Trash mobs : il y en relativement beaucoup, faciles et mois faciles.
Encore en anglais mais les guides français sont bof bof.
Coilfang Beast-Tamer
They have 400k hp, they control the 2 sporebats and he makes them enrage, which will get the bats to break from poly or sheep and kill the raid.
Coilfang Fathom-Witch
Use Shadow Nova which is an knockback for around 3k shadow damage, similar to the Prince's Shadow Nova in Karazhan. Single target shadowbolt raid members. They mind control one target at a time. Not CCable
Coilfang Frenzy
These fish spawn around anyone who enters the water and basically function the same way as lava did in MC, to prevent skipping of encounters or pulls. The longer you are in the water, the more spawn. They will despawn once you are out of the water
Coilfang Guardian
Coilfang Hate-Screamer
These mobs have a 30-yard radius 4 second AOE silence and single-target random raid members with powerful arcane damage nukes for around 4-5k.
Coilfang Priestess
Can be polymorphed, cast powerful heals and use Shadow Word: Pain.
Coilfang Serpentguard
Not CC'able, spell reflect regularly, Cleaves.
Corrupt Devotion Aura: reduces armor by 25%. Doesn't stack, so it works best to tank all the serpentguards in one area so that tanks on other mobs don't get the aura as well (just make sure they aren't going to cleave multiple tanks)
They don't hit tanks particuarly hard, so double tanking these is possible.
Coilfang Shatterer
Hit pretty hard on tanks, and they have a "Shatter Armor" ability which gives one target a 50% armor debuff. Warriors can spell reflect shatter armor if they time it right (has a 3 second cast time or so, but isn't interruptable).
They don't seem to be vulnerable to any forms CC.
Coilfang Strider
Colossus Lurker
Colossus Rager
10-15 of these have a chance to spawn after killing a Underbog Colussus.
Enchanted Elemental
Fathom Lurker
Fathom Sporebat
Greyheart Nether-Mage
As mage you can spellsteal these mobs to get a extra 350 fire dmg for 30 minutes. All Greyhearts may be polymorphed.
Greyheart Shield-Bearer
Greyheart Skulker
Greyheart Spellbinder
Greyheart Technician
Greyheart Tidecaller
These are vulnerable to polymorph and fear. They also seem to be tauntable.
They have a poison shield they'll put up from time to time (similar to lightning shield) which can proc virulent poison on anyone who damages them. Virulent Poison ticks for about 7.5k, so poison shield needs to be removed asap and the poison needs to come off quickly as well.
They have a chain lightning which silences everyone it hits but doesn't hit particularly hard.
They drop water elemental totems, which have around 5k health and spawn elite water elementals. The elementals can be CC'd normally and despawn with the totem is killed.
Serpentshrine Lurker
Similar to the first boss of Underbog that spawns mushrooms you have to stay away from.
Dont stand close to the mushrooms when they are exploding.
Serpentshrine Parasite
Serpentshrine Sporebat
Controled by Coilfang Beast-Tamer you need to kill the beast-tamer first.
Have alittle over 200k hp
Vulnerable to all types of CC (Sheep and Sleep) when they are not enraged
They are enraged by the Coilfang Beast-Tamer, much like the 31 point beast mastery talent for hunters.
Serpentshrine Tidecaller
Tidewalker Depth-Seer
These drop a hefty HoT on things which needs to be dispelled.
At lower health they'll chaincast an uninterruptible tranquility that people need to DPS through.
They don't seem to be CC'able.
Tidewalker Harpooner
These will net the tank they're on (immobilize) and drop aggro (permanent aggro drop, tanks need to taunt it back).
They're not CC'able.
Tidewalker Hydromancer
Tidewalker Lurker
Tidewalker Shaman
Tidewalker Warrior
Can be sheeped and disarmed.
Tauntable.
Cleaves (frontal only)
Gains frenzy from time to time for around 10 seconds (you'll know because they grow to about twice their size for the duration). This can be countered with a hunter's Tranquilizing shot.
Randomly drops aggro and jumps on someone else.
Underbog Colossus
There are a few types, you'll find out which one when they start using abilities:
Type A:
Rampant Infection - kind of the opposite of prayer of mending: does 3k or so damage and then jumps to someone (just one person) within 10 yards in 1.5 seconds. Damage seems to go up every time it jumps. Abolish disease or similar can remove it if people are quick enough to catch it before it jumps.
Spore Quake - Does ~2k nature damage per tick along with knockdowns over ~12 seconds to everyone within 30 yards. Melee should run out for this (they shouldn't take more then a tick or two of it as long as they don't get knocked down).
Type B:
Acid Geyser - Does ~2k nature damage per tick over around 10 seconds in a frontal cone. The range on this exceeds 41 yards, but the underbog colossus will turn to face a random person when using this, so you cannot face the colossus away from the raid to avoid people getting hit by it. It must be dealt with either by spreading out around the Colossus or by having people group up with the targetted member running away from the rest of the raid.
Parasite - Does a ?2k dot to target, after dot a small 1hp 'parasite' will leave the infected person and go to a new target. Also spawns parasites if a parasite kills someone.
Type C:
Frenzy - Hunter can tranq shot to make it easier on the healer, although it's pretty much a nonissue.
There will also be a choice of abilities he might use as he dies:
Toxic Pool - When the colossus dies, it turns the ground bright green in a huge area, which does ~2k nature damage a tick if you stand in it. Just run out of the bright green ground and wait for it to fade out.
Two big adds - Tank + spank