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Black

Joined: Sat May 09, 2009 11:49 am
Posts: 8
 Post subject: Ulduar Boss Comps
PostPosted: Mon May 11, 2009 7:29 am 
The Iron Concourse:

Flame Leviathan: First Boss(The Formation Grounds)

Before you can engage Flame Leviathan, you must fight through an Iron Dwarf Army that includes smaller Iron Dwarves as well as large Iron Constructs. The intended feel of this trash is that of a gauntlet.

Once you get to Flame Leviathan, you fight it in vehicles that scale with your item level. The idea is to kite Flame Leviathan around while you kill him and shoot down air targets.

* HP: 62.5 million (Heroic) / 20.9 million (Normal)
* Turrets: Flame Leviathan has 4 turrets that you'll need to destroy. Launch players onto him with the Demolisher so they can destroy them.
o Turret Ability: Missile Barrage - Fires a salvo of missiles into the air. These select a random nearby enemy target and slam into them, dealing 1885 to 2115 damage.
o Overload Circuit - Overloads the power core of the Flame Leviathan. (Channeled)
+ You'll need 2 players on Normal / 4 on Heroic to channel the Overload.
+ This stuns Flame Leviathan and causes him to take 50% more damage for 20 seconds.
* Abilities
o Target switch - Every 30 seconds Flame Leviathan will switch targets to another siege vehicle. He'll mark them and then chase them around until he switches targets again. It's crucial that you try to stay out of range of him as much as possible if you're the targeted vehicle, as you'll minimize the amount of damage you take.
o Flame Jets - Inflicts 2000 Fire damage to enemies around the caster. (Deals 2k/sec for 10 seconds)
o Battering Ram - Rams the target, dealing damage and knocking it forward. (Deals 100% weapon damage and causes the target to take 100% more damage for 10 seconds.)
o Gathering Speed - This buff increases Flame Leviathan's speed by 5% per application, and stacks up to 20 for a total potential movement bonus of 100%. Overload Circuit will reset the stacks to 0.
* Hard Mode: If you destroy a tower prior to engaging Flame Leviathan, then it gains an ability based on the tower you destroy.
o When you destroy a tower, a crystal of that color activates on Flame Leviathan's wall to indicate which abilities Flame Leviathan will have when engaged.
o Tower of Storms: Thorim's Hammer - Deals unavoidable percentile damage every 2 seconds.
o Tower of Flames: Mimiron's Inferno - Deals 15000 Fire damage to all nearby enemies and leaves a flaming blaze behind.
o Tower of Frost: Hodir's Fury - Deals 15000 Frost damage to all nearby enemies, entombing them in ice.
o Tower of Nature: Freya's Ward - Deals 15000 Nature damage to all nearby enemies and summons guardians of nature to assist.

Player Vehicles

* Salvaged Siege Engine - This vehicle has two seats -- driver and passenger.
o Driver Abilities
+ Ram: Rams any enemies in front of the demolisher, dealing 14400 to 17600 Damage and knocking them back. Also deals 1425 to 1575 siege damage to buildings.
+ Electroshock: Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. (Deals 8489 to 8951 Nature damage)
+ Steam Rush: Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.
o Passenger Abilities
+ Anti-Air Rocket: Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.
+ Fire Cannon: Fires a cannon blast.
* Salvaged Chopper - This vehicle has two seats -- driver and passenger.
Sonic Horn: Sends a wave of force in front of the motorcycle, causing 3150 to 3850 damage to all enemy targets within 35 yards in a frontal cone.
o Tar: Drops a pool of tar for 45 sec that slows the movement speed of enemies within 10 yards. Tar can be ignited. Lasts for 45 sec.
o Speed Boost: Fires the fuel injectors on the bike, increasing its speed by 100% for 5 sec.
* Salvaged Demolisher - This vehicle has two seats -- driver and passenger.
o Driver Abilities
+ Ram: Rams any enemies in front of the demolisher, dealing 8550 to 9450 Damage and knocking them back. Also deals 1500 siege damage to buildings.
+ Hurl Boulder: Hurls a massive boulder into the distance, dealing 13500 to 16500 damage to enemies within 8 yards of the target.
+ Hurl Pyrite Barrel: Hurls an orb of blue pyrite into the distance, dealing 27000 to 33000 damage, but consumes ammo.
+ Launch Passenger: Used to launch the Demolisher passenger.
o Passenger Abilities
+ Cannon: Fires an explosive missile directly forward, detonating when it has travelled 50 yards, hitting any enemies within 10 yards.
+ Grab Crate: Use your hook and chain to grab the targetted crate.
+ Reload Ammo: Loads 20 rounds into the demolisher's ammunition cartridge. Requires Liquid Pyrite.
+ Increased Speed: Injects liquid pyrite into the engines, increasing movement speed by 100%. Lasts 1 min.
+ Load into Catapult: Load yourself into the catapult arm, using yourself as ammunition.

