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> Cataclysm Raids!, First up, Blackwing Descent
Valhaz
post Jan 19 2011, 11:34 AM
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Magmaw




Abilities

Mangle—Deals 110464 to 128377 damage every 5 seconds. Target will be mangled lifeless after 30 sec. Used on current tank.
Magma Spit—Inflicts 39375 to 50625 Fire damage to random enemy targets.
Molten Tantrum—With nobody nearby to attack, Magmaw goes into a frenzy. Increases Fire damage dealt by 100%. Stacks 10 times.
Lava Spew—Deals 31450 to 36550 Fire damage per second for three seconds to all players within 60 yards.
Parasitic Infection—Deals 12025 to 13975 damage every 2 seconds. Infectious lava parasites burrow inside of you and multiply in the cool linings of your entrails. Triggers Infectious Vomit after 10 seconds.
Ignition—Ignites the ground in multiple directions, causing 23125 to 26875 Fire damage per second.
Pillar of Flame—Hurls a burst of boiling magma at an enemy, blasting them for 24375 to 25625 damage and sundering the ground. After X seconds 115625 to 134375 Fire damage and knockback to enemies near the sundered ground.
Infectious Vomit—Deals 39000 to 41000 damage to all friends within 8 yards, and expels Lava Parasites.
When Magmaw slumps forward multiple players can jump on his head and use constricting chains to impale him on the spike in the room causing him to be debuffed with point of vulnerability. Magmaw will break free of just one chain.

Constricting Chains—Encases the targets in chains, dealing 18500 to 21500 Physical damage every 1 sec. and stunning the target for 5 sec.
Point of Vulnerability—The tender backside of Magmaw's head is exposed! Damage dealt to this area is increased 100%. Health is shared between head and body.
On heroic difficulty Blazing Animated Skeletons will be summoned by Lord Victor Nefarius.

Strategy
At all times keep the ranged & healers in one tight bunch, at distance from the boss

Designate two ranged/healer spots that will be used alternately as needed throughout P1. Far enough apart to give you room to deal with worms, but not needlessly far because of time lost running. 20ish yards apart should do it.

Phase 1
Move the raid from one spot to another when Pillar of Flame is casting
Worms will spawn from the Pillar of Flame location. It is a good idea to have traps in place to slow them right from the start.
Kite worms around the raid and kill them. Misdirecting to a tank doing the kiting is useful. Using knockbacks is useful. The kiter should keep 8+ yards away from everyone else since being reached by a worm causes AoE damage (will show up as friendly fire). You can Also assign 2 spots in the room for the range to run back and forth between after a pillar of flame and drop traps and AoE slows on the worms as you switch spots and AoE them down as the all head towards the raid in a easy to kill clumped up group.
This phase is more about surviving and killing worms than anything else. You do not want to have worms alive in P2.

P1->P2 Transition
Magmaw covers half the room in fire (Ignition). Don't stand in it. The firey area is also where he will slump down shortly, stunning and damaging people straggling behind.
The tank will be picked up and be Mangled until the head is pinned down. Cooldowns can be used while Mangled. and Blessing of Protection does Negate the damage.
Heal the tank being mangled
When "Magmaw slumps forward, exposing his pincers!", have melee players pin the head down (using chains) quickly. To do this, right-click Magmaw as if entering a vehicle. One action will be available, which causes a targeting circle to appear on the ground below the cursor. Target the spike in the middle of the floor to attach the chain to the spike and pull Magmaw down onto it.
When the head is pinned down, you see "Magmaw becomes impaled on the spike, exposing his head!" and Phase 2 begins.
The tank will receive the armor debuff a after being freed, so a new tank is needed for the next P1.

Phase 2
This phase is about DPS for dpsers, and regenerating mana for healers.

Magmaw will take double damage.

DPS hard
Healers regenerate mana
P2->P1 transition
Aggro resets completely, watch it.
Remember to use a different tank from the previous P1 as that tank will be debuffed.

