Kargath Bladefist
• Tank in the Middle of the Room
• Ranged all 7 Yards apart /range 7
• Tanks Swap on Impale
• Avoid Green Void Zones on the Ground
• DPS/Heals(If Targeted) kite Kargath into a Flame Pillar when chased by Berserker Rush
• Everyone runs away whilst Chain Hurl is going out.
• “Away Team (Group 2)” make sure they run towards Kargath During Chain Hurl
• Tank with the debuff needs to come up
• Prioritise Drunken Bileslingers in stands
• Don’t be next to Iron Bombers when they die, they explode.
The Butcher
• Tank in the middle of the room
• Tanks stand on top of Each other (Skull Marker) 5 yards
• Tank swap on The Cleaver and The Tenderizer debuffs
• 2 Melee Groups either corner of the boss
• Group 3 left Group 4 Right – 5 in each use ranged if need be. Markers will be placed
• 2 Hunters are the 6th designated Person for each of the groups
• Cleave initially affects Group 3 including 1 Hunter
• Stack Gushing Wounds up to 4 on Group 3
• 1st Hunter leaves Group 3 – 2nd hunter Joins Group 4 – Repeat
• At 100 Energy Butcher does Bounding Cleave – Knocks everyone away and does Cleave on the most stacked group
• Designated Ranged/Heals stack when butcher reaches 100 Energy (On world marker) **Not The stacking Hunters Group 2+5 for eg…
Tectus
• Tank in the middle of the Room (What a surprise)
• Tanks pick up adds and face away
• OT at the time soaks Gift of Earth void Zones at the start.
• Ranged/Heals loosely stack at the very edge of the room
• Ranged/Heals move around the room when Earthen Pillar occurs.
• Ranged/Heals when targeted by Crystalline Barrage backtrack to previous pillars and drop the Crystalline Barrage away from raid
• DPS focus the add Night-Twisted Earthwarpers
• Night-Twisted Berserker fixate charges random people and does a lot of damage
• Shatter Tectus ONLY during Tectonic Upheaval
• After shattered, 2 Medium Tectus spawn, Tanks take 1 each and separate to the world markers either side of the room
• Melee DPS (Rogues) begin to soak Gift of Earth void Zones 182k Damage!
• Tank with more defensives holds his mini Tectus while DPS focus the other one (Will be skulled)
• Heavy Tank damage due to stacks of Accretion
• Shatter Medium Tectus ONLY during Tectonic Upheaval
• 4 mini Tectus’ will spawn
• Lust burn these 4 down then kill the Medium Tectus left
Brackenspore
• 2 people are chosen to be the flamethrowers (Ranged)
• Flamethrower people need to flame on CD, first clearing the Creeping Moss around the boss, then the outer layers of the room
• Tank on Beneficial Mushrooms when available (Pls Halp they didn’t teach this in tank school)
• Raid is Stacked the entire fight always near a Beneficial Mushroom BUT not on top of Creeping Moss
• Tank switch on appropriate amounts of Rot
• Tanks ALWAYS switch after Necrotic Breath
• Tank affected by Necrotic breath will need absorbs *Heals
• Raid CD’s are needed for Infesting Spores last few ticks *Heals
• Pick up Fungal Flesh-Eaters, DPS - Add >>> Boss
• Interrupt Decay on Fungal Flesh-Eaters
• Heals need to spam heal the beneficial mushrooms and keep them at full health for raid wide buffs
• Beneficial Mushroom - Living Spores constant HoT the entire time its full health
• Beneficial Mushroom – Rejuvenating Mushroom Unlimited mana and 30% haste while full health
• Ranged need to deal with Spore Shooter Spores soak the spores away from the raid (Hunters)
• ONLY melee need to deal with Mind Fungus that spawn on the raid
• Adds - Fungal Flesh-Eaters should be quickly killed by all however Mind Fungus, Melee need to swap fast
Twin Ogron
• Tanks take a Boss each and stack together for OP cleave
MECHANICS
• All Ranged/Heals set Pol to focus or watch DBM for Interrupting Shout – 6 second lockout
• EVERYONE needs to be within 20 Yards of the boss Phemos due to Enfeebling Roar
• When Pol casts Whirlwind, you need to separate the bosses and kite Pol around the room for 9 seconds *Tanks – Note, The further you take Pol away, the more damage the bosses do
• EVERYONE watch for Pulverise from Pol, Raid CD’s for 3rd Pulverise *Heals – Note, Everyone needs to avoid falling rocks and damaging zones. (100% avoidable)
• When Phemos cast Quake, Everyone avoid the Fire and use Raid CD’s *Heals
• Tank with Pol, watch DBM for Shield Charge and take Pol away before it happens (Rooks Spinning Kick)
TIPS
• All DPS stay on Phemos as this boss never needs to move and health pools are shared
• This will be a big strain on the healers however 90% of the damage here is avoidable so please pay attention
Ko’Ragh
• Tanks switch at Expel Magic: Arcane
• Ranged/Heals 8 Yards apart /range 8 to avoid Suppression Fields
• Only Magic abilities can break the bosses nullification barrier
• Once the shield is broken, 1 Player will absorb the first Nullification Barrier, throughout this time he will need to be spam healed as the damage is true damage (Goes through immunities/defences) 32k Ticks every second.
