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- It's a bear. It roars. It does things that bears do. Fucking bears.
- This fight can be done second, third, fourth, or fifth in order. Depending on how tight the damage check is here we'll make the appropriate judgement call when the time comes.
- All damage numbers are Mythic numbers. Expect that the numbers are much lower on Heroic/Normal.
- Boss Abilities:
- Phase 1:
- Overwhelm: A tank only mechanic that deals 2.1M Physical damage. This ability leaves a debuff on the current tank target that stacks that increases all Physical damage taken by 15% and increases damage taken by Rend Flesh by 250% for 12 seconds.
- Rend Flesh: A tank only mechanic that deals 1.9M physical damage and an additional 1.1M physical damage every 2 seconds for 12 seconds.
- Focused Gaze: Ursoc picks a random player in the raid excluding tanks and puts an arrow over them. After 6 seconds Ursoc will then charge that player and hit them with the ability Trampling Slam. Once Ursoc hits the fixated player the entire raid will be damaged by Barreling Impact and all players hit by Ursoc during his charge will be damaged by the Momentum ability.
- Momentum: A debuff that is applied to those that get hit by Focused Gaze charges. Ursoc will charge and deal 600k Physical to all that are in his path and knock those players back. Momentum increases damage taken from subsequent Momentum by 500% for 50 seconds. This forces a player soak rotation.
- Barreling Impact: Once Ursoc hits the fixated target he will deal 2.8M physical damage to all players. This damage is reduced by the amount of players Ursoc has charged through.
- Trampling Slam: Ursoc hits the fixated player for 2.6M physical damage. This damage is reduced the further away the fixated player is from Ursoc.
- Roaring Cacophony: A cast that deals 5.9M physical damage to split evenly among everyone within 25 yards of Ursoc.
- Nightmarish Cacophony: When Ursoc uses Roaring Cacophony he leaves behind a Nightmare Image. The next time Ursoc uses Roaring Cacophony these Nightmare Images will cast Nightmarish Cacophony which deals 420k Shadow Damage divided evenly by all players within 20 yards of the Image. This causes these players to be feared for 6 seconds as well.
- On Mythic difficulty the Nightmare Images periodically animate, become targetable/killable, and attack players. It's important to note that once animated they still cast their fear and so they should be killed ASAP.
- Miasma: Nightmare Images project a zone of Miasma 20 yards around the Image dealing 150k shadow damage to all players standing it it every 1 second.
- Echoing Dischord: This ability is applied to Ursoc himself and is not dispellable or negatable in anyway. This increases damage done by Roaring Cocophony by 10% and stacks.
- Phase 2:
- Ursoc retains all abilities used in Phase 1. And gains an Enrage mechanic! This begins at 30% HP.
- Blood Frenzy: Ursoc gains 20% attack speed and 25% damage done.
- Strategy:
- Phase 1:
- The idea here is pretty simple but can be handled/positioned in many ways.
- We want to have the entire raid on the side of the boss most of the time. We want to pull the boss towards an edge of the room and kite the boss in a circle having the raid follow each time we move. We move the boss each time he casts Roaring Cacophony. It is important to note that you should be towards the face of the boss once this ability starts to cast as you want to split the damage but then be in a good position to move from the Images Miasma once it spawns. If done right you shouldn't take damage from Miasma at all.
- On Mythic we want to kill the attacking Images asap to ensure they don't chain fear the entire raid. That's bad obviously.
- Each time he casts Focused Gaze the player with the Gaze runs to a specific location* and we have the designated group stand in between the boss and the Focused Gaze player to take Momentum, and split damage from the charge.
- We can't have 2 groups soaking back to back Focused Gazes so the rotation looks like this:
- Gaze 1: Group 1 + 2
- Gaze 2: Group 3 + 4
- Gaze 3: Group 1 + 2
- Gaze 4: Group 3 + 4
- Repeat until dead.
- *We can either try separating the raid into 2 groups that stand within 25 yards of the boss. Something like Left Foot/Right Foot and rotate where the Gazes go... or we can try doing what the guild in the video below us did which was no matter what the Focused Gaze target ran as far as possible in front of the boss and one of the two soaking groups for Momentum would stack with the main tank in front of the boss to eat the split. Either way should work just fine just a matter of picking one.
- Tanks. I'll look into this a little bit more but from the videos I've watched on Youtube it seems 100% possible to drop stacks of Overwhelm without it being...Overwhelming (puns). I'll help you guys go over this on my own time but it was a big issue on Normal and we need to figure out how to appropriately taunt swap here. The video I link below they look to be 2 tanking it and never getting more than 2 stacks of Overwhelm. Seems they taunt a LOT though. So we wanna figure out how that will look.
- Phase 2:
- BURN IT DOWN HOLY SHIT HE HITS HARD WTF
- Random Thoughts:
- It's almost certainly better for the raid damage to have the tanks alternate eating the Focus Gazes but at the risk of tank coordination on a very intensive fight for tanks how much risk is involved here? At best we gain 1 additional player per charge. At worst we causes a tank to make a mistake and wipe us. Something to consider...
- I can see two ways to handle positioning here. We can either keep 1 Group on Front Leg and 1 Group on Back Leg and simply rotate where the Gazes go towards each time while Gazes run towards the center of the room. Or we can choose to do what the guys in the video below did and force the group that soaks charges to run in front of the boss so that the current main tank can also take damage from the charge and split.
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