Well fuck it, then.
I know what you mean about PuG runs. Technically, I lucked out and got stuck in another server guild group run for Vortex Pinnacle and it still took us an hour and a half to get through the thing. I learned that I do have the healing throughput to keep everyone alive if stuff is CC’d properly though, which was what I was worried about based on all the QQing on the wow forums. Sadly, not a single leather piece dropped the entire dungeon.
As heals, DPS, or tank? It’s also possible that they just wanted to bring a friend in. Doesn’t it give you the reason they listed for the kick?
I don’t think people are ignoring you, Quasi–this is just more of a thread for organizing guild runs of dungeons and raids. Plus, some people just aren’t comfortable sharing their photos; those of us who are have probably already uploaded ours.
Quasi, I’m already photoed…not much to look at though…I was swirling beer in my mouth while watching the Dodger game when that photo was taken at a Dopefest.
It’s Monday - are folks gonna be around tonight to run some 5-mans? I want to make a push for 85 on Keyne, although realisitically it probably won’t happen until Wednesday. We could even do some low-level dungeons if folks have alts they want to work on.
Not for me. Putting in as much overtime as possible today so I can spend a reasonable amount of time with my family when they arrive tomorrow.
I should be there tonight…only have done ToT, but am game for new ones. Haven’t discovered any other new dungeons though, so let me know what I should be doing or where to go if we are gonna try something else. I’m at level 83 now, and have totally finished Hyjal questing.
BTW…I will be buying oodles and oodles of Obsidium Ore to prospect for the JC dailies, so let me know if you have oodles and oodles to sell. I could also trade Volatile Fire for it as well if you need it.
Also not making it tonight. Should be better in the new year. Been working on my druid in case I can get some tanking gear. But knowing me, I’m dps first
Copied and edited slightly from a post at my guild’s forum, here’s an excellent cheat sheet for the new Cataclysm instances. Unfortunately it does not contain info for H-SFK or H-VC, but I’ve run both of those myself and can offer suggestions if anybody needs them. I may at some point create a post for those myself, but I can’t do it from work since I don’t have access to Wowhead.
Cataclysm Instance Grind Cheatsheet
Important Boss Information for ToT, BRC, VP, SC, GB, HoO, and LCTV
Part 1: Throne of Tides, Blackrock Caverns, Vortex Pinnacle, and Stonecore
THRONE OF TIDES: 80-82
[spoiler]To find this you go to Vashj’ir (from SW), Abyssal Depths (western half), and into the Abyssal Breach (swirly thing in the middle) for the instance hub.
LADY NAZ’JAR
- Vortex - Summons a circle on the ground that explodes for 25K damage throwing people up in the air
- Static Shock - Single target attack to tank, 2 sec cast
- Fungal Spores - 10K damage per second disease, cleansable, dodgable.
- Water Spout - At 66% and 33%, banishes herself and summons adds, 2 Tempest Sea Witches (100K hp) and a Naga Honor Guard (200K hp)
Notes:
-
Don’t stand on Vortex
-
Kill adds to unbanish her
-
Unlock the defense mechanism to summon…
COMMANDER ULTHOK -
Dark Fissure - Slams ground in front doing high damage and leaving a dark circle that deals 10K damage per second to anyone standing in it, 2 second cast (can be dodged)
-
Squeeze - Grabs random party member, deals 5K damage per second for 4 seconds
-
Enrage - Increases damage done by 100% for 8 seconds
Notes:
-
Avoid the fissures
-
Keep everyone sufficiently topped off in case of Squeeze
-
Can do some kiting to avoid damage
ERUNAK STONESPEAKER… -
Lava Bolt - 20K fire damage to target
-
Magma Splash - 2K fire damage per second for 4 seconds, frontal cone attack
and MINDBENDER GHURSHA
- Enslave - MCs the player with highest threat, broken when player reaches below 50% hp
- Mind Flay - 2000 damage to all players
Notes:
- Erunak starts off MC’d so you first bring him to 50% hp
- Then the Mindbender appears for you to kill
- DPS whoever’s MC’d to release them
OZUMAT
This is a “save Neptulon from a crap load of adds” fight.
