well, here are the bosses one by one tactics.. Feel free to discuss them over..
Stomp Morchok performs a massive stomp, splitting 2000000 damage between all players within 25 yards. The two closest targets take a double share of the damage. In Heroic Difficulty Stomp also increases the Physical damage taken by affected players by 100% for 10 sec.
Morchok conjures an explosive crystal onto the battlefield that explodes after 12 sec. for massive Shadow damage. The explosion splits the damage between the three closest enemies, and the total damage inflicted increases depending on the distance of each player from the crystal. In 25 Player raids, the damage splits between seven random enemies.
At 20% remaining health, Morchok becomes furious and increases his attack speed by 30% and his damage inflicted by 20%.
The Earth Consumes You!
Morchok uses the power of the earth to draw all players to him, inflicting 5% of their total health as Physical damage every sec for 5 sec. While the power of the earth draws the players to him, Morchok also summons Earth's Vengeance.
Earth's Vengeance - Shards of Earth's Vengeance erupt from the ground, inflicting 15000 Physical damage to nearby players within 2 yards and leaving behind obstacles.
Black Blood of the Earth - Morchok causes the Black Blood the Earth to erupt outwards from him, inflicting 5000 Nature damage and increasing Nature damage taken by 100% every sec. while a player stands within the blood. This effect stacks up to 20 times.
Upon reaching 90% health, Morchok tears himself in half, creating his twin, Kohcrom. He casts the same spells as Morchok, but a few seconds later.
2- Warlord Zan'ozz
Warlord Zon'ozz increasingly focuses his anger and rage, increasing his Physical damage done by 20% and attack speed by 5%. This effect stacks.
Warlord Zon'ozz channels a wave of psychic force in a 30 degree cone in front of the himself, inflicting 180000 Shadow damage and leeching life for ten times the amount of damage dealt.
Warlord Zon'ozz covers random players with Disrupting Shadows. The effect inficts 45512 Shadow damage every 2 seconds. The shadows also deal 69100 Shadow Damage and knockback the targeted player if the effect is dispelled. In Heroic Difficulty the effect deals 69100 Shadow damage and knocks back all players within 10 yards.
Void of the Unmaking
Warlord Zon'ozz summons a Void of the Unmaking. This void travels forward until it encounters a soul to absorb.
Void Diffusion - When the Void collides with a player it diffuses, inflicting 807300 Shadow damage split evenly between nearby players. The force of this diffusion causes the void to richocet in the opposite direction, and the absorbed souls increases the damage the Void inflicts by 20% per diffusion.
Black Blood Eruption - If the Void of Unmaking reaches the outer edges of the Maw of Go'rath, it will spark a violent reaction. The eruption does 120000 Shadow damage to all targets within the maw, knocking them into the air.
Zon'ozz Diffused - When the Void collides with Warlord Zon'ozz, it inflicts a distracting shock to him. The Void Diffusion increases the damage Zon'ozz takes by 5% for every time the Void of the Unmaking bounces between players. This collision enrages Warlord Zon'ozz, causing him to awaken the Maw of Go'rath and lose his Focused Anger. In Heroic Difficulty the awakening of the Maw of Go'rath causes many different types of tentacles to emerge and attack the players.
Black Blood of Go'rath - Warlord Zon'ozz inflicts 17349 Shadow damage every 1 sec. to all players for 30 sec. In Heroic Difficulty each tentacle of Go'rath inflicts 3220 Shadow damage every 2 sec. to all nearby enemies. The damage is multiplied by the number of tentacles alive.
Claw of Go'rath
Ooze Spit - When not tanked the Claw of Go'rath spits ooze at a random player, inflicting 100000 Shadow damage to the target and any allies within 4 yards.
Eye of Go'rath
Shadow Gaze - The Eye of Go'rath casts its Shadowy Gaze at a random player, inflicting 22500 Shadow damage.
Flail of Go'rath
Wild Flail - The Flail of Go'rath whips about wildly, inflicting 20000 Physical damage and knocking back nearby units within 15 yards.
Sludge Spew - The Flail of Go'rath spews sludge at a random player, inflicting 85000 Shadow damage.
