Post by Deleted on Aug 31, 2013 4:01:01 GMT
ADDS ADDS ADDS, Kill the f#@king adds!!!
During the fight against General Nazgrim you will face General Nazgrim himself, as well as a number of adds that the boss summons regularly throughout the fight.
General Nazgrim mimics the mechanics of the Warrior class, having a Rage resource, a number of abilities that cost Rage to use, and three stances. The rate at which Nazgrim gains Rage depends on your raid, and every 15 seconds he will use the most expensive ability he can. Therefore, your raid's goal will be to keep the boss' Rage as low as possible, so that he does not use his dangerous abilities often.
While doing this, you will also have to contend with the adds that the boss summons.
Overview of mechanics
Adds are the allmost more important than General Nazgrim himself in this encounter, but the boss has some pretty sly tactics as well which we will go over now
General Nazgrim
Boss abilities are devided into two parts; his stances & rage gains and his abilities.
Rage and Stances
General Nazgrim has a Rage resource, with a maximum capacity of 100. At the start of the fight, Nazgrim has 0 Rage, but there are many mechanics in the fight that allow him to gain Rage. Nazgrim's Rage is very important, because most of his abilities cost Rage to use. Nazgrim will use a Rage-costing ability every 15 seconds, and he will always choose the most expensive ability he can afford. He cannot use Rage-costing abilities more often than every 15 seconds because of Cooling Off.
Nazgrim gains Rage from his abilities and from his stances.
Several of Nazgrim's abilities can give him Rage, depending on how well your raid reacts to them. We detail these abilities in the next section.
Nazgrim has three stances (Battle, Berserver, and Defensive), and each of them increases his Rage generation in a different way. Technically, stances are self-buffs that the boss casts, each lasting 1 minute and being mutually exclusive (he can only have one up at a time). The boss cycles through these three stances in the same order throughout the fight.
Battle Stance causes Nazgrim to generate 1 Rage every second.
Berserker Stance increases Nazgrim's damage done and damage taken by 25%. While in this stance, Nazgrim does not generate Rage every second, but the Rage his abilities generate is doubled.
Defensive Stance reduces Nazgrim's damage taken by 10%, and causes him to gain 3 Rage every time he is attacked (but at most once per second). Attacks made on the boss by the tanks do not cause him to generate Rage.
Abilities
General Nazgrim uses two abilities that do not cost Rage to use.
Sundering Blow is a very damaging attack that Nazgrim uses on his current target. It deals a large amount of Physical damage, and it stacks a debuff on the target that reduces their armour by 10% per stack. Whenever Nazgrim uses this ability, he gains 5 Rage. If he casts it on a player who already has stacks of Sundering Blow, then he gains an additional 5 Rage for every stack. This ability requires a tank switch.
Bonecracker is a spell that Nazgrim casts on random raid members. It places a bleed effect on these players, causing them to take a moderate amount of Physical damage every second for 30 seconds, and it also reduces their maximum health by 10%.
The rest of Nazgrim's abilities cost Rage to use. As we mentioned above, every 15 seconds he will cast the most expensive ability he can afford.
Heroic Shockwave costs 30 Rage. Nazgrim leaps at the location of a random raid member, dealing a large amount of Physical damage to all players within 10 yards, and causing several Aftershocks.
When Nazgrim lands, three lines of fire on the ground appear. A few seconds later, these lines, called Aftershock, erupt and deal very high Fire damage to any players they come in contact with. Nazgrim gains 3 Rage for every player that takes damage from Aftershock.
For 50 Rage, Nazgrim will summon a Kor'kron Banner. This is an attackble NPC that does not do anything except cause the attacks of all adds currently present in the fight to grant Nazgrim 3 Rage. The Banner does not need to be tanked, and it has relatively low health.
War Song costs 70 Rage. This is a raid-wide damaging attack that causes players to take 50% of their maximum health as Physical damage.
Ravager costs 100 Rage. Nazgrim throws a weapon at the location of a random raid member. The weapon cannot be targeted or attacked, and it will continue to spin in place at that location until the end of the fight, dealing very high Physical damage to any players in a 6-yard radius, and granting Nazgrim 5 Rage every time a player takes damage from it.
