here is the best I have found on him from war alaince posts ...
we need the kiter to be close to the coners of platform. shorter run quicker dps. I also think having pleny of damage pots could be used. tanks can taunt for more damage as he is immune to taunts. rdps may be able to attack with range in mellee range but for most part can jsut dps. I may respec more assult next time. do not use DOT atacks as they are useless when he gets up. he is only hitable when down
I think we can do it next time!
this is a start to our strat guide...
Second Boss Strat:
Took as a bit to work out his mechanic, and in the end the fight is a gear/DPS check.
First off, the boss is immune to taunt. He only has 2 basic abilities:
1. An AoE he uses if everyone in the group is in melee range. It ticks for exactly 50% of your health, regardless of your wounds. Dont all stand on him.
2. He charges whoever is the furthest away from him. If your kiting correctly, he misses. If your a bit slow, he hits you once for 50% of your HP. If your even slower, he hits you twice, and you die.
During the fight he summons "adds" in the form of weapons that can't be attacked.
The 1st phase is swords that spin and slowly move around the room. If your inside thier AoE radius they tick for about 1k damage every second or so.
The 2nd Phase are bows that do ranged damage.
The 3rd phase is Maces that disable people. If you get to this phase your going to die soon unless you kill him.
The Boss himself is 100% immune to all forms of damage if he is standing up. Any DoTs also cease to do DPS when he stands up again, so direct damage abilites are prefered.
The basic strat is this:
Nominate a kiter, and get them used to kiting him (he is easy to reset, so its worth getting some practice in). We tried and few different classes, and in the end used a healer to kite since we needed max DPS on the boss.
The person kiting needs to run around the centre platform, and keep the length of the platform between themselves and the boss. When the boss falls over, kiter stops and stands in direct LoS to the boss. When the boss starts to get up, kiter strafes to the next corner of the platform, and the boss will charge to the spot where the kiter was before moving and fall over.
If you do this correctly, the boss will never hit your kiter.
At the start of the fight, everyone but the kiter stands directly behind the boss, and just follows him around, staying in melee range.
Everytime the boss falls over, you have about 5-8 seconds to DPS him before he stands up and becomes immune again.
Tanks should use taunt to get the DPS bonus, you will never pull hate using it.
If your not getting at least 5-7% of his health off each time he falls over, you need to find a way to get more DPS out of your group or you will most likely run out of time before he spawns all his adds and they kill you.
For physical ranged classes with a minimum range, its probably possible to stay just outside melee range and shoot, as long as the kiter is further away than you are when he stands up.
As I said, its a DPS race. DoTs, abilities with long build up times etc really slow your DPS down.