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Home › The Downfall Handbook › Downfall Raid Guides › Warlords of Draenor Raid Guides › 01 - Highmaul

03 - Tectus

Mehguy's picture

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.

  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
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
As stated before, each version of Tectus has all of these abilities, except for The Living Mountain buff. This allows the raid to kill the smaller Tectus before they all spam Tectonic Upheaval and wipe the raid.

 

"Phase 1 adds" - The 2 adds that spawn during the initial phase of the encounter are Night-Twisted Earthwarper and Night-Twisted Berserker. 
  • 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.

 

Summary
You start out the fight with the primary boss.  Burn him down as fast as you can, all while controlling the adds that spawn, and raiders (not tanks) intercepting the vortex from the adds.  Move out of large Pillar spawns and try to force spawn them around the edge of the room so you dont cause LoS or fill up the room too quickly.  Kite the Faultline mist away from the raid.  Once he splits, focus ONE Shard of Tectus down, all while dealing with the same primary boss mechanics.  Once that one splits to 4, burn the 4 smaller Mote of Tectus as quickly as possible to avoid having 5 possible Tectonic Upheaval abilities going off simultaneously.  Once the 4 little ones are dead, regroup and kill the last Shard -> Motes.  Remember the primary boss, and the 2 Shard's can ONLY be killed/split while they are channeling Tectonic Upheaval.  Motes can be killed immediately.

 

Mythic differences...
On Mythic, if any Shard or Mote of Tectus are within 10 yards of another "Tectus" when they gain Accretion, they too will also gain accretion.
Tectus will also use Earthen Pillar at 50 energy, as well as 25 energy. So when more bosses are up, the room will fill a LOT faster.
The 2 Night-Twisted adds will continuously spawn throughout the fight, even after Tectus splits into his smaller "versions".

 


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Elapsed's picture

My first thought is to figure

Elapsed — Sun, 11/02/2014 - 20:42

My 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.

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