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Home › The Downfall Handbook › Downfall Raid Guides › Throne of Thunder

09 - Dark Animus

Mehguy's picture

Mehguy — Mon, 03/04/2013 - 20:07

***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!***

 Dark Animus is the 9th encounter in the Throne of Thunder raid instance and depending how you go about the mechanics of the fight, can be the most complicated of them, next to Magaera.

This fight is largely an add fight, and its main mechanic deals with controling their energy called "Anima" in a manner in which the boss (Dark Animus) does not reach full 100 Anima, or he will wipe the raid.

This fight should require

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

The health of the adds and boss should be close to the following

  1. Dark Animus - 174 mil
  2. Massive Anima Golem - 35 mil
  3. Large Anima Golem - 11.8 mil
  4. Anima Golem - 3.3 mil
The fight has a total of
  1. 25 Anima Golems
  2. 8 Large Anima Golem
  3. 2 Massive Anima Golem
  4. 1 Dark Animus (boss)
HOWEVER!  The number of Anima Golems and Large Anima Golems is reduced by 1/2 in 10-man to help account for the lower number of raiders.  There will still be 2 Massive Anima Golems.  This "ability" will be described in detail below.
    Abilities
Powered By Anima - Anima Golems cannot act or use abilities unless they are powered by the Anima.  Each type of Golem has a specific amount of "Anima" that they can maintain.
  1. Anima Golems - 4 Anima
  2. Large Anima Golems - 8 Anima
  3. Massive Anima Golem - 36 Anima
  4. Dark Animus - 100
Critically Damaged - 1/2 of the Golems and Large Golems found in 10-man have sustained  severe damage, and cannot act.  HOWEVER, they can still absorb Anima.
Anima Golem - Melee Only, deals neglible damage, each member tanks 1, tanks tank 2.  All of these golems should become active at the beginning of the fight.
  1. Acceleration Link - Small golems will link together when they are close, increaseing attack speed by 1000% and movement speed by 100%
Large Anima Golem - Melee and 1 ability.  Must be tanked.  Becomes active once it has received its max 8 Anima.
  1. Crimson Wake - Anima clouds (red colored) will explode up from the ground and focus a random player and chase them for 30 seconds.  Must be kited, deals 190-210k fire dmg per hit.
Massive Anima Golem - Melee and 2 abilities, Must be tanked.  Becomes active once it receives ANY amount of Anima.
  1. Matter Swap - Applied to tank (or current target).  When dispelled, this ability will cause the tank and the player who is furthest away to trade places.  While they trade places, it will cause damage equal to the player with the most health (between the 2), and will split it.  For example, if the tank has 600k health and the other player selected has 350k, each player will take 300k damage, regardless of whether the tank is at full health or not.  Be aware of tank and raid health before dispelling.  In addition, the longer you take to dispell the ability, the more damage the ally player will suffer.
  2. Explosive Slam - Slams the ground, dealing ~315k fire damage to all enemies within 12 yards.  Any players hit will take increased damage to future Explosive Slams for 25 seconds.
Dark Animus - Boss, initially starts with one ability along with melee swings, but will gain additional abilities once he reaches certain levels of Anima.  Casts its activation sequence once it receives ANY amount of Anima.
  1. Activation Sequence - The Dark Animus must run trough its activation sequence before it will attack or use abilities.  Takes 1 minute
  2. Siphon Anima - Supposedly occurs every 30 seconds.  Will drain 1-4 Anima from each golem that is "active".  Including those that were severely damaged and do not act. **The amount of Anima drained mentioned in video is 1 anima, the tooltip says 2, and WoWhead dungeon journal says 4.  Actual amount not certain).   The spell will also NEVER drain the last point of Anima from any golem that is still actively engaged in the fight.  This is key to the encounter.  As long as there is 1 active golem up in the fight, the boss will never reach 100 Anima in order to wipe the raid.
  3. Touch of the Animus - periodically corrupts a random player, dealing 60k fire damage every 5 sec for the remainder of the encounter.  CANNOT be dispelled/removed.
  4. Anima Ring - 10 Anima ability.  Upon reaching 10 Anima, the boss will begin summoning orbs that surround the tank, gradually collapsing on them.  Any player that touches them will consume the orb, increasing the damage they take from melee swings by 50%.  Effect stacks, forcing Tank Swap.  (In heroic, absorbing an orb also deals fire damage)
  5. Anima Font - 25 Anima ability.  Gains the ability to further corrupt any player affected by "Touch of the Animus".  Causing them to spew Anima bolts at nearby locations every 1 sec.  Players hit by these bolts suffer fire damage.
  6. Empower Golem - 50 Anima ability.  Once he reaches 50 Anima, he can target any golem that is still active and heal it by 10% of its health, and increasing the damage it deals by 100% for the rest of the encounter.
    • Empower and Animate - If there are NO active Golems in the encounter, he will target one that is powered down/defeated.  Rezzing it and increasing the damage it deals by 100% for the rest of the fight.
  7. Interrupting Jolt - 75 Anima ability.  AoE ability that deals 195-205k nature damage to the raid and interrupts all spellcasts.