A Video of the 10-man version can be found here:
http://www.youtube.com/watch?v=kXJICtbB … athan.html
A Video of the 25-man version can be found here:
http://www.youtube.com/watch?v=HBVTcSMt4L0



Ignis the Furnace Master: Second Boss(The Colossal Forge)

* HP: 24.4 million (Heroic) / 6.8 million (Normal)
* Damage: 25k melee (Heroic)
* Abilities
o Scorch: Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 3770 to 4230 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 3299 to 3701 Fire damage every second too all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.
o Flame Jets: Stomps the ground causing geysers of flame to errupt under all enemies. These geysers deal 8483 to 9517 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 2000 Fire damage per second for 8 sec. (10 player: 5655 to 6345 Fire damage)
o Slag Pot: Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 5000 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their haste by 150% for 10 sec. (10 player: 3500 Fire damage; 100% haste)

Iron Construct

* HP: 3.8 million (Heroic and Normal)
* These are activated during the fight and can be rooted and stunned.
* Drag them through the Scorch ground effect to build up "Heat"
o Heat - Blasts all nearby Iron Constructs with intense heat, increasing their movement speed by 5 and haste by 5. This effect stacks up to 20 times. If this effect stacks to 20, the affected Iron Construct will become Molten.
+ Once this stacks to 20 it becomes Molten - Molten also increases haste by 100%. Once a construct becomes Molten, drag them through the water. Once in the water, the construct freezes up and they become Brittle, allowing you to shatter it.
+ Brittle - Stunned. Chance to receive critical hits increased by 50%. Shatters if dealt 5000 damage or more in a single attack. (Shatter)

A sloppy 10-man version of the fight:
http://www.youtube.com/watch?v=w9VGGS51Bps
Heres a 25-man(fail) but you get to see the fight mechanics
http://www.youtube.com/watch?v=EHy6MsNqf7Y



Razorscale: Third Boss (Due east to the colossal forge)

General

* HP: 12.5 million (Heroic) / 3.9 million (Normal)
* There are two phases. One while Razorscale is in the air, and another while she's on the ground.
* Initially there are broken turrets around the area, as well as friendly dwarf NPCs. Speaking with the Expedition Commander will start the event. (Screenshot: Turrets and friendly NPCs)

Air Phase

* Once you start the event, the dwarves begin collecting the turrets and repairing them for use.
* When the turrets are fixed, they're used to bring down Razorscale. Once she's on the ground, the next phase begins.
* Iron Dwarf and Iron Vrykul adds.
* Air Abilities
o Devouring Flame - Spits a Lava Bomb at an enemy, inflicting 6938 to 8062 Fire damage. Also deals an additional 6938 to 8062 Fire damage within 6 yards of the impact location every 1 sec. for 25 seconds. (Normal: 5088 to 5912 damage)
o Fireball - Inflicts 12025 to 13975 Fire damage to an enemy. (Normal: 8788 to 10212 damage)

Ground Phase

* While Razorscale is on the ground she's chained up by the harpoon guns and stunned.
* At 35% Razorscale lands for good and uses the following.
* Ground Abilities
o Devouring Flame - Spits a Lava Bomb at an enemy, inflicting 6938 to 8062 Fire damage. Also deals an additional 6938 to 8062 Fire damage within 6 yards of the impact location every 1 sec. for 25 seconds. (Normal: 5088 to 5912 damage)
o Flame Breath - Inflicts 17500 to 22500 Fire damage to enemies in a cone in front of the caster. (Normal: 13125 to 16875 damage)
o Flame Buffet - Increases the Fire damage an enemy takes by 1500 for 1 min. Dispellable; stacks to 99. (Normal: 1000 additional damage taken)
o Wing Buffet - Knocks back enemies in a 35 yard radius around the caster.

10-man video of the fight:
none atm, the 25 man version should be sufficient for the time being
25-man video:
http://www.youtube.com/watch?v=5dj2XWvo … scale.html



XT-002 Deconstructor: Fourth Boss (The Scrapyard)

* HP: 17.85 million (Heroic) / 5.25 million (Normal)
* 10 minute enrage timer.
* Abilities
o Some of XT-002 Deconstructor's abilities gain additional effects in Hard Mode.
o Every 25% XT-002 goes into another phase and spawns adds with 1.9 million HP (Heroic). If you click on him you can access a heart with 5 million HP (Heroic). Killing this heart triggers Hard Mode, but heals him to full.
+ An Energy Orb also spawns every 25%. If you take the bomb to 50% health it explodes, reducing HP of everyone within 20 yards by 50% and killing any adds it hits.
+ Adds
# XM-024 Pummeler
* These are a melee mob with a frontal Arcing Smash, a Trample, and Uppercut.
# XE-321 Boombot
* These explode, dealing damage to anything within 20 yards (including NPCs).
# XS-013 Scrapbot
* These heal XT-002 if they reach him.
o Tympanic Tantrum - Deals 10% damage every 1 sec for 12 sec. Nearby enemies are also dazed for the duraion.
o Light Bomb - Deals 2500 damage every 1 sec. to all enemies within 10 yards of the caster for 9 seconds.
o Gravity Bomb - Charges the target with dark energy, causing them to explode and pull in nearby allies after 9 sec. This triggers Gravity Well.
+ Gravity Well - Pulls enemies within 10 yards into a gravity well, dealing 19000 to 21000 damage. (Normal: 17110 to 18900 damage)
* Hard Mode
o Heartbreak - The heart of the XT-002 Deconstructor has been severed, removing the combat limitations of the XT-002 Deconstructor. Damage increased by 25%. Health increased by 25%.
o Gravity Bomb: Spawns Void Zones - Summon a Void Zone that deals 7500 Shadow damage to enemies that stand within it. (Normal: 5000 damage)
o Light Bomb: Spawns a Life Spark add every 15-30 seconds that can't be crowd controlled, has 189k HP (Heroic) and casts Static Charged.
+ Static Charged - Deals 1500 Nature damage to all enemies within 500 yards every 3 sec. (Normal: 800 damage)

10-man Video:
http://www.youtube.com/watch?v=SIHAZxEr … re=related
25-man video:
http://www.youtube.com/watch?v=Pozhp5RBx-A


Black

Joined: Sat May 09, 2009 11:49 am
Posts: 8
 Post subject:
PostPosted: Mon May 11, 2009 7:29 am 
The Antechamber[/size]

The Iron Council: Fifth Boss (The Assembly of Iron)

* Three NPCs: Steelbreaker (Iron Giant), Stormcaller Brundir (Iron Dwarf), Runemaster Molgeim (Iron Vrykul)
* When one dies, the remaining alive are healed to full.
* 10 minute enrage timer
* Supercharge: When one of the Iron Council dies, they cast Supercharge.
* Hard Mode: Killing Steelbreaker last is the requirement for beating Hard Mode.

