3 phases fight with 2 intermissions. It unfolds as follows: P1 -> Intermission 1 -> P2 -> Intermission 2 -> P3
P1, P2 and P3 are pretty similar: You fight the boss alone and deal with similar abilities. Intermission 1 and 2 are also pretty similar: The boss is immune, and you fight adds.
P1 lasts until the boss has fallen to 65% HP.
Then Intermission 1 begins. It lasts about 2 minutes.
Then, P2 starts. The phase ends when the vault's integrity drops to 0, or the boss' HP is under 25%, whichever happens first.
Intermission 2 lasts until you've killed its add.
Finally P3, the last phase. Burn the boss before the platform is filled with AOEs.
P1 lasts until the boss reaches 65% HP. The big danger is getting pushed off the platform.
EVERYONE
DROP YOUR BOMB OUT
OF THE RAID AT SPECIFIC
ASSIGNED SPOTS
Several players get a bomb debuff that explodes after 8s. The explosion deal huge damages to the raid, reduced by the distance between players and the explosion.
Each explosion drops a zone on the ground that reduces movement speed and is mandatory to survive the boss' pushback.
EVERYONE
RESIST THE PUSHBACK
BY USING THE SNARE
ZONES FROM THE BOMBS.
At 100% energy, starts a 3s pushback channel that damages the raid.
You need to use the zones left by the Static Charge bombs to resist it, or you'll be thrown out of the platform.
EVERYONE
SPREAD AND INTERRUPT
OR PURGE THE ADD
TO KILL IT.
Every players get a bomb, inflicting damage to them and around.
All players spawn 1 invulnerable add with 1 Volatile charge. Interrupting (stun, kick, fear, incapacitate, etc...) or purging the add removes a charge. At 0 charge, it dies.
If the add finishes its 3.5s Burst cast, it inflicts a heavy stacking DoT to the whole raid and dies.
EVERYONE
DODGE THE BOSS'
BIG BEAM.
EVERYONE
DODGE THE ZONES
ON THE GROUND. IT'S
NOT A BUFF.
The boss deals constant ticking damages to the raid and regularly applies a DoT to a few players.
Tank swap ability. Heavy mix of physical and nature damage, and applies a vulnerability. Switch after each stack.
The boss deals constant ticking damages to the raid and regularly applies a DoT to a few players.
At 65% HP, a 2 minutes intermission occurs. Dodge Raszageth beams and kill the adds. Surging Ruiner > Stormseeker Acolyte > Oathsworn Vanguard
EVERYONE
SPLIT THE RAID IN HALF
AND USE THE KNOCK TO
REACH LOWER PLATFORMS.
Entering intermission, Raszageth casts a knock. It allows you to reach the intermission lower platforms'.
Split your raid in half and send a balanced group on each of the two lower platforms (left and right, not center).
Calculate the knock properly. You can get knocked off the platforms.
EVERYONE
BREAK THE SHIELDS FROM
THE ADDS AND QUICKLY
TAKE THEM DOWN.
EVERYONE
WATCH OUT FOR THE
BOSS BREATH SWEEPING
ACROSS THE PLATFORM
A phase similar to P1. We believe it ends after one or several casts of Stormsurge, dropping the Vault's integrity to 0%.
EVERYONE
STAY CLOSE TO PLAYERS
WITH YOUR POLARITY AND
BREAK THE ABSORB SHIELD.
At 100 Energy, the boss gains a shield that must be broken. While active, each player gains a polarity (+ and -). Being close to a player from the same polarity gives you a 200% amplifier buff, being close to the opposite one inflicts a DoT.
If the absorb shield isn't broken after 25s, it explodes and inflicts a nasty 90s DoT to the raid.
EVERYONE
MOVE THROUGH THE
WAVE QUICKLY TO
LIMIT ITS DAMAGE.
EVERYONE
MOVE OUT WITH THE
BOMB. IF NO PLAYER IS HIT
THE BOMB IS REMOVED.
Several players get a bomb that slows them. After 4s the bomb explodes and leaves behind a DoT.
