Post by Deleted on Aug 31, 2013 4:01:45 GMT
Giant mobs hiding in boxes the boss could be hiding in any of them?! Oh wait it's a lootship....
This fight is a nice idea....but it just doesn't work..a boss without a boss is just...meh, stupid..
During this fight you're placed on a platform at the top to start with, then when the encounter begins two gates open up, one on each side. One is the mogu side, the other is the mantid side..neither side is particularly difficult...but the mantid side has slightly more challenging mechanics, your raid should split up to deal with both sides at the same time.
The idea of the fight is to open boxes, opening enough boxes will move you onto the next rooms, and then after the second rooms you have finished and you win.
There are 3 types of boxes in each room, small medium and large.
The small boxes contain trash like mobs which are not really dangerous at all.
The medium boxes contain slightly more difficult mobs, however most of these are not dangerous, and even the ones with actually dangerous mechanics can easily be handled.
The large boxes contain mini bosses, and these also have slightly more dangerous abilities, but still not particularly difficult. Your raid should release one of these instantly as soon as they enter, and move around the room opening small boxes, to cleave down the simple adds while you kill the "boss".
Mogu room(s) abilities to look out for:
The large box add, called the Shao-Tien colossus spawns additional stone adds, that do a similar ability to the emperor's rage adds on the will of the emperor encounter in MSV, they stun in an area in front of them, just move away from these whenever they stomp.
The medium boxes can have two different adds in them:
The Ritualists just have a damaging ability that should be interrupted, and a dispellable dot, easy enough.
The Anima Golem however have sort of a matter swap ability called Matter Scramble, when this ability is used it spawns two swirly red circles on the ground, you need to have atleast one raid member in each one, or your raid takes about 300,000 damage, it's not the end of the world if this happens, but you could lost a player or two due to other abilities hitting at the same time.
The small boxes contain nothing of any challenge or danger, the urn is just annoying, it sends out loads of damaging sparks, so just stay away from it, range should prioritise killing this add over any other small box mobs.
Klaxxi room(s) abilities to look out for:
The large box contains a Ka'thik demolisher, these adds again, aren't difficult, just annoying...they attach 4 bombs to random raid members, that, after 30 seconds will deal a large amount of damage (fatal, if not dealt with). When affected by this debuff you gain an additional action button which allows you to drop one of the bombs, the idea is to go and drop all 4 bombs somewhere away from the raid, so they don't deal damage to anyone. Make sure to spread them out a little, because the bombs can chain off eachother.
The medium boxes can contain two types of adds:
Swarm Leaders really doesn't do anything.
Wind Wielders occasionally turns into a tornado and comes spinning at your raid, just avoid this.
The only small box add to worry about is the Amber Shards, these mobs will spawn puddles under random raid members that you have to move out of, just remain spread and don't stand in the puddles.
Common in both rooms:
In both rooms you will find Burial urns which contain spirits of dead monks. There is a Windwalker, Mistweaver and Brewmaster spirit.
-The windwalker spawns a line of flowers, don't stand in flowers.
-The Mistweaver uses a spinning crane kick ability which pulls in your raid.
-The Brewmaster will disorientate players with a keg smash and flame breath combo.
This fight is immensely simple really, and shouldn't cause any problems, pop bloodlust whenever the fuck you want because it doesn't matter, don't be a moron and faceroll to the loot chest, yaay.
A video to watch:
This fight is a nice idea....but it just doesn't work..a boss without a boss is just...meh, stupid..
During this fight you're placed on a platform at the top to start with, then when the encounter begins two gates open up, one on each side. One is the mogu side, the other is the mantid side..neither side is particularly difficult...but the mantid side has slightly more challenging mechanics, your raid should split up to deal with both sides at the same time.
The idea of the fight is to open boxes, opening enough boxes will move you onto the next rooms, and then after the second rooms you have finished and you win.
There are 3 types of boxes in each room, small medium and large.
The small boxes contain trash like mobs which are not really dangerous at all.
The medium boxes contain slightly more difficult mobs, however most of these are not dangerous, and even the ones with actually dangerous mechanics can easily be handled.
The large boxes contain mini bosses, and these also have slightly more dangerous abilities, but still not particularly difficult. Your raid should release one of these instantly as soon as they enter, and move around the room opening small boxes, to cleave down the simple adds while you kill the "boss".
Mogu room(s) abilities to look out for:
The large box add, called the Shao-Tien colossus spawns additional stone adds, that do a similar ability to the emperor's rage adds on the will of the emperor encounter in MSV, they stun in an area in front of them, just move away from these whenever they stomp.
The medium boxes can have two different adds in them:
The Ritualists just have a damaging ability that should be interrupted, and a dispellable dot, easy enough.
The Anima Golem however have sort of a matter swap ability called Matter Scramble, when this ability is used it spawns two swirly red circles on the ground, you need to have atleast one raid member in each one, or your raid takes about 300,000 damage, it's not the end of the world if this happens, but you could lost a player or two due to other abilities hitting at the same time.
The small boxes contain nothing of any challenge or danger, the urn is just annoying, it sends out loads of damaging sparks, so just stay away from it, range should prioritise killing this add over any other small box mobs.
Klaxxi room(s) abilities to look out for:
The large box contains a Ka'thik demolisher, these adds again, aren't difficult, just annoying...they attach 4 bombs to random raid members, that, after 30 seconds will deal a large amount of damage (fatal, if not dealt with). When affected by this debuff you gain an additional action button which allows you to drop one of the bombs, the idea is to go and drop all 4 bombs somewhere away from the raid, so they don't deal damage to anyone. Make sure to spread them out a little, because the bombs can chain off eachother.
The medium boxes can contain two types of adds:
Swarm Leaders really doesn't do anything.
Wind Wielders occasionally turns into a tornado and comes spinning at your raid, just avoid this.
The only small box add to worry about is the Amber Shards, these mobs will spawn puddles under random raid members that you have to move out of, just remain spread and don't stand in the puddles.
Common in both rooms:
In both rooms you will find Burial urns which contain spirits of dead monks. There is a Windwalker, Mistweaver and Brewmaster spirit.
-The windwalker spawns a line of flowers, don't stand in flowers.
-The Mistweaver uses a spinning crane kick ability which pulls in your raid.
-The Brewmaster will disorientate players with a keg smash and flame breath combo.
This fight is immensely simple really, and shouldn't cause any problems, pop bloodlust whenever the fuck you want because it doesn't matter, don't be a moron and faceroll to the loot chest, yaay.
A video to watch: