10 Man
Abilities:
- Arcane Storm - Deals 15K arcane damage per second to all enemies within 50,000 yards for 6 seconds
- Release Abberations - Releases 3 Abberations to attack all enemies
Red Vial
- Consuming Flames - Ignites random target, dealing 9K fire damage per second, additional magic damage taken by the target increases this effect by 25% of damage taken, lasts 10 seconds
- Scorching Blast - Deals 750K fire damage, split among all targets in frontal cone within 60 yards of caster
Blue Vial
- Biting Chill - Surrounds random target in frost doing 7.5K frost damage per second to target and all allies within 8 yards for 10 seconds
- Flash Freeze - Causes area around random target to freeze dealing 50K frost damage to all targets within 10 yards and encases them in a block of ice for 30 seconds. When ice is broken, deals additional 50K frost damage to all targets within 10 yards, but also breaking all ice in that area too
Green Vial
- Remedy - Heals caster for 150K hp and 2K mana per second, heal effect increases by 150K per second for 10 seconds. Magic dispellable.
- Debilitating Slime - Slime sprays from cauldron coating every unit (allies and enemies) in the room, which increases all damage taken by 100% and suppresses any Growth Catalysts on target, lasts 15 seconds.
20% HP
- Release All - Releases remaining Abberations, and in addtion 2 Prime Subjects
- Magma Jets - Stream of small fire fissures towards random enemy doing 25K fire damage to all in the path, in addition to 5K fire damage to all that stand in them
- Absolute Zero - Summons sphere near random target that if it comes within 6 yards of an enemy, explodes for 20K frost damage to all within 6 yards knocking them back.
- Acid Nova - Deals 5K nature damage per second to all enemies for 10 seconds
Abberations
- Growth Catalyst - Increases nearby allies damage dealt by 20% and reduces damage taken by 20%, 10 yard range
Prime Subjects
- Growth Catalyst - Same as above
- Fixate - Fixed on a target, immune to taunt, lasts 10 seconds
Notes:
- Main mechanic is that every 40 seconds, he throws vials in his cauldron and gives him certain abilities depending on which color
- Pattern will be either Red or Blue, then the other one, then followed last by Green
- Arcane Storm is raid damage that can be interrupted
- Red Vial - means everyone stack up in front, it's a Brutallus Meteor Slash thing
- Blue Vial - Spread out, one person will be targetted and ice blocks allies all around him, kill a block to release everyone, 5K hp, make it a ranged. Heal up person in it before breaking.
- Green Vial - Dispel his heal, and temporarily negates Growth Catalyst and debuff on everyone that increases damage taken by 100%, group the adds to aoe them down asap.
- Summons Abberations in packs of 3, twice in each Blue/Red phase, interruptable cast
- There are 18 Abberations and 2 Prime Subjects to be summoned, and will release all that's left at 20%
- Due to Growth Catalyst, adds must generally be offtanked away from the boss
- There will only be time for 2 Green Vials, so you want to have 9 abberations taken care of each time (3 of 4 casts)
- Can kite some around and maybe have the main tank take some to make it managable, or have a 2nd OT
- Maybe single target a few of them down cause 9 adds on 1 OT probably means splat
- Some people opt for complete zerg, meaning interrupt all add summons, zerg kill boss when they're all released at 20%
- 20% HP - Goes into everyone must avoid standing in/near stuff mode. Idealy you released/killed all abberations before and only Prime Subjects are left. Burn boss ASAP.
- 6 minute enrage.
Abilities:
- Vertigo - Increased damage taken by 50% for 5 seconds.
Ground Phase (80 sec):
- Sonic Breath - Cast at highest sound player doing 15K damage per second and adds 20 sound per second, follows faster the higher the player's sound is.
- Searing Breath - Blindly aimed flames inflict 15K damage per second and increases fire damage taken by 25% per stack, stacks to 8.
- Modulation - Increases sound of all enemies by 7 and inflicts 40K shadow damage, damage increased by sound bar
- Sonar Pulse - Sends discs of sonic energy flying around the room, if touched inflicts 6K arcane damage and and adds 7 sound.
Air Phase (40 sec):
- Roaring Flame Breath - Cast at highest sound player, does 15K damage per second and adds 20 sound per second, follows the player faster the player's sound is, and keeps speeding up.
