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Professor Putricide Strategy Page

saedo — Thu, 10/15/2009 - 11:54

Health:

  • 10 Man: 9.7615M
  • 10 Man Heroic: 13.67M
  • 25 Man: 42M
  • 25 Man Heroic: 50.2M

Abilities:

  • Puddle of Slime - The Mutated Slime grows continuously, inflicting 4388 to 4612 damage every 1 sec until it is consumed by another Mutated creature!
  • Mutated Transformation - You have been mutated! Inflicts 1950 to 2050 damage to nearby players every 1 sec. Curing the disease will revert the player to their form. This spell turns you into a Mutated Abomination.

Mutated Abomination:

  • Mutated Transformation - Inflicts ~1,000 damage to all players every 2 seconds. Passive aura.
  • Eat Ooze - Reduces the size of a nearby Slime Puddle. Increases the Abomination's energy by 4.
  • Regurgitated Ooze - Inflicts 6,338 to 6,662 damage and reduces the target's movement speed by 50%. Costs 50 ooze energy.
  • Mutated Slash - Inflicts 100% weapon damage and reduces the target's armor by 4%. Stacks up to 5 times and lasts 20 seconds.

Volatile Ooze:

  • Ooze Eruption - Inflicts 39000 to 41000 damage sharesd with nearby targets, knocking them back in all directions!
  • Volatile Ooze Adhesive - The Volatile Ooze Adhesive bonds the target to the Volatile Ooze, inflicting 2438 to 2562 damage every 1 sec and rooting the target. The Volatile Ooze will move towards the target, exploding for 39000 to 41000 damage, split among all nearby targets

Gas Cloud:

  • Gaseous Bloat - Inflicts 1463 to 1537 damage every 2 sec and if the Gas Cloud hits you it will expunge all of the remaining Gaseous Bloat and harm all nearby allies. Stacks 10 times.
  • Expunged Gas - The Gas Cloud's attack has expunged all of the gas from the target! Expunged Gas inflicts damage to all enemies based on the number of Gaseous Blight stacks that were remaining on the target when they were attacked

Phase 2:

  • Choking Gas Bomb - Professor Putricide throws Gas Bombs around him, the Gas Bomb deals 5653 damage every 1 sec and explodes for 15600 to 16400 damage after 20 sec.
  • Choking Gas - The Choking Gas inflicts 4388 to 4612 damage and causes you to choke, reducing your chance to hit by 75% for 10 sec.
  • Choking Gas Explosion - The explosion inflicts 10725 to 11275 damage to enemies within 10 yards, knocking them back and reducing their chance to hit by 75% for 10 sec.
  • Malleable Goo - Professor Putricide bounces a Malleable ball of Green Goo at the target, inflicting 9750 to 10250 damage and slowing attack and cast speed by 1% for 20 sec.

Phase 3:

  • Mutated Plague - The Mutated Plague spreads to Professor Putricide, healing him for 300000 for each stack of Mutated Plague that was on the target.

 

The Fight:

Phase 1 (100-80%)

This is a 3 phase fight. It requires 3 tanks (2 in 10 man) but the other tanks are not needed until the last phase. Meanwhile, the rest of the fight is about killing adds and avoiding damage.

Puddle of Slime

Throughout the fight Putricide will throw out these slime puddles. Two at a time, green goo to not stand in. They also grow with time, eventually covering the room. There's a way to prevent this discussed below.

In the meantime, the raid just has to try to stay away from them. The tank will have to drag Putricide around. Our strat is to always try to keep Putricide on the green side, for the ooze, also explained later.

 

Mutated Abomination

The table of Putricide's offers potions for you to click on and drink. If you do (and one of you must), you're turned into an Abomination. You can be diseased cleansed of it (BUT DON'T), and the raid will receive a constant damage aura.

As an abomination, you get access to certain abilities. Eat Ooze, which is what you use to eat up those Puddles of Slime, and it also gives you energy to perform other abiltiies. Regurgitated Ooze, which is used to snare adds, and *almost* necessary to use. And finally, Mutated Slash, which is some nice dps you can do if the other priorities are taken care of (adds slowed, puddles under control).

The Abomination will last until Phase 3 which you'll be on your own for. You'll likely want one of your Off tanks to do this, since he's useless for the most part til Phase 3.

Shadowmourne: You guys with the Shadow's Edge doing that quest will have 1 other ability, and that's Unholy Infusion. Basically a channeled move that uses full energy, so you can't do the snares or dps during it. You would want to do this during a Green Ooze phase, those are less necessary to slow, providing you do the strat where everyone stacks on green side.

 

Unstable Experiment

Throughout Phases 1 and 2, Putricide will use this to summon adds. They are the Volatile Ooze and the Gas Cloud

Volatile Ooze

This will be the green ooze, and first add spawned and will alternate with the Gas Cloud. What this one does is targets a random player using a big green beam, which damages them so heal them, and moves towards the player. When it reaches him, it will explode, doing 40K damage split to all it hits.

So the best way to deal with that is to get as much people as possible to pile up on the green ooze and kill it asap. The Abomination will work to snare and help with the dps as well. Things like Feign Death and Vanish will cause the Ooze to pause and retarget so save those if you want when the ooze is close.

Gas Cloud

This is an orange ooze and what it does is, again targets a random raid member with an orange beam and damages them. This time, it also puts a 10 stack debuff on them, if the Cloud reaches the player, the stack explodes hitting the entire raid.

So very imperative to kite the thing around until the dps can kill it. Melee dps be sure not to jump in before it chooses its target, or you could risk being exploded in the face right there.

 

Phase 2 (75-35%):

Try not to push him over if you have a fresh Ooze/Cloud up, it could wind up as potential problems during the phase transition.

Tear Gas

This is a phase transition move. He will basically aoe stun the entire raid, and also give you near immunity to damage so you won't die during this if you're in a bad spot.

Meanwhile, Putricide just runs back to the table and starts chugging his pots.

This can be vanish and invis avoided, so your rogues and mages, with the right timing can avoid the stun and put extra dps on Putricide during this time. Or the Ooze/Cloud if you have those still up.

Phase 2 has all his previous abilities, plus 2 new ones.

Heroic: Instead of the Tear Gas, a brand new Ooze and Cloud spawns. Kill them ASAP.

Heroic 25 Man: Additional ability, featuring the Gas and Ooze Variable. Whatever variable you get, that's you can damage, so effectively splitting the raid up for you. Better hope you're not completely unbalanced in dps due to this.

 

Malleable Goo:

Putrcide starts chucking out bouncing green ooze at random raid members. If you remain where it lands, it will hurt you and slow your attack and casting speeds. Best to avoid them, run away when you get the warning.

Choking Gas Bombs:

The only other new ability of this phase. Throws out 2 orange beakers around him, if you get caught near them, they put a 15 sec -hit debuff on you. Then after some time, they explode. This pretty much forces you to move the boss around whenever they appear, and get out fast or you take a dps hit with that debuff.

 

Phase 3 (35-0%):

Tear Gas will start the phase transition again. Make sure to clear the Oozes/Cloud this time at least. It's more important cause there's a slight soft enrage now in this phase.

You also lose your Abomination, so the slime puddles start growing unchecked. Soft enrage mechanic, keep moving around to open spots.

Phase 3 has all his previous abilities, except the Oozes and Clouds stop spawning.

