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Mana's ToS notes

Jun 20th, 2017
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  1. Mana's ToS notes
  2. V3 (6/21, 2:46 PM CDT)
  3.  
  4. LFR and Mythic difficulties not considered.
  5. Abilities only in heroic are marked with [H].
  6. Tank stuff is marked with [Tank].
  7. "meteor damage" means that the damage is split among all players hit.
  8. "ramping" means that each time an ability is used, it will have a greater effect (usually more damage) than the previous time. Think Arcane Blast (without a cap on charges).
  9.  
  10.  
  11.  
  12. GOROTH
  13.  
  14. Infernal Spike: Periodically causes pillarspikes to erupt under ranged players. Move out of them.
  15. Fat Mother Fucker: Goroth destroys pillars he moves over. (this is bad)
  16.  
  17. Shattering Star: Marks a player and (after a few seconds) launches massive meteor at them, in a line between boss and target. Can hit other players for moderate damage. Explodes for raid damage on hit. Each pillar it passes through is destroyed but blunts the raid damage. (If NO pillars are hit, the target gets a lethal DOT)
  18. Infernal Burning: Massive damage to all in LoS. Pillars can break LoS, but are destroyed once cast finishes.
  19. Crashing Comet: Targets several players; after a few seconds, deals damage to each target plus other players nearby, and destroys pillars (this is bad).
  20. [H] Fel Eruption: Covers a random quarter of the room (look for bubbling fel shit on the edges).
  21.  
  22. [Tank] Burning Armor: A short significant DoT, which explodes on expiry in a large range. All players hit take greatly increased damage for a moderate duration. (Taunt when the other tank gets this)
  23.  
  24.  
  25. SPANISH (I mean) DEMONIC INQUISITION (Fuck, I didn't expect that!)
  26.  
  27. Multiboss Fight: Atrigan and Belac are the two primary targets. They share a health pool.
  28.  
  29. Torment: An alt resource. If you are maxed (at 100), you get a debuff to damage done, healing done, damage taken, and hit chance.
  30. Confess: Extra action button. Moves you between the main room and confession room.
  31.  
  32. Tormented Soul: Mob in the confession room.
  33. --Tormented Eruption: Fire swirlies, don't stand in.
  34. --Soul Corruption: Ramping DoT to all in the room(?). (Not mentioned in PTR video)
  35. --The Legion's Prisoner: Smack the mob to make bubbles come out. Pick them up to reduce Torment.
  36.  
  37. Atrigan: Mostly the tanks' problem.
  38. --[Tank] Bone Scythe: Autoattacks inflict 2 torment.
  39. --[Tank] Scythe Sweep: Frontal cleave for damage and 20 torment. (Face this boss away from the raid)
  40. --[H] Calcified Quills: Conal attack from the boss to a target (and beyond?). Moderate damage and knock-up.
  41. --Bone Saw: Spin to win, baby! Hitting Atrigan during this gives the attacker torment. (Tank can pretty much just kite him around)
  42.  
  43. Belac: Cannot be moved. Doesn't need a tank.
  44. --Pangs of Guilt: Interruptible raid-wide nuke.
  45. --[H] Suffocating Dark: Voidzones on ranged players. Slows, damages, inflicts torment. DO NOT leave near the entrance, or players leaving the confession room will land in it!
  46. --Echoing Anguish: A DoT placed on several players, which inflicts torment on each tick. Explodes when dispelled or expired for more damage and torment on nearby players.
  47. --Tormenting Burst: Uninterruptible raid-wide nuke, for moderate damage and torment.
  48. --Fel Squall: Nearby players take significant damage and 4 torment on cast, and minor damage if you stand near him during cast. Hitting Belac during this gives the attacker torment.
  49.  
  50.  
  51. HARJATAN
  52.  
  53. Drenched: Several abilities inflict this. It is a stacking DoT which also increases frost damage you take, and lasts until the boss uses up all stacks of Frigid Blows.
  54.  
  55. [Tank] Abrasive Armor: Autoattacks have a chance to inflict a stacking DoT. (Taunt when your stacks drop)
  56. [Tank](and raid) Unchecked Rage: Deals meteor damage in a cone, plus extra damage to the current tank. (Dungeon journal says that if less than 5 players are hit, he "casts Enraged". It's anyone's guess what that means. (It means he gains a stacking permanent damage-done buff))
  57.  
  58. Commanding Roar: Makes murlocs spawn.
  59. --Razorjaw Gladiator: A murloc.
  60. ----Splashy Cleave: Cleaves and applies Drenched.
