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Thread: Preview of Cataclysm Raid Bosses

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    Preview of Cataclysm Beta Raid Bosses

    (This will be updated as I get to see more bosses or review other videos. Thanks to everyone who participated in the testing)

    10 man bosses were dropping 2 epics and each raider received 70 Valor Points. 25 man bosses were dropping 4-5 epics and each raider received 90 Valor Points. (900 value from before was a bug)

    ============================================

    Baradin Hold:

    Argaloth
    21.5million(10m) / 64.5million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This is the first tier boss of the new Vault of Archavon. He's a lot like Brutalus from Sunwell Plateau. He has a large attack that needs to be split by having a lot of people in that direction, but then they get a debuff increasing damage taken, so the other half of the raid needs to take the next bit hit so that the first has time to drop their debuff.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics (I've seen waist, hands, legs, trinket) and 90 Valor Points.

    Abilities:
    + Melee - Swings about every 2 seconds which hits for 8-15k(10m)/15-22k(25m) after mitigation.

    + Meteor Slash (10) / (25) - Massive damage split between all raid members in a cone 65 yards in front of the boss. Deals 200k(10m)/475k(25m) fire damage and leaves a debuff that causes 100% increased fire damage taken which lasts for 20 seconds.

    + Consuming Darkness (10) / (25) - Shadow damage debuff placed on 3(10m)/6(25m) raid members that deals 4k shadow damage every 0.5 seconds for 15 seconds. Magic dispelable.

    + Fel Firestorm - Rains Fel Flames (10) / (25), which covers large portions of the ground which does 12k fire damage per second to players standing in it.

    Potential Strategy:
    Raid splits in 2 groups each with a tank and half of the healers/DPS. After each Meteor Slash the other tank taunts so healers have a chance to heal up raid/tank damage on their side. Immediately dispel Consuming Darkness, preferably with Mass Dispel. At 66% and 33% the raid spreads out to dodge Fel Firestorm patches then returns to roughly their original positions.

    ============================================


    The Bastion of Twilight:

    Valiona & Theralion
    32.2million(10m) / 97.9million(25m) health
    [Heroic: 46.0million(10m) / ???million(25m)]
    10-man kill video / 25-man kill video
    10-man heroic attempt video

    Overview:
    This is a single tank fight that involves two dragons that alternate in activity and share a health pool. The focus starts on Valiona while Theralion harasses the raid from the sky, then the airborne dragon uses a special ability and lands, at which point the other ascends, signaling the phase transition.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    "Valiona, the purple dragon"
    On the ground:
    + Melee - Hits for relatively weak physical damage on the tank, ranging from 15k-25k(10m)/17k-30k(25m), but more healing is needed for the raid damage from the other fight mechanics.

    + [Heroic] Twilight Shift - A heroic only ability used approximately every 20 seconds. It applies a debuff on the current highest threat target that stacks up to 5 times and has a 100 second duration. At 5 stacks it will cause Shifting Reality which causes 15k shadow damage to all players within 8 yards and causes them to shift into the Twilight Realm. Additionally, you will deal (10%???) increased damage while in the Twilight Realm.

    + Blackout (10) / (25) - This is cast by Valiona on a random raid member at which point it can be removed by absorbing 20k(10m)/50k(25m) [Heroic: 40k(10m)/75k(25m)] healing or by lasting the 15 second duration. It can also be dispelled on non-heroic. When it expires, it deals 350k(10m)/850k(25m) [Heroic: 400k(10m)/1.3mil(25m)] shadow damage split between everyone within (10-20???) yards.

    + Devouring Flames (10) / (25) - Valiona will turn toward a random raid member and start this 2.5 second cast during which players in the way can attempt to run out of the way. Then for 5 seconds all player in front of Valiona will take 50k(10m)/80k(25m) [Heroic: 110k(10m)/(25m)] shadow damage per second, however, this damage can be lessened by being further away from the dragon.

    In the air:
    + Twilight Meteorite (10) / (25) - This is cast by Valiona on a random raid member, marking them with an arrow. After 6 seconds, that player will take 150k(10m)/300k(25m) [Heroic: 190k(10m)/360k(25m)] shadow damage split between everyone within (10???) yards.

    + Deep Breath - Aerial special casted 3 times before descending from the air. Valiona travels to either the far east or west of the room and breathes Twilight Flames (10) / (25) along the ground straight across, dealing 15k(10m)/(25m) [Heroic: 25k(10m)/30k(25m)] shadow damage and sending anyone in them path into the Twilight Realm. The horizontal trail of Twilight Flames (10) / (25) remain on the ground and deals 6.5k(10m)/8.5k(25m) additional shadow damage every second to nearby players. This ability will cover a third of the room, either the north, south, or center (similar to Felmyst's ability in Sunwell Plateau).

    "Theralion, the blue dragon"
    On the ground:
    + Melee - Hits for relatively weak physical damage on the tank, ranging from 15k-25k(10m)/17k-30k(25m), but more healing is needed for the raid damage from the other fight mechanics.

    + [Heroic]Twilight Shift - A heroic only ability used approximately every 20 seconds. It applies a debuff on the current highest threat target that stacks up to 5 times and has a 100 second duration. At 5 stacks it will cause Shifting Reality which causes 35k shadow damage to all players within 8 yards and causes them to shift into the Twilight Realm. Additionally, you will deal (10%???) increased damage while in the Twilight Realm.

    + Fabulous Flames (10) / (25) - This is cast by Theralion on a random raid member. Everyone within 15 yards will take 15.5k(10m)/25k(25m) shadow damage and then a Fabulous Flames patch (10) / (25) will spawn dealing an additional 15k(10)/(25m) [Heroic: 19k(10m)/(25m)] shadow damage per second to players still in it. These despawn after 45 seconds and are cast at 15 second intervals.

    + Engulfing Magic - This 20 second duration debuff is used on a random raid member [Heroic: 2 raid members] which increases the player's damage and healing by 100%, but deals damage to all friendly players within (8-10???) yards equivalent to the amount of healing or damage done. This damage does not harm the player debuffed with Engulfing Magic.

    In the air:
    + Twilight Blast (10) / (25) - Every 3.2 [Heroic: 2.0] seconds, one of these bombs are launched on a random raid member, dealing 30k(10m)/40k(25m) damage to all players within (6-8???) yards.

    + Dazzling Destruction (10) / (25) - Aerial special cast 3 times before descending from the air. Theralion will mark 3 swirling vortex locations and after 4 second, those spots will be bombed, dealing 15k(10m)/25k(25m) shadow damage to anyone within (12-15???) yards and sending them into the Twilight Realm.

    "Twilight Realm"
    + Twilight Zone - All players inside of the Twilight Realm receive a stacking debuff every 2 seconds that deals 5k [Heroic: 7.5k] shadow damage and increases shadow damage taken by 10% until clicking a portal near the perimeter of the room that causes the player to Leave Twilight Realm.

    + Unstable Twilight (10) / (25) - Floating spheres of unstable twilight energy exist in the Twilight Realm spread out approximately 10 yards from each other. Any player that touches an orb will cause it to explodes, dealing 40k [Heroic: 55k] shadow damage to all players within (8-10???) yards.

    + Dazzling Destruction - Players hit by this ability when already in the Twilight Realm will take 500k [Heroic: 750k] shadow damage.

    + Twilight Flames (10) / (25) - Players hit by the direct attack of this ability when already in the Twilight Realm will take 500k [Heroic: 750k] shadow damage.

    + Twilight Sentry - Several of these dragonkin NPCs exists in the Twilight Realm and each has ???k(10m)/???(25m) [Heroic: 309k(10m)/???k(25m)] health. On heroic mode, they will channel [Heroic]Twilight Rifts that exist in the normal realm. They use [Heroic]Rift Blast (10) / (25) attacks in the normal realm to shoot projectiles every 3 seconds that deal 10k(10m)/15k(25m) shadow damage to a random player.
    (*Note: May have to be killed on heroic in order to leave the Twilight Realm or to stop Rift Blast attacks in the normal realm???)



    Potential Strategy: (Normal Mode)
    This is a one tank fight so far on the Beta in normal mode. The tank will initially pull Valiona and hold her in the center of the room while the rest of the raid circles the dragon as close to melee range as possible, while still being spread out a few yards to reduce damage from the aerial dragon's Twilight Blasts. When Valiona casts Blackout, healers should refrain from healing that target until the raid can clump under the dragon so after it explodes, the majority of the raid is within range to split the damage. When a raid member is in the direction of Devouring Flame, all players on that side of the dragon should just run through Valiona's model to the side that is clear of damage. After about 80 seconds, the aerial dragon, which at this point would be Theralion, will begin to use their special ability. The raid should just scatter for the next 12 seconds to avoid all 3 waves of Dazzling Destruction's 3 bombs which have a very large radius. Afterwards, Theralion wall land and Valiona will ascend into the air.

    During this second phase, the tank should start off holding Theralion near one of the 4 rounded corners of the rectangular shaped design on the floor, with the raid stacked behind the dragon in melee range. After every 15 seconds the tank and the raid should move with the dragon ~15 yards to the next corner to avoid each new Fabulous Flames, while still all being clumped for soaking aerial Valiona's Twilight Meteorites. A raid member afflicted with Engulfing Magic should move into the very center of the room to always be within healing range, but far enough to eliminate splashing raid damage. About 80-85 seconds the aerial dragon, which at this point would be Valiona, will begin to use their special ability. Looking to the far east or west for the dragon's location will indicate the path of Deep Breath. If Valiona is aligned to either the north, south, or center, the raid and tank will need to avoid that third of the room until it is clear of fire. After 3 flybys, Valiona will descend, Theralion will lift off the ground, and Phase 1 will begin again.

    __________________________________________________ ____

    Halfus Wyrmbreaker
    32.5million(10m) / 115.9million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This boss is a largely a single target DPS race, however you can activate adds which can be killed to alleviate damage done to the raid and/or tank and make Halfus take more damage. There are (4???) different add types which you can activate, each of which with unique advantages and disadvantages for the raid.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    + Melee - Halfus Wyrmbreaker's melee attacks hit for around 12-18k(10m)/15-22k(25m) after mitigation.