Mutated Plague:

The only new ability of this phase. He puts a stacking debuff on the tank in which, causes him to aoe damage the entire raid. And the power of it grows exponentially. And, should the tank ever die or expire while under that debuff, it'll heal Putricide for massive amounts, more with more stacks.

At around 4-5 stacks, the debuff becomes unhealable and the raid will die. In 25 man, you want 3 tanks trade tanking, while in 10 man, you can do this with 2. The goal is, to spread the stacks out among all the tanks, but never let a tank out long enough for the debuff to wear off (or he heals Putricide).

There are a few patterns to do this. Like taunting after every stack, so it goes 1-1-1, 1-1-2, 2-2-2, etc, etc. Or some can do 2-2-2, 2-2-3, 3-2-3, 3-3-3, etc. Proabably simplest to just go every 1, but whatever works so long as you remember to not let any 1 single tank take 5 stacks.

This gives you your second soft enrage of the phase. You have about 90 sec or so before the stacks should be too high to heal through.

That's about it, good luck!

 

Achievements:

Nausea, Heartburn, Indigestion... - Defeat Professor Putricide without using Regurgitated Ooze on the Abomination in 10/25-player mode.

  • Just don't use the slow ability. It means you'd want high dps. For Oozes, stack and kill fast. For Clouds, keep away and kite for your life.

Videos:

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Rotface Strategy Guide

saedo — Thu, 10/15/2009 - 11:53

Health:

  • 10 Man:  7.32M
  • 10 Man Heroic:  10.458M
  • 25 Man:  36.257M
  • 25 Man Heroic:  47.413M

Abilities:

  • Ooze Flood - The Ooze Flood inflicts 5363 to 5637 damage every 1 sec and reduces move speed by 25% for 5 sec..
  • Slime Spray - Raining Green Ooze. Deals 5363 to 5637 Nature to enemies in cone. 1.5 sec cast / Channeled  -  Deals 6338 to 6662 Nature damage to enemies in a cone infront of the enemy. Instant 
  • Mutated Infection - The Mutated Infection inflicts 3900 to 4100 damage every 1 sec and reduces healing receieved by 50% for 12 sec.  After the Infection is removed a small ooze is created at the target's location. Instant 

Little Ooze:  Spawned each time Mutated Infection is cleansed / expired

  • Sticky Ooze:  The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%. 1 sec cast
  • Weak Radiating Ooze - The Radiating Ooze inflicts 3413 to 3587 damage to enemies within 10 yards every 2 sec, it will also cause the Little Ooze to merge with other nearby Ooze.

Big Ooze:  Spawns with the first Sticky Ooze, a Sticky Ooze can merge with the Big Ooze and adds a stack of Unstable Ooze. Two Big Oozes can merge and combine their stacks. When the Ooze reaches 5 stacks it will explode.

  • Unstable Ooze - Increases damage dealt by 20%. Instant
  • Sticky Ooze - The Ooze sprays a puddle of Green Goo near the target. The Green Goo inflicts 2925 to 3075 damage every 1 sec and decreases move speed by 50%.  1 sec cast
  • Unstable Ooze Explosion - Inflicts 9750 to 10250 damage to enemies within 6 yards. 4 sec cast
  • Radiating Ooze - Inflicts 4388 to 4612 damage to enemies within 10 yards. Instant

 

The Fight:

Ooze Flood

First thing of note is the room. Every so often, an entire quadrant will be flooded with ooze, which of course hurts you and snares you.

Ooze will start flowing from the pipes there first before the flood, so can watch for that and get out of there. The 4 quadrants will be randomly filled, but each one must be filled at least once before re-randomizing.

So, the tank should tank Rotface in the center, the ooze won't reach the inner inner circle of the room. The raid can all stack up there too, in normal mode at least.

 

Slime Spray

The first major ability Rotface does is Slime Spray. This is where he randomly turns towards a raid member, starts a cast, then channels a frontal cone attack damaging all in its path.

The raid just has to move away from where he's facing to avoid as much of that extra unnecessary damage as possible. This is where stacking in the center for normal modes would benefit too, less distance to run if you can all just go through him to the other side.

 

Mutated Infection

This would be another major mechanic. What it does is puts a DoT on you, and the debuff also serves as a Mortal Strike effect. When it expires, or cleansed, it will spawn a small ooze which will be attacking you.

 

Little Ooze

Spawns when Mutated Infection is cleansed, and will be attacking you and spewing out a small damage aura. Let it, it won't hit that much, and has an immense threat lead so it won't go away until you die, or do some total aggro drop.

When 2 of the Little Oozes get together, they will merge to form a Big Ooze. Your goal is to take that ooze out of the raid so they do that.

Big Ooze

When 2 small oozes come together, they'll merge into a big one. These guys operate on a normal threat table and can be tanked, though shouldn't. They will hit very hard and should be kited around the room.

Can be kited by any class that can kite, hunters, locks, mages, etc. But likely, you'd want to stick with a tank class for that extra damage / hp buffer. Do ranged threat moves when possible, so obviously, some tanks are better than others for this task.

Meanwhile, people with the Little Ooze should drop theirs near the Big one so they merge with it. With each one merged, the Big Ooze gains a stacking buff that increases their damage by 20%. All the more reason to kite it around, and stay away due to the aura it has too.

Unstable Ooze Explosion

At 5 stacks (oozes merged), the Big Ooze will stop and do a cast and then explode. Sending 8-10 ooze missiles into the air in which they will land where the players are doing a lot of damage.

So the raid is to watch for that and move, it's like a Shadow Crash, it'll hit the location you were at when targeted. So if the raid was mostly all in the center, that's where all the missiles will hit, get out of there.

And that's basically the cycle of the whole fight. Avoid slime spray, get Mutated Infection, take the little oozes out to big ooze, kite the big ooze, avoid the explosion, repeat til dead. Except, the rate of Mutated Infection will increase as the fight goes along, so things can get hectic at the end.

 

Hard Mode Summary:

More damage, more HP, and Professor Putricide joins the fight from the balcony performing...

Vile Gas: This is similar to the Festergut one, but not as lethal. What it does is roots you for a second or two, you can still cast it and all. And it still hurts people around you. The adjustment the raid has to make is to keep the minimum amount of ranged at ranged (3 / 7) and spread out so it's not cast on the melee pile.

Otherwise it's the same fight, this is a relatively easy Hard Mode, comparatively.

 

Achievements:

Dances with Oozes - Defeat Rotface without exploding any oozes in 10/25-player mode.

