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re: Strategy: Blackwing Descent

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re: Strategy: Blackwing Descent

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Omnitron Defense System
Normal Mode

The Basics:
Omnitron Defense System is made up of four different minibosses. These minibosses will activate one at a time in a random order, even the first one that is activated is random. Soon after the pull, a second random miniboss will activate and will shield the current activated one with a random shield that does bad things to the raid when it is hit. Only two minibosses will be activated at a time, so when the third miniboss activates a current one that is activated will shut down. All the healthpools are shared so there is no need to split damage or make sure all of them die at the same time.

Mechanics:
Arcanotron:
Power Generator - Summons a generator (looks like a blue void) under a random friendly target, increases damage by 50% when stood in.

Arcane Annihilator - Inflicts about 50k damage to a random target.

Electron:
Lightning Conductor - Whoever is inflicted with this debuff causes damage to nearby raid members every 2 seconds.

Electrical Discharge - A chain lightning that deals about 30k damage to 3 targets.

Magmatron:
Incineration Security Measure - AoE to the raid that deals 15k damage per second for 4 seconds.

Acquiring Target - A 4 second cast that will acquire a target to use his flamethrower on.

Toxitron:
Chemical Bomb - Fires a bomb that creates a chemical cloud on top of the target

Poison Protocol - Creates a Poison Bomb every 3 sec that will explode after coming in contact with its target

The Strategy:
One tank pulls the first miniboss and the raid should deal with the mechanics as normal. Right as the second miniboss appears and places a shield on the current existing miniboss the raid should swap to the new miniboss immediately. Now that two of the four minibosses are up, remember that you must deal with both of their mechanics. Periodically, the shielded miniboss will shutdown and a new miniboss will activate. Tanks that are tanking the miniboss that is not being DPS'd by the raid should be ready to pick up the next activated miniboss.

Thats it for the Omnitron Defense System, it has a long enrage and is a one phase fight.



Magmaw
Normal Mode

The Basics:
Magmaw is a single phase encounter like Omnitron Defense System and is the optional first boss in the dungeon. He does not move during the duration of the encounter and does several abilities dealing AoE damage to the raid.

Mechanics:
Magma Spit - Inflicts 30k Fire damage to a random target.

Lava Spew - Frontal Cone that deals 20k Fire damage

Parasitic Infection - Deals 12k Damage every 2 seconds

Infectious Vomit - Deals 20k damage to nearby members and spawns Lava Parasites.

Pillar of Flame - A huge fireball that hits a random ranged target for 20k and sunders the ground, don't stand in it.

The Strategy:
Because Magmaw does not move from where he is during the entire encounter and he has a frontal cone ability, the main tank should be positioned to one side of Magmaw while the melee DPS are positioned on the opposite side. He periodically spits on someone and after that debuff wears off Lava Parasites spawn. The offtank's job is to pick up these Parasites immediately. He also has a mechanic that erupts one half of the room, forcing the ranged in the raid to swap sides of the room.

Periodically, Magmaw will bend over onto the platform that the raid is standing on and three DPS in the raid must jump on top of him, use the "hook" ability and target the spike that is on the ground. This will hook Magmaw to the ground for a short period of time and he will take extra damage while he is hooked down as well.

This fight is considered difficult because of the raid taking so much damage it wears the healer's mana pools down and they become oom like halfway through the fight, so healers have to manage their mana wisely on this encounter because that is what is killing many other raids from what I have been reading.



Atramedes
Normal Mode


The Basics:
Atramedes is a blind dragon which means he can only track raid members by sound, and all of his mechanics reflect this. Every member in the raid during the encounter gets a new UI feature at the bottom of their screen that tracks how much sound you are making, when you reach 100% sound you die.

Mechanics:
Sonic Breath - Inflicts 20k Fire damage to enemies in its path and causes them to be heard

Searing Flame - Inflicts 15k damage per second and increases fire damage taken by 25% every time it hits.

