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10 - Freya Strategy Guide

saedo — Sat, 04/18/2009 - 13:05

Health:

  • Heroic:  4.2M
  • Normal:  1.4M

 

Abilities:

  • Touch of Eonar:  The pressence of the Lifebinder heals Freya for 24000 health every 1 sec. Instant
  • Attuned to Nature:  Increases healing received by 4%. She starts the fight with 150 stacks of this buff (for a total of 600% extra healing). Killing the adds spawned throughout the fight will lower the stack count.
  • Killing the Ancient Conservator removes 25 Stacks
  • Killing an Ancient Water Spirit, a Storm Lasher, or a Snaplasher removes 10 Stacks
  • Killing a Detonating Lasher removes 2 Stacks
  • Sunbeam:  Inflicts 7400 to 8600 Nature damage to enemies within 8 yards of the target. This effect will affect players. AND The rays of the sun heals the plant life for 10000 damage every 1 sec. This effect will affect monsters.
  • Summon Lifebinder's Gift:  Somewhere within 60 yards of Freya, a Lifebinder's Gift is summoned, which is a non-mobile, non-attacking mob with ?k HP (37k on Normal). This mob emotes 'Lifebinder's Gift begins to grow!' as it is summoned. It continues growing for about 15 seconds. If it is not killed in that time, it performs a powerful heal
  • Seedling Ability: After Freya summons six packs of adds and her stack of Attuned to Nature buffs dissipates, she will stop spawning them and instead use this ability. Seedlings are thrown on the ground which explode a few seconds later, dealing damage and knocking nearby characters up into the air.

Detonating Lashers:

  • Flame Lash:  The Lasher inflicts Fire damage equal to 150% of their melee damage. 4% of base mana, 5 yd range, Instant cast
  • Detonate:  The Detonate inflicts 6825 to 7175 Fire damage to enemies within 15 yards. Instant

Ancient Water Spirit, Storm Lasher, Snaplasher:

Ancient Water Spirit:

  • Tidal Wave:  Surge through enemies in a line. Deals inflicts 5700 to 6300 Nature damage knocking them back.

Storm Lasher:

  • Hardened Bark:  Attacks made against the Lasher trigger the protective bark to grow, increasing damage by 10% and slowing move speed by 5%. Lasts 4 sec, stacks up to 99.

Snaplasher:

  • Stormbolt:  Inflicts 8788 to 10212 damage to an enemy. 40 yd range, 1.5 sec cast
  • Lightning Lash:  Deals about 7500 (5500 on Normal) damage to a target and chains, increasing its damage, to 4 successive targets (2 on Normal). 2 second cast.

Ancient Conservator:

  • Nature's Fury:  Infects an enemy for 10 sec, causing it to inflict 5550 to 6450 Nature damage to its nearby allies every 2 sec.
  • Conservator's Grip:  The grip of the Protector prevents attacking and casting spells. This can be cancelled by staying under the mushrooms while the Conservator is here, this will also buff your damage by 25%

 

The Elders:

This fight has a similar mechanic to Sarth3D with 3 Elders now to kill before Freya if we want easy mode.  4.46M hp each in Heroic.

Elder Brightleaf:

  • Unstable Sun Beam:  Increases damage and healing done by 5% until the energy of the beam collapses. Stacks up to 10 times.
  • Unstable Energy:  Inflicts 16650 to 19350 Nature damage and cancels the effects of Unstable Sun Beam.
  • Photosynthesis:  The rays of the sun heals the plant life for 10000 damage every 1 sec.
  • Solar Flare:  Inflicts 12950 to 15050 Fire damage to a number of targets based on Brightleaf Flux.
  • Brightleaf Flux - Positive:  Damage and healing from spells and effects is increased by 10%.
  • Brightleaf Flux - Negative:  Damage and healing from spells and effects is reduced by 10%.

Elder Ironbranch:

  • Impale:  Stuns and inflicts 32375 to 37625 Physical damage every 1 sec for 5 sec. 5 yd range
  • Iron Roots:  The grip of the Iron Roots inflicts 7863 to 9137 Nature damage every 2 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. 50000 yd range, Instant
  • Thorn Swarm:  Inflicts 12488 to 14512 Nature damage to enemies within 6 yards of the target

Elder Stonebark:

  • Ground Tremor:  Deals 11400 to 12600 Physical damage to enemies within 100 yards, interrupting any spells being cast for 8 sec
  • Fists of Stone:  The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 20 sec.
  • Petrified Bark:  Melee attacks and abilities will be reflected for 30 sec. 220 charges. (80 in 10-Man)

 

Hard Mode:

Leaving all Elders up is hard mode, granting Freya and all adds buffs.

  • Brightleaf's Essence:  The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%. 50000 yd range, Instant; Grants Freya Unstable Sunbeam
  • Stonebark's Essence:  The essence of Elder Stonebark increases physical damage dealt by Freya by 50%. 50000 yd range, Instant; Grants Freya Ground Tremor
  • Ironbark's Essence:  The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%. 50000 yd range, Instant;  Grants Freya Iron Roots

 

 

The Fight:

This fight is pretty much all about adds.  First off, if we do easy mode, we clear all the Elders (and trash) around the Conservatory.  Similar to Sarth3D, each have their own little abilities, but should pose no problems on their own.