  • The gist of it is, avoid combining the oozes for as long as possible.
  • For example, if ranged/healer gets a small ooze, they go out and stand somewhere far away and let the ooze beat on him.
  • If the first melee gets it, he can stay in and dps, just heal through the extra aura damage.
  • If a 2nd melee gets it, that'll force a merger and then start kiting the Big Ooze around.
  • Again try to avoid merging other oozes to the BIg Ooze while doing that.
  • And kill before the 5th ooze merges

Videos:

 

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Festergut Strategy Page

saedo — Thu, 10/15/2009 - 11:52

Health:

  • 10 Man:  9.412M
  • 10 Man Heroic:  13.7M
  • 25 Man:  40.44M
  • 25 Man Heroic:  52.2M
  • Enrage:  5 mins

Abilities:

  • Gaseous Blight - The Gaseus Plague inflicts 2925 to 3075 Shadow damage to all nearby players. Instant
  • Inhale Blight - Inhales the Gaseous Blight in the room, increasing damage dealt by 30%. 3.5 sec cast, 15 sec cooldown
  • Pungent Blight - Violently releases the Gaseous Blight, dealing 48750 to 51250 Shadow damage to all enemy players, releasing the deadly Blight back into the room. 3 sec cast, 15 sec cooldown
  • Gas Spore - Unleashes a Gas Spore, inflicting 2-4 random targets with a gaseous spore. The Spore will explode after 12 seconds, inflicting 1950 to 2050 damage to all nearby friends. The damage from the Gas Spore builds the targets immune system, giving them a resistance to the blight. Instant, 18 sec cooldown
  • Gastric Bloat - Inflicts 14625 to 15375 damage and applies Gastric Bloat to the target, increasing damage done by 10% for 1.67 min and will cause a Gastric Explosion at 10 stacks inflicting massive damage to nearby allies.
  • Vile Gas - Inflicts a Vile plague in targeted area, inflicting 4875 to 5125 damage every 2 sec for 6 sec. The plague causes the infected targets to vomit uncontrollably inflicting 3900 to 4100 damage to nearby allies. Instant

 

The Fight:

Gaseous Blight

This is basically a tank and spank fight with a few group up and spread out scenarios. It has a 5 min enrage, and basically serves as a gear/dps check for the raid.

First thing of note, the room will be covered with an orangy gas, the Gaseous Blight. It's a constant damage aura for the raid to heal through.

Inhale Blight

Festergut will start inhaling the Blight every so often. Each time he does, the aura damage goes down, but he increases his own damage done by 30%. So, less raid damage, more tank damage, be aware to shift focus.

Pungent Blight

After 3 inhales, the room is cleared of the aura and his damage is up by 90%. After 20 sec or so, he will perform this, expelling all the gas back into the room, resetting his own debuff (back to normal damage), and dealing about 50K damage to the entire raid.

Instant death to most unless...

 

Gas Spores

Every so often he'll throw out 3 Gas Spores (2 in 10 man) into the raid. The look like Loatheb's spores, but they're on a player's head. People need to group up with them, let the timer on it run down so it explodes all over them. But try not to have more than 1 spore in the same area due to...

Blighted Spores

This is a 6 second 2K ish DoT that the Spores leave on you after they explode, and it stacks. Heal through this raid damage, it is neccessary because...

Innoculated

This is a debuff you get should you survive the Blighted Spores. It gives you a 25% shadow damage taken reduction, and it stacks. This is what the raid needs to survive the Pungent Blight. There will be 3 opportunities to get it, and you'll likely need at least 2 in normal modes, all 3 in hard modes.

 

Gastric Bloat

Last couple of tricks this guy does are... Gastric Bloat is a stacking debuff on the tank. It makes him do 10% more damage per stack, and to reiterate, that's more damage he does, not taken. But at 10 stacks, he dies in a horrific explosion likely taking some melee with him.

So this forces it to be a 2 tank fight, tank swaps at 8-9 stacks, then help dps without pulling aggro back.

Vile Gas

This is for the ranged to deal with. With sufficient numbers, this targets the ranged, disorients them and makes them puke (damage) all over anyone around them. So this is the spread out mechanic. This will not occur during Gas Spores, so the raid works to group up and spread out whenever it calls for it.

 

Heroic Mode Summary

There's one new trick and that's Malleable Goo. Professor Putricide joins the fight and starts throwing them from the balcony. There'll be a small green goo puddle where it's gonna land, through the explosion radius is far larger. They hurt, give a debuff that increases your casting and attack speeds. Best to avoid them.

This forces the raid to be more out, like if you had healers stack on melee before, might be best to leave them out. More targets for Malleable Goo to target instead of it constantly doing melee. For the melee though, probably want 2 areas to run to, likely on either side. Don't be on the side the Goo lands at.

 

Achievements:

Flu Shot Shortage: - Defeat Festergut while none of the players in your raid group ever had 3 stacks of Inoculated in 10/25-player mode.

  • For the first spores, run out on your own, no one gets the debuff except them.
  • For the second spores, everyone but the first 2 group up for it.
  • At this point, everyone should have 1 stack, adjust the above step if necessary like if the spore goes on the same person. They run out again.
  • For the third spores, stack up like normal, this gets everyone their 2nd stack

Videos:

 

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The Plagueworks

saedo — Thu, 10/15/2009 - 11:51

Coming Soon!

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Sindragosa Strategy Page

saedo — Thu, 10/15/2009 - 11:42

Health:

  • 25 Man:  34,900,000
  • 10 Man:   9,760,000
  • 10 Minute Berserk

Abilities:

  • Cleave - Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets. Melee range. Instant
  • Tail Smash - Inflicts 11250 to 18750 damage on enemies in a cone behind the caster, knocking them back. 45 yd range. 1 sec cast
  • Frost Aura - Deals 4500 Frost damage to all nearby enemies every 3.0 sec. Instant
  • Frost Breath - Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets' attack speed and chance to dodge are decreased by 50% for 6 sec. Melee range. 1.5 sec cast
  • Unchained Magic - Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 8 sec. Multiple spellcasts by the afflicted target will intensify the backlash. Unlimited range. Instant
  • Instability - Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2000 Arcane damage to the caster per spell cast, 8 sec after spellcasting ends.
    Instant
  • Permeating Chill - Causes those who attack Sindragosa with physical attacks to be Chilled to the Bone, 1000 frost damage per 2 sec per application, for 8 sec seconds. Instant
  • Icy Grip - Extend tendrils of frigid wind to pull all nearby enemies to the caster. 30 yd range. Instant
  • Blistering Cold - Deals 35000 Frost damage to enemies within 25 yards. 5 sec cast
  • Frost Beacon - Marks a target for imprisonment in an Ice Tomb. 200 yd range. Instant
  • Ice Tomb - Conjures spheres of icy energy to entomb enemies in blocks of ice. Entombs the targeted foe and all enemies within 10 yards in ice, Ice Tombs have 786k HP in 25-Man Normal Mode. 200 yd range. Instant.  These tombs also block Line of Sight on Mystic Buffet, but anyone inside the tomb has Asphyxiation placed on them
  • Frost Bomb - Fires a missile towards a random target. When this missile lands, it deals 5655 to 6345 Shadow damage to all enemies within 10 yards of that location. Unlimited range. 1 sec cast
  • Mystic Buffet - Buffets all foes within 200 yards with arcane energy, increasing all magic damage taken by 10% per application for 8 seconds. Stacks 99 times.

Ground Phase: 100%-35%

This is a 3 phase fight, with an alternating Air and Ground phase, with a final Grounded phase at the end.  For the most part, it seems like the fight is about learning not to kill yourselves.  The raid will receive a fuckton of damage, but a chunk of that can be mitigated by appropriate actions.

We chose to use Frost Resist for the entire raid. This fight can be done with or without it. We went with 300+ FrR (boots and belt) to make the raid healing significantly easier.

Also this phase is your DPS burn down phase, so focus all your dps sometime here. The last phase is more of a control phase.

Cleaves and Tail Smash

As a typical dragon, Sindragosa likes to cleave and Tail Smash.   So if you're in front of her, she can cleave up to 10 people.   If you're behind her, she'll smack you, knocking you 40 yards away or so.