If the explosion hits other players, the bomb will jump on the nearest player hit. After each jump, the explosion's radius gets smaller, so it's easier to prevent further jumps.
EVERYONE
SPREAD AND INTERRUPT
OR PURGE THE ADD
TO KILL IT.
Similar to Phase 1
Every players get a bomb, inflicting damage to them and around.
All players spawn 1 invulnerable add with 1 Volatile charge. Interrupting (stun, kick, fear, incapacitate, etc...) or purging the add removes a charge. At 0 charge, it dies.
If the add finishes its 3.5s Burst cast, it inflicts a heavy stacking DoT to the whole raid and dies.
SAME AS IN P1
DODGE THE ZONES
ON THE GROUND. IT'S
NOT A BUFF.
Similar to Phase 1
The boss deals constant ticking damages to the raid and regularly applies a DoT to a few players.
Similar to Phase 1
Tank swap ability. Heavy mix of physical and nature damage, and applies a vulnerability. Switch after each stack.
Similar to Phase 1
The boss deals constant ticking damages to the raid and regularly applies a DoT to a few players.
Starts when the Vault's integrity is at 0% or the boss reaches 25%, whichever comes first.
EVERYONE
WHEN THE BIG ADD TELEPORTS,
FOCUS DOWN THE SMALL ONES
AND USE CONTROLS TO SLOW THEM.
The Stormfiends teleport. They leave behind tiny adds who will rush toward them. If they reach them, they give them a stackable 25% damage buff and heal them by 5%.
After some time, the tiny adds become immune to CCs.
EVERYONE
DODGE THE ORBS
THROWN BY THE
BIG ADD.
EVERYONE
WATCH OUT FOR THE
BOSS BREATH SWEEPING
ACROSS THE PLATFORM
Presented above
The Colossal Stormfiend teleports and summons friends that rush toward it.
Presented above
Throws orbs in random directions, stunning and inflicting damage to players hit.
Presented above
The Colossal Stormfiend teleports and summons friends that rush toward it.
Presented above
Throws orbs in random directions, stunning and inflicting damage to players hit.
EVERYONE
USE THE KNOCK TO
REACH THE TOP PLATFORM.
AIM WELL OR DIE :(
EVERYONE
KILL THE BOSS
BEFORE THE ROOM IS
FILLED WITH AOES.
EVERYONE
DON'T STAND ON TANKS.
TANKS MUST MITIGATE TO
REDUCE THE DAMAGE TO RAID.
New tank mechanic
Beam on the current tank for 2s, inflicting massive damage. 1.5s after the beam, this tank (and any other players hit) explodes and deals damages to the raid. The more the beam was mitigated, the less damage the raid takes.
Applies a vulnerability, so switch tank.
EVERYONE
MOVE THROUGH THE
WAVE QUICKLY TO
LIMIT ITS DAMAGE.
EVERYONE
MOVE OUT WITH THE
BOMB. IF NO PLAYER IS HIT
THE BOMB IS REMOVED.
Similar to Phase 2
Several players get a bomb that slows them. After 4s the bomb explodes and leaves behind a DoT.
If the explosion hits other players, the bomb will jump on the nearest one hit. After each jump, the explosion's radius gets smaller, so it's easier to prevent further jumps.
EVERYONE
DODGE THE BOSS'
BIG BEAM.
EVERYONE
DODGE THE ZONES
ON THE GROUND.
IT'S NOT A BUFF.
Similar to Phase 1 and 2
The boss deals constant ticking damages to the raid and regularly applies a DoT to a few players.
Similar to Phase 1 and 2
The boss deals constant ticking damages to the raid and regularly applies a DoT to a few players.
Another must have by Causese if you play or are planning to play tank. It informs you when to taunt, and how your co-tank is doing with their mechanics.
Make sure to checkout the Causese Sound addon to also pair it with appropriate sound announcements.
A general WeakAura pack that provides "icon" style mechanics/debuff as well as short descriptions for each. Pretty standard. We also recommend downloading Causese Sound addon to hear vocal announcements. Feel free to thank the amazing Causese here (sorry, no Twitter that I know of...).
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