- Sonar Pulse - Same as above
- Sonar Bomb - Inflicts 30K arcane damage to enemies within 8 yards, adding 30 sound.
- Sonic Fireball - 30K fire damage to enemies within 6 yards of the impact
- Roaring Flames - Scatters flame patches around the room, inflicts 15K fire damage and additional 8K fire damage per sec for 4 seconds, increasing sound by 5
Notes:
- Everyone gets a sound bar, various attacks fill it up
- If it reaches 100, he will target and insta kill that player, tanks included
- There are 8 gongs around the room, hit them to reset everyone's sound to zero, giving the boss Vertigo stunning him for 5 seconds, but then he destroys that gong, but try to save for...
- Searing Breath is massive increasing fire aoe, use the gongs to interrupt that stunning him, don't stand in the fires it leaves
- Sonic Breath is a targetted breath attack, and follows the target, highest sound player, run to avoid it (which turns does turn him).
- If it hits you, your sound goes up, and will move even faster, making it harder to avoid, making your sound go up, making it go faster, making it harder to avoid, etc
- Every 80 seconds for 40 seconds, he flies up into the Air Phase
- Stuff on ground to avoid standing in
- And the Fire Breath is this phase version of the Sonic Breath, instead it's a fire beam that follows the highest sound player, keep running
- It follows faster during with more sound, use a gong in the beginning of Air Phase to help with that
- So ideally, use the gongs once per phase to interrupt Searing Breath, and the reset for Air Phase, and you have your soft enrage
Abilities:
Bile-O-Tron
- Finkle's Mixture - Damage taken while above 10,000 health cannot reduce your health below 1.
Chimaeron
- Melee - Attacks for about 120K a hit
Phase 1:
- Caustic Slime - Causes 280K nature damage in an area and briefly reduces their chance to hit by 75% for 3 seconds. Damage is split among all enemies within 6 yards of impact area
- Massacre - Inflicts maximum damage to all players (999999 damage, or your full hp)
- Feud - Unable to perform melee attacks while heads are fighting each other
- Double Attack - Will strike twice on his next attack
- Break - Increases physical damage done on target by 25% for 1 minute, stacks
Phase 2:
- Mortality - Goes into a rage, immune to taunt, increases damage taken by 10%, and reduces all healing effects of enemies by 99%
- Double Attack - Strike twice on next attack
Notes:
Phase 1 (100-20%):
- Talk to Finkle before starting to start up the Bile-O-Tron
- Bile-O-Tron is a friendly NPC that spawns and sprays the Finkle's Mixture all around, go get hit by it
- Healers note only have to keep most people (non tanks) above 10,000 hp for people to survive every single attack
- Caustic Slime is a 280K meteor type attack with a -75% hit debuff, there's 2 things to note
- Break is a debuff he puts on the main tank
- Double Attack is a tank gibber, possibly use the OT to absorb this
- If Bile-O-Tron is not up (boss can kill it), stack up so meteor damage is split
- If Bile-O-Tron is up, spread out so only one of you takes the hit, with Finkle's Mixture as your cheat death
- Massacre is an insta kill everyone in the raid move, again Finkle's Mixture to the rescue
Phase 2 (20%)
- It's a zerg
- No longer tankable
- You can't heal (much) anymore either
- Doesn't do the special attacks anymore except Double Attack
- Gets 10% damage taken
- So zerg zerg zerg away before he kills you all
Omnitron Defense System
saedo — Wed, 12/01/2010 - 18:55
Abilities:
Arcanotron
- Power Generator - Creates vortex on the ground which gives a boost to damage by 50% and mana regen to all that stand in it
- Arcane Annihilator - 50K arcane damage to random target, 1.5 second cast, interruptable
- Power Conversion - Causes a stacking damage buff when hit during this, spellstealable.
