Going to brainstorm and plan out for phase 2 where Illidan flies up and becomes invulnerable, throws down his warglaives which summon the two Flames of Azzinoth. Also he bombards the raid with fireballs, eyebeam, and Dark barrage.
Flames of Azzinoth will hit hard using fire damage that can only be tanked by offtanks in Fire resist gear. At the start of the raid, the raiding player nominates 2 figures to be Fire resist tanks, these tanks will roll 6 dice in defense against any fire based damage (Flame Crash and AoE, all of the Flames of Azzinoth attacks) - If there is no fire resist, you roll magic defense.
Im not too sure how stats will go as I havent too much to compare them too, but lets just say - Attack 10 dice fire damage Speed 4, 8 Dice defense, 30 Health.
PHASE 2 (Flying) - Remove Illidan from the board
FLAMES OF AZZINOTH
- 1-6: Flames of Azzinoth normal attack
- 7-8: Flames of Azzinoth Blaze AoE
- 9-10: Flames of Azzinoth Flame blast cone
ILLIDAN (Using Main clock only, no offhand attack)
- 1-6: Illidan Fireball
- 7-8: Illidan Eyebeam
- 9-10: Illidan Dark Barrage
Flames of Azzinoth normal attack: 10 dice fire damage attack, speed 4
Flames of Azzinoth Blaze attack: Same as Flame Crash above.
Flames of Azzinoth Flame Blast cone: Similar to Draw Soul, 4 hex cone AoE doing 7 dice of fire damage to all hit.
Illidan Fireball: Targets a random member and ignores taunt, that target and all adjacent raid members take 5 dice of Fire damage vs Magic resist. 6 tick cooldown
Illidan Eyebeam - still working on :P
Illidan Dark Barrage: Targets a random member and ignores taunt. Does 6 dice of shadow damage (defended by Shadow resist or Magic resist), and places 3 tokens on the Main Game clock at intervals of 2 (similar to flame crash DOT). Everytime that round starts, the target under dark barrage takes the above damage. 8 tick cooldown.