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Remove the forums we dont ever use?

Blackwing Descent: Maloriak Vote_lcap60%Blackwing Descent: Maloriak Vote_rcap 60% [ 6 ]
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Total Votes : 10


Blackwing Descent: Maloriak

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Blackwing Descent: Maloriak Empty Blackwing Descent: Maloriak

Post  Palabulous Tue Oct 26, 2010 5:10 am

Final fight of Blackwing Descent, seems much easier than the last boss of Bastion of Twilight.

Boss has 2 phases. In phase 1 he cycles between three sets of abilites depending on what colour vial he throws in the cauldron. Every third vial is green, the first two are either red or blue. Phase 2 is a burn phase from 20% to 0%.

Phase 1 Abilites:
Arcane Storm: Deals 7540 to 8460 Arcane damage per second to all raid members. Lasts 6 sec. Interruptable.
Release Abberations: Release 3 Abberations from their growth chambers. Starts fight with 18.

Red Vial Acitve:
Consuming Flames: Cast on a random raid member dealing 9000 Fire damage per second for 10 seconds. During this time any additional magic damage is increased by 25%.
Scorching Blast: Frontal AOE attack dealing 750000 fire damage split among all targets.

Blue Vial Active:
Biting Chill: Surrounds a random player with a ring of frost dealing 7500 Frost damage per second to the target and any friends of the target within 8 yards. Lasts 10 sec.
Flash Freeze: Causes an area 10 yards around a random target to become freezing cold. This deals 47125 to 52875 Frost damage to all people in the area and encases them in an ice tomb for 30 seconds. When the tomb is destroyed the targets are released but the breaking ice deals an additional 47125 to 52875 Frost damage to all targets 10 yards around that target, breaking all ice in that area as well.

Green Vial Active:
Remedy: Heals the caster for 150000 health and generates 2000 mana per second. The amount healed by this effect increases by 150000 per second. Lasts 10 sec. Magic dispellable.
Debilitating Slime: Slime sprays out from the cauldron, coating every unit (players and enemies!) in the room. The slime increases all damage taken by 100% and suppresses any Growth Catalysts on the target, causing it be removed temporarily. Lasts 15 sec.

Abberations: Are released in groups of three during phase 1 if the release ability is not interrupted. They have the ability:
Growth Catalyst: Increases their damage dealt by 20% and reduces damage they take by 20%. Affects all allies within 10 yards.

Phase 2:
Arcane Storm: Deals 7540 to 8460 Arcane damage per second to all raid members. Lasts 6 sec. Interruptable.
Release All: Releases all remaining Abberations and two Prime Subjects.
Magma Jets: Releases a stream of fire fissures towards its aggro target.. These fissures deal 23562 to 26437 Fire damage to all enemies within 0 yards. In addition, the fissures leave behind a persistent burning effect which deals 4713 to 5287 Fire damage to all nearby enemies.
Absolute Zero: Summons a sphere of sub-freezing energy near a random target. If this sphere comes within 6 yards of an enemy, it will explode, dealing 18850 to 21150 Frost damage to all enemies within 6 yards, knocking them back.
Acid Nova: Deals 5000 Nature damage per second to all enemies for 10 sec.

Prime Subject: Very similar to Abberations but have more life and do more damage. Have 1 extra ability:
Growth Catalyst: Increases nearby allies' damage dealt by 20% and reduces damage they take by 20%. Affects all allies within 10 yards. (I think this buss works on us)
Fixate: Fixated on a target. Immune to taunt. Lasts 10 seconds.

Tactics:
Phase 1:
Red Vial. All group in front of boss except for person with consuming flames who runs away.
Blue Vial: All spread out 10 yards. Destroy Ice Tombs. They do not seem to have much health. Only 1 person should ever be trapped.
Green Vial: Purge/Dispel/Spellsteal fucking get rid off the bosses healing ability. Everyone kill adds after they get debuffed.

Abberations: Three are released at a time. With their stacking buffs it is simply not reasonable to kill them initally as they will be taking 60% less damage. The way the mechanics work is you need to wait until the Green Vial phase to clear their buff at the start. This was they can be quickly killed as they also gain a buff to damage taken.

Therefore the difficulty comes in how many adds do you make spawn for the green vial phase. Only 3 means it will take 6 phases before all are defeated. Think the boss will enrage by then. If you allow 6 to come out each phase it will take 3 vial rotations before all adds are dead. 6 are tankable.

If you allow 9 to be around for every green phase it will only take 2 vial rotations to clear all the adds. 9 are NOT tankable. To do this the last release has to be very close to the green vial phase and the adds will need to be rooted, slowed etc before they loose their damage boosting buff.

6 or 9 will depend on the enrage timer and how often people are failing in the blue/red phases. TotalHalibut did 9 adds by interrupting the first release and then allowing the next three to go through. Seems you get two attempted releases per vial phase.

Phase 2: Burn phase.
Prime Subjects will begin knocking out healers/DPS if left alive for too long as they become untankable. Kill the 2 adds then burn the boss down.
Tank needs to make boss face the wall and also move when the fire effect is laid down. Raid needs to avoid the big blue exploding balls.

On Paragons kill video they interupted all releases so at phase 2 had all 18 abberations and 2 Prime Subjects released. This began killing people but raid DPS was so inflated by the buff that they downed Maloriak quickly.

Honestly for the last boss in Blackwing Descent, Phase 1 seems far too easy. I expect there are other abilites I am not aware of or abilities that are yet to be implemented. If you can just ignore all adds until the end and then zerg down in phase 2 that mechanic is broken and will probably be fixed before live. *UPDATE* Has been fixed, adds now hit like bastards and will kill raid in seconds if 18 are alive at start of phase 2.

Palabulous
Eternals Member

Posts : 22
Join date : 2010-06-13

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