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25 Man

Kitten Brigade 25man: Crusader's Coliseum, Vault of Archavon, Onyxia's Lair

Raid Zone: 
Crusader's Coliseum, Vault of Archavon, Onyxia's Lair

You know the drill.

  • Kitten Brigade
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"Super Raid" 25man: Mimiron Hard Mode!

Raid Zone: 
Ulduar

You know the drill.

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Kitten Brigade 25man: Crusader's Coliseum, Vault of Archavon, Onyxia's Lair

Raid Zone: 
Crusader's Coliseum, Vault of Archavon, Onyxia's Lair

You know the drill.

  • Kitten Brigade
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Kitten Brigade 25man: Crusader's Coliseum, Vault of Archavon, Onyxia's Lair

Raid Zone: 
Crusader's Coliseum, Vault of Archavon, Onyxia's Lair

You know the drill.

  • Kitten Brigade
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saedo's picture

Lord Marrowgar

saedo — Fri, 10/16/2009 - 11:02

Lord Marrowgar
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Arthas, the Lich King Strategy Page

saedo — Thu, 10/15/2009 - 12:01

Health:

  • 25 Man:  61,300,000
  • 10 Man:  17,400,000
  • 15 minute Berserk

Abilities:

  • Infest - Deals 9425 to 10575 Shadow damage to all enemy players within 50000 yards. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health.
  • Necrotic Plague - Infests the target with a deadly plague, causing 50000 Shadow damage every 5 sec for 15 sec. If the target dies while afflicted or the effect ends, this effect will gain an additional stack and jump to a nearby unit. If this effect is dispeled, it will lose a stack and jump to a nearby unit. Whenever this effect jumps, The Lich King's power will increase.
  • Plague Siphon - Increases physical damage dealt by 2%. Stack increases each time Nectrotic Plague jumps.
  • Summon Shambling Horror - Summons a Shambling Horror.
    • Shockwave - Sends a wave of force in front of the caster, causing 150% weapon damage within 20 yards in a frontal cone.
    • Enrage - Increases Physical damage by 200%
  • Summon Dredge Ghoul - Summons 3 Drudge Ghouls over 3 sec.
  • Remorseless Winter - Creates a massive winter storm, dealing 9425 to 10575 Frost damage per second to all surrounding enemies within 45 yards.
  • Pain and Suffering - Deals 4713 to 5287 Shadow damage in a cone effect in front of the caster. In addition, the targets will take 800 Shadow damage per second for 3 sec.t
  • Summon Ice Sphere
    • Ice Pulse - Deals 2828 to 3172 Frost damage to all enemies within 5 yards of the target.
    • Ice Burst - Deals 9425 to 10575 Frost damage to all enemies within 10 yards, knocking them back.
  • Summon Raging Spirit
    • Soul Shriek - Deals 28275 to 31725 Shadow damage to all enemies in a 15 yard cone in front of the caster, silencing them for 5 sec.
  • Quake - Causes the outermost ring of the Frozen Throne platform to collapse.
  • Defile - Defiles the area under a random target. Any enemies got within this area will be dealt shadow damage and cause the area to grow. Lasts 30s.
  • Soul Reaper - Deals 50000 Shadow damage and the caster gains 100% bonus physical damage after 5 sec.
  • Summon Val'kyr - Summons a Val'kyr Shadowguard.
  • Harvest Soul - Attempts to harvest the target's soul, dealing 10000 Shadow damage per second for 6 sec. If the target is still alive after the channel is completed, the target's soul will be transfered into Frostmourne to be devoured.
  • Vile Spirits - Creates 10 Vile Spirits which will attack enemies after 30 seconds.
    • Spirit Burst - Sacrifices the caster, dealing 18850 to 21150 Shadow damage to all enemies within 5 yards

 

Plague Phase: 100%-70%

This is a 5 phase fight, sort of. There's a repeating "Transition Phase" in between the major phases. You'll need 2 tanks for there are adds, always adds. Anyways, the pull is started with some RP and Tirion. Then the rest of the fight that oh so useful NPC will watch you do all the work. ;p

Positioning

In this phase the Lich King, (i'm just gonna type Arthas from now on cause it's easier) can basically be tanked anywhere. However, if you keep closer to the edges, it will make phase transitions easier.