Electron
- Lightning Conductor - Causes target to inflict 25K nature damge to nearby allies every 2 seconds
- Electrical Discharge - Inflicts 30K nature damage up to 3 targets within 8 yards, damage increased by 20% per jump
- Unstable Shield - When hit during this, does a 60K damage to all enemies
Magmatron
- Incineration Security Measure - Inflicts 15K fire damage per second for 4 seconds jet flames all over the room
- Aquiring Target - Locks on the random target and shoots jets of flame towards him
- Barrier - Absorbs 300K damgae then explodes for 75K fire damage to all enemies
Toxitron
- Poison Cloud - Anything standing in it gets a debuff which increases their damage taken by 50%
- Poison Protocol - Summons 3 Poison Bombs (slimes) that chase after a target, when reached, explodes for 100K and leaves a pool of poison
- Poison Soaked Shell - Attacking during this gives a 5K DoT, but also each of your attacks deal an additional 10K nature damage, stacks
Notes:
- Council type fight with a shared health pool
- At most, only 2 golems are active at a time
- Each golem starts at 100 energy, and depletes over time
- At 50 energy, another golem activates (with it at 100 energy)
- At 45 to 25 energy, their shield activates in which you should not attack that one (much), essentially forcing you to switch to the newly activated golem
- At 0 energy, that golem shuts down and is no longer targettable, 2nd golem should be at 50 energy activating 3rd golem
- Cycle repeats
Arcanotron
- Arcane based attacks
- The Power Generator vortex is like Iron Council's power rune thing, whoever, even the boss that stands in it gets a damage boost, so CDs away
- So position golem(s) near enough so dps can use it, without the golem(s) being in them
- Interruptable high damage cast if you can
- Its shield gives the golem a stacking damage buff if struck during, so don't hit it
- But, that damage buff is spellstealable if you wanna live dangerously
Electron
- Nature based attacks
- Does chain lightning type attack so spread out when active
- Does a bomb debuff for you to get away from people
- Unless you're trying to get dps/mana boost from the vortex, but then don't every one go in at once, take turns
- Shield does a 60K aoe all around, so don't hit it
Magmatron
- Fire based attacks
- Will shoot fire all around to not stand in
- Random target fire stream attack for people to get away from
- Shield absorbs 300K damage and explodes for 75K if you break it, so don't hit it
Toxitron
- Nature based attacks of the poison variety
- Has the Poison Cloud which increases damage taken to all including bosses standing in it
- So, try to get the golems to go in it without anyone else being in it for dps boost if you can, otherwise, avoid
- Summons 3 Poison Bombs which are slimes that locks on to random player, if they reach target, explodes for 100K and leaves pool of poison
- Range kill those while target kites those, not tauntable
- Its shield gives you a stacking 5K DoT when hit, but with each stack, all your attacks (spells included) deal an additional 10K nature damage
- So it is a dps boost, if your healers can keep up with the DoT, don't go too high
Abilities:
- Magma Spit - Inflicts 45K fire damage to enemy targets when no one is in melee range, triggers Molten Tantrum
- Molten Tantrum - Goes into a frenzy, increases fire damage dealt by 100%, stacks to 10
- Mangle - Deals 120K damage every 5 seconds, target will be mangled lifeless after 30 seconds, used on current tank
- Lava Spew - Deals 34K fire damage per second for 3 seconds to all players within 60 yards
- Ignition - Ignites the ground in multiple directions causing 25K fire damage per second
- Pillar of Flame - Hurls at enemy blasting them for 25K fire damage and sunders the ground, which after some seconds deals 120K fire damage and knocks back all enemies near the sundered ground
- Parasitic Infection - Deals 13K damage every 2 seconds, triggers Infectious Vomit after 10 seconds
- Infectious Vomit - Deals 40K damage to all allies within 8 yards and expels lava parasites
- Constricting Chains - Encases Magmaw in chains dealing 20K physical damage per second and stunning target for 5 seconds
- Point of Vulnerability - Tender backside of Magmaw's head is exposed, damage dealt to this area increased by 100%, health is shared by head and body
Notes:
- It's a Lava Worm sticking out of the lava
- Must be tanked (someone in melee range) or big fireballs will wipe the raid
- Tank facing it one side while raid on the other to avoid breath attacks
- The Pillar of Flame is a meteor to avoid not to stand under, but then spawns the Lava Parasites where OT picks up and you aoe kill
- If not picked up quickly, they start Parasitic Infection the raid which chain reactions creating more Parasites
- Lava Spew is channeld raid wide damage, nothing but heal through it and use CDs
- Ignition basically lights up half the room with fire so just move out of it
- Occasionally, he will slump forward on the ground allowing 3 players(2 in 10man) to hop on (vehicle wise)
- Use the Constricting Chains to pin Magmaw down, it'll take 3(2 in 10man) of you to do it as he'll break free out of one
- Once pinned, he will have Point of Vulnerability so dps CDs away and burn his head
- Rinse and Repeat
- Heroic: Nefarian spawns some Blazing Skeletons to deal with
Blackwing Descent
saedo — Tue, 11/30/2010 - 15:00
One of the entry level raids. Found by flying to the top of Blackrock Mountain. 6 bosses occupy this place, ending with the return of Nefarian and his resurrected sister Onyxia.
