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Frostshard Prison

Races: Empire & Chaos
Location: West Praag (29875, 13012)
Door Puzzle: No
Boss/Boss Abilities:

• Festertongue: Pus Eruption (AoE, Corporeal dmg)

Galdread: Disabling Strike (Single target stun, 5 sec and DD); Severing Pierce (DD with DoT, 15 sec duration, 3 sec frequency)

Gruewither: Blazing Inferno (Large AoE, Elemental); Burn Flesh (Random targeted Elemental dmg)

Lithea the Vexing: Dual Pierce (2 hit DD, Physical); Hush (6 sec Silence, Physical)

Ragemaul: Headbutt (DD, Physical); Rain of Blood (Frontal Cone DD, with DoT, 15 sec duration, 3 sec frequency, Corporeal dmg)

Rot Brood: Nerglomit (Summons nurgling); Plagueborn Crush (DD, Physical)

Slobbermaul: Bleeding Gash (DoT, 15 sec duration, 3 sec frequency, Physical); Fierce Howl (AoE, Physical)

Screechwing: Wing Strike (AoE, Physical)

Lair Recommendations: Bring a full six-person party, with at least two healers and two tanks.

Party Strategy

Once you enter the lair, follow the path straight. There are no mobs till you hit the main chamber.

Screechwing stands frozen in the middle of the main cavern. To thaw him out you need to battle his lesser minions.

Prepare your party to defeat the creatures at each mini chamber. You will not require an off-tank: only one of the bosses has adds, but they are not champion strength. Fight with the tank’s back against the wall, healers and ranged spread out behind the boss, and melee damage-dealers attacking from behind.

It’ll be an epic fight. Study each creature’s abilities and react accordingly:

Festertongue

• Pus Eruption: Area-of-effect damage. Corporeal damage.

Ranged and healers need to remain at max range and avoid getting hit at all. Melee need to stay within range of the healer so your health can be topped off. If melee gets critically low on health and a potion isn’t available, the melee should step out of range of the AoE until a healer can get a heal off, then reengage.

Galdread

• Disabling Strike: Single target stun, five second duration. Physical attack.

The tank should be the person getting stunned. But when the tank is stunned, no new threat is being generated. Everyone needs to be aware of when the tank is stunned and back off their  attacks for those five seconds. Let the tank get back in action and then engage again. Keep the tank’s health topped off because this stun also comes with damage. Healers, be sure to use any threat-reducing abilities at this time and try not to pour out the heals to the entire raid. Wait until the tank has aggro again, then continue to heal the group. During the stun, keep

the heals focused on the tank. 

• Severing Pierce: Direct damage with damage over time, 15 second duration, three second frequency. Physical damage.

Avoid taking aggro so this ability only hits the tank. If you do get hit, make sure you are in range of the healer to keep you alive. This ability comes fast throughout the fight, so apply maximum DPS on the boss, as soon as the tank has sufficient threat, to make the fight as short as possible. Healers, make sure to keep your HoTs on the tank. In combination with the heals, the HoTs should help reduce the long-term effects of the DoT. 

Gruewither

• Blazing Inferno: Large area-of-effect damage. Elemental damage.

Ranged and healers need to be as far from the boss as possible. Shift to your longest ranged spells to avoid getting hit. Melee need to be positioned at their max range but as close to the healers as possible. If melee gets critically low on health and a potion isn’t available, the melee should step out of range of the AoE until a healer can get a heal off, then reengage. 

• Burn Flesh: Random targeted damage. Elemental damage.

This is unavoidable because it is random. Keep your health topped off. Healers, be on your toes and try to keep a HoT ticking on anyone who is not at full health. The group should try to save their potions for when they get targeted by this ability. 

Lithea the Vexing

• Dual Pierce: Two-hit direct damage. Physical damage.

The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him. Typically this is referred to as a “tank and spank” encounter. The tank should try to save any damage-mitigation abilities for when they get critically low on health. The damage is going to be high and fast, so tanks need to have tricks left in their bag to give the healers time to react.

• Hush: Six second silence. Physical attack. 

Ideally this ability really won’t matter because ranged and healers need to stay as far back as possible. Healers need to plan that they may get silenced and always keep a HoT ticking on the tank just in case. Everyone should watch their own health and be ready to drink a potion if needed. The tank should try to save any damage-mitigation abilities for when they get critically low on health. The damage is going to be high and fast, so tanks need to have tricks left in their bag to give the healers time to react. This is especially true if your healer has been silenced.

Ragemaul

• Headbutt: Direct damage. Physical damage.

The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him. 

• Rain of Blood: Frontal cone damage with damage over time, 15 second duration, three second frequency. Corporeal damage. 

This attack should only ever hit the tank. If you are the tank, position Ragemaul so his back is to everyone else. Melee, make sure you’re directly behind the boss, not to the side. Cone effects tend to hit people off on the boss’s flanks, so keep on the boss’s back and move only if the tank moves. Ranged and DPS should be behind him at max range. Healers, keep HoTs on the tank to mitigate the DoT effects.

Rotbrood

• Nurglomit: Summons a nurgling. Multiple nurglings can be up at a time.

When the nurgling is summoned, it needs to be killed fast unless it comes right at the end of the fight. If you are in the final 10 percent or so, just finish the boss. If not, have the  tank keep the boss locked down and burn down the nurgling. Ideally you could have a tank class DPS in this fight and pick up the nurgling when it’s summoned. The nurgling can also be tanked by a pet class with spot heals to keep the pet up. The nurgling needs to be picked up quickly so the healing aggro from the healers doesn’t draw the mob directly to them. DPS needs to focus fire to take the nurgling down quickly. Healers, be prepared to throw HoTs on the raid while the mob is being addressed. 

• Plagueborn Crush: Direct damage. Physical damage.

The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him. Typically this is referred to as a “tank and spank” encounter. 

Slobbermaw

• Bleeding Gash: Damage over time, 15 second duration, three second frequency. Physical damage.

This is a damage-over-time attack. Avoid getting aggro so you avoid getting DoTed. If you get low on health either call for a heal or pop a potion. Fight from max range to avoid ever getting hit at all. Healers make sure to keep your HoTs on the tank. In combination with the heals, the HoTs should help reduce the long-term effects of the DoT. 

• Fierce Howl: Area-of-effect damage. Physical damage.

Melee classes have to be on their toes because all of his abilities are AoE. Watch your health. Drink a potion if needed. If you are not getting heals and you are low on health, back off  (toward the healer) until you get healed. Ranged and healers stay at max distance to avoid damage.

Screechwing

• Wing Strike: Area of effect damage. Physical damage.

Watch your health against the AoE attacks. Drink a potion if needed. 

• Wing Strike (Area of effect damage, Physical damage)

Watch your health against the AoE attacks. Ranged and healers need to remain at max range and avoid getting hit at all. Melee need to ensure they stay within range of the healer so your health can be topped off. If melee gets critically low on health and a potion isn’t available, the melee should step out of range of the AoE until a healer can get a heal off, then re-engage.

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