This post has been edited by Valhaz: Jan 19 2011, 12:23 PM
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Valhaz
post Jan 19 2011, 11:40 AM
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Omnotron Defense System


Abilities 10-man Normal
Arcanotron
Pull him out of his whirlpool, but make sure he's close enough to it that melee can stand in it.
Power Generator - A large cyan-magenta vortex on the ground. Gives whoever is standing in it a big boost to damage and mana regen. Stand in the whirlpool, but make sure the boss isn't.
Arcane Annihilator - Short cast time, interrupt-able, does a lot of damage to one target. Buffed by Power Conversion.
Power Conversion - Causes the boss to generate a stacking damage buff whenever he is struck. Don't hit him when he has this up. The damage buff is steal-able by a mage.

Electron
Lightning Conductor - Puts a debuff on one target that hits all nearby raid members for big damage. If you get this debuff as a healer or dps, run away from the group. If a tank gets the debuff, pay attention and move away from the tank.
Electrical Discharge - Moderate damage, jumps to allies. When Electron is active, stay spread out unless you're in a Power Generator.
Unstable Shield - When struck, the boss lets out a very high damage AOE. Don't hit the boss when this is up.

Magmatron
Incineration Security Measure - Shoots out jets of flame all over the room. Don't stand in the fire. If you are the tank, don't move or rotate the boss.
Aquiring Target - Targets one raid member and, after a few seconds, shoots a huge jet of flame straight at them. Get out of the way, and heal the target.
Barrier - Absorbs 300k damage and explodes to deal 75k damage to everyone. Don't attack the barrier.

Toxitron
Poison Cloud - Causes anyone standing in it to gain a debuff that increases all damage taken by 50%, including the boss.
Poison Protocol - Summons 3 Poison Bomb (slow moving slimes) that crawl towards a chosen target. Kill the slimes with ranged dps. If the slimes reach their target, they explode for about 100k and leave a pool of poison. Don't stand in that, and don't let a slime hit you; if you are being chased, kite it. Slimes are untauntable. Warning this can go on your tanks, in this case ALL dps must switch to kill that one first.
Poison Soaked Shell - When struck, the boss puts a stacking dot on the attacker. However, the dot has a benefit; when you attack with it, you deal a huge burst of nature damage (10k per stack). Try not to get it stacked too much, though, for the healers' sake.

Strategy 10-man Normal

This is council encounter consisting of 4 golem bosses with a shared HP pool of 32M. There will only be two entities moving and using skills at a time. When a new golem is activated the old one will be granted a shield. This is there to encourage the dps to switch targets.

Players can stack them for extra damage from incidental AOEs, tank cleave, etc. The bosses do not do any cleaves, stacking buffs, or crazy AoEs that punish the tanks for this strategy. When the fight starts, only one golem is active. It has 100 stored energy, which starts draining as soon as you pull. Once the energy hits 50, another golem will "wake up" and join the fight. Once the first golem reaches 0, it shuts down, and a new one spawns. This continues in a cycle until you kill the boss.

Tanks
A "stream" from the back wall to the next golem will show you which one is spawning next. Get ready to pick that one up once your golem reaches about 3 or 4 energy. You will know what golem to expect based on the color of the stream. Don't stand in poison clouds, and don't let the boss stand in whirlpools.
Healers
When you see "Aquiring Target" go off, Magmatron's target is about to take a lot of damage. A helpful red beam points to whoever is being targeted. The tanks are eligible targets as well. Get ready with preventive healing/shielding. If you are running low on mana, stand in a whirlpool for some nice regen.
DPS
Stand in the whirlpools for a buff. Don't stand in the poison clouds. Kill any slimes that spawn (they spawn 3 at a time and you get a raid warning). If a slime is targeting you, kite it (especially if you are melee). Use slows like Frost Trap, Earthbind Totem, and Mind Flay. When a boss casts their "shield" ability (look for keywords Barrier, Shield, Shell, or Absorption) switch targets immediately, or bad things happen. Special note for melee: Your tank might get hit with the "Lightning Conductor" debuff. Watch out for this. If that happens, get away from the tank ASAP as they will be hitting you with a big aoe.
Everyone
Spread out as much as you can. Don't stand in the bad stuff, but do stand in the good stuff. If you are targeted by Magmatron's "Acquiring Target" spell, stand there and take it (use damage reduction cooldowns if you have them; it will save the healer a lot of trouble).
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Valhaz
post Jan 19 2011, 11:52 AM
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Chimaeron


Abilities
Be sure to talk to Finkle before aggro-ing Chimaeron in order to gain the buff:

Finkle's Mixture—Damage taken while above 10000 health cannot reduce your health below 1.

