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Lockjaw the Ancient

From RaidWiki

Unlocking the lair

When you zone to the instance divide raid to three parts to kill three heroic nameds:

  • Sha'ir of Magic (the easiest one)
  • Sha'ir of Stone
  • Sha'ir of Fire (the toughest one casts fire AOE)

Please realize that all have to die in 1 minute interval. If not they repop. In case of success entrance to Lockjaw's lair will open.

Low T6 raid have to focus on this fight and make proper groups to beat them in time. But raid force around lvl 60 have no issue with them.

Lockjaw the Ancient

Health: 400k HP

Resists: 100% Poison, decent resists to all melee ~40%

Best to use: Cold, Diseases, from melee perhaps Pierce

Attacks

  • crush, (not impressive on main tank, almost never hits him)
  • AOE2 Lockjaw's Bite DOT 4x4 sec, 60HP tick, sometimes one out of 4 hits 600HP (not killing anyone, just interrupts spells)
  • AOE1 Bloodthirsty Rampage, timer 30 sec, crush type, short range, 1k-3k hit
  • Growls and resets aggro, timer 60 sec, asynchronous with regards to AOE, different start and timer/rand

Strategy

  • clear area around small isle
  • there is nasty bug. Lockjaw must always be in the water. If you pull him out of the water you will not be able to fight with him due to the: You can't see target bug. [We routinely pet pulled him out of the water all the way out of the cave. You can't pull him too far out of the cave or he will break - problematic for the memwipe, you have to position everyone by the rock outside or closer. You don't have to worry about croc adds this way though].
  • pull Lockjaw to the small isle and let dps attack him from his side edge to avoid his frontal AOE
  • would suggest having all melee behind his front right leg, inside his graphic if you can, most of the time nothing will touch them there