Sonar Bomb - Inflicts 20k Arcane damage to enemies within 6 yards and allows Atramedes to hear the targets more easily.

The Strategy:
There are 8 gongs set up around the room and every time you use one it resets everyone's sound back to 0%, stuns Atramedes, and gets destroyed. In a proper fight, a gong should only be used once in a ground phase then once again in an air phase. You use a gong in a ground phase to interrupt Searing Flame, because if he manages to get Searing Flame casted it will wipe the raid. You use a gong in an air phase because he has a Kologarn type ability that chases the person in the raid with the highest sound with a beam of fire, only it will increasingly accelerate if that person gets hit by the beam. So in order to assure that the beam will never accelerate, you use a gong to impair Atramedes' vision. Gong usage is the most important part of the fight and there should be a dedicated gong user.

Sonic Breath is an ability that the tanks especially need to watch out for. It has a 3 second cast and it is very easy to avoid. If you happen to get caught by Sonic breath, Atramedes will know exactly where you are and start following you around during the duration of his breath increasing your sound rapidly and anyone else's sound that you happen to get caught in the breath. Move fast once he starts casting it to assure you don't get hit, because he casts it at your location and not at you.

Watching your sound is also very important, if you walk into fire that Atramedes places on the ground or stand in Sonar Bombs then you will gain sound faster than someone who isn't. Don't freak out if you are close to 100% sound, because on the next Searing Flame or air phase a gong will be used and your sound will reset back to 0%.



Chimaeron
Normal Mode


The Basics:
Chimaeron is a two phase fight. Both phases contain all of his mechanics, but phase two is a pure DPS race with no healing.

Mechanics:
Finkle's Mixture - Damage taken while above 10k health cannot reduce your health below 1. (Raid-wide Aura)

Massacre - Inflicts maximum damage to all enemy players. 4 second cast.

Caustic Slime - Deals 280k Nature damage and briefly reduces chance to hit for all enemies in an area. Damage is split between all enemies within 6 yards

Feud - Chimaeron is unable to perform melee attacks while his heads are fighting each other. Bile-O-Tron goes offline.

Mortality - (On Raid) Reduces healing effects for all enemies by 99%. (On Self) Chimaeron goes into a rage, rendering him immune to Taunt effects but increasing the damage he takes by 10%.

Break - Increases physical damage taken by 25% and reduces healing done by 15% for 1 min. Stacks.

The Strategy:
To start the fight you have to talk with Finkle Einhorn that is in a cage behind the boss. He will activate a Bile-O-Tron that pats around the raid giving everyone the Finkle's Mixture debuff. Because of this, the raid must never dip below 10k health.

During Chimaeron's Feud, Bile-O-Tron goes offline and no longer gives the Finkle's Mixture debuff. This means the raid must stack on top of the tanks to split the damage from Caustic Slime. After Feud is over, Bile-O-Tron will activate once again giving everyone the Finkle's Mixture debuff and the raid must spread out immediately.

The tanks must coordinate taunts very well during this encounter. After three Break debuffs, the second tank must taunt, then the main tank must taunt him back once the second tank reaches three Break debuffs. This must go on during the entire encounter. When Chimaeron reaches 20% HP he will be immune to taunt for the remainder of the fight. So the tanks must coordinate where a tank that doesn't have any break debuffs taunts immediately before Chimaeron hits 20%.

After 20%, everyone in the room is affected by Mortality including the boss. Heroism/Time Warp must be saved for this phase because all heals are negated and he still continues all of his mechanics.



Maloriak
Normal Mode

The Basics:
Maloriak has two phases, in the first phase he has three separate miniphases that are prior to 20% HP: blue, red, and green. He starts out with either Blue or Red, then goes into the miniphase for the one he didn't choose (e.g. starts blue then goes red or starts red then goes blue). After the first two miniphases are over, he goes into the green miniphase that wipes all of the buffs that his adds get and applies a debuff to them that makes them take increased damage. Maloriak has a 6 minute enrage timer so this fight needs to be very DPS intensive and the adds must be dealt with strategically.