Steelbreaker

* HP: 3 million (Normal) / 10 million (Heroic)
* Damage: ~25k (Heroic)
* Fusion Punch: Hits for 100% weapon damage as Nature plus additional damage per second for 4 seconds. (6500 Normal / 8000 Heroic)
* High Voltage: Deals damage every 3 seconds. (1500 Normal / 2500 Heroic)
* Static Disruption: He gains this when one of the others dies - Deals Nature damage to enemies in an area and increases Nature damage taken by 50% for 20 sec. (5000 Normal / 7500 Heroic)

Runemaster Molgeim

* HP: 3 million (Normal) / 10 million (Heroic)
* Damage: ~9k (Heroic)
* Runic Barrier: A shield of runic power surrounds the caster, reducing Physical damage taken by 50% and inflicting 2000 Arcane damage to attackers.
* Rune of Power: Summons a Rune of Power under a random friendly target. This rune increases damage by 50% of all friendly and enemy targets within 5 yards. Lasts 1 min.
* Rune of Death: Gains this when one dies - Summons a Rune of Death at a random enemy target's location. This rune deals Shadow damage every half- second to anyone within 13 yards of that location. (2000 Normal / 3000 Heroic)
* Rune of Summoning: When Runemaster Molgeim is the last boss he spawns a void zone that spawns adds named "Lightning Elemental". The adds cast an AE.
o Lightning Blast: The Lightning Elementals cast this - Unleashes a large blast of lightning, dealing Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. (9425 to 10575 Normal / 14138 to 15862 Heroic)

Stormcaller Brundir

* HP: 3 million (Normal) / 10 million (Heroic)
* Can be taunted and stunned.
* Chain Lightning: Casts a Chain Lightning for 6-9k damage (Heroic). This can be interrupted.
* Overload: Focuses all the caster's energy into a single ball of lightning. This ball grows for 10 sec until it finally explodes, dealing Nature damage to all enemies within 30 yards and knocking them down. (20k Normal / 25k Heroic)
o There is a second version of this with a 2 (!!) second duration before it explodes. Maybe when he's the last one alive?
* Lightning Whirl: He gains this when one of the others dies - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals Nature damage. Lasts 5 sec. (4713 to 5287 Normal / 6598 to 7402 Heroic)
* Lightning Tendrils: When Stormcaller Brundir is the last boss he gains this - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 4000 Nature damage to all enemies around the caster every second.
o He focuses on someone while doing this and follows them.
o Aggro resets when he lands from casting this.

10-man video location:
http://www.youtube.com/watch?v=4_uDmOpx8F0
25-man video location:
http://www.youtube.com/watch?v=TlHWSKee … re=related
http://www.youtube.com/watch?v=_qdnAI2_vyE

Kologarn: Sixth Boss (The Shattered Walkway)

* Kologarn HP: 20.9 million (Heroic) / 4.88 million (Normal)
* When you destroy one of his arms, multiple "Rubble" adds will spawn, so be prepared to deal with them.
* Abilities
o Focused Eyebeam - Inflicts 3700 to 4300 Nature damage to enemies within 3 yards. A beam that follows a target around, similar to Felmyst's. It's cast on a random target.
o Overhead Smash - The not so massive attack Inflicts Physical damage and decreases armor by 25% for 30 sec. This is used on the main tank.
o Petrifying Breath - Inflicts 18750 to 21250 Nature damage every 1 sec and increases damage taken by 20% for 8 sec.
+ Brittle Skin - Increases damage taken by 20% for 8 sec.
* Left Arm HP: 5.2 million (Heroic) / 1.26 million (Normal) -- respawns after a short while when killed.
* Abilities
o Shockwave - The shockwave from the massive arm sweep inflicts 11563 to 13437 Nature damage.
* Right Arm HP: 5.2 million (Heroic) / 1.26 million (Normal) -- respawns after a short while when killed.
* Abilities
o Stone Grip - Squeezes the life out of the target, stunning it and inflicting 3700 to 4300 Physical damage every 1 sec until Kologarn's Arm sustains 450,000 damage. This is used on a random target.

10-man version:
none available
25-man version:
http://www.youtube.com/watch?v=mDTUrbrq … ogarn.html
http://www.youtube.com/watch?v=7yPHWnJVnfI


Black

Joined: Sat May 09, 2009 11:49 am
Posts: 8
 Post subject:
PostPosted: Mon May 11, 2009 7:30 am 
Surrounding prison and corridors

Auriaya: Seventh Boss (Upper Level of The Prison of Yogg-Saron)

Auriaya

* Health - 16,734M (25-Man) / 3,137M (10-Man)
* Sonic Screech - A Sonic Shockwave that deals 185000 to 215000 Shadow damage to all enemies in it's path. The Shockwave damge is split between all targets in it's path. (2.5 Sec cast time)
* Sentinel Blast - Inflicts 5500 Shadow damage and increases Shadow damage taken by 100% for 5 sec. Stacks up to 5 times.
* Horrifying Screech - The screech strikes fear into the hearts of all nearby enemies, causing them to flee in horror for 5 sec.
* She also spawns a wave of panther adds (~20 adds) with 13k Health in 25-Man and 3k Health in 10-Man every now and then.


