Thursday, December 11, 2014

Our plan to win at WoD

The following is a guide to the last boss written by Hanny. Study up nerds.


Hidden Power
Detailed Imperator Mar’Gok Guide




General Knowledge:


  • 4 Phases to this fight with 2 transitions
    • First phase shows abilities
    • Second phase is Displacement Phase (movement heavy)
    • Third phase is fortification phase (increased health and all adds not able to be CC’ed)
    • Fourth phase is Replication Phase (All abilities are either replicated or enhanced to do splash damage)
  • 2 transitions at 50% and 25%
  • Fight is simple in the first phase, increasingly gains increased damage taken and more environmental issues as fight goes on
  • Extremely Cooldown usage and mana consumption is necessary to complete fight for all healers, 2nd transition and Phase 3/4 are 200x more difficult to heal than the first 2 phases and 1st transition

Phase 1 - 100%-75%:


Tanks
  • Tank swap on taunt cooldown
  • Tank who gets debuff(Mark of Chaos) runs to the empty part of the room(minimum 35 yards from closest player


Melee DPS
  • Nothing too much to note, pay attention to when you get the debuff (Arcane Wrath) and run into the range whom you will be transferring it to
  • Immediately switch to big add when spawned(stunnable in this phase)


Range DPS
  • NEVER run into a mine and run out of mines when spawned(This will most likely cause a raid wipe)
  • There will be designated persons to deal with the debuff(Arcane Wrath)
  • Immediately Switch to big add when spawned(stunnable in this phase)

Heals
  • NEVER run into a mine and run out of mines when spawned
  • Raid Damage minimal in this phase
  • Should be 95% mana at least when phase ends


















Phase 2 DISPLACEMENT PHASE - 75%-50% (Boss teleports to the back corner of the room, range able to dps while he switches transition):
NOTES FOR ENTIRE RAID:  
  • In this phase when he uses his ground aoe(raid wide) you MUST run through it, i.e. Straight Forward
  • When the Big Add Dies there is a knockback, it is imperative that you position yourself so that no mines are behind you at this time
  • When you get the debuff(Arcane Wrath) you are entrapped by a circle which you cannot run out of, you must sit on the edge of this circle to transfer the debuff to the designated person whom you will be transferring to.


Tanks
  • Tank swap on taunt cooldown
  • Tank who gets debuff(Mark of Chaos) runs to the empty part of the room(minimum 35 yards from closest player
  • When Tank gets Debuff(Mark of Chaos) he gets randomly ported to a spot in the room and must run as fast as possible away from the raid to the closest open area


Melee DPS
  • Nothing too much to note, pay attention to when you get the debuff (Arcane Wrath) and run into the range whom you will be transferring it to
  • Immediately switch to big add when spawned(stunnable in this phase)


Range DPS
  • NEVER run into a mine and run out of mines when spawned
  • There will be designated persons to deal with the debuff(Arcane Wrath)
  • Immediately Switch to big add when spawned(stunnable in this phase)
  • Be extremely wary of your positioning, you will be told to run away if necessary from the person who will be carrying the debuff(Arcane Wrath)


Heals
  • NEVER run into a mine and run out of mines when spawned
  • Raid Damage increases in this phase by approx 50%
  • Should be between 70%-75% mana at least when phase ends










Transition Phase 1 (Boss is now immune to all attacks):


Entire Raid:
  • 2 randomly assigned people (other than the tanks) will be targetted during this phase.
  • Splash damage around the marked target, do not be within 10 yards


Tanks
  • Move to the front of the room and pick up the adds to dps down
  • Do not kill any adds until raid is ready to take the damage, 30k aoe damage to entire raid when each add dies
  • Adds get tanked near the middle of the room
  • It is tanks job to attempt to dps the adds down by yourselves while raid deals with extra adds in the fight


Melee DPS
  • Melee dps will be split between the two adds
  • If targetted you must stay either:
    • Out of melee range if there is no room to dps add while targeted
    • In melee range but far enough away from all other melee as to not cause splash damage


Range DPS
  • Stay away from splashed targets
  • If you are targetted there will be designated spots to stand for range
  • DPS Focuses only one mob(closes to the boss at time of transition) at a time, no one should be dpsing adds that tanks are on


Heals
  • Raid Damage should be minimal in this phase
  • Pay attention to who is marked, as they and tanks should be the only ones tanking damage
  • Pay attention for raid calls when aoe damage will be incoming
  • Immediately dispel all players who get the Slow debuff





Phase 3 - FORTIFICATION PHASE- 50-25% (Boss is back in the front of the room):
NOTES FOR ENTIRE RAID:  
  • In this phase when he uses his ground aoe(raid wide) you do not have to run through it
  • When the Big Add Dies there is NO LONGER a knockback
  • The adds are no longer stunnable and must be DPS’ed down with highest priority
  • When tank gets debuff(Mark of Chaos) THEY CANNOT MOVE, it is your job to be minimum 35 yards from tank or you will be killed instantly
  • Big ADD in this phase has 75% increased health a