Chimaeron Phase One - 100% to 20%

Caustic Slime—Deals 280000 Nature damage and briefly reduces chance to hit for all enemies in an area. Damage is split between all enemies within 6 yards of the impact crater.
Massacre—Inflicts maximum damage to all enemy players.
Feud—Chimaeron is unable to perform melee attacks while his heads are fighting each other.
Double Attack—Chimaeron will strike twice on his next attack.
Break—Chimaeron attacks viciously, breaking through his target's defenses. Increases Physical damage taken by 25% for 1 min. Stacks.

Phase Two - 20% to 0%

Mortality—Chimaeron goes into a rage, rendering him immune to Taunt effects but increasing the damage he takes by 20%. Reduces healing effects for all enemies by 99%.
Double Attack—Chimaeron will strike twice on his next attack.

Strategy

Simple in concept but more difficult in execution, Chimaeron is a gear check boss.

This fight requires 2 tanks; one will take all regular melee attacks, and the other will taunt off and take only the double strike attacks. The boss attacks extremely slowly (around 5 seconds inbetween each attack) so the regular melee tank will only need 10k hp for each hit. The offtank however needs to be topped off due to the double strike mechanic. Double Strike causes the boss to gain a buff which will make his next attack hit twice at once. You want to have the first attack leave you with more than 10k hp, so that the next attack will not kill you. Each attack is about 100-150k damage unmitigated, thus the need for full health on each double strike (barring a lucky dodge/parry/miss). Due to the "Break" debuff, you can not have just one person tank it all due to the fact that the increased damage taken debuff from break will cause the first double strike attack to do enough damage to leave less than 10k hp remaining, which makes the second attack kill you. Thus the overall objective is to have all break debuffs stacked on the normal melee tank, while the offtank gets no break stacks and takes only double strikes.

There are three basic phases to the fight.

When the Bile-o-Tron is online the raid will spread out, the buff will protect them from being one shot by Caustic Slime and Massacre. Healers need only heal people to above 10,000 HP.

When the Bile-o-Tron is knocked offline by Massacre Chimaeron's heads will begin fighting eachother but will still cast Caustic Slime. Thus the raid will stack up on top of eachother and will need to be healed as much as possible. You should assign 1-2 large AE cooldowns to be cast per each Feud phase, such as Hymn, Divine Guardian, Tranquility, etc. Any nature resist buff (aspect, totems, etc) you can cast is also EXTREMELY helpful for this phase. Since the damage is split between all targets hit, you should also have all possible pets out that you can; warlocks and hunters should recall their pets to stand next to them to help soak damage. Mages can Mirror Image, Druids can summon treants, etc to also help soak. When the Bile-o-Tron comes back online the raid should spread out again.

At 20% HP Chimaeron will become untauntable, take extra damage and apply a debuff to the raid reducing healing done by 99%. At this point it's a simple burn. You will still have the Bile-o-Tron.

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Valhaz
post Jan 19 2011, 12:01 PM
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Atramedes


Abilities
You will have a 'sound bar' in this encounter. If it hits 100 Atramedes will gain aggro on you! (And kill you, yes even if you are the tank.)


Thwack one of the ancient dwarven shields around the room to cause Vertigo to Atramedes. This resets everyone's sound to zero. He will destroy it when he recovers.

Vertigo—The Resonating Clash has sent the target into a state of Vertigo, increasing damage taken by 50% for 5 sec.

Ground Phase 80 seconds.

Atramedes does not have a rear attack. Standing in its tail is safe.

Sonic Breath—Cast at the highest sound player. Does 15,000 damage per second and adds 20 sound per second. Follows the player faster the higher their sound is.
Searing Flame—The blindly aimed flames inflict 15062 to 15438 Fire damage every 1 sec and increases Fire damage taken by 25% per stack. Applied 8 times over 8 seconds. Interrupt this with Vertigo. This is cast once per ground phase.
Modulation—The Blind Dragon begins to Modulate, increasing the Sound of all enemies by 7 and inflicting 39000 to 41000 Shadow damage. Damage increased by your sound bar.
Sonar Pulse—Sends discs of sonic energy flying around the room. If touched inflicts 5850 to 6150 Arcane damage and adds 7 sound.

Air Phase 40 seconds.