Phase 1:
- Deep Murloc Invader - AoE fodder
- Vicious Mindlasher - Shadowbolts and interrupts, kill ASAP
- Unyielding Behemoth - Shadow Blasts (20K aoe around them w/ knockback) and frontal cone attack, Tank grab and kite them
Phase 2:
- Unyielding Behemoth - Same deal
- Blight Beast - Aura of Dread (2K shadow damage and increases shadow damage taken by 50%, stacks), tank taunt kites them too
- Faceless Sapper - 3 spawns, kill ASAP, they do a DoT that kills Neptulon
- Ozumat - Blight of Ozumat, leaves a dark area on ground doing 300 damage per second DoT, stacks
Phase 3:
- Ozumat - Just him, kill; he will be outside your air bubble, so just mouse around the wall until you can see a spot to attack him
Notes:
- 5 minute enrage, 3 phase fight
- Phase 1 - On some timer, dps focus on Mindlashers, aoe Murlocs, tank kites Behemoth
- Phase 2 - 3 Faceless Sappers, kill ASAP to end phase; Tank kites Behemoth and Blight Beasts; Also avoid void zones (Blight)
- Phase 3 - Neptulon is free, buffs you all up (+500% hp, damage, healing) to kill the remaining adds and Ozumat[/spoiler]
=================================================================
BLACKROCK CAVERNS: 80-82
=================================================================
[spoiler]First off to find the place (to unlock your Looking for Dungeon), inside Blackrock Mountain, if you use the normal path to get to Blackrock Spire, not the jumping on ledge way to avoid mobs way… By the summoning stone, go in there, turn right instead of left.
ROM’OGG BONECRUSHER
- Quake - Slams the ground doing 9000 physical damage to all enemies over 3 seconds
- Skullcracker - Deals 95,000 to 105,000 damage to all nearby enemies
- Wounding Strike - Does 125% weapon damage and leaves the MS effect (-25% healing) for 6 seconds
Notes:
-
Some high spike damage to tank, use CDs
-
Quake is like the goo explosion on Rotface, sorta, where you were standing is where the damage will be, so move from that spot
-
Skullcracker is cast just after he pulls everyone close and chains them; Target those chains and kill them to free yourselves, then run, or die
-
Heroic: Adds will spawn; use his Skullcracker to kill them by rooting them in place or having tank run out at last second
CORLA, HERALD OF TWILIGHT… -
Aura of Acceleration - Increasing movement by 50% and attack speed by 100% to nearby allies
-
Dark Command - Causes a target to flee for 4 seconds, and does 28000 shadow damage over the duration
and EVOLVED TWILIGHT ZEALOTS
- Blood of the Evolved - Coats their weapons, granting 30% chance to deal 2975 to 4025 physical damage when bleed effects damage the target
- Force Blast - Inflicts 6300 to 7700 to target, knocking them back
- Gravity Strike - Inflicts damage equal to 70% of the target’s HP, and briefly reduces their AP by 1000
- Grievous Whirl - Deals 7125 to 7875 physical damage and a bleed that does 750 damage every 2 seconds til fully healed
- Shadow Strike - Appears behind enemy and strikes for 35000 shadow damage
Notes:
-
The Netherspite fight from Kara
-
Starts with 2 adds, harmless but big purple beam will turn them into lethal Evolved Zealots
-
Standing in the beam will prevent transformation
-
Standing in the beam gives you a debuff that stacks to 100 where you get MC’d.