Make 3 piles, triangle formations. One will be your melee, were your tank and Arthas are. One will be your ranged, all of them. Healers can go on either pile I suppose. And your last pile will be your OT, all by himself.

More will be explained later on why these piles, they have to do with Necrotic Plague and the adds, in which your OT would be tanking.

Infest

Every 25 seconds or so, with a 2 second cast, he'll do this on the entire raid. What it does is do a raid wide 10K shadow damage, though some of you can LoS it. And it leaves a DoT, doing 1K damage per 2 sec, but increases in damage by 10% per tick. So think like Curse of Agony.

The only way to remove the DoT, is to heal the person up to above 90% hp. So think like remember all those Bleed DoTs that don't go away until you heal the tank to full health. Like that, but raid wide, increasing damage, and only 90% hp.

This would be your raid healing check.

 

Necrotic Plague and Plague Siphon

He'll cast this on a non-MT. A 50K dot so yea you're dead. Or not, it takes 5 seconds for the first tick to happen, you have to cleanse it off before that happens. Either way, it will not go away but instead jump to another nearby, and Arthas increases damage via Plague Siphon, 2% more physical damage per stack.

If you die to it, the plague will gain a stack and jump to someone nearby. This gets stronger and stronger, 100K, 150K, etc. You still have 5 seconds before the first tick.

If you cleanse it, the plague will lose a stack, but still jump to someone else. Again you have 5 seconds before cleansing it.

The final trick to this plague is that it can jump to the adds that Arthas summons. If utilized correctly, this would be a very significant help in dps'ing them down. Think of a 500K DoT jumping between those.

With the above positioning, you should already be in your stacks, triangle formation. The person that gets the plague should make a run for the OT, where the adds should be tanked. Cleansers, should not insta-cleanse. Wait maybe 3-4 seconds and hit it, and hopefully, the Plagued Person reacted fast enough earlier to make it all the way to the OT and it jumps into that pile. If not, then the next person that it jumps to must attempt the same.

Due to the Plague Siphon, the jumps must be kept to a minimum. The way you'd control it is to stagger those cleanses, wait the 3-4 seconds. And then hope it'd jump on to the adds where they'd have the hp to last a while with the DoT on them. Remember at 50K you guys probably won't last a tick, but they'd last a few, and killing them in the process

 

Shambling Horrors and Dredge Ghouls

The adds. First I'll mention the Dredge Ghouls, every 25 sec or so, Arthas will summon them. They're basically the "little ones" that you can just kill with splash aoe. Just aoe splash/tank them down. Both tanks can pick up whatever they can that happen to spawn nearby. Though Arthas might move a bit if MT picks up too many. So OT should taunt off if need be.

Next up is the Shambling Horror, summoned every minute or so. They're the big ones that must be OT'd. Back to triangle formation of the above, the OT tanks it by himself off to the side away from the melee and ranged piles.

This is where the above Plague dance would come into play. You'd attempt to get the Plague onto the adds and use that to kill them. All the while you'd focus down Arthas himself. Repeat until 70% and finish off remaining adds during transition. There should not be many up if done fast enough, or at least they'd be a low health to pick off quickly.

Note: The plague jump appears to be a 10 yard range. If this is still jumping in this phase, make sure the person is far away when cleansed. For example, you can keep the melee away from the Ghouls/Horrors at all times, let ranged and plague kill them. Then cleanse it off your OT, it should disappear.

 

Transition Phase: 60 seconds

In between the major phases, Arthas will do this. Once at 70%, and again at 40%. Though the second one he seems to spawn more adds than the first to make it tougher for you. Also, he destroys the outer rim each time so the raid has to run back to center before that happens.

Remorseless WInter

Arthas will run into the center of the room and start channeling this, dealing 10K Frost damage per sec (7K in 10 man) to anyone within 45 yards. So the raid must run out to the edges of the room.

The first transition phase will be easy. Simply make sure you're on the outer rim before or at 70% when he runs to the center.