Brightleaf:  Lasers pew pew

Stonebark:  Heal the impaled, break people out of roots

Ironbark:  Don't cast during Ground Tremor or you get silenced.   Might need to switch tanks for Fists of Stone.   Kite taunt if neccessary.    Don't kill yourself during petrified bark, that reflects physical damage.

For Freya herself, adds.   First thing of note she has a self healing her for 24K per sec, which is outdps'able.   But she also has a stacked buff that increases her healing by 4% per stack, and she starts at 150 stacks, so 600% healing at the start.   Now that we can't dps through.

The trick is, she summons adds, and each add we kill, it reduces the stack by certain amounts.   So basically until we pass the first few waves of adds, we won't be able to do much damage to her.

First add of note is the Lifebinder's Gift, those must be killed within 15 seconds or it'll pull off a big heal on everything.    Stop em.

Next thing are the add waves.   They come in 3 flavors, Lashers, Elementals, and Conservators.    They spawn in a random order, but always appearing in one of the 3, but never 2 in a row if you get this meaning.      Think of it like the Mage boss in Occulus, 3 types of waves, and he will always summon 1 of each, random order.    But with Freya, after the 3rd one, it randomizes for the next set, but still never 2 of the same type in a row.

The first one comes about 15 seconds into the fight, then 60 seconds afterwards.   Adds are the priority.

Lashers:  12 of them spawn around Freya, they have random aggro, they'll be all over the raid, they also blow up on death.   So mass aoe is likely to get people killed.   Suggested courses of action are to do some aoe, then switch over to single target to handle the explosions one by one.

Elementals:  A set of 3 elementals spawn, and they must be killed simultaenously (within 10 sec).   2 of them can be tanked.   Water Spirit charges and knocks ppl back.   Storm Lasher can be kicked and all, do so cause his chain lightning has the usual pattern of doing more damage the more it chains through.  Stonelasher though is likely not tankable, well he is, but each hit done to him will buff him to do more damage.   But it also slows him down til he stops altogether.   Ranged kite him til that occurs, it is safe for melee to attack so long as threat is below the ranged tank.

Conservators:  Only 1 of these will spawn at a time.  Basically 2 things to be aware of, stay under the good mushrooms or you won't be able to do anything.   Run the fuck away if you have the bomb (Nature's Fury).

And that's pretty much the fight.    Adds come in, kill em all.   Kill Freya inbetween adds.  Oh and avoid lasers.

After about 6 waves, her stacks should be all taken care of, so no more of those adds at least.    She'll still summon the Lifebinder so kill that before it can heal her.   Also she gains new ability to sprinkle seed bombs, stay away from those.

 

Achievements:

Lumberjacked - Defeat Elder Brightleaf, Elder Ironbranch and Elder Stonebark within 15 seconds of each other on Normal/Heroic Difficulty.

So this sounds like we gotta pull all 3 at once and kill em together, somewhat.   But they're on opposite ends of the Conservatory.   If we tank em all together, we'd have to watch for Healing Beams, break people out of roots, Impales, Ground Tremor silence, etc.    Or would it be a split the raid up thing and each deal with the bosses simultaneously.    This sounds harder to pull off in a 10 man.

Con-speed-atory - Defeat Freya within 20 minutes of the first creature you kill in the Conservatory of Life on Normal/Heroic Difficulty.

Just a speed run.  With enough gear, knowledge, and probably easy mode, this should be easy.

Deforestation - Defeat 2 Ancient Water Spirits, 2 Storm Lashers and 2 Snaplashers within 10 seconds on Normal/Heroic Difficulty.

This seems tricky, would have to offtank the 1st elemental pack until the 2nd one appears then kill em all together I believe.   Probably the snaplashers should be merely hit til rooted and left alone til the 2nd one.

Getting Back to Nature - Defeat Freya while she is affected by 25 stacks of Attuned to Nature on Normal/Heroic Difficulty

This could take luck.  It means leaving the last pack, possibly the last 2 packs up and kill Freya.    It might be 2 cause the Lasher packs only take down 20, so if they're last and we killed the rest, Freya would only have 20 left.   Then you'd be dealing with 45-50 stacks.   That'd be much harder.

Knock on Wood - Defeat Freya while leaving at least 1 Elder alive on Normal/Heroic Difficulty.

Elder Ironbranch is probably easiest to leave up.   He grants 50% more physical damage to the adds, which is mostly nothing.   Snaplasher will hurt earlier but does that anyways.  Otherwise it's just conservators, the other adds are mostly magic or whimpy physical ones.

Anyways, Freya is also granted the Strengthened Iron Roots ability.   So call out who got it, everyone kill it.   In normal it seems to have 16K hp to take out.    You can also Cloak / Bubble / Block, and Blessing of Freedom, PvP Trinket, etc (moving impairing breakers) out of it now.

Leaving one Elder in 10 man grants you an [Emblem of Conquest] in replace of the Valor you would've gotten from the Elder himself.