-
Buddy up, alternate taking the beam to prevent transformation and being MC’d or do some beam dancing in and out like Netherspite
-
Your stacks will fall faster than adds will build after you move out of beam, so works best to stack to 80, move out and drop stacks, then move back in again when stacks are cleared
-
Heroic: 3 adds/beams instead of 2
KARSH STEELBENDER -
Obsidian Armor - Nearly impervious to all damage at normal temperatures, reduces damage taken by 99%
-
Superheated Obsidian Armor - Loses damage mitigation properties, but deals additional fire damage per stack, increases damage taken by 10% per stack, stacks to 100
-
Heat Wave - Inflicts 1000 fire damage to nearby enemies per stack of Superheated Obsidian Armor
-
Burning Metal - Inflicts fire damage to target, 1000 fire damage per stack of Superheated Obsidian Armor
Notes:
- A bit of an Ignis fight, well his adds maybe
- There’s a big fire/lava pit in the room, take him in there so you can start doing damage
- But not too long or he starts killing everyone with the stacks of fire damage, 5-6 stacks seem to be good
- When his stacks fall off, the lava crate ignites in flame, don’t stand on it
Heroic:
-
Immediately take boss to 10-12 stacks as fast as the healer can deal with (remember you will get AOE damage at the moment each stack is added)
-
Burn boss as much as possible at this point, popping CDs as soon as his stacks get high
-
When stack falls off, adds will spawn; kill adds before stacking his armor again
-
Adds drop fire puddles on the ground that will cause his armor to stack, so make sure he’s not standing in them if you don’t want him to be stacking; however, they can be easier to kite him in and out of than the forge itself
-
Once adds are down, begin stacking the boss again as slowly as possible while you burn him down the rest of the way
-
Be careful not to let the stacks fall off again or you will get another add phase, which will probably wipe you
BEAUTY -
Berserker Charge - Charges, knocks back, does 7863 to 9137 physical damage
-
Flamebreak - 6013 to 6987 fire damage to nearby enemies, knocks back
-
Magma Spit - 3400 to 4600 fire damage to enemy, sets them on fire causing additional 4000 fire damage every 3 seconds, explodes when removed
-
Terrifying Roar - Causes enemies nearby to flee in fear for 4 seconds
Notes:
-
Charges farthest person
-
Debuff that explodes, so stay away from people
-
Has 4 pups with her, can be pulled before and killed, but Runty’s death will cause her to Berserk
-
Pups also able to do fire breath leaving a fire puddle (void zone) on the ground doing 2K per second, stacks per pup
-
Heroic: Adds and boss are a linked pull (not including Runty); CC or burn pups before dealing with boss
ASCENDENT LORD OBSIDIUS -
Stone Blow - Attack that increases melee damage by 50% and knocks target down
-
Thunderclap - 7500 to 8500 nature damage to nearby enemies, slowing movement attack cast speeds by 35% for 8 seconds
-
Transformation - Possesses one of his shadows
-
Twilight Corruption - Inflicts 4000 shadow damage every 2 seconds for 12 seconds
Notes:
- Starts with 3 shadow adds, they do a healing reduction on their target that adds up to almost 100% when all are on one person
- They must be kited / rooted / snared, immune other CC’s, and threat is based on last one to hit them
- Obsidius randomly switches places with one of the shadows wiping all threat, so don’t kite too far or you could die[/spoiler]
=================================================================
VORTEX PINNACLE: 81-84
=================================================================
[spoiler]To find this place, go to Uldum, southeast part off the coast. Item level 272 required.
GRAND VIZIER ERTAN
- Lightning Bolt - Nature damage
Notes:
-
Whirlwinds 30 yards around him, stand within to avoid damage and debuff
-
Every 40 seconds or so, Whirlwinds collapse in, heal through or run out
ALTAIRIUS -
Chilling Breath - 30K frost damage frontal cone
-
Upwind of Altarius - Standing upwind increases attacking and casting speeds by 75%, movement by 30%
-
Downwind of Altarius - Standing downwind decreases attack and cast speeds by 75%, movement by 30%
Notes:
-
Don’t stand in front, except tanks
-
Will have winds, stand on the side that gives you the buff, that is the side the puts you on the upwind, so the wind hits you before the boss
-
Heroic: Whirlwinds that knock you off the platform to avoid
ASAAD -
Chain Lightning - Hits up to 5 targets, doing less damage with each jump
-
Supremecy of the Storm - Lightning strikes from storm above hitting all enemies
-
Unstable Grounding Field - Summons a Grounding Field in which it redirects all spells cast at targets within it
Notes:
- When casting the Grounding Field, a triangle of lightning, get inside it, everyone outside will be hit with Supremecy of the Storm and die.