Roaring Flame Breath—Cast at the highest sound player. Does 15,000 damage per second and adds 20 sound per second. Follows the player faster the higher their sound is. This time it keeps speeding up, and you may want to use a shield to stop it. After the vertigo he will follow the player who hit the shield.
Sonar Bomb—The Sonar Bomb inflicts 30000 Arcane damage to enemies within 8 yards and allows Atramedes to hear the targets more easily! Adds 30 sound.
Sonic Fireball—29250 to 30750 Fire damage to enemies within 6 yards of the impact.
Roaring Flames—Atramedes scatters flame patches across the room. The Reverberating Flames inflict 14625 to 15375 Fire damage and an additional 7800 to 8200 Fire damage every 1 sec for 4 sec. Additionally the Reverberating Flames increase sound by five. These flames are also spawned in the path the Roaring Flame Breath takes while following its target, as well as in the path the Breath takes shifting from its target to the Shield that was rang.

Strategy

This encounter revolves around the Sound Bar mechanic. All of Atramedes' abilities cause their target's sound bar to increase, and when 100% sound is reached Atramedes will gain aggro on the target and hideously mangle and crush them. Atramedes will target the highest sound player with his abilities and follow them faster if their sound is higher.

There are 10 'gongs' around the room that can be interacted with, using them will reset every raid member's sound to zero and stun Atramedes for 5 seconds. However when they are used Atramedes will become extremely upset with them and burn them to ash, so they can only be used once each.


PHASE 1

Atramedes starts off on the ground and should be tanked near the entrance. Lasts 80 seconds. This allows quick access to the shields by a player designated to hit them. Atramedes melees slowly, but very hard. Ranged and melee should be stacked on differing sides of the boss to allow for predictable Sonar Pulse flight pathing. He will also cast Modulation at regular intervals for unavoidable raid damage and sound.

Twice per phase Atramedes will use Sonic Breathe, which has a 2 sec cast time. he will quickly target the person he's casting on before using it. A direction needs to be set up beforehand on where the player needs to run (i.e. targetted player runs clockwise, others run counter). Once per phase he will channel Searing flames. This is the main source of wipes. The designated shield hitter must always be near a shield to quickly whack it and stun Atramedes. Ideally you'll only get one stack of the debuff. Two is acceptable. Anything higher is not acceptable as he usually follows up with a Modulation which will do hefty damage and likely kill low health members.

Shortly after Searing Flames he will take off and phase 2 will begin.


PHASE 2

Atramedes is now in the air and has a new repertoire of moves. The most deadly being Roaring Flame Breathe. This is where you'll need at least one or two dedicated kiters. Mages and Warlocks work well, and engineering is almost a must. The goal of this phase is t get through it, using preferably only one, at max two shields. As soon as the boss starts channeling, the kiter whacks a shield stunning the boss and becoming the new target. A mage can use Blink as well as the engineering belt to stay ahead of the flame, while a warlock can use the Soulburn/Portal combo to get away from the flame as well as a speed boost, before using the belt. Both will still likely need Priest's Body and Soul shields for the final few seconds.

While the kiting is going on the rest of the raid need to avoid the Sonar Bomb and Sonic Fireball as well as staying out of the flame patches, all the while ranged should be trying to put as much damage in Atramedes as possible.

After 40seconds Atramedes will land and phase 1 will resume.


Rinse and Repeat.
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Valhaz
post Jan 19 2011, 12:07 PM
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Maloriak


Abilities

The Maloriak encounter switches between several sets of abilities depending on which vial Maloriak throws into the Cauldron. There is a pattern to his vials, every third vial will be a Green one. He will randomly choose between Red and Blue for the first two, then the sequence resets. Each Vial lasts 40 seconds, after which Maloriak will cast a new one.

There are 18 Abberations in total, one strategy is to kill the Abberations while they have Debilitating Slime. There other is to interrupt every Release cast and 'zerg' the boss at 20% ignoring the abberations entirely.

All phases

Arcane Storm—Deals 14137 to 15862 Arcane damage per second to all enemies within 50,000 yards. Lasts 6 sec.
Release Aberrations—Releases 3 Abberrations from their growth chambers, causing them to attack all enemies in the area.

Red Vial - Mix and stir! Apply heat!

