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  1. ODYN
  2.  
  3. Phase 1:
  4.  
  5. Beginning on pull, tanks should keep Hymdall and Hyrja at least 35 yards away from one another - at the Orange Circle and Blue Markers respectively.
  6.  
  7. Everyone must make sure you are not within 5 yards of others when Horn of Valor is cast. Melee, make sure you spread as well! Don't get caught in the circle around Hymdall either! Use a healing CD each time
  8.  
  9. this is cast.
  10.  
  11. Dodge the Dancing Blade from Hymdall. It's an orange swirly thing.
  12.  
  13. Move away from the others if afflicted with Expel Light (yellow circle at your feet). Healers should precast those targeted.
  14.  
  15. As many people as possible must stand within the Shield of Light cast to help reduce the damage and knockback from the beam.
  16.  
  17. When fixated with Shield of Light, go to the White Skull. Everyone else should stack within the beam. If a melee is fixated, you should just aim the arrow towards the White Skull.
  18.  
  19. Healers, only use damage reduction cooldowns here, not output cooldowns.
  20.  
  21. When Odyn casts Draw Power, the 5 branded players should quickly drag their Runebearer to their matching rune. Kill them ON THE RUNE to disable the rune.
  22.  
  23. If you must leave the rune to avoid another cast, first stun your Runebearer within the rune.
  24.  
  25. Melee DPS will be focusing Hyrja, while ranged will be mainly on Hymdall.
  26.  
  27. Damage Hymdall and Hyrja to 25% health within 10 seconds of one another to progress into phase 2. Otherwise, they cast Revivify, resetting their health. When they kneel, they are immune, and your 10 seconds
  28.  
  29. have begun.
  30.  
  31. DPS must therefore split the damage evenly between the 2 minibosses. Once they are both low, bring both minibosses to 25% health within 10 seconds for a clean transition to phase 2.
  32.  
  33.  
  34. Phase 2:
  35.  
  36. If there are any Runebearers left from Phase 1, quickly group them up (do not need to be on runes) and use an AOE to kill.
  37.  
  38. Tanks need to swap off Odyn with taunt at 10 stacks of Odyn's Test.
  39.  
  40. Handle Draw Power and the Runebearers like we did in Phase 1.
  41.  
  42. Avoid the incoming Spear of Light impact zones (yellow swirls) and the Glowing Fragments (yellow balls) that shoot out of them.
  43.  
  44. When Odyn casts the Draw Power explosion, healers should use healing CD's. This will happen about every 2 minutes.
  45.  
  46. When a Hymdall or Hyrja miniboss spawns, all DPS should focus them immediately. They will leave the encounter at 85% health. The minibosses have all their previous abilities, which should be handled like in
  47.  
  48. Phase 1.
  49.  
  50. The miniboss needs to be downed before any Runebearers spawn.
  51.  
  52. If your receive Hyrja's Expel Light debuff, be aware of other casts! If a big explosion or spear is about to be cast, and the targeted player is low, that player must use a CD! Healers should spot heal this
  53.  
  54. target.
  55.  
  56. When Shield of Light is cast, it will likely overlap with Spear casts. Healers, use raid wide damage reductions here!
  57.  
  58. Hymdall's Horn of Valor will likely overlap with Spear casts. Everyone should be spread 5 yards apart and use a personal CD. Healers should also use a healing CD here.
  59.  
  60. Healers should avoid using CDs at any other times than those mentioned. Heal up passive Spear damage yourself.
  61.  
  62. Keep Odyn 35 yards away from Hymdall or Hyrja while they are active, at the respective Orange Circle and Blue Square markers.
  63.  
  64. Phase 3 will begin when Odyn hits 55% health. Do not enter the new phase unless the miniboss has been downed.
  65.  
  66.  
  67. Phase 3:
  68.  
  69. If there are any Runebearers left from Phase 2, quickly group them up (do not need to be on runes), and use an AOE to kill them underneath the boss.
  70.  
  71. Move out of the Cleansing Flame effect (golden fog on the ground) covering two thirds of the room. Be ready to move to a new clear area when the areas swap.
