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DaemonicusDate: Thursday, 2012-10-04, 09:44 | Message # 1

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LORD MARROWGAR

Abilities
Bone Slice - Splits 200% of normal melee damage to the person with the aggro and his nearest ally. Cast every second except when casting/using Bone Storm or casting Bone Spike Graveyard.
Bone Spike Graveyard - Hurls a massive which impales any targets on it's way. Deals 10% HP damage and lasts 5min or until destroyed. Renders the target immobile and unable to cast spells or use abilities. 3sec cast.
(Heroic) - puts an Impaled debuff on the target.
Bone Storm - Lord Marrowgar spins around dealing AoE damage (like Warrior Bladestorm ability). Charges 4 targets during the Bone Storm and drops Coldflame in 4 directons starting underneath him after charging someone. Resets threat list after the end.
(Heroic) - Causes the targets of his AoE to bleed for 15sec (8000+?/3 on Normal. 11000+?/3 on Heroic - copied from WoWhead, doesn't make much sense)
Coldflame - Summons a line of frost that hits and damages everything standing on it. (10man Normal - 6000 damage every sec for 3 sec, 25 man Normal - 8000 damage every sec for 3 sec, 10man Heroic - 9000 damage every sec for 3 sec, 25man Heroic - 11000 damage every sec for 3 sec). Radius: 5 yards.

Enrage - 10min timer, increases damage done by 500%, attack speed by 15% and makes Marrowgar immune to taunt.

Strategy
Raid placement:

Light blue – Lord Marrowgar
Red – 2 tanks
Yellow – Melee DPS
Green – Healers.
Purple – Ranged DPS.

Tanking
The 2 tanks should be standing as close to the wall as possible and as close as possible to each other to split up the Bone Slice damage. After the Bone Storm, they have to be ready to taunt and build up threat ASAP because the threat list resets when Bone Storm ends. Coordinate dancing left and right when Coldflame hits.

Healing
Massive healing needed on tanks if Marrowgar isn't casting anything. Watch out for impaled players, they require healing help.

DPS
Marrowgar has a HUGE hitbox, so melee should be standing at maximum range, close together (to destroy the spikes ASAP) and watchful of Coldflame. Ranged should be spread out radially at max range.

Coldflame is directed at a player, so every ranged (DPS and healers) should be spread out radially to reduce the damage as much as possible.
 
DaemonicusDate: Friday, 2012-10-05, 13:58 | Message # 2

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LADY DEATHWHISPER

Abilities

Both phases
Death and Decay - Same as the Death Knight D&D, but green. (Normal - 4500 damage every sec, Heroic - 6000 damage every sec. Duration - 10sec)
Dominate Mind - Charms the target for 12sec, increases damage dealt by 200% and healing done by 500%. (25man only. Normal - 1 target, Heroic - 3 targets)

Phase 1 only
Mana Barrier - Surrounds the caster with a barrier that continually replenishes any lost health at the expense of mana
Shadow Bolt - Sends a shadowy bolt at the enemy. (10man Normal - 7438 to 9562 damage, 25man Normal - 9188 to 11812 damage, 10man Heroic - 9188 to 11812 damage, 25man Heroic - 11375 to 14625 damage. 2sec cast. 2sec cooldown)
Animate Dead - Reanimates a Cult Adherent or a Cult Fanatic.
Dark Empowerment - Empowers the Cult Adherent's spells, causing them to deal area damage and making them uninterruptable. (2 sec cast.)
Dark Transformation — Transforms one random Cult Fanatic into an undead behemoth, increasing damage dealt by 100%. (2.5 second cast.)

Phase 2 only
Frostbolt - Inflicts Frost damage and slows the target by 50% for 4sec. (10man Normal - 40950 to 43050, 25man Normal - 44850 to 47150, 10man Heroic - 50700 to 53300, 25man Heroic - 58500 to 61500. 2sec cast. Interruptable)
Frostbolt Volley - Inflicts AoE Frost damage and slows the targets for 4sec. (10man Normal - 8550 to 10450, 25man Normal - 10800 to 13200 , 10man Heroic - 10800 to 13200 - 10 Player, 25man Heroic - 14400 to 17600)
Summon Vengeful Shade - Summons an unattackable Vengeful Shade that follows a random player for a short time and casts Vengeful Blast upon catching them.
Touch of Insignificance - Reduces the targets threat generation by 20%. (Stacks to 5. Lasts 30sec.)

Cult Adherent/Empowered Adherent/Reanimated Adherent
Adherent's Determination - Reduces magic damage taken by 99%. (Reanimated Adherent only.)
Curse of Torpor - Afflicts a random target with a curse that increases an abilities cooldown by 15sec after using it. (1sec cast. Decurseable.)
Frost Fever - Deals Frost damage every 3sec and reduces melee and ranged attack speed by 14%. (15sec duration.)
Deathchill Bolt - Deals Shadowfrost damage to a target. (10man Normal - 6938 to 8062, 25man Normal - 8788 to 10212, 10man Heroic - 8788 to 10212, 25man Heroic - 11563 to 13437. 2sec cast.)
Deathchill Blast - Deals Shadowfrost damage to all enemies within 10 yards of the target. (10man Normal - 9250 to 10750, 25man Normal - 11563 to 13437, 10man Heroic - 11563 to 13437, 25man Heroic - 14800 to 17200. Used only when Empowered. 2sec cast.)
Shroud of the Occult - Surrounds the caster with a barrier that prevents cast interruption, reflects magic damage and absorbs damage. (10man - 50000 damage, 25man - 100000 damage.)
Dark Martyrdom - Caster explodes dealing Shadowstorm damage to all targets within 15 yards. Leaves only skeletal remains from which the caster is reanimated after a few sec. (Normal - 12000, Heroic - 25000. 4sec cast.)

