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02 - Horridon

Mehguy's picture

Mehguy — Mon, 02/18/2013 - 16:20

***Reminder that these are based off of PTR 10-man testing info and all information regarding boss health, dmg output, debuffs, percentages, etc are subject to change when they go live!***

Horridon is the 2nd encounter and he is a giant Triceratops.  This is primarily an add-style fight.

He has 392.5mil health (10-man) and 1.1776bil (YES THATS BILLION) health (25-man)

This fight should require

  1. 2 tanks
  2. 3 healers
  3. 5 dps

Phase 1 consists of Horridons abilities and adds

  1. Triple Puncture - This will deal a lot of damage and will place a debuff on the tanks causing them to take 10% increased damage and stacks.  The debuff lasts 1 1/2 minutes.  Requires a tank swap.
  2. Double Swipe - He will stay in place for a few seconds then do a quick swipe attack both in front of and behind him.  So pretty simple, dont stand in front of, or behind him when he casts this.  Tanks can AND should avoid this as there is time to run out of it. 
  3. Charge - he will charge a random raid member, and immediately upon reaching the target will cast "Double Swipe.  Charge itself deals no damage.  The raid needs to be aware of the charge and be ready to move at all times.

Add time!

Adds will spawn from 1 out of 4 doors.  Each door is controlled by one of the four troll tribes, all of which are led by "War-God Jalak". Every troll tribe will spawn 2-3 types of adds, each doing their own types of abilities.  However, there is one specific add from each door that is priority and should be killed immediately as they are the most threatening.  Only 3 of them (per door) are supposed to spawn overall.  1 will spawn shortly after the door opens, and then shortly after, the last 2 will spawn simultaneously (this has changed from PTR when they spawned individually).  Shortly after all 3 of that specific add spawns, a "Dinomancer" will jump down to the floor.  Once that dino-mancer is spawned, he needs to be focused ASAP.  More on that in a second.  Once certain criteria are met, Horridon will charge the door that adds have been spawning out of, and will seal it.  This however will lead to War God Jalak opening another door.