The second transition is a bit more tricky due to the outer rim not being there. It does respawn, but after he casts this. So you'll likely have to take a tick or 2 before getting on the platform. Just don't go too early and fall to your death.

Pain and Suffering

In the meantime will just chain cast this spell. It's a frontal cone 5K ish (3K in 10 man) shadow damage leaving a 800 per sec DoT for 3 sec (500 in 10 man), stacks to 5.

Think of this like the Vashj lightning in her Phase 2. He'll just randomly fire it off from where he's standing in the center. The raid should try to spread out so hopefully, you're not continually hit by this. Less raid damage is always better if possible.

 

Ice Spheres

These are summoned the entire phase and locks on to a target with a blue beam, Ice Pulse. Also, anyone within 5 yards of the target will be hit by an 5K (3K) aoe. So spread away from that person to minimize raid damage.

The spheres will move slowly towards its target. The ranged is to kill those before it reaches it. So, say similar mechanic to Putricide oozes. If it reaches its target, it will do Ice Burst, a 10K exploding knockback. Which is, bad.

 

Raging Spirits

They are shadow clones of the raid. With more HP, and able to do a frontal cone Soul Shriek, 30K shadow damage and 5 second silence.

There'll be 3 of these, they are tankable and should be divided up among your tanks. So, don't stack, keep spreading out as much as possible, face away from raid. Kill them.

Quake

At the end of this phase (60 sec) Arthas will destroy the other rim with this move. You'll see the floor light up with blue crack lines, so just move back in before you die. Drag any Raging Souls left, leaving them to fall will evade bug and teleport return with full health or some other bug. Ice Spheres should be avoided and killed asap, they still explode and do the knockback if up.

 

Val'kyr Phase: 70%-40%

This phase will mostly have brand new abilities, except for Infest, that will still occur, so review above if need be.

Soul Reaper

This is what Arthas will start doing on the MT. It'll be an initial hit of 100% weapon damage as Shadowstrike Damage. Also leaving a debuff, in which after 5 seconds it ticks for 50,000 shadowstrike damage again. Shadowstrike would be a shadow/physical combo. What you'd be hit with is what you're more vulnerable.

Both applications are resistible, absorbable, mitigatable by about everything. Though the initial hit appears to be more partially resistable than the debuff. Also after the debuff ticks, Arthas will gain 100% haste for about 7 seconds. CDs, and some more heals will be needed to get your tank through these. Though, not necessarily the heavy external CDs, the small short ones that you can alternate are sufficient.

  • Death Knights - Vampiric Blood, 4pc T10, Icebound Fortitude, etc
  • Druids - Barkskin and 4pc T10
  • Paladin - Ardent Defender, the big hit will likely take you below 35% hp, so automatically reduced by 20%, if not, then you didn't need the CD in the first place.
  • Warriors - Shield Wall, Last Stand, 4pc T10

 

Defile

Every 30 sec or so, he's cast this randomly on anyone in the raid (tanks too). It places a puddle of black (void zone) underneath you that hurts, and lasts for 60 seconds.

Not only does it hurt, but for each tick anyone takes standing in it, it will grow. And will grow quite fast. Very fast. Which can become a problem in a not so large room with other mechanics going on.

So, run out asap. Perhaps coordinate to have your people run North/South while the raid runs in the other direction. Do not ever run through them for any reason what so ever. Do not touch these for any reason. Do not pass go.

 

Val'kyr Shadowguard

Every 45 sec or so, Arthas will summon a Val'kyr. What she'll do is randomly chose a raid member and grab them. Then slowly fly to the edge and chuck them off. Yes you read this right.

The DPS are to switch and kill her before that happens of course. She's snarable, but only up to 50% speed reduction. She is also stunnable so use those to buy time.

Ranged DPS will be best for this due to possible Defile in her path. But melee dps will be needed to help, just be careful around Defiles, and around the Defile CD timer. It could occur at the same time Valks are summoned which could mess things up.

That's the big thing of this phase, dealing with the Val'kyr and Defile mechanics together. You likely might want to spread out or prepare to during Defile CDs regardless of Val'kyr. Perhaps just send one person to Valk during that time to stun/snare it and wait for Defile to be dropped first.