  72.  
  73. Lust/Timewarp/Heroism should be used during this phase when it aligns with DPS cooldowns.
  74.  
  75. Place the Storm of Justice debuffs (white circle outline) at the edges of the room (along the walls), or in areas of the room that will not hinder player movement.
  76.  
  77. Tanks need to move as far away from Odyn as possible when afflicted with Stormforged Spear. The unafflicted tank should taunt during this time to keep Odyn still and be ready to receive the next Stormforged
  78.  
  79. Spear.
  80.  
  81. Use personal damage reductions, healers' external CDs, and BoPs here.
  82.  
  83. Healers should be wary of ever increasing ticking damage coming from Odyn's Arcing Storm, and should use cooldowns accordingly. You must outheal this damage.
  84.  
  85. ------------
  86.  
  87. GUARM
  88.  
  89. We will split the raid into 3 groups. Group 1 = Light Blue, Group 2 = Orange, Group 3/4 = Purple
  90.  
  91. Each group must soak your assigned elemental breath when Guardian's Breath is cast. Soak that same elemental breath type for the rest of the encounter.
  92.  
  93. Ranged players need to remain spread 5 yards at all times to minimize the effects of Guardian Licks abilities.
  94.  
  95. Healers need to make sure they dispel the Frost Lick stun. Heal up the Shadow Lick healing absorption shield.
  96.  
  97. Ranged should be at least 25 yards in front of Guarm's face (behind the White Skull and Red X). Melee DPS should be stacked up behind him. This will reduce the effect of his Flashing Fangs.
  98.  
  99. Tanks need to remain stacked on top of one another (at Blue Square) to spread the damage of Multi-headed.
  100.  
  101. Everyone needs to move out of the way of the Headlong Charge. Tanks need to be ready to quickly reposition Guarm afterwards, before the next Guardian's Breath or Flashing Fangs.
  102.  
  103. Melee DPS should remain stacked up during Roaring Leap to ensure that the boss will jump onto them, rather than the ranged players.
  104.  
  105. Have BIG DPS - Kill Guarm within 5 minutes!
  106.  
  107. --------------
  108.  
  109. HELYA
  110.  
  111. Phase 1:
  112.  
  113. A tank must always be within melee range (at White Skull) to counteract Corrosive Nova.
  114.  
  115. Be spread for when the Orb of Corruption is cast. If you are targeted, kite the orbs away from the raid. Off tank will be targeted; loop along the edge of the lower level, up on a platform, and jump back down
  116.  
  117. to Helya.
  118.  
  119. Quickly dispel the Taint of the Sea debuff (especially on tank!). Move out of the Tainted Essence (green swirly) it leaves on the ground.
  120.  
  121. If a tank is targeted before a Breath, they should stand to the side of the center line, get dispelled, and then quickly sidestep the Essence while lining up the Breath.
  122.  
  123. Healers you will be assigned a number!
  124.  
  125. Healer 1, you must dispell the first person within the raid frames (going left to right, top to bottom through the frames). Healer 2, you dispell the 2nd person in the raid frames. Healer 3, you take the third.
  126.  
  127. The debuff looks like a green square with a darker circle inside.
  128.  
  129. The majority of the raid, or a single player with an immunity, must soak the slam from the Tentacle Strike to avoid it wiping the raid.
  130.  
  131. Tanks will face Helya towards middle of the room for the Bilewater Breath (along Red X, Blue Square, & Silver Moon).
  132.  
  133. Tanks switch who is tanking Helya after each Bilewater Breath.
  134.  
  135. All DPS focus down the Bilewater Slimes to reduce the severity of Bilewater Liquefaction.
  136.  
  137. Soak the Tentacle Strikes. Melee soaks the tentacle at the front. Ranged soaks the tentacle at the back.
  138.  
  139. Make sure no Bilewater Slimes are active before transitioning at 65% health. Prioritize them over Helya!
  140.  
  141.  
  142. Phase 2:
  143.  