Add - Feral Defender
This add spawns about 1 minute after the beginning of the fight, it starts the fight with 9 stacks of Feral Essence.

* Health - ? (25-Man) - 200k (10-Man)
* Feral Essence -- Each essence increases the damage dealt by the Feral Defender by 50%. The Feral Defender can revive himself at the cost of one of his Feral Essences.
* Feral Pounce -- The Feral Defender pounces the target stunning them for 4 sec and inflicting 602 to 698 Shadow damage every 1 sec.
* Seeping Feral Essence -- The Seeping Essence of the Feral Defender Inflicts 9000 Shadow damage every 1 sec. This is a void zone-like effect where the Feral Defender spawns and dies.


Panther Adds - Sanctum Sentry
There are 4 adds roaming around the central room with Auriaya in 25-Man, 2 in 10-Man.

* Health - 557k (25-Man) - 335k (10-Man)
* Strength of the Pack - The presence of other members of the pack increases damage done by 50% to all members of the pack within 20 yards. (Stackable, you have to spread out the panthers to get rid of this buff)

10-man Video:
http://www.youtube.com/watch?v=lBLRC0TtC-k
25-Man Video:
http://www.youtube.com/watch?v=pjRQvy2oYH4

Freya: Eighth Boss (The Conservatory of Life)

* HP: 1.39 million (Normal) / 4.18 million (Heroic)
* Mana: 234k (Normal and Heroic)
* You don't kill Freya. Like the other watchers, you break Yogg-Saron's hold on her and she thanks you, then gives you EPICS!
* She roams around the area, making it a bit more interesting than Sartharion to kill the trash
* Spawns "A Lifebinder's Gift" - Emotes "Lifebinder's Gift begins to grow!"
o Lifebinder's Gift heals Freya and her adds.
* Sunbeam: Inflicts 7863 to 9137 Nature damage to enemies within 8 yards of the target. (Heroic: 10638 to 12362 Nature damage)
o Spawns a Sun Beam at the location; Sun Beams cast:
+ Unstable Energy: Inflicts 5088 to 5912 Nature damage every 1 sec to enemies within 4 yards for 10 sec. (Heroic: Inflicts 7863 to 9137 Nature damage every 1 sec to enemies within 5 yards for 10 sec.)
+ Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals NPCs within it)
* Touch of Eonar: The pressence of the Lifebinder heals Freya for 6000 health every 1 sec. (Heroic: 24000 health every 1 sec.)
* Attuned to Nature: Increases healing recieved by 4%.
o She starts with this stacked to 150! Killing adds during the fight reduces the stack count.
* Emotes "Allies of Nature have appeared!" and spawns adds (Ancient Water Spirit, Storm Lasher, and Snaplasher must be killed at the same time); cooldown on this is 1 minute.
* Hard Mode
o If you leave Elders alive you must deal with the abilities they grant Freya and her adds
+ Stonebark: The essence of Elder Stonebark increases physical damage dealt by Freya by 50%.
# Freya Gains: Ground Tremor - Deals 7600 to 8400 Physical damage to enemies within 50000 yards, interrupting any spells being cast for 10 sec. (Normal: 5250 to 6750 damage)
+ Ironbranch: The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%.
+ Brightleaf: The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%.

Freya Adds

Note that the spawn order of these adds are random on engage, but once you've engaged the spawn order will remain consistent. For example, one engage the Detonators may spawn first, followed by the Conservator, then the pack; this will stay true throughout until your attempt is over. The next attempt may spawn in a different order, however.

Ancient Conservator

* Nature's Fury: Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 1 sec. (Normal: 2775 to 3225 Nature damage / Heroic: 4625 to 5375 Nature damage)
* Conservator's Grip: The grip of the Protector prevents attacking and casting spells.
o Spawned Mushrooms: Increases damage by 25% and removes the silence cast by the Ancient Conservator add if you stand under them.
* Killing this add casts Attuned to Nature 25 Dose Reduction

Add Pack

These adds must be killed at the same time; killing them too far apart (in time intervals) will cause them to be revived.

* Ancient Water Spirit
o Tidal Wave: Surge through enemies in a line. Deals inflicts 6175 to 6825 Nature damage knocking them back. (Heroic: 8788 to 10212 Nature damage)
o Killing this add casts Attuned to Nature 10 Dose Reduction
* Storm Lasher
o Stormbolt: Inflicts 6013 to 6987 damage to an enemy. (Heroic: 10638 to 12362 damage)
o Lightning Lash: Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 3 targets, inflicting greater Nature damage to each successive target. Damage starts at 5088 to 5912. (Heroic: 5 targets; damage starts at 7863 to 9137)
o Killing this add casts Attuned to Nature 10 Dose Reduction
* Snaplasher
o Hardened Bark: Attacks made against the Lasher trigger the protective bark to grow, increasing damage but slowing move speed. (10% damage increase)
o Killing this add casts Attuned to Nature 10 Dose Reduction

Detonating Lasher

* They explode when they die
* Detonate: The Detonate inflicts 6013 to 6987 Fire damage to enemies within 15 yards. (Heroic: 8788 to 10212 Fire damage)
* Flame Lash: The Lasher inflicts Fire damage equal to 150% of their melee damage.
* Killing these casts Attuned to Nature 2 Dose Reduction