Cult Fanatic/Deformed Fanatic/Reanimated Fanatic
Fanatic's Determination - Reduces physical damage taken by 99%. (Reanimated Adherent only.)
Necrotic Strike - Deals 70% of the weapon damage and negates a certain ammount of healing. (10man Normal - 9000, 25man Normal - 14000, 10man Heroic - 14000, 25man Heroic - 20000. 20sec duration.)
Vampiric Might - Increases damage dealt by 25% and heals the caster for 300% of the damage dealt. (Magic. 15sec duration)
Shadow Cleave - Deals damage to enemies in front of the caster. (10man Normal - 14250 to 15750, 25man Normal - 15913 to 17587, 10man Heroic - 19000 to 21000, 25man Heroic - 19000 to 21000 - 25 Player (Heroic). 8 yard radius. 6sec cooldown.)

Vengeful Shade
Vengeful Blast - Inflicts Shadowfrost damage to all targets within 20 yards of the target. (10man Normal - 17853 to 19147, 25man Normal - 19300 to 20700, 10man Heroic - 17370 to 18630, 25man Heroic - 23160 to 24840.)

Strategy

During both phases she uses Death and Decay, players should move from it because it deals quite a nice damage.

Phase 1
At the start of the fight Lady Deathwhisper casts Mana Barrier that prevents and damage to her health draining mana instead. Phase 1 ends when her mana reaches 0.

During this phase she's stationary and doesn't need a tank. Spams Shadow Bolt at random targets, randomly empowers/reanimates adds, Death and Decay and Dominate Mind.

5sec into the fight and every 60sec after that adds spawn from the sides of the room. On 10man, 3 adds spawn from 1 side of the room that alternates every time adds spawn. On 25man, 7 adds spawn, 3 from each side and 1 on the stairs. They are to be tanked and nuked as soon as possible.

Phase 2
Her threat table is reset at the start.
In phase 2 she is no longer stationary, and targets the tank with her Frostbolt spell. It is imperative to interrupt it because it deals a huge amount of damage to the tank and triggers Frostbolt Volley that does a lot of AoE damage.

She stacks Touch of Insignificance on the tank, so the tanks should switch when they can no longer hold threat. Note that she is immune to taunt on Heroic, so the tanks must watch their threat generation even when not tanking.

The Vengeful Shade follows a random target for 10sec and explodes for a large amount of AoE damage when it catches it so it should be kited until it despawns.

On normal mode, adds don't spawn in phase 2. On heroic, they continue spawning.
 
DaemonicusDate: Monday, 2012-10-08, 13:15 | Message # 3

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Gunship Battle will be here

Message edited by Daemonicus - Monday, 2012-10-08, 13:16
 
DaemonicusDate: Monday, 2012-10-08, 13:16 | Message # 4

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DEATHBRINGER SAURFANG

Abilities

Blood Link - Saurfang gains Blood Power fromt he damage he and his summoned creatures inflict.
Blood Power - Saurfang grows 1% larger and deals 1% more damage for each Blood Power point he has.
Blood Nova - Blood explodes from a random target dealing 10000 damage to enemies within 12y.
Boiling Blood - Boils the blood of a random target, dealing damage every 3sec. (5000 according to wowhead, 9500 according to wowwiki. 24sec Duration.)
Call Blood Beast - Saurfang summons his Blood Beasts. Cast every 40sec. (10man - 2 Blood Beasts, 25man - 5 Blood Beasts)
Frenzy - Saurfang goes into a Frenzy, increasing his attack speed by 30%.
Mark of the Fallen Champion - Deals 5,700 to 6,300 additional Physical damage each time Saurfang uses his melee attack. If the target dies while under the effects of Mark of the Fallen Champion, Saurfang is healed for 5% (according to wowwiki) or 20% (according to wowhead). (Persists through death.)
Rune of Blood - Leeches life when Saurfang attacks the target with Rune of Blood. Leeches 5,100 to 6,900 health and heals Saurfang for 10 times that amount.

Blood Beast
Resistant Skin - Reduces damage taken from AoE abilities by 95% and damage from Diseases by 70%

HEROIC MODE
Scent of Blood - Blood Beasts catch the Scent of Blood, reducing the movement speed of all nearby enemies by 80% and increasing their own damage by 300% for 10sec.

Strategy
He should be tanked right where he is. Ranged should be spread around so that they have at least 12y between each other with the healers in the middle and DPS on the sides.

Every 40sec, he will cast Call Blood Beast and summon 2(10man)/5(25man) Blood Beasts. Each time they deal melee damage Saurfang gains Blood Power so it's important that melee DPS doesn't have their aggro. They should be ping-ponged between range DPS and killed as fast as possible. Also, Blood Beasts can be stunned, rooted and snared, just make sure it's not withing melee range of anyone. (Alternate: nuke the shit out of them. They don't hit that hard and if there is enough range DPS, they can be killed fast enough.)

Once a tank gets Rune of Blood on himself, the other tank should immediately taunt and take over. The debuff lasts 20sec.

When Saurfang reches 100 Rune Power, he will cast Mark of the Fallen Champion on a random raid member. The debuff deals damage every time Saurfang attacks with melee and cannot be removed by ANY means (including death), so the raid DPS has to be high enough to down him before there are too many marks.

At 30% of Saurfang's HP, he goes into Frenzy, that increases his attack speed by 30%. Usually, the DPS cooldowns are saved for this part because a few marks on the raid already combined with increased damage on the tanks can be a real pain for the healers.
 
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