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Home › Forums › Generic Raid Discussion

01 - Jin-rohk The Breaker

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!***

Jin-rohk The Breaker is a giant troll and is the 1st encounter in the Throne of Thunder Raid instance.

Right out of the gate, this boss is expected to be a slight gear check for those coming into the raid, but isn't expected to be something that you would smash your face into for hours upon hours.

This fight should require

  1. 2 tanks
  2. 2-3 healers
  3. 5-6 dps

He has approx 206 mil health (10-man) and 662.8 mil (25-man)

The main mechanic is called Conductive Water.  At the beginning of the fight (and throughout) the boss will grab his current tank and throw him at 1 out of 4 statues in the corners of the room.  Once they break, they will release water that will spread to eventually cover approx 25% of the room.  This water that spawns will give an increased 40% damage and healing buff to those who stand in it, BUT if you are standing in it, you will take 80% increased nature damage.

Shortly after he will cast a Lightning Storm ability that will last ~ 15 seconds and will deal ~70k nature dmg per second to everyone in the raid.  This will also electrify the conductive water to make it deal damage, and make it so you cannot stand in it any longer, so while the water is up, utilize it to its full extent.  This mechanic essentially leads to a soft enrage as the water will eventually fill the room and become electrified.

His next main ability is Focused Lightning.  This will focus a random raid member (favoring ranged) and will chase that person until it connects.  It supposedly deals dmg to anyone within 5 yards of it while it travels to its target. Once it connects with the raid member it will explode and deal ~150k nature dmg to the person and anyone within a 8 yard radius.  IF it explodes while the person is in conductive water, it will hit for over 700k. It will also "conduct" damage if the lightning is kited through/over any of the water and deal dmg around 175k to anyone in the water.  So kite it out/away from the water. 

Once the Focuse Lightning connects, it will leave a fissure on the ground that will pulse nature dmg (70-80k) to anyone within 5 yards of it.  If another focused lightning attack comes in contact with a fissure that is pulsing, it will immediately explode and deal ~250k dmg to the raid. If the fissure is close enough to conductive water, it will react with the water and will deal ~70k dmg to anyone in the water, but then the fissure will despawn. This leads to how to deal with the boss and maintaining room to do the encounter.  The idea is to have the raid members stay on the outer edge of the water, then if they get focused lightning, they will run to one of the unbroken statues in the corner of the room and drop it there.  Then whenever the boss throws a tank into it, the water will eliminate all the fissures that were placed there, giving the raid more room to move around safely.

His last main ability is called Static Burst.  This will deal ~100k nature dmg to the raid, and will put a debuff on the tank.  This debuff stacks and will deal increased damage to the tank AND will deal extra damage to the raid every time the tank is hit. The tanks will immediately start off with 10 stacks and they will progressively fall off the more times they are hit. Tanks need to taunt immediately so the tank with little OR no stacks of the debuff remaining will be getting hit and the raid will take less damage overall.

 

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  • Generic Raid Discussion

I've been talking to some of

Ardea — Wed, 03/06/2013 - 16:40

I've been talking to some of my friends on my other server... I wanted to share their notes with you as well.


Exiled Legion:
Special assignments
Ranged will need to hang on the edges of the pools to drop focused lightning


This fight feels like a good first boss fight. Nothing over-complex and no gimmicks (vehicles, dancing, etc). What's going to happen is we're going to pull and fight him in the center for 30 seconds or so. At that point, he's going to toss the tank into one of the 4 corners of the room and break a statue (4 corners, 4 statues, derp). The broken statue will leave a pool called conductive waters that slowly grows over time. The pool provides a 40% healing + 40% damage buff to anybody standing in it. Initially everybody will stand in this. Eventually the pool will be unsafe to stand in due to him casting lightning storm. This abilitiy turns the pool into giant tazer gun and everybody needs to run back to the center. The pool will stay electrified for the duration of the fight. Another mechanic regarding the pools are the focused lightning. He will cast it on a RANGED player and that person needs to get the fuck out of the pool asap. If it lands in a pool, it does the same effect as his lightning storm and we just lost our 40% buff until we get a new pool.