Elders

* Elder Stonebark
o HP: 4.46 million (Heroic)
o Ground Tremor: Deals 9500 to 10500 Physical damage to enemies within 60 yards, interrupting any spells being cast for 8 sec. (Heroic: 15200 to 16800 Physical damage)
o Petrified Bark: Melee attacks and abilities will be reflected for 30 sec. 60 charges. (Heroic: 120 charges)
o Fists of Stone: The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 10 sec.
* Elder Ironbranch
o HP: 4.46 million (Heroic)
o Iron Roots: The grip of the Iron Roots inflicts 2775 to 3225 Nature damage every 1 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. (Heroic: 4625 to 5375 Nature damage)
o Thorn Swarm: Inflicts 8325 to 9675 Nature damage to enemies within 6 yards of the target. (Heroic: 12488 to 14512 Nature damage)
o Impale: Stuns and inflicts 16650 to 19350 Physical damage every 1 sec for 5 sec. (Heroic: 32375 to 37625 Physical damage every 1 sec for 5 sec.)
* Elder Brightleaf
o HP: 4.46 million (Heroic)
o Unstable Sun Beam: Increases damage and healing done by 5%. Unstable Explosion will cancel the effects of Unstable Sun Beam. (4 yard radius inside the beam; stacks to 10)
+ Unstable Energy: Inflicts 12950 to 15050 Nature damage and cancels the effects of Unstable Sun Beam. (Heroic: 16650 19350 Nature damage)
o Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals NPCs within it)
o Solar Flare: Inflicts 7863 to 9137 Fire damage to a number of targets based on Brightleaf Flux. (Heroic: 12950 to 15050 Fire damage)
o Brightleaf Flux - Positive: Damage and healing from spells and effects is increased. (10% incease)
o Brightleaft Flux - Negative: Damage and healing from spells and effects is reduced. (10% reduction)

10-man Video:
none
25-man Video:
http://www.youtube.com/watch?v=EbDl_ZAG … freya.html
http://www.youtube.com/watch?v=6OYscvIBCUQ

Hodir: Ninth Boss (The Halls of Winter)

* HP: 25 million (Heroic) / 8.4 million (Normal)
* Enrage: 9 minutes
* Melee Damage: 25k+ (Heroic)
* There are 4 (Normal) / 8 (Heroic) NPCs trapped in blocks of ice around his room. Destroying the blocks of ice will free the NPC and they'll help you by doing various things. Each Ice Block has 32,000 (Normal) / 40,000 (Heroic) hit points. At the moment these don't really seem worth freeing as you'll just have to break their ice blocks each Flash Freeze in a lot of cases.
o Druid NPC: Creates a column of light in a random location. Standing in the light grants a haste buff.
o Shaman NPC: Casts a 100% crit chance buff on random raid members.
o Mage NPC: Drops the Toasty Fire.
o Priest NPC: This one will help dispel Freeze, but doesn't really do anything else.
o The Toasty Fire prevents the effects of Biting Cold and Flash Freeze, but will be removed on Flash Freeze cast as well as if it's hit by an Ice Shard. This effect is limited to a certain number of raid members.
o Breaking these NPCs out of the blocks before you engage Hodir will remove them from the encounter. Don't do it!
* Abilities
o Biting Cold: He has a pulsing aura called Biting Cold that stacks over time, dealing additional damage. Moving will reset its stack.
o Freeze: Hodir has a "Frost Nova" type spell called Freeze. It deals 5550 to 6450 Frost damage to targets within 55 yards and roots them in place for 10 seconds.
o Flash Freeze: He will emote and then cast Flash Freeze, freezing everyone in ice blocks. If anyone is hit by it, kill their ice block immediately (32,000hp N / 40,000hp H).
+ The cooldown on this seems to be greater than last week.
o Icicle: He casts Icicle which creates Ice Shards every 1.7 seconds. This is especially dangerous for anyone that gets hit by Flash Freeze. This also spawns Snowdrift on the ground where the Ice Shard hits. You can avoid Flash Freeze by standing on the Snowdrifts.
o Frozen Blows: Hodir gains Frozen Blows (Normal / Heroic) for 20 seconds. You're likely expected to tank switch to someone in Frost Resist gear during this. (Screenshot)
+ Can no longer be spell reflected, but players are reporting it hitting for less even though the spell data still has it at the same values.
* Hard Mode
o Defeat Hodir before he can shatter any of the chests in the room. The first chest is shattered about 3 minutes into the fight.

10-man Video:
http://www.youtube.com/watch?v=uCtVvZfn … hodir.html
http://www.youtube.com/watch?v=k2X7z9SJvPg
25-man Video:
http://www.youtube.com/watch?v=dRCOtQx2pY4
http://wwyoutube.com/watch?v=x70ROV_l1b8


Black

Joined: Sat May 09, 2009 11:49 am
Posts: 8
 Post subject:
PostPosted: Mon May 11, 2009 7:30 am 
Thorim: Tenth Boss (Clash of Thunder)

Trash Event

This encounter starts off with a trash event. The first thing you'll see is a Jormungar Behemoth fighting captured soldiers of the opposite faction (Horde if you're Alliance, Alliance if you're Horde). The captured soldiers aren't friendly to you, so you'll have to deal with the damage they deal as well as the Jormungar and any adds that spawn during the event.

* Trash HP: 2.3 to 2.5 million (Heroic)
* During the trash event, the following abilities are used by Thorim.
* Don't bother attacking Thorim during this phase; he's protected by Shealth of Lightning which reduces his damage taken by 99%.
* Stormhammer - Throws a stormhammer, dealing 2451 to 2551 damage to an enemy, knocking down and stunning the target for 2 sec, and causing a deafening thunderclap to all enemies nearby the target.
o Deafening Thunder - Inflicts 4625 to 5375 Nature damage to enemies standing in close proximity to a Stormhammer strike, preventing spellcasting for 2 sec.
o Thorim throws this at targets during the trash event phase.
* Berserk - Damage done increased by 500%. Attack and cast speed increased by 200%. Health increased by 300%.
o Thorim casts this on the adds during the trash event if you take longer than 5 minutes to get to him.