The raid, well, has to run in avoiding that.  Everyone just stay away, pick a side to all group up.    The tail smash in particular is an aoe from the point of impact, so you want to be a little more towards the front than the usual hind legs area.

We decided to position her facing 90 degrees from where you enter. Always facing the south (I think, left side when facing in). It's probably not a huge deal and can face any direction as long as the raid is adjusted for it.

 

Frost Aura

Next thing of note is that she has an aura that hurts the raid throughout the fight.   Doing 4500 Frost Damage every 3 seconds, 3000 damage in 10 mans.

So like Sapphiron, Festergut, Blood Queen, and many others, something for the healers to keep busy with. 

There isn't any aoe to note of on this phase.  So the raid can group up to one side of her to maximize chain heals and other assorted aoe healing.

 

Frost Breath

Sindragosa also deep breaths, I mean Frost Breaths.   It's a 37,000-43,000 frost damage frontal cone attack, which also decreases movement speed by 15%, and attack speeds by 50%.

So, the raid should never be in front of Sindragosa.   Except the tank.   Even then, healers gotta be prepped for this spike damage.   It's a 1.5 second cast, so if you can time CDs to pop with it, go for it. Frost Resist gear will mitigate this significantly.

This is also involved in the Shadowmourne questline.  Get hit by this 3 times without dying, and killing Sindragosa.  So, if you're not the MT for this fight, you're gonna have to pretty much bribe your healers to save your ass for this.   Thrice.

 

Unchained Magic and Instability

On some timer and going out to several casters in the raid...   Unchained Magic is a 30 second debuff that makes each of your spell casts put another debuff on you, Instabiliy.

What Instability does is 8 seconds after your spell cast, it'll do 2000 arcane damage to you.  Each additional spell cast you do within that 8 seconds, stacks it.    So, 4000, 6000, 8000, etc.

This means, casters, dps, healers alike, can't be just chain casting spells.   Stop/slow down dps/healing, or you could wind up killing yourself quite quickly.

Healers likely will have to call out and tag someone else into do their healing spam for them while they slow/stop theirs to wait it out.    Either way, likely key to this is to communicate.

On 10 man, it just seems to almost always target 1 healer, and 1 dps. And maybe, the 1 that's doing highest dps/hps in between the debuff periods. This is speculative and seemed to be that way every pull on our kill.

Shadow Priests and Mages can almost ignore this mechanic, but still pay attention to it. Can stack it as high as you want, then use Ice Block / Dispersion to take the backlash damage. So this likely occurs during Air Phases, but still keep an eye on the stacks and your CDs to get through it.

 

Permeating Chill and Chilled to the Bone

Not to leave the melee and hunters out, they get their own kill themselves mechanic as well.   In their version, each physical attack done on Sindragosa has a 20% chance of applying that Chilled to the Bone debuff.

That would be a 1000 Frost Damage per 2 sec DoT, and of course, it stacks.

So, fast attacking melee...   Good luck!  Watch your debuffs, stop attacking if the DoT gets too high for your healers.  Frost Resist does help your survivability, at the cost of dps itself of course.

Tanks, even you might need to stop attacking to let the stacks fall off.  So might want to call that off so DPS can "chill" while you're not doing threat.    Or maybe they'd be doing that anyways with their own debuffs to worry about.

 

Icy Grip and Blistering Cold

On some timer, she'll cast Icy Grip, which pulls everyone into melee range.    Think a bit like Azuergos, or Cyndragosa.

After accomplishing that, she'll start a 5 second cast for Blistering Cold, 35,000 Frost Damage to anyone within 25 yards.

So raid, run!   Run little girls run!   

Maybe the tank can stay in, maybe.  Might need a CD and fast heals.   Otherwise, run out, charge back in.

Warning: You can apparently resist the Icy Grip. One part good that you're not closer to Sindragosa when she starts the cast. One part bad in that you many not notice she started the cast. So pay attention!

 

 

Air Phase

Every minute or so, she'll take off into the air.

Frost Beacon

The raid should group up, except those that are marked with those beacons.   Sindragosa will mark 5 of them in the 25 man, 2 of them in the 10 man. 

We use a "Wall Strat", in which first the entire raid groups up on the stairs. Then, the 5 beacons are to run to the bottom of the stairs and spread out along it. So you'd have 1 in the middle, 1 on either end, and 1 in between each of those. We used the Boss Mod's order of calling out people to position everyone. Example, first one called goes to far left, etc, last one called goes to far right. That pattern.

Icy Tomb and Asphyxiation

Encases each of the Frost Beacon targets in an Ice Block.   The Icy Tombs can be attacked, and should be to free them.   They have about 786K hp in the 25 man. 

These do about 10K damage on impact and chains the Ice Tombs, a bit similar to Hydross bubbles. So they should be spread out, and the raid should get to them after they're formed.

Asphyxiation will start after some time in the blocks, it damages them for 8% of their maximum hp per second, so top them off before it hits and free them before they die.

Frost Bombs

She will be launching 4 of them at us, one at a time.   The ground will be glowing and have a small blue-white targeting reticule where the bomb will be hitting.   It does 23-27K Frost Damage to everyone within Line of Sight of the point of impact.   Well, those Icy Tombs can be used to LoS it.   

So as the Frost Bombs comes down, the raid is to shift around the Icy Tombs to always be on the opposite side.  While dps'ing them down to free your raid members.   But not dps'ing too fast to release all the tombs before the 4th Frost Bomb.   Pace yourselves, like only kill half the tombs after a 2nd Frost Bomb is done, then save the last one til the last one is done.

She will land back on the ground after the 4th Frost Bomb hits. Ground Phase begins again for another 1:50.

 

Grounded Phase

At 30%, she'll be permanently grounded and retains all previous Ground Phase abilities.    Plus...

Frost Beacon and Icy Tomb

Just like the Air Phase, she'll probably do this on some timer.    The marked raid member should run out of the raid to not chain the Icy Tomb to everyone else.

Set your raid up into 2 ranged camps, both a bit away from Sindragosa. One will be around her midsection, the other will be around her head. Keep the middle/melee area clear. The Ice Tombs are to run into the middle and drop it in front of one of the camps without chaining it. This allows them to use it as a LoS. The ranged/healers are to make sure they stay back to not chain Ice Tombs.

In the meantime, the melee are to DPS the Ice Tombs down. They would be running Tomb to Tomb, and maybe Sindragosa if there's time. But always keep away from where the next Tomb is going to be until it is formed. Do not chain it.

Mystic Buffet

This is a debuff that increases magic damage taken by 15%, per stack, can be LoS'd.   So this is why you want to leave an Icy Tomb up.    Use it to drop off your stacks when they get high. 

You will need your 2nd tank in this phase only.   Kinda like how Putricide throws an extra tank in the last phase.   This would allow your main tank to go get LoS himself to drop off his stacks.

Anyways, that's all to the fight I believe.  Good luck!

 

Achievements

All You Can Eat - Defeat Sindragosa in 10/25-player mode without any member of your raid receiving more than 4 stacks of Mystic Buffet.