Knock, Knock on Wood - Defeat Freya while leaving at least 2 Elders alive on Normal/Heroic Difficulty

We left up Stonebark for our 2nd Elder.   It gives Freya the Ground Tremor, if you have boss mods, you can perfectly prepare for it.   Most of the fight is relatively the same.    Killing 2 on 10 man grants you a [Runed Orb].

Knock, Knock, Knock on Wood - Defeat Freya while leaving all 3 Elders alive on Normal/Heroic Difficulty

Lastly we believe Brightleaf to be the hardest for us to leave up.   The lights were a bit lethal, and because we had to cautiously kill the exploding lashers, we started to fall behind whenever they came up.    

On our 10 man kill, we found the fight to be very tightly tuned.   It's a lot of damage, and dps has to be on the ball, so can't have many mistakes before it cascades into a wipe.   A bit of an adjustment was that if we did fall behind during Lashers, it was ok to leave them running around.   They aren't lethal til they explode, so we dealt with other wave if necessary first.

 

Trash Info:

4 Packs:  They consist of a green dragon, a dryad, a tree, and a lasher.   They are all probably CC'able.   We slept the dragon, hex/trapped the dryad.   Killed the tree, he heals, also does a Hurricane to not stand under.   Lasher has Thorns so watch for the damage.   Dragon can do a poison spit breath.

Flower Packs:  There's a big flower and a bunch of small ones.   You want to tank the small ones away from the big one, and dps it fast.   The small flowers that surround it will heal him.    And the big one is on a timer or something spawning more and more of them.  Kill him before he does.   If he does, OT the small ones and drag the big one away or vice versa and try again.

Big Guy + Dryads:  Here these dryads do a bubble that heals them and is dispellable or spellstealable.   But when that happens, it turns into a bomb blowing shit up.    So just out dps the heals.   The big one stomps or something I forget it's not much of a threat.

 

 

Sources:

  • http://www.mmo-champion.com/index.php?page=846
  • http://www.wowwiki.com/Freya_(tactics)
  • http://www.stratfu.com/strats/Freya

 

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saedo's picture

11 - Mimiron Strategy Guide

saedo — Thu, 04/16/2009 - 14:22

Health:

  • Heroic:  About 27.75M total
  • Normal:   About 7.62M total

 

Abilities:

Leviathan MKII:

  • 6.9M Heroic, 1.74M Normal
  • Weak melee damage
  • Proximity Mines:  Drops about 10 mines next to the Leviathan, walking over them will make them explode for 20,000 fire damage.  This can be disarmed by Rogues.
  • Napalm Shell:  Fires a shell filled with napalm at a random enemy target. The shell explodes upon impact, dealing 7540 to 8460 Fire damage instantly and an additional 32000 over 8 sec. This effect attempts to target enemies over 15 yards away if possible.
  • Rocket Strike:  Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5000000 Fire damage to all enemies within 3 yards
  • Plasma Blast:  A stream of plasma errupts from the cannon, dealing 30000 Spellfire damage per second for 6 sec. This effect cannot be resisted. 100 yd range, 3 sec cast / Channeled, 7 sec cooldown.  Cast about once every 30 seconds
  • Shock Blast:  Deals 100000 Nature damage to all enemies within 15 yards. 4 sec cast.   Cast about once every 30 seconds
  • Plasma Blast and Shock Blast alternate

VX-001:

  • 6.9M Heroic, 1.74M Normal
  • No aggro
  • Rapid Burst:  Unleashes a series of short plasma bursts towards a random enemy, dealing 1885 to 2115 Spellfire damage per burst for a total of 6 bursts over 3 sec.
  • Spinning Up:  The VX-001 starts spinning and P3Wx2 Laser Barrage is cast, don't be in front of him
  • P3Wx2 Laser Barrage:  Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0.25 sec to all enemies caught inside. Lasts 10 sec. (This is a rotating beam using the same mechanics as C'thun Eye Beam or Lurker Below Spout)   He always turns clockwise, and it's less than a 180 degree turn.
  • Rocket Strike:  Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5000000 Fire damage to all enemies within 3 yards.
  • Heat Wave:  Fires out a blast of heat, dealing 1885 to 2115 Fire damage instantly and an additional 10000 Fire damage over 5 sec to all enemies.

Aerial Command Unit:

  • 4.7M Heroic, 1.6M Normal
  • Ranged tanked, adds incoming
  • Plasma Ball:  Builds up a ball of plasma and fires it at a target, dealing 14138 to 15862 Spellfire damage. 30 yd range, 2 sec cast, spammed every 3-4s.

Assault Bot:  

  • 1M Heroic, 500K Normal
  • 30K hits
  • Possibly kited in Heroic vs Tanked.
  • Magnetic Field:  Projects a magnetic field towards the target, locking them in place. In addition, the target will take an extra 30% damage from all sources. Lasts 6 sec. 30 yd range.   Can be dispelled
  • Drops a Magnetic Core on death
  • Summon Magnetic Core:  Deploying this magnet under the Aerial Command Unit will temporarily bring it to the ground and disable it. While it remains disabled, it will take an additional 50% damage from all sources, for 1 min.