Jormungar Behemoth Phase

* Abilities
o Acid Breath - Spews acidic bile at a target and nearby enemies, inflicting 12000 Nature damage and 1500 additional damage every 2 sec. for 18 sec. (10 player: 6000 Nature damage)
o Sweep - Sweeps at the legs of an enemy, dealing 6000 damage and causing knockdown for 3 sec. (10 player: 3500 damage)
* Thunder Orb
o Charge Orb - Charges a nearby orb with electricity. Firing static bolts every 1 sec. for 15 seconds.
+ Lightning Shock - Inflicts 2831 to 3169 Nature damage on a nearby enemy.
* Captured Mercenary Captain
o Devastate - Sunder the target's armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 90 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
o Heroic Strike - A strong attack that deals 3938 to 5062 additional Physical damage. (Plus weapon damage)
* Captured Mercenary Soldier
o Barbed Shot - Fires an arrow that pierces an enemy's flesh, inflicting 4513 to 4987 Physical damage and causing 500 damage per 3 sec. for 12 sec.
o Wing Clip - Inflicts 20% normal melee damage and reduces the enemy target's movement speed by 30% for 10 sec.

Construct Phase

After you complete the Jormungar Behemoth event you have to deal with these adds in the arena, as well as the second set of adds below through the gate in the hallway.

* Unknown - The source of these two abilities is unknown, but they occur during the construct phase of the event.
o Aura of Celerity - Increases nearby allies' melee, ranged, and casting speed by 20%.
o Runic Fortification - Damage done increased by 50%. Attack and cast speed increased by 50%. Health increased by 100%.
* Dark Rune Commoner
o Low Blow - Lands a cheap shot on an enemy, inflicting Physical damage and reducing the target's damage dealt by 3% for 20 sec. (Stacks to 25)
* Dark Rune Evoker
o Runic Lightning - Strikes an enemy with a blast of runic lightning, inflicting 7875 to 10125 Nature damage. (10 player: 6563 to 8437 Nature damage)
o Runic Mending - Heals an ally for 18500 to 21500, then heals for an additional 6000 every 1 sec. for 15 sec. (10 player: 11563 to 13437 heal, additional 4000 every 1 sec.)
o Runic Shield - Surrounds the caster with a runic barrier, absorbing 120000 magical damage and reducing all Physical damage taken by 50%. (Can be dispelled)
* Dark Rune Warbringer
o Runic Strike - Strikes at an enemy with an electrified weapon, inflicting Nature damage equal to weapon damage plus 1000.
* Dark Rune Champion
o Whirlwind - Attacks nearby enemies in a whirlwind of steel that lasts 2 sec. and inflicts normal damage plus 50.
o Mortal Strike - Inflicts 250% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec.
o Charge - Charges an enemy, inflicting normal damage plus 75 and stuns the opponent for 2 sec.
* Dark Rune Acolyte
o Greater Heal - Heals for 94500 to 115500.
o Renew - Heals a friendly target for 13650 to 14350 per 3 sec. for 15 sec.
o Holy Smite - Smites an enemy, inflicting 7650 to 9350 Holy damage.
* Iron Honor Guard
o Cleave - Inflicts 150% of normal melee damage to an enemy and its nearest ally.
o Shield Smash - Inflicts 7400 to 8600 Physical damage to an enemy, stunning it for 3 sec.
o Hamstring - Inflicts 50% weapon damage to an enemy, reducing its movement speed by 60% for 5 sec.
* Titanium Stormlord
o Cyclone - Attacks nearby enemies in a whirlwind that inflicts Nature damage. (100% weapon damage)

While the group in the arena kills off any adds that attack, you must also clear through the hallway to reach Thorim to trigger his phase of the fight.

* Trash Pack - These roam together in a pack in the hallway to Thorim during the event.
o Dark Rune Thunderer
+ Lightning Brand - Shocks the target for 3500 Nature damage to the target, and increases Nature damage taken by 40% for 20 sec. (Stacks to 99)
o Iron Ring Guard
+ Impale - Deals a vicious attack that causes the target to bleed profusely until healed past 90% of its maximum health. Deals 1750 damage every 2 sec. for 1 min or until removed via healing.
+ Ravage Armor - Reduces the target's armor by 5%. (Stacks to 20)
+ Whirling Trip - Knocks down nearby enemies, stunning them for 2 sec. and inflicting increased weapon damage.
* Mini-boss #1: Runic Colossus
o HP: ~810k (Heroic)
o Charge - Charges an enemy, inflicting 6938 to 8062 Physical damage and knocking the enemy back.
o Runic Barrier - A shield of runic power surrounds the caster, reducing Physical damage taken by 50% and inflicting 2000 Arcane damage to attackers.
o Smash - Deals 37000 to 43000 Physical damage to all enemies within a 10 yard cone in front of the caster.
* Mini-boss #2: Ancient Rune Giant
o HP: ~1 million (Heroic)
o Rune Detonation - Immobilizes a target with a runic ward that detonates after 4 sec to inflict 11250 to 13750 Fire damage around the target.
o Stomp - Inflicts 12250 to 15750 Physical damage to nearby enemies and knocks them back.

