Post by Deleted on Aug 31, 2013 3:59:52 GMT
Razorscale 2.0 - Bigger adds, bigger turrets!
Galakras is the fifth boss in the Siege of Orgrimmar. This is a fight that will remind Wrath of the Lich King raiders of the encounter against Razorscale. In similar fashion, players will have to defeat mobs and use Anti-Air turrets to bring the proto-drake boss down to the ground where it can be fought and defeated.
Overview of Mechanics
This fight consists of two parts; phase 1: add phase and phase 2: boss phase
We will discuss both phases seperately
Phase 1: Add phase
During Phase One, your raid will have to face a large number of adds. The goal of this phase is to gain control of the two towers located in the fight area, in order to use the Anti-Air Turrets located on top of them to bring the boss down.
During this phase, you will only be fighting adds. Many types of adds come into the fight in waves. There are 8 waves and while some specific adds cannot come together in the same wave, the composition of the waves appears mostly random. That said, there are mini-bosses that come at predictable times and appear either on the ground or atop one of the two towers where the Anti-Air Turrets are located:
Wave 1: random mixture of different types of adds;
Wave 2: random mixture of different types of adds;
Wave 3: random mixture of different types of adds and ground mini-boss;
Wave 4: random mixture of different types of adds and tower mini-boss;
Wave 5: random mixture of different types of adds;
Wave 6: random mixture of different types of adds;
Wave 7: random mixture of different types of adds and ground mini-boss;
Wave 8: random mixture of different types of adds and tower mini-boss.
When the mini-boss appears on top of a tower, the gate blocking access to that tower opens, and your raid can start climbing up (through a stairway located inside the tower). Raid members who enter the tower will notice a Tower Control bar appearing on their screen. It starts out fully red, meaning that your raid has no control over the tower whatsoever. As your raid members make their way up the stairs, they will be met by various types of (relatively weak) adds, which they must defeat. Each add that your raid kills will push the Tower Control bar slightly in your raid's favour. Killing the mini-boss on top of the tower will affect the Tower Control greatly, ensuring that it becomes fully controlled by your raid. When your raid controls a tower, you can use the Anti-Air Turret located on top of it to shoot at Galakras.
Having access to both towers, and using both Anti-Air Turrets to shoot down Galakras at the same time will cause the boss to come down and engage your raid, starting Phase Two.
This is what the boss location looks like
The center of this map is also the location where the boss will be brought down and tanked.
Abilities
During the first phase you will encounter many types of adds among some mini bosses. Each of these mobs has specific skills and abilities which we will list here
The mini bosses
Korgra the Snake is the first mini boss that your raid will have to face. She enters the fight about 2 minutes after the start (as part of the third wave), and she engages your raid on the ground, making use of several abilities (more than any of the other mini bosses). Two Dragonmaw Ebon Stalkers enter the fight together with Korgra.
Poison-Tipped Blades is a stacking debuff that Korgra applies to her main tank, which deals Nature damage every second for each stack.
Poison Clouds are damaging void zones that Korgra places at her location.
Curse of Venom is a self-buff that Korgra casts when she reaches 50% health, and which lasts until her death. This grants her a new ability that she regularly casts: Venom Bolt Volley Icon Venom Bolt Volley.
Venom Bolt Volley is a standard, uninterruptible raid-wide nuke that does not leave behind any debuffs or DoTs.
The Dragonmaw Ebon Stalkers often teleport behind random raid members, and, a few seconds later, inflict fatal damage to these players if they are still in melee range. Players can move away from the Ebon Stalkers to avoid being hit.
Lieutenant Krugruk is the second mini boss your raid will face. He spawns on the southern tower roughly 2 and a half minutes after the start of the fight (as part of the fourth wave). He uses two abilities against your raid.
Arcing Smash deals damage in a cone in front of Krugruk, knocking back any affected targets. The boss turns to face a random direction each time he casts this spell.
Thunder Clap deals damage in a rather large area around the boss (covering almost the entire top of the tower), slowing any affected players. The slow stacks.