    + Fire Breath(name???) - This raid-wide fire damage ability is cast by a dragon behind Halfus Wyrmbreaker. Deals roughly 900(10m)/2200(25m) damage per second for 8 seconds after resists. Also has a small single target Fire Blast attack. The dragon cannot be attacked and his attacks cannot be outranged or avoided via line of sight.

    + Frenzied Assault (10) / (25) - This ability is a buff that Halfus starts the fight with that increases his attack speed by 100%(10m)/120%(25m).

    + Violent Spin(name???) - At 30%, Halfus will begin to spin violently and do ~4k(10m)/7k(25m) damage per second to everyone within melee range while constantly reseting his threat table. Currently, he is not affected from the diminishing returns of Taunt during this phase.

    + Berserk - Damage increased by 500%, attack and movement speed increased by 150%, and immune to Taunt effects. Triggered at 6 minutes into the fight.

    "Cage of Whelps"
    - This object can be triggered at any time to spawn ~20 Orphaned Emerald Whelps with 520k(10m)/1.8million(25m) health. These adds can then be killed to reduce raid damage from Dragon's Fire Breath and gives Halfus a debuff that increases his damage taken. They melee attack for 4-6k???(10m)/5-10k(25m) after mitigation.
    + Atrophic Aura - Triggers when these adds are spawned and reduces raid members' damage dealt by 2000.

    "Nether Scion"
    - This object can be triggered at any time to spawn a Nether Scion with 6million???(10m)/12.7million(25m) health. This add can then be killed to remove the Frenzied Assault buff from Halfus Wyrmbreaker and gives Halfus a debuff that increases his damage taken. It's melee attacks are slow, but very hard, roughly 30-50k???(10m)/40-70k(25m) after mitigation.
    + Aura of Nether Blindness - Triggers when this add is spawned and reduces raid members' chance to hit, damage done, and attack speed by 25% until the Nether Scion is killed.

    "Time Warden"
    - Another possible add.
    + Cyclonic Aura - Pulses an aura that interupts spell casts at a 0.75 second interval.

    "Slate Dragon"
    - Another possible add.
    + (??? - When killed, gives a chance to stun Halfus???)

    "Stone Drake"
    - Another possible add.
    + Malevolent Strikes (10) / (25)- Halfus gains an ability that allows each attack to reduce the target's healing received by 3%(10)/5%(25) with a 15 second duration and this ability stacks.
    + (Aura of Stone - Pulses an aura at a 25 second interval that has a chance to cause raid members to gain Paralysis, making them unable to move or attack for 10 seconds???)

    Potential Strategy:
    A relatively tight enrage timer so choose the adds which best suit your raid composition to kill off before working on Halfus Wyrmbreaker. Probably easiest to start by killing the Nether Scion (make sure to roll Healing/Mitigation CDs on the offtank) and then use strong AoE (because of the -2000 damage aura) and single target DPS on the Orphaned Emerald Whelps on top of Halfus. Once dead, focus Halfus until he is at 30% in which the raid and two tank make a 3 point triangle for the tanks to rotate taunting until he is dead. Or if he remains able to be chain taunted, a Protection Warrior with Vigilance can keep him in 1 place the entire time.

    __________________________________________________ ____

    Twilight Ascendant Council
    Ignacious+Feludius 6.9million(10m) / 21.9million(25m), Arion+Terrastra 4.7million(10m) / 14.6million(25m) health
    Elementium Monstrosity (depending on strategy) 5.8million-14.7million remaining health of 32.2million total(10m) / 18.3million-45.7million remaining health of 73.0million total(25m) health
    10-man kill video / 25-man kill video

    Overview:
    As the name suggests, this is a council like fight, though slightly different. The fight will begin with the raid going against the Ascendants Ignacious (Fire) and Feludius (Water). When either of them reaches 25% health, they will both despawn and Arion (Wind) and Terrastra (Earth) Ascendants will join the fight. Again, when either of the second set of Ascendants reaches 25% health, they will both despawn and the raid will be stunned and put into a temporary stasis for a little event which involves all 4 Ascendants respawning and then combining to form an Elementium Monstrosity with a health pool equivalent to the 4 previous mob's remaining health pools added together.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    "Ignacious, the fire ascendant"
    + Melee - Physical hits after mitigation can range anywhere from 15k-20k(10m)/25k-36k(25m), but can be increased via his Rising Flames buff.

    + Aegis of Flame (10) / (25) - This ability surrounds Ignacious in a protective shield that absorbs 300k(10m)/1million(25m) damage over the next 20 seconds. When this shield is applied, he will begin to cast Rising Flames.

    + Rising Flames - This 20 second channel pulses every 2 second, causing Rising Flames (10) / (25) which deals 5k(10m)/7k(25m) fire damage to everyone in the raid, however, it can and should be interrupted. Additionally, each gives Ignacious a stacking buff that increases his damage by 5% per stack for 15 seconds. The rate of application increases with each tick of damage.
    (Example: First tick grants 1 stack for a total of 5% damage increase. Second tick applies additional 2 stacks for a total of 3 stacks and 15% damage increase. Third tick applies additional stacks for a total of 6 stacks and 30% damage increase. The fourth tick applies 4 additional stacks for a total of 10 stacks and 50% damage increase. And so on.)

    + Flame Torrent (10) / (25) - Used occasionally in the direction that he is facing, Ignacious will deal 20k(10m)/30k(25m) fire damage every second for 3 seconds to targets in a cone for 18 yards.

    + Inferno Leap (10) / (25) - Ignacious will leap through the air to the location of a random raid member, causing a 10 yard knock back to all targets within 10 yards of the impact point and dealing 15k(10m)/25k(25m) fire damage as well.

    + Inferno Rush - After landing from a Inferno Leap, Ignacious will charge back to the top target on his threat list, leaving a trail of fire behind. This trail of Inferno Rush fire (10) / (25) deals 5k(10m)/15k(25m) fire damage every 0.5 seconds to players within 3 yards.

    + Burning Blood - This debuff is causes the target to deal 2k fire damage every 2 seconds to all players within 10 yards, as well as causing them to become Flame Imbued which increases their damage against Feludius by causing physical attacks and spells to become empowered with fire. The empowerment lasts 30 seconds.

    "Feludius, the water ascendant"
    + Melee - Physical hits after mitigation can range anywhere from 15k-20k(10m)/25k-36k(25m).

    + Glaciate (10) / (25) - Feludius will use this ability after a 3 second cast time. It will deal 200k(10m)/500k(25m) frost damage, however, the damage done decreases with distance from Feludius so every should attempt to be as far as possible to minimize damage. Additionally, players who had the Waterlogged debuff will beFrozen(10) / (25) stunning them and dealing 10k(10m)/20k(25m) frost damage every 2 seconds for 10 seconds.

    + Water Bomb - This ability is used by Feludius and causes 10k damage to all players within 10 yards of where they land, as well as debuffing them with Waterlogged.

    + Waterlogged - This debuff is placed on raid members that are hit by Water Bombs. It reduces movement speed by 20% and causes vulnerability to Glaciate for 45 seconds, however, the flames of Ignacious' fire abilites will remove this debuff.

    + Hydro Lance (10) / (25) - This ability is used on a random raid member, dealing 50k(10m)/90k(25m) frost damage.

    + Heart of Ice - This debuff is causes the target to deal 2k frost damage every 2 seconds to all players within 10 yards, as well as causing them to become Frost Imbued which increases their damage against Ignacious by causing physical attacks and spells to become empowered with frost. The empowerment lasts 30 seconds.

    "Arion, the wind ascendant"
    + Melee - Physical hits after mitigation can range anywhere from 15k-20k(10m)/25k-36k(25m).

    + Thundershock - Causes 80k nature damage to all players, however this damage is reduced if they are grounded. (150k damage on heroic)

    + Call Winds - A 1.5 second cast that summons several Lashing Winds (10) / (25) which have a cause a 10 yard knock back and 3k(10m)/5k(25m) nature damage to players within 7 yards of them. They will then also debuff those players with Swirling Winds which causes a levitation effect for 2 minutes that is crucial to avoid maximum damage from Terrastra's Quake. This Swirling Winds debuff is removed by touching a Gravity Well and becoming Grounded.

    + Disperse - This ability will teleport Arion to another location in the room and will cause him to begin casting Lightning Blast.

    + Lightning Blast - A 4 second cast used after Disperse which deals 80k damage to the highest target on Arion's treat table. (120k in heroic)

    + Lightning Rod - Arion places this debuff on 1(10m)/3(25m) target/s which lasts 15 seconds. After 10 second of initially becoming debuffed, Arion will cast Chain Lightning, which is a 2.5 second cast time spell that does 10k nature damage to each Lightning Rod and jumping to other players near them.

    "Terrastra, the earth ascendant"
    + Melee - Physical hits after mitigation can range anywhere from 15k-20k(10m)/25k-36k(25m), but can be doubled via his Harden Skin buff.

    + Quake - This 3 second cast will do massive damage to anyone without the Swirling Winds buff from Arion's Lashing Winds. It deals 65k physical damage and cannot be avoided via jumping or a priest's Levitate. (150k in heroic)

    + Gravity Well - Spawns a sinkhole with a 20 second duration. This Gravity Well has a 7 yard radius and if a player gets near, it will deal 3k nature damage and will attempt to pull players toward it core with Magnetic Pull, as well as applying the Grounded debuff which is crucial to negate the damage of Arion's Thundershock for it's 2 minute duration unless they are picked up by Swirling Winds which will remove Grounded.

    + Gravity Core - Being sucked into the epicenter of a Gravity Well will cause the player to take 10k physical damage every 2 seconds and additionally they will be debuffed with Gravity Core which lasts 10 seconds and will slow movement speed of all nearby raid member by 50% and reduce attack and casting speed by 100%.

    + Eruption - A rumbling patch of earth will precursor this ability which will then impale all players within 4 yards of it's location, knocking them into the air by 12 yard and dealing 25k physical damage. (50k in heroic)

    + Harden Skin (10) / (25) - This self-buff of Terrastra is a 1 second cast that can be interrupted. If it is not interrupted, it will increase Terrastra's damage by 100% for 30 seconds and will cause him to absorb 50% of all damage taken, up to a maximum of 500k(10m)/1.65million(25m) damage. It the maximum damage is absorbed, his Harden Skin barrier will break, causing him to Shatter and take massive (amount???) physical damage.

