Post by rohasj on Aug 31, 2013 3:58:34 GMT
A panda council boss, yay!
The Fallen protectors encounter is a single phase council encounter, and requires you to kill all 3 bosses to end the encounter, these do not have a shared health pool and can be killed in any order, but in this overview I will be focusing on the recommended order.
Overview of mechanics
Below is a basic description of all the mechanics in the encounter, taken directly from Icy Veins.
Rook Stonetoe
When not in a Desperate Measures phase, Rook Stonetoe makes use of several abilities.
Vengeful Strikes is an ability that Rook uses to stun his current target. Shortly afterwards, he deals high Physical damage in a cone in front of him.
Corrupted Brew is a shadow-crash type of mechanic, whereby Rook throws a keg of brew at a random ranged raid member, which deals damage in a 5-yard radius when it lands, also slowing any affected players.
Clash is an ability Rook uses to charge a random raid member (and, just like the Monk Clash Icon Clash ability, causing the targeted player to meet Rook half-way). As soon as Rook charges the player, he starts channeling Corruption Kick Icon Corruption Kick, dealing damage in a 10-yard area for 4 seconds. Players hit by Corruption Kick also receive a DoT that lasts for 6 seconds, dealing moderate Shadow damage.
Desperate Measures
When reaching 66% and 33% health, Rook Stonetoe disappears and summons three adds: Embodied Misery, Embodied Sorrow, and Embodied Gloom. Your raid must kill these three adds for Rook to re-appear. While Rook is gone, he does not cast any of his normal abilities.
Embodied Misery casts Defiled Ground. This knocks the Embodied Misery's tank back, damaging them in the process, and leaves behind a damaging void zone.
Embodied Sorrow casts Inferno Strike. This ability selects a random raid member and, a few seconds later, deals a massive amount of damage split between all players within 8 yards of that player. The affected player, as well as the relevant 8-yard radius around them are indicated by means of a red circle.
Embodied Gloom casts Corruption Shock, an interruptible nuke that deals damage in an area around random players.
He Softfoot
When not in a Desperate Measures phase, He Softfoot makes use of several abilities.
Garrote is a bleed that He applies on random raid members. It has an unlimited duration, and it cannot be dispelled, but it is automatically removed from all raid members when He enters his Desperate Measures phases.
Gouge is an ability that He uses on his current target, incapacitating them for 6 seconds and changing target to a random raid member for this duration. If the tank is facing away from He when Gouge is cast, they will not be incapacitated, and instead they will only be knocked back a short distance (which also prevents He from changing targets).
He also has two buffs that he alternates using on himself. Each buff lasts about 20 seconds:
Noxious Poison causes He's melee attacks to leave behind void zones on the ground.
Instant Poison causes He's melee attacks to deal a large amount of additional Nature damage.
Desperate Measures
When reaching 66% and 33% health, He Softfoot disappears and summons an add with a large amount of health, called Embodied Anguish. Your raid must kill this add for He to re-appear. While He is gone, he does not cast any of his normal abilities.
The Embodied Anguish casts Mark of Anguish on a random raid member. This is a debuff that roots the player in place, and that also deals Shadow damage over time to them. The Embodied Anguish fixates on that player, moving towards them to melee them. When the Embodied Anguish melees a player, it applies a stack of a debuff called Shadow Weakness Icon Shadow Weakness on them, increasing the damage they take from Mark of Anguish.
Players affected by Mark of Anguish can pass this debuff on to another raid member of their choice (forcing the Embodied Anguish to fixate on that player), by using an extra action button with which they are provided. Passing on the debuff causes the entire raid to receive a stack of Shadow Weakness.
Sun Tenderheart
When not in a Desperate Measures phase, Sun Tenderheart makes use of several abilities.
Sha Sear is a channeled spell that Sun uses on random raid members, which deals damage to that player and any other players within 5 yards of them. The spell can be interrupted, but doing so only causes Sun to immediately re-cast it on a new target.
Shadow Word: Bane is a DoT that Sun applies on random raid members. Each time the DoT ticks, it copies itself onto a new target, with each instance of the DoT affecting a maximum of 4 players at the same time. Shadow Word: Bane can be dispelled.
Calamity is a raid-wide damaging spell that Sun uses. It deals 30% of players' maximum health as Shadow damage, and removes all applications of Shadow Word: Bane when doing so.
Desperate Measures
When reaching 66% and 33% health, Sun Tenderheart disappears and summons two adds: Embodied Despair and Embodied Desperation. These have no abilities of their own, and they do not need to be tanked, but your raid must kill these two adds for Sun to re-appear. While Sun is gone, she does not cast any of her normal abilities.
During Sun's Desperate Measures, the entire raid takes damage every 0.5 seconds from an ability called Dark Meditation. This damage is reduced by 35% by standing inside a protective barrier, called a Meditative Field, which is located in the center of the arena.
