ABILITIES PHYSICAL: Huhuran does a standard Physical attack on the current aggro holder.
FRENZY: When in frenzy she casts a poison-bolt that hits for 1000 nature and ticks 4 times for 750 dmg on the 15 people standing closest to her. (We believe Pets count towards that number too). This can be dispelled with Tranquilizing Shots from hunters who, if they are on their toes, can avoid all poison bolts during phase I.
WYVERN STING: She also casts a Wyvern Sting every 30(?) seconds on the 15 closest people and pets. When dispelled the character takes 4000 nature damage (resistable).
BERSERKER RAGE: At 30% Huhuran enters a berserker rage which makes her cast poison bolts every 2 seconds on the 15 players closest to her (pets count) doing 2000-3000 nature damage (resistable). Her melee damage is also much increased.
TIMEOUT: After 5(?) minutes Huhuran will go into berserker rage no matter how many HP she has left.
Plan is as this:
SETUP We get 15 players with over 200 buffed NR (Rogues/Paladins/Hunters/Warriors) to stand in very close to Huhuran. Almost under her. In any case closer than 5 yards to her "middle point". This team of 15 also contains all Felhunters and NR-Pets from Hunters for additional safety. This team will tank the Poison Bolts and Wyvern Stings away from the physical tanks and the rest of the Raid. Both in Phase I and II. IMPORTANT: Hunters start at range so they can fire TQ-shots safely. They switch places with the Paladins just before Phase II.
We get 2 warriors to stand further away from Huhuran than any of the 15 poison-tanks but still in melee range. This way none of them will get sleeped and they can build aggro with maximum effectiveness. Also they will be able to keep aggro at the beginning of phase II. The two warriors will fight for aggro and ping-pong once their poison debuffs stack too high.
All others stand at 15-30yds from Huhuran. The Melee Healers closer in so they can land Prayer of Healing on the poison-tanks.
Mages, Healers and Warlocks keep a safe 30yds range to avoid any and all damage while wearing their best DPS gear.
PULL The teams get into position following directly behind the main tank who will lock her down in the smal puddle in the middle.
Poison-Tank-Teams get in position ASAP. All Rogues, Warriors and Paladins!
Others set themselves up around the puddle on the small tongues of land. Note: The Puddle has roughly a diameter of 40 yards. So if one stand close to its bank towards the puddle one should be within 20yds of Huhuran.
PROCEDURE After the pull all warriors immediately start building aggro. The MT and OT will eventually be well agead of the others because they are not affected by Wyvern Stings.
Ranged DPS goes SLOW and steady. We need to build a significant aggro overhead before Phase II begins so Huhuran will go after the DPS warriors and Rogues first before raping the ranged DPS. If she ever breaks the position in the middle of the puddle its a wipe. So the ranged dps must alyways have less aggro than the melee dps in the middle.
NOTE that the melee will get sleeped often, so whenever that happens the ranged have to stop DPS. Melee DPS goes all out to build as much aggro as possible (they get sleeped a lot so "all out" is relative).
DPS in general has to time the fight so we get to 30% at the latest possible moment before she times out and goes into berserk on her own in order to have the maximum aggro difference between poison-tanks and the others.
No BoS on the poison tanks!
Hunters have to be on their toes with their Tranquilizing Shots to dispell the Frenzy immediately when Huhuran emotes. Doing this well saves the healers (no poison bolts). Set up a rotation.
At 33% Hunters and Warlocks send their Pets in.
At 33% Hunters start swapping places (Hunters become poison tanks and paladins move out to heal the MT). This is done successively each time a Hunter uses his Tranquilizing Shot.
At 30% she enters berserker rage and phase II begins. The remaining Paladins and Hunters switch places.
In phase II all priests cast nothing but Prayer of Healing to keep the poison tanks alive while druids add HoTs and paladins keep the MT alive.
Warriors: All warriors be prepared to use shield wall in phase II. immediately when you get aggro, burn it and survive as long as possible.
In Phase II tanks will die, and the poison tanks will die too. The 15 people up close act as one big tank in order to keep her locked down during this phase.
All of the poison tanks must have more aggro than anyone else in the raid. We explicitly want rogues to build aggro in phase I to be ready to tank in phase II! YOU: If you see any of the melee dieing and you are not a priest. By all means run towards the poison tanks. And become one yourself to save the priest's live, cause if he dies, the group dies. If the priests die last. Everyone did what he should.
What is this fight all about? The Key is to make the right people die at the right time. Imagine the 15 closest people as a big "sponge" that sucks up poison bolts. It is the most important thing in this fight to keep that "sponge" up and replace dead slots immediately with anything that walks but priests (who's PoH is much needed to keep it alive in the first place)
NOTES Stoneform works.
Hunters + Warriors + Rogues + (Paladins) NEED 150 UNBUFFED NR 1000 dmg per 2 sec is healable. Anything more than than that is not. 200 (buffed) NR is the threshold where one resists on average 50% of the damage. The posion bolt hits for 1800-2000 with crits up to 3000.
The only ones who must not gimp themselves to get to these values is the tanking Warriors. See below for a list on how to get the required NR easily.
ALL ABOUT 140 NR THE EASY WAY As Poison tanks (we call them "sponges"), your most important role at Huhuran is to absorb the post 30% volleys. For this you need at least 200 NR. Meaning 140 unbuffed + 60 from a Hunter's aura (Aspect of Nature).
The following list shows the by all means easiest way to get that much NR. With a little teamwork you can gear up 15 people in one or two days.
NECK:
[Nature's Whisper] (Silithus/Twilight Hammer questline) = 8
BACK:
[Grovekeeper's Drape] + 15 enchant (Maraudon/Celebras the Cursed) = 25
TRINKETS:
[Heart of Noxxion] x2 (Maraudon/Noxxion) = 20
LEGS:
Any - Cenarion quest-legs (Silithus/The Calling questline) = 25
SHOULDER:
Leather - [Phytoskin Spaulders] (Maraudon/Razorlash) = 10 + 5 (Argent Dawn)
FEET:
Cloth - [Vinerot Sandals] (Mauradon/Razorlash) = 12
WRISTS:
Leather - Not much easy stuff here, hope for good Prophet drops
Mail - [Sandstalker Bracers] (crafted) = 15
HANDS:
Leather - [Arachnid Gloves] (Razofen Downs/Tuten'kash) = 10
Mail - [Sandstalker Gauntlets] (crafted) = 20
WAIST:
Cloth - [Chloromesh Girdle] (Maraudon/Razorlash) = 20
CHEST:
Leather - [Chimeric Vest] (crafted) = 17
Rogue total: 152
Hunter total: 171
Ofc, you can vary it. But bottom line: It isn't very hard to get the 140. Just requires a little patience.