    "Elementium Monstrosity"
    + Melee - Physical hits after mitigation can range anywhere from 20k-30k(10m)/30k-45k(25m).

    + Elemental Stasis - When either Arion or Terrastra reaches 25% health remaining, they will both despawn and all raid members will be stunned for 17 seconds and damage to them will be reduced by 99%. During this time, the four Twilight Ascendants will combine to form the Elementium Monstrosity.

    + Lava Seed - After a 2 second cast, these will be tossed all around the room approximately 10 yards apart. After (2-4???) more seconds, the seeds will explode into a Lava Plume which deals 40k damage to all raid members within 4 yards. (80k in heroic)

    + Liquid Ice - The Elementium Monstrosity is frigid and every 2.5 seconds, will form a patch of Liquid Ice underneath him which will grow larger if the Elementium Monstrosity is not moved out of it. If a player steps in it, it will deal 5k damage per second. (10k in heroic)

    + Electric Instability (10) / (25) - Throughout all of the final phase of the encounter, the Elementium Monstrosity will use this on raid members (at increasing frequency/targets???) and deal 5k(10m)/6k(25m) nature damage and will jump to other players within (6-8???) yards.

    + Gravity Crush - The Elementium Monstrosity will lift 1(10m)/3(25m) players roughly 35 yards into the air and cause the to be stunned and lose 5% of their maximum health every 0.5 seconds for 6.5 seconds. After the effect wears off, those players will be dropped and will take additional fall damage. (By 8%(10m)/10%(25m) in heroic)

    Potential Strategy:
    The fight will begin with one tank picking up Ignacious and another tank picking up Feludius and making sure they're tanked relatively far apart with the raid positioned inbetween. This will help reduce the amount of people that will need to run from Feludius' special, Glaciate. Just keep Ignacious faced away from the raid and have melee DPS on Ignacious while the ranged DPS work on Feludius. When Ignacious Inferno Leaps toward a raid member at range, all players in the path of that location and the Ignacious tank should scatter to avoid taking damage from the Inferno Rush flames. When Ignacious begins channeling Rising Flames and puts up his Aegis of Flames barrier, all ranged DPS should also turn to burn it down to assist the melee. When Feludius cast Waterbombs at the raid, any players with the Waterlogged debuff will need to get it removed by strafing into and then back out of Ignacious' Inferno Rush flame trail. The two debuffs, Heart of Ice and Burning Blood, can be utilized by the groups respectively to aid damage on the corresponding Ascendant by having the Burning Blood afflicted player run near the ranged damage dealers, and the Heart of Ice afflicted player running near the melee damage dealers on Ignacious, before dispelling the debuffs. Try to get Feludius closer 30% before Ignacious reaches 25%, adjusting by having some melee switch to Feludius if needed. When one of the two Acendants reaches 25%, they will both despawn and Arion and Terrastra will join the fight.

    When Arion and Terrastra spawn, the Ignacious tank (who should be the better geared tank that will have to withstand the most incoming damage throughout the fight) should also pick up Terrastra while the other tank picks up Arion. These two can be tanked relatively near each other, however, throughout the fight Arion will teleport via Disperse to a random location in the room and will cast a strong Lightning Blast on the tank before coming back to him. Again, the majority of melee DPS should be on Terrastra while ranged DPS works on Arion. The melee DPS should stay to the extreme left or right foot behind Terrastra so that they can safely switch to the other extreme side if one of them is targeted for Eruption so that they do not all lose DPS time or take damage. Quake will be the first of the two elementals special attacks, so all of the raid should attempt to bounce into a Lashing Winds in order to get the Swirling Winds debuff to be immune to Quake's damage. If the tank can survive the doubled damage of Harden Skin on Terrastra, they can choose to not interrupt the 1 second cast and have all of the ranged DPS switch to Terrastra also to assist in breaking the barrier as quickly as possible. Otherwise, a tank or one of the other melee DPS should interrupt the cast each time it is used. Occasionally, Arion will place Lightning Rods on some raid members who must attempt to get as far from the rest of the raid as possible and spread out 20 yards from each other near the walls of the room. This debuff can be placed on either tank, who can choose to stay in with the rest of the melee is a raid cooldown is available, or the melee can run out for the duration and then return. Arion's special attack is Thunderstorm, which again all of the raid should try to negate by getting the appropriate debuff, this time, Grounded, via touching a Gravity Well. Players should just try and hit the edge and get away immediately, otherwise, if they get sucked into the middle, they will take damage and debuff themselves and all other raid members within 10 yards reducing haste and movement speed. Try to get Arion closer 30% before Terrastra reaches 25%, adjusting by having some melee switch to Arion if needed. Make sure to reapply any DoT effects on both targets just before either flips to 25%. When one of the two Acendants reaches 25%, they will both despawn and the raid will be stunned while the Elementium Monstrosity forms.

    By flipping both phases with all of the Ascendants as close to 25% as possible, the Elementium Monstrosity will spawn with very little health (possibly even less than 25% due to DoT effects ticking during the combining event. During this phase, a single tank will pick up the Elementium Monstrosity and slowly kite him around the perimeter of the room, making sure to move him roughly 8 yards every 2.5 seconds so that the ground that becomes Liquid Ice is close to overlapping, however, making sure that the Elementium Monstrosity is moved out of any patches so that they do not grow further. The melee DPS can split themselves between the extreme side of his left foot and of his right foot, and all healers and ranged DPS will want to be spread out from each other roughly (6-8???) yards, so that as Electric Instability increases, the raid takes less damage. This phase is a burn phase so Bloodlust/Heroism/Time Warp/Ancient Hysteria should be saved for it. When Lava Seeds are spread into the room, simply find a safe spot between them at least 4 yards away from any one seed so that no one takes Lava Plume damage. The other ability during this phase is Gravity Crush which just requires healer to be prepared to heal those targets, and if they can, those players should use a Parachute Cloak/Slowfall/Levitate to eliminate fall damage.

    __________________________________________________ ____

    Cho'gall
    33.5million(10m) / 101.4million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    placeholder

    Loot:
    In the 10 man version he drops 2 epics, a Tier 11 shoulder token, and 70 Valor Points. In 25 man version he drops (3???) epics, 3 Tier 11 shoulder tokens, and 90 Valor Points

    Abilities:
    "Corrupted Blood"
    + Corrupted Blood - placeholder

    + Dark Sickness - placeholder

    + Accelerated Corruption - placeholder

    + Absolute Corruption - placeholder

    + Summon Corrupting Adherent - placeholder

    "Cho'gall"
    + Melee - placeholder

    + Conversion - placeholder

    + Twisted Devotion - placeholder

    + Flame's Orders - placeholder

    + Flaming Destruction - placeholder

    + Blaze - placeholder

    + Shadow's Orders - placeholder

    + Dark Sludge - placeholder

    + Dark Sludge - placeholder

    + Fury of Cho'gall - placeholder

    + Cho's Blast - placeholder

    + Gall's Blast - placeholder

    + Fester Blood - placeholder

    "Corrupting Adherent"
    + Melee - placeholder

    + Depravity - placeholder

    + Corrupting Crash - placeholder

    + Sprayed Corruption - Triggered by Festering Blood

    + Spilled Blood of the Old God - placeholder

    "Blood of the Old Gods"
    + Melee - placeholder

    "Consume Blood of the Old God"
    + Consume Blood of the Old God - placeholder

    + Melee - placeholder

    + Corruption of the Old Gods - placeholder

    + Fury of Cho'gall - placeholder

    (+ Engulfing Darkness - placeholder???)
    (+ Engulfing Darkness - placeholder???)

    + Darkened Creations - placeholder

    "Darkened Creation"
    + Debilitating Beam - placeholder

    Potential Strategy:
    placeholder

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    Sinestra
    *Not yet updated*


    ============================================

    Blackwing Descent:

    Magmaw
    *Not yet updated*

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    Omnitron Defense System
    32.2million(10m) / 99.2million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This fight is very similar to the Assembly of Iron fight in Ulduar. There are 4 different bosses, each of which activate at alternating periods during the fight. The first mob, and all subsequent mobs activate in a random manner, however you will be able to see the next add charging up before it becomes active. 45 seconds into the fight, the second add will activate and then 45 seconds later, when the next add is activating, the first one will deactivate. In this manner (after the initial 45 second period of just one mob) there will always be 2 golems up at a time, with a very minor overlap period in which 3 may be active. All of the golems share a collective health pool, and when deactivating, threat is stored until it reactivates, at which point it will regain it's previous threat table.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics as well as 90 Valor Points. Multiple of the same item can drop from his loot table.

    Abilities:
    "Magmatron, the fire golem"
    + Incineration Security Measure (10) / (25) - This ability is a raid-wide spell that is channeled and does 10k(10m)/15k(25m) fire damage every second for 4 seconds.
    + Acquiring Target -> Flamethrower (10) / (25) - Magmatron will randomly target a raid member and channel a beam on them for 4 seconds to acquire his target. After that time, Magmatron will use Flamethrower to that target and everyone directly behind him in a small cone, dealing 35k(10m)/50k(25m) damage every second for 4 seconds.
    + Barrier (10) / (25) - Magmatron "shield ability" in which he forms a barrier around himself, absorbing 300k(10m)/900k(25m) damage, and if broken, causes a Backdraft (10) / (25), which deals 75k(10m)/115k(25m) to all raid members.

    "Arcanotron, the arcane golem"
    + Arcane Annihilator (10) / (25) - 1 second cast time spell used on a randomly targeted raid member, but is interruptable. It deals 40k(10m)/50k(25m) arcane damage if it does go through.
    + Power Generator (10) / (25) - Creates a whirling pool of energy underneath a golem that increases the damage of any raid member or boss mob standing in it by 50% and restores 250(10m)/500(25m) mana per every 0.5 second (Similar to Rune of Power from Iron Council). Lasts for 25 seconds (however it appears as if the buff lasts for 10-15 seconds after the Power Generator despawns).
    + Power Conversion - Arcanotron's "shield ability" in which he gains a stacking buff, Converted Power, when taking damage that increases his magic damage and cast speed by 10% per stack. Currently can be removed with a mage's Spellsteal.