High Enforcer Thranok spawns on the ground about 4 minutes after the start of the fight (as part of the seventh wave). He uses three abilities against your raid.
Shattering Strike is a cleave attack that hits his current target and other targets near it.
Crusher's Call hooks a number of random raid members with chains, pulling them to him. In 10-man, Thranok pulls 5 players, and in 25-man he pulls 10 players. Immediately after pulling them to him, Thranok begins channeling Skull Cracker Icon Skull Cracker for 2 seconds.
Skull Cracker deals a massive amount of Physical damage to all players in a 10-yard radius of the boss.
Master Cannoneer Dagryn is the fourth and final boss to spawn. He appears on top of the northern tower, about 5 minutes after the start of the fight (as part of the 8th and final wave). He uses two abilities against your raid.
Shoot deals moderate amounts of Physical damage to random raid members. Dagryn spams this attack.
Muzzle Spray is a succession of a several frontal cone attacks that deal damage and knock players back. Dagryn moves to the center of the tower, and then casts this ability. Each separate frontal cone attack is oriented in a different, random direction.
Other Adds
In addition to the 4 mini-bosses listed above, your raid will have to handle a large number of smaller adds, which enter the fight in waves of different compositions.
Dragonmaw Bonecrushers charge a faction leader and cast Fracture Icon Fracture on them, dealing 10% of the target's health in damage every second.
Dragonmaw Tidal Shamans cast interruptible healing spells on their allies, and they also create Healing Tide Totem Icon Healing Tide Totems, which can be attacked and killed (their health is very low).
Dragonmaw Flameslingers shoot fire-tipped arrows at random raid members, dealing damage to them and leaving behind small fiery void zones on the ground.
Dragonmaw Grunts deal heavy melee damage, and sometimes use a ranged attack on random raid members.
Dragonmaw Wind Reavers enter the fight on the backs of flying proto-drakes. They deal damage to random raid members, and root some players in place with a net.
Dragonmaw Proto-Drakes use a fire breath attack that deals damage in a cone in front of them. They enter the fight on the ground.
Dragonmaw Flagbearers put down banners that buff other enemies, increasing their melee, ranged, and casting speed, as well as increasing their damage. The banners can be destroyed (their health is very low).
Kor'kron Demolishers enter the fight one at a time, and immediately begin firing projectiles at the tower that your raid is currently trying to take control of, dealing heavy damage to any raid members inside the tower.
The priority's during the add phase are as follows:
-Always kill Healing Tide Totems and the banners created by Dragonmaw Flagbearers right away.
-Kill the Kor'kron Demolishers as soon as they appear.
-Be very wary of the Dragonmaw Ebon Stalkers and move away from where you were standing as soon as they teleport behind you.
-Kill Dragonmaw Bonecrushers as soon as they appear, because these mobs deal very heavy damage to your friendly NPCs.
Phase 2: Boss phase
During Phase Two, adds stop spawning, and your only enemy is Galakras, so engages your raid on the ground.
Boss Abilities
Galakras uses only three abilities during this phase.
-Galakras has a stacking DoT that it applies on its current target. This deals Fire damage and it requires a tank switch.
-Flames of Galakrond is the main attack that Galakras uses during this phase. The boss shoots a large ball of fire at a random player, which travels slowly through the air. Each player that intercepts the ball of fire takes a moderate amount of fire damage, but also causes the ball of fire to lose potency, causing it to deal less damage to subsequent players. When the ball reaches its final destination (the location of the targeted player), it lands, exploding and dealing a large amount of raid-wide damage. The amount of damage that this explosion does is reduced for each player that had intercepted the ball of fire while it was flying.
-Pulsing Flames is a raid-wide damaging aura that ticks throughout this phase. It deals a moderate amount of Fire damage to all players, and each tick stacks a buff on Galakras that increases the boss' fire damage done by 2% per stack.
Tactics
The raid should split up as follows:
The ranged player with the debuff runs out to the back side of the group, this way the fireball travels through all the ranged and does not do alot of damage on impact. The only other thing to watch out for is the tank swap and the increase of boss damage during this phase.
