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Jan 17th, 2017
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  1. Gul'dan
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  3. Background and Initial Positioning
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  5. Gul'dan is the final boss encounter.
  6. Stack ranged DPS and healers so that healers' shields can be used during Liquid Hellfire.
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  9. Abilities and Mechanics
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  11. In Phase 1 and 2, every raid member will have an additional action button that is determined by the the player's role.
  12. Tanks receive a barrier that makes them immune to damage for 6 seconds.
  13. Healers receive a shield that reduces fire damage taken for anyone standing inside of it. Once 2 million damage is absorbed by the shield, it disappears.
  14. DPS receive a 10 second buff that grants a 30% increase to attack speed, casting speed, DoT tick speed, and movement speed, in addition to reducing cooldowns by 30%. The buff has a 55 second cooldown, and it's instantly removed if you take fire damage while it's active.
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  17. Phase 1
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  19. Liquid Hellfire
  20. A ranged player is targeted, and a projectile is thrown at their location. This deals raid-wide damage, but you take less damage the farther away you are from the impact area.
  21. Healers can use their shield to reduce damage taken from the impact. Break healers into two groups, and alternate which group uses their shields for this ability.
  22. Fel Efflux
  23. Gul'dan faces a random direction and shoots a beam of fel energy. The beam will cause heavy damage to anyone in its path. You have a few moments between when he changes direction and when he actually casts the beam, so get out of the way while you can.
  24. Mini-Boss Adds - Gul'dan will summon three adds during Phase 1.
  25. Inquisitor Vethriz - Should be killed first because of his Gaze of Vethriz ability.
  26. Shadowblink allows the Inquisitor to blink around the room during the encounter.
  27. The Inquisitor will apply a DoT effect to raid members that heals him every time it deals damage. The DoT can be dispelled.
  28. Gaze of Vethriz will summon eyes on the ground that have rotating beams. The beams do heavy damage, so avoid them at all cost.
  29. Try to keep raid members in one half of the room while the Inquisitor is alive. This will keep the eyes he spawns in that half. Once he's killed, players can move to the other side of the room to take down the other two adds.
  30. Fel Lord Kuraz'mal - Should be killed second.
  31. Shatter Essence targets tanks, and will one hit them unless they use their immunity barrier ability. Tanks may need to swap after this to ensure that the immunity barrier will be available for the next cast.
  32. The Fel Lord casts a circle on the ground that turns into a spike after a few moments. Players that do not move from the circle will receive heavy damage, a 7 second stun, and have a DoT applied to them.
  33. D'zorykx the Trapper
  34. Anguished Spirits marks an area on the ground that explodes after a few moments. Make sure to move out of the way.
  35. With Soul Vortex, the Trapper throws a cage at the tank that pulls in players and causes damage to anyone nearby. If you get too close to the cage, you will take extra damage and receive a debuff, Torn Soul, that increases physical damage taken by 100% for 30 seconds.
  36. Every time this ability is cast, the cage's pull effect increases by 100%. When cast, the targeted tank should move away from the group and place the cage away from other players. Tanks can't avoid the physical damage debuff from the cage, so you should swap tanks after this ability if possible.
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  39. Phase 2
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  41. At the beginning of Phase 2, Gul'dan knocks everyone back. If you're too close to the edge of the room, you may be knocked off.
  42. Gul'dan continues to use Liquid Hellfire from Phase 1.
  43. Bonds of Fel
  44. This is a debuff applied to raid members that slows the player by 50% and causes ticking damage. To remove this debuff, move away from where you were standing when you received the debuff.
  45. When you remove the debuff, heavy damage is split between you and all players within 5 yards. Players need to coordinate movement to share the damage.
  46. If necessary, the healer's extra shield ability can be used.
  47. Eye of Gul'dan
  48. This ability spawns eyes that deal damage to targeted raid members and anyone within 8 yards of them. The damage becomes more powerful over time.
  49. The eyes have an energy bar. When an eye's bar reaches 100, it will duplicate itself. Because of this, eyes should be taken down as quickly as possible.
  50. Hand of Gul'dan
  51. An area is marked on the ground, and damage is dealt to anyone standing inside.
  52. This ability also spawns a dreadlord. The tank should pick-up the dreadlord, and everyone should take down the add quickly.
  53. The dreadlord will cast Carrion Wave, which does damage and causes anyone hit by it to be stunned for 6 seconds. This can be interrupted, but each interrupt gives him a buff that grants a 20% damage increase and a 15% increase to his attack speed.
  54. Fel Scythe
  55. When a player is within 2 yards of the tank, Gul'dan will deal a large amount of fire damage to the tank and anyone within 2 yards of him. Gul'dan will also receive a buff for 15% attack speed for 10 seconds.
  56. The energy in Gul'dan's energy bar is used up whenever he casts this ability. Every point of energy used increases the ability's damage by 5%.
  57. Force Gul'dan to use this ability every 11 seconds to prevent his energy from getting too high and the attack speed buff from stacking. If his energy bar reaches 100, he will cast this ability immediately.
  58. Empowered Abilities
  59. As Gul'dan's health decreases, he will add additional powers and mechanics to his existing abilities.
  60. 85% Health - Empowers Liquid Hellfire to do more damage and leave behind fire on the ground for 3 minutes. Try to keep the fire contained to one area.
  61. 70% Health - Empowers Bonds of Fel so that players will be knocked back before receiving the debuff. Additionally, their speed is decreased even more and the explosion causes more damage.
  62. 50% Health - Empowers Eye of Gul'dan, causing the ability to summon one large eye instead of multiple smaller ones. The large eye can target multiple people and has an aggro table.
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  65. Phase 3 - Begins at 40% HP
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  67. Gul'dan keeps his Empowered Eye of Gul'dan and Fel Scythe from Phase 2.
  68. Flames of Sargeras
  69. A debuff that causes a player to do AoE damage to anyone with 8 yards of them. Each pulse of AoE damage leaves a pool on the ground that will explode, dealing damage and leaving behind fire.
  70. If targeted, run to the edge of the room away from other players to drop the pools.
  71. Storm of the Destroyer
  72. This ability deals a large amount of damage to anyone in a targeted area of the room.
  73. Well of Souls
  74. After summoning the Well of Souls, Gul'dan will cast Soul Siphon, which adds targeted players' souls to the well.
  75. You'll need to enter the Well of Souls to free players' souls. Every 3 seconds you stay inside the well, a soul is freed and you take damage.
  76. If Gul'dan collects all players' souls, the raid wipes.
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