Bomb Bot:

  • These bots will walk through the raid for a moment and eventually explode for 9425 to 10575 fire damage in a 5 yards radius, run away from them!

Junk Bot:

  • 110k hp Heroic, 65k hp Normal
  • Weak adds to dps down

V0-L7R-0N:

  • 3 phases merge, 3 targettable sections, but each start at 50% hp
  • All 3 sections have to killed within 5-10 sec of each other.
  • Each have seperate aggro and must be "tanked" like before
  • Bottom is Leviathan, Middle is VX-001, Head is Aerial Command unit
  • Leviathan:  Proximity Bombs and Shock Blast
  • VX-001:  Rocket Strike, P3Wx2 Laser Barrage, and Hand Pulse - Fires a pulse of energy towards a random enemy, causing 6598 to 7402 Spellfire damage to all enemies in a cone facing the target enemy. 50000 yd range, 0.85 sec cast
  • Aerial Command Unit:  Plasma Ball

 

The Fight:

So this is one crazy shit face of a fight with essentially 4 phases, lots of stuff going on, damage and adds and things to avoid.

Phase 1:  Flame Leviathan MKII

On engage, Mimiron will jump into his personal Flame Leviathan.  Tank and spank it for the most part.   Melee have to watch for land mines.   Melee have to watch for Shock Blast and run the fuck out, 4 sec cast.   Ranged have to watch Napalm (fire), think Void Reaver orb shots.    Supposedly he hits very weak, most of the damage will be from the shit he spews out.

Phase 2:  VX-001:

After that's destroyed, he gets into his anti-personal cannon.   We would likely just form a circle around him, think Lurker Below.

No real aggro here I believe.   So go nuts.

Stay out of fire.  Watch for rockets.  There's a small red circle which is the target (you).

Then there's the lasers.   That's similar to the Lurker Spout or C'Thun eye beam.    He'll be spinning up, we gotta stay the fuck away from the front when he does that.   Then supposedly run around in a clockwise fashion to avoid it, and he appears to only do it 180 degrees.   So half circle, not full like the others.

Phase 3:  Aerial Command Unit

This parts needs a ranged tank.  He'll be spamming 9K ish hits to highest on aggro and the melee can't touch him for the most part.

After that tank has aggro, dps away.

Meanwhile, the ground has adds for the others and possibly some of the ranged to help with.   It's a way to drop aggro if anything.

Junk bots are shitty little things to kill off quickly, they spawn from Green Beams.

Bomb bots are shitty little things to get the fuck away from.   They blow up if you didn't get it yet.  Ranged can help clean em up before they reach raid.  They spawn from Mimiron.

Next is the real trick, the Assault Bots.   They hit hard, really hard.   So if we can't tank him, need a ranged to kite em.   Someone that can snare preferably.   They can snare their target too, and it's dispellable.   They spawn from the Red/Orange beams.

After killing one of those, it drops an item we can use.   The Magnetic Core, using this would bring the Aerial Command Unit down for 1 min and it takes extra 50% damage during this time.   So burst dps CDs for this part.

Phase 4:  V0-L7R-0N

Mimiron combines all 3 of his creations into one.  Each piece is targettable.  Each piece has it's own aggro (if applicable) table.    And they all must die within 5-10 sec of each other.   But they each start at 50% of their hp.

Split the dps, with possibly target switching on the fly to even things out.

They have most of the important tricks to them.  

Flame Leviathan has his mines and shock blast, so melee must run and avoid those.

VX-001 has the Rocket Strike to avoid.   Along with the big laser for the raid to run the fuck away from (clockwise).

Aerial Command Unit still must be ranged tanked.

This is pretty much a dps burn down now while avoiding things that could kill you.

Collect loots.

 

Hard Mode:

There's a big red button behind him.  T he raid should walk around the room to under the button.   Hard mode is activated by push it to initiate the fight.   Everything does 25% more damage.  Also turns it into an 8 minute enrage.    Also has new abilitiles.

Doomfires that follow you around in every phase.  Frost Bombs in P2 to avoid.   Water bots in P3 that do put out fires, but does frost damage to you too if you get in the way.

Phase 1:  Before running in, wait til the first Doomfire spawns, that way, it's not right on your ass when you do start.   We tanked Leviathan himself along the walls of the room, just kiting him around when needed.  The doomfires can be semi-kited by ranged as they seem to proximity aggro.  Otherwise, fight is same with more damage, just avoid fires.

Phase 2:      During transition, group up at an edge of the room, gather all the fires together and slowly inch away.    This is to keep the fires away from the middle in the beginning.   Your goal is to keep close to fire without actually getting hit by fire.    Anyways, after the doomfire respawns, rush in to attack VX.   Same fight basically with more damage, and doomfires approaching you.     He does do a flame suppression for the melee but only if he's not Lasering.   Another trick to watch for is the Frost Bomb, puts out fires, but also damages you and knocks you back.    Look for a bluish orb, stay away from that side of the room until it goes off.   Heroism this phase to get it over with, only phase you can really spend full time dps on (mostly).