- Repeat til dead
- Heroic: Static Shock roots you to dispel making it troublesome to get to a grounding field or avoid spreading out for chain lightning[/spoiler]
=================================================================
STONECORE: 83-84
=================================================================
[spoiler]Found in Deepholm, western-ish side of the Temple of Earth, above ground level. Item level of 272 required.
CORBORUS
- Crystal Barrage - Deals 2060 damage per 0.5 seconds to all enemies within 5 yards of the target location
- Dampening Wave - Deals 2575 shadow damage to all enemies within 60 yards, and absorb 400 healing, stacks to 20; Dispels removes entire stack
Notes:
-
Phase 1 - Tank and spank, avoid crystals
-
Phase 2 - Burrows under the ground, pops up where players stand, so keep moving
-
Minor adds spawn around crystals to kill
-
Repeat til dead
SLABHIDE -
Sand Blast - 25K Nature damage 15 yard frontal attack
-
Eruption - Deals 10K fire damage to all enemies within 5 yards, forms Lava Pool which deals 5K fire damage per second to all enemies within 5 yards, lasts 10 seconds.
Notes:
-
Frontal damage, don’t stand in fire
-
Occasionally flies up a bit and makes chunks of the ceiling fall, avoid those
-
Heroic: Upon landing casts Crystal Blast big AoE but line of sightable with those rocks that just fell (will only block part of damage)
OZRUK -
Ground Slam - Deals 89887 damage to all enemies within 8 yards of impact location, 3 second cast
-
Spike Shield - Spikes erupt from his body causing any melee attacks on him causes the attacker to bleed for 500 damage every 3 seconds, stacks to 20, lasts 10 seconds
-
Elementium Bulwark - 20% chance to reflect spells for 10 seconds
-
Spike Barrage - Launches spikes dealing 30K damage to all enemies within 15 yards, not mitigated by armor
-
Enrage - Increases damage done by 50%
-
Heroic - Occasionally roots you and can only be broken with the reflective damage on Ozruk, so hit him once or twice, even healers
Notes:
-
Does a tank knockback too, so tank against wall
-
Avoid ground slam
-
Don’t kill yourselves
HIGH PRIESTESS AZIL -
Curse of Blood - Increases target’s physical damage taken by 1000 for 15 seconds
-
Energy Shield - Deals 15K arcane damage within 5 yards knocking them back, also gives her a shield reducing damage taken by 75% and the ability to fly
-
Force Grip - Grabs a player and lifts them into the air, then slams them into the ground for 20K damage, repeatedly, not mitagated by armor, lasts 5 seconds
-
Seismic Shard - Rips a chunk of earth from the ground and hurls it towards a player doing 34999 damage to enemies within 5 yards of impact location
-
Summon Gravity Well - A void zone that continuously pulls you to the center, where the closer to the center you are the more damage it does, lasts 20 seconds
Notes:
- Can fly anytime, up to ranged dps whatever they can
- Randomly packs of 3 adds spawn, nothing but fodder to kill
- On the ground, Tank will be mainly Force Grip, players can interrupt it
- Avoid void zones
- Avoid rocks being thrown at you
- Heroic: More adds more lethal, can use the Gravity Wells on them too to help you[/spoiler]
Cataclysm Instance Grind Cheatsheet
Important Boss Information for ToT, BRC, VP, SC, GB, HoO, and LCTV
Part 2: Grim Batol, Halls of Origination, and Lost City of the Tol’Vir
=================================================================
GRIM BATOL: 85
[spoiler]Find this one at the Twilight Highlands. The instance starts off with a bombing run just after the first few packs of trash. Be sure to coordinate mounting the drakes, because seeing where your party members are attacking can help you to focus your fire. Weakening or killing the adds between the first couple of bosses can greatly speed up your run.