Consuming Flames—Ignites a random target in flames, dealing 9000 Fire damage per second. Any additional magic damage taken by the target increases the damage dealt by this effect by 25% of the damage taken. Lasts 10 sec.
Scorching Blast—Deals 750000 Fire damage, split among all targets in a cone up to 60 yards in front of the caster.


Blue Vial - How well does the mortal shell handle extreme temperature change? Must find out! For Science!

Biting Chill—Surrounds a random player target with a ring of frost which deals 7500 Frost damage per second to the target and any friends of the target within 8 yards. Lasts 10 sec.
Flash Freeze—Causes an area around a random target to become suddenly freezing cold, dealing 47125 to 52875 Frost damage to all targets within 10 yards of the target and encasing them in solid ice for 30 sec. When the ice is broken, the targets are released but the breaking ice deals an additional 47125 to 52875 Frost damage to all targets 10 yards around that target, breaking all ice in that area as well.

Green Vial - This one's a little unstable! But what's progress without failure?

Remedy—Heals the caster for 150000 health and generates 2000 mana per second. The amount healed by this effect increases by 150000 per second. Lasts 10 sec. Magic dispellable.
Debilitating Slime—Slime sprays out from the cauldron, coating every unit (players and enemies!) in the room. The slime increases all damage taken by 100% and suppresses any Growth Catalysts on the target, causing it be removed temporarily. Lasts 15 sec.

25% Health - When pushed to the edge, results may become unpredictable!

Release All—Releases all remaining Abberations from their growth chambers. In addition, releases the two Prime Subjects from their growth chambers.
Magma Jets—Releases a stream of small fire fissures towards a random enemy. These fissures deal 23562 to 26437 Fire damage to all enemies within 0 yards. In addition, the fissures leave behind a persistent burning effect which deals 4713 to 5287 Fire damage to all nearby enemies.
Absolute Zero—Summons a sphere of sub-freezing energy near a random target. If this sphere comes within 6 yards of an enemy, it will explode, dealing 18850 to 21150 Frost damage to all enemies within 6 yards, knocking them back.
Acid Nova—Deals 5000 Nature damage per second to all enemies for 10 sec.

Abberations

Growth Catalyst—Increases nearby allies' damage dealt by 20% and reduces damage they take by 20%. Affects all allies within 10 yards.

Prime Subjects

Growth Catalyst—Increases nearby allies' damage dealt by 20% and reduces damage they take by 20%. Affects all allies within 10 yards.
Fixate—Fixated on a target. Immune to taunt. Lasts 10 seconds.


Strategy

The Maloriak encounter has some rather unusual mechanics. He switches between several sets of abilities depending on which vial Maloriak throws into the Cauldron. There is a pattern to his vials, with every third vial being a Green one, and the two before it are either Red then Blue, or Blue then Red. Each Vial lasts 40 seconds, after which Maloriak will cast a new one. He also has adds, that he summons in packs of 3 with an interruptable cast, twice every Red or Blue Vial phase.

There is a limited amount of adds he can summon; 18 Abberations and 2 Prime Subjects, which he will only summon in his final phase from 25% to 0. Because of the adds' Growth Catalyst ability, they need to be tanked away from Maloriak, so he won`t get the buff as well. By the time 9 adds are up, they will be dealing tank-killing damage, which can only be survived by a) popping cooldowns, b ) kiting, or c) having a third tank pick up a couple of adds.

The Red Vial gives him a flame breath. Unlike other flame breaths, that you want to stay out of, this one does shared damage to everyone in the breath, meaning that if only the tank is in the breath, he will get one-shotted. So, when he throws a Red vial into the cauldron, everyone but the off-tank(s) should stack up in front of him.

The Blue Vial gives him a spell which randomly freezes a random member of the raid and everyone within 10 yards of that person in an iceblock with 5k hp. One player, preferably a fire mage (for fire blast) should be assigned to breaking these immediately. The raid should spread out for this phase.

The Green Vial wipes the Growth Catalyst buff given by the adds, and puts a debuff on everyone including both adds and players increasing damage taken by 100%. During this phase all dps should be focused on aoeing the adds down before the green phase is over, as he will immediately follow up the green phase with an add summon.

Throughout the fight he will also randomly start to channel Arcane Storms, which must be interrupted, so as to mitigate raid damage. When he reaches 25%, he will release all remaining adds (hopefully only the two Prime Subjects, or you will likely wipe) and enter a Soft Enrage-like phase, where he deals more damage, summons void zones of fire in a line in front of him, ice orbs that will explode if dpsed down or if they reach a player, and does high raid damage through Acid Storm. Pop all cooldowns, and nuke him through that last phase as quickly as humanly possible.