Maloriak has 20 adds held up in vials on the sides of the room, 18 small adds and 2 big ones. He will periodically cast a summoning spell that can be interrupted, but is up for discretion. This spell will summon 3 small abberations until he doesn't have any left, then he will summon each big abberation. Once Maloriak reaches 20% HP all of the remaining abberations are summoned instantly. All of the adds have a buff that increases their HP and damage the deal by a percentage based on how many of their other little buddy adds are near them.So if a tank has adds on them each of the adds individually hits for larger amounts rather than if a tank had fewer on them. Maloriak can also get the buff from the adds, so they should be tanked away from Maloriak at all times.

Mechanics:
Blue MiniPhase:
Flash Freeze - Deals 70k Frost damage to all targets within 5 yards of the target and encasing them in solid ice for 30 sec. When the ice is broken, the ice deals an additional 60k Frost damage to all targets 5 yards around that target, breaking all ice in that area as well.

Biting Chill - Targets a random player and deals 5k Frost damage to the target and anyone within 3 yards. Lasts 10 sec. 10 yd range.

Red MiniPhase:
Scorching Blast - Deals 500k Fire damage, split among all targets in the frontal cone.

Green MiniPhase:
Maloriak removes all buffs from his adds and increases the damage dealt to everything in the room including himself, the raid, and the adds.

Phase 2:
Magma Jets - Releases a stream of small fire fissures towards the enemy with highest threat. These fissures deal 40k Fire damage to all enemies within 3 yards. In addition, the fissures leave behind a persistent burning effect which deals 20k Fire damage to all nearby enemies.

All Phases:
Arcane Storm - Deals 15k Arcane damage per second to all enemies. Lasts 6 sec. 3 second cast. Can be interrupted.

Remedy - Heals the caster for 25000 health and generates 2000 mana per second. The amount healed by this effect increases by 25000 per second. Lasts 10 sec. Can be stolen or dispelled.

The Strategy:
If Maloriak is in red miniphase, all of the raid must stack on top of the tank to split the damage of Scorching Blast. In blue miniphase, the raid must spread out and when someone gets Flash Frozen they need to immediately get topped off then broken out of the ice block (very trivial ice block, it has 5k HP). In green miniphase, all of the adds must be immediately AoE'd down because they will all take 100% extra damage. Maloriak should rotate through his miniphases twice before going into phase two, which means the raid has two green miniphases to kill all of the small adds. The two big adds should just be offtanked in phase 2, I'll explain more later in the strat.

During the entire encounter, Maloriak will cast two abilities that need to be dealt with immediately. One is Arcane Storm, every time it is casted it needs to be interrupted with no excuses. The other is Remedy, it can be dispelled or purged off of Maloriak, but if a Mage spellsteals it the healers won't have to worry about healing the mage for the duration of it, saving mana.

There needs to be three tanks for this fight to go smoothly at the moment, even on 10 man. One tank for Maloriak, and two off-tanks for the adds, because the current ilvl 346 heroic geared tank cannot withstand the damage of 12 aberrations (adds). Maloriak will cast 4 summons before the first green phase, one offtank will tank 6 of the aberrations and the other will tank the remaining 6. After the first green miniphase, the extra offtank can DPS Maloriak for the rest of the fight while the other offtank takes the remaining 6 adds before the second green miniphase. The offtank that takes the last 6 adds will also tank the 2 big abberations that get summoned at 20% HP. Especially make sure in this phase that the big adds get tanked away from the boss because they will still give the boss the add buff. It will be difficult because Maloriak will be kited around the room in phase 2.