3- Yor'sahj the Unsleeping
Yor'sahj the Unsleeping blasts his primary target with dark energy, dealing 100000 Shadow damage initially and then 50000 Shadow damage every 2 seconds. This effect stacks.
Call Blood of Shu'ma
Yor'sahj the Unsleeping calls to the might of Shu'mas, summoning three differently colored globules of his blood. These globules path slowly towards Yor'sahj, infusing him with additional powers if they reach him. In Heroic difficulty four slimes answer Yor'sahj's call.
Fusing Vapors - The blood globules emit a vapor that fuses with all other nearby globules when attacked. The vapor heals the nearby globules for 5% of their maximum life.
When one globule dies, the surviving globules completely fuse and gain immunity to all forms of damage.
Glowing Globule - When a Glowing Globule reaches Yor'sahj, it infuses Yor'sahj with the Glowing Blood of the Shu'ma.
Glowing Blood of Shu'ma - Yor'sahj's Void Bolt now hits all nearby targets for 59000 Shadow damage in addition to the primary target component. Yor'sahj uses his abilities twice as often, and his attack speed increases by 50%.
Cobalt Globule - When a Cobalt Globule reaches Yor'sahj, it infuses Yor'sahj with the ability to summon Mana Voids.
Mana Void - A Mana Void leeches all the mana from every ranged spell caster and healer, storing the mana within itself. Destroying the Mana Void evenly returns the total of the leeched mana via Mana Diffusion to players within 30 yards.
Crimson Globule - When a Crimson Globule reaches Yor'sahj, it infuses Yor'sahj with the Searing Blood ability.
Searing Blood - Yor'sahj sears the blood of three random players, inflicting a base of 73000 Fire damage. The further the target stands from Yor'sahj, the greater shock received from the blast. In 25 player raids, Yor'sahj sears the blood of eight random players.
Dark Globule - When a Dark Globule reaches Yor'sahj, the corruption of the blood seeps out into the Mouth of Shu'ma. This vile corruption then periodically creates Forgotten Ones that attack the players.
Forgotten One - These creatures fixate on a random target.
Psychic Slice - The Forgotten One emits a wave of psychic force at its current target, inflicting 57200 Shadow damage.
Acidic Globule - When an Acidic Globule reaches Yor'sahj, the mouth of Shu'ma infuses with the acidic blood and stimulates further Digestive Acid production.
Digestive Acid - Digestive Acid periodically secretes from the stomach lining, inflicting 69000 Nature damage to a player and nearby allies within 4 yards.
Shadowed Globule - When a Shadowed Globule reaches Yor'sahj, it infuses Yor'sahj with the Deep Corruption ability.
Deep Corruption - Yor'sahj's Deep Corruption spreads to every player, causing every fifth healing or absorbtion effect cast on a player to trigger a violent detonation, inflicting 97000 Shadow damage to all players.
4- Hagara the Stormbinder
Hagara conjures crystals of ice that launch Ice Lance missiles towards a random player standing near Hagara. Ice Lances inflict 15000 Frost damage in a 3 yard area around the first player the missile impacts. In Normal difficulty, Ice Lance reduces the attack speed of all targets struck by 25%. In Heroic difficulty, Ice Lance increases frost damage taken by 10% per hit.
Hagara traps two random players in a tomb of ice, stunning the targets until other players destroy the Ice Tombs. In 25 player Normal difficulty Hagara traps five random players. In 25 player Heroic difficulty Hagara traps six random players.
Hagara Launches a blast of ice at a random player, inflicting 100000 Frost damage and reduces the players's movement speed for 4 sec.
Hagara rapidly slices at her current target, swinging for 50% normal weapon damage every 0.5 sec. for 5 sec.
Hagara channels and fills the platform with a tempest of water and ice. The Tempest protects Hagara from all attacks and spells.
Binding Crystal - Four binding crystals move along the outside of the platform. Destroying all four of the crystals stops Hagara's channeling of Frozen Tempest.
Watery Entrenchment - Any player standing within Hagara's water bubble drowns, inflicting damage equal to 15% of their maximum health every second and reducing their movement speed by 50%.