GENERAL UMBRISS
- Bleeding Wound - 8000 physical damage every 2 seconds until healed to at least 90% hp
- Blitz - Charges random players, damaging and knocks back all players in the path
- Frenzy - Increases damage and attack speed by 50%, used at 30% hp
- Ground Siege - Inflicts 35K physical damage to all players and stuns them for 4 seconds
Notes:
-
Heal bleeds
-
Spread out to minimize Blitz, can sidestep it
-
Heroic: Shockwaves and summons Malignant Trogg, explodes on death and makes Umbriss frenzy if killed near him, so DPS kite away and kill; also spawns other small adds for the tank to pick up
FORGEMASTER THRONGUS -
Impaling Slam - 8K damage every second for 5 seconds to random player
-
Mighty Stomp - Creates Cave In doing physical damage to all who stand under it
-
Pick Weapon - Changes weapons (and ability) every 30 seconds or so
-
Mace - Gains Encumbered reducing movement speed by 70%, increasing physical damage by 300%, also randomly charge and impales player on his mace dealing damage over time
-
Shield - Gains Personal Phalanx decreasing damage taken from the front by 99%, summons Twilight Archers to attack (cannot be targetted)
-
Swords - Gains Dual Blades increasing chance to hit by 20% and giving each attack a chance to gain 2 extra attacks
Notes:
- If Mace, kite
- If Shield, DPS stay behind him, aoe heal
- If Swords, heal tank a lot (*can *be disarmed!)
Heroic:
- Disorienting Roar - Reduces attack and casting speed by 50% per stack, each ability use depletes a stack, starts with 3 stacks
- Mace leaves trail of fire as he walks
- Swords puts magic DoT on tank, dispellable.
- Shield sprays fire doing 8-10K fire damage; everyone should stay close to tank to be ready to run behind him if this phase pops up
DRAHGA SHADOWBURNER
Phase 1 (100-20%):
- Burning Shadowbolt - 9000 shadowflame damage to random target, interruptable
- Innvocation of Flame - Summons a Invoked Flaming Spirit that targets a random player and chases them, with a big red beam between the 2. If caught, explodes for 50K
- Twilight Protection - Reduces damage taken by 90% while summoning Valiona
Phase 2 (Fighting Valiona):
- Valiona’s Flame - 25K shadow damage frontal attack, knockdowns for 2 seconds
- Poison Clouds - To not stand in
- Shredding Swipe - Inflicts 100% damage and leaves a void zone on the ground
- Twilight Shift - Valiona leaves the fight abandoning Drahga, resume P1
Notes:
-
Fight is basically Drahga to 20%, summons Valiona, kill her, she escapes in the end, resume fight with Drahga
-
Kill fire spirits ASAP while kiting
-
Stay way from purple fire void zones / green gas
-
Heroic: Stay close to boss to move behind her when she turns to spray fire; tank should kite away from where adds are spawning to give targeted player time to run
ERUDAX -
Bind Shadows - Drains 5000 life every second and roots player within 8 yards of target
-
Enfeebling Blow - Inflicts 75% weapon damage as shadow, knocking them back and cause their mind to become Feeble, increases damage taken by 100% for 3 seconds.
-
Shadow Gale - Channels Gate of Shadow increasing shadow damage done over time to enemies not in the eye of the Shadow Gale
-
Summon Faceless Corruptor - Who has Twilight Corruption channelling energies into corrupting an egg
Notes:
- Stand in the Shadow Gale (dark spiral on ground)
- Afterwards, kill Faceless Corruptor (can be snared) as it tried to run to and corrupt eggs
- If it succeeds, 2 Twilight Hatchlings spawn and flies up to randomly cast Twilight Blast (10K damage) on players
- Corrupter also casts Umbral Healing on Erudax healing him for 20% of his HP; interrupt ASAP
- Tanks should allow knockback of Enfeebling Blow to occur to allow time for Feeble to wear off
- Heroic: 2 Faceless Corruptors spawn; be sure to split DPS to attack both of them at once to avoid heals[/spoiler]
=================================================================
HALLS OF ORIGINATION: 85
=================================================================
[spoiler]Another instance in Uldum, east side of the zone. If you’re using the RDF, the instance will be “complete” after killing any two bosses after Anhuur and Anraphet, so choose which two to kill based on the drops you need, if you don’t trust that your group will stay intact past completion. (Note that you also cannot fill empty slots using the RDF for an instance that is officially completed, so if anyone drops before you kill the extra bosses, you will have to fill their spot manually if you want to continue.)