  • This sounds like just a raid check. Don't fail at not using Icy Tombs to LoS the debuff off. Quite very likely 2 tanks will be needed for this so they can switch off.
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Valithria Dreamwalker Strategy Page

saedo — Thu, 10/15/2009 - 11:38

Health:

  • 10 Man:  10M
  • 25 Man:  30M

 

Abilities:

  • Summon Nightmare Portal - Nightmare Portals let you phase to alternate version of the room with Valithria and Dream Clouds everywhere in the room, killing one of the clouds will buff anyone within 10 yards of the cloud with Emerald Vigor
  • Dreamwalker's Rage - Deals 10000000 Nature damage to all NPCs in the room. This is the spell Valithria casts to end the combat if you manage to bring her back to 100% life.
  • Emerald Vigor - Regenerating 200 Mana every 3.0 sec. Increases Damage done by 10%. Increases Healing done by 10%
  • Dream Slip - This is the spell used by Valithria to teleport out of the Citadel after you saved her.

Zone Spells:

  • Column of Frost - Marks the location under a random player target. After 2 seconds a column of frost errupts from this location, dealing 9425 to 10575 Frost damage to all enemies within 3 yards, knocking them into the air. Instant

Risen Archmage:

  • Frostbolt Volley - Inflicts 3770 to 4230 Frost damage to nearby enemies, reducing their movement speed by 50% for 8 sec. Unlimited range. 2 sec cast
  • Mana Void - Summons a Mana Void at a random enemies location. This Mana Void burns 1000 mana per second to all enemies within a 6 radius. Lasts 30 seconds. 60 yd range. Instant

Blazing Skeleton:

  • Laying Waste - Surrounds the caster in flames for 12 sec, pulsing 5655 to 6345 Fire damage to all enemies every 2.0 sec. Instant 
  • Fireball - Inflicts 4713 to 5287 Fire damage to an enemy. Unlimited range. 0.5 sec cast

Suppressor:

  • Suppression - Reduces healing received by the target by 10%. Unlimited range. Instant

Blistering Zombie:

  • Corrosion - Whenever the caster lands a melee swing, the target takes 2500 Nature damage every 3.0 seconds and their armor is reduced by 10%. This effect can stack up to 5 times. Lasts 6 sec. Unlimited range. Instant
  • Acid Burst - The caster explodes, dealing 14138 to 15862 Nature damage instantly and 1000 Nature damage per second to all enemies within 15 yards. Lasts 20 sec. 0.75 sec cast

Gluttoneous Abomination:

  • Gut Spray - Deals 3000 Nature damage per second and increases Physical damage taken by 25% for 12 sec. Instant
  • Rot Worms - Spawns from dead Gluttonous Abominations, they will melee you for ~10k damage

 

The Fight:

This is yet another Akama style fight in my eyes, that is, for most of the fight, you'll be dealing with adds.   But here's the twist in this boss, you don't kill her.    Instead, your healers have to heal her up to 100% to beat the encounter.   She'll start off at 50% health.   Healers get to play the "dps hero" and spam away at her.

Of course, adds will come out making it "difficult" for your raid.   They appear to spawn from the gates, on either side of her, split raid accordingly to deal with adds.   The soft enrage for this is that the adds will spawn more frequently as the fight goes on so you'll eventually get overwhelmed.

The vid didn't show this happening cause the guy never went in, but it looks like portals can spawn where you go in, kill some clouds which give you a buff, increasing damage/healing and mana regen.    We probably want to take turns going in, and get them similar to Loatheb spores, or just send the same group in over and over again.   If the same healers are assigned to go in like that, then they can gear for infinite mana and go max Spell Power, since the buff will give all the mana they need. 

The portals seem to work like Yogg ones, that is, 1 person per portal, 6 at a time (appear to be 3 in 10 man).  Inside the portal, you get to fly around like Kael fight.   Look for green clouds to kill to get the buff, and it stacks, so try to get as much as possible.  You'll be kicked out after 15 seconds, the debuff lasts 30 seconds.   Make the most of it.    We'd likely want 2-3 healers in, the rest dps.   Healers coming out of it should make the use of the buff and just spam Valithria with heals.  

There will be random frost spikes targetted on players, just move away from the targetting circle.

As for the adds...

Blazing Skeleton seem to come 3-4 at a time, appear to just start aoe'ing when they appear.  Watch out for their fire shield aoe thing.   Kill these asap cause they can do a fuckton of damage.

Risen Archmages seem to come 1-2 at a time from the gates, damage mostly from frostbolt volley, might be interruptable.  The other thing he does is summons a void zone of sorts that burns your mana, so don't stand in them.    Another source of aoe damage so kill these, mass dispel the slowing effect if that annoys you too much.

Suppressors appear to do nothing but channel into Valithria to suppress heals on her.   They're relatively easy to take out.   Healers should be aware if they're suppressors on her to not waste heals.   Designated 1-2 DPS should be enough to kill them with some maybe splash aoe damage and they can be vocal about when it's good to heal.

Blistering Zombies seem to come 1-2 at time they probably have to be killed fast before the Corrosion stacks.   Either that or have it trade tank.   But it doesn't seem to be too bad unless the tank is tanking everything else at the same time, last 6 seconds.  Maybe it's kitable?   It also explodes, not sure when, maybe keep melee away, or just run away at low hp (0.75 sec ast)

Gluttonous Abomination seems to come 1 at time and probably tanked facing away from the raid due to that spray.  Their corpses also spawn Rot Worms, which seem to hit decently hard, so tanks be aware to pick those up.

That's about it for the fight.   This is a healer fight!   Heal the raid and the boss, all up to you to beat this thing! 

 

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The Frostwing Halls

saedo — Thu, 10/15/2009 - 11:35

Coming Soon!

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Gunship Battle Strategy Page

saedo — Thu, 10/15/2009 - 11:22

Abilities:

Muradin Bronzebeard / High Overlord Saurfang:

  • Battle Fury - Increases all damage done by 5% (7% in 25).  Instant (self buff, stacks with each attack)
  • Cleave - Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets.
  • Rending Throw - Throws your weapon at the enemy causing 8% weapon damage and an additional 2750 Physical damage every 3.0 sec for 15 sec. Unlimited range. Instant

Gunship Cannon:

  • Cannon Blast - Launches a cannonball at the target. Inflicts 1000 Siege damage and generates 6 to 10 Heat.
  • Incinerating Blast -Consumes all of the cannon's Heat to launch a massive ball of fire at the target. Inflicts 1000 Siege damage plus additional damage per point of Heat.

