Loot The loot from the encounter in the Trial of the Grand Crusade can be found in . Overview Clearly
Azjol-Nerub was merely a setback. Anub'arak is back - bigger, stronger, nastier, and unpleasantly infused by frost. Anub'arak will start the fight above ground, using Freezing Slash on his tank, and Penetrating Frost on the raid. He will use both abilities whenever he is above ground, so just heal through them. During this phase, you will notice two kinds of adds - Scarabs, which will be neutral to you unless you attack them, and Burrowers, which are significantly stronger and spawn a lot less frequently. Have your OT(s) hold the Burrowers on top of Permafrost spawned by Frost Spheres when they die. In the 10-man version it doesn't matter where the single Burrower is tanked, as long as your DPS can kill it (melee is preferred, so Cleave-like abilities and AoE can hit both the add and the boss), but in the 25-man, you need to tank the two adds apart from each other - again, preferably one at melee, one at range. Each set of Burrower(s) has to die before the next one spawns, which gives you around a minute per set. After some time Anub'arak will burrow underground and enter phase 2. Note that standing on top of Permafrost won't stop him from submerging. While in this phase, the Scarabs in the room will turn hostile and attack the raid. They melee weakly, and have slow movement speed, but apply a stackable DoT frequently. They should be killed as quickly as possible, and preferably - kited. The Burrowers will continue to spawn in this phase, but they are no longer priority. In addition to his adds, Anub'arak will choose a random target and send Pursuing Spikes at them. The Spikes will move 75% running speed and will chase their target by spawning new spikes in front of the old ones. This will soon create a wall of spikes that does minor damage to anyone around it. The leading spike hits for close to 20k damage, unmitigated. The way to avoid those is by either standing on top of Permafrost at all times, or by kiting the spikes to a Permafrost, as the two cancel each other. Anub'arak will go back and forth between phases 1 and 2 until his health reaches 30% (you can only damage him in phase 1 however). At 30% he will stay on the ground permanently, and will launch a locust swarm, which drains 10% of everybody's current health every second. By draining the raid, Anub'arak heals (similarly to Vezax, just 1:1 damage-to-heal ratio). It is important for the healers to try to keep everybody but the tanks in the 40-50% health range, so your group doesn't heal the boss too much. Save cooldowns for this phase, as it is a burn. Abilities Environment
Frost Spheres - Drop Permafrost underneath when killed. - Circular area with ~10 yards radius. Slows movement speed of everyone on top of it by 30%, prevents Nerubian Burrowers from burrowing. Permafrost hit by Pursuing Spikes will disappear, removing the Spikes as well.
Nerubian Burrowers - Gain 100% movement, attack, and casting speed through Spider Frenzy for every other Burrower in 12 yards range. Stack Expose Weakness on their tank, and try to Submerge, wiping aggro. Spawned ever ~90 seconds during Phases 1 and 2.
Swarm Scarabs - Stack Acid-Drenched Mandibles on their target, and occasionally gain 100% movement speed through Determination. Spawned frequently and turned hostile during Phase 2. Phase 1: Above Ground - Inflicts 25% Frostrike damage to his target, and stuns them for 3 seconds. - Inflicts 3,500 (
25-Players: 6,000) Frost damage every 3 seconds for 18 seconds to several players. Phase 2: Underground - Marks a target with Pursued by Anub'arak, sending a line of spikes to chase them. The spikes inflict 2,828 to 3,172 Physical damage to anyone in 4 yards of them. In addition, the leading spike hits with Impale for 14,138 to 15,862 (
25-Players: 17,672 to 19,828) Physical damage, ignoring armor. Anub'arak will switch targets when his target dies, or whenever his Spikes hit Permafrost. Phase 3 - Inflicts 25% Frostrike damage to his target, and stuns them for 3 seconds. - Inflicts 3,500 (
25-Players: 6,000) Frost damage every 3 seconds for 18 seconds to several players. - Drains 10% of each target's current health every 1 second. A minimum of 250 health will be leeched. This is a passive aura in this phase. Trial of the Grand Crusader For details about the specific differences in this fight on Heroic difficulty, check
this blog.