  61. ----[Tank] Dripping Blade: Autoattacks apply Drenched.
  62. ----Driven Assault: Fixates a random player. Kite them.
  63. --Razorjaw Wavemender: A murloc.
  64. ----Watery Splash: Interruptible single-target spell, applies Drenched.
  65. ----Aqueous Burst: Short debuff that leaves ice on the floor on expiry. These puddles apply Drenched.
  66.  
  67. Draw In: Boss absorbs all Aqueous Burst puddles, and gains one stack of Frigid Blows for each.
  68. --Frigid Blows: Each stack empowers one autoattack to deal raid damage. Each attack will also spawn another ice pool under a random player.
  69.  
  70. Darkscale Taskmaster: An add with a frontal cone and buff-nearby-allied aura. (The PTR video mentions this, but it is NOT in the dungeon journal, even on mythic)
  71.  
  72.  
  73. SISTERS OF THE MOON
  74.  
  75. Three phase fight. Phase one ends at 70%. Phase two ends at 40%.
  76.  
  77. In each phase, a different mob is active. Kasparian is active in phase one, Yathae is active in phase two, and Lunaspyre is active in phase three. Each has a set of abilities used while active, and a different set used while inactive.
  78.  
  79. All phases:
  80.  
  81. Font of Elune: The floor is essentially a moon, and the terminator moves across the floor at a steady pace. Staying on the bright side applies a stacking debuff that increases arcane damage taken, and staying on the dark side applies a stacking debuff that increases shadow damage taken. Switching sides clears all stacks. (Note of interest: The dungeon journal doesn't list Astral Purge except in mythic, so there appears to be no consequence to switching as often as you desire.) Some abilities occur when the floor is entirely one side; such abilities are marked with [Full].
  82.  
  83. Each ability is marked with [K], [Y], or [L], which indicates which mob uses the ability.
  84.  
  85. All phases:
  86.  
  87. [K] Twilight Glaive: Throws a glaive towards a target, hitting that target and anyone else it contacts for moderate-heavy damage.
  88. [L] Moon Burn: Several players get a long, moderate damage DoT. Dispelled by switching moon sides.
  89. [Y] Twilight Volley: A circle to not stand in.
  90.  
  91. Phase 1 (Kasparian active):
  92.  
  93. [Tank][K] Moon Glaive: Deals meteor damage to up to three targets (the tank and up to two nearby buddies). The tank takes a healing-taken debuff, which is cleared by switching sides.
  94. [Y] Shadow Shot: Light, spammed, unavoidable damage to random targets.
  95. [L] Lunar Strike: See Shadow Shot.
  96. [Full][Y] Incorporeal Shot: Deals meteor damage to a chosen target and all players between Yathae and the target, indicated by a pink line.
  97. [Full][H][L] Embrace of the Eclipse: Gives the boss an absorb shield and all players a healing absorb for 12 seconds. If the absorb shield expires, the remaining absorb is dealt as damage to the entire raid. If a heal absorb expires, the remaining absorb is dealt as damage to that player and others nearby.
  98.  
  99. Phase 2 (Yathae active):
  100.  
  101. Lunar Strike carries over. Embrace of the Eclipse also carries over, and appears even in normal mode.
  102.  
  103. [Y] Rapid Shot: Fires many shots at a single target. This is shadow damage, so try to get on the light side of the moon.
  104. [Y] Call Moontalon: Calls Moontalon. (What the fuck else did you expect?) This is an owl add.
  105. --Deathly Screech: At low health, casts a ramping raid-wide nuke.
  106. [K] Spectral Glaive: Light, spammed, unavoidable damage to three random targets at a time.
  107. [Full][H][L] Glaive Storm: Throws tons of glaives everywhere that go all over the fucking place, which split and go all over the fucking place again.
  108.  
  109. Phase 3 (Lunaspyre active):
  110.  
  111. Shadow Shot and Spectral Glaive carry over. Incorporeal Shot carries over only in [H]eroic. Glaive Storm carries over, and appears even in normal mode.
  112.  
  113. [Tank][L] Lunar Fire: A stacking DoT. Deals arcane damage, so avoid the light moon side when possible. (Taunt at 2)
  114. [L] Lunar Beacon: Puts a heavy, short DoT on one player. When it expires, it briefly leaves a circle to not stand in, which damages and silences.
  115.  
  116.  
  117. MISTRESS SASSZ'INE
  118.  
  119. Three phase fight. Phase one ends at 70%. Phase two ends at 40%.
  120.  
  121. All phases:
  122.  