Abilities:
Phase 1: (80%)
- Electrocute - Channels bolt of electricity on its current target dealing increasing Nature damage over time, used if cannot melee target.
- Ice Storm - A blizzard that moves around the platform leaving Ice Patches behind it which deals 15K frost damage every 0.5 sec to all enemies standing in them.
- Static Shock - Deals 1000 nature damage per second for 5 seconds to all nearby enemies, also interrupts spellcasts.
- Wind Burst - Deals 30K nature damage to all enemies knocking them back, 5 second cast
- Lightning Strike - Deals 20K nature damage in a cone to a random enemy every second for 30 seconds, chains off all enemies dealing 20K damage to them
- Squall Line - Creates a wall of tornadoes that does 40K damage per second to all that touch it. There is an opening to avoid being hit
Phase 2: (30%)
- Electrocute, Static Shock, Squall Line remain
- Acid Rain - Deals 500 Nature damage per second to all enemies, increases by 500 every 15 seconds until phase ends.
- Stormling - Summons an add which has an aura which deals 2.5K nature damage per second to all within 20 yards, if killed applies Feedback on Al'Akir
- Feedback - Increases damage he recieves by 10% per stack, lasts 20 seconds.
Phase 3:
- Eye of the Storm - Grants flight, movement speed increased by 300%
- Chain Lightning - Deals 15K nature damage to random target and chains to nearby enemies with each jump increasing in damage by 30%
- Lightning Rod - Causes random target to emit lightning to all nearby allies after 5 seconds dealing 5K nature damage per second for 5 seconds. Range is 20 yards horizontally, 5 yards vertically
- Lightning Cloud - Summons cloud on random enemy, after 5 seconds starts dealing 50K nature damage per second to all enemies at the same altitude, lasts 30 seconds.
- Wind Burst - Deals 40K nature damage to all enemies knocking them back
Notes:
Phase 1 (80%):
- It's the dodge everything that can kill you phase
- Ice patches to not stand in
- Chain Lightning (Lightning Strike) to spread out for
- And try to stay in melee range as much as possible cause Wind Burst will knock you back and off the platform otherwise. You won't die, but it takes a few seconds to get back into the fight
- Can outrange the Static Shock if you wanna run out for those timers (but get back in for Wind Burst)
- Squall Line is a wall of tornados that spawn and circle the platform doing damage and throwing people around if you get caught in it. But there's always a hole in the wall where you can run through / let it pass by
- Heroic: There'll be 2 Squall Lines, and the Lightning Strikes persists in an area so get out and stand elsewhere.
Phase 2 (30%):
- Burn phase
- Acid Rain is a bit of a soft enrage, doing more damage over time so kill fast or the healers won't keep up
- Squall Line still exists so keep dodging those
- Can group up again, no longer have the chain lightnings or the knockbacks
- Think of Stormling adds like Malygos sparks, if they die they increase your dps for about 20 seconds (by putting debuff on boss).
- So if you save up 2-3 or maybe even 4 of them then kill them all at once, you get your massive dps bonus
- Except they also do a damaging nature aura to all around, so as long as you don't get overwhelmed by that
- Heroic: Stormling aura also does a increase nature damage taken by 25% so likely don't want to keep any up too long
Phase 3 (0%):
- Flight phase, platform breaks, you get to fly like in Kael'thas fight
- Don't go too far, and don't get too close to the boss, or you get thrown around
- Spread out, Chain Lightning is back, and there's Lightning Rod you are the bomb debuff
- Wind Burst is back too, so get in close for that
- For Lightning Clouds you appear to just move up or down if they appear on the same altitude as you do
Conclave of Wind
saedo — Sun, 11/28/2010 - 15:10
Abilities:
Anshal
- Soothing Winds - Summons green circle on random friendly target, heals allies for 20K per second, and silences all enemies, lasts for 30 seconds
- Nurture - Summons Ravenous Creeper nearby every second for 5 seconds, they do Toxic Spores - Spores erupts from caster every second for 5 seconds afflicting all enemies within 8 yards, and deals 500 Nature damage per second for 5 seconds, stacks to 25
- Zephyr - Cast at full energy, heals allies within 100 yards for 25K hp per second, and increases damage done by 15% for 15 seconds, stacks.
