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  1. [center][img]https://s3.amazonaws.com/files.enjin.com/632721/modules/forum/attachments/Felhounds_Thread_1511486403.png[/img] [/center]
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  3. This is a phaseless fight that revolves around different boss abilities being cast every third of their energy pool. However, they don't generate energy at the same pace, so you can get all combinations of mechanics. Personal understanding of how the mechanics work are key, though can be pre-emptively called.
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  5. Ranged and healers stack on a marker in the middle of the room, and both bosses are tanked 40 yards apart from each other to avoid enraging them through [url=Sargeras' Blessing target=_blank]Sargeras' Blessing[/url]. The recommended positioning is to create a diamond shape with the bosses at the far ends, and the stacked ranged and healers will use the middle vertices as the mechanics dictate. Melee DPS will attack the shadow dog for reasons explained later.
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  7. [img]https://s3.amazonaws.com/files.enjin.com/632721/modules/forum/attachments/Diamond_1511480481.jpg[/img]
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  9. The rest of the mechanics occur at 33%, 66%, and 100% energy. The only mechanic that is not activated by energy is the frontal tank cleave, [url=Burning Maw target=_blank]Burning Maw[/url] and [url=Currupting Maw target=_blank]Currupting Maw[/url]. It's recommended to use active mitigation or some defensive for them, but the DoT will occasionally fall off. There is no tanks wap.
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  11. [color=#f44e3b][b]The dogs do not share energy[/b][/color], so while you always know what mechanics will be coming from each dog, there may be many different combinations of mechanics. Players simply need to understand how to deal with the six individual mechanics.
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  13. [b]33% Energy[/b]:
  14. [list][*]Shadow Dog: [url=Consuming Sphere target=_blank]Consuming Sphere[/url] an orb fixates a random ranged player and slowly moves towards them. It will pull all players towards it, an effect reduced by how far away you are from it. If you touch it, you take ramping damage until you leave it or die. Just run away from it.[*]Fire Dog: [url=Desolate Gaze target=_blank]Desolate Gaze[/url]: Several players are fixed with lines coming from the fire dog. Since ranged are stacked in the middle of the room and melee are still inside this "diamond", the lines should simply spread out away from the middle. After a few seconds the line deals a large burst of damage to those players.[/list]
  15. [b]66% Energy[/b]:
  16. [list][*]Shadow Dog: [url=Weight of Darkness target=_blank]Weight of Darkness[/url] a random player is progressively slowed. Once it expires it will fear the player, and anyone within 8 yards of them, for 20 second, divided by number of players. The fear does not activate if it hits at least 3 players. To reduce issue of melee getting it, all melee attack the shadow dog. Since tanks can get it, shadow dog melee can stack on the tank when needed. The fire dog tank will need to call for mobile ranged DPS to assist. It can be immuned off, e.g. Warrior tanks.[*]Fire Dog: [url=Molten Touch target=_blank]Molten Touch[/url] a raid member will be gripped into the air and stunned for 1.8 seconds. During this time the player will rapidly spew fire bolts on the ground which players can avoid. Due to the potential for overlapping mechanics, this player should be focused by healers. Its worth mentioning you can land in fire circles you create, but you will not take damage from them, so you can ignore them if you were the stunned player.[/list]
  17. [b]100% Energy:[/b]
  18. [list][*]Shadow Dog: [url=Siphon Corruption target=_blank]Siphon Corruption[/url] raid-wide ticking damage that will frequently apply [url=Siphoned target=_blank]Siphoned[/url] to raid members. Siphoned is a 4 second debuff which will deal 4 million damage split between all players within 8 yards upon its expiration. To account for both mechanics, simply stack up. Melee can stack on other melee, instead of running into the ranged stack point.[*]Fire Dog: [url=Enflamed Corruption target=_blank]Enflamed Corruption[/url]: raid-wide ticking damage that will frequently apply [url=Enflamed target=_blank]Enflamed[/url] to raid members. After 4 seconds the debuff will explode and hurt anyone within 8 yards of the player. Spread out if you are afflicted.[/list]
  19. [rule]
  20. [b]Noteworthy Mechanic Overlaps[/b]
  21. [list=1][*]Consuming Sphere (the slowing orb that sucks you towards it) and Enflamed Corruption (heavy raid damage & spreading). Preemtively spread, use mobile raid healing cooldowns, and some kind of raid movement speed increase.[*]Siphoned Corruption (heavy raid damage & grouping) and halfway through it you get Motlen Touch (player is turned into spewing volcano Jesus). This is where the other raid marker on the diamond comes into play. Once the damage from Siphoned is shared, all players move to the other marker to avoid the swirlies from Molten Touch.[*]Enflamed Corruption (heavy raid damage & spreading) and Weight of Darkness (slowed players that need 2 others to stop the fear). Stopping the fear is more important, so you just take the splash damage.[*][b]Most Dangerous[/b]: Enflamed Corruption (heavy raid damage & spreading) and Siphoned Corruption (heavy raid damage & grouping). Stack up, use at least two raid cooldowns with a preference for Spirit Link. Players with the spreading fire debuff need to very quickly run out when their debuff is about to expire. Immunities are welcome as, unfortunately, you can get both mechanics at the same time. If that player has no immunity, it's likely best that they just run out and die. This happens around 1 - 2 times near the end of the fight.[/list]
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