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Home › The Downfall Handbook › Downfall Raid Guides › Siege of Orgrimmar

10 - Spoils of Pandaria

Mehguy's picture

Mehguy — Thu, 08/15/2013 - 13:00

Yea I know its not a pic of the actual crates

Spoils of Pandaria is the 10th encounter in the Siege of Orgrimmar raid, and 2nd encounter in The Underhold LFR.

For a detailed view of the abilities/loot table for LFR/Flex/10/25 please CLICK HERE

General Strategy/Overview

This encounter is not a typical boss fight, but is more a gauntlet/add encounter.

The room is divided into 4 quadrants, 2 of which will be open at the start.  The raid must divide into 2 groups and send 1 group into each quadrant. 

Once you drop into the quadrants you will observe several different sized crates.  These crates contain the adds you must kill to progress the encounter.  The encounter works as such.

  • There are 4 manual override levers that must be pulled to destroy all the boxes to end the counter.  1 lever in each quadrant.  These levers must be filled with Titan energy to be able to use them.  The levers will gain Titan energy by killing the adds within the crates.
  • You have ~270 seconds at the start of the encounter to clear out enough adds in your first quadrants to be able to access the first manual levers.  Once you access the levers, you will open the doors to the remaining quadrants.
  • You will have ~300 to pull the last 2 levers before you will automatically wipe.  Once you have filled the remaining levers with Titan energy from the adds and pull them, the encounter will end.

There are 2 primary style of crates in the quadrants.  Each side will have 1 quadrant of Mogu style crates(blue colored emblems), and another quadrant of Mantid style crates(yellow colored emblems).

  • There are also random Pandaren style crates spread throughout the quadrants (green colored emblems, 2-3 crates per quadrant).  These Pandaren crates contain spirit adds that, when killed, do NOT power the manual levers, but instead give slight buffs to either tanks/healers/dps based on the type of add it is.

Because there are so many various types of adds, Im just going to hit on a couple key points on the crates for the Mogu/Mantid sections and touch on Pandaren buffs.  If you want to know all the specific mobs and abilities, please check the Dungeon Journal in the link above.

Mogu Crates (Blue Mogu Emblems)

  • Large Crates - Have either a council of stone statues or named NPCs.  The council has increased dmg for each statue that is alive, while the named NPCs all tend to have raid-wide dmging abilities.
  • Medium Crates - Contain Golems (similar to Dark Animus golems) that will highlight areas on the ground and use a modified matter swap style ability to swap player locations.  If NOBODY is standing in the highlighted area, then the golem will explode dealing ~240k fire dmg to anyone within 30 yards.  They will also put a buff on adds healing ~15% max health/1 sec.  Also contains Ritualists, these place debuffs on a player that increase in damage the longer the debuff remains on a player. When dispelled, the debuff resets its damage and jumps to another player.  Will only be fully removed hen the ritualist is killed.  Will also drop Runes of Power on the ground.  Keep mobs off the Rune.  Also channels a Forbidden Magic spell, deals 100k dmg every sec while channeled, must be interrupted.
  • Small Crates - These mobs are fairly trivial.  Can contain Animated Stone Mogus that deal nature dmg and put stacking slowing effects on players.  Also contain Urns that spawn Spark of Life, adds that pulse ~200k nature dmg to anyone within 4 yards, move slowly, once defeated deal ~120k nature dmg to anyone within 8 yards.  Last is Quillens, this primarily just put a small stacking bleed DoT on players.

Mantid Crates (Yellow Mantid Emblems)

  • Large Crates - Contain Mantid Commanders.  They have a constant pulsing AoE dealing ~33k nature dmg/1 sec they are alive and primarily use an ability called Set to Blow on players which will get them a stacked bomb debuff that counts down, when the timer expires it will deal 160k fire dmg per stack to the player and any1 within 9 yards.  This ability will also give players an extra action bar that they can use to drop bombs on the ground to remove their stacks to take less damage.  If you have this debuff, run to a corner and move around and drop your bombs.  The bombs will remain there for 30 seconds, OR will explode if a player gets within 9 yards of them.  Another way to counter this is to use an immunity when the ability is about to expire (pali bubble, deterence, etc).
  • Medium Crates - Contains Priests  who summon additional small adds to him, also encases adds in amber resiude, healing ~120k health every 3 secs.  Divides amongst the number of adds it hits.  Is dispellable.  Also can contain Wind Wielder that summons a Windstorm, moving in a spiral, deals ~200k to those who hit it. Casts a buff to ads that increases dmg dealt by 65%, divided amongst all adds it hits.  Also deals a strong Shear ability for ~260k nature dmg and an 80k DoT every 1 sec for 6 sec.
  • Small Crates - These contain Bombardiers who charge targets, dealing ~160k dmg to the target and leaves a trail of dust that deals dmg to those who stand in it.  They also throw bombs that deal ~70k phys dmg to targets.  Kunchongs shoot "pheromones" in  the direction of players, deals 80k dmg to anyone who stands in the small pools they leave behind.  Warcallers melee and occasionally enrage, increasing the damge that deal by 225%, but greatly reduce their movement speed.  They also reduce their targets armor by 30% for 2 mins and stacks.

Panda Crates (Green Pandaren Emblem)

  • BUFFS GRANTED
    • Blade of the Hundred Steps - when killed, gives all tank-role players within that quadrant a chance to call down a bolt of lightning, dealing ~260k nature dmg to enemies within 4 yards and stun them for 2 secs.  This will bypass mob immunities to stun, but has a 15 sec CD.
    • Staff of Resonating Water - when killed gives all healers in the quadrant the chance to create a wave of force that contains ~120 healing energy that travels forwads 40 yards.  Anybody hit by this will receive healing energy based on their missing health. Has an 8 sec CD and also damages enemies for ~225k nature dmg.  After 2 sec of travel or if the energy has all been used, it will dissapate.
    • Claw of Burning Anger - gives all dps players in the quadrant the chance for their attacks to dmg a target for an additional ~135-150k fire dmg.  Has a 5 sec CD.

Lift Hooks - these are placed in random areas of a quadrant to allow players to rise to the upper platform to jump down to the other side of the rooms quadrants if needed.

Overall this fight isnt too complicated, there are just a lot of different mobs, varying from Mogu-style to Mantid-style, with their own varying abilities.  The trick is just knowing which ones you can handle the most of, and killing enough of them in the time allotted to be able to acces the levers to get to the remaining quadrants, then repeating the process.  It seems like a solid method to employ is to activate the smaller crates first as they are easiest to AoE/clear out so when you are fighting the larger mobs, you dont accidentally open extra crates and get overwhelmed. Also knowing when to open the Pandaren crates to utilize their buffs is key as well.  Just don't overwhelm yourself by activating too many crates at one time.  Figure out what you can handle then progressively push yourself more to ensure success.

 





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