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- [--MOGU'SHAN VAULTS--] (1st MOP Raid)
- 10 MAN NORMAL
- [--The Stone Guard--]
- Stone Guard is a council-style fight consisting of 4 possible Quilien guardians - Jade, Cobalt, Jasper, and Amethyst.
- On 10-man, only three of these will be active.
- Which three you get will be randomly chosen when you first enter the instance and remain that way for the rest of the week.
- Each guardian has one unique ability,
- most of which are pretty simple to deal with.
- --
- --GUARDIANS--
- [AMETHYST GUARDIAN]
- The Amethyst guardian will create small purple puddles on the ground beneath random raid members.
- They deal a significant amount of damage, but are pretty small and easy enough to just move away from.
- [COBALT GUARDIAN]
- Cobalt guardian's ability ends up being somewhat similar.
- He'll create cobalt mines on random players,
- which have a 3-second arming time. Once they're armed, anyone standing near one will detonate it,
- which causes a fairly substantial amount of damage and roots them in place.
- Again, you'll just want to stay away from these. If you find yourselves running out of space, however, you can have a designated player use a survivability cooldown,
- such as Divine Shield, and trigger them manually.
- [JADE GUARDIAN]
- The Jade guardian's ability is pretty straightforward -- every 10 seconds, he casts an AOE damage pulse.
- It's not a ton of damage, at least not on normal mode, so you'll just need to heal through it.
- [JASPER GUARDIAN]
- The Jasper guardian's ability is a little more complicated.
- He'll link two players together with a Jasper Chain.
- If those players are more than 10 yards away from each other, they'll take increasing Fire damage the longer they're apart.
- Now, the chains can be broken by spending a total of 15 seconds apart from each other -- it doesn't have to be all at once, just a total of 15 seconds.
- However, as long as those players are together, the chains deal no damage at all. We found it easiest to just have the chained players stick together and not worry so much about breaking the chains.
- --
- [MECHANICS]
- The main mechanics of the Stone Guard encounter are Petrification and Overload.
- Right after the fight begins, a random guardian will start to petrify. You'll see a warning in the middle of the screen,and that guardian will also start to glow a bit.
- You'll see an extra meter, either as its own bar near the middle of your screen, or possibly as part of an addon.
- As that bar fills, you'll take less and less damage from that Guardian's abilities
- so for example, when Jasper is petrifying, that'd be a good time to break Jasper Chains.
- However, if that meter fills, everyone in the raid will be completely paralyzed, which means a wipe.
- To avoid this, you need to abuse the Overload mechanic.
- Each Guardian has an energy bar of their own.
- That energy bar will fill as long as they're within 10 yards of another guardian.
- Once that meter fills, the guardian will overload, which interrupts their petrification, but also deals a massive amount of damage to the raid.
- So, you need to get the guardian that's currently petrifying to overload. Due to the petrification, the AOE damage will be much more manageable,
- and it'll cancel the petrification process. The trick is to get ONLY the petrifying guardian to overload.
- To do this, you'll need your tanks to do some fancy juggling. On the pull, one tank will take two of the guardians will the other holds one by himself.
- Make sure one of the two guardians being tanked together is the one petrifying -- you may need to swap targets around a bit on the pull to achieve this.
- Also, make sure both tanks are far enough apart that the guardian by itself isn't gaining any energy.
- Once the petrifying guardian is at 50 energy,
- the tank who's currently holding 1 guardian should taunt him over. He'll now be holding two guardians.
- the one who's petrifying, which should be at around 50 energy, and another guardian who should have close to none.
- Meanwhile, the guardian left on the other tank should also stop gaining energy. Eventually,
- the petrifying guardian will reach full energy, overload, and his energy will be reset, leaving you with two guardians at about half energy and one at 0.
- From here it's just a matter of juggling them around to make sure that you always have the Petrifying guardian being tanked alongside the guardian with the lowest energy,
- which would obviously be the one that just reset. If that happens to be the two that are already being tanked together,
- great! Nothing to worry about. If the guardian by himself starts to petrify, that tank should just taunt the low-energy guardian over to him.
- Remember, that's the one that just reset. Just keep that in mind, and it's really not too difficult once you get the hang of it.