Sergeants:

  • Bladestorm - Instantly Whirlwind up to 4 nearby targets and for the next 6 sec you will perform a whirlwind attack every 1.0 sec.  While under the effects of Bladestorm, you can move but cannot perform any other abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.  Instant
  • Experienced - Damage done increased by 30%. Attack and casting speeds increased by 20%.  Instant (stacks over time)
  • Desperate Resolve - Increases armor and attack speed by 60% (120% armor in 25).  Instant (occurs near death)
  • Wounding Strike - Inflicts 200% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 25% (40% in 25) for 10 sec. Melee range. Instant

Reavers:

  • Experienced - Damage done increased by 30%. Attack and casting speeds increased by 20%.  Instant (stacks over time)
  • Desperate Resolve - Increases armor and attack speed by 60% (120% armor in 25).  Instant (occurs near death)

Battle Mage:

  • Below Zero - Freezes the target in a block of ice by concentrating and freezing moisture in the air. The caster must channel to maintain the ice block. Unlimited range. Instant

Rocketeers:

  • Explosion - The rocket explodes, inflicting 6300 to 7700 Fire damage to nearby enemies and Siege damage to the enemy gunship. Unlimited range. Instant
  • Rocket Artilery - Launches a rocket that explodes on impact, inflicting Fire damage to nearby enemies and Siege damage to the enemy gunship. Unlimited range. 5 sec cast
  • Experienced - Damage done increased by 30%. Attack and casting speeds increased by 20%.  Instant (stacks over time)
  • Desperate Resolve - Increases armor and attack speed by 60% (120% armor in 25).  Instant (occurs near death)

Axethrowers:

  • Hurl Axe - Hurl an axe at the target, inflicting 5700-6300 Physical damage. Unlimited range. 2 sec cast
  • Experienced - Damage done increased by 30%. Attack and casting speeds increased by 20%.  Instant (stacks over time)
  • Desperate Resolve - Increases armor and attack speed by 60% (120% armor in 25).  Instant (occurs near death)

 

The Fight:

This is the whole Horde vs Alliance Gunship battle.   The goal is it use the ship's Cannons to destroy the other ship before they destroy your ship.

Before you start, everyone should talk to the goblin npc to get yourself a Jetpack, hotkey it, put it on your action bars or something.   This is the means to jump from one ship to the other.   

Cannons

There'll be 4 (2 in 10 man) of these.   They work on an Overheat mechanic.   Using "1", the Cannon Blast, will do the attack and fill your bar with "Heat" (your combo point mechanic).   When the bar fills up, you overheat and will be immobalized for 5 seconds.   Using "2", the Incinerating Blast, will remove all your heat and do extra damage.    So the goal is, to get as much Heat as possible without Overheating, and use the Incinerating Blast.     Watch the guages and don't mindlessly spam.

Use these to damage the boat and kill adds over there when you can.

Anyone can do this, healers if you normally heavy in them if you want. Preferably your melee dps (lowest) cause they're not as useful on the defending boat, and can always jump to the attacking one when needed.

 

Meanwhile the rest of the raid will have to deal with adds. Both on the defending ship and the attacking ship, so assign people to jump over (pref melee) when it's time.

Also, every single one of these adds has 2 common "abilities". Experienced, which is a stacking buff that grows over time, try to make sure to kill any long standing add up or they'll start hitting real hard/fast. Desperate Resolve, which makes them hit faster at low health so a bit of spike damage just before they die.

Defenders

Occasionally, a portal will spawn and a group of adds start spawning. You'll need 1 tank, a few healers, and a bunch of dps. Preferably the ranged, as it'll be easier if they can aoe the adds while at range.

Reavers / Marines

These are more like the fodder adds. They're "smaller", greater numbers, no real special abilities, but just hits hard. So the tank has to gather them up, aoe them down.

Sergeants

These are the big guys in the group. They hit harder, have a Mortal Strike (Wounding Strike), and they can Bladestorm. This is why it's preferable to have ranged. Easier to dodge it while keeping up with the aoe than melee would be.

One last note, your ship captain (Muradin/Saurfang) can join the fight and help with these adds. You just need to draw their attention so the tank drags adds over to him if he didn't aggro on to them yet.

Another last note, on this boat you'll also be the target of Rocket Strikes, it'll be a big red/orange targeting reticule under you. Try not to stand under them, it's extra damage to avoid.

Heroic Mode: These Rocket Strikes will have a 7 yard knockback to them when you're hit. So more of an annoyance than before.

 

Attackers

Using the Jetpacks, send over a tank, and the melee dps (preferably) to attack the other ship. The healers can stay on the Defending boat to heal so long as people stay in range.

You can send over the team right away to start culling the adds. Or you can just wait around til a Battle Mage (Sorcerer) appears. More on those later

Saurfang / Muradin

On the Attacking boat, their ship captain will have to be picked up and tanked. Hits hard and cleaves, so tank should go over first and make sure to tank in range of healers.

The only "trick" he does is Battle Fury which is a self stacking buff that increases his damage done per stack. It stacks with every attack he attempts, with a small internal CD, so eventually it'll start hitting real hard.

The tank is to merely keep his attention for as long as possible, say 10-15, maybe 20 stacks if you got the CDs, and call for an evacuation of the boat. Everyone leaves, wait for the stacks to fall off before returning, then repeat.

There is one more thing he does, Rending Throw, which is a stacking bleed thrown from ranged whenever he's not being tanked. This means people just need to out range him on the boat to force a reset.

Last note, don't kill him, or even bother trying. It's a waste of time, and there's a few reports it either bugs the whole encounter out, or he insta wipes your raid.

 

The rest of the adds do not really hit back so can be attacked recklessly. They merely target randomly to our boat with their attacks. The cannons can also be used to burn them down.

Rocketeers / Morter

At the back of the ship, these guys are the ones firing rockets at the ship. Killing these would slow them down. They have low hp and can be burned fairly fast.

Axethrowers / Riflemen

At the front of the ship are these guys shooting at the people on your ship. They can be easily reached by the ranged dps from our ship as well as Cannon fire. These have slightly more hp and in greater numbers. Killing these would reduce some raid damage.

 

Battle Mage / Sorcerer

These will spawn then do nothing but channel a spell that freezes all your cannons. i.e. make them completely inoperable. This is when your dps on the attacking boat must all focus it down. The mage won't be attacking back, so kill fast then the fight with the cannons can resume.

If need be, the ones on the cannon or any other spare dps can jump over to kill the mage to make it all the more faster.

And that's all to the fight, just repeat, jumping back and forth when need be. Collect free loot.

 

Hard Mode Summary

Besides hitting harder and having more HP... The Rocket Strikes will do a 7 yard knockback. Fun times!

 

Achievements:

I'm on a Boat - Claim victory in the Gunship Battle in which every raid member visits the enemy gunship only once in 10/25-player mode.

  • In the 10 man, we first waited until the first Mage appears before sending the Attackers over.   They stay on for a couple of Mages before jumping back.   Then the 2nd team waits for a battle mage, and they jump over, kill ship before they all die.     One thing of note, brez's or use of rocket pack on the attacking ship will negate the achievement.   It appears to try to figure it out by how many times your feet lands on the ship, so don't do any jet pack kiting.
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Deathbringer Saurfang Strategy Page

saedo — Thu, 10/15/2009 - 11:19

Health:

  • 10 Man - 8.785M
  • 10 Man Heroic - 12.3M
  • 25 Man - 31.86M
  • 25 Man Heroic - 43.93M

 

Abilities:

  • Blood Power - Saurfang grows 1% larger and deals 1% more damage for each point of Blood Power he has.  Instant
  • Blood Link - Saurfang gains Blood Power from damage he inflicts with abilities and summoned creatures.  Instant
  • Call Blood Beast - Saurfang calls forth 5 (2 in 10 man) blood beasts every 30 seconds
  • Rune of Blood - Saurfang leeches health when he performs melee attacks on targets marked with Rune of Blood. Leeches 5100 to 6900 health from an enemy target and heals Saurfang for 5 times that amount (gains 1 Blood Power per hit)
  • Boiling Blood - Boils the blood of an enemy, inflicting 9500 Physical damage every 3 sec for 24 sec, up to 6 players in 25 man (gains 1 Blood Power per tick)
  • Blood Nova - Blood explodes outward from a random enemy target, inflicting 10000 Physical damage to nearby enemies.  (gains 2 Blood Power per target hit)
  • Mark of the Fallen Champion - Deathbringer Saurfang's melee attacks splash to the target, inflicting 3800 to 4200 additional Physical damage. If the target dies while under this effect Saurfang is healed for 5% of his total health. (20% in Heroic) This debuff is casted on a raid member each time Saurfang reaches 100 Blood Power. (gains 1 Blood Power per tick)
  • Frenzy - Saurfang goes into a frenzy, increasing his attack speed by 30%.  Instant (occurs at 25%)