 

At 40% he'll do another Transition Phase, so see above again. Except this time, the edges were already destroyed so you can't run to them at the start of it. They do respawn as soon as he starts, so you'll wind up taking a tick or 2 waiting for that I suppose. Start moving closer to the edge as this phase approaches.

Also, Arthas amps up the summon of adds this time around. More Ice Spheres, more Raging Souls. So it'd be getting slightly more hectic. You may even be carrying more adds into the next phase.

Again at 60 seconds, this transition ends, so get off the edges and back in center.

 

Vile Spirits Phase: 40%-10%

Brand new phase with new abilities, but he keeps Defile and Soul Reaper still in this phase, so see above again.

Harvest Soul

Every 75 sec or so, Arthas will channel this DoT on someone in the raid. You heal them through it,. Because if they live, they get phased out. There'd be another room "Frostmourne", you get to hang out with Terenas' ghost as he battles with a Spirit Warden, think Kalecgos style

Frostmourne Room

In here, you'll get a damage buff, Harvested Soul, allowing you to do 100% more damage. For the DPS classes, the Spirit Warden will go down fairly fast. For the healers, Terenas will do more damage the more health he has, so spamming into him is your key to getting it done asap.

Soul Rip is the only other thing to be aware of in this phase. It's a channeled cast the Spirit Warden does, that puts a stacking shadow damage debuff on Terenas. Left alone, can potentially kill him, maybe. At the very least it'll slow down your progress in the room.

So if you can interrupt, interrupt. Stuns work too if you have those instead. A magic dispeller also works to get it off Terenas. Every class should have some sort of options to deal with this. Otherwise you'd have to hope you can dps it down on your own fast enough or heal through the stacking damage. But again, every class should have an option to do a single interrupt/stun/dispel to pass this check.

After Spirit Warden is killed, Terenas will resurrect you back into the fight. It is in your best interest to get out of this room asap since they'd be 9 manning it on top.

 

Vile Spirits

The final trick of the phase is summoning of Vile Spirits, 10 in 25, 8 in 10 man. They will start above up and will just float there for 30 sec or so. After which, they will head towards the raid and explode for 15-20K damage, each, to all within 5 yards of them.

So the ranged has to try to kill as much of them as possible while they're in the air. Once they become active, continue try to kill them while kiting. They are susceptible to CC / snares / stuns.

The melee can never directly touch them without risking it exploding in their faces. So they must run away if a Vile Spirit is near should they be able to do nothing else. It is quite better to avoid unnecessary damage in this phase than to blindly turret. In other words, don't be stupid, you should have plenty of time in this phase.

 

Final Phase: 10%-0%

Unlike previous phases there will be no transition, he'll just instantly go into this phase.

He casts Fury of the Frostmourne, doing 100K damage killing everyone in the raid. The End. Bow down before the might of the Scourge!

Well... Lore happens, if you watch one of the vids that'll be posted below, that'll spoil it for you. Think a bit like Archimonde. Don't release. Good Luck!

 

Achievements:

Been Waiting a Long Time for This - Allow Necrotic Plague to stack to 30 before defeating the Lich King in 10/25-player mode.

  • With cleansing taking off stacks, and deaths increasing stacks, the way I can conceivably see this happening is trying to force the Plague on the adds as much as possible. Probably means the OT must tank all the adds away from the raid. Get the plague on the adds, and probably focus down the plagued one only. This forces a kill and a jump and an additional stack each time. And only cleanse if it ever gets on the OT. And of course, don't push Arthas over til 30 is reached.

Neck-Deep in Vile - Kill every Vile Spirit that spawns before it explodes and then defeat the Lich King in 10/25-player mode.

  • This sounds easier. With more gear at least. Ranged get good enough to kill them before any problems arise. And melee run away if necessary to delay such explosions.

Videos:

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The Frozen Throne

saedo — Thu, 10/15/2009 - 12:00

Coming Soon!