Ice Wave - Four equidistant lines of ice extend out from Hagara and sweep across the platform. The Ice Wave inflicts 200000 Frost damage on any player caught by its movement and increases their Frost damage taken by 50% for 2.5 sec.
Icicle - Snowpacked Icicles fall around the edge of the platform. Where the Icicle impacts the ground, it inflicts 100000 Frost damage and knocksback any nearby players within 7 yards.
Frostflake - Hagara places a Frostflake on a random player, reducing their movement speed by 10% and an additional 10% every 1 sec for 15 sec. When the Frostflake effect expires, a 10 yard radius area of frost forms underneath that player. The frost reduces any player's movement speed standing within the area by 50%.
Hagara channels a lightning storm to electrocute the players on the platform. A Water Shield protects Hagara from all attacks and spells. When players overload every Crystal Conductor, the feedback stops her channeling and causes her to suffer an Electrocution.
Electrocution - The feedback from the overloaded Crystal Conductors stuns Hagara and increases her damage taken by 100% for 15 sec.
Crystal Conductor - Hagara conjures eight Crystal Conductors to protect herself from the lightning storm. In Looking for Raid Difficulty, Hagara conjures four Crystal Conductors.
Lightning Conduit - A Crystal Conductor charged by the death of a Bound Lightning Elemental casts Lightning Conduit on the nearest player, inflicting 20000 Nature damage every 1 sec.
Lightning Conduit also connects the affected player to another player or Crystal Conductor within 10 yards.
Bound Lightning Elementals - Hagara calls elementals to aid her during the Lightning Storm. When a player kills an elemental, it causes a nearby Crystal Conductor to overload and electrocute nearby players.
Storm Pillars - Hagara targets the location of a random player, then after 3 seconds a pillar of lightning erupts. The lightning inflicts 35000 Nature damage to all players within 5 yards.
Stage One: Growing Instability
During the battle, Ultraxion will grow increasinly unstsable with barely-contained Twilight energies.
Unstable Monstrosity - Growing Twilight instability causes arcs of Twilight energy to erupt from Ultraxion's hide. The arcs inflict 1100000 Shadow damage every 6 seconds, split evenly amongst enemy players in the Twilight Realm and within 30 yards of the target. Every minute that Ultraxion remains in combat reduces the time between arcs by 1 second, to a maximum rate of one arc per second. In addition, the instability prevents Ultraxion from dodging or parrying attacks.
Twilight Shift - At the beginning of the battle, Ultraxion pulls all enemies with him into the Twilight Realm where they can bear the full brunt of his powerful Twilight assaults. Being pulled into the Twilight Realm grants players the Heroic Will ability.
Heroic Will - Steels the caster's mind to resist the forces of Twilight. Pulls the caster out of the Twilight realm for up to 5 sec, but renders them unable to attack, cast spells, or move while concentrating.
Fading Light - Ultraxion sucks the light out of his current target and one random player, drawing them into Twilight over 5-10 seconds. Upon expiration, players in the Twilight Realm instantly die. Players in the normal realm forcibly enter the Twilight Realm, and are afflicted with Faded into Twilight.
In 25 player Difficulty, Ultraxion sucks the light out of three random players. In 10 player Heroic Difficulty, Ultraxion sucks the light out of two random players. In 25 player Heroic Difficulty, Ultraxion sucks the light out of six random players. In Looking for Raid Difficulty, Ultraxion only sucks the light out of his current target.
Faded into Twilight - Residual Twilight effects cause all threat against Ultraxion to be reset. In addition, no threat will be generated for 5 sec. In heroic Difficulty, players take 100% more Physical damage for 5 sec, instead of generating no threat.
Hour of Twilight - The Hour of Twilight falls upon Ultraxion's foes. Enemies caught within the Twilight Realm take 300000 unresistable Shadow damage. Players within the normal realm forcibly enter the Twilight Realm. If Hour of Twilight does not hit a player, the Aspects take the full brunt of the attack. This disrupts the shield protecting the Aspects and heralds the end of all life on Azeroth.