Phase 3:  Same as previous transition, gather up and don't let the fire spread all over the place.    Frost bots will show up now, and I believe they don't silence in 10 man anymore, but still do in 25 man.   Their water sprays also knock you back, kill em if they're a nuisance to you otherwise let em do their thing.   Tanking wise, it'll be similar to Phase 1, you'd have to kite all around the outer edge of the room.    However, make use of LoS, when you want to drop the head, forces it into a corner away from Doomfires (for a bit) and go all out dps.     You need to pass this phase in about 2 drops, else you might not make the enrage timer.

Phase 4:   Like phase 1, just combine all the damage, yadda yadda yadaa.    Kite outer edge, watch for doomfires, kill kill.

 

Achievements:

Set us up the Bomb - Defeat Mimiron without anyone in the raid being hit by the following on Normal/Heroic Difficulty.

Another raid check.  Don't get hit by rockets, mines, or bomb bots.  This is a progressive achievement so can do it once per week.

Not-So-Friendly-Fire - Force Mimiron to kill a Assault Bot with a Rocket Strike on Normal/Heroic Difficulty

Sounds like we have to OT an Assault Bot into phase 4.  Then find a Rocket Strike to drag him in.

Firefighter - Defeat Mimiron after activating his Self-Destruct mechanism on Normal/Heroic Difficulty.

Hard Mode, 25% more damage all around and an 8 min enrage now and new abilities.

 

Trash Info:

So the trash is hard.  Hard enough that people recommend trying to have someone bubble run through them to the otherside and rez the raid, summon the rest.    We kind of found a more managable less cowardly solution.  ;p

Mechano Packs:

There's a I believe 4 packs of these.   The 1st one is the easy one, there are no Sappers, yet.   Get to those later.

There's a Arachnopod that if you defeat, you can get on and ride it for about 5 mins.

There's bomb bots.

There's Trash, which seems to be just little do nothing shits. lol

There's these mechognomes that build frost turrets that do 4K a tick all around them.  But are killable too.

I recommend the first thing to kill is the Arachnopod, then you can get inside it and use it like a vehicle to help kill the others.   It is also immune to the Frost Turret's effects.   Here are it's abiltiies:

  1. Machine Gun - standard dps
  2. Flamethrower - it believe it's a 10 sec CD for massive frontal aoe fire damage to them
  3. Leap Stun Thingy - It's a targetted jump, and aoe stuns where it lands, 20 sec CD i think

Anyways, it's probably advisable to treat this a bit like a gauntlet, thought not as hectic   Cause you have limited time with the Arachnopods, and they're gonna help with the next pack which have:

Sappers:  These fuckers target people and drain 5K mana per second while doing like 7.5K per sec ticks and transfering damage you do to them to someone else.   They are stunnable and fearable.   

So here's where those Arachnopods come in handy.    Use them to help with the stuns and zerg the fuckers down.   Afterwards, standard kill the rest.

There's more Arachnopods in each pack, so you can have a few in the raid helping with this.

 

Videos:

10 Man Firefighter (with fail Shadow Priest)

 

 Sources:

  • http://www.mmo-champion.com/index.php?page=845
  • http://www.wowwiki.com/Mimiron
  • http://www.stratfu.com/strats/Mimiron
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saedo's picture

07 - Auriaya Strategy Guide

saedo — Thu, 04/16/2009 - 13:08

Health:

  • Normal:  3.2M
  • Heroic:  16.73M

 

Abilities:

  • Sonic Screech:   A Sonic Shockwave that deals 231250 to 268750 Physical damage to all enemies in its path. The Shockwave damge is split between all targets in its path. 50000 yd range, 2.5 sec cast, 4 sec cooldown
  • Sentinel Blast:  Inflicts 6000 Shadow damage and increases Shadow damage taken by 100% for 5 sec. Stacks. Instant
  • Terrifying Screech:  The screech strikes fear into the hearts of all nearby enemies, causing them to flee in horror for 5 sec. 2 sec cast, 8 sec cooldown
  • Summon Swarming Guardian:  Auriaya occasionally spawns a wave of panther adds (~20 mobs) with a low amount of health points. You can easily AoE them.

Sanctum Sentry:

  • Starts with 4 adds in Heroic, 2 in Normal
  • 558K HP in Heroic, 335K HP in Normal
  • Savage Pounce:  A savage pounce that inflicts 13875 to 16125 Physical damage and an additional 7400 to 8600 Physical damage every second for 5 seconds.
  • Strength of the Pack:  The presence of other members of the pack increases damage done by 50% to all members of the pack within 20 yards.

Feral Spirit:

  • Spawns 1 min into the fight
  • 835K HP in Heroic, 200K HP in Normal
  • Starts off with 9 Feral Essences (his 9 lives)
  • Feral Essence:  Each essence increases the damage dealt by the Feral Defender by 50%. The Feral Defender can revive itself at the cost of one of its Feral Essences.
  • Feral Rush:  Charges an enemy, dealing Shadow damage and interrupting spell cast for 6 sec. 80 yd range
  • Feral Pounce:  The Feral Defender pounces the target stunning them for 5 sec and inflicting Shadow damage every 1 sec. 5-45 yd range
  • Seeping Feral Essence:  The Seeping Essence of the Feral Defender Inflicts 9000 Shadow damage every 1 sec. This is a void zone-like effect triggered where the Feral Defender spawns and dies.