TEMPLE GUARDIAN ANHUUR
- Divine Reckoning - Siphons 15000 health from target and nearby enemies after 8 seconds.
- Shield of Light - Impervious to damage and starts channeling…
- Reverberating Hymn - Deals 400 holy damage to all enemies within line of sight every 4 seconds, stacks.
- Searing Light - Beam of Burning Light inflicting 10000 divine damage
- Pit Vipers - Deals 3000 damage every 3 seconds, stacks
Notes:
-
Spread out to minimize Divine Reckoning heals
-
Avoid Searing Light
-
Every minute or so, Shield of Light goes up; players must jump into pit and hit switches to the left and right to deactivate it
-
Pit Vipers are in the pit, ignore them and hit switches ASAP, then bring what you aggro back up to be aoe killed ASAP. Tank taunts or healer aggro might help mitigate damage
-
Best strat is NOT to interrupt Reverberating Hymn after first switch phase, but just burn the boss as he channels it while the healer keeps everyone up through the stacking damage; this works even on Heroic
ANRAPHET -
Destruction Protocol - Kills all the troggs before the fight
-
Alpha Beams - Channels beams at a random target inflicting 1000 damage to enemies within 6 yards of the target location every 0.5 seconds for 3 seconds
-
Crumbling Ruin - Decreases max health by 8%, stacks
-
Nemesis Strike - Inflicts 50% weapon damage instantly and an additional 6000 damage every second for 5 seconds
-
Omega Stance - Deals 5500 damage every second for 8 seconds dazing all enemies in that area (reduced movement speed by 50%)
Notes:
-
Run away from beams (purple beam from hand creates purple void zone on the ground)
-
About every minute, Omega Stance is just healed through (helps to stack)
EARTHRAGER PTAH -
Raging Smash - Does 150% to enemy and nearest allies up to 3 targets
-
Earth Spike - Spike erupts from the ground dealing 15K damage and launches targets within 3 yards up into the air
-
Flame Bolt - 9000 Fire Damage
-
Dustbone Horror - Does Smash a 125% melee damage
-
Quicksand - Deals 8000 damage every 3 seconds and reduces movement speed by 50%
Notes:
- It’s Marrowgar!
- Don’t stand in front
- Avoid Quicksand and Spikes
- At 50%, falls apart and 2 Dustbone Horror and 6 non-elite Jeweled Scarab spawns, kill them all
- Heroic - STOOOOOONNNEEEE STOOORRMMMM!!! (whirlwind to avoid)
Next 4 bosses are the final ones and can be done in any order.
AMMUNAE
- Consume Life Energy - Drain life and power granting 10 Life Energy
- Rampant Growth - Releases all Life Energy bestowing life to all nearby Seedling Pods and dealing 25K damage to all nearby enemies (happens when he hits 100 Energy)
- Wither - Reduces attack and casting speeds and movement speeds of enemy target by 60%, lasts 10 seconds
- Bloodpetal Blossom - Does Thorn Slash - inflicts 150% weapon damage to enemy and causes it to bleed for 3200 damage every 2 seconds for 15 seconds.
