03 - Tectus
Mehguy — Sun, 08/24/2014 - 14:37
Tectus is the 3rd encounter in the Highmaul area.
For a more detailed view of his abilities, please view the dungeon journal in-game, or click HERE to view it on WOWHEAD.
This fight will be a cluster-fuck early on until everyone gets used to the fight, movements and dealing with all the crap the boss throws out.
Tectus is what I would call a multiplication boss. You start off with 1 boss, who will summon in additional adds. Once you kill him initially he will split into 2 bosses, and adds will stop spawning from this point on. Then once you kill one of those 2 it will split even further into 4 bosses. Worst case scenario if you don't manage the boss properly, you can end up with 8 miniature Tectus running around making your life living hell. Each time the boss splits, the next bosses that spawn will have reduced health. So once you get to the smaller Tectus bosses, you should be able to kill them quicker.
The boss splits as follows.
- Tectus, The Living Mountain (1 boss, will continuously spawn 2 adds), when killed, splits to...
- Shard of Tectus (2 bosses), when killed, splits to...
- Mote of Tectus (4 bosses, possibly 8 if both Shard are killed)
Tectus has several abilities to take note of. Each time he splits into more mobs, these mini-Tectus will have every ability that the original boss had, except for 1.
- The Living Mountain - This buff stays on both Tectus and Shard (Mote do not gain this buff). This buff makes the boss invulnerable to be killed/split until they reach 100 energy and are channeling Tectonic Upheaval
- Tectonic Upheaval - When Tectus reaches 100 energy, he will channel this ability dealing raid-wide nature dmg. Tectus and Shard can be killed/split at this time.
- Accretion - Tectus will absorb nearby earth and increase his dmg by 5%. This stacks. You simply need to continue to dmg him to remove stacks.
- Earthen Pillar - Will use at 25 energy. A large circle/zone will form under players (ranged preferred) and after a short time will spawn a huge pillar. Will instantly kill any player hit by it when the pillar spawns.
- Fracture - These are smaller earth pillars that will spawn under random players, deal moderate dmg and knock the player back. Try to run out if you see it spawning under you.
- Faultline - Will target 1+ player(s) and a red mist will form at Tectus and will follow the targeted player until the debuff wears off. Kite away from the raid.
- NTB - Tanks pick up. Will drop focus on tank, and charge a random player, dealing dmg to anyone in his path to his target. Tanks re-pick up.
- NTE - Casts Gift of Earth which creates a vortex that moves towards Tectus. if it reaches him, it will buf him with 10 stacks of Accretion (50% dmg increase). Players should intercept this vortex, but will take moderate dmg doing so. This will also apply a debuff to whoever intercepts it, slowing their movement speed and healing Tectus if he melee's them. So DO NOT let tanks intercept the vortex. The also do a frontal conal ability, so tanks face them away from the raid also.



My first thought is to figure
Elapsed — Sun, 11/02/2014 - 20:42My first thought is to figure out how many ranged it takes to get the Earthen Pillars to hit the "ranged group" and keep them out and either filling from left to right (starting in the entrance of the room) or slowly filling around the room/boss filling in slowly. The advantage to going around the room filling in slowly would mean the melee and ranged still with melee would have to move less.