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Blood Queen Lana'thel Strategy Page

saedo — Thu, 10/15/2009 - 11:58

Health:

  • 10 Man - 18M
  • 25 Man - 62.5M

Abilities:

Ground Phase:

  • Shroud of Shadow - An aura of sorrow and despair emanates from the caster, inflicting 3000 (4500) Shadow damage every 3.0 sec. to nearby enemies.  Instant
  • Presence of the Darkfallen - Increases the damage of Shroud of Sorrow by 5% for every vampyr in the room (likely Hard Mode only)
  • Blood Mirror - 100% of damage done to linked source is reflected to you as Shadow damage. This affects the person closest to the tank.
  • Delirious Slash - Inflicts 50% of weapon damage to an enemy and causes it to bleed for 5250 to 6750 damage per application every 2.0 sec. for 20 sec. 10 yd range. Instant (appears to not stack and only on the OT in normal mode at least)
  • Pact of the Darkfallen - Deals Shadow damage to you and nearby non-linked allies.  This effect expires when all linked targets are within 5 yards of each other. 100 yd range. Instant
  • Swarming Shadows - A swarming void consumes the target, causing a mass of shadows to appear beneath the target every 0.5 seconds. 100 yd range. Instant
  • Twilight Bloodbolt - Hurls a bolt of dark blood at the target, dealing 9250 to 10750 damage to the target and surrounding allies within 6 yards. Unlimited range. Instant
  • Vampiric Bite - Deals 12025 to 13975 damage to the target, granting them the Essence of the Vampyr Queen. 100 yd range. Instant
  • Essence of the Vampyr Queen - Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat.  Causes Frenzied Bloodlust after 60 sec.
  • Frenzied Bloodlust - The caster must satiate their need for blood [within 10 or 15 seconds], otherwise they will lose their will to Queen Lana'thel. You gain Vampiric Bite on your action bar when you're under this effect
  • Uncontrollable Frenzy - Mind Controls a player in the raid. Increases damage done by 100%. Health increased by 300%. Increases healing done by 1000%. Unlimited range. Instant

Air Phase:

  • Bloodbolt Whirl - Summons a maelstrom of whirling Bloodbolts, every 2 sec for 6 sec. each one can cast Twilight Bloodbolt (see above)

The Fight:

This is a 2 tank fight, with alternating "air phase" and "ground phase".

First off, there's Shroud of Shadows, which is just a damage aura in the room.    Raid heal through that.

The tanks will be affected by Blood Mirror, well the MT and the person closest to him.   What it does is link the 2, and for each damage done to the MT, it transfers over as shadow (mostly) damage to the OT.  It does not appear to be resistable in any way, so healers just keep the both of them up as they'd be hit the same.

Twilight Bloodbolt is someone she fires at people doing splash damage around the person it hits.   So it's the spread out mechanic for the ranged.   Like Vile Gas, Blood Nova, and many others, spread the fuck out.

Pact of the Darkfallen is like Mother Shahraz's Fatal Attraction, you know, where 3 players get linked, they do damage to each other unless they run away from each other.   Except you run to each other, so more like Yogg's Brain Link, in this manner.   You have to be within 5 yards of each other, though I believe it takes a second so you'll probably just wind up stacking on each other.   Only 2 are linked in 10 man.

Swarming Shadows is the new Legion Flame.   But purple, and all shadowy.   You get it, you move, leaving your fire trail somewhere away from the raid preferably.

On some timer or something, she'll fear the raid and fly up into the air "phase".   All she does is summons Twilight Whirls which in turn, fires Twilight Bloodbolts at us.   All of us.   Same ability as above, the whole splash damage everyone around you.  So the raid has to spread out after the fear wears off.    After 10-15 sec, she'll come back down, we resume the fight.   

Anyways, that's all for the damage portion of the fight you have to heal through.   And yes, it's a lot of damage.   Now for the "fun" part, a major mechanic that you need to even kill the boss before her enrage of 5min 20 sec.

15 sec into the fight she'll randomly (or maybe not so random as theories of threat used for target) a player with Vampiric Bite.   This well does damage, but more importanly it turns you into a Vampyr granting the Essence of the Vampyr debuff.

What that does is increase your damage done by 100%, do zero threat, and heal yourself for 15% (10% in 10) of your damage done.  So, this is a massive DPS buff.    It lasts for 60 seconds (75 sec in 10 man) before giving you the debuff of Frenzied Bloodlust.