The main mechanic of the fight is actually the adds, because of their absurd damage. There are a number of ways to deal with this:

Interrupt one cast of Release Aberrations, and let the off-tank pop all cooldowns when 9 adds arrive.
Interrupt one cast of Release Aberrations, and have dps use kiting abilities such as Blast Wave, Ring of Frost, Earthbind Totem, and Frost Trap.
Interrupt no casts of Release Aberrations, and split adds between two off-tanks, instead of one.
Interrupt the second cast of Release Aberrations, and single-target dps the first set of three adds down before the third cast.
10 man: He has a 6-minute enrage timer. To beat this fight, you will have to face two sets of three phases (Red/Blue, Blue/Red, Green). DPS has to be careful, as you don't want to push him to 25% until the second Green Vial is thrown in the cauldron, or you'll likely wipe due to not being able to take down your remaining Abberations.

This post has been edited by Valhaz: Jan 19 2011, 12:12 PM
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Valhaz
post Jan 19 2011, 12:21 PM
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Nefarian - Final Boss of Blackwing Descent



Abilities

Throughout the entire encounter every 10% of Nefarian's health will cause Nefarian's lightning machine to strike the raid with Electrocute.

Nefarian's Lightning Machine

Electrocute—Generates a massive bolt of lightning that strikes the ground, inflicting 103950 to 106050 Nature damage on all enemy targets.



Phase One

Undead Onyxia is the first part of the encounter. She awaits players following the intro. Onyxia - 6.6 million (10-man) / 24 million (25 man) HP

Electric Discharge—When the lightning orbs on Onyxia's sides are glowing inflicts 19500 to 20500 Nature damage per second to enemies on Onyxia's sides. Damage increased by Onyxia's lightning charge level. Can be avoided by line of sight behind the pillars in the room.
Shadowflame Breath—Inflicts 35,000 Shadowflame damage to enemies in a cone in front of the caster every 0.5 seconds for 1.5 seconds. Also resurrects Animated Bone Warriors in the area of effect.
Cleave—Inflicts 110% of normal melee damage to an enemy and its nearest allies.
Tail Lash—A sweeping tail strike hits all enemies behind the caster, inflicting 15750 to 20250 damage and stunning them for 2 sec.
Children of Deathwing—Nefarian and Onyxia attack 100% faster when they are within 60 yards of eachother.


Nefarian

Hail of Bones—Nefarian will cast this six times in phase one before landing, each time spawning an Animated Bone Warrior and doing 23987 to 26512 Shadow damage to nearby enemies.
Cleave—Inflicts 110% of normal melee damage to an enemy and its nearest allies.
Shadowflame Breath—Inflicts 54,000 Shadowflame damage to enemies in a cone in front of the caster every 0.5 seconds for 1.5 seconds. Also resurrects Animated Bone Warriors in the area of effect.
Tail Lash—A sweeping tail strike hits all enemies behind the caster, inflicting 15750 to 20250 damage and stunning them for 2 sec.
Children of Deathwing—Nefarian and Onyxia attack 100% faster when they are within 60 yards of eachother.

Animated Bone Warrior

Have an energy bar that slowly depletes over time. It will be reset to full if they are touched by shadowflame effects. While they have far too much HP and are too numerous to be killed, they will 'lie down' and despawn if they run out of energy. Their damage increases steadily while melee-ing, so they should be kited. They can also be feared and crowd controlled.
Animate Bones—Shadowflame energy animates these bones, taking 2 energy per second.
Empowering Strikes—Melee and Ranged attacks empower the caster, increasing all damage dealt by 100% and movement speed by 10%. Stacks infinitely.


Phase Two

Lava

Magma—Swimming in Magma deals 5,000 fire damage per second. Increases damage taken from Magma by 2000. Stacks.


Nefarian

Shadowflame Barrage—Spammed on the raid the whole of phase 2. Inflicts 22500 to 27500 Shadowflame damage to an enemy.
Shadow of Cowardice—Inflicts 30000 Shadowflame damage to an enemy and increases Shadow damage taken by 100%. Appears to only be used when trying to exploit the encounter.