Thorim

* HP: 16.7 million (Heroic) / ?? million (Normal)
* Abilities
o Lightning Charge - Absorbs a torrent of electrical energy, inflicting Nature damage to enemies in a cone between the caster and the power source, and increasing the caster's melee damage and attack speed by 15%. (Stacks 99 times)
+ Secondary effect: Lightning Charge - Absorbs a torrent of electrical energy, inflicting 9250 to 10750 Nature damage to enemies in a cone between the caster and the power source.
o Unbalancing Strike - Inflicts 250% weapon damage and leaves the target unbalanced, reducing their defense skill by 200 for 15 sec.
o Thorim spawns bubbles that stun you if they get too close. They can be avoided.
o Chain Lightning - Strikes an enemy with a blast of lightning that inflicts 2775 to 3225 Nature damage. The bolt will arc to additional nearby enemies, inflicting 50% more Nature damage to each successive target.
* Sif
o If you get to Thorim within 3 minutes, Sif doesn't despawn and she assists him in the fight. Hard Mode version?
o She currently can't be targeted, she just nukes the raid.
o Abilities
+ Blizzard - A rain of ice moves around the room, dealing 2625 to 3375 Frost damage every 2 sec. for 10 sec. (10 player: 1113 to 1687 Frost damage)
+ Frostbolt Volley - Inflicts Frost damage to nearby enemies, reducing their movement speed for 4 sec. (10 player: 7200 to 8800 damage / 25 player: 9000 to 11000 damage)
+ Frost Nova - Inflicts 9425 to 10575 Frost damage to nearby enemies, immobilizing them for up to 6 sec. (10 player: 7069 to 7931 Frost damage)

10-man Video:
none
25-man Video:
http://www.youtube.com/watch?v=27p2_I_LIGw

Mimiron: Eleventh Boss (The Spark of Imagination)


Phase 1 - Leviathan MKII
As soon as you engage Mimiron, he jumps into the Leviathan MKII vehicle. (A personal version of The Flame Leviathan)

* Health - 6.97M (25-Man) / ? (10-Man)
* Proximity Mines - Drops about 10 mines next to the Leviathan, walking over them will make them explode for 20,000 fire damage. Avoiding them is part of the Heroic: Mind the Mines achievement.
* Napalm shell - Deals 9,425 to 10,575 damage in a 5 yards radius, also deals 6000 Fire damage per second for 8 seconds to anyone staying in this zone. (2 Seconds casting time)
* Plasma Blast - Deals 30,000 Fire damage per second for 6 seconds. (3 Seconds casting time)
* Shock Blast - Deals 100,000 nature damage to targets within 15 yards. (5 Seconds casting time)
* Rocket Strike - Deals 1,000,000 damage in a 3 yards radius. You have a few seconds to avoid it. (3 Seconds casting time)



Phase 2 - VX-001 <Anti>
After the destruction of Leviathan MKII, Mimiron jumps in his VX-001.

* Health - 6.97M (25-Man) / ? (10-Man)
* Rapid Burst - Deals 3299 to 3701 damage to all the targets in a front of VX-001.
* P3Wx2 Laser Barrage - The VX-001 starts spinning and deals 20,000 to all targets in a cone in front of him. (Same mechanics as C'thun Eye Beam or Lurker Below Spout)
* Rocket Strike - Launch one of the rocket attached on the back of VX-001 on a target and deals 1,000,000 damage. You have a few seconds to avoid it.
* Heat Wave - Deals 9425-10575 fire damage and 3000 damage per second for 5 seconds to all the targets within 80 yards.



Phase 3 - Aerial Command Unit
Mimiron boards his Aerial Command Unit, he then flies over the raid and blasts player from here. Mimiron is untankable during this phase and will spawn adds regularly.

* Health - 4.6M (25-Man) / 1.1M (10-Man)
* Plasma Ball - Ranged attack aimed at the target with the highest threat. Deals 14138-15862 Fire damage. (2 Seconds casting time)
* Spawn Add - Assault Bot - Health: 1M (25-Man) / 500k (10-Man) - Uses Magnetic Field that increase damage taken by 30% and immobilizes the target. These bots will drop a Magnetic Core when they die. Deploying this magnet under the Aerial Command Unit will temporarily bring it to the ground and disable it. While it remains disabled, it will take an additional 50% damage from all sources.
* Spawn Add - Bomb Bot - These bots will walk through the raid for a moment and eventually explode for 9425 to 10575 fire damage in a 5 yards radius. Just avoid them, this is part of the Heroic: A-bomb-inable achievement.
* Spawn Add - Junk Bot - Health: 100k (25-Man) / 60k (10-Man) - Very weak adds, just DPS them down.



Phase 4 - V0-L7R-0N
The Leviathan MKII, VX-001, and Aerial Command Unit previously defeated merge to create V0-L7R-0N, a huge robot made of all these vehicles. You have to DPS down each section of the robot individually to kill them at the same time.
Health - 50% of the total health for each section.
Leviathan MKII

* Shock Blast - Deals 100,000 nature damage to targets within 15 yards. (5 Seconds casting time)
* Proximity Mines - Drops about 10 mines next to the Leviathan, walking over them will make them explode for 20,000 fire damage. Avoiding them is part of the Heroic: Mind the Mines achievement.


VX-001

* Hand Pulse - Deals 7069 to 7931 damage in a 50000 yards radius.
* P3Wx2 Laser Barrage - The VX-001 starts spinning and deals 20,000 to all targets in a cone in front of him. (Same mechanics as C'thun Eye Beam or Lurker Below Spout)
* Rocket Strike - Launch one of the rocket attached on the back of VX-001 on a target and deals 1,000,000 damage. You have a few seconds to avoid it.