  1. The first door will open and "Farraki" trolls will come out of the door. 
    • Stonegazer adds will "gaze" a target and stun for 2 secs. 
    • Skirmisher are smaller melee adds.  Just group and AoE.
    • Wastewalkers adds are the 3 priority adds.  They will lay down Sand Traps that will deal a ton of damage to nearby players every 1 sec and will increase in size over time. They will also cast a sunlight that will deal ~80k dmg instanly and ~20k every 1 second for 30 seconds.  This can be dispelled.  Once all 3 of the Wastewalkers have spawned, the Dinomancer will spawn. 
      • Dinomancer - This mob needs to be focused immediately and interrupted.  He will cast a beam towards Horridon and will heal him for 1% of his health every 3 seconds.  So interrupt the cast for the beam.  Once the Dinomancer is brought to 50% health he will transform into a dinosaur, causing it to deal more physical damage, BUT it will no longer cast the heal beam on Horridon.  The Dinomancer will also drob an "Orb of Control" when he transforms.  A raider needs to click on the orb (it is a channeled ability lasting 7 secs) and it will cause Horridon to charge the door and seal it, preventing more adds to spawn from that side.  This will also stun Horridon for 10 seconds and give him a "Cracked Shell" debuff causing him to take 50% more damage through the rest of the fight.  Once this occurs, a new door will open and new adds will spawn.
  2. The second door will be "Gurubashi" trolls. 
    • Broodlords will be the standard adds to handle single target down. They will do a "rending charge" which will apply a bleed dealing 30k dmg every sec for 6 secs. 
    • Venom Priests are the 3 priority adds.  These will do a Venom Bolt Volley, which will deal nature damage to all nearby players and causing them to take a poison DoT and dmg every 3 secs for 1 minute (this ability stacks).  THIS MUST BE INTERRUPTED AT ALL COSTS. The Venom Priest will also create a "Venomous Effusion". 
      • Venomous Effusion - This is essentially a mirror image of the Venom Priest, it has significantly less health, but will pretty much spam the Venom Bolt Volley.  If this is up, this is the priority to kill.  This add will also create a poison pool under it and will either leave a trail or stay under the effusion and deal 185-215k dmg every 1 sec to anyone within 8 yards of it. 
    • Again, once the 3 Venom Priests have spawned the dinomancer will jump down again, and its the same rinse-repeat for that mob, using the orb of control, etc.
  3. The third door will be "Drakkari" adds. 
    • Risen Warriors - just deal standard melee attacks, supposed to be tankable.
    • Champions - These adds have no aggro table due to their "Uncontrolled Abomination" buff.  They will inflict "Deadly Plague" deadling 22.5k shadow dmg every 3 secs for 5 minutes to anyone they hit. This is a disease and can be cleansed. 
    • Frozen Warlords are the 3 priority adds.  These deal "Mortal Strike", reducing healing by 50% to that target affected.  Tank needs a LOT of heals and may have to do some heroic leap/kiting to help mitigate some damage. CDs recommended.  They will also cast "Frozen Orb" that will summon an Orb that will shoot a frost bolt at a nearby player every 1 second dealing 185-215k dmg and slow movement speed by 20% for 2 secs.  Avoid this.  Once all 3 have spawned, the dinomancer jumps down, yadda yadda. 
  4. Last door will be "Amani" trolls. 
    • Protectors are standard melee adds, have no specific abilities
    • Flame Casters - are high priority, more-so than the warbears/shamans.  They will cast fireballs at a random raid member dealing 100k fire damage, and is interruptable.
    • War Bears are the 3 priority adds to kill.  But again, I have seen people prioritize the Flame Casters over these. They need to be tanked facing away from raid as they will do a frontal swipe ability.  They are also ridden by "Beast Shamans".
      • Shamans - once the bears are killed, the Shamans riding them will jump off and will cast chain lightning (interruptable) which will jump to anyone within 5 yards of the original target, so spread. Hex of Confusion (curse, can be decursed), causing you to have a 50% chance to hit yourself when you cast a spell or use an ability.  They will also drop a Lightning Nova Totem.  The totem will deal 400-550k nature damage every 3 seconds to anyone with 8 yards.  GTFO of it if you see it.
      • Again, once all 3 of the Warbears have spawned, the dinomancer jumps down, etc.

Phase 2

Once all 4 doors have been sealed, OR once Horridon hits 30% health, a timer will start and after a little bit, War-God Jalak will spawn into the room.  At this point you will want to pull Horridon into the middle of the room. 

  1. War-God Jalak
    • He will cast "Beastial Cry" which will deal 100k dmg to all raiders and will increase the damage he deals by 50%, this effect stacks. 
    • He is the priority to kill over Horridon.  Chances are, you wont have focused Horridon at all until all the doors are sealed, so he will be up for a little while.  Focus WG Jalak and nuke him down so you dont deal with 100k raid aoe dmg and increasing damage with his stacks.
  2. Horridon
    • Once you kill WG Jalak, Horridon will gain "Rampage"  This will cause Horridon to gain You will have to deal with this while killing Horridon.  However, if you kill War-God Jalak fast, he will cause Horridon to "Rampage" which will cause him to gain 50% increased damage dealt and attack speed.  This is fairly negligible, just do tank swaps when appropriate.

Once WG Jalak is down, the raid should be taking absolutely no raid damage, only the tanks.  Unless people are bad on double-swipes.

Goal of this fight is to control adds and kill the 3 "specific" adds as quickly as possible.  If the dinomancer spawns when they are still up, switch priority to the dinomancer.  Drop the dinomancer down quick to cause Horridon to seal the door to prevent more adds, and so he gets the stacking debuff.  Once all 4 doors are sealed, it's a piece of cake.  Just focus WG Jalak and win.

 

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Mehguy's picture

Horridon guide updated

Mehguy — Wed, 03/06/2013 - 20:22

Updated with info obtain from first night in 10-man, and new vid attached.

Elapsed's picture

New Will Of The Emperor fight

Elapsed — Wed, 03/06/2013 - 16:37

New Will Of The Emperor fight right here, ignore the boss until you deal with the adds. Seems to be possibly a bit easier to control in 25 man rather than 10. We will find out more with more attemps tonight

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