Phase 2 happens at 20% HP, in this phase Maloriak will cast Magma Jets. This means he should be faced away from the raid at all times, then after he casts it he should be moved so the tank doesn't take extra damage. Make sure Maloriak is always facing away from the raid though, because if he happens to cast Magma Jets and the flames trail through the ranged DPS and healers, the raid will wipe. Maloriak will also summon frost orbs that need to be avoided. Time Warp/Heroism should be used this phase.

This fight is quite tricky, if you feel you still do not understand, for clarification watch TotalBiscuit's kill video and commentary here:



Nefarian and Onyxia
Normal Mode

The Basics:
You engage Onyxia, then shortly after Nefarian lands and should be picked up by a second tank immediately. Onyxia is killed and never seen again throughout the entire fight, so you only have to deal with her mechanics until you kill her. While killing Onyxia, you have to deal with Nefarian's phase one mechanics from when he lands until you push him into phase two as well. When Onyxia dies, Nefarian goes into phase 2. Phase 3 happens at 60% HP.

There are adds in phases 1 and 3 of the encounter that need to be kited by a ranged or a third tank. These adds shouldn't be killed.

Mechanics:
Children of Deathwing - Nefarian and Onyxia attack 100% faster when they are stacked together.

Onyxia:
Lightning Discharge - Inflicts 24k damage to players on her sides.

Shadowflame Breath - Inflicts 35k damage in a frontal cone, resurrecting any Animated Bone Warriors in the AoE.

Cleave - Hits an extra melee that is in front of her.

Tail Lash - Hits anyone behind her dealing 50k damage and stunning for 2 seconds.

Nefarian:
Phase 1:
Shadowflame Barrage - Inflicts about 25k Shadowflame damage to a random target.

Shadowflame Breath - Inflicts 35k damage in a frontal cone, resurrecting any Animated Bone Warriors in the AoE.

Cleave - Hits an extra melee that is in front of her.

Tail Lash - Hits anyone behind her dealing 50k damage and stunning for 2 seconds.

Phase 2:
Shadowflame Barrage - Inflicts about 25k Shadowflame damage to a random target.

Shadow of Cowardice - Inflicts 30k Shadowflame damage to a random target and increases Shadow damage taken by 100%.

Phase 3:
Shadowflame Breath - Inflicts 35k damage in a frontal cone, resurrecting any Animated Bone Warriors in the AoE.

Shadowblaze Spark - Creates a shadowy blaze at a nearby location that spreads quickly.

Shadowblaze - Inflicts 35k Shadowflame damage to enemies within 4 yds.

Cleave - Hits an extra melee that is in front of her.

Tail Lash - Hits anyone behind her dealing 50k damage and stunning for 2 seconds.


The Strategy:
In phase one, ranged and melee should be putting all DPS into Onyxia. When Nefarian lands, all ranged DPS should switch to Nefarian and melee should stay on Onyxia. Once Onyxia hits about 3-5% HP all raid members should switch to Nefarian and let DoTs kill Onyxia. When Onyxia dies, Nefarian will go into phase 2.

Nefarian takes flight, and the room fills with lava leaving only three columns to stand on. Chromatic Protoypes are on top of these columns and melee should be split up between these to kill them. Chromatic Prototypes should be killed at the same time, before Nefarian hits 60% HP because that is when he lands and goes into phase 3. In phase 2, ranged should stay on Nefarian and melee should stay on the Prototypes. Ranged DPS must be careful here not to push Nefarian below 60% before melee kill the Prototypes, because if any Chromatic Prototypes are left alive in phase 3 Nefarian will instantly wipe the raid with a room-wide lightning ability.

Phase 3 lasts for 60% of his HP and Nefarian has a very generous enrage timer. Not sure exactly what it is, but <Paragon> took 10 minutes to kill it and they didn't hit the enrage. The add-kiting tank should be taking a bit more damage with extra adds in this phase, but other than that there is Shadowblaze (purple fire) on the ground that all raid members must avoid and that's about it.


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