OnyxiaCan be Farmed Daily.
There are some uber drops in there and some resistance gear that we will need in the future for future encounters.
I found out some more information basicall the off tank actually tanks the boss against the wall the same way we did every one else stands behind the boss in sort of a circle so when the welps come the tank with most stamina can pick up.
All dps should wait till the tank has all the welps gathered before they dps then burn them.
When the off tank has dragonkin under control then every one should burn them fast.
Of course we need to work on flame breath and running out of it but because it resets daily think we really should farm this guy has some fat loots.
22 slot bag uber pole arm swords daggers and some resistance gear.
http://www.wowhead.com/?npc=10184LOOT TABLE
10 MAN
http://www.wowhead.com/?npc=10184#normal-10-dropsGroup Make up 10 Man
2-Tanks
3-Healers
3-Aoe Ranged
2-Mele Rogue, DK, Warrior etc..
The make up is optimal until we can down here few times. The reason is to get to the 3rd phase when she lands is based on dps. The second phase is one of the toughest phases. That being said we want to have as much ranged dps on her at all times. Dots and more dots. Phase 2: Air (65% - 40%)
25 MAN
http://www.wowhead.com/?npc=10184#normal-25-dropsGroup Make up 25 Man
3-Tanks 2 on whelps 1 on boss would be nice to have some one who could do either dps or tank just in case like dk
5-7-Healers
6-Aoe Ranged
At least one hunter and one rogue
The rest can be mele
The more ranged less healers have to worry about healing from fire damage it still happens but not as much. The faster we dps the faster phase 3 is over.
Once we get this down it is possible to dps here while she is in the air when mele but it is a chasing game and there are a lot of things that can go wrong. Like the leroy achievement if you get near the eggs the whelps hatch. The whelp have very fast attack rate and can add a lot of damage to the raid. That is why people should try and sty clear of tail swipe can knock you back into the eggs and hatch them.
On 10-man:
Onyxia has 4,880,000 Health
She only summons one Guard every ~30 seconds during second phase, not two like on 25-man.
Whelps have 63,000 Health and hit tanks for about 750-1100 melee damage after armor reduction.
While the first wave of whelps during the second phase did seem to be 40 whelps, subsequent waves later in the phase seemed to have fewer.
Onyxia Lair Guard
189,000 Health
They hit tanks for about 5500 to 8000 melee damage after armor reduction.
They cast Ignite Weapon, dealing about 15,000 fire damage. Resistible via fire resistance.
They occassionally cast Blast Nova (5 sec cast), dealing ~22,000 fire damage, also resistible. Ideal to nuke the Guard quickly & avoid Blast Nova.
Our strategy was:
Phase 1 - Just lazy DPS. Don't blow long-time CDs or anything. No real reason to rush this phase.
Phase 2 - At first, group up on the second tank until he has all of the Whelps, then AoE them fast. By the time they die you should see the first Guard coming. Only nuke the Guard when the tank has grabbed him. If there is a whelp wave coming, let the second tank grab them all before AoEing, and until you start AoEing keep nuking Onyxia. As far as positioning, just have the second tank stand at the back of the room, with the healers and ranged all close around him in a circle.
This is for three reasons:
(1) The group is all near the back to get to the walls for Deep Breaths,
(2) when whelp waves come all the ranged can quickly group up on that tank so he can grab all of the whelps, and
(3) the ranged and healers are all out of range of the Guard's Blast Nova if it casts one. Only when that tank has all whelps does anyone change to AoE them, and only when the Guard is held in position does everyone nuke it. If neither of those conditions is met, everyone who can should be nuking Onyxia.
Phase 3 - At the start, eliminate remaining adds from second phase. After that just survive and nuke. That means big CDs.
It's really easy if you can get the second phase coordination down.
.......................BACK WALL..............
........../-----------------------------------\
........./....................X........................\
......../................................................\
......./......................O..........................\
....../.....................................................\
...@........................................................@
X = Second Tank, healers and ranged be near him at all times.
O = Main Tank, where he holds the Guards. Tank lets Guard run to him.
@ = Whelps come from here.
Note: The distance between the two tanks shouldn't be more than maybe 15 in-game yards.
The fight is once again split into three phases - ground, air, and ground again.