    "Toxitron, the poison golem"
    + Chemical Cloud (10) / (25) - Large raidus debuff that increases damage taken by 50% and deals 3k(10m)/4k(25m) damamge every 5 seconds.
    + Poison Protocol (10) / (25) - Channeled for 9 seconds, and spawns 3(10m)/6(25m) Poison Bombs, one every 3(10m)/1.5(25m) seconds. The Poison Bombs (10) / (25) have 78k(10m)/78k(25m) health and fixate on a target, then explode if they reach their target, dealing 90k(10m)/125k(25m) nature damage to players within the area and spawn a Slime Pool which deals additional damage to players that stand in it.
    + Poison Soaked Shell - Toxitron's "shield ability" which causes player that attacks him to gain a stacking debuff, Soaked in Poison (10) / (25), which causes that player to take 2k(10m)/5.5k(25m) nature damage every 2 seconds, however, they also will deal 10k additional nature damage to targets of their attacks.

    "Electron, electricity golem"
    + Lightning Conductor (10) / (25) - A randomly targeted raid member will get this debuff which has a 10(10m)/15(25m) second duration and deals 25k damage to raid members with 8 yards every 2 seconds.
    + Electrical Discharge (10) / (25) - A chain lightning type ability which deals 30k(10m)40k(25m) nature damage to a target and then to up to 2 additional targets within 8 yards, damage increasing 20% each jump.
    + Unstable Shield - Electron's "shield ability" which causes at Static Shock at an attackers location, dealing 40k nature damage to raiders within 7 yards.

    Potential strategy:
    Tank A will hold the first golem until the second spawns, at which point the Tank B will pick up the second golem. When the third golem is spawning, Tank A will build threat on the third golem while the first deactivates. Then when the fourth golem spawns, Tank B will build threat on it while the second golem is deactivating. Simply dealing with all of the golem's abilities correctly is the key to this fight. Use the Power Generators, Chemical Clouds, and Soaked in Poison buffs intelligently and don't take too much avoidable damage. Make sure to kill Poison Bombs immediately and have players with Flamethrower or Lightning Conductor move safely away from the raid.

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    Maloriak
    20.6million(10m) / 72.2million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This fight consists of 1 boss who summons waves of adds, which buff each other when in proximity. Additionally, the boss will toss either a Red, Blue, or Green Vial into his cauldron which temporarily give him additional abilities. The order of Red or Blue Vial first is random, but then the second toss will be whichever of those vials that wasn't used first, and the 3rd toss will always be a Green Vial. The spawning of adds can be controlled by interrupting his casts, however, at 20% remaining health, the boss will release any adds that should have spawned throughout the fight in addition to two stronger adds.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    + Melee - Hits relatively hard at 15k-30k(10m)/45k-65k(25m) after mitigation, and after the Green Vial, doubled because of Debilitating Slime for 15 seconds.

    + Release Aberrations - This is a 1.5 second summon used by the boss about every 30 seconds and can be interrupted. There will be 4 casts before each Green Vial phase, which each wave summoning 3 Aberration adds with 365k(10m)/1.3m(25m) health and melee for about 4k(10)/8k(25m) after mitigation and only 1 stack of their buff, Growth Catalyst.

    + Arcane Storm (10) / (25) - This 6 second channeled spell is used often throughout the encounter and can be interrupted. It deals 8k(10m)/15k(25m) arcane damage to each raid member at 1 second intervals.

    + Remedy (10) / (25) - Maloriak occasionally uses this to buff himself, healing for 25k(10m)/75k(25m) and restoring 2k mana per second for 10 seconds. However, it can be removed with offensive magic dispels or can be taken via a mage's Spellsteal.

    + Berserk - Damage increased by 500%, attack and movement speed increased by 150%, and immune to Taunt effects. Triggered at 6 minutes into the fight.

    "Red Vial"
    + Fire Imbued - This 40 second buff on Maloriak is triggered upon tossing a Red Vial into his cauldron. It allows the usage of his fire-based special abilities.

    + Consuming Flames (10) / (25) - This 10 second debuff during the Red Vial phase is placed on a random raid member and causes them to take 3k(10m)/6k(25m) fire damage per second, and additionally, causes the target to take additional damage equal to 25% of the damage taken from other magic sources.
    (Example: In 10-man, having this debuff and getting breathed on from a Scorching Blast that hits all 10 raid members, reducing the individual player's damage from Scorching Blast to 20k, will result in an additional 5k (which is 25% of 20,000) damage taken per second from Consuming Flames' secondary effect.)

    + Scorching Blast (10) / (25) - This ability is only used when Maloriak is Fire Imbued, and deals 200k(10m)/500k(25m) fire damage split between all players in a cone 60 yards in front of the boss.

    "Blue Vial"
    + Frost Imbued - This 40 second buff on Maloriak is triggered upon tossing a Blue Vial into his cauldron. It allows the usage of his frost-based special abilities.

    + Biting Chill (10) / (25) - This debuff is placed on 1-2(10m)/3-5(25m) raid members that are within 10 yards of Maloriak. The debuff lasts 10 seconds and deals 5k(10m)/7.5k(25m) frost damage per second to anyone within (6???) yards.

    + Flash Freeze (10) / (25) - This ability is used on a raid member at ranged while Maloriak is Frost Imbued, encasing them in a block of ice, also called a Flash Freeze, with 5k(10m)/17.5k(25m) health. Upon becoming frozen, that player will be take 50k(10m)/75k(25m) frost damage and be unable to move or use abilities. Additionally, other players within (10???) yards of the initial target will take the damage and be placed in Flash Freeze ice blocks. When any Flash Freeze ice block is destroyed that player will Shatter (10) / (25) dealing an additional 50k(10m)/75k(25m) frost damage to all players within (10???) yards and removing the Flash Freeze debuff on any other players within (10???) yards, freeing them as well.

    "Green Vial"
    + Debilitating Slime (10) / (25) - When the Green Vial is tossed into the cauldron, it will knock Maloriak back 15 yards and cover the room in a green spray, debuffing all friendly and enemy targets in the room for 15 seconds which increases damage taken by 100%(10m)/150%(25m), additionally, it will temporarily remove the Growth Catalyst buff on any Aberrations or from Maloriak himself. This will make incoming tank damage very high, but will also drastically increase raid DPS.

    "Release All"
    + Release All - When Maloriak reaches 20% health, he will cast this ability, summoning two Prime Subject and will summon 3 Aberrations for every Release Aberration cast that was interrupted throughout the fight. The Prime Subjects have 8.6million(10m)/30.1million(25m) health and melee much harder than the smaller adds, with each hit for about 20k-25k(10m)/30k-40k(25m) damage after mitigation. They will occasionally fixate a random target at attempt to kill it.

    + Magma Jets (10) / (25) - This ability is only used by Maloriak after he has used Release All. After a 2 second cast, the boss will charge toward a random raid member and deal 25k(10m)/50k(25m) fire damage to anyone in the path and knock them back 30 yards. It will also leave a path of fire that deals 5k(10m)/10k(25m) fire damage per second to anyone that gets within 3 yards. The trails dissipate after 20 seconds.

    + Absolute Zero (10) / (25) - This ability is only used by Maloriak after he has used Release All. This ability will form a circle near a random raid member that will spawn a floating ice sphere after 3 seconds. When the ball becomes active, it will float randomly around the room. If it comes into contact with a player, it will explode dealing 20k(10m)/40k(25m) frost damage and cause a 10 yard knock back to all nearby players.

    + Acid Nova (10) / (25) - This ability is only used by Maloriak after he has used Release All. This ability is as a blast that will place a 10 second debuff on everyone in the raid which deals 5k(10m)/7.5k(25m) nature damage per second.

    Potential Strategy:
    Essentially the fight involves the raid just adjusting positioning to deal with the abilities that Maloriak will gain with his different vials. Throughout the fight, constantly interrupt Arcane Storm and remove his Remedy. When Maloriak uses the Red Vial, the entire raid should clump on the tank so as to spread the damage of Scorching Blast. The exception would be the person with Consuming Flames, who should move out of the raid clump and away from the face of Maloriak so that they do not take damage from both sources. The Blue Vial is the opposite, in which situation all non-melee raid members should stay spread out at least (10???) yards so that when a player is turned into a Flash Freeze, it doesn't splash onto other raid members. Additionally, the ranged DPS should wait to free the victim until they have been healed so that they survive the Shatter effect. Also, during the Blue Vial phase, melee should be ready to spread out in case they get Biting Cold, otherwise multiple people with it in melee will quickly kill them all. What the raid does in response to the Green Vial will change depending on the strategy dealing with the Aberrations, but essentially the raid will either be damaging any adds that are alive, and then focusing back on the boss if none are alive, meanwhile, tanks and healers will have to coordinate healing/mitigation cooldowns due to the increased tank damage. After the 20% mark when Maloriak uses Release All, use Bloodlust/Heroism/Time Warp/Ancient Hysteria for the boss to be killed as quickly as possible, and to help the healers with the increased tank and raid damage. The raid will also want to avoid the fire path when he begins casting Magma Jets and avoid the Absolute Zero spheres as much as possible while the healers cover the damage from Acid Nova.

    There are essentially three strategies for dealing with the Aberrations, however, one of those will not work in 25 man due to the increased health and damage of the adds.

    Alternative 1: Do not interrupt any Release Aberration summons.
    - This is the recommended strategy for 25 man, and due to the ease execution, it is the safest strategy.
    When the 3 adds spawn, in 10 man an offtank can pick up and hold 2 while a melee dps temporarily tanks the DPS focus target. In 25 man, two plate wearing melee DPS and an offtank can keep the 3 adds separate so that they can be quickly DPSed down without buffing each other. Then at 20% an offtank can just hold the Prime Subjects while the raid focuses on Maloriak.

    Alternative 2: Interrupt all Release Aberration throughout the fight.
    - This method will require you to attempt to burn the boss from 20% when he casts Release All, because the raid will quickly become overrun with Aberrations and the two Prime Subjects. Using this strategy is relatively risky, because it is very likely the global threat from the healers will get them killed first, causing a tank death and probably a wipe soon after. However, this strategy can work in both 10 and 25 man versions of the encounter.