Blood Beasts

  • Resiliant Skin - The thick skin of this creature reduces damage from area effect attacks by 95% and damage from Diseases by 70%
  • Scent of Blood - Saurfang's Blood Beasts catch the scent of blood, reducing all nearby enemies movement speed by 80% and increasing their damage by 300% for 10 seconds. (Heroic only)

 

The Fight:

Blood Power

The basis of the entire fight is Blood Power. Just about everything he does will build up it up, increasing his damage by 1% each time. This builds up to 100 and will be expended to perform...

Mark of the Fallen Champion

Thrown out on some random non-tank player, it does 4K ish damage per attack Saurfang himself does. So, basically a constant hard hitting DoT to deal with. And should they die, Saurfang will heal himself for 5% (Heroic: 20%).

So, keep them alive. Pally beacons work well to keep a constant heal on them. And should they die, do not battle rez them, the debuff persists after death til the fight is over so they'd just instantly die again and healing Saurfang.

 

Blood Beasts

Throughout the fight, Saurfang summons Blood Beasts, 5 in 25 man, 2 in 10 man. Every time they hit someone, Saurfang gains Blood Power, so ideally, they are not to be tanked but ranged dps'd down.

Also resistant to AoE and Diseases, so single target damage must be applied. Kite them, root them, stun them, snare them etc. Hope the ranged can burn them all down fast enough each round.

Heroic: They gain Scent of Blood which is a short range aoe debuff they put out on the raid, while gaining a 300% damage buff. That basically means they one shot anyone, including tanks, so stay away. The debuff also slows your movement speed, so would be very dangerous to kite if you get caught up in it. Basically all means, kite perfectly or you (and the raid) are probably dead.

 

Blood Nova

The last tricks he has are these, Blood Nova is a "bomb" type debuff on the raid. Ranged targeted only (with sufficient numbers), but basically the mechanic that makes sure your ranged spread out. They get targetted, they "blow up", hurt people around, and Saurfang gains 2 Blood Power for each additional person it hits.

Boiling Blood

A DoT on random people. Gains blood power through each tick. Heal through it.

Frenzy

And at 30%, increases attack speed by 30%. You gotta deal with more damage, and likely Blood Power gaining more rapidly. So, the final push, pop everything, burn him down and collect loots.

Not a lot of tricksy abilties and mechanics, just can be brutal on damage and healers (pending appropriate gear level).

 

Hard Mode Summary

The Blood Beasts can one shot anyone, including tanks. Stay away and kite. Also more Blood Power generation so likely looking at 5-6 marks on your first 25 man kill.

 

 

Achievements:

I've Gone and Made a Mess - Defeat the Deathbringer before Mark of the Fallen Champion is cast five times in 25-player mode (3 in 10 man).

  • Just be good at avoiding gaining Blood Power and or have high enough dps to zerg through it.
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Lady Deathwhisper Strategy Page

saedo — Thu, 10/15/2009 - 11:18

Health:

  • 10 Man:   3.3M (3.3M Mana)
  • 25 Man:  13.4M (14M Mana)
  • Berserk:  10 min

 

Abilities:

  • Mana Barrier - Envelops the caster in a powerful barrier that continually replenishes any lost health, at the expense of the caster's mana. Instant
  • Dominate Mind - Mind controls the target. Damage increased by 200%. Healing increased by 500%. Lasts 20 sec. Unlimited range. Instant
  • Death and Decay - 3000 Shadow damage inflicted every 1.0 sec to all targets in the affected area for 10 sec. 100 yd range. Instant

Phase 1 Only:

  • Shadow Bolt - Inflicts 9188 to 11812 Shadow damage to an enemy. 100 yd range. 2 sec cast
  • Dark Empowerment - Empowers the recipient, causing them to gain additional abilities.

Phase 2 Only:

  • Frost Bolt - Inflicts 44850 to 47150 Frost damage to an enemy and reduces its movement speed by 50% for 4 sec.  40 yd range. 2 sec cast
  • Vengeful Spirit - Deathwhisper summons a Vengeful Spirit. Vengeful Spirit persues a player for a short period of time. If caught, they will explode for 17370 to 18630 Shadowfrost damage to the target.
  • Touch of Insigificance - Reduces the target's threat generation by 20%. Instant. Stacks to five. Lasts 30 seconds.

Cult Adherant (Reanimated Adherant):

  • Frost Fever - A disease dealing Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 14% for 15 sec. Unlimited range. Instant
  • Curse of Torpor - Afflicts an enemy target with a curse that increases ability cooldowns by 15 sec. 100 yd range. 1 sec cast
  • Deathchill Bolt - Deals 8788 to 10212 Shadowfrost damage to an enemy target. 45 yd range. 2 sec cast
  • Dark Empowerment - Empowers the recipient's spells, causing them to deal area damage and making them uninterruptable. 200 yd range. 2 sec cast
  • Deathchill Blast - Deals 9250 to 10750 Shadowfrost damage to all enemies within 10 yards of the target. 45 yd range. 2 sec cast (cast under Dark Empowerment)
  • Shroud of the Occult - Envelops the caster in a powerful barrier that deflects all harmful magic, prevents cast interruption, and absorbs up to 100000 damage before breaking. Instant (cast under Dark Empowerment)
  • Dark Martyrdom - The caster surrenders to dark energies, exploding to deal 18000 Plague damage to all enemies within 15 yards, and leaving only skeletal remains behind. 200 yd range. 4 sec cast
  • Adherent's Determination - Nearly impervious to magical damage. 99% reduction. Always active (Only Reanimated)

Cult Fanatic (Reanimated Fanatic):

  •  Shadow Cleave - Inflicts 15913 to 17587 Shadow damage to enemies in front of the attacker. Melee range. Instant
  • Necrotic Strike - Strikes an enemy with a cursed blade, dealing 70% of weapon damage to the target and inflicting a lasting malady that negates the next 15000 healing received. Melee range. Instant
  • Vampiric Might - Empowers the caster with dark might, increasing all damage dealt by 25% and heal the caster for 300% of his damage dealt. Instant (cast under Dark Empowerment)
  • Dark Martyrdom - The caster surrenders to dark energies, exploding to deal 18000 Plague damage to all enemies within 15 yards, and leaving only skeletal remains behind. 200 yd range. 4 sec cast
  • Fanatic's Determination - Nearly impervious to physical damage. 99% reduction. Always active (Only Reanimated)

 

Phase 1:

This fight is a bit like Akama or M'uru. In which most of the hard part is to deal with adds. Then an easier part burning the boss down.

Positioning

The raid should all stand behind her up on the platform, on top of the stairs. This allows everyone to be relatively close for ease of target switching and healing. Also if you stay above, it forces Line of Sight to get the adds to come to you. The raid can position themselves behind her before the pull if you hug the walls (think Morogrim).