- Seedling Pod - Does Energize - provides energy to Ammunae
- Spore - Does Spore Cloud - does nature damage every 1.5 sec to all organic life, and Noxious Spores - Dealing 10574 nature damage to all enemies within 60 yards, causing plant life to rot
Notes:
-
Avoid spore clouds
-
Tank/kill adds when they spawn from pods
RAHJ -
Summon Sun Orb - Does Blazing Inferno - Dealing 20K damage to nearby enemies knocks back
-
Sun Strike - Inflicts 9652 fire damage every 3 sec for 15 sec, 25 Sun Energy
-
Inferno Leap - Leaps to a destination dealing fire damage to surrounding units knocking them back, 10 Sun Energy, increases their movement speed by 50%
-
Blessing of the Sun - Deals 4499 damage every second, and increases player damage done by 100%
-
Solar Winds - Inflicts 8000 fire damage and knocks them back
Notes:
-
Run from Solar Winds (moving whirlwinds)
-
Spread out to mitigate the Leap
-
Interrupt the Summon Sun Orb, else run away from one
-
About a minute in, Blessing of the Sun, which increases your damage output by 100%, so pop CDs; Also healer has to spam aoe heal a lot now
SETESH -
Chaos Bolt - Sends a bolt at enemy doing 10179 chaos damage, cannot be resisted and pierces all absorption effects
-
Seed of Chaos - Deals 3499 shadow damage to all enemies within 15 yards and plants a seed of chaos causing harmful abilities to deal an additional 15000 damage
-
Void Seeker - Does Anti Magic Prison - Traps enemy target causing them to be immune to magic and healing effects, channeled
-
Void Sentinel - Does Charged Fists - Increases attack speed by 30% and physical damage dealt for 15 sec, and Void Barrier - damage taken reduced by 75% (constant buff)
Notes:
-
Setesh is not tankable, random target Chaos Bolt
-
Every 30 sec, Setesh summons a Void Sentinel, a Void Seeker, and 2 Void Wurms
-
Tank the Sentinels, and assorted adds
-
DPS kill the Seekers if they pose a big problem, interrupt the Anti Magic Prison at the very least
-
Otherwise, DPS Setesh down
ISISET -
Supernova - Channels a supernova causing all nearby enemies who look upon her to suffer 195000 arcane damage and wander blindly for 4 seconds
-
Astral Rain - Summons a flurry of stars from the sky dealing 5000/7500/10000 arcane damage
-
Veil of Sky - Drapes caster in protective shield absorbing up to 100000/200000/300000 damage to drain mana instead of health, also reflects 20/40/60% of spells
-
Celestial Call - Summons 1/2/3 Celestial Familiars
-
Celestial Familiar - Does Arcane Barrage - Inflicts 9274 arcane damage to an enemy
-
Astral Rain (divided form) - Does Astral Rain dealing 7499 Arcane Damage
-
Veil of Sky (divided form) - Absorbs 100000 damage draining mana instead, reflects 20% of spells
-
Celestial Call (divided form) - Inflicts 9274 arcane damage to enemy
Notes:
- Occassionally casts the Supernova for you to not look at
- At 60%, splits into 3, each with an ability, Astral Form, Veil of Sky, Celestial Call; killing any 1 of them ends the phase, removes that ability from the rest of the fight, but makes the remaining 2 abilties power up.
- At 30%, splits into the 2 remaining forms, again, kill one to end the phase, removing that ability from the fight, and you kill the boss with its final ability left in its strongest form.[/spoiler]
=================================================================
LOST CITY OF THE TOL’VIR: 85
=================================================================
[spoiler]This place is at Uldum, southeast part, mouth of the river.
GENERAL HUSAM
- Bad Intentions - A charge that damages all in his path
- Hammer Fist - Attack inflicts 75% weapon damage instantly
- Shockwave - Cracks ground beneath him inflicting 25K physical damage to all enemies within 4 yards, 5 sec cast
- Mystic Trap - Drops traps under players, explodes for 35K fire damage and knocks back
Notes:
-
Run from shockwave, it radiates from 4 points in a line away from him
-
Run from glowing traps
-
Heroic: Bigger radius on traps
LOCKMAW… -
Dust Flail - Smashes ground with tail
-
Scent of Blood - Marks random player, does 1387 to 1612 bleeding damage every 2 seconds, crococile adds target that player
Notes:
- Avoid the tail
- Heal the marked target a bit more and AoE the adds
*Stack on boss so that adds can be easily burned down regardless of who’s marked
**and AUGH **(can only be killed on Heroic)
- Whirlwind - 14137 to 15862 physical damage per second but slows movement speed by 35%