Adds
Before pulling Nazgrim, you will notice that he is surrounded by a large group of Orgrimmar Faithful. These adds are linked to the boss (so you cannot get rid of them before pulling Nazgrim), but they have low health and no abilities.
Throughout the fight, roughly every 45 seconds, Nazgrim will summon two adds. There are 4 types of adds, and Nazgrim will always summon two of them at random (although every pair of summons must contain one of each type of add, so after the first summon of each pair you can anticipate what adds will come next).
Kor'kron Ironblades
-casts Ironstorm, spinning around for 1 minute and dealing high Physical damage to any players within 6 yards;
-casts Last Stand when they reach 50% health, increasing their maximum health by 25% (and gaining 25% health in the process).
Kor'kron Assassins
enter the fight in Stealth. They are not visible, and their movement speed is reduced by 50%;
-cast Backstab, dealing a massive amount of Physical damage to a random player, but only if they manage to attack that player from behind;
-cast Assassin's Mark, causing them to fixate on a random (non-tank) raid member.
Kor'kron Arcweavers
-cast Arcane Shock, an interruptible single-target nuke that deals high Arcane damage to a random raid member. Each successful cast of Arcane Shock buffs the Arcweaver with a stack of a buff that increases their Arcane damage done by 25% for 10 seconds'
-cast Magistrike is an interruptible spell that deals high Arcane damage to players in an area, and also causes them to take some Arcane damage over time;
-cast Unstable Blink, blinking around to a random location in the room.
Kor'kron Warshamans
-cast Earth Shield on an ally (either Nazgrim or another add). This buff heals the target for 5% of their maximum health the next time they take damage. It can be dispelled;
-cast Empowered Chain Heal, an interruptible chain heal that jumps to up to 5 targets, healing each for increasing amounts;
-cast Healing Tide Totem, summoning a Healing Tide Totem that has low health and that heals allies within 8 yards for a massive amount of health (30% of their maximum health every 3 seconds).
Here's some vids about the fight
During the fight against General Nazgrim you will face General Nazgrim himself, as well as a number of adds that the boss summons regularly throughout the fight.
General Nazgrim mimics the mechanics of the Warrior class, having a Rage resource, a number of abilities that cost Rage to use, and three stances. The rate at which Nazgrim gains Rage depends on your raid, and every 15 seconds he will use the most expensive ability he can. Therefore, your raid's goal will be to keep the boss' Rage as low as possible, so that he does not use his dangerous abilities often.
While doing this, you will also have to contend with the adds that the boss summons.
Overview of mechanics
Adds are the allmost more important than General Nazgrim himself in this encounter, but the boss has some pretty sly tactics as well which we will go over now
General Nazgrim
Boss abilities are devided into two parts; his stances & rage gains and his abilities.
Rage and Stances
General Nazgrim has a Rage resource, with a maximum capacity of 100. At the start of the fight, Nazgrim has 0 Rage, but there are many mechanics in the fight that allow him to gain Rage. Nazgrim's Rage is very important, because most of his abilities cost Rage to use. Nazgrim will use a Rage-costing ability every 15 seconds, and he will always choose the most expensive ability he can afford. He cannot use Rage-costing abilities more often than every 15 seconds because of Cooling Off.
Nazgrim gains Rage from his abilities and from his stances.
Several of Nazgrim's abilities can give him Rage, depending on how well your raid reacts to them. We detail these abilities in the next section.
Nazgrim has three stances (Battle, Berserver, and Defensive), and each of them increases his Rage generation in a different way. Technically, stances are self-buffs that the boss casts, each lasting 1 minute and being mutually exclusive (he can only have one up at a time). The boss cycles through these three stances in the same order throughout the fight.
Battle Stance causes Nazgrim to generate 1 Rage every second.
Berserker Stance increases Nazgrim's damage done and damage taken by 25%. While in this stance, Nazgrim does not generate Rage every second, but the Rage his abilities generate is doubled.