 

The Fight:

First thing of note, the raid must ALWAYS be in the same LINE.   Not neccessarily stacked on top of each other, but along to the same line to take the Sonic Screech, damage is split among all hit, and you're fucked if it's not split several times over.   I estimate probably at least 15 people in Heroic have to split it to not fatally hit the raid.

This means, the melee have to either spend a the entire time attacking from the front, or be very good at rotating from back to front the whole fight.    The thing is a 2.5 sec cast, so there is time to move.     I found it quite easy to simply rotate back to front.   This is probably more for raid helping to mitigate damage, perhaps we don't need everyone to be hit, just enough.

Second thing of note is fears.   Tremor totems should handle it for us.   Just get back in position ASAP if you got moved in case of Sonic Screech.

The adds, have a stacking buff where they gain 50% more damage if they're within 20 yards of each other.    So for the pull, the OT stands 20 yards away from the MT.   The OT takes one add.   The MT takes the boss and the other add.    The raid itself must be between the 2, so you're all in that same line for Sonic Screech.

In 10 man, we did a zerg the adds thing, everyone just dogpiled in a corner above the stairs where she pats.    Used Deatth and Decay to pull them.  Zerg'd down both adds.  Then her.    This may or may not be doable in 25 man.   For 1, there's 4 adds, so they're gonna get super buffed and hit hard.   

Tank and spank.   The whole deal is mostly keep the raid together along the same line with occasion fears and damage here and there.    Also small shitty panther adds spawn to be quickly aoe'd down.

About 1 min into the fight, a Feral Defender will spawn.    Killable, but takes 9 tries, and each death drops a void zone.   OT is to just take it behind raid.    He will jump and run all over the place, so have fun with that.

Then the rest of the fight is burn down Auriaya again.    If we do kill Feral Spirit, move well away from the void zone, and the raid has to move too keeping the line dance.

For 25 man the pull was done via snake traps.   We dogpiled behind the same pillar, and the tanks MUST pop their CDs initially so the cats don't rape them.    Kill the cats, kill Auriaya.    One added "problem" in 25 man that with the additional aoe, the Feral Spirit was eventually taken down leaving a Void Zone.   

 

Achievements:

Crazy Cat Lady:  Defeat Auriaya without destroying her Sanctum Sentries on Normal/Heroic Difficulty.

They have to be tanked away from all the aoe splash damage.    Also due to the stacking bleeds, the tanks must trade off in 10 mans.   Don't do it during aoe phases.   Otherwise, zerg her down.

Might be tricker to do in 25 man due to 4 adds.   Might need 1-2 extra tanks (on top of the 3 we bring) to rotate in to take the bleed.    Old School 4 Horsemen style?

Nine Lives:  Defeat the Feral Defender while defeating Auriaya on Normal/Heroic Difficulty

This involves killing the thing 9 times, each time of course drops a void zone, so better do it well away from the raid.   And making sure to not dps Auriaya too fast so the Defender can pop up again.

 

Trash Info:

Titan Packs:   They come in 2s, you only need to take the pair on either side of the walkway.   And must be tanked seperately, but not too far apart.    After I believe it was 40 yards, they gain "Seperation Anxiety" and fuck us up.   Anyways, the trick to this is that randomly, one of them will spawn a big ball of spark.    This spark will slowly travel towards the other one, and if it reaches, they get a power boost and starts aoe'ing.     The goal is, have the ranged and stuff inbetween, and fuck up those sparks before that happens.    Also, it is advisable for both adds to die relatively close to each other, not neccessary though.    You see, when one dies, the other gains a buff, hitting harder and faster.    You can heal through it if you choose so, or try to get em to die together to mitigate that berserk time.

 

Sources:

  • http://www.wowwiki.com/Auriaya
  • http://www.mmo-champion.com/index.php?page=844
  • Ulduar
  • 10 Man
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  • Raid
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  • 4 comments

Raid: AFK

Raid Zone: 
Naxx 10 Man

Hey all,

 

Due to the start of all the new raids it will be important to sign up this week so we can confirm participants.  We probably will not be going into Ulduar this week as we need to work on our Co-ordination a little more, but we willbe going in soon.

This is how we are setup as of now.

 

Tank1: Holynightmar

Tank2: Joshsmom

Heal1: Leighann

Heal2:

DPS1: Jayel

DPS2: Sarricon

DPS3: Eluda

DPS4: Chalaina

DPS5: Ghli

 

Lets have a good run at Naxx and get it done on Friday night so we can spend monday on Sarth and Maly.

So we are still looking for a Healer for Tonight.  If you are interested post here and or talk to myself or Jayel in game.  Do be aware that all things being equal posts on the site will take priority over in game conversations.  So use the site.

