Tuesday, September 20, 2011

This is to all the Newbie (cata) Raiders

Let me guess, you just hit level 85, switched from a guild that never raided, or your guild just started to raid because you were last to get on the bandwagon. You plan on raiding T11, but no guides have come out since the Big Ole Nerf Bat hit T11 Content. Here are a few things you should know about all of the Tier 11 Encounters.
This guide is for anyone venturing into T11 fights, in 10 man mode. Some raids will do things differently than I have explained them, all the basics will be here though!
(As a note, if anyone reads this, please let me know if something is incorrect! I'll fix it right away)


Blackwing Descent
These first two bosses can be killed in any order that you (Aka your raid leader) chooses.
Magmaw:
He is a big freaking worm. He is stationary. This fight has 2 phases.
·         Phase 1: He beats the tank in the face.
·         EVERYONE except an Off-tank (or a kiter) stands opposite the tank on the boss. (Yes, that's in Melee range) DPS the crap out of him all the time.
·         Wherever the off tank is standing (Out in the room) Lava parasites will spawn. (Lava Parasites are gross! If one gets you, then it spawns more on your head. Use knockback abilities to get them away from you)
·          You can 1) Have everyone turn and AoE them down, or you can 2) ignore them and just have the off tank/kiter kite the adds around. It's not too terribad to heal them through it.
·         (Alternatively, the DPS can alternate between two points out in the middle of the room where the pillar of flame will spawn. All DPS Have to AoE down the adds if you use this method. It's the method that EtI uses)
·         Sometimes half of the floor will "light up" (It looks like smoke dots) so you need to run quickly to the other side.
·         "Mangle" will eat a tank (omnomnom) and healers + tanks will need to use some cool downs because it's a lot of damage.
·         Magmaw will "Slump" forward and 2 people (designated at the beginning) will Jump on his back (with a vehicle cursor and action bar) and shoot chains down onto the spike below. These chains have to go down around the same time or Magmaw will break chains if only one is applied at a time.
·         Phase two:
·         After 2 chains have been attached to him, his head will be forced down on to the spike! Healers get to use this time to regen mana if necessary, as no healing is required in this phase. You also do 100% more damage to him when he's spiked, so it's a perfect time to use Hero/Lust/TW/Ancient Hysteria.
·         2 tanks are not necessary for beating on Magmaw. DPS just have to be careful of aggro so that the tank can taunt after he gets spit back out. Then continue with DPS as usual.
·         Rinse. Repeat. Win
Recap:
DPS: Blow cooldowns during Phase 2 for MAX EPEEN DPS MODE! Don’t stand in bad. Kill parasites if your raid doesn’t have someone kiting them.
Healers: Mangle hurts. Alternate cooldown use with your tanks. Don’t forget to heal the kiter if you have one.
Tanks: Mangle hurts. Alternate cooldown use with Healers if you are tanking Magmaw. Kite Parasites if your raid does this (try really hard not to let them touch you)

Omnitron Defense System (AKA OmNom!)
This is a council fight; there are 4 constructs that have a shared health pool. Only 2 constructs are active at one time. Their original order is "random" and every activation rotation will be the same throughout your fight.
Their activation time runs on "energy" that depletes over time. Each construct starts active with 100 Energy, puts up a shield at 50 energy, then goes inactive at 0 energy.
You'll be DPSing the constructs between 100 and 50 energy. From 50-0 energy they will need to be tanked and their special abilities will need to be watched out for.
At 50 energy, each construct puts up some sort of barrier and you need to be quick to not break it or else bad things will happen! (See details on each construct) Constructs continue to attack their targets from 50-0 health, and will continue to cast all of their special abilities

Arcanotron:
·         Power Generator - Blue swirls on the floor. Very noticeable. The field increases the damage dealt by 50% for all units within 5 yards and restores 250 mana every 0.5 seconds. Move Arcanotron out of this, and anyone wanting to do more damage or get free mana should stand here if possible. When Chain Lightning comes out from Electron, Healers should get first dibs to stand in it.
·         Arcane Annihilator - Should be interrupted. It blasts bad arcane damage at a target. It hurts a lot. Please melee/tanks interrupt this! (Even during "shield phase")
·         Power Conversion (Shield) - All damage Arcanotron takes will give him a stacking buff of increased haste and damage done. This will squish your tank if you keep attacking. So switch to the next target!

Electron:
·         Lightning Conductor - This is a debuff that causes you to damage other players around you. Run somewhere safe (8 yards away from everyone).
·         Electrical Discharge - It's Chain Lightning on crack. Everyone should be spread out when this construct is active.
·         Unstable Shield - Causes damage to players within 6 yards when hit. Switch to next target when this is up.

Magmatron:
·         Incineration Security Measure - Massive raid wide AoE. You can't get out of it. Please try to stand in good Healy circles or click the light-well during this part.
·         Acquiring Target: Magmaw will target someone, and the entire raid needs to Move out of the red line of death. After 4 seconds fire will come barreling out of his hand and onto the targeted person. This cannot be avoided, but must be healed through. Try to use defensive cool-downs to help out your healers during this part.
·         Barrier - If you break this shield, he will blow up your raid (well he'll do 75k damage or so to the entire raid, and we don't want that)
Toxitron
·         Poison Protocol - Toxitron will release 3 oozes out of the palm of his hand. They will fixate on a random player (Except Toxi’s tank) and they need to be dpsed down as soon as possible, If they reach their fixated target, they will explode doing damage to all around the ooze, plus leaving a pool of bad on the floor that everyone has to watch out for
·         Chemical bomb - Toxitron will release a poisonous cloud at the feet of a random player. Anything standing in this cloud will take 50% more damage. Don’t stand in it. (It also has a small damage over time effect added to it for any raider caught standing in it)
·         Poison Soaked Shell (Shield) - If you attack Toxitron when this shell is up, you will get a debuff called “Soaked in poison” dealing 5k nature damage per 2 seconds for every stack you have up.
Recap:
DPS:Only kill bosses that are at more than 50 energy. Try not to stand next to people when you have bad debuffs.
Healers: Magmatron and Electron have AoE abilities, be careful
Tanks: Beat your assigned constructs in the face.

That’s it for these two bosses! You’re now on your way to killing ALL the bad internet bosses. Also, from here, don’t die to the elevator boss!

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