Aerial Command Unit

* Plasma Ball - Ranged attack aimed at the target with the highest threat. Deals 14138-15862 Fire damage. (2 Seconds casting time)

10-Man Video:
http://www.youtube.com/watch?v=Znb5CzeHVYc
http://www.youtube.com/watch?v=AS_1_K-4 … re=related
25-Man Video:
none


Black

Joined: Sat May 09, 2009 11:49 am
Posts: 8
 Post subject:
PostPosted: Mon May 11, 2009 7:32 am 
General Vezax: Twelfth Boss: (The Descent into Madness)

* HP: 25.1 million (Heroic) / 6.3 million (Normal)
* Abilities
o Aura of Despair - Prevents mana regeneration from nearly all natural sources. Aspect of the Viper, Judgements of the Wise, Shamanistic Rage, and Spiritual Attunement remain at least partially effective.
+ For the most part, you can only regain mana from potions.
o Mark of the Faceless - Inflicts an ancient malediction on a target, siphoning 3500 health every 1 sec. from enemies near the target, for 10 sec.
o Searing Flames - Deals 13875 to 16125 Fire damage to all enemies within 20 yards, superheating their armor and reducing its ability to protect them by 75% for 10 sec.
o Surge of Darkness - Empowers the caster with dark might, increasing physical damage by 100% but reducing movement speed by 50%, for 10 sec.
o Spawns an add with 8 million HP (Heroic) / 2 million HP (Normal) at 25%. While this add is alive, General Vezax gains Void Barrier. During this time Vezax still attacks the raid.
+ The add casts Profound Darkness - Inflicts 500 damage to all enemies, and increases Shadow damage taken by 10% per application. This stacks up to 99 times.
o Shadow Crash - He throws these at random targets. When it hits, it creates a black field on the ground for 15 seconds.
+ Standing in the field increases spell damage by 50%, reduces healing by 50% and mana costs by 30%.
o He spawns Saronite Vapors that drop a green cloud on the ground when killed. Standing in this cloud will deal damage to you, but also restore mana.
+ Saronite Vapors - Deals 2500 Shadow damage, restores 2500 mana. This stacks up to 99 times.
* Hard Mode
o For Hard Mode you're not supposed to use any of the green clouds during the fight.

Trash Pulls

* Faceless Horror
o HP: 4.85 million (Heroic) / 1.5 million (Normal)
o Shadow Crash - Fires a missile towards a random target. When this missile lands, it deals 11310 to 12690 Shadow damage to all enemies within 10 yards of that location.
o Void Wave - Unleashes a wave of negative energy every 5 sec., burning the mana of nearby enemies.
+ Void Wave Trigger - Pulses a dark wave, burning up to 500 of nearby enemies' mana.
o Spawns an add called Void Beast every 25% and goes immune until it dies. When it dies it casts Shadow Nova.
+ Shadow Nova - Deals 6938 to 8062 Shadow damage to all enemies within 15 yards, knocking them back 45 yards.
* Twilight Packs
o Twilight Guardian
+ HP: 741k (Normal)
+ Concussion Blow - A brutal strike that deals weapon damage and stuns the opponent for 3 sec.
+ Devastate - Sunder the target's armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 90 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
+ Thunderclap - Damages all nearby enemies for 4250 to 5750 Nature damage and slows attack speed by 20%.
o Twilight Slayer
+ HP: 741k (Normal)
+ Bladestorm - Instantly Whirlwind all nearby targets and for the next 8 sec you will perform a whirlwind attack every 1 sec. While under the effects of Bladestorm, you can move but cannot perform any other abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.
# Bladestorm Effect - In a whirlwind of steel you attack up to 0 enemies within 8 yards, causing 50% of weapon damage. (up to 0 enemies is a tooltip error)
+ Mortal Strike - Inflicts 250% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec.
o Twilight Frost Mage
+ HP: 607k (Normal)
+ Frostbolt - Inflicts 6300 to 7700 Frost damage to an enemy and reduces its movement speed by 50% for 4 sec.
+ Frostbolt Volley - Hurls missiles of ice, inflicting 3150 to 3850 Frost damage to nearby enemies.
+ Frost Nova - Inflicts Frost damage to nearby enemies, immobilizing them for up to 8 sec. Also deals 5088 to 5912 Frost damage. 10 yard radius.
o Twilight Adherent
+ HP: 607k (Normal)
+ Greater Heal - Calls upon Holy magic to heal an ally. Heals for 94500 to 115500.
+ Renew - Heals an ally for 180 every 3 sec. for 15 sec. (probably using the wrong spell right now?)
+ Psychic Scream - Lets out a psychic scream, causing up to 5 nearby enemies to flee for 6 sec.
o Twilight Pyromancer
+ HP: 607k (Normal)
+ Fireball - Deals 6300 to 7700 Fire damage.
+ Flamestrike - Deals 265 to 307 Fire damage initially and another 80 every 2 sec. for 8 seconds.
o Twilight Shadowblade
+ Fan of Knives - Instantly throw both weapons at all targets within 10 yards, causing 100% weapon damage.
+ Backstab - Inflicts normal damage plus 200 to an enemy, but only if attacking from behind.
+ Deadly Poison - Inflicts 855 to 945 Nature damage every 3 sec for 12 sec. Stacks to 5. (4275 to 4725 Nature damage)
o Enslaved Fire Elemental
+ HP: 809k (Normal)
+ Can be banished

10-Man Video:
none
25-man Video:
http://www.youtube.com/watch?v=OiwwM8sy19I

Yogg-Saron: Thirteenth Boss (The Prison of Yogg-Saron)

*no info yet available*

Optional

Agalon: Fourteenth Boss (The Celestial Planetarium) a.k.a. The Raid Destroyer

*no info yet available*

This boss is activated by completing 5 hard modes in the instance
AND LET US NOT FORGET, EACH BOSS DROPS A BOX OF FRIED CHICKEN AND THEIR BLOOD IS COMPOSED OF KOOLAID SO COME PERPARED.
Sorry I posted here if you guys can move this topic it would be cool to a raiding forum or sumthin


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