
Originally Posted by
Aliena
Hello and welcome to the Blackwing Descent raid guide! My name is Aliena, and in this video I'll show you all you have to know about the heroic version of Atramedes. I'll assume you know how to defeat the normal encounter and will only go over what changes for the heroic mode. We defeated this fight with 1 tank, 6 healers and 18 DPS, but similar raid configurations may work just as well.
There are definitely different approaches that can be taken to heroic Atramedes. I'm going to show you the strategy my guild uses and that works well for us. The biggest difference in the heroic version is that you only get 7 gongs in the whole encounter. Why? Every time you click a gong during the ground phase, Nefarian will destroy another. Since you want to use a gong for each Searing Flame, that means you get at most 3 1/2 ground and 3 air phases to kill him.
Also, occasionally an add called Obnoxious Fiend will spawn and attach itself to a random raid member's back much like the Snobolds on the first encounter in Trial of the Crusader. These guys however, will not interrupt their host, but instead cast a 1.5 second long spell that will give the affected raid member 10 additional sound. The cast is called "Obnoxious" and can and should be interrupted. Fiends have approximately 240k health and always take priority, so make sure your DPS take them out as soon as possible.
To counter phase 1 without racking up much sound and avoiding people getting breath, we actually use a strategy similar to the normal version's. Our ranged are all grouped up in one spot and so are the melee. When Atramedes spawns discs, everyone moves from them together. We start on the left, then move a few steps right when discs come out, and left again when another set spawns.
The breath is always kited into the direction we're already in. If breath happens while we're on the right, the kiter will run further right while the rest of the raid moves back into the left position. If the breath happens while we're on the left, the kiter will move left while everyone else runs back into the position on the right.
That way, unless the kiter makes a crucial mistake, the breath will never hit anyone.
The air phase also has one difference. The Sonar Bombs that Atramedes throws at people come down MUCH faster than they do in normal mode. While it shouldn't pose a huge problem, you should organize your raid so everyone has their own little designated spot that they can move back and forth in. What you absolutely want to avoid is people cutting into each other's paths and running into someone else's Sonar Bomb. They add 36 sound when touched, so that can easily be a death on top of some unavoidable Modulations.
If you have high latency, you might want to keep moving continuously during the air phase. If you don't, you can just start moving right before a Bomb comes down and then stop for a second.
The air phase flame breath will also move very fast, so you want to try and apply a speed buff to a kiter such as Body and Soul. If it'a a rogue, druid or someone else with a class speed buff that gets targeted by the breath, you're all set already. We kite the breath down to where Atramedes spawns, then have a rogue hit a gong and have him kite it along the outside of the room for the rest of the phase so the fire isn't completely obstructive.
That about sums up the differences in the heroic Atramedes encounter. I've attached footage of the whole encounter so you can see how we dealt with the various mechanics in detail.
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