    Alternative 3: Interrupt the first Release Aberration cast, and let the following 3 through, then repeat.
    - This is probably the easiest 10 man strategy, but will be difficult for a 25 man raid without very effective kiting and/or a second offtank. Essentially, the offtank will pick up each wave of released adds (can be kited or traditionally tanked, the later requiring damage reduction cooldowns after the 3rd wave) while the DPS just focuses on Maloriak. When Maloriak tosses in the Green Vial, the raid will quickly switch to AoE down all of the 9 Aberrations simultaneously during the 15 second window of time of Debilitating Slime. However, if 5 or more adds remain alive after the Debilitating Slime wears off, they will all make each other immune to further damage because of their stacking Growth Catalyst buff.

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    Atramedes
    32.6million(10m) / 97.9million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This is a single tank fight that has a new mechanic in the form of a sound meter, which offers a new way for players to get killed if they are too noisy and cannot avoid enough mechanics of the fight to keep their sound level low. It relatively simple after understanding the mechanics as there are only 2 phases and they repeat with the ground phases lasting 80 seconds (except for the first which is 90 seconds) and each air phase lasting 40 seconds.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    "Ancient Dwarven Shield" - There are 8 of these (4 on each side of the room) and can be interacted with by any raid member. Using one causes a Resonating Clash which clears all sound meters and interrupts any spells being cast by Atramedes, as well as giving him a temporary feeling of Vertigo which causes a 5 second stun where he is vulnerable and takes 50% increased damage. Afterwards, he will immediately cast Sonic Flames to instantly destroy and melt the Ancient Dwarven Shield that was used.
    (*Note: The player that uses the Ancient Dwarven Shield will get an invisible trigger from the Resonating Clash, making them the defaut for any of Atramedes sound level based attacks until another player passes their sound level.

    On the ground:
    + Melee - There is very little tank damage in this fight. Atramedes physical hits are for 18k-25k(10m)/25k-40k(25m) damage, however, there are a lot of breaks in his attacks such as when he is channeling Searing Flames or Sonic Breath, and the entire time he is in the air phase which does not need a tank.

    + Devastation - This ability is a nonstop blasting every 1.5 seconds of Devastation fireball attacks on a player that has become Noisy! which each deal 25k fire damage.

    + Modulation - This is an unavoidable raid-wide pulse that deals 20k Shadow Damage and increases sound level by 7.

    + Searing Flames - This is an 8 second channeled cast that can and should be interrupted via using and Ancient Dwarven Shield. Otherwise, every second the entire raid will take 10k fire damage and get a stacking debuff that increases further fire damage by 25% per stack for 4 seconds. Additionally, each tick of Searing Flame causes sound meters to increase by 10.

    + Sonic Breath - Atramedes will begin this ability by putting a Tracking debuff on the player in the raid (with the highest sound level???) and after a 2 second cast, will begin to channel this Sonic Breath for 6 second in the direction of the tracked player. Anyone caught in the path will take 15k fire damage per second and have their sound level increased by 20 per tick. During this channel, Atramedes will spin to follow the path of the tracked target at a speed relative to that players sound level, moving faster is their sound meter is high, or slower if it is low.

    + Sonar Pulse - Three of these pulsating discs are emited from Atramedes an float straight in a random direction in the room. Players that are hit by these will have their sound meter increased by 5 every 0.5 seconds that they are in contact. They should always be avoided, even though they do no damage directly. (However, 6k arcane damage per tick in heroic)

    In the Air:
    + Sonar Bomb - Atramedes marks several locations on the ground with what look like Sonar Pulses, and after 3 seconds that place will be bombed which hits everyone within (8???) yards and deals 10k arcane damage and increases sound level by 20. (30k damage and 30 sound level in heroic)

    + Sonic Fireball - To prevent the raid from clumping in 1 place, Atramedes will occasionally launch a few of these fireballs in the location of raid members, each dealing 30k fire damage to all players within (8??) yards.

    + Roaring Flame Breath - This ability is used throughout all of the air phase. He channels a Roaring Flame Breath dealing 10k fire damage that ticks every 0.5 seconds and follows in the path of the chosen raid member (with the highest sound level???) and moves to follow it at a speed relative to that players sound level, moving faster is their sound meter is high, or slower if it is low. In the wake of this ability there will be patches of Roaring Flame which deal 15k fire damage and increase sound level by 10 to players that touch them. Additionally, players that stand in the patches too long will gain the debuff Roaring Flame which deals an additional 15k fire damage and then ticks every second for 4 seconds resulting in 8k fire damage and a sound meter increase by 5. The ground Roaring Flame patches despawn after 45 seconds.
    (*Note: During this phase if the chased player's sound level is getting high, someone use use an Ancient Dwarven Shield to reset all sound meters, stun Atramedes, and force him to start pursuit again at the slowest speed following whoever caused the Resonating Clash.

    Potential Strategy:
    A single tank will hold Atramedes in the center of the room and one assigned ranged DPS (mages and hunters work well due to Blink/Iceblock and Disengage/Deterrence) will be near one of the unused Ancient Dwarven Shields. The rest of the raid will form a circle around the boss with casters all being at maximum range to make avoiding the Sonar Pulses easier. The designated "ringer" will have to make sure to use the Ancient Dwarven Shield as soon as Atramedes begins to cast Searing Flames so that the raid never takes more than 1 tick. Whenever Sonic Breath begins, the entire raid must make sure to be clear of the player Atramedes is tracking and the direction the dragon is pointed to avoid unnecessary damage and sound increases. Modulation damage is unavoidable and must just be healed through.

    When Atramedes lifts into the air, the entire raid should attempt to spread out (8???) yards to avoid splash damage from Sonic Fireballs and should dodge the flashing Sonar Bomb drop points. Whoever has the highest sound level will have to kite the Roaring Flame Breath and should follow a path around the perimeter of the room, but without going out of healing range or line of sight. Priests can use Leap of Faith to pull the kiter out of harms way as well. The "ringer" will also be responsible for using an Ancient Dwarven Shield to reset Atramedes during his air phase if his Roaring Flame Breath is catching up to the kiter, so that player should still stay near one that hasn't been melted. Then 40 seconds after lifting into the air, Atramedes will land and enter the ground phase for 80 seconds, at which point the fight is just a constant cycle.

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    Chimaeron
    25.9m(10m) / 90.6million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This fight is against just one mob but does require tank switching as some specific times. Very simple for DPS, but challenging for healers, requiring them to optimize their mana usage and healing timing, as well as triage certain raid members.

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    "Bile-O-Tron" - This is a minion of Finkle Einhorn (who is locked in a cage behind the boss) and plays a crucial role in this fight. It grants a buff, Finkle's Mixture, to the raid, however, will occasionally will go offline at which point the raid much change strategy.
    + Finkle's Mixture - This ability prevent Chimaeron's abilites, all of which are extremely powerful, from instantly killing a raid member.

    + Melee - Chimaeron attack extremely slowly with 4-5 second between swings, however, hit hits are massive and deal 50k-65k(10m)/60k-75k(25m) after mitigation and before the damage taken debuff he can place on tanks.

    + Caustic Slime (10) / (25) - This is a ability used often toward a random raid member which deals 280k(10m)/805k(25m) nature damage split between everyone within 6 yards and leaves a 4 second debuff that reduces chance to hit with spells or attacks by 75%. This can be survived as long as the target is either above 10k health with Finkle's Mixture, or if the majority of the raid is clumped on the target, however, they all will receive the debuff lowering raid damage.

    + Massacre - This ability will hit everyone in the raid for 999,999 physical damage, however, is not lethal as long as everyone has Finkle's Mixture from the Bile-O-Tron and is above 10k health.

    + Break - This is a debuff placed on the current tank that increases their physical damage taken by 25% and stacks. This debuff lasts 1 minute and is reapplied roughly every 18 seconds.

    +Double Attack - This ability will simply allow Chimaeron's to hit again immediately after his next attack, instead of there being a long swing timer. Because of Break, it is recommended that an offtank immediately taunts off the current tank to "soak" the Double Attack so that the first melee hit, which will almost definitely take a tank with several stacks of Break from near full heal to 1 with Finkle's Mixture, allowing them to be hit with a second rapid hit while under 10k health and dying. After the soaked hit, the main tank can retaunt to regain aggro.

    + Feud - This is a 30 second long channeled period after every 3rd Massacre (which knocks the Bile-O-Tron offline until it can Reroute Power). During this time, Chimaeron does no melee attacks, but will continue to cast Caustic Slime which must be soaked by the entire raid due to the temporarily loss of Finkle's Mixture.

    + Mortality - Places a debuff on the entire raid, reducing healing effects by 99% This ability is used at 21% and also applies a Mortality buff to Chimaeron that increases his size by 30%, increases his damage taken by 20%, and make him immune to Taunt effects.

    Potential Strategy:
    This is a relatively straightforward fight once everyone understands the mechanics. The majority of the time, everyone in the raid will want to stay spread out at least 6 yards so that they alone take the full damage from Caustic Slime and are the only one to get the debuff reducing hit percentage. One tank will want to tank Chimaeron essentially the entire fight, eventually maxing out with always having 4 stacks of Break. The second tank will taunt when Chimaeron buff himself with Double Attacks, will take a hit reducing himself to some amount greater than 10k, then will take the hasted attack and go down to 1 health due to Finkle's Mixture. At this point the main tank will taunt back, and that quick tank swap will continue for the entire fight.

    Healers will only want to heal raid members that are under 10k health, which would only be if they were the recent target of a Caustic Slime, and the tanks as they will need large burst healing, but at very predictable intervals, making timing heals and pre-casting very important. 15 seconds after the initial pull, Chimaeron will cast a Caustic Slime, then a second 5 seconds later, then a third 5 seconds after that, and then begin to cast Massacre. After the third Massacre, the Bile-O-Tron will be temporarily knocked offline, removing Finkle's Mixture from the entire raid, and will need to have everyone clump on the tanks while the boss channels Feud so that the massive damage of normal Caustic Slime can be split between the entire raid without killing a single person each time. The healers will have 5 seconds after the start of Feud to get the raid topped off in preparation for the 3 Caustic Slime casts, each 5 seconds apart, and then 4 seconds later after Feud ends, Bile-O-Tron can use Reroute Power to re-enable Finkle's Mixture just in time for Chimaeron's next Massacre. At this point, the priority is to get the main tank about 10k health, and then top off the offtank to soak Breaks, and the to get all of the healers and other raid members just above 10k health, as any healing beyond that is irrelevant. At 21% use all raid DPS cooldown and burn the boss before everyone dies due to the inability to heal.
    (*Note: Hand of Protection used on a tank can allow that tank to be healed to full during Mortality since it is a physical debuff, and will be temporarily immune, however Divine Shield is not a good idea since the tank will not be able to taunt the immune Chimaeron.)