  123. [Tank] Burden of Pain: A strong DoT. Any time you take physical damage, the entire raid takes the same amount of damage.
  124. From the Abyss: Spawns three Abyss Stalker adds. Their autoattacks deal shadow damage instead of physical, and thus should be tanked by the tank with Burden of Pain.
  125. --[H] Dark Depths: Shadowstep to a random player and leave a small DoT. Interruptible, though not vital to interrupt.
  126. --Concealing Murk: Leaves a void zone on death at its location.
  127. Hydra Shot: Marks three players and, after a short time, fires a missile at each marked player. Each missile deals meteor damage to its primary target and all other players on its path. If a player is hit by two shots, they are stunned for a short time. Each player hit also takes a small short DoT, which stacks. Deals physical damage, so Burden of Pain tank needs to stay away.
  128.  
  129. Phase 1:
  130.  
  131. Slicing Tornado: A wall of tornadoes sweeps across the room. Concealing Murk will hinder or remove them. Physical damage.
  132. Consuming Hunger: Several players have a murloc attached to them. This initially takes the form of an indefinite-duration DoT.
  133. Thundering Shock: Several circles of bad. If you're hit by one, you'll take moderate damage and stun, but also dispel Consuming Hunger (if you have it), which knocks the murloc off and makes it attackable.
  134. --Water Blast: A basic interruptible spell cast by the murloc. Low~moderate damage.
  135.  
  136. Phase 2:
  137.  
  138. Call Vellius: Deals massive damage and knockback to players that fail to get out of the bad thick line.
  139. Summon Ossunet: Creates several ink patches that "stick to players who enter them".
  140. Beckon Sarukel: Deals raid damage and instagibs anyone that comes too close. Make it stop by giving him three ink patches. Somehow.
  141.  
  142. Phase 3:
  143.  
  144. Uses Summon Ossunet, Call Vellius, Consuming Hunger, and Slicing Tornado.
  145.  
  146.  
  147. THE DESOLATE HOST
  148.  
  149. Two phase fight. Phase one ends when Engine of Souls is damaged to 30%.
  150.  
  151. Overused Dual Worlds Bullshit: There is a corporeal realm and a spirit realm. You can be in one or the other, and switch using clickables around the edge of the room. All players start in the corporeal realm. Both realms occupy the same physical space, but see only a shadow of the other, and no abilities (except for a few boss-specific ones) can be used on anyone in the other realm.
  152. --Shared Health: Engine of Souls and Soul Queen Dejahna share a health pool. The Desolate Host also shares health once he spawns.
  153. --Quietus: If nobody is in one of the realms, this ramping raid-wide nuke is spammed until that is remedied (or, more likely, everyone becomes a floor tank).
  154. --[H] Dissonance: All players constantly pulse damage within a small radius, which is dealt only to players in the other realm.
  155.  
  156. Phase 1:
  157.  
  158. Corporeal Realm (Engine of Souls):
  159.  
  160. [Tank] Bone Shards: A fancy name for autoattacks.
  161. Collapsing Fissure: Black ugly shit to not stand in.
  162. Tormented Cries: A conal attack which leaves behind conal bad-to-not-stand-in. If you are standing in bad when this is used, the damage is massively increased.
  163. [H] Spears of Anguish: A target and nearby players take moderate damage and are forced to the spirit realm. They cannot return until a heal absorb is healed off them.
  164. Adds: They spawn every once in awhile.
  165. --Reanimated Templar: Rupturing Slam: Sends out ugly green shockwaves to dodge. Hits both realms.
  166. --Ghastly Bonewarden: Grasping Darkness: Ask your local ele shaman what chain lightning does.
  167. --[H] Both: Bonecage Armor: At 50% health, each add gains a -95% damage taken buff. Removed by Shattering Scream.
  168.  
  169. Spirit Realm (Soul Queen Dejahna):
  170.  
  171. Soulbind: Links two players, one from each realm. Until they move together, both will explode every couple seconds.
  172. Wailing Souls: Constant light raid-wide (but only on the spirit realm) damage.
  173. [H] Wither: A light, minute-long DoT. The debuff also doubles damage taken from Wailing Souls. (Leave spirit realm.)
  174. Adds: They spawn every once in awhile.
  175. --Fallen Priestess
  176. ----Spirit Chains: Moderate damage, and a debuff that snares and locks to the shadow realm. Dispellable.
  177. ----Shattering Scream: A channeled, interruptible spell that hits a single target several times. If not interrupted, it will remove Bonecage Armor.