Defensive Stance reduces Nazgrim's damage taken by 10%, and causes him to gain 3 Rage every time he is attacked (but at most once per second). Attacks made on the boss by the tanks do not cause him to generate Rage.
Abilities
General Nazgrim uses two abilities that do not cost Rage to use.
Sundering Blow is a very damaging attack that Nazgrim uses on his current target. It deals a large amount of Physical damage, and it stacks a debuff on the target that reduces their armour by 10% per stack. Whenever Nazgrim uses this ability, he gains 5 Rage. If he casts it on a player who already has stacks of Sundering Blow, then he gains an additional 5 Rage for every stack. This ability requires a tank switch.
Bonecracker is a spell that Nazgrim casts on random raid members. It places a bleed effect on these players, causing them to take a moderate amount of Physical damage every second for 30 seconds, and it also reduces their maximum health by 10%.
The rest of Nazgrim's abilities cost Rage to use. As we mentioned above, every 15 seconds he will cast the most expensive ability he can afford.
Heroic Shockwave costs 30 Rage. Nazgrim leaps at the location of a random raid member, dealing a large amount of Physical damage to all players within 10 yards, and causing several Aftershocks.
When Nazgrim lands, three lines of fire on the ground appear. A few seconds later, these lines, called Aftershock, erupt and deal very high Fire damage to any players they come in contact with. Nazgrim gains 3 Rage for every player that takes damage from Aftershock.
For 50 Rage, Nazgrim will summon a Kor'kron Banner. This is an attackble NPC that does not do anything except cause the attacks of all adds currently present in the fight to grant Nazgrim 3 Rage. The Banner does not need to be tanked, and it has relatively low health.
War Song costs 70 Rage. This is a raid-wide damaging attack that causes players to take 50% of their maximum health as Physical damage.
Ravager costs 100 Rage. Nazgrim throws a weapon at the location of a random raid member. The weapon cannot be targeted or attacked, and it will continue to spin in place at that location until the end of the fight, dealing very high Physical damage to any players in a 6-yard radius, and granting Nazgrim 5 Rage every time a player takes damage from it.
Adds
Before pulling Nazgrim, you will notice that he is surrounded by a large group of Orgrimmar Faithful. These adds are linked to the boss (so you cannot get rid of them before pulling Nazgrim), but they have low health and no abilities.
Throughout the fight, roughly every 45 seconds, Nazgrim will summon two adds. There are 4 types of adds, and Nazgrim will always summon two of them at random (although every pair of summons must contain one of each type of add, so after the first summon of each pair you can anticipate what adds will come next).
Kor'kron Ironblades
-casts Ironstorm, spinning around for 1 minute and dealing high Physical damage to any players within 6 yards;
-casts Last Stand when they reach 50% health, increasing their maximum health by 25% (and gaining 25% health in the process).
Kor'kron Assassins
enter the fight in Stealth. They are not visible, and their movement speed is reduced by 50%;
-cast Backstab, dealing a massive amount of Physical damage to a random player, but only if they manage to attack that player from behind;
-cast Assassin's Mark, causing them to fixate on a random (non-tank) raid member.
Kor'kron Arcweavers
-cast Arcane Shock, an interruptible single-target nuke that deals high Arcane damage to a random raid member. Each successful cast of Arcane Shock buffs the Arcweaver with a stack of a buff that increases their Arcane damage done by 25% for 10 seconds'
-cast Magistrike is an interruptible spell that deals high Arcane damage to players in an area, and also causes them to take some Arcane damage over time;
-cast Unstable Blink, blinking around to a random location in the room.
Kor'kron Warshamans
-cast Earth Shield on an ally (either Nazgrim or another add). This buff heals the target for 5% of their maximum health the next time they take damage. It can be dispelled;
-cast Empowered Chain Heal, an interruptible chain heal that jumps to up to 5 targets, healing each for increasing amounts;
-cast Healing Tide Totem, summoning a Healing Tide Totem that has low health and that heals allies within 8 yards for a massive amount of health (30% of their maximum health every 3 seconds).
Here's some vids about the fight