Mana Barrier

When pulled, she'll put up a Mana Barrier. Which means all damage done to her will instead drain her mana. This marks Phase 1. Deplete that mana to start Phase 2. There is no aggro in this phase, your dps can go all out on her inbetween adds.

Shadow Bolts

Meanwhile she just randomly casts Shadow Bolts to people in the raid. Something to heal through. This is only in Phase 1.

 

Dominate Mind

In 25 man only, she will occasionally mind control people. The usual doing more damage and healing and growing real large. Like Kel'thuzad thing. CC those people. Don't kill them.

Heroic: In 25 man she'll MC 3 people at a time. In 10 man, she will MC 1 person.

Death and Decay

She will be randomly dropping green puddles of do not stand in void zones shit. Obviously, do not stand in them, they can really hurt.

 

Adds

On either side of the room, in those glowing alcoves, adds will spawn. One from each, so 3 from each side total. Alternating type of adds, that is, it'll be Fanatic, Adherent, Fanatic on one side, and Adherent, Fanatic, Adherent on the other side.

In 10 man, only 1 side will spawn at a time, alternating. In 25 man, both sides spawn at the same time, with an additional one coming from the back (or the entrance where you came).

Use the platform LoS to bottleneck them to your raid. They continue to spawn on a timer throughout all of Phase 1.

Heroic: The waves come in faster and continue to spawn into Phase 2. Except, in 25 man, only 1 side at a time alternating, like how 10 man is. In 10 man, it's the extra add from the back that spawns, like how the 25 man has one.

Dark Empowerment

Deathwhisper will occasionally empower adds, giving them more and dangerous abilities (explained later).

Reanimate

She will also be able to resurrect the skeletal remains of adds. That is only those that died to Dark Martyrdom. This is something all adds can do, they randomly just explode leaving "skeletal remains" behind. These are the targets Deathwhisper can revive.

 

Cult Adherent

The caster type add that spawns. Does not need to be particularly tanked. Mainly casts Deathchill Bolt, which can be kicked or just healed through.

There's Frost Fever, a disease that slows attack speeds. And the most annoying move to your raid, Curse of Torpor. It's a 15 sec curse in which every ability you perform will be given a 15 sec CD. So if not careful, you'll lock out all your main abilities. Decurse it.

Last major thing is Shroud of the Occult in which he'll reflect all spells back, absorb about 100K of damage, and prevents interrupts. So this is where physical dps is best for this mob. But, if you are caster heavy, you can try to kill these before the Shroud is put up, which happens randomly.

Empowered Adherent

When empowered, he changes from casting Deathchill Bolts into Deathchill Blasts. This means his target receives aoe splash damage, so it's more dangerous. More important to interrupt, or burn through that Shroud so you can interrupt.

Reanimated Adherant

After being resurrected, it's basically the same abilities as a normal Adherent. Except, it is now 99% impervious to magic attacks. So physical dps have to take these down.

 

Cult Fanatic

These are the melee type mobs and must be tanked. It hits hard and cleaves, so tank and face away. Also does a Necrotic Strike, which negates about 14K of healing, think like Jaraxxus' Incinerate Flesh but without the time limit inferno afterwards and it's on the tanks.

Also does Vampiric Might increasing his damage by 25%, and heals for 300% of the damage it does, so that should be dispelled, or spell stolen, or something. Extra damage is always bad.

Deformed Fanatic

This is what happens when Deathwhisper empowers these adds. They hit really really hard now. But they also move slower. Your best bet is to start kiting these. Hunters or something or other. Ranged will want to switch and finish these ASAP.

Reanimated Fanatic

This time, they're 99% impervious to physical attacks. So your casters' turn to deal with these.

 

Phase 2:

Phase 2 will start the after you burn off all her mana. Aggro is reset, so have a tank be ready to pick her up. Would be ideal to push her over after adds are cleared inbetween add waves. Otherwise, clean up remaining adds before the raid deals with her.

She continues to have Phase 1 abilities such as Dominate Mind (if applicable) and Death and Decay. Only the Shadow Bolts stop and they change to the below abilities.

Frostbolts

The shadow bolts stop and frost bolts begin. These do about 50K unmitigated, and does not appear to be resistible. They are interruptable though. Set up your kick rotation to save your tank unnecessary damage.

Frostbolt Volley

The other thing he does. Not interruptable, basic raid wide aoe damage to heal through. And snares you too.

Touch of Insignificance

This kind of forces a 2 tank fight in Phase 2. It's a stacking debuff that reduces the tank's threat generation by 20%, stacks to 5.

Well it's not exactly a tank killer debuff, it will eventually make your dps pull aggro. It is one tankable if you have enough Tricks of the Trade, Misdirections, and aggro drops to carry your raid through it. Otherwise, trade taunts.

Heroic: She is not tauntable in heroic mode. This forces a more Gurtogg like tank switches. In that the dps have to stay below the threat of both tanks. Switch your MD's and Tricks to current tanks appropriately.

 

Vengeful Shades

She will begin summoning these ghosts. Similar to those ghosts you see that spawn after something dies and follows you around doing damage but you can't hurt them back. If you remember those, yea those.

Similar to that, the Shade will follow someone randomly. If it touches you, you get hurt. So run away to avoid damage.

Heroic: The Shades will not just hurt one person, but explode hurting everyone within 20 yards. This makes an emphasis on the target of the Shade to run the hell out of the raid and away from people.

 

That's it. Burn down her hp this time while dealing with the above abilities and you win.

 

Hard Mode Summary:

More health and damage obviously. In particular to note Death and Decay will really really hurt if you don't run out of it.

Add waves come in faster. Also they continue in Phase 2, but reduced in numbers. In 25 man, only 1 side will spawn at a time, alternating, similar to 10 man. In 10 man, 1 add continues to spawn from the back, similar to the extra add in 25 man.

In Phase 2 she is not tauntable. Tank switches must be done similar to Gurtogg, with dps staying below both tanks in threat. Using Tricks and MDs will help with that. It can be one tanked with enough of those to throw at your tanks if you're willing to try that.

The Vengeful Shades will do a 20 yard explosion instead of single target blast, so that guy has to run run run.

 

Achievements:

Full House - Defeat Lady Deathwhisper with at least five different types of Cultists active at the time of her demise in 10/25-player mode.

It does require some RNG and constant CC / kiting.  Here's what we did (in 10 man at least):

1.  Leave the first wave up.   Watch if any of them transforms into what we need.   If they do...

  • Deformed Fanatic are to be kited the rest of fight
  • Reanimated Fanatic are to be chain feared by pallies
  • Reanimated Cultist are to be shackled

2.  When the 2nd wave appears, kill off any extras you may have accumulated.   You only need 1 of each of the above (for now).

3.  Meanwhile, burn Deathwhisper's mana to very low, and wait.    Wait til you do have all 3 of the above.   Continue killing extras, you may wish to kill off the olders ones as newer ones likely have more HP.

4.  When you do get all 3, wait for the next wave to spawn and quickly burn down the shield, Heroism and everything.   This hopefully prevents Deathwhisper from doing anything to that wave of adds so you'd get your normal Fanatics and Adherents.

5.  Kill off extras again if you have them.   Kill Deathwhisper.

 

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