In 25 player Normal Difficulty, if Hour of Twilight hits less than three players, the Aspects take the full brunt of the attack. In 10 player Heroic Difficulty, if Hour of Twilight hits less than two players, the Aspects take the full brunt of the attack. In 25 player Heroic Difficulty, if Hour of Twilight hits less than five players, the Aspects take the full brunt of the attack. In Looking for Raid Difficulty, the Aspects can never take the full brunt of the attack.
Looming Darkness - When struck by Hour of Twilight, powerful waves of Twilight energy course through the victim, rendering them more susceptible to the harmful effects of Hour of Twilight. Additional damage taken by Hour of Twilight will instantly kill the player.
Twilight Burst - If every player stands outside the range of his powerful claws, Ultraxion expels a powerful burst of Twilight energy, inflicting 75000 unresistable Twilight damage and increases magical damage taken by 50% for 6 sec. This effect stacks
Twilight Eruption - After 6 minutes have passed, Ultraxion's instability reaches uncontainable levels, erupting outwards as a massive explosion that destroys all nearby foes and Ultraxion himself. If the shields surrounding the Aspects should fall at any point during the encounter, Ultraxion will immediately trigger Twlight Eruption.
Gift of Life - Alexstrasza creates a crystal of pure life energy. Activating the crystal imbues one healer with the essence of life itself, increasing healing done by 100% for the duration of the battle. The crystal has one charge. Only one buff granted by Alexstrasza, Ysera, or Kalecgos can be present on a player at any time. In 25 player raids, Alexstrasza creates two crystals.
Essence of Dreams - Ysera creates a crystal of dream energy. Activating the crystal imbues one healer with the power of dreams, which causes all healing done to be duplicated and distributed evenly amongst all friendly targets within 50 yards for the remainder of the battle. The crystal has one charge. Only one buff granted by Alexstrasza, Ysera, or Kalecgos can be present on a player at any time. In 25 player raids, Ysera creates two crystals.
Source of Magic - Kalecgos creates a crystal of amplified arcane energy. Activating the crystal imbues one healer with the essence of magic, reducing the mana cost of all spells by 75% and increasing spell haste by 100% for the remainder of the battle. The crystal has one charge. Only one buff granted by Alexstrasza, Ysera, or Kalecgos can be present on a player at any time. In 25 player raids, Kalecgos creates two crystals.
Timeloop - Nozdormu captures all players within a finite timeloop. Any attack which would otherwise kill the player will instead bring them to 100% of maximum health and remove the Timeloop.
Last Defender of Azeroth - Thrall, now the Earth-Warder of Azeroth, blesses all tanks with the immovable strength of the ancient stones of the world. The blessing reduces defensive cooldowns by 50% and increases defensive ability durations by 100%.
6- Warmaster Blackhorn
Stage One: Dragonriders, Attack!
Flying alongside the Skyfire and surveying the scene while his massive twilight drake lobs balls of destruction at the gunship, Warmaster Blackhorn gives the order for his elite dragonriders to swoop into battle.
The Skyfire - Sky Captain Swayze helms this massive gunship equipped with numerous cannons and a pair of harpoon guns for its defense. The gunship is sturdy but not indestructible, and if it sustains too much damage the pursuit of Deathwing will come to an untimely end.
Harpoon Guns - Alliance engineers equipped the Skyfire with two repurposed harpoon guns, seized during its prior service in Northrend. Harpoon gunners spear the enemy's Assault Drakes and reel them in to bring them within reach of ranged attackers on the deck. The drakes strain against the line, eventually breaking free and returning to a safe distance. After a pause to reload, the harpoon gunners then spear their target anew.
Deck Fire - As the Skyfire takes damage, destructive fires break out on the ship and spread rapidly across its deck. Crewmembers rush to extinguish these blazes and keep them in check. Any player standing within a fire suffers 45000 Fire damage per second.
Goriona - The massive twilight drake that is the mount of Warmaster Blackhorn himself.
Twilight Onslaught - Goriona unleashes a massive blast of dark energy at the Skyfire. Twilight Onslaught deals 3000000 Shadow damage, divided evenly among all victims within its 10 yard radius, as well as the Skyfire itself. If the attack strikes the deck of the Skyfire without hitting any player, the gunship itself suffers the full damage.