Focused lightning (IMPORTANT ranged mechanic)
This ability targets a ranged player and sends an untargettable spark quickly towards them. This player must move out of the water and nobody should be near them (8 yard range) or you're getting stunned. After it hits the player for 150k damage, it leaves a fissure behind. Anybody within 5 yards takes 75k nature damage per second. Don't stand near it after it hits you. It looks like a little lightning tower that can't ever have another focused lightning get near it. It will wipe the raid if that happens. But Scyzek, what if the pool gets too big and hits a fissue? Great question. The fissure dissolves itself and despawns. This is why you only need to get enough room to be SURE you aren't dropping your fissure in the conductive water. This ability is on a timer and does not require everybody to be hovering on the edges, a call will probably be made to be ready to run out.


The focused lightening will target healers. Ranged and healers should never be in melee range of the boss, we saw in LFR multiple times where a rdps or a healer was right up on his nuts, got a lightening ball and killed the entire MDPS team from the pool + lightening ball. Unless we are going to be calling some pretty serious "move out, move in" stuff when lightenings are spawning, its easier just to have rdps and healing 20-30 yards from the boss on the edge of a pool.


Tank stuff
30 seconds into the fight he's going to throw the tank at a statue and break it. The tank will be stunned for 9 seconds after the throw (might be breakable, not sure yet). The offtank will need to taunt after the throw happens. Thrown player will be right on the pool with a red aura. Pretty simple stuff. He's going to put a stack of 10 "static wound" on the tank after he does static burst to the raid (130k raid wide). This debuff fades over time and does less damage over time. A tank with a high stack should have it taunted off of them. The tank with the high stack of debuff will stand out of the water and wait for the stack to drop lower or when he casts static burst again. Positioning shouldn't ever be an issue since he operates like feng. As far as current data goes, his chosen statue order is entirely random. We'll just keep him centered for the time being.


Melee
Nothing special here guys. Make sure you have the conductive waters buff and move out of it when he casts lightning storm.


Heroism
Nothing changes during the fight besides where he stands. He has a psudo enrage timer via having all 4 statues broken and lightning stormed. Hero on the first pool of conductive waters would be a good place to burn.


 

Elapsed's picture

A fun fight, a great

Elapsed — Wed, 03/06/2013 - 16:25

A fun fight, a great introduction to some abilities, however maybe a bit undertuned when compared to the trash leading to the 2nd boss and the 2nd boss himself

Atar's picture

READ ME MAN HUG!!!

Atar — Wed, 03/06/2013 - 12:37

READ ME MAN HUG!!!

Mehguy's picture

Jin'rohk updated

Mehguy — Wed, 03/06/2013 - 12:52

Updated post with text corrections (jars -> statues) and uploaded 25-man vid from Tankspot.

Notes from our 10-man kill, have everyone run out of the Lightning storm approx 5 seconds before he starts the cast.  It will save your ass ensuring people dont wait until the last moment and take increased damage.

Also, tank swapping will have to be slightly creative due to the timers of the static burst and his throw ability.  The way we handled it, was MT gets the initial static burst debuff, the OT taunts off.  The OT holds the boss until about 3 seconds before he throws the tank into the statue.  The reason we do this, is so the tank that has the debuff is the one that gets thrown into the statue.  The OT should taunt back right when the throw has happened, that way they get the boss back and he stays in the middle.  You will always want the tank with the higher amount of stacks of the debuff to be thrown to ensure he isnt tanking the boss and accidentally getting more debuff stacks.

This is mostly, again, due to the timers of the abilities.  IF you ONLY taunt when the debuff goes out, there will be periodic overlaps of stun-time due to the tank-throw to where you cannot taunt the boss off soon enough and he can reapply the debuff to the tank who already has 2-4 stacks remaining.  This will cause a tank to have 12-14 stacks of the debuff instead of just 10, causing more damage to himself, the raid, and can cause it to take longer for all the stacks to drop off and eventually tanks can have a rediculous amount of stacks of the debuff.  Once  you experience it, you'll see what I'm saying.

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