  8. Full Power - 100 Anima ability.  A 5 second initial cast and has a 5 minute channeling that cannot be interrupted.  Casts anima bolts at random targets. Deals 475-525k fire damage to all enemies within 5 yards of the point of impact.  Wipe mechanic.
One thing not mentioned yet, is that once you defeat one of the Golems, the Anima that the Golem had, will transfer to the closest Golem that has "space" to support that amount of Anima. So if you have a Large Golem with full 8 Anima, and you kill it next to an inactive Large Golem that has 4 Anima on it, that 8 Anima will go to the closest Large Golem that has room to absorb all 8 of the Anima, or it will go to either the Massive Golem or Dark Animus.  Initially what you want to do, is take the active golems to any of the Large Golems that are "damaged", that way once they receive their max Anima of 8, they will just sit there and not engage in the fight because they are damaged, etc.  Then progressively move on to the Large Golems that CAN be activated. Then move onward to the Massive Golems and then the boss.  Reminder that you WILL want to have a few adds up while you are fighting/killing the boss himself.  Otherwise he will receive 100 Anima and wipe the raid.  **NOTE - even though his ability of "Siphon Anima" says it will not absorb the last 1 Anima of an active Golem, this does NOT apply to the ones that are damaged... he WILL siphon all Anima from those ones.  That part of the ability only applies to golems that are active in the fight.
    The goal of the fight is to try to determine which adds are best to leave up while you are fighting the boss, so he doesnt reach full Anima.  And also when to activate the boss to begin killing him.  Theoretically, once you have dump as much Anima as you can into the damaged ones, you could just take the next small Golem and activate the boss and go that way without dealing with the other larger Golems.  But, after so long, they will all activate anyways, so you would have to have crazy DPS to kill the boss in time before you all of the Golems become active.
10-man notes/suggestions
  1. Dump Anima into damaged Golems (10-man), then progressively work your way up through the more difficult Golems, until you have 1 Massive Golem with max 36 Anima along with the boss.  This method should give you the longest up-time on the boss as (depending on how much Anima he siphons) will have a lot to siphon from the Massive Golem.. The backdraw to this method is, the buff he will place on the big add increasing its damage by 100%
  2. Dump Anima into damaged Golems (10-man) and then immediately activate the Massive Golems back to back.  That way you eliminate the larger threat of the Golem Adds.  Then once you have wittled down enough smaller Golems, you can activate the boss with 2-3 Large Golems and will only have to worry about the Boss' abilities along with red "Crimson Wake" clouds chasing people.  Seems like the most feasible to me.
25-man notes/suggestions
  1. The main disadvantage the 25-man has, is that ALL of the Golems are active, they dont have the luxury of having "damaged" adds.  The only thing I can suggest, is modified strats from strat 1 and 2 10-man.
    • Strat 1 - Similar to 10-man, but this would leave a large number of adds up at a time.  You could dump 2 small Golems immediately into a Large Golem, activating it.  Then kill the Large Golem next to another large Golem, which SHOULD cause it to dump all 8 of its Anima into it and activate.  And just go around the room like this, activating each Large Golem by killing one. (1 to 1 ratio essentially), then once you have the last Large Golem active, kill it and a bunch of little adds next to the Massive Golem and have it max its stacks out at 36, or at least close to 36.  Then kill that one next to the other Massive golem, so with luck, it will activate and have most, if not all, its stacks.  Then finish maxing its stacks and then activate the boss so it will hopefully start with 4 stacks.  This method will allow you to keep quite a few small adds up, 1 Massive Golem with a bunch of Anima, and also the boss with very minimal Anima so the # of abilities he can use at the start is minimal until the fight progresses.
    • It may take a bit of practice, but dump 1 small Golem into each of the 8 Large Golems.  This will bring your number of smaller adds from 25- down to 17.  At this point, you can dump 2 more small Golems into the Massive Golems and wipe them out.  Remember once you have the Massive golems up, and hopefully with only the initial 4 stacks of Anima from the transfer, you can kill them next to the Large Golems, causing a few of them to go from 4 stacks to 8 and becoming active.  Then you can work on eliminating the small Golems, causing the Large to go active, and then the Boss.  This way you also eliminate the Massive Golem threat, and should have the Boss up with a reasonable amount of Anima, but should only have to deal with red "Crimson Wake" clouds, similar to the 10-man.   But due to the amount of adds up total, this means that one tank will have the boss while the other tank could/should have anywhere from 2-5 Large Golems beating on him. And once the boss increases their damage by 100% each, could be wipe-tastic.

Again... overall goal is to try to figure out what combo of adds you leave up is best in order to defeat the encounter without wiping to increased Golem damage from "Empower Golem" or accidentally killing all the Golems and allowing the boss to get 100 Anima and wiping the raid.

 

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