That will put you in a vehicle of sorts, replacing your action bars with Vampiric Bite, and Vampiric Bite only.   What you're forced to do is bite another player, another non-vampyr player.    So 1 becomes 2, 2 becomes 4, 4 becomes 8, 8 becomes 16, etc.   You have to pick another DPS to bite, and you have to be in melee range to bite.   You will want to organize propgating this to your best DPS first to get the most out of the Vampyr buff.  It'll be the best way to beat the 5 min 20 sec enrage timer.

Should you fail to bite someone, either by hardcore failing, or running out of people to bite due to deaths (hotfixes have prevented a soft enrage of running out of people as long as long as people are alive)...  You gain Uncontrollable Frenzy, which is a boss MC, you do more damage, have mroe health, and heal for a fuck ton more.   Yea, you die now if you fail.

Anyways, that's about it to the fight.   It's a few abilties we've basically seen before.   A lot of damage, requires quite a bit of dps, but has an aspect of execution you have to perform.    So, mostly a gear check.   Good luck!

 

Achievements:

Once Bitten, Twice Shy - Defeat the Blood Queen once as a vampire and again without becoming a vampire in 10/25-player mode.

  • Scream to the raid "Don't bite me bro!!!" I guess?  

 

Videos:

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Blood Prince Council Strategy Page

saedo — Thu, 10/15/2009 - 11:56

Health:

  • 10 Man - 8.37M
  • 25 Man - 33.5M

 

Abilities:

Prince Keleseth

  • Invocation of Blood - Blood empowers Keleseth, granting him more formidable abilities. He will grow larger when under the effect of this.
  • Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 17063 to 17937 Shadow damage.
  • Tenebrous Shadow Lance - Hurls a bolt of dark magic at an enemy, inflicting 85313 to 89687 Shadow damage. Keleseth casts this when under the effects of Invocation of Blood.
  • Shadow Nucleus - Summons a Dark Nucleus. The nearest target resonates with shadow, suffering 1000 damage and reducing Shadow damage taken from all sources by 40% for until cancelled.

Prince Taldaram

  • Invocation of Blood - Blood empowers Taldaram, granting him more formidable abilities. He will grow larger when under the effect of this.
  • Glittering Sparks - Glittering sparks shoot from the caster's hands in a cone, burning enemies for 16152 Fire damage over 8 sec and reducing their movement speed by 20%
  • Conjure Flames - Conjures a ball of flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The ball of flame explodes violently
  • Conjure Inferno Flames - Conjures a ball of inferno flames that flies through the air toward the target and explodes on impact, inflicting 10000 Fire damage to nearby enemies. The Inferno Flames discharge some of their stored energy, inflicting 1000 Fire damage to a random nearby target. Taldaram casts this when under the effects of Invocation of Blood

Prince Valanar

  • Invocation of Blood -  Blood empowers Valanar, granting him more formidable abilities. He will grow larger when under the effect of this
  • Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Direct damage is absorbed by the bomb and converted into energy, propelling the bomb higher in the air with each hit. Explodes on impact with the ground, inflicting 9900 to 12100 Physical damage and knocking enemies back in a wide area
  • Shock Vortex - Creates a vortex of swirling force near an enemy target that inflicts damage and knocks back enemies near it. Deals 6000 damage to all enemies within 12 yards and knocks them back
  • System Shock Vortex - Creates force vortices on all nearby enemies within 30 yards, inflicting 5000 Physical damage and knocking enemies near the target away. Valanar casts this when under the effects of Invocation of Blood

 

The Fight:

First off, there's this Orb of the Darkfallen.   Each Prince will only have 1hp and unkillable, unless the Orb goes into him via Invocation of Blood.   This gives them an HP that you can burn down, and is the basis of their "shared hp".   Basically it's the Orb's hp you burn down as it jumps from Prince to Prince to Prince.   Occurs every 45 seconds, random order, though maybe, each one has to be used first before doubling up.   Oh, and they also obtain Empowered abilities during it.