Chromatic Prototype

Will stand in place and constantly try to cast Blast Nova, which can be interrupted. 2.6M/8M HP. Does not melee.
Blast Nova—Deals 30050 to 40950 Fire damage to all enemies every 2 seconds for 30 seconds. Interruptable.
Phase Three

Nefarian

Cleave—Inflicts 110% of normal melee damage to an enemy and its nearest allies.
Shadowflame Breath—Inflicts 54,000 Shadowflame damage to enemies in a cone in front of the caster every 0.5 seconds for 1.5 seconds. Also ressurects Animated Bone Warriors in the area of effect.
Tail Lash—A sweeping tail strike hits all enemies behind the caster, inflicting 15750 to 20250 damage and stunning them for 2 sec.
Shadowblaze Spark—Creates a shadowy blaze at a nearby location that spreads quickly. It will expand from its starting location in a circular shape and will follow players and speed up if it is touched.
Shadowblaze—Inflicts 50,000 Shadowflame damage per second to enemies within the Shadowblaze. Also ressurects Animated Bone Warriors in the area of effect. Breaks crowd control effects and roots on Animated Bone Warriors in the area of effect.

Heroic Mode Only

Dominion—Dominate the minds of 2/5 nearby humanoids, seizing control of their bodies for 20 sec. Immune to stuns and roots. Dominated players will walk towards Dominion portals which will spawn nearby, killing them instantly when they touch them. If you survive the dominion your next ability will deal 2000% more damage.

Animated Bone Warrior

Same as Phase One.


Strategy
Phase One


The encounter begins with an introductory event in which Nefarian (as Lord Victor Nefarius) resurrects Onyxia. He then turns into his dragon form and flies into the air, landing 30 seconds into the fight. Before Nefarian lands he will spawn 6/12 (10/25-man) Animated Bone Warriors which can be either kited, CC'd or tanked until they run out of energy and die on their own in this phase. Onyxia and Nefarian should be tanked on opposite sides of the room to remove their 100% haste buff Children of Deathwing. Onyxia should be damaged down to low health but not killed. This will give you some time to burn Nefarian's health down before the last phase. Onyxia will eventually hit full energy and instantly kill the raid, and every 10% of Nefarian's health adds 25% to her energy charge. You will generally have time to burn Nefarian down to sub-80% before killing Onyxia and ending the phase. Do not let either Dragon breathe on the Animated Bone Warriors as this will break CC, snares and roots and reset their energy to full.

Phase Two
The arena will fill with lava and three Chromatic Prototypes will spawn on each raised pillar of the room. They do not melee. They cast Blast Nova which must be interrupted.

Assign players to each of the three platforms for phase two. Each platform needs one reliable interrupt for 10-man and two reliable interrupts for 25-man (you will need interrupt rotations on 25). A ranged interrupter is helpful in the beginning of the phase on each platform while everyone is jumping up. It is important to spread out around the edge of the platforms in phase 2 as splash damage from Shadowflame Barrage will cause deaths. You should try to damage Nefarian below 70% in this phase, survival cooldowns should be used to mitigate the electrocute at 70%. The phase will end after the Chromatic Prototypes die or after three minutes.

Phase Three
The lava will subside and Nefarian will land, stay spread out until Nefarian has stopped casting Shadowflame Barrage.

Phase Three is like phase one except Nefarian will now cast Shadowblaze Spark, it will always be targetted on the location of the Animated Bone Warriors. It will break CC, snares and roots on the Animated Bone Warriors and reset their energy to full just as the dragons' breath does.

Since Shadowblaze Spark is always targetted on the Bone Warriors, CC and roots are ineffective. You should have a tank kite the Bone Warriors away from Nefarian and continually move to avoid the Animated Bone Warriors ever regaining energy. They will die after 50 seconds and reset their empowering strikes stacks, this will allow the Bone Warrior tank to survive. Both tanks will need to use a survival cooldown to survive Electrocute every 10% of Nefarian's health.

The longer Nefarian takes to die the faster he will cast Shadowblaze Spark, until it is impossible to avoid and the raid dies.

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dimordimon
post Jan 22 2011, 12:41 AM
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Great coverage as always! my guild is done with magmaw, omnitron, and maloriak and getting ready for chiamaeron, these fights are so rough on 10 man too!
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