During the first ground phase, Onyxia will perform a number of abilities typical for any dragon - frontal Flame Breath and Cleave, Tail Sweep behind her, and Wing Buffet. The last one is different than the traditional wing buffets you might be used to seeing - it affects only the tank, hitting them for a fairly high amount of unmitigatable physical damage, and knocking them back. Simply tank Onyxia next to a wall, to avoid accidental Tail Sweeps and Cleaves in the DPS.
Phase 1 will continue until Onyxia's health reaches 65%. At that point she will lift off, ignore all threat, and enter Phase 2. Note that even though she is flying, melee can still hit Onyxia if they stand underneath her.
There are two kinds of adds you need to deal with in this phase - Whelps and Lair Guards. The Whelps will spawn in packs of 40 (20 on each side). The first wave will come shortly after the beginning of Phase 2, and every ~90 seconds another wave will hatch. Keep them grouped and AoE them quickly, as they are hard to tank for longer periods of time. The Lair Guards spawn more frequently (a pair every ~30 seconds), but are significantly easier to kill, as long as you assign a few ranged DPS to them. They need to die quickly, as their abilities can be dangerous even for geared tanks.
As far as Onyxia's abilities go, the second phase is the toughest to go through. The occasional Fireballs that splash to nearby targets are not too bad, but the Deep Breath (preceded by raid warning) is enough to decimate a raid. As soon as you see the raid warning, note where Onyxia is facing and run behind her as quickly as possible. If it's absolutely impossible for you to get behind her, try to strafe to the sides at least.
Phase 3 will beging when Onyxia's health reaches 40%. She will land, regain her abilities from Phase 1, and learn a couple extra. As soon as she lands, and occasionally afterward, Onyxia will send the entire raid running in fear for 3 seconds. She no longer drops aggro between phases, so your tank from Phase 1 should still have her. Tremor Totem and Fear immunities are especially helpful here, since Onyxia's powerful attacks, combined with a tank running in fear, and the lava eruptions all over the room can add up to quite a bit of damage.
Abilities
Phase 1: Land (100% - 65%)
Flame Breath - Inflicts 18,850 to 21,150 (25-Players: 28,275 to 31,725) Fire damage to enemies in a frontal cone.
Cleave - Inflicts normal damage to an enemy and its nearest allies, affecting up to 10 targets.
Wing Buffet - Inflicts 21,678 to 24,322 (25-Players: 28,275 to 31,725) Physical damage to enemies in 20 yards frontal cone, knocking them back. Ignores armor.
Tail Sweep - Inflicts 8,325 to 9,675 (25-Players: 12,025 to 13,975) Physical damage to enemies behind the caster, knocking them away.
Phase 2: Air (65% - 40%)
Fireball - Inflicts 4,713 to 5,287 (25-Players: 7,069 to 7,931) to enemies in a 10 yards area.
Breath - Inflicts 6,375 to 8,625 Fire damage every 0.25 seconds for 6 seconds to enemies in a frontal cone. Damage is based on proximity to the center of the cone.
Summon Onyxia Whelp - Onyxia will spawn 40 Onyxian Whelps in the beginning of Phase 2. Packs of 40 will continue spawning every ~90 seconds from then on. The whelps only have melee attack.
Summon Lair Guard - Onyxia will summon 2 Onyxian Lair Guards every ~30 seconds while in Phase 2. They use Cleave, Fire Nova, and Ignite Weapon (additional Fire damage to targets in melee range), all of which are devastating to melee.
Phase 3: Land
Flame Breath - Inflicts 18,850 to 21,150 (25-Players: 28,275 to 31,725) Fire damage to enemies in a frontal cone.
Cleave - Inflicts normal damage plus an enemy and its nearest allies, affecting up to 10 targets.
Wing Buffet - Inflicts 21,678 to 24,322 (25-Players: 28,275 to 31,725) Physical damage to enemies in 20 yards frontal cone, knocking them back. Ignores armor.
Tail Sweep - Inflicts 8,325 to 9,675 (25-Players: 12,025 to 13,975) Physical damage to enemies behind the caster, knocking them away.
Bellowing Roar - Raid-wide 3-second fear. Used in the beginning of Phase 3, and occasionally during it.
Eruption - Inflicts 5,184 to 5,816 (25-Players: 7,069 to 7,931) Fire damage to players hit by it.
Whelps - Significantly fewer Onyxian Whelps will spawn in Phase 3