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    Nefarian
    Placeholder health
    10-man kill video / 25-man kill video

    Overview:
    Placeholder

    Loot:
    In the 10 man version he drops (2???) epics, a Tier 11 helm token, and 70 Valor Points. In 25 man version he drops 5 epics, 3 Tier 11 helm tokens, and 90 Valor Points.

    Abilities:
    + Melee - Placeholder

    Potential Strategy:
    Placeholder

    ============================================

    Throne of the Four Winds:

    Conclave of Wind
    Rohash+Anshal 4.1million(10m) / 14.5million(25m), Nezir 7.2million(10m) / 25.2million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This fight takes place on three separate platforms which are connected via a slipstream launch players from one area to the next. Each platform has a specific Djinn with their own unique abilites that all must be killed within a small window of time. Additionally, the raid is punished whenever a platform is empty of raid members or if the bosses have enough time to gather the energy for unleashing a special attack (they each simultaneously gain 1 energy point every second up to a maximum of 90).

    Loot:
    In the 10 man version he drops 2 epics and 70 Valor Points. In 25 man version he drops 4 epics and possibly a BoE epic as well as 90 Valor Points.

    Abilities:
    "Nezir, Djinn of the North Wind"
    + Melee - 13k-22k(10m) / 22k-34k(25m) after mitigation at an average swing speed.

    + Wind Chill (10) / (25) - This AoE ability is pulsed on everyone on the North platform, dealing 5k(10m)/7.5k(25m) frost damage and a stack of a debuff increasing frost damage taken by 10% for 30 seconds.

    + Ice Patch - Nezir will create this on a large portion of the North platform. It causes anyone that stands on it to gain 1 stack every second of Ice Patch (10) / (25) which has a 3 second duration even after leaving the patch. Each stack slows movement speed by 10% and causes 5k(10m)/7.5k(25m) frost damage per second.

    + Permafrost (10) / (25) - This ability is cast on the current tank and deals 10k(10m)/20k(25m) frost damage per second in a 90% cone in front of Nezir for 3 seconds.

    + Sleet Storm (10) / (25) - This is Nezir's full energy special attack. Used when at 90 energy, this spell is channeled for 15 seconds, during which, Nezir will deal 30k(10m)/60k(25m) frost damage per second, but the damage is divided between all raid member's on the North platform.

    + Chilling Winds (10) / (25) - Nezir's penalty ability, used if no one is on his platform for over 1 second. This debuff aura will be applied to everyone in the raid and will reduce haste by 500% and deal increasing frost damage, starting at 500(10m)/2000(25m).

    "Rohash, Djinn of the East Wind"
    + Melee - Does not use melee attacks so a traditional tank is not required.

    + Slicing Gale (10) / (25) - This is used on a random player on the East platform near Rohash. Each hit deals 12.5(10m)/25k(25m) nature damage and leaves a debuff that increases nature damage taken by 5% for the next 30 seconds and stacks.

    + Wind Blast (10) / (25) - This is a 90% frontal cone attack that is channeled for 10 seconds as Rohash slowly spins in the center of his platform, dealing 10k(10m)/25k(25m) nature damage and a 15 yard knockback.

    + Summon Tornados - Rohash will create 3 Tornado (10) / (25) that whirl around his platform. These each have a 15 yard radius and will inflict 40k(10m)/80k(25m) nature damage and cause a 15 yard knock back.

    + Hurricane (10) / (25) - This is Rohash's full energy special attack. Used when at 90 energy, this spell is channeled for 15 seconds, during which, Rohash will lift anyone on his platform into the air and deal 2.5k(10m)/5k(25m) nature damage per second to them, and then drop them from the air, dealing fall damage.

    + Deafening Winds (10) / (25) - Rohash's penalty ability, used if no one is on his platform for over 1 second. This debuff aura will be applied to everyone in the raid and will silence and deal increasing nature damage, starting at 500(10m)/2000(25m).

    "Anshal, Djinn of the West Wind"
    + Melee - 13k-22k(10m) / 22k-34k(25m) after mitigation at an average swing speed.

    + Soothing Breeze (10) / (25) - Places a green circle under Anshall with a 10 yard radius that lasts for 30 seconds. Raid members are silenced and unable to attack with physical attacks while in the circle, and Anshal and any adds that are within the aura are healed for 20k(10m)/40k(25m) per second.

    + Nurture - 5 second channeled spell that summoned a seed every second. Shortly after these seeds spawn into Ravenous Creepers (Plant Lashers), which each melee for 4-7k(10m)/6k-9k(25m) after mitigaton. They also use an AoE attack in melee, Toxic Spores (10) / (25), and this attack can quickly stack to it's maximum of 25 stacks on everyone within melee range of the Ravenous Creepers at which point it will do significant damage. The debuff only has a 5 second duration, unless refreshed, but deals 500(10m)/1000(25m) nature damage per stack every second.

    + Zephyr (10) / (25) - This is Anshal's full energy special attack. Used when at 90 energy, this spell is channeled for 15 seconds, during which, Anshal heals himself and any other adds left up on his platform for 20k(10m)/50k(25m) per second, which equates to a total of 300k(10m)/600k(25) health, and they all get a stacking 15% damage buff which will then last for 15 seconds after the channel has ended, during which Anshal will have a total of 225% increased damage.

    + Withering Winds (10) / (25) - Anshal's penalty ability, used if no one is on his platform for over 1 second. This debuff aura will be applied to everyone in the raid and will reduce all healing received by 100% and deal increasing shadow damage, starting at 500(10m)/2000(25m).

    Potential Strategy:
    The key to this fight is good communication so that transitions between platforms can happen smoothly without a Djinn being forced into using they penalizing ability for having an empty platform. An initial effective setup is also very important. Begin with the concept of having everyone on the North platform for Nezir. Now from that 1(10m)/2(25m) healer and 1(10m)/3(25m) ranged DPS (warlocks are very good here because of the ability to easily self heal) will head to the East platform with Rohash. This group of players will stay on the East platform and DPS Rohash until their Slicing Gale debuffs are too high, at which point they will have to communicate with a secondary group consisting also of a healer and 1(10m)/3-4(25m) that was previously positioned on the North platform dealing with Nezir. On the West platform with Anshal, 1(10m)/2(25m) healers will stay permanently and will never have to jump (because only that platform is the only one without a stacking damage taken debuff). For the tank on Nezir and the tank on Anshal, they will be able to switch after each wave of Anshal's Ravenous Creepers are killed. That leaves the remaining 3(10m)/11(25m) DPS free to jump between Nezir's North platform and Anshal's West platform as needed, making sure to be on Anshal's platform to kill the adds spawned through Nurture, as well as trying to have all the melee back at Nezir when he is casting his special attack, Sleet Storm, to reduce the damage to a more manageable amount for the healers there.

    __________________________________________________ ____

    Al'Akir
    30.1million(10m) / 105.2million(25m) health
    10-man kill video / 25-man kill video

    Overview:
    This fight is against a boss that doesn't move, however, summons several effects that will require the raid to move in order to avoid damage. It a three phase fight (100-80%, 80-30%, 30-0%) with the first and second phase on the ground, however the last phase is while floating in the air (similar to Gravity Lapse of Kael'thas Sunstrider in Tempest Keep: The Eye). Phase 2 is a DPS race to get out of it before a stacking damage dealing debuff on the raid is too much for the healers to handle, however, phase 3 is entirely about survivability and player environment awareness.

    Loot:
    (In the 10 man version he drops 2 epics, a Tier 11 token, and 70 Valor Points. In 25 man version he drops (3???) epics, 3 Tier 11 tokens, and 90 Valor Points???)

    Abilities:
    "Fair Weather Phase"
    + Melee - Al'Akir's physical damage is moderate and pretty consistant with hits ranging from 20k-30k(10m)/40k-55k(25m) after mitigation.

    + Electrocute - This ability is used on the highest player on Al'Akir's threat table if that player is not in melee range. It is channeled and deals increasing nature damage over time. This may happen from knock backs via Wind Bursts in P1 or due to having to run for the opening in the Squall Line in P2.

    + Static Shock - A debuff placed on all players within (5-8???) yards of Al'Akir used approximately every 15 seconds. This debuff will then deal 1k nature damage and interrupt any spell being cast at every 1 second interval for 5 seconds.

    + Ice Storm - A slow moving cloud travels along Al'Akir's platform roughty 15 yards away from him just outside of his melee range. The falling Ice Storm deals 7.5k frost damage per second and leaves a 50% movement speed reduction debuff on any player that get within 5 yards of it's current location or the path of ice it leaves behind.

    + Wind Burst - This 5 second cast time spell happens after an emote and deals 30k nature damage and causes a 15 yard knock back to everyone in the room. It can knock off ranged DPS near the outer edge of Al'Akir's platform.

    + Lightning Strike - This ability is only used in the first phase and deals 20k nature damage in a wide cone towards a random player, making it beneficial to not have the entire raid stacked in the same location.
    (*Note: This was working in some attempts, not sure if it is still in the encounter or being reworked)

    "Bad Weather Phase"
    + Melee - Al'Akir's physical damage is moderate and pretty consistant with hits ranging from 20k-30k(10m)/40k-55k(25m) after mitigation.

    + Electrocute - This ability is used on the highest player on Al'Akir's threat table if that player is not in melee range. It is channeled and deals increasing nature damage over time. This may happen from knock backs via Wind Bursts in P1 or due to having to run for the opening in the Squall Line in P2.

    + Static Shock - A debuff placed on all players within (5-8???) yards of Al'Akir used approximately every 15 seconds. This debuff will then deal 1k nature damage and interrupt any spell being cast at every 1 second interval for 5 seconds.

    + Squall Line (10) / (25) - Several tornadoes form a line radiating our from the inner to the outer edge of Al'Akir's platform. This wall will only have one open gap (similar to Sartharion's Flame Wall ability) which will allow players to not be hit by the Squall Line as it passes clockwise or counterclockwise along the platform. Getting hit will cause 10k(10m)/20k(25m) nature damage and temporary loss of control while stunned.
    (*Note: In addition to the large obvious gap in the Squall Line, ranged DPS and healers that are standing on the very furthest points of the platforrm's outside edge will also avoid the damage.)

