|Pit Lord Argaloth|
|Health|| 21,473,000 (10-man)|
|Location||Baradin Hold, Tol Barad|
- ω ϖ—Same as the Brutallus ability. Deals 200,000 Fire damage (10 player) split between enemy targets within 65 yards in front of the caster. Increases Fire damage taken to all targets affected by 100% (so 40k damage per player in 10 player mode if 5 people are affected by the attack and have no stacks). 1,25 sec cast.
- ω ϖ—The Shambling Doom inflicts 2,925 to 3,075 Shadow damage and additional Shadow damage every 0.5 sec for 15 sec. 100 yard range.
- ω ϖ—Used at 66% and 33%. Argaloth shoots fireballs into the air which will fall down and leave a patch of flame on the ground. These patches deal 8,287 - 8,712 Fire damage as long as you are standing in them and they can appear (or will only appear?) directly under a players feet. Most of the room will be covered in flames at the end of this ability (think of Mimiron hard mode) before all flames will disappear and he will resume attacking you with his normal abilities. 50,000 yards range. 3 sec cast. Lasts 15 seconds.
- ω ϖ—Increases the caster's attack speed by 150% and all damage it deals by 900% for 30 min. Used after 5 min.
10 Man Strategy
It is imperative that the raid breaks up into two different "teams." It is best to stack one tank on each side of Argaloth with a few dps and healers. Melee DPS should be placed in the group which will tank the boss second to avoid parries and unnecessary misses.
The two groups should be far enough apart that the boss must turn toward the tank; his Meteor Slash is a massive cleave, and will stack on both groups if they are too close together. He must turn far enough that the cleave will not hit the previous group. Meteor slash has a long cast time, but the effect of meteor slash is to debuff the effected group, so taunts need to come after the slash has hit.
Periodically he will cast his fire attack on each team. This attack does 200,000 damage spread out to those in front of him, hence why two groups should be used. After which, the other tank will have to taunt back. Healers need to top off the groups as soon as possible to avoid any deaths as currently one DPS death will make the fight incredibly difficult. He will put a debuff on three individuals approximately every 45 seconds. These tick for massive damage and should be removed as soon as possible.
At 66% and 33% he begins a rain of fire like effect. Keep moving; constantly run to stay clear of the fire he drops. After this, the party needs to re-organize into their teams and continue. The fight remains the same throughout. After 5 minutes he enrages and wipes the raid, so your dps must be at or close to 10k at least for each of five dps members.
The fight is a DPS race and mildly movement oriented fight; most deaths arise from failing to dispel the debuff, and standing in the felfire. If most of the DPS is in heroic gear it may be sufficient. Much of the damage from dots and fire is Shadow damage, so shadow resistance of any type is preferred. This fight can be front loaded with heroism/bloodlust/time warps after initial aggro to the first tank, since the dps race is straightforward after that. The boss does not appear to have a soft enrage. Army of the dead does not appear to taunt the boss.
Your raid's total DPS will need to be 71,577 in order to beat the 5-minute enrage timer. The fight can be healed by two players, and assuming (conservatively) your tanks deal 6k DPS each, your DPSers need to deal 10k damage on average.
You can also view the data on another page.
|Argaloth Strategy by TGN|
|10 Normal||25 Normal|
| ▶ Argaloth 10 (Kill & How to!) - Baradin Hold - World of Warcraft raid boss - TGN.TV(05:02)|| ▶ Argaloth 25 (Kill & How to!) - Baradin Hold - World of Warcraft raid boss - TGN.TV(05:53)|
|[GUIDE] Argaloth (10N) by Sleepless Knights on YouTube|
| Guide - (10N) Pit Lord Argaloth - Baradin Hold Patch 4.0.3(05:16)|