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Thread: Throne of Thunder - Megaera

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    Throne of Thunder - Megaera




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    What's up guys, and welcome back to the Throne of Thunder raid guide. My name is Lore, and this video will cover Megaera, the 5th boss in the Throne of Thunder raid instance. This is another very simple encounter. There's only a few mechanics to keep track of, and it's more a test of your raid's damage and healing output than anything else.

    Megaera herself is not visible at any point in the encounter. Instead, you'll be dealing exclusively with her heads. There are three types of heads - Venomous, Frozen, and Flaming, which each use Nature, Frost, and Fire-themed abilities, respectively. The heads can be in two different locations - either up next to the platform, where they can be DPS'ed, or back away in the Concealing Fog away from the platform, out of reach of the raid.

    Each type of head has two abilities. One is a breath attack that they'll use while near the platform that deals a decent amount of damage to everything in a cone in front of them and applies a unique stacking debuff. The venomous head's debuff increases damage taken by 10% per stack, the flaming head's debuff applies an extra fire damage over time effect, and the frozen head's debuff doesn't do anything unless it reaches 5 stacks, at which point it stuns for 20 seconds. Dealing with the breaths is simple. The tanks should point the two heads directly away from each other, and the raid should spread out in the safe area between the two while dealing with the abilities that the heads in the back are using. Once the tanks are at about 2 stacks of their debuff, they should swap aggro. Just make sure to get both heads pointing back away from the raid again before they use their next breath.

    Now, any time you kill a head, several things happen. First, the other head that was by the platform will be immediately healed to 100% and gain a stacking buff that increases its attack speed by 20% per stack. Also, a new head will spawn in by the platform, of the type that wasn't there before. So for example, if the Venomous and Frozen heads are by the platform, and you kill the Venomous head, the Frozen head will be healed to full and gain the 20% attack speed buff, and a Flame head will spawn in. On top of that, each new head that spawns in of a given type will do progressively more damage. All of that combined basically just means that you want to focus down one head at a time, and that you want to rotate through killing all three types of heads to avoid letting any one head's damage get out of control.

    Also, immediately after you kill a head, Megaera will go into a rampage for 20 seconds. This is just a short term raid wide AOE. The heads won't actually attack or use any other abilities while this is going on; they just sort of pitch a fit for a little while. So, you just have the raid stack up, preferably between the two heads that are now active, use raid cooldowns, and heal through the damage. DPS can and should begin focusing down the next head while this is going on. Shortly before Rampage ends, the tanks should get in position to grab the heads before they start attacking again. Be mindful of tank debuffs here -- don't have someone who's already got stacks from a particular head pick it up again.

    Now the heads themselves don't actually die, they just retreat to the back of the room where, unless they're rampaging, they'll cast a new ability at the raid. The poison heads spit out an acid bomb called Acid Rain; there's a very obvious graphic on the ground to not stand in. According to the dungeon journal, it does less damage the farther from the point of impact you are. However, from our experience, simply being a step or two out of the graphic was enough to reduce the damage to almost nothing. Don't worry about running across the room to get away from it, just don't stand in the swirly green thing.

    The Frozen heads will use an ability called Torrent of Ice. This is a beam that will fixate on a random ranged DPS or healer, chasing them for a few seconds and leaving patches of ice on the ground behind them. This one is also pretty easy to deal with -- whoever's fixated just needs to kite the beam away from the raid. Now, as you might expect, you don't want to stand in the ice patches that it leaves behind; they slow you and deal frost damage. And once the beam has finished, it'll have left a pretty large area covered in ice. For that reason, ranged and healers should try to be as far out as possible when not stacked up for Rampage, to make sure things don't get too crowded too close to the boss.

    Finally, the Flaming heads cast a debuff called Cinders. The person with the debuff will take a pretty heavy amount of Fire damage while it's active. It's dispellable, but once it's dispelled, it leaves a patch of fire on the ground. So, you want the person with the debuff to run out to a safe location as quickly as possible, and once they're clear, have a healer dispel them. Now, while someone has the Cinders debuff, they can actually melt the frost patches left behind by the ice beam by running over them. We didn't find it necessary to have people with Cinders work too hard to clear the frost patches out -- it's still better to have them get clear of the raid quickly -- but it is worth being aware of, especially in the later stages of the fight. Note that that also works the other way around, meaning the ice beams will clear fire patches, but since the ice patches actually take up more space than the fire, that doesn't really seem worth bothering with.

    Now at first, those three abilities won't be a big deal. As you continue killing heads, though, you'll have more and more heads in the back actually casting them. This is where the real difficulty of the fight lies. As the fight goes on, you'll have more and more of those to deal with. By the end of the fight, one bad kite or one early dispel can easily mean you just don't have anywhere safe to stand anymore. On top of that, damage itself will go up as time goes on.

    A couple more quick notes on strategy. At the start of the fight, there will be a Venomous and Frozen head by the platform, and a Flaming head in the back. You can kill the heads in any order you like, as long as you're rotating through all three, but we chose to start with the Venomous head and work our way right to left. So that's Green, Blue, Red, then back to Green, then Blue, then Red, and finally back to Green again. Aside from that, it's just a matter of stacking up for and healing through Rampage, spreading back out once it's over, and dealing with the abilities that the heads in the back cast on the raid. Once you've killed a total of seven heads, the fight is over.
    Last edited by Lore; 03-11-2013 at 03:41 AM.
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  2. #2
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    The raid damage is negligent if you do not kill the green head at all.

  3. #3
    It's also negligent if you do, imo - the acid bomb is by far the easiest to avoid.
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    We found it easier that way (first attempt using that strat - although that was the second attempt on the boss anyway). I guess it comes down to what your raid is good at. It also means that you always have frost debuffs to remove the fire patches and vice-versa.




    Somehow I get the feeling that Megaera is going to be one of those bosses where there are half a dozen strats that can work, and how well they work depends entirely on your raid.
    Last edited by Fetzie; 03-11-2013 at 04:44 AM.

  5. #5
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    In our 25 man group we had 4 pallies in the raid, one tank and three of us healing all talented into Purity and rolling Purity on the people with Cinders, trivial damage while they ran out.


    Biggest healing issue I had was when the tanks were tanking a head and the tank would move too far into the elbow of the cruves of the shore next to the head (far left head was the worst for LoS), I'd lose LOS to the tank. Didn't make a lot of sense since no real obstruction between me and tank.

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