  • Ulduar
  • Naxxramus
  • Sartharion
  • 10 Man
  • Raid
  • 4 comments

Ulduar 10 with cake!

Raid Zone: 
Ulduar 10

We'll need 3 Healers, and a buncha DPS...or more accurately, 5. Sign up!

 i plan on doin this week to week, hopefully with achievements by the 2nd or 3rd week, so itd be awesome if i could get people who are willing to commit week to week.

This isnt a Casual raid, but i dont want to make it feel like a chore, so sign up only if your willing to commit week to week at roughly this time, it may change depending on feedback.

Tanks : Ensidious,  (pulgamuerto pending)

Healers:

DPS:

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  • 10 Man
  • 5 comments

Raid: Sippy Cup/Poobeast (startign up again for Uldar 10[hard mode?])

I've gotten multiple wispers from people wondering if I will start up this 10 man raid again.  I am going to start it, looks fun. But I wont be around for the first few weeks of Uldar because of Finals Right around the corner.  I feel i can better spend my weekends studying for them than raiding.  But if anyone wants to take over for the first couple weeks go ahead.

Let's be dedicated and gearedraid to do Hard mode and go for achievements and get ourselves a mount! THAT sound like something I want to do, no alt runs, this will be srsbiz.  Again starting after the Sabbeth for those Jewish folk that want to attend (I dont know exactly what time that is lol).

P.S. Sry for typoes i need to get to bed and did this fast.

  • 10 Man
  • 9 comments

Raid: AFK

Start time is going to be about 7:30 again so try to be on at 7:00 if you can. ( 6:30 for Eluda and Chalaina =D ).  Lets see if we can get all of naxx done Friday so we can take shots on malygos on Monday.

We'll be starting witht he harder wings again this week since that worked out well last time, so have your flasks/elixers, food and reagents ready to go so we can start on time for once!

Since many of the regular people that come can do multiple jobs its hard for me to write up a list of what we have and what we are going to need each week.

That being said; here is a general break done of who can do what.

Tanks:  Holynightmar, Jayel, Monster, Zifter, Pak, Star (when available)

Healers: Heaven, Jayel, Eluda, Star, Saja (someday maybe =P), Chalaina, Zifter

DPS: Chalaina, Eluda, Monster, Jayel, Heaven, Saja, Zifter, Pak, Rhoora,

First Alternates: Py, Ped, Carno, Torvo, Blue, Karli. 

 

Post here even if your on the list and let me know your status. 

**Disclaimer**

Signing up and even being on the list above does not mean your going to the raid until I tell you or invite you to raid.

  • Naxxramus
  • 10 Man
  • 6 comments

Raid: AFK

Hi Guys,

We will be going in and Killing Sapphiron and KT tonight as well as Sarth.  If we have time we may do some 1D shots.

 

If you were there Friday and planning on being there tonight please post so that I can tell if I need any fillins.

 

  • Naxxramus
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  • 10 Man
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Lava Crab: Sarth 3D 10man, 6min Malygos

Raid Zone: 
Sarth and Maly

This is for Hbk's plagued proto-drake mount, as these are the last two achievements he needs.

Time starts at 6:00pm or so, server-time.  Might need to push to 6:30 for peoples' dinners.

Please let me know if this works for you guys.

Expected attendees:

- Deadhli
- Hbk
- Nuitarin
- Karvinen
- Moriella
- Zildo
- Disrupta
- Luminaire
- Quisjaa
- Saedo

  • Lava Crab
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  • 10 Man
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  • 5 comments
saedo's picture

06 - Kologarn Strategy Guide

saedo — Sat, 04/04/2009 - 22:52

Health:

  • Normal:  5.2M (Arms 1.2M each)
  • Heroic:  20.9M (Arms 5.2M each)

 

Abilities:

  • Focused Eyebeam:  Inflicts 4163 to 4837 Nature damage to enemies within 3 yards.
  • Petrifying Breath:  Inflicts 18750 to 21250 Nature damage every 1 sec and increases damage taken by 20% for 8 sec. (Brittle Skin - Increases damage taken by 20% for 8 sec.) - Only does this if no one is in melee range
  • Overhead Smash:  The not so massive attack Inflicts Physical damage and decreases armor by 25% for 45 sec. 5 yd range, Next melee;  Stacks to 4, used every 10-15 seconds.
  • Overhead Smash Tremor:  The massive Overhead Smash causes a tremor which Inflicts 6338 to 6662 Physical damage and interupts casting for 8 sec.
  • One-Armed Overhead Smash:  Same as overhead smash but less power, used when 1 of the arms is destroyed
  • Stone Shout:  Unleashes a hail of jagged rock, striking target enemy every 0 sec for 2 sec, and damaging any additional enemies within 50000 of the target.   Does about 3K damage per tick, only used if both arms are destroyed

Left Arm (our right):

  • Shockwave:  The shockwave from the massive arm sweep inflicts 13875 to 16125 Nature damage.

Right Arm (our left):

  • Stone Grip:  Squeezes the life out of the target, stunning it and inflicting 5363 to 5637 Physical damage every 1 sec until Kologarn's Arm sustains 480,000 damage;  Targets 1-3 people.   Less damage in 10m, and needs 150K damage.