Broadside - Goriona periodically unleashes a vicious barrage of fireballs that slam into the side of the Skyfire, causing the skip to suffer damage equal to 20% of its remaining structural integrity.
Twilight Assault Drake - These drakes will strafe across the deck of the ship, depositing their fierce riders, and then retreat to a safe distance to bombard the gunship.
Twilight Barrage - The twilight drakes launch bursts of dark energy at the Skyfire. Twilight Barrage deals 300000 Shadow damage, divided evenly among all players within its 5 yard radius and the Skyfire. If the attack strikes the deck of the Skyfire without hitting any player, the gunship itself suffers the full damage instead.
On Heroic Difficulty, Twilight Barrage also increases Shadow damage taken by 50% for 6 sec. This effect stacks.
Twilight Elite Dreadblade
Blade Rush - The Dreadblade charges at the location of a random distant foe, dealing 120000 Physical damage to all enemies in its path.
Degeneration - The Dreadblade carves a swath of destruction with its dark sword, dealing 120000 Shadow damage to enemies in a frontal cone, and afflicting them with a lingering effect that deals 9000 Shadow damage every 2 sec for 1 min. This effect stacks.
Twilight Elite Slayer
Blade Rush - The Dreadblade charges at the location of a random distant foe, dealing 150000 Physical damage to all enemies in its path.
Brutal Strike - The Slayer deals a vicious blow with its jagged sword, causing 150 Physical damage, and afflicting the target with a lingering effect that deals 9000 Physical damage every 2 sec for 1 min. This effect tacks.
Twilight Sapper - Sleek infiltrator drakes will airdrop goblins, strapped with powerful explosives, onto the deck of the ship. These Sappers will rush to breach the gunship bridge, where they can detonate their destructive payload for maximum effect.
Detonate - Upon reaching the Skyfire's bridge, the Sapper detonates his explosives, dealing 250000 Fire damage to enemies within 8 yards, and damaging the Skyfire itself for 20% of its total durability. This explosion is also fatal to the Sapper himself.
Stage Two: Looks Like I'm Doing This Myself
Once the Skyfire's defenders defeat three waves of dragonriders, Warmaster Blackhorn himself will leap down onto the deck of the gunship.
Devastate - Blackhorn sunders the target's armor, dealing 120% weapon damage and applying the Sunder Armor effect, reducing armor by 20% for 30 sec. This effect stacks.
Disrupting Roar - Warmaster Blackhorn screams fiercely, dealing 97500 Physical damage to all enemies, also interrupting the spellcasting of enemies within 10 yards for 8 sec.
Shockwave - Blackhorn strikes the ground, unleashing a wave of force that deals 100000 Physical damage to enemies in a 80 yard frontal cone, stunning them for 4 sec.
Vengeance - As Warmaster Blackhorn takes damage during the course of the fight, he inflicts 1% more damage for each percentage of his missing health.
Siphon Vitality - When severely injured, Warmaster Blackhorn drains health directly from Goriona. The health drain inflicts damage equal to 20% of Goriona's remaining health, and heals Blackhorn accordingly.
Goriona - After depositing her master on the deck of the Skyfire, Goriona hovers alongside the Skyfire, raining destruction down on the adventurers. Once Goriona has suffered sufficient damage, she will break off and flee, abandoning her master on the Skyfire.
On Heroic mode, upon reaching 80% health, Goriona will land on the Skyfire deck to assist her master.
Twilight Flames - Goriona fires a blast of dark energy at a random player, dealing 60000 Shadow damage to enemies in a 8 yard radius. Twilight Flames lingers on the deck of the Skyfire, dealing 45000 Shadow damage to players within 7 yards every 1 sec for 30 sec.
Twilight Breath - Goriona unleashes a torrent of dark flame, inflicting 125000 Shadow damage in a yard cone in front of the caster.
Consuming Shroud - Goriona envelops an enemy target in twilight energy, absorbing the next 150000 healing received. When Consuming Shroud absorbs incoming healing, unleashed energy will deal damage equal to the healing absorbed to all allies. Dying while afflicted by Consuming Shroud will release all remaining energy at once.