Tanks
  • Tank swap on taunt cooldown
  • Max Range Taunts at all times
  • Tank who gets debuff(Mark of Chaos) calls out to raid so they are prepared to be the minimum distance


Melee DPS
  • Nothing too much to note, pay attention to when you get the debuff (Arcane Wrath) and run into the range whom you will be transferring it to
  • Immediately switch to big add when spawned(NOT STUNNABLE)
  • When tank gets debuff you must immediately run to the other tanks position(no ifs ands or buts, no cloak of shadows, no bubble, you run, this is a 1 shot ability)


Range DPS
  • NEVER run into a mine and run out of mines when spawned
  • There will be designated persons to deal with the debuff(Arcane Wrath)
  • Immediately Switch to big add when spawned(NOT STUNNABLE)
  • RANGE INCREASED BY 50% - Be extremely wary of your positioning, there will be designated spots for the raider with the debuff(Arcane Wrath), you cannot be within 50 yards of this person
  • Will stack for this phase


Heals
  • NEVER run into a mine and run out of mines when spawned
  • Raid Damage increased by 30% from last phase (3 aoe ground waves in sequence)
  • Should be between 40-50% mana at least when phase ends
  • Best phase and most required time to use draenic channeled mana potion(After a new mine gets put on the ground)
  • Will stack for this phase



Transition Phase 2 - BLOODLUST PHASE (Boss is now immune to all attacks):
Entire Raid:
  • 2 randomly assigned people (other than the tanks) will be targetted during this phase.
  • Splash damage around the marked target, do not be within 10 yards
  • ALL DPS WILL START ON THE GORIAN REAVER, NO ONE MUST DPS FROM THE FRONT
  • Healthstones should be saved for this phase
  • NO DPS SHOULD BE ATTACKING THE SMALL ADDS NEXT TO THE GORIAN REAVER


Tanks
  • Move to the front of the room and pick up the adds to dps down
  • Tank swaps on the Gorian Reaver(increased damage and threat wipe)
  • Gorian Reaver must be tanks minimum 30 yards from both adds at the back of the room
  • Do not kill any adds until raid is ready to take the damage, 30k aoe damage to entire raid when each add dies
  • Adds get tanked near the middle of the room
  • It is tanks job to attempt to dps the adds down by yourselves while raid deals with extra adds in the fight
  • Heavy Damage, saving tank CDs for Gorian Reaver is Necessary
Melee DPS
  • Focus on Gorian Reaver First
  • Do not Cleave the small Adds
  • After Gorian Reaver is dead, back to transition 1 mode
Range DPS
  • Focus on Gorian Reaver First
  • Do Not Cleave the small Adds
  • Stay away from splashed targets
  • If you are targetted there will be designated spots to stand for range
  • After Gorian Reaver is down kill two range adds in the back
Heals
  • Raid Damage will be moderate in this phase
  • Tanks will be taking HEAVY damage until Gorian Reaver is down
  • Cooldowns for tanks necessary, must communicate
  • Pay attention to who is marked, as they and tanks should be the only ones tanking damage
  • Pay attention for raid calls when aoe damage will be incoming
  • Immediately dispel all players who get the Slow debuff




Phase 4 - REPLICATION PHASE - 25%-boss kill (Boss is back in the front of the room):
  • All abilities are duplicated in this phase
  • When big add dies, 7 adds are created which must be killed immiedately
  • When 1 mine spawns, 2 extra mines will spawn on random players
  • When Arcane Wrath jumps the first time, it will split into 2, needed 2 range dps to be in range to grab the debuff
  • When Tanks get Mark of Chaos a wave of Energy balls will be launched throughout the room, must be dodged
  • When Force Nova gets cast, all players must spread, when taking damage there is a 4 yard aoe radius of splash damage

Tanks
  • Taunt on Cooldown
  • Tank who gets debuff(Mark of Chaos) Must run away from raid members


Melee DPS
  • Immediately switch to big add when spawned(STUNNABLE)
  • DPS small adds when they come out from Big Add
  • Spread out for Force Nova
  • Be ready to dodge Arcane Orbs from the tank with the debuff!


Range DPS
  • NEVER run into a mine and run out of mines when spawned
  • There will be designated persons to deal with the debuff()
  • Immediately Switch to big add when spawned(NOT STUNNABLE)
  • Duplicated Arcane Wrath after first jump but range back to normal Be extremely wary of your positioning, there will be designated spots for the raider with the debuff, you cannot be within 35 yards of this person
  • Raid Spread
  • Be ready to dodge Arcane Orbs from the tank with the debuff!

Heals
  • NEVER run into a mine and run out of mines when spawned
  • MASSIVE raid damage
  • Should be between oom when phase ends
  • Raid Spread
  • Be ready to dodge Arcane Orbs from the tank with the debuff!



Images for Abilities

Force Nova




Phase 2 Arcane Wrath




Adds that spawn during every phase(not transition phases) (Changes color)





Mines (change color and size in encounter)


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