Here is some video material to get a good look at what the fight looks like
Galakras is the fifth boss in the Siege of Orgrimmar. This is a fight that will remind Wrath of the Lich King raiders of the encounter against Razorscale. In similar fashion, players will have to defeat mobs and use Anti-Air turrets to bring the proto-drake boss down to the ground where it can be fought and defeated.
Overview of Mechanics
This fight consists of two parts; phase 1: add phase and phase 2: boss phase
We will discuss both phases seperately
Phase 1: Add phase
During Phase One, your raid will have to face a large number of adds. The goal of this phase is to gain control of the two towers located in the fight area, in order to use the Anti-Air Turrets located on top of them to bring the boss down.
During this phase, you will only be fighting adds. Many types of adds come into the fight in waves. There are 8 waves and while some specific adds cannot come together in the same wave, the composition of the waves appears mostly random. That said, there are mini-bosses that come at predictable times and appear either on the ground or atop one of the two towers where the Anti-Air Turrets are located:
Wave 1: random mixture of different types of adds;
Wave 2: random mixture of different types of adds;
Wave 3: random mixture of different types of adds and ground mini-boss;
Wave 4: random mixture of different types of adds and tower mini-boss;
Wave 5: random mixture of different types of adds;
Wave 6: random mixture of different types of adds;
Wave 7: random mixture of different types of adds and ground mini-boss;
Wave 8: random mixture of different types of adds and tower mini-boss.
When the mini-boss appears on top of a tower, the gate blocking access to that tower opens, and your raid can start climbing up (through a stairway located inside the tower). Raid members who enter the tower will notice a Tower Control bar appearing on their screen. It starts out fully red, meaning that your raid has no control over the tower whatsoever. As your raid members make their way up the stairs, they will be met by various types of (relatively weak) adds, which they must defeat. Each add that your raid kills will push the Tower Control bar slightly in your raid's favour. Killing the mini-boss on top of the tower will affect the Tower Control greatly, ensuring that it becomes fully controlled by your raid. When your raid controls a tower, you can use the Anti-Air Turret located on top of it to shoot at Galakras.
Having access to both towers, and using both Anti-Air Turrets to shoot down Galakras at the same time will cause the boss to come down and engage your raid, starting Phase Two.
This is what the boss location looks like
The center of this map is also the location where the boss will be brought down and tanked.
Abilities
During the first phase you will encounter many types of adds among some mini bosses. Each of these mobs has specific skills and abilities which we will list here
The mini bosses
Korgra the Snake is the first mini boss that your raid will have to face. She enters the fight about 2 minutes after the start (as part of the third wave), and she engages your raid on the ground, making use of several abilities (more than any of the other mini bosses). Two Dragonmaw Ebon Stalkers enter the fight together with Korgra.
Poison-Tipped Blades is a stacking debuff that Korgra applies to her main tank, which deals Nature damage every second for each stack.
Poison Clouds are damaging void zones that Korgra places at her location.
Curse of Venom is a self-buff that Korgra casts when she reaches 50% health, and which lasts until her death. This grants her a new ability that she regularly casts: Venom Bolt Volley Icon Venom Bolt Volley.
Venom Bolt Volley is a standard, uninterruptible raid-wide nuke that does not leave behind any debuffs or DoTs.
The Dragonmaw Ebon Stalkers often teleport behind random raid members, and, a few seconds later, inflict fatal damage to these players if they are still in melee range. Players can move away from the Ebon Stalkers to avoid being hit.
Lieutenant Krugruk is the second mini boss your raid will face. He spawns on the southern tower roughly 2 and a half minutes after the start of the fight (as part of the fourth wave). He uses two abilities against your raid.
Arcing Smash deals damage in a cone in front of Krugruk, knocking back any affected targets. The boss turns to face a random direction each time he casts this spell.
Thunder Clap deals damage in a rather large area around the boss (covering almost the entire top of the tower), slowing any affected players. The slow stacks.
High Enforcer Thranok spawns on the ground about 4 minutes after the start of the fight (as part of the seventh wave). He uses three abilities against your raid.