    + Acid Rain - This debuff has a 22 second duriation, allowing it just enough time to keep refreshing and stacking every 20 seconds on every raid member for all of the second phase of the encounter. Each stack will deal 500 nature damage per second.

    + Stormling - Al'Akir summons a Stormling lightning elemental that has 258k(10m)/???(25m) health which melee for 2.5k(10m)/??(25m) physical damage as well as constantly pulse Stormling (10) / (25) which deals an additional 2.5k(10m)/5k(25m) nature damage players within (6???) yards. (heroic also 25% nature damage debuff)

    + Feedback - Whenever a Stormling dies, they will grant Al'Ashkir one stack of this debuff which increases his damage taken by 10% for 20 seconds.

    "Electric Storm Phase"
    + Eye of the Storm - This buff is placed on all raid members in final phase of the fight. It grants flight and increases movement speed by 300%, however, removes the ability block, dodge, or parry.

    + Relentless Storm - Any player that is too far from Al'Akir will be temporarily stunned for 10 seconds as they are tossed around and launched back closer into the room.

    + Wind Burst - In the last phase, this ability no longer has a cast time and instead is much more dangerous being instant, dealing 50k nature damage, and causing a 10 yard knock back.

    + Chain Lightning - This is used very often by Al'Akir in the last phase, roughly every 2 seconds. It deals 15k nature damage to a random target and then jumping to new targets that are within (6-8???) yards, with each jump increasing the damage dealt by 30%.

    + Lightning Rod (10) / (25) - This ability is placed on 1 player at a time the last phase. A player will get this debuff and then, 5 seconds later, will begin to pulse and AoE for 5 seconds that deal 5k(10m)/10k(25m) nature damage every second to all players within 20 yards horizontally, and/or 5 yards vertically.

    + Lightning Cloud - This spawns a formation of clouds covering the entire altitude of where a randomly targeted raid member was located. After 5 seconds, those clouds will inflict 25k nature damage to nearby players at the same altitude every second. The cloud formation will despawn after 30 seconds.

    Potential Strategy:
    This is primarily a 1 tank fight (or 2 in 25 man) in which the tank will be in melee range of Al'Akir, who is stationary the entire fight, and the rest of the melee and ranged raid members will form 2 other groups. The ranged group with healers can be at the center of the platform at least 15 yards in from the edge, the tank should obviously be in melee about 20 yards to the right of the ranged damage dealer/healer group, and the melee can be about 20 yards to the left of the ranged group. (*Note: This 3 point positioning is mainly relevant in case the Lightning Strike mechanic is actually present in the encounter to split the damage some.) When an Ice Storm forms, it may be over a player but when then find it's way to the center track of the platform and rotate either clockwise, or counterclockwise, around the platform, making it very easy to avoid. When the boss is emoting his 5 second cast for Wind Burst, the ranged group should be prepared for the 15 yard knock back by running 15 yards forward before the cast finishes so that they return to their original positions. Casters should try to never be within 7 yards of the boss so that they don't gain the Static Shock debuff to interrupt their casts.

    Once Al'Akir is at 80% health remaining, the second phase will start and every 20 second another stack of Acid Rain will go on every raid member, effectively working as a soft enrage. This phase, instead of Ice Storm, a row or tornadoes called a Squall Line, will form and rotate around the platform. It only has one gap, in which the tank, ranged group, and then melee group, will have to fit through (or vice versa if the Squall Line is rotating counterclockwise) in order to avoid unnecessary raid damage. (*Note: Currently, during this phase, all casters can stand on the very maximum edge of his platform and avoid the Squall Line mechanic entirely, however, this will likely be fixed.) Static Shock still exists during this phase for casters to avoid as well. The other new mechanic will be the spawning of Stormlings. These can also be picked up by the main tank in 10 man, or by the offtank in 25 man, and should be tanked behind the main tank so that if 2 are up at once and a Squall Line is coming near, the Stormlings will not be doing 5/10k damage per second to that entire clump from their proximity aura. Ranged damage dealers should allow the offtank to pick up the second one before damaging the first to allow a threat lead, and then controlling killing them so that the Feedback from Stormling deaths overlap enough to keep the stacking buff rolling until the boss reaches 30% remaining health.

    This final phase is almost entirely about positioning, as poor raid awareness can easily result in someone dying. As the floor breaks away and the raid is left floating and then able to fly (similar to Malygos/Kael'thas final phases), then entire raid should head to the lowest level of Al'Akir's model and form a loose clump horizontally approximately (6-8???) yards apart to reduce the jumping of Chain Lightning. In 10 man, a single group is sufficient, however, there should be a healer near the far left, and the far right of the group, so that everyone is in healing range. When a player becomes the target of Lightning Rod, they should immediately strafe away from the group, while the group also moves away from that player (Think Defile from The Lich King in Icecrown Citadel), however, all raid members should try and stay on the same vertical plane. In 25 man, the raid can splint into 5 predetermined groups, each with a healer, at the same vertical plane around his base. When a raid member gets Lightning Rod, they will stay stationary while the other 4 raid members temporarily split into adjacent groups. From these positions, when a Lightning Cloud spawns, then entire raid will simply hold their jump key for 2 seconds to raise ~12 yards to safety. The final mechanic of the encounter is the combo of an instant Wind Burst and then he begins Relentless Storm, so everyone who is knocked back must return to when they were near Al'Akir immediately.
    Last edited by Bitterst; 11-29-2010 at 01:52 AM.

  2. #2
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    900 valor points seems a bit exaggerated.
    US|Sargeras|Alliance|Sipher
    Deathknight

  3. #3
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    I wrote a much longer report on my blog, but here's the general strategy for the Twilight Twins:

    Phase 1: Valiona on the ground, Theralion in the air.
    - Theralion casts Shadow Splash nukes on random people from the air. The raid needs to spread out.
    - Valiona casts "Blackout," a 12-second debuff that causes 200k shadow damage, split between all raid members within 10 yards.
    - Valiona casts "Arcane Breath," a cone attack covering 50% of the room.

    Transition 1: Valiona on the ground, Theralion in the air.
    - Theralion will start casting a lot of spiral-like targeted locations for Arcane Bombs. Each Arcane bomb explodes roughly for the raidus of the spiral. There are 3 waves of bombs, each wave containing 3 bombs. They're fairly large (15 yards in radius). Getting hit by any will teleport you to the "twilight realm" (more on that later). Being in the twilight realm almost always means death.

    Phase 1 Strategy: Start with the boss in the center of the room, raid spread out behind her. When she casts Blackout, everyone needs to quickly stack up for the dispel. Once dispelled, everyone needs to then quickly spread out to avoid the heavy Shadow Splash Damage. When Theralion starts casting his Arcane void zones, the raid really needs to be on their toes and moving quickly. The movement speed and reaction speed isn't trivial.




    Phase 2: Theralion on the ground, Valiona in the air.
    - Valiona casts Arcane Meteor, which hits for 200k damage split between all raid members within 10 yards.
    - Theralion summons an Arcane-Fire void zone that's fairly large in radius. These hit significantly while very lightly.
    - Theralion targets one person for Engulf Magic. Any damage or healing done is completely mitigated, and instead does equal damage to all raid members within 12 yards of the player.

    Transition 2: Valiona will fly to one end of the hallway and cast "Deep Breath," similar to the Felmyst mechanic. It covers about a third of the room. Anyone caught in the breath or the leftover flames will be teleported to the "Twilight Realm." Which third of the room it's going to cover is fairly obvious.

    Phase 2 Strategy: When Theralion lands, the raid stacks on his butt for Arcane Meteors. Each time Theralion summons a new arcane-fire void zone, the raid rotates 90 degrees around the boss in a clockwise direction. This keeps the raid always together while always moving. Whenever a player gets Engulfed Magic, they should immediately run out of the raid and away from the boss.

    For dodging deep breath, it's pretty easy. The only thing you need to be careful for is watching Valiona go to the end for deep breath. If you see the emote, it's already too late. It's best to ignore the arcane fire void zones during this phase, as there's no real raid damage going on and they don't hit hard enough to justify going around and risking missing the deep breath.

    After three deep breaths, Theralion takes off and Valiona lands. Rinse and repeat.


    Twilight Realm: I mentioned this a few times, but I'm not entirely sure if this area is tuned yet. There are 8 portals spread out along the two walls that get you "out" of the twilight realm. Floating around are tons of arcane orbs floating around and dealing very significant damage. It always meant death, except for tanks.



    In the 10-man, this is a 1-tank fight. 3 healers seems pretty necessary too.

  4. #4
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    Updated Valion & Theralion, Chimaeron, Conclave of Winds, and Maloriak, and fixed links on the others. I finished the reviews of all of the other fights as well (except Magmaw, Sinestra, Nefarian, and Al'Akir, none of which have yet been tested at all), just have to post them with links which I'll work on tomorrow. Also need to get more information on Cho'gall still.
    Last edited by Bitterst; 10-23-2010 at 05:41 AM.

  5. #5
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    Wowwiki has lots of stuff on Twilight Ascendants/Atramedes and Cho'gall if it helps. All the ability links.

    http://www.wowwiki.com/Twilight_Ascendants

    http://www.wowwiki.com/Cho%27gall_(tactics))

    http://www.wowwiki.com/Atramedes
    Last edited by Nitros14; 10-25-2010 at 05:51 PM.

  6. #6
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    Oh thanks, I'll see if there was anything there I was missing. Just was a busy week for my so I didn't get to finish all the updates I wanted to get done, should have TA and Atramedes up tonight and probably Cho'gall too.

  7. #7
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    Goody, 10mans give better loot then 25mans.
    (I really hope they change that.)
    Quote Originally Posted by Kahmal
    ...there is no true progression for a casual anymore, just hand outs.

  8. #8
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    Quote Originally Posted by Bitterst View Post
    Oh thanks, I'll see if there was anything there I was missing. Just was a busy week for my so I didn't get to finish all the updates I wanted to get done, should have TA and Atramedes up tonight and probably Cho'gall too.
    Not that it's particularly important, but you did miss the Tornadoes in the Conclave of Wind encounter that Rohash summons.

