take a lot of damage during this phase.

The main part of the phase is that a Bound Lightning Elemental will spawn. It needs to be killed ne xt to one of the 4 crystal rods.  If an add dies on top of a rod, then it becomes overloaded. Once overloaded, any player on top of the rod will get
Lightning Conduit. If anyone is near that person, it will chain to that person.

The phase will end once all 4 rods are overloaded so players will want to chain the lighting between each rod. Players will want to spread about 10 yards apart and form a line between each rod.  The lightning will jump through each raider and overload the connected rod.  Move the raid around the room, maintaining the rough 10 yard distance, to overload all 4.  N
ote that this causes a lot of damage to all players in the chain, so healers should be ready to pop healing cooldowns to keep everyone alive.

Once all 4 rods are overloaded, the boss will get
Feedback for 10 seconds again. Therefore, you should go all out DPS on the boss. Just remember that Focused Assault will happen immediately after the debuff wears off.

Heroic Strategy

At the beginning of the fight, raid markers will be placed down as shown below. Each group (except healers) will be assigned to one of the outer markers. This is to help with the lightning phase (explained later). The Square marker near the middle is where raiders should go if selected for an ice tomb. However, it would be better if everyone went to Square marker whether or not they are selected to ensure the tombs are dropped in the right location. 
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Besides tomb placement, the only significant change with Phase 1 is that Shattered Ice is extremely deadly for any player with more than three stacks of Ice Lance. This can be resolved by having ranged players and/or healers take three hits and then move out to let someone else get it. It each raider's responsibility to have no more than three stacks and communicate switches.

Pro Tip:Normal phase is the only time you'll be able to DPS the boss so use all available DPS cooldowns each time you enter normal phase while the boss has the Feedback debuff.

Ice Phase

In the Ice Phase, players will randomly be afflicted with Frostflake, which is a stacking snare debuff that needs to be dispelled quickly. Once the debuff is dispelled, an ice patch will spawn where the player was dispelled. Anyone who walks over this patch is affected with Frostflake Snare, which is a 50% snare while in the patch.  Entering a patch is almost certain death because you will be unable to outrun the ice waves.

As the phase begins, the raid will converge to Triangle and start DPSing the corresponding pillar. Once the Ice Wall forms and moves away from the center, all ranged DPS and healers will move to the middle of the room. Although all of them will be inflicted with
Watery Entrenchment, the damage is healable.  The advanage of healing ranged in the middle is more DPS since you have less loss from movement and you can avoid the Frostflake Snare.  Healers will want to chain cooldowns and ensure everyone stays topped.  Melee players will run just into the bubble and call for a dispel.  They will move out of the bubble and continue clockwise around the room, acoiding ice waves.  The Ice Phase can take a long time, but as long as no one gets hit by Ice Waves, the raid should survive.

Lightning Phase

The key to this phase is to get out of it as fast as possible. Otherwise, the stacking debuff will wipe the raid. This is why each group will be assigned to one of the outer markers: Group 1 will be Diamond, Group 2 will be Triangle, Group 3 will be X, and Group 5 will be Star. Group 4 (healers) will use a diamond formation around the boss to fill in the gaps between the "+ sign" formation formed by the other 4 groups.
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The add will be placed near Triangle. Once it dies, the pillar at Triangle will overload and start chaining. If the positioning is done correctly (i.e., everyone is within 10 yards of each other), the lightning will chain up to the boss, split in three directions, and the last three pillars overload at the same time. If the chain breaks anywhere, there is a small chance of recovery, but there is a good chance the raid will wipe due to the debuff and damage from the chain lightning.  I cannot stress good positioning here enough, it is key to making the lightning phase end almost instantly.

Pro Tip: Practice positioning before the HM pull EVERYTIME.  Hagara does not aggro until she is attacked and practice makes perfect.

To successfully down the boss, the raid will have to handle two Ice Phases and two Lightning phases in an alternating fashion. This is not a DPS intensive fight, so as long as the raid executes the strategy correctly, the boss will go down.
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