 

The Fight:

Firstly, the boss is just stuck on the ground, won't move, can't get behind him, so melee will suffer from parries and such.   There must always be someone in melee range or he wipes the raid.   He does slow hits, so optimal tanks appear to be druids or DKs.

He has 2 arms as seperate entities to target and kill if you wish so.   Killing one will knock off 15% of his HP, but each arm has more HP than that.   They respawn 60 seconds later.  Also killing one will spawn 5 adds, must be tanked and they aoe us, but can be stunned.   Best done with a warrior's Shockwave.

The Left Arm will Shockwave us every 25 or so seconds.

The Right Arm will Stone Grip 1-3 non-MT raid members, and they must be healed.   Here there are 3 methods of thoughts of dealing with it:

Leave the Arm up, heal through it the rest of the fight or...

Attack the Arm to release the trapped ones, but be ready to tank/stun adds when the arm dies.

Or kill the right arm at all times, deal with adds, then kill the boss, which is what we did.

For the main boss himself, with the Crunch Armor debuff, you'd want 2 tanks trade taunting off.  Though in 10 man, it appears to apply less frequently and fails to stack often.

There's a laser beam for the raid to avoid as well.

Note for Melee:  If you're attacking arms, you may notice sometimes you can't hit him.   With auto-attacks or whatever, and you have to reposition and stuff.    What's known now is that Kologarn is one giant hit box for both him and his arms.   So what you should be doing is facing him at all times, just retarget arms when attacking those, do not turn.   You don't have to run from arm to arm, you are able to target him and any of the arms simply standing anywhere in front of him, facing the main body.

 

Trash Info:

Dwarf Packs (10 man):  3 mobs, a Mender, a Charger, and a Construct.   We killed the Mender cause we didn't like his name.   The charger appears to just do a weak chain lightning.   Killed him next.   Construct was just debuffing Nuitbear with a slowing thing.  

Dwarf Packs (25 man):  The packs are doubled in size (2 of each of the above), and are more lethal.  The Charger does a thunder ball that does a lot of damage to the area it hits.   The Constructs root themselves but do 100% more damage.   The tank can run out but there better not be other people in range he can smack.   The Menders are CC'able, maybe all of them all.     Adjusted tactic was to sheep the Menders, burn down the Chargers first.   Then the rest, I think menders after.

Big Construct Packs:  2 Constructs, they have flamethrowers, so don't be in front of him.  They also "throw" out runes on the ground underneath people.    Whoever stands under em turns into bombs.    Don't blow the raid up.

Big Titan Packs:    Single pulls, they have a front cone aoe shout that's physical damage, physical avoidance works.   They summon spark things that do minimal damage in 10 mans.

 

Achievements:

With Open Arms:  Defeat Kologarn without destroying either of his arms on Normal/Heroic Difficulty

Simple enough to try to do.   Only means we employ the tactic of screw the guy in the Stone Grip, and heal through it.    Or, hit it just enough to release him, and hope you got enough dps to finish off Kologarn before requiring you to kill the arm.    Or combine the two a bit, when arm is low, screw the guy in Stone Grip and focus on Kologarn.  Definitely see several possiblities to try.

Disarmed:  Destroy both of Kologarn's arms within 10 seconds and then defeat Kologarn on Normal/Heroic Difficulty.

There's a possible bug where if you use the arms to kill Kologarn, it will not count (they take off 15% hp each).   We did the Right Arm zerg strat til Kologarn was 40% ish, make sure Kologarn is above 30%.  Then got some dps on the Left Arm.   Went back on the right arm, while switching sometimes to keep left arm low too.   Then kill right, kill left, kill Kologarn.

If Looks Can Kill:  Defeat Kologarn without any raid member being hit by Focused Eyebeams on Normal/Heroic Difficulty.

Simple enough, don't get hit.   Nobody gets hit.

Rumble and Roll:  Defeat Kologarn with 25 Rubble creatures alive on Normal/Heroic Difficulty.

This might be deceptively tricky.  First thing is, someone OT'ing the Rubble to the side of course.   But each arm only seems to spawn 5 rubble.   So to do this, we need 5 arm deaths in the fight.   But, we killed Kologarn with only 3 arm deaths.

This could mean, we cannot dps Kologarn himself at all.   We must only deal with the arms.   And since we can't have both arms dead at the same time, it could mean we only kill 1 arm the entire fight.    So kill an arm, wait 60 sec, kill right arm again, etc.

Well but arms only take off 15% of Kologarn's HP each, so that's 5x15% = 75%.   That's still 25% of his hp we can afford to dps.   Though, that means at most 5% after each arm.   5% of hp in 60 sec.   That's nothing, there'll probably have to be forced downtime if we do this.

Perhaps just more tanks dealing with the adds without killing them be the way to go.  

 

Sources:

  • http://www.mmo-champion.com/index.php?page=843
  • http://www.stratfu.com/strats/Kologarn
  • http://www.wowwiki.com/Kologarn

 

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