Hi.
This is COP’s own strategies with the New Temple of Veeshan Dragons that we have actually killed. You may use these strategies or come up with your own.
Lady Mirenilla.
Nasty hitter with a breath weapon, ae spell and a tail swipe. Permarooted.
We fight her where she stands. We face her towards the east and have the healing staff (with one or two exceptions) hiding behind the wall at “A”, out of the way of the ae spell. We do our best to make sure people fight her only on the sides to avoid the breath and tail. Burn from the start.
Koi Doken
Nasty hitter with a song. Mobile. Has a pushback AE. Summons.
He sits in water normally and this does not suit us. We always do Koi after we kill Lady Mirenilla. We pull him to where Lady Mirenilla is. Rush in and burn. Same tanking positioning but this time tank against the wall. Even casters we get them close up. Clerics and healers at A.
Koi has a pushback but as long as you are inside the targeting ring the pushback is minimal, if at all. If tank has good control, summon is a minor issue -- person just returns to position and resumes. Burn from get go.
Dagarn the Destroyer
Nasty hitter with a tail swipe. Mobile. Loves to flurry, sometimes even hits everyone.
We tank him in the room he is in. Tank rushes in and faces him towards the northeast, pushing his tail into the wall. Healers try to hide at B (Frost may change this). Hit him from sides, avoiding front and back as much as possible. Burn from get go.
Feshlak
Nasty hitter with breath weapon with a crystal root/stun ability. Think Zeixshi-Kar. Permarooted. Seems to fear people. His area does not allow easy mobility.
We face Feshlak due WEST and have two groups dedicated to freeing rooted and frozen people from the crystals. Due to the tiny room, melee fights him up close and personal, not range fight him. We also walk, not run, due to the lava – the fear can make us fall into it. Healers try to remain at G. Burn from the start.
The following Dragons we only fight after we have completely cleared the hallways between the "clear" signs and all the way down to even the crossroads to the big boss.
Jorfleag
Nasty hitter with a tail swipe and breath weapon. Mobile. Timed self-heals after he reaches 20% health.
Jorfleag is near Lady Nevederia. Agro range of Lady Nevederia is too wide so we pull Jorfleag to C. Tank grabs, turns him around and pushes tail into wall. We try to keep Jorfleag at about the same location, moving him a bit if he gets too close or too far from healers. Healer staff at D, hidden behind wall to protect them. We do NOT burn this one from the beginning. This is an endurance fight. We fight him down and let him heal himself 3 times. At the third heal, we have a chanter or shammy MGB a haste, I mgb a HP/AC buff and only then do we burn.
We have learned that once he heals himself there is a definite minimum time before he heals himself again. So even if he falls below 20% health he will not heal himself until the timer has run out. There is no timer for the first heal, however, so save the burn.
We have learned that sometimes it is possible to interrupt his self-heal.
Lady Nevederia.
Nasty hitter with a breath weapon with a periodic knockback-stun. Permarooted.
We face Lady Mirenilla East. Healing staff is located at E with backs to wall so they cannot be shoved back any farther by the knockback (I believe they are out of range but not certain). When she casts her knockback you will be pushed back for about 10 seconds then there is a strong likelihood of a spin-stun at the end. She will summon back whomever has main agro though (I know, I have tanked her). Burn from the get go.
Sevalak
Nasty hitter with a very nasty knockback ability that literally sends you flying. Mobile
This time we have the healers at C and pull him to X along the wall. Knockback is in the direction Sevalak is facing. Tank faces him East– this seems to minimize the distance melee flies when knocked back. Good ae heal or a couple of pally splashes will heal the damage everyone receives from the knockback. Burn from the start.
Cekenar
Nasty hitter with a tail swipe, nasty breath and a nasty DOT. Mobile
Like Sevalak, we pull this one, only we pull him to D. tail facing north tank against wall (near fire). Healer staff is located at C. Melee fight him from the flanks to avoid the breath and the tail swipe.We burn from the start.
And as we have learned, it is impossible to cure the DOT. It is viral and spreads, likely wiping the raid if we are not careful. However, the DOT disappears after a bit and unless one is standing to another who has the DOT one can usually survive it if they have enough hit points. Person will lose half of the damage they will receive half way through the DOT with the rest lost at the end when the DOT expends itself. So we make it that when someone is dotted, they run away down a hallway and away from the raid. If they survive, and it is probable they will, (definite if they can heal themselves somewhat) they run back and resume the fighting.
Anyway, these are our strategies. I hope you find this useful.
One thing: We tried Lord Vyernm, one time. We found out that the area he is on is slippery area, like standing on ice.