- Healers and DPS have a much more straightforward job -- just stay out of things,
- deal damage, and keep people alive. Remember, the guardians have a shared health pool, so make use of cleaves and multi-dotting as much as possible.
- Otherwise, that pretty much sums it up! It's basically the same encounter from start to finish.
- There's no phase changes or new abilities to worry about -- if you can get through one overload, you can kill em.
- It's just a matter of getting the motions down, learning to juggle, and staying out of things.
- ____________________________________________________________________________________________________________________________________________________________________________________
- [--Feng the Accursed--]
- 3 Phase Fight
- 95, 66 & 33%
- 2 Crystals Spawn, they can be used by tanks and it will give them an extra action button,
- First crystal is Nulification which spawns on the right hand side.
- When used it creates a barrier that stops all magical damage when you stand inside of it.
- Second crystal is Shroud of reversal.
- When used allows the tank to mimic the effect of the next attack the boss uses (used as dps increase).
- [PHASE ONE - SPIRIT OF THE FIST - 95%]
- In this form he will gain 3 new abilitys
- first is lightning lash this is a DoT that will be applied to the tank,
- You will want to taunt at about 2-3 stacks, it doesn't do much damage but if the stack goes to high it will.
- The second ability is 'Lightning fist', feng will smash the ground causing a shockwave
- Anyone caught in the shockwave will be stunned
- If you have shroud of reversal you may want to get hit by the shockwave to send it back to the boss.
- The next ability is 'Epicenter' which is a massive earthquake that deals aoe damage the nearer you stand next to the boss the more damage you take
- And at this point you also have 75% less hit chance so its almost pointless trying to dps.
- There is 2 ways of getting around this you can either stand faraway from the earthquake and AoE Heal
- You can interupt it using the Lightning fist (Shroud of reversal).
- or you can use Nulification barrier and get the whole raid to stack in it and it should outlast the earthquake (Epicenter)
- But you can only use the Nulification barrier every other Epicenter,
- So you would have to use the shockwave with the 'Shroud of reversal' for the ones you can't use the 'Nulification crystal' on.
- But if you do mess up you can use Personal CD's and AoE heal.
- [PHASE TWO - 66%]
- The first ability he gains in this phase is flaming spear
- Now this basicly deals damage a leaves a DoT on the tank for 20seconds and stacks
- So taunt at 2-3 Stacks once again.
- Pretty much the same as 'Lightning lash' except does damage on aplication not just the DoT ticks
- Ontop of this he will also do Wildfire
- Which places a Debuff on a random target once this Debuff expires it will place a patch of fire underneath that players feet
- They will move left to right and you will want to try and clump them together so when the Debuff is about to drop off run over to the other fires but don't run into them.
- The reason you do this is because of his next ability
- Feng will cast 'Draw Flame'what he'll do is try an soak all the fires up,
- Once he soaks all the fires up he will do some insane AoE damage (more fire=more damage)
- However if you use 'Nulification barrier' as he soaks all the fires he will do no damage,
- thats why you want the fires close and him to take them all at once,
- However you can only use this once every other draw flame.
- So one 'Draw flame' will go off and for this just stack under the boss and AoE heal.
- [PHASE THREE - 33%]
- Basicly he another one of Taunt on 3 abilitys and his other two abilitys are.
- 'Arcane volocity' which does a massive amount of AoE damage and a shit ton more to players standing far away
- So kinda like the opposite of 'Epicenter'so you need to stand as close to his feet as possible.
- Use 'Nulification barrier'every single one that you can if not you have to use AoE heals.
- His other ability places a Debuff on a player and it is called 'Arcane resonance'
- This will do 10k damage p/sec to the effected player and all players within 6 yards + every player within 6 yard will increase the damage by another 10k e.g 5 players 50k damage p/sec
- So if you get said debuff make sure your not near anyone but if it does go off make sure everyone gets away asap
- Also note when 'Arcane volocity' runs out 'Arcane resonance' can happen almost instantly
- So you need to make sure you spread quickly after 'Arcane volocity'.
- And that's pretty much it.
- [--Gara'jal the Spirit binder--]
- [--The Spirit Kings--]
- [--Elegon--]
- [--Will of the Emperor--]
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