- Paralytic Blow Dart - Shoots dart at enemy for 10221 to 11878 damage then 4300 every 2 sec and reducing haste by 40%
- Frenzy - Attack speed and damage increases by 60%
Notes:
-
Augh joins in during Lockmaw so you tank him or kite him depending on if he Whirlwinds (usually better to just kite/avoid)
-
Heroic: Will appear again after Lockmaw is dead; kill him for your loot
HIGH PROPHET BARIM… -
Fifty Lashings - Next 10 attacks gains Five Lashings - increasing normal damage done by 5000
-
Plague of Ages - Does ~8000 damage to a player with additional 4000 damage every 2 sec for 9 seconds, jumps to nearby player when expires or cleansed
-
Heaven’s Fury - Summons it to do about 15K damage to all within 12 yards of it
-
Repentence - Pulls players to him and stuns them, initiating next phase with…
-
Hallowed Ground - Deals 8K damage to players that stand in it
and HARBRINGER OF DARKNESS
- Soul Sever - Rips fragment of your soul, summoning a weak add
- Wail of Darkness - 5K damage to a player
- Wail of Darkness (diff version) - Does 20K damage to all players when killed, ending phase
Notes:
Phase 1:
- Prepare for some tank spike damage
- Spread out to minimize plague jumping
- Stay away from glowing pillars of fire
- Phase ends at 50%, and you’re ported to spiritual realm
Phase 2:
- Tank pick up Harbringer ASAP (purple phoniex)
- Barim is immune to damage and is standing on a big void zone you shouldn’t stand on
- Tank should kite Harbinger away from adds while DPS switches to them ASAP
- Kill Harbringer to end phase, repeat Phase 1
Heroic:
- Additional Phoenix add during Phase 1
- Should be kited by a ranged DPS and killed; will leave a trail of fire on the ground
- Returns to an egg when killed and will eventually respawn; don’t bother to DPS egg, just return to kiting/killing when it spawns again
SIAMAT
- Deflecting Winds - Spell deflection increased by 90%, damage taken decreased by 90%
- Absorb Storms - gathers energy from storms for Gathered Storms - deals 2K nature damage to enemies every 2 seconds
- Storm Bolt - Inflicts 9K nature damage to an enemy, 2.18 sec cast
- Wailing Winds - Knocks enemies into the air dealing 3K damage per second, slows movement
- Storm Clouds - Does Cloud Burst dealing 18K nature damage to enemies within 5 yards knocks back
- Minion of Siamat - Does Chain Lightning up to 5 targets, increasing with each jump. Minion disappates over time
- Servant of Siamat - Does Lightning Nova - pulse of energy that deals 11500 nature damage to enemies within 10 yards. And Thunder Crash - charges up to release a 25K nature damage attack to an enemy
Notes:
- Storm Clouds rotate around Siamat, avoid them
- Will put up Deflecting Winds just after pull and stand in the center shooting Storm Bolts
- So go deal with adds, focus on Servants since Minions will despawn on their own
- After Deflecting Winds, focus on boss again, aoe damage will ramp up with Wailing Winds and Absorb Storms[/spoiler]
Thanks, SFG.
Yeti – Stonecore is every easy to discover. If you follow the breadcrumb quests to Deepholm, you start at the bottom of a tower (“Temple of the Earth” I think) in the middle of the zone. The instance portal is about 2/3 of the way up the tower, on the west side.
I also found Blackrock Caverns inside Blackrock Mountain, right by the Blackrock Spire summoning stone. Just go a bit down the hallway next to the BRS stone and you’ll see the entrance on your right. RDF hasn’t put me in that one yet though.
Those are the three I have (including ToT). I’ll probably try to discover the ones I’m missing tonight. I’ll also have to check the guild vault to see if you put anything in there I need
Three of 'em are in Uldum. Muz has everything but Grim Batol and Blackrock Caverns now.
Perfect, I’ll be finishing up Deepholm and heading to Uldum tonight.
Waxoff and (eventually) Ghastliar will be ready for Monday night dungeons starting next week. Merry Winter Veil!
I likely missed it: what server are you guys on? I just got the whole pack for Xmas and when I grow up I’d like to join.
Cairne, Horde side.
Excellent, thank you.
Welcome. Love Rhombus!
Thanks! I’ve played before, I’m just relearning it. I’m playing a goblin priest named Koloss and a Forsaken hunter named Ghoulag if anyone wants to say hi.
Is anyone going to be around tonight (Monday) to try some heroics? I’d like to try healing one, but I’m not confident enough to pug one yet. Do we have any tanks that are ready?