7- Spine of deathwing
Throughout the encounter, Deathwing tries to throw players from his back when he senses that they are all standing on the same side of his spine. During a barrel roll, all players and other creatures not attached to his back are thrown off.
Elementium Reinforced Plates
The glancing strike from the Dragon Soul has destroyed one of the large armor plates on Deathwing's back and loosened another three. All of these plates must be removed if Thrall is to have a chance to get a clear shot.
Burning Tendons - Burning Tendons are exposed when one of Deathwing's armor plates is pried up. Destroying these fibrous strands is the key to removing an armor plate.
Seal Armor Breach - When an armor plate is pried up, the Burning Tendons rapidly pull the plate closed, protecting the tendons from further damage and preventing the plate from flying off.
Deathwing's Immune System
The creatures that comprise Deathwing's Immune System emerge from the holes in his back left by torn off armor plates. Deathwing defends himself with increasing intensity as more plates are torn off.
Grasping Tendrils - These tendrils sprout from holes in Deathwing's back that aren't currently occupied by Corruption tentacles. The Tendrils grasp any player that wander too close, reducing their movement speed by 50% and inflicting 13000 Fire damage every 5.2 sec. until they move away. This effect prevents players from being thrown off Deathwing's back.
Corruption - These tentacles are dramatic physical manifestations of the Old God Corruption that runs rampant through Deathwing's body. They are the first to emerge from the holes in his back left by armor plates, and they seal the wound completely, preventing any other creatures from emerging from it.
Searing Plasma - Coats the victim in the searing blood of Deathwing. The thick blood will absorb up to 420000 healing done to the target and will cause the victim to cough up blood, periodically inflicting 12000 Physical damage every 10 sec.
Fiery Grip - The Corrupton grips victims with a whip-like cord of plasma, stunning them for up to 30 sec. and inflicting 90000 Fire damage every 3 sec. The corruption must channel to maintain this effect, and players may break the channel by inflicting significant damage to the tentacle. This effect prevents players from being thrown off Deathwing's back.
Hideous Amalgamation - These unstable creatures are a patchwork of Elementium Armor fragments and pieces of the former Dragon's body held together by his molten blood.
Absorb Blood - The Amalgamation absorbs nearby Corrupted Blood residue. The Amalgamation grows more unstable with each Residue absorbed, increasing its damage by 10% and attack speed by 20%. At 9 stacks it becomes superheated.
Superheated Nucleus - The core of the Amalgamation becomes critically unstable, causing it to inflict 35000 Fire damage to all enemies every 3 sec. If it is destroyed in this state it will trigger a Nuclear Blast.
Nuclear Blast - The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 375000 Fire damage to targets within 10 yds. This blast is powerful enough to pry up one of Deathwing's Elementium plates if it is within range.
Degradation - Destroyed Amalgamations degrade the maximum health of all enemy targets by 6%. This effect occurs regardless of the state of the nucleus and stacks up to 15 times.
Blood Corruption: Death - Deathwing's corruption courses through your veins. This corruption will take hold if it is not removed quickly, infecting the player with the Blood of Deathwing. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Earth.
Blood of Deathwing - The blood of Deathwing explodes violently from your veins, inflicting 875000 Fire damage to you and several other players.
Blood Corruption: Earth - A shadow of Neltharion courses through your veins. This corruption will take hold if it is not removed quickly, infecting the player with the Blood of Neltharion. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Death.
Blood of Neltharion - The barest hint of a shadow of the former Earth-Warder suffuses your blood. Damage taken from all sources is reduced by 10%. This effect can stack up to 3 times.
Corrupted Blood - These living globs of Deathwing's blood appear fragile, but leave behind an indestructible residue when killed.
Burst - Corrupted Blood explodes when destroyed, inflicting 28000 Physical damage to nearby enemies within 200 yards.
Residue - This indestructible residue is left behind when a Corrupted Blood is destroyed. It slowly creeps toward the nearest hole in Deathwing's Back where it will be reconstituted into a new Corrupted Blood.
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