  178. --Soul Residue
  179. ----Soul Rot: Pools to not stand in. Dropped by the add on its location.
  180. ----Soul Eruption: Explodes in a small radius on death.
  181.  
  182. Phase 2:
  183.  
  184. Everything from phase 1 remains. The Desolate Host joins the fight.
  185.  
  186. Sundering Doom: Deals meteor damage to players near the boss in the corporeal realm, and distance-blunted damage to all players in the spirit realm.
  187. Doomed Sundering: The inverse of Sundering Doom. Meteor spirit, distance-blunted corporeal.
  188. Torment: The soft enrage. A stacking damage increase on the boss. If nobody takes meteor damage from either ability, several stacks are gained at once.
  189.  
  190.  
  191. MAIDEN OF VIGILANCE
  192.  
  193. This is, presumably, a gear check.
  194.  
  195. Alternating two phase fight. Phase one lasts ~40 seconds. Phase two lasts until Wrath of the Creators is interrupted.
  196.  
  197. Unstable Soul: If Fel and Holy ever meet, you take a DoT that explodes on expiry for moderate damage and knockback on all near you. Fatboss suggests jumping into the hole when 1.5 seconds remain, and the knockback will return you to solid ground.
  198.  
  199. Phase 1:
  200.  
  201. Infusion: Half the raid becomes holy. The other half becomes fel. Infusions are shuffled at the start of every phase 1. Both types of debuffs deal light DoT damage.
  202. [Tank] Hammers: Frontal cone that deals meteor damage. Comes holy (Hammer of Creation) and fel (Hammer of Obliteration) varieties. Leaves a void zone of the matching element that sends out swirlies of the matching element.
  203. Mass Instability: Force-inflict Unstable Soul on a few players.
  204.  
  205. Phase 2:
  206.  
  207. Uses these abilities in this order.
  208.  
  209. [Teleport: Move to other side]
  210. Blowback: Stuns raid for a while.
  211. Titanic Bulwark: Significant absorb shield.
  212. Wrath of the Creators: Pulsing ramping raid-wide damage. Interruptible once Titanic Bulwark has been damaged down.
  213. Essence Fragments: Holy and fel orbs will travel around the platform. Touch orbs that match your infusion to get a stacking damage and healing buff. This buff is shared with other nearby players as well (no need to fight for orbs).
  214. Extinguish Life: If you take too long to interrupt, the raid just dies.
  215.  
  216.  
  217. FALLEN AVATAR
  218.  
  219. Progressing two phase fight. Phase one lasts until the boss's energy is maxed. Phase two lasts until either the raid or the boss is dead.
  220.  
  221. Phase 1:
  222.  
  223. Maiden of Valor: An important add.
  224. --Cleansing Protocol: At 100 energy, gives self an absorb shield and begins casting. Cast is uninterruptible as long as the shield holds. If cast finishes, raid is wiped. If interrupted, she takes 25% of her max health in damage and is stunned for a short time.
  225. --Consume: If phase 2 starts and Maiden is alive, she dies and the boss gains health proportional to Maiden's remaining health.
  226.  
  227. Containment Pylon: Activates a beam that gives the boss energy. Maiden of Valor can intercept; doing so gives her a stacking minor damage buff.
  228. [Tank] Desolate: Totally generic tank nuke that leaves a stacking debuff that increases damage taken from this ability. (Taunt at 2)
  229. [H] Touch of Sargeras: Places a few void zones that erupt after a short time. If nobody is in them, the raid wipes. Otherwise, deals meteor damage to those inside.
  230. Unbound Chaos: Think Flames of Sargeras (from Gul'dan), but without leaving flames, just exploding swirlies.
  231. Shadowy Blades: A few blades will spawn next to the boss and fixate random players. After a short time, they fly towards their targets, dealing damage on a line between blade and target, then leave a void zone on the target's location.
  232. Rupture Realities: Deals raid-wide distance-blunted damage.
  233. [Tank] Ripple of Darkness: If nobody is around to take punches in the face, the boss pulses heavy raid-wide damage.
  234.  
  235. Phase 2:
  236.  
  237. Rupture Realities and [Tank] Desolate: These abilities carry over. Rupture Realities will destroy some of the platform near him.
  238. Sear: The boss constantly pulses raid-wide damage. If the boss stands in lava, he gains a buff that increases the damage dealt by Sear.
  239. [H] Black Winds: Spawns many tornadoes.
  240. Dark Mark: Marks several players who will explode after a short time. Explosions knock all hit players up. Explosions deal meteor damage.
  241.  
  242.  