Additionally, during Sun's Desperate Measures, small adds called Despair Spawns will spawn from random raid members. Any damage taken by these adds will be mirrored onto the player from whom they have spawned.
Strategy
When not in a desperate measures phase you will have to deal with all of the bosses mechanics, this is the easiest part of the encounter, as each ability is relatively easy to deal with. As a general rule remain spread at all time as there are multiple mechanics which require you to be spread.
There is no specific time to pop bloodlust, if your raid does not need bloodlust for a certain point of the fight, just use it at the beginning of the encounter.
Below I'm going to go over how to deal with each mechanic.
Rook Stonetoe:
Vengeful strikes is a frontal aoe cone which just requires you to tank him facing away from the raid. This will deal high physical damage to anyone in front of the boss, so make sure you are not in front of him unless you're a tank.
Corrupted Brew is an ability which requires you to move from the location of a keg that the boss has thrown, it deals moderate damage and should be avoided.
Clash is very similar to the Pillage ability on the spirit kings from MSV encounter, in the sense where the boss will charge a raid member and then begin to channel Corruption kick, this ability does not have the same effect as the MSV encounter, it simply gives you a dot dealing moderate shadow damage, however it can and should be avoided. Bear in mind that Clash is not a charge per say, more so the exact ability BM monks have where they meet the target half way, so you will be displaced if you receive the Clash.
He Softfoot:
Garrote is a completely unavoidable mechanic, it is a bleed that is applied to random raid members, and persists until you force He into desperate measures, you just have to heal through it. This can probably only be removed by immunities such as BoP and bubble.
Gouge requires the tank to face away from the boss when it is used, if the tank is not facing away then he will be incapacitated for 6 seconds and He will begin attacking a random raid member, simply turn around when this happens.
Instant poison is just an ability that will deal increased damage to the tank, the tank who is on He should use a small cooldown when this ability is used.
Noxious poison causes the boss to leave poison pools on the ground on melee attacks, this requires you to kite the boss around, and make sure that he is tanked away from the raid to prevent raid members standing in poison pools.
Sun Tenderheart:
Sha sear looks extremely similar to mind sear for priests, when this ability is being channeled on a raid member simply move away from that member, do not bother interrupting this ability because Sun simply recasts it on a new target.
Shadow Word: Bane requires an instant dispell to prevent unnecessary damage, this will be dispelled upon Sun's desperate measures or Calamity if it is not dispelled, but there is no reason not to dispell it.
Calamity is simply raid wide damage, it also removes Shadow Word: Bane, just heal the damage.
These abilities continue until the individual bosses die, at which point that bosses abilities will no longer be used.
Rook's desperate measures:
Rook's desperate measure is effectively the most complex, but is still relatively simple and easy to control, there are 3 new abilities during this.
Defiled ground will be cast on the tank who is tanking the adds, and is cast by the Embodied Misery, you simply have to slowly kite the adds to avoid standing in the defiled ground.
Corruption shock is cast by the Embodied Gloom, just interrupt this, or it does damage.
Inferno Strike is cast by the Embodied Sorrow, and is the most important aspect of this phase, when the add casts this spell it deals a large amount of damage split between players in an area around a random raid member, while the spell is being cast the raid member will be indicated and will have a radius indicator around him, simply move into and stack in this area and then heal the damage.
Bare in mind that during Rook's desperate measures, Sun and He will still be active and will continue to use their abilities.
He's desperate measures:
Currently He's desperate measures is a joke, simply pass the Mark of Anguish debuff to the tank who was previously tanking He, and he will be able to survive the attacks of the add with relative ease, simply kill this add and the fight will continue as normal.
Remember that Sun and Rook will still be alive, so make sure to continue to deal with these bosses abilities.
Sun's desperate measures:
Tactically there is very little to do in Sun's desperate measure, the entire raid except for the two tanks (who should be using cooldowns on this phase as it is heavy damage) should stack inside the meditation field, this mitigates a lot of the raid damage caused by Dark meditation. Difficulties can arise when abilities such as Clash and Corrupted brew are used, as the raid will be stacked up, just move away from these abilities and do your best to remain inside the field. Range should focus on killing the Embodied despair and Embodied desperation adds, whereas melee should focus on killing the Despair spawns. Bare in mind that these work in exactly the same way as the Wandering eyes on Durumuru hc, so all damage dealt to them is mirrored on the target of the spawn, so do not nuke this down, kill them slowly to prevent extreme damage which is essentially unhealable.
The fight will consist of 2 of each desperate measures phases, and the rest of the encounter will be where all 3 bosses are alive. The order of phase pushes/killing should be as follows:
Take Rook to 66%.
Take He to 66% (this will clear all Garrote bleeds from the raid).
Take Sun to 66% (this will clear all Shadow Word: Bane from the raid).
Take Rook to 33%.
Take He to 33%.
Take Sun to 33%.
Kill Rook
Kill He
Kill Sun
Below is a couple of videos on the encounter.