Sunday

Throne of the Four Winds: Conclave of Wind

These are my notes on the strategies and techniques of the first boss. This is kept with 10-man in mind. I'll probably keep editing and adding as I go along.

Keep In Mind:
- 3 Lords of Wind who must be eliminated to battle the elemental lord, Al'Akir.
- All Djinn have an energy bar that goes up to 90 over time. When it reaches 90, they cast their most powerful ability at same time and that resets energy to zero. When full power is reached they will say "The power of our winds, UNLEASHED!"
- Cant jump between platforms while they are at full strength.
- If no one is on platform, each Djinn will cast a raid wipe ability. So this could be due to knockback or death.
- Move between platforms by jumping into the wind.
- Must all die within 1 minute of each other or they will regenerate. After full energy abilities have been popped and Frost boss is down low, split up DPS to take out the Wind and Life bosses.
- Think Four Horsemen in Naxx.

ANSHAL (melee normally), LIFE:
- 1 Tank, 1 Healer (west)
- Tank him away from center.
- Have about 3 DPS here for final phase to take him out and the adds that spawn. CCing also helps (like Hungering Cold etc).
- If boss is about to cast Zephyr at full energy, DPS must go back to Frost to help absorb the Sleet Storm
- Soothing Winds: summons are of calm winds (green circle) on a random friendly target. Will heal allies with a HoT. Lasts for 30 secs. All anemies w/i area will be silenced and pacified while inside the green circle.
-- Move him out of it. And tank him around the outer circle b/c when he does full power ability, he will port to the center. If he is standing in a green circle, he will get healed up.
- Nurture: Summons a Ravenous Creeper nearby every second for 5 seconds. The Creepers have Toxic Spores.
--Toxic Spores are spores that errupt from the caster every second for 5 secs. These do an AoE w/ deadly toxin that does 500 nature dmg/sec/5sec and stacks up to 25xs.
-- DPS must come over when adds spawn to DPS them down FAST. Once adds are gone, then they go back to North platform.
- Zephyr: casted at full energy, heals all allies w/i 100yrds for 25000/sec. These targets also gain 15% increased dmg for 15 secs. This stacks.
-- Tanks may have to pop a CD for this
-- make sure no green circles are in the middle.
-- all adds must be gone before this phase happens or elese they will be healed and do insane dmg.

NEZIR (melee normally), FROST:
- Everyone Here (north), most health. Lust off the top and zerg down. This will help lessen dmg from full energy ability.
- Wind Chill: Deals 4750-5250 Frost dmg to all enemies w/i 100yrds and increases Frost dmg taken by 10% for 30 secs and stacks.
-- To alleviate healer, have healers swap from North and West Platforms. Announce over vent when u have too many stacks, top off tank, then swap. If tank on North has too many stacks, then they can't be swapped. May have to pop a CD.
-- If tank has too many stacks w/o anyway to clear the debuff (like a warrior or druid tank), then tanks must swap from North to West. Otherwise, DK can use Antimagic shell or Pally can bubble.
- Permafrost: Channels a blast of Frost at Nezir's current target, dealing 9500-105-- Frost dmg per sec in a cone toward target for 3 secs.
- Ice Patch: Deals 7125-7875 Frost dmg per sec to all enemies w/i 20 yrds, slowing movement by 10% and stacks. Lasts 3 secs. Don't stand in it.. looks like a blue sheet on the floor. Freezes u in place. Tank must move and turn to avoid standing in this.
- Sleet Storm: Cast at full energy. Deals 28500-31500 Frost/ sec to all targets w/i 100 yrds, this is divided among targets and lasts 15 secs.

ROHASH (requires no melee), WIND:
- 1 warlock or 1 healer (east) or someone who can keep themselves alive. Boss doesn't do much dmg.
- Slicing Gale: Cast instead of meleeing, Fierce winds slice through random enemy target, dealing 11875-13125 Nature dmg, increasing Nature dmg received by 5% for 30 secs. This stacks.
- Wind Blast: Spins slowly around platform, blasting area in front of the caster every second. Enemies caught w/i this area is dealth 9500-10500 Nature dmg and knocked back 200yrds, Lasts 10 sec.
- Tornado: Summons 3 tornados nearby. These tornados move around area randomly, dealing 36000-42000 Nature dmg to enemies w/i 10yrds of them, knocking back.
- Hurricane: Cast at full energy, Creates a huge vortex of wind, catching all nearby enemies and launching them into the air. Anyone caught by vortex will take 2500 Nature dmg per sec for 15 sec. At end of effect, affected targets will be dropped out of the air, resulting in addtl fall dmg.

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