  144. At transition, ranged should look to the front right of the room, briefly targeting the tentacle there and the tentacles on the raised platform nearby.
  145.  
  146. Tanks should bring the Night Watch Mariner and Grimelord slightly apart from one another, near the back of the room.
  147.  
  148. As soon as the Mariner and Grimelord are positioned, ALL DPS should focus them, cleaving the back tentacles when possible.
  149.  
  150. Melee should focus on killing off the Night Watch Mariner within 25 seconds, before the Lantern of Darkness is cast. Tank uses active mitigation during his Ghostly Rage. Ranged players should move out of the
  151.  
  152. Give No Quarter cast (white circle on the ground).
  153.  
  154. Move 15 yards away from the Grimelord during his Sludge Nova (green circle). Tank uses large damage reductions for the Anchor Slam (white swirly).
  155.  
  156. Move 5 yards away from others if affected by Fetid Rot. When it times out, it can spread to them.
  157.  
  158. Ignore the Minions while fighting the Mariner & Grimelord.
  159.  
  160. Once the minibosses are dead, move as a single unit to the left elevated platform (Green Triangle), before the Fury of the Maw waves.
  161.  
  162. If you have Fetid Rot, drop the debuff before going up the platform. This is prioritized over being hit by a wave. Healers should spot heal these players.
  163.  
  164. The Minions will funnel near Green Triangle as everyone moves to high ground. Those with strong AoE and CC should kill them off. Make sure they die on the lower sections of the room, so that the Decay they
  165.  
  166. leave is washed away by the waves.
  167.  
  168. The rest of the DPS kills the tentacles at the top of the platform, with ranged focusing mainly on the downstairs tentacle (since melee can't reach it). Healers should be free to damage the tentacles as well.
  169.  
  170. Those 3 tentacles should be dead by the time the waves subside. Once the waves have stopped, 2 more minibosses appear.
  171.  
  172. Tank the minibosses like before, but take this Mariner next to the front right downstairs tentacle. And once the Mariner is dead, pull the Grimelord to that same spot. Again, ignore the minions.
  173.  
  174. Once both minibosses are dead, we repeat what we just did on the left, but on the right side this time (Purple Diamond). Make sure the Tentacles are dead before the next round of minibosses spawn.
  175.  
  176.  
  177. Phase 3:
  178.  
  179. Orbs of Corrosion now leave no-no goo behind. The raid should therefore hug the sides of the room. When the Orbs spawn, those targeted should kite the orbs along the walls at the edge of the room.
  180.  
  181. Keep the patches of Decay that they leave close together, to maximize the room the raid has. You should be safe to stand in the other goo while kiting an orb, if needed. Healers should spot heal players that
  182.  
  183. must do this.
  184.  
  185. Targeted tanks or melee should loop by running along the edge of the wall, up the platform, and jumping back down.
  186.  
  187. The middle of the room must remain clear of the goo! This is where the Corrupted Breath will be aimed.
  188.  
  189. Healers, top up the tanks before Breath is cast. Tanks should use large damage reduction CD's, including external CD's from healers to survive the Breath with high health. Tanks should swap with taunt after
  190.  
  191. each breath.
  192.  
  193. One player must soak each bolt from the Breath (purple swirly on the ground). These bolts should end up lined along the center of the room, where Breath was cast.
  194.  
  195. If needed, use a personal healing cooldown before the Fury of the Maw wave washes across the encounter area. Healers, if you have available CD's, use them on those that need it here.
  196.  
  197. Each wave brings a new Mariner. ALL DPS should swap to him immediately. Off-tank should NOT pick him up. Pull him to your main tank.
  198.  
  199. Quickly dispel the Taint of the Sea debuff (especially on tank!). Move out of the Tainted Essence (green swirly) it leaves on the ground. Tanks should make sure not to be dispelled in the center area.
  200.  
  201. Decaying Minions will spawn. Quickly focus them, making sure they die on the side of the room, as they leave behind goo.
  202.  
  203. Use Bloodlust/Timewarp/Heroism during this phase when dps cooldowns align.
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