• The player with the Nullification Barrier (Player 1 at this point) needs to run around the room and soak Overflowing Energy Orbs
• When Ko’Ragh’s Nullification Barrier breaks again, a different player needs to jump inside and absorb the shield in which they will need to be spam healed. Note* - If an orb hits the ground Raid CD’s may be required
• Tanks need to pick up the pack of adds Volatile Anomalies and position them in a Suppression Field to stop the explosions
• EVERYONE watch DBM for Expel Magic: Fire and need to be spread out 5 Yards apart Heals* Raid CD’s
• EVERYONE avoid the Frozen Orb cast by Expel Magic: Frost
• HEALS* need to use Raid CD’s for Expel Magic: Shadow to remove the healing absorption shield on the raid
TIPS
• Don’t Push Ko’Ragh into the Nullification Recharge while adds are up
• Frozen orb is pretty much 100% avoidable watch your timers or call outs
• Expel Magic Fire appears to be like Insane Calculations on Paragons, Spread out avoids unnecessary damage
Imperator Mar’Gok
Icy Veins doesn’t actually have a Strat as of yet but I’ll just mention the abilities
• To sum this fight up, it’s basically a 4 phase fight which each phase triggers at certain health percentages. The change in phase only adds an additional mechanic to his previous abilities.
• There are 2 Transition phases which trigger at 60% and 30% where a lot of adds need to be dealt with
• Raid is stacked for the majority of the encounter
• Adds spawn throughout the entire fight and need to always be dealt with
Here are the Bosses abilities and a way to deal with them –
• Arcane Wrath – Debuff that last for 4 seconds that inflicts damage and jumps to the closest raid member within 200 yards increasing damage by 25% and decreasing range by 50%. The way to deal with this is, 1 raid member (Soaker) plus 1 back up will be the Target for Arcane Wrath to jump to. So the raid member with the debuff runs far away from the stack point and the (Soaker) follows them. The idea here is that these 2 raid members want to bounce the debuff between each other until it is over.
• Destructive Resonance – The boss places a mine on the ground near/on the raid group. All raid member need to be aware of this and NOT stand in it or trigger the mine. The way to deal with these is 1 raid member needs to soak the mine (Rogues, Hunters) and the mine will disappear.
• Force Nova – The boss lets out a wave of energy which does damage as it goes through you. Nothing can be done to avoid this damage HOWEVER if you a blink type ability, (Lock Portal, Druid teleport, Blink, Rogue Shadowstep) you can avoid the damage entirely.
• Tanks* Accelerated Assault – When the boss melee’s the same target his attack speed is increased by 8%, find the appropriate stack here and taunt swap.
• Tanks* Mark of Chaos – Puts a mark on the current tank and does a tonne damage after 8 seconds in a 35 yard AOE. Tanks need to taunt swap and the marked tank gets away as fast as possible.
Each phase change adds an extra mechanic to these abilities. Check your dungeon journal and learn them or this post will go on forever (Think Paragons but only ¾ as bad).
Transition Phase –
• Gorian Warmages need to be focused and killed 1 at a time to get rid of their aura buff.
• Check the dungeon journal to find out their abilities.
• Volatile Anomalies spawn every 12 seconds and do raid wide damage so these also need to be killed before the next one comes out.
• The SECOND TRANSITION PHASE spawns 1 Gorian Reaver. These adds do a lot of Tank Damage, CD’s will be needed both by tanks and Healers.
Highmaul - Tactics per Boss - TL;DR version
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| #10375263 Dec 06, 2014 at 04:43 PM · Edited over 11 years ago | |
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![]() Social 27 Posts | Small note on Tectus - it seems separating is only needed on Mythic difficulty. Buff that increases Accretion only exists on big boss on Normal and Heroic ; once he splits there are absolutely no proximity buffs, so it's better to just keep them together and cleave. MMO-Champ thread about it |
| #10379560 Dec 07, 2014 at 06:50 PM | |
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![]() Guildmaster 441 Posts | Good guide Hog, nice to have it condenced like that! GJ |
| #10398510 Dec 11, 2014 at 09:58 PM · Edited over 11 years ago | |
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![]() Social 269 Posts | |
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