  243. KIL'JAEDEN
  244.  
  245. This is a three phase fight, with an intermissions between each pair of phases. Phase 1 ends at 80% boss health. Intermission 1 ends after a set amount of time. Phase 2 ends at 40% boss health. Intermission 2 (presumably) ends once all adds are killed. Phase 3 ends when either the raid or the boss is dead.
  246.  
  247. All main phases:
  248.  
  249. [Tank] Felclaws: An activated buff that causes his tank target to take a stacking debuff which creases physical damage taken. On heroic, his attacks cleave in a cone. (Taunt in the middle of this?)
  250.  
  251. Phase 1:
  252.  
  253. [H] Shadow Reflection: A short debuff placed on a few random players. On expiration, spawns an Erupting Reflection add.
  254. --Erupting Dreadflame: Add spam-casts this, for moderate raid damage, which ramps with each cast.
  255. Rupturing Singularity: A slow purple meteor which deals gigalethal damage if you stand in it, and raid-wide damage and knockback if you don't.
  256. Armageddon: Spawns several Armageddon Rains and one Armageddon Hail.
  257. --Armageddon Rain: A small red swirlie. After a short time, a meteor will hit the location for heavy damage. If it hits nobody, the raid wipes. Also leaves a long duration DoT. This DoT stacks and has a duration longer than Armageddon's cooldown, so soaking two in a row is inadvisible (though still a valid option if no other is available).
  258. --Armageddon Hail: A big red swirlie. After a short time, a huge meteor will hit for enough to probably even one-shot a bear druid. It is physical damage and thus could theoretically be soaked by a tank with a metric fuckton of mitigation, but it's easier to just use an immunity (iceblock, etc.). If it hits nobody, the raid wipes. Also leaves a short DoT.
  259. ----Armageddon Blast: This is the raid wipe damage that occurs if a meteor is not soaked.
  260.  
  261. Intermission 1:
  262.  
  263. [H] Rupturing Singularity: On heroic, this ability can be used in this phase.
  264. Bursting Dreadflame: Targets several players, who are marked with large ground circles that will explode for heavy damage after a short time.
  265. Armageddon: This ability can be used in this phase.
  266. Focused Dreadflame: Fires a linear laser which deals meteor damage. On [H]eroic, each player hit also explodes for non-meteor damage, so you must spread out in the line.
  267.  
  268. Phase 2:
  269.  
  270. All abilities from both phase 1 and intermission 1 are available. Focused Dreadflame's heroic-only effect is still heroic-only.
  271. Shadow Reflection: This is no longer exclusive to heroic, however, Shadow Reflection: Wailing, is.
  272. --[H][Tank] Shadow Reflection: Wailing: Spawns an add that needs to be tanked.
  273. ----Sorrowful Wail: A self-centered AoE for moderate damage. Each successful cast increases the damage and AoE radius of future casts.
  274.  
  275. WARNING! NO FATBOSS FOOTAGE OF THE REST! THIS IS ENTIRELY THEORETICAL!
  276.  
  277. Intermission 2:
  278.  
  279. Deceiver's Veil: You cannot target anything, friend or foe, unless they are close to you. (Or rather, perhaps you can, but the dungeon journal says everything will miss and healing is reduced by 100%.)
  280. Choking Shadow: The wording is ambiguous; this will either periodically apply ramping healing absorbs, or constantly apply a ramping reduced-healing-taken effect.
  281. Shadowsoul: Adds which pulse raid damage.
  282. Illidan: This fuck is here apparently, and you can get near him to gain a buff which nullifies Deceiver's Veil, but also DoTs you.
  283.  
  284. Phase 3:
  285.  
  286. Bursting Dreadflame and Focused Dreadflame carries over. Focused Dreadflame's heroic-only effect is still heroic-only.
  287. Darkness of a Thousand Souls: Fires BOLTS (we're talking like "nuts and bolts" bolts here (so claimeth Fatboss's genius animation)) at everyone, but if you stand next to a rift, it misses you and goes in that instead.
  288. [H] Flaming Orb: A big fireball which chases a player. When it reaches the target, it explodes in a small area and leaves a pool of fire. The longer you kite it, the smaller the pool. The chase target will be whoever is closest when it spawns.
  289. Demonic Obelisk: Something that seems avoidable? We'll see.
  290. Rifts: A very important ability we unfortunately know entirely too little about. It will:
  291. -Give nearby players Gravity Squeeze, which is a ramping DoT, but also grants protection from BOLTS.
  292. -Draw fire pools in.
  293. -Draw players in.
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