Nezir
- Wind Chill - Deals 5K frost damage to all enemies within 100 yards and increases frost damage taken by 10% for 30 seconds, stacks.
- Permafrost - Channels 10K frost damage per second in a cone towards target for 3 seconds.
- Ice Patch - Deals 7.5K frost damage per second to all enemies within 20 yards slowing movement speed by 10% for 3 seconds, stacks.
- Sleet Storm - Cast at full energy, deals 30K frost damage per second to all targets within 100 yards, divided among all targets, lasts 15 seconds.
Rohash
- Slicing Gale - Random target 12.5K nature damage, also increasing nature damage taken by 5% for 30 seconds, stacks
- Wind Blast - Spins slowing around platform, blasting area in front of caster every second for 10K nature damage and knocks back 200 yards, lasts 10 seconds
- Tornado - Summons 3 tornados nearby which move randomly and does 40K nature damage to anyone within 10 yards, knocks back
- Hurricane - Cast at full energy, creates vortex of wind, catching all nearby enemies and launching them in the air, anyone caught in it takes 2.5K nature damage per second for 15 seconds, will be dropped afterwards dealing fall damage
Notes:
- Three bosses, three platforms, use the winds to jump platform to platform
- Anshal and Nezir needs tanks, Rohash does not
- Each boss requires at least someone on their platform or they do a raid wiper
- They also must die with in 1 minute of each other or they regenerate
- There's an energy system, whenever they reach 90 energy, they port back to the center of their platform, and unleash their "full energy" ability all at once.
Anshal
- Casts healing circle (green) on himself, so don't let him stand in it
- Tank him away from the center so the healing circle will not be dropped there for him to port and stand on
- At about every 30 energy, adds spawn and will eventually aoe doing tons of damage, kill ASAP
- Super ability is the heal, and self buff which stacks right up to 225%, so CDs usage away
- Heroic: Adds hit (spores) a fuckton more, CC/seperate them so it's not all at once and kill ASAP
Nezir
- Frontal cone attack
- Don't stand in frost patches
- The stacking debuff means no one on that platform can stay indefinitely, have to swap healers/tanks occasionally. Or use a DK tank to wipe off his own stacks.
- Super ability is a frost based meteor type attack, damage is divided among all it hits, so the more people the better for you. Have as much people as possible jump over (leave the min req on other platforms) to make this easy.
Rohash
- Biggest threat here is really just being knocked off the platform, 3 Whirlwinds move around randomly to try to do that
- So leave the dps/healer combo with greatest mobility (and spatial awareness) to avoid those, and the next ability...
- Super ability is one of those sweep around the room laser deals, like C'Thun eyebeam, Lurker spout, Mimiron Laser Barrage, etc, etc, so just move with it.
- Heroic - Gains an absorption shield that you have to burn through or he aoe's everyone
Throne of the Four Winds
saedo — Sun, 11/28/2010 - 13:34
One of the entry level raid dungeons, this place consists of 2 bosses. Found in Uldum off the southwest coast.
Pit Lord Argaloth
saedo — Sat, 11/27/2010 - 18:12
Abilities:
- Meteor Smash - Deals 200,000 Fire Damage split between all targets within 65 yards in front, increases fire damage taken by 100% for 20 seconds.
- Comsuming Darkness - Inflicts 3000 shadow damage, and additional 3K shadow damage every 0.5 sec for 15 seconds, dispellable
- Fel Firestorm - Launches fireballs in the air which fall down and leaves fire patches on the ground, each doing 8.5K fire damage to all that stand in them, 3 second cast, 15 second duration.
Notes:
- Similar to Brutallus
- Split raid in 2 on either side to soak the Meteor Slash
- Tank taunts after each since you don't want to be twice in a row with that debuff
- Dispel Consuming Darkness, if you don't want to heal 90K of damage within 15 seconds
- At 66% and 33%, he pauses his main attacks and Fel Firestorm begins, so run from the fire
- Scatter to survive, dps when you can, the fire will disppear and Argaloth resumes normally so group back up in your 2 groups
- 5 minute Berserk


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