  9. #9
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    Updated everything now except for Cho'gall and Al'Akir which will be open for testing today. Then just missing Magmaw and Nefarian (although I do have a video of him posted from an accidentally unlocked attempt against him, but the encounter was bugged). Technically missing Sinestra too, but that is a heroic mode only encounter (similar to Algalon), so it'll be a while before that is tested, if it even is in Beta.

    Feel free to help me get everything as accurate as possible, and if I'm missing anything/something is wrong, let me know and I'll get on is as soon as possible.

    P.S. I would like to get some small images of the bosses or their models so that I can head each accordingly, if anyone knows of a source for that or has some clean screenshots that would be great.

  10. #10
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    Lightning Rod is actually Al'Akir's ability used in his gravity lapse phase. Thus why it mentions vertical/horizontal.

    I believe Arion's yellow arrow debuff thing is this http://cata.wowhead.com/spell=92468


    Put up what I could remember of Al'Akir as well, http://www.wowpedia.org/Al%27Akir_(tactics)#abilities
    Last edited by Nitros14; 10-26-2010 at 05:24 PM.

  11. #11
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    There is also a Lightning Rod debuff used by Arion, but it results in him casting Chain Lightning, not the damage dealing Lightning Rod (the phase 3 Al'Akir ability).

    I've updated this and have the links for abilities in now on Cho'gall and Al'Akir, just have to finish the other stuff later today. Neither writeup should take too long, especially Al'Akir which is relatively simple, unlike Ascendant Council (so many abilities in that fight -_-)

  12. #12
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    Quote Originally Posted by Bitterst View Post
    There is also a Lightning Rod debuff used by Arion, but it results in him casting Chain Lightning, not the damage dealing Lightning Rod (the phase 3 Al'Akir ability).

    I've updated this and have the links for abilities in now on Cho'gall and Al'Akir, just have to finish the other stuff later today. Neither writeup should take too long, especially Al'Akir which is relatively simple, unlike Ascendant Council (so many abilities in that fight -_-)
    Al'Akir might be relatively more simple to put the abilities up, but he's the most challenging boss tested so far. And the most visually impressive, loving this.

    Paragon doesn't even make it look easy this time, note half the raid dead at the end.


  13. #13
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    Well ha, yeah I don't mean it's the easiest, just simple to explain compared to the others, as there aren't as many abilities. However, I think after being able to go through and review exactly what was going on, it would be much easier to go back at the fight, which is a luxiury they didn't have with their initial testing. If you watch the 10 man kill I linked for Al'Akir, that seems like a much better strategy with starting at the bottom and slowly having the raid rising, I think you could/should kill him before you were trapped at the top and they path back down was blocked with Lightning Clouds. Also, clumping in like 5 loose groups of 5 spread around the boss, each with a healer, (think progression Mimiron:Firefighter P2 from an aerial view) would make Lightning Rod less punishing in that area. Then synchronize rising to approximately the same altitude each Lightning Cloud spawn, trying not to over adjust and run the raid out of room (again, like Firefighter).

    Oh and Nefarian testing is going on tonight, so that means the only missing encounter is Magmaw (and Sinestra which is only available after killing Heroic: Cho'gall)
    Last edited by Bitterst; 10-28-2010 at 01:56 AM.

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    Nefarian is vastly easier than both Cho'gall and Al'Akir, wasn't expecting that.

    http://www.wowpedia.org/Nefarian_(Bl...ics)#Abilities

    Let me know if I missed anything.

    Fight seems unfinished, can't imagine this being released without more abilities or mechanics.
    Last edited by Nitros14; 10-28-2010 at 11:27 PM.

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    Also, missing Heart of Ice and Burning Blood in the Ascendant Council encounter. Magic dispellable harmful (but also helpful!) debuffs.

  16. #16
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    I've been slowly working on updating since the huge revamp on abilities after the change to tank damage (for which I will not have updated estimate damage ranges) and rebalancing of raid damage (which I've been working on finding from the last Beta build) and trying to get everything accurate. I'm also starting to incorporate the small amount of heroic mode information that I'm able to dig up.

  17. #17
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    Thanks for updates on the fights! The more information you can give the better for us non-beta testers (darn blizz where is my invite!).

  18. #18
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    Appreciate the guide I was wondering however if there is any suggested raiding path or are all 3 of the instances about even on difficulty and just a matter of personal preference.

  19. #19
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    Things to note about captain planet council (from a 25man standpoint, I never did any 10man testing):


    1) the DPS check for p3 is very very strict, if your first two transitions aren't perfect chances are you will hit the soft enrage. Even with the full full epic premades we when ever we would get a kill most of the raid would be dead at the end, and if anyone was dead going in to p3 we would not make the timer. I have a feeling that this boss will have it's health reduced because of this (hopefully not by much though)

    2) this fight hates melee, even with two resto druids spamming hots on all of our melee we pretty much would never be topped off during this phase. the chain lightning destroys us on top of the liquid ice.

    3) movement needs to be minimized at all costs to ensure maximum DPS, we chose to kite him SLOWLY around the circle in the middle to ensure that the ranged pretty much never needed to move to be in range. liquid ice just needs to be healed through, it doesn't hit that hard until it gets really big.

    4) he starts shooting out a new beam of lightning every 30 seconds once the phase starts.

    5) melee should realize that tanks can be picked for lightning rod, and if this happens they need to get on the other boss.






    Cho'gall:


    first of all this fight is amazingly well tuned on heroic and normal, it's perfect. this is pretty much the only hardmode we tested that seemed like it was legitimately kill-able with perfect execution.


    as for the strategy:

    he does conversion about every 30 seconds, those people need to be interrupted /stunned/feared asap. warstomp is ridiculously over powered for this fight, it's insane how useful it is. you have 2 seconds to interrupt everyone or they give cho'gall a stacking buff that increases his DPS.

    on hardmode these stacks last 90 seconds, meaning stacks can just keep building because they last a few rounds of the MC's.

    HARDMODE: when ever he summons a fire/shadow elemental to consume, you have to DPS it (it's like jaraxxus volcanos/portals,), if the elemental isn't at 1hp by the time it's consumed you take a lot more raid damage. your ranged DPS should be capable of doing this on their own. Fire is always on the right, shadow is always on the left.

    at 85% he starts summoning corrupted adherents, 1 on normal, 2 on hardmode (on normal mode the spawn location alternates between the two portals) they do a shadowcrash that is super easy to see, don't get hit by it ever.

    every single adherent needs to be pulled to one location and killed, they need to be interrupted as well, and they need to die within ~40-45 seconds or they start casting festering blood and pretty much destroy anyone within 20 yards. once they die they make a defile looking puddle that spawns a bunch of little adds after a bit, these puddles never despawn, so you are going to get more and more little adds that spawn each round, they can be stunned, and slowed, they pick a target and only chase them, so be aware of that.


    once the first set dies the tank that's on cho'gall needs to swap jobs with the adherent tank to let his debuffs fall off. tank swap after every set of adherents.

    rinse and repeat till 25%

    make sure you have a clean transition (push him right after you have killed all of the bloods of the old god). if you do it right everyone should not have any corruption stacks at all

    basically this phase is a controlled burn. kill all of the tentacles, then kill the boss. there are lots of them on 25man, and they are all over the place so it would be a good idea to set up groups to each get a section of the room.

    Make sure you have designated area's for people who get absolute corruption to go to so they do not make the raid take a ton of damage.


    one thing to note is that if you die and get battle rezed at all on this fight it completely resets your corruption, I have a feeling this won't make it to live though as it can trivialize the encounter somewhat.



    Maloriak (hardmode):


    if you let even one tick off of arcane storm once a vial is active, chances are that people will die. I hope your interrupters have good reaction times.

    now he has a black vial, he always starts off with using this vial.

    During this phase he is untauntable

    after using the vial, he spawns something like 5 or 6 little oozes. they have a bunch of health, and need to be killed. they pick random targets and throw a little black puddle at their feet, this puddle ticks for 14k every ~2s, it hurts a lot and there are going to be tons of them all over the room. he doesn't try and summon adds or do arcane storm during this phase, but he more or less chain casts a cone breath on the tank, while this breathe is cast the tank can't receive healing, so your healers have only a couple seconds to top him off in between breathes, if the tank takes any extra damage they will probably die. cooldown every breathe. everyone needs to stop DPS on the boss and kill these adds. they should be kited around the room so melee aren't getting completely destroyed by the puddles (they will stack up and kill your melee quickly if you aren't careful). Mark a skull for people to cleave off of, but otherwise AOE stuff down (Do what ever is going to result in the most damage on the adds, whether that's single target or AOE for them). Chances are that you are going to have a few oozes still up once the next vial happens, the more you have dead, the less movement people need to do because there will be fewer puddles on the ground.

    he seems to always then use a fire or a frost vial for the second vial.

    we never lived long enough to get a good look at the rest of the fight.





    Chimaeron HM:
    he attacks during feud, and you wipe once you run out of healer cooldowns, should be tuned better on live I would hope.



    The blind dragon Hardmode:

    everything that generates sound generates ~75%more. also hitting the gong reduces your sound level by 75 instead of 100

    the sound balls always spawn behind him, they are like giant versions of the twin valkyr orbs. do not get hit by them

    when he does his fire aoe thing that needs to be interrupted, you wipe.
    it ticks every ~.25 seconds, and if a second tick gets off half of your raid will be dead. if you manage to have everyone survive this, half of your raid will die 5 seconds later to his AoE pulse that he does. unkillable on hardmode on the beta.



    Magmaw hardmode:

    he also spawns constructs, these costructs drop fires and they hit hard.

    there are also fires that seem to move in an completely random manner, we couldn't determine a pattern at all. they do like 50k a tick. the raid damage is incredibly high, Lazielle was telling us that not even paragon was surviving for longer than 90 seconds.


    Omnitron defense system hardmode

    every 45 seconds nefarian will change how a certain mechanic works:

    Electron:
    lightning conductor can change to shadow conductor, basically making work exactly oposite, deals more damage to people farther away, group up when this happens.

    Toxitron:
    he will pull everyone in to the gas cloud

    Arcanotron:
    the power generator puddles get really big and do a ton of damage to anyone standing in them

    Magmatron:
    the person he acquires a target on is rooted and can't move.
    Last edited by Thegreatme; 11-24-2010 at 06:32 PM.

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