Shattering Strike is a cleave attack that hits his current target and other targets near it.
Crusher's Call hooks a number of random raid members with chains, pulling them to him. In 10-man, Thranok pulls 5 players, and in 25-man he pulls 10 players. Immediately after pulling them to him, Thranok begins channeling Skull Cracker Icon Skull Cracker for 2 seconds.
Skull Cracker deals a massive amount of Physical damage to all players in a 10-yard radius of the boss.
Master Cannoneer Dagryn is the fourth and final boss to spawn. He appears on top of the northern tower, about 5 minutes after the start of the fight (as part of the 8th and final wave). He uses two abilities against your raid.
Shoot deals moderate amounts of Physical damage to random raid members. Dagryn spams this attack.
Muzzle Spray is a succession of a several frontal cone attacks that deal damage and knock players back. Dagryn moves to the center of the tower, and then casts this ability. Each separate frontal cone attack is oriented in a different, random direction.
Other Adds
In addition to the 4 mini-bosses listed above, your raid will have to handle a large number of smaller adds, which enter the fight in waves of different compositions.
Dragonmaw Bonecrushers charge a faction leader and cast Fracture Icon Fracture on them, dealing 10% of the target's health in damage every second.
Dragonmaw Tidal Shamans cast interruptible healing spells on their allies, and they also create Healing Tide Totem Icon Healing Tide Totems, which can be attacked and killed (their health is very low).
Dragonmaw Flameslingers shoot fire-tipped arrows at random raid members, dealing damage to them and leaving behind small fiery void zones on the ground.
Dragonmaw Grunts deal heavy melee damage, and sometimes use a ranged attack on random raid members.
Dragonmaw Wind Reavers enter the fight on the backs of flying proto-drakes. They deal damage to random raid members, and root some players in place with a net.
Dragonmaw Proto-Drakes use a fire breath attack that deals damage in a cone in front of them. They enter the fight on the ground.
Dragonmaw Flagbearers put down banners that buff other enemies, increasing their melee, ranged, and casting speed, as well as increasing their damage. The banners can be destroyed (their health is very low).
Kor'kron Demolishers enter the fight one at a time, and immediately begin firing projectiles at the tower that your raid is currently trying to take control of, dealing heavy damage to any raid members inside the tower.
The priority's during the add phase are as follows:
-Always kill Healing Tide Totems and the banners created by Dragonmaw Flagbearers right away.
-Kill the Kor'kron Demolishers as soon as they appear.
-Be very wary of the Dragonmaw Ebon Stalkers and move away from where you were standing as soon as they teleport behind you.
-Kill Dragonmaw Bonecrushers as soon as they appear, because these mobs deal very heavy damage to your friendly NPCs.
Phase 2: Boss phase
During Phase Two, adds stop spawning, and your only enemy is Galakras, so engages your raid on the ground.
Boss Abilities
Galakras uses only three abilities during this phase.
-Galakras has a stacking DoT that it applies on its current target. This deals Fire damage and it requires a tank switch.
-Flames of Galakrond is the main attack that Galakras uses during this phase. The boss shoots a large ball of fire at a random player, which travels slowly through the air. Each player that intercepts the ball of fire takes a moderate amount of fire damage, but also causes the ball of fire to lose potency, causing it to deal less damage to subsequent players. When the ball reaches its final destination (the location of the targeted player), it lands, exploding and dealing a large amount of raid-wide damage. The amount of damage that this explosion does is reduced for each player that had intercepted the ball of fire while it was flying.
-Pulsing Flames is a raid-wide damaging aura that ticks throughout this phase. It deals a moderate amount of Fire damage to all players, and each tick stacks a buff on Galakras that increases the boss' fire damage done by 2% per stack.
Tactics
The raid should split up as follows:
The ranged player with the debuff runs out to the back side of the group, this way the fireball travels through all the ranged and does not do alot of damage on impact. The only other thing to watch out for is the tank swap and the increase of boss damage during this phase.
Here is some video material to get a good look at what the fight looks like