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04 - Tortos

Mehguy's picture

Mehguy — Mon, 02/18/2013 - 16:19

Tortos is the 4th encounter and deals will killing adds and using your extra action button.

He has 179 mil health (10-man), 600 mil (25-man)

This fight suggests

  1. 2 Tanks
  2. 2-3 Healers
  3. 5-6 DPS

This fight is fairly simple, even though there is a "gimpy" mechanic to it.  A lot of people considered it to be one of the easier fights thus far.

Tortos

  1. Call of the Tortus - Tortos will use this 20 seconds into the fight, and every minute after.  This will summon 3 nearby turtles in the area to come assist him.  They have several mil health each and are crucial to the fight.  The adds do not have an aggro table and just spin around knocking people in the air and dealing physical damage to anyone they hit in their path.  Once they get low health, they will use "Shell Block" and hide in their shells for the remainder of the encounter or until kicked.  Drop frost traps in front of the boss, and have an AFF warlock use AoE slows when they are spawning through the boss to slow them to a crawl to minimize people getting knocked around.
    • Kick Shell - Once the turtles have hidden, you will gain an extra action button to kick the turtle shells.  You must kick these shells into Tortos to interrupt his raid-wipe mechanic called "Furious Stone Breath".  There will be an arrow pointing where the turtle will be kicked based on player location near turtle.  The turtle MUST be selected in order to kick it.  Hitting either Tortos, other turtles or the bats with the shells cause them to receive...
    • Shell Concussion - When hit by kicked shells, affected targets receive 25% increased damage for 20 seconds.
    • Furious Stone Breath - Inflicts ~350k to all players every 0.5 secs for 4 seconds.  Raid wipe mechanic, must be interrupted by Kick Shell.  Costs Tortos 100 rage to use. **note, this is the only thing he needs rage for**
  2. Growing Fury - If there are no players in melee range, Tortos will gain 5 rage every sec (roughly) decreasing the time between FSB casts.
  3. Rockfall - Causes a stalactite to fall from the roof dealing high nature damage to anyone hit by it.  Noted by a blue circle on the ground.  Also deals ~75-90k nature damage to players within 20 yards.
  4. Quake Stomp - Stuns all players for 1 second and causes non-stop rockfalls for 8 seconds.  Utilize/rotate raid-wide def CDs for this.
  5. Snapping Bite - Deals very high dmg to current tank.  No stacking mechanic, does not require a tank swap, just individual CDs to negate damage, (shield barrier for warriors, etc).

Vampiric Cave Bats - These bats come done shortly after (and as the fight progresses, they will start to come right at/before) Quake Stomps.  They only have 2 abilities... a standard Melee and Drain the Weak.

  1. Drain the Weak - Drains health from their target when their health is less than 350k.  Healing themselves for 10x the damage they deal.
    • These bats can and will one-shot healers (even a Pali).  The best way to help ensure these bats get on a tank (at least in 10-man) is to have a holy pali with righteous fury to pull initial aggro when they come down and they have the tank use a strong AoE to take them off and have the pali turn RF off.  It is also not recommended to stun them all at once, especially shortly after they spawn, as doing so can cause their swing timers to reset and be all in sync.  We have experienced the bats, one shotting or coming very close to doing so to the bat tank.

Crystal Shell (Heroic only) - Crystals spawn in the room and when attacked, encase the attacker in a shell that absorbs all damage and healing.  Initially the shell will absorb up to 15% of max health in damage, but will absorb up to 75% of max health for healing.  The shell breaks when it cannot absorb any more damage/healing.  Used to counteract high dmg in heroic.

Once at ~20% health, Tortos will get pissed and summon 2 waves of spinning turtles back to back.  At this point, ignore all bats that are up (tank kite, use def CDs), blow heroism and nuke boss.

Fight is fairly simple.  Kill order is

  1. Turtle adds
  2. Vampiric Cave Bats
  3. Tortos

Kill turtles fast, avoid stalactites from the ceiling, keep tanks topped off so bats dont regen health and MT doesnt die from Snapping Bite. Utilize raid Def CDs and properly kick turtles.  Ignore all bats and turtles at 20%, pop heroism and burn.

 


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