After running this instance in heroic mode over 100+ times and gaining 999/1000 exalted reputation with Lower City, i decided to give you my advice about this instance. (If anyone knows how I can obtain the last point of exalted, if at all possible, please let me know.)
1. Any mob with "Guard" in their name cannot be CC'ed, they are immune. Thankfully, these mobs only come in pairs of two. Unfortunately, they hit harder and faster as the instance progresses. Some groups may find it easier for a mage to kite one, since they can be slowed. Curse of Exhaustion also comes in handy.
2. If you stack on the birds, they will not charge you. Each charge hits for 2k - 5k, which is crucial for a clothie or a healer that loses casting time.
3. I suggest that you have at least one person in your group that can dispell sheep (i.e. any Priest or Paladin of any spec). This will be useful for the 2nd boss.
4. CC is crucial in this instance as well, make sure you have at least 2 forms of CC, unless you have a very good Paladin tanking. These mobs will hit a clothie for as much as 9k or higher a hit, so beware of aggro!
5. Undead mobs spawn a totem that will mind control one of your party members. These totems barely have any life, so kill these immediately and the MC will stop.
6. If you are planning on summoning Anzu, I suggest you have a mage/warlock or both in your group, because AOE is very important for that boss. I will explain this boss later on in the post.
7. Many mobs in this instance chain lightning which results in casting silences, including the first boss, the big blues serpent things, and some other mobs. If the tank makes sure that the mob is turned away from the group, the chain lightning will not jump person to person, only focus on him.
1st Boss: Syth
Syth is fairly easy, the main thing you have to remember is that his adds do more damage than him. At about 75%, 50%, and 25% life, he spawns 4 elementals adds each time: fire, frost, shadow, and earth if i remember correctly. Get these adds down ASAP! They do more damage than the boss himself, and they AOE hardcore. Everyone except the tank should be on these adds. After the adds are dead, resume killing the boss. Repeat for wave number 2. The last wave of adds can be feared while you burn down the boss, so if you have a priest, warlock, or warrior, they can fear the last 4 adds. Once the boss dies, the adds will despawn. Also, Syth likes to chain lightning, which silences. So beware of where you are standing! Again, if the boss is turned away from you, you will not catch the chain lightning.
When you head upstairs after clearing the room following the first boss, you will notice there are many flocks of non-elites birds in the next few rooms. AOE is quite handy here as well. However, the mobs in both the upstairs room fear so be careful! Mostly only the prophets fear so try to CC them as much as possible, but I've seen the other ones fear as well. This part of the instance can be very easy with Fear Ward, Tremor Totem, etc. If you don't have any of these useful little items, it's ok! Just make sure you pull the mobs far enough back so that if they do fear, you will not be feared into another mob. All mobs fear until you reach the second boss, Ikiss. If you have a PVP trinket to remove all movement impairing effects, bring it with you and keep it equipped for the next 2 rooms and the 2nd boss.
Second Boss: Ikiss
Ikiss is not fun, I think everyone can agree on this. But that doesn't mean he is impossible. First, I will explain the methods of Ikiss.
- All of Ikiss's damage is Arcane. Come prepared. Arcane Pots are very useful for this boss, as well as any Arcane Resistance Gear/Trinkets/Rings you may have.
- One of the most important thing about Ikiss is that he sheeps someone randomly for about 5 seconds. This is "supposed" to be the person that is second on the aggro charts, but I have seen tanks sheeped as well. This is where it comes in handy to have someone to dispell sheep. If you do not have someone to dispell sheep, I suggest either an OT or an OH to combat the random sheepage. Yet again, PVP trinket FTW. Also, Ikiss has a tendemcy to sheep someone right before he does his AOE blast. Ouch.
- At about every 10%-20% life, Ikiss does an AOE arcane volley which will hit for around 3k to each party member. You cannot hide from this AOE, so don't even try. Healthstones, Pots, and Bandages will help the healer out immensely. Statisically, you can actually have too much DPS for Ikiss if the healer cannot keep up with the volleys. Take your time, his volleys arent based on a timer, but on his health.
- Ikiss will do an AOE blast a total of 3 times while you fight him. This AOE blast will hit you for 10k or more and kill you. However, you are able to hide from this AOE. There are 2 ways you can combat Ikiss's AOE blast: by hiding behind the pillars in the room, or by fighting him in the doorway. The pillar trick and the doorway trick are both viable ways of defeating Ikiss, and I will explain both in full.
- Pillars: If you decide to fight Ikiss using the pillar method, make sure your group picks one pillar to all stay near and hide behind. This makes it easier for the tank to regain aggro, as well as for the healer to keep you in LOS and heal you. Make sure you stay near a pillar at all times while you fight Ikiss, because he SLOWS YOU DOWN right before he does his AOE blast. This can be dispelled or trinketed out of as well. TO completely avoid Ikiss's AOE blast, you must be completely behind a pillar and out of his LOS.
- Doorway: I have found the Doorway method a bit easier since it is a smaller space and a smaller distance to run. Basically, the tank will pull Ikiss back and tank him right in the middle of the doorway to his room. Whichever side he blinks to, just run to the opposite side. Other then that factor, everything else is the same. Very easy in my opinion, especially if you have a lot of melee that fight right on Ikiss, since its a shorter distance to run out of LOS.
- At 15% health, Ikiss will be completely immune to all attacks for about 10 seconds because he enrages or something. It sucks really bad. Some deaths will occur while fighting this boss, it is normal. Rogues can come in handy, however, because I have seen one evasion tank Ikiss all by himself at the last 10% of Ikiss's health when all other party memebers had died.
Third Boss: Anzu (Summoned)
You must have a druid to summon this boss, either one on his quest for his epic flight form, or a druid that already has completed his epic flight form quest. Not all druids can summon Anzu. Make sure you ask if you are looking to pocket that leet bird mount.
- Anzu will have 3 stone birds around him at all times. If a druid keeps a level 1 HOT (Rejuvenation) on all three birds at all times, these birds will give the entire party buffs to help defeat Anzu. (Level 1 conserves mana.)
- Anzu will randomly cyclone a party member. Also, he does an AOE stun which (duh) stuns the entire party for about 5 seconds.
- After some stuns, Anzu will become immune to hits and stop attacking your party, at which time he will summon a flock of birds from the sky. There are probably about 20-30 birds, but they are non-elite. AOE comes in handy here! These birds need to be brought down as quickly as possible, because Anzu is on a timer and does not wait until all the birds to die before he starts attacking again.
- Rinse and repeat. He will summon a total of 3 flocks of a birds during your fight, so conserve mana. Bring Mana Pots if needed!
- If your group happens to wipe on Anzu and no Soulstone, Divine Intervention, Self-Rez, or Jumper Cables are available, a door in the first room of the instance opens after killing Ikiss. This makes your journey back a lot shorter since it brings you right into Ikiss's room. Watch for uncleared mobs, however.
Hope this helped you guys!