Prince Valanar is the starting prince in the middle and has powers of wind. His first move is Kinetic Bomb, in which a white orb floats slowly to the groud, should it hit the ground, it explodes and knocks people back.   Each direct damage to it though, sends it right back up.  There's 3-4 of these in 25, 2 in 10 mans.   Pets are able to keep one up by itself.   Also must be careful not to overshoot it and hit it above the ceiling for it can pull Blood Queen (if not hotfixed yet).   They also despawn over time, while new ones pop up.   Assign 2ish people to watch over these.

When not empowered, all he does is puts Shock Vortex on the ground which is just a "void zone".  It hurts, and it knocks you back, don't stand in them, they're kind of a wide area swirlying white, well vortex.   

When empowered, the Empowered Shock Vortex, with a 4.5 sec cast, he summons "mini-vortexes" around everyone within 30 yards of him.   Each of them will "explode" doing 5K damage and knocking back everyone within 6 yards.   Treat this like Gruul's Shatter, the raid has to run and spread out so you don't stack up the damage and kill each other.

Taldaram is the prince on the right side and he does fire things.   His first move is a Glittering Fire Sparks, which is a random target frontal cone aoe.    One of those like Slime Sprays where he just turns and fires.   It is likely the raid won't really notice this unless they're on him at the time.   Anyways, heal through it, mass dispel it, etc.

When not empowered, he fires a Flame Orb and some random raid member.   It's similar to Putricide's Gas Cloud in that there'll be 15 stacks, decreasing with time, and will explode if it reaches its target, damage based on stacks.  So the target is to simply kite it around until the stacks drain off.

When empowered, the Empowered Flame Orb, changes its mechanics slightly.   The only way to drain the stacks is to stand (walk/run) under it and let it shoot people with fire beams.   The more it hits the more stacks it loses.   So the goal there is while kited, the raid is to run with it, along the kite path soaking the hits.

Keleseth is the left one and does shadow damage.  Typically, a ranged tank is used for him.  His only real trick is the he fires Shadow Lances, just shadowbolts.   Continuously.

Except he also spawns Shadow Nucleus around the room, or maybe around people.   What those do is latch on to the last person that hits them and gives them a 1K dot, and 35% reduction in shadow damage taken.   You ranged tank will want these and will spend almost the entire fight collecting them.   If needed, other people can collect them too and bring them to the tank, for he can just pull them off for himself.  They also despawn over time so yes, collect the whole fight.   You'll need 3+ to survive...

When empowered, his Shadow Lances start hitting for 80K.   So your ranged tank will need those Shadow Nucleus to survive.   External CDs may also be needed.  Also as a note, remember they latch onto the last person that hits them, so your dps should not aoe anywhere near your ranged tank.    You could wind up pulling some off leaving him vulnerable to an insta-gib

That's about all to the fight.  It's a fairly easy fight, after the raid learns and sees what each individual ability does and reacts appropriately to them..

   

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The Crimson Hall

saedo — Thu, 10/15/2009 - 11:55

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Recent comments

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    13 weeks 17 hours ago

Active forum topics

  • April 1st 2006
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  • Galaga 13/13 Heroic by Deposing A Tyrant
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Recent blog posts

  • So I guess this is the end...
  • Shaedo's Soloing Extravaganza
  • Shaedo UI Extravaganza
  • Big site updates this weekend!
  • This is for all the Hearthstone players out there
  • My First Full Day on Beta
  • State Of <Downfall> 2014
  • Scaron taking a break
  • How Gorgonnash's Connections went
  • Let's Talk about Mythic Raids
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Poll

What do you think about no flying for an entire expansion?
YES) It makes me feel more immersed in the game lore.
15%
YES) It encourages more PvP! (Please explain how in comments)
5%
YES) I miss riding my ground mounts.
9%
MAYBE) If you make all of my flying mounts able to be ground too.
8%
MAYBE) if ground mounts are sped up to 200% speed (or higher)
26%
NO) I don't have enough time when I'm on to be riding everywhere
7%
NO) I have spent too much time getting various levels of flying to be wasting it.
11%
NO) It encourages more PVP! (please explain in the comments)
0%
NO) I love flying.
19%
Total votes: 74
  • 38comments
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