Awesome! Thanks for getting these out.
Awesome! Thanks for getting these out.
Your dragons are very pretty aliena <3. Looks fun cant wait to try it.
i like that you point out your flaws on the kill thatīs actually the most helpful thing i think...even though iīm a mage...but yet again flawless commentary and drawings
great video and a very fun fight.
Not a huge revelation or anything, but in my group's kill the biggest contributor to failure (and success) was the ability to collapse or spread out at the right time. Melee needs to not slack and move to the designated spot, even if it's on a ranged person, or the collapse point is at ranged. Having only a couple ranged players eat the Blackout, then get pummeled with a Shadow missles can easily wipe out your ranged DPS.
Fabulous Flames has what I call the "Vezax" mechanic. So long as you have at least 4 players at range, he will ALWAYS cast it on a ranged player. If there are fewer than 4 players at range, any raid member is a valid target. (Similar to Festergut's Vile Gas if you never did Vezax).
Engulfing Magic also appears to behave the same way, although we weren't looking for that specifically.
Regarding Deep Breath - if she breathes down the middle of the room, it may be best to have ranged take one side, and melee+tank go the other. We had the entire group go to one side, and then became overwhelmed with void zones, as she contined to breathe down the middle of the room.
Failure is not an option. It comes bundled with the software.
couldn't you just have the person who gets blackout run out of the raid then you put a pally bubble on them or guardian spirit to completely mitigate the raid dmg?
Anything that gets rid of magical debuffs will trigger the blackout damage, but make sure they are well clear of the raid if attempting this, as any less than 4 people in range and the damage is still pretty much deadly. The pally bubble would not work as HoP only makes you immune to physical damage, and blackout is magic.
Current as of patch 4.0.3 posted 4 hours ago.
Grounding Totem appears to absorb blackout. I'm assuming this is a bug.
Can anyone confirm?
Each member of the group must be in range of the grounding totem.
The grounding totem must be refreshed after each blackout.
Each group needs a shaman with grounding totem in order to ignore the mechanic.
Dont expect it to last though, can hardly be working as intended .
lol nice vid
Will levitate avoid damage on fabulous flames? Not that i want to stand in it.. just don't want to have to heal any unnecessary ticks.
Gonna try this tonight.. Also curious if it would keep you out of the Pink swirls..
10 min levitate FTW... just change it so it doesn't break on damage, and we're golden..
Just a thing i noticed. holy paladins rape the raid if they use holy radiance during the duration when Theralion is on the ground. i did R and got the aoe magic dmg debuff when u cast spells etc and raped ranged group =/
What we figured out in 10 men.
Theralion's phase is so much easier if melee and healers stack on each other at his tail, rangeds spread out, if someone gets Engulfing Magic he dont have to run anywhere just nuke boss nobody is around him, if he gets Twilight Meteorite, he just runs into melee/healers' group.
It reduces the aoe dmg so much in phase 2.
Hey - our Guild has managed to kill Omnotron Defense System, Halfus Wrymbreaker, Magmaw and Conclave of Wind, we're currently trying to get them on Farm status to try and gear up from those bosses, and are wondering where to go next for Progression. We're not sure if to go for this fight, Theralion and Valiona or go for Maloriak. A posted on the Al'Akir fight recommends we go to Theralion and Valiona next, but I need more advice, I don't want us coming here if we can easier kill another boss.
Maloriak is significantly easier than Valiona and Theralion. They're both easy, but Maloriak is just easier.
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