Tuesday, August 11, 2015

Destructor's Rise Tank Impressions

Destructor's Rise is the last full wing before we deal with Archimonde in Hellfire Citadel. It's kind of the "Demon Wing," as we'll be dealing with a Felguard, a Void Lord, and a Pit Lord.

Trash before Fel-Lord Zakuun:

Very little trash here. You'll want to group up with the co-tank on the felguards - a preview of the boss mechanics.

Fel-Lord Zakuun:

Zakuun is actually a rather simple fight. He alternates between two phases before combining them in the last phase.

During phase one, he'll have a big axe and he'll occasionally hit the tank with Soul Cleave. When this happens, the current tank will be sent into a shadowy void phase while the other tank should taunt. After a set amount of time, the phased tank will leave the phase, but they'll leave a little energy thing behind for the next tank to avoid. These latent energy sparks will pulse a ring of damage that you'll need to jump over while also avoiding purple shadow waves.

When not tanking the boss, you can help get rid of rumbling fel rifts, which I believe will turn into nasty fel rock spires if you don't absorb them.

When he sheds his weapon, he'll jump away and start making heavy-handed strikes, meaning that the two tanks need to stack up to split the damage.

On phase three, he'll get his weapon back and do the associate attacks (the fissures and shadow-waves, I think) but still do the heavy-handed attacks - only no void phase.

Trash before Xhul'horac:

Head up the fel rock spire near Zakuun and fight through a fairly simple pull of a Wrathguard and five Fel Hounds. Try to stagger the deaths of the Fel Hounds, as they'll do damage to the raid when they die.

Xhul'horac:

Technically you don't have to move the boss, but I recommend it. Do the Fel phase on the left side of the room and the void phase on the right, and you'll have far fewer problems. Also, dps really needs to kill adds. Big adds need to be tanked (there will only be one at a time) and the little ones you can let the DPS handle.

Xhul'horac goes through three phases. He'll start with a Fel phase. Ironically, the debuff he puts on the tank is not that dangerous, and in fact you'll want to make sure that only one tank gets that debuff, rather than switching off. During the phase, though, you'll have to tank an add that does have a standard tank-swap debuff, so you'll need to switch until he's dead. Also, a bunch of imps spawn and green fire is everywhere.

He'll then switch into a Void phase, which is more or less the same, with a big void add that needs to be killed and tank-swapped.

When he gets to phase three, there won't be any big adds (I don't remember if there are little adds.) But each time he does his big tank debuff strike, he'll switch between Fel and Void. If you get both debuffs, or really just take one type of damage after taking the other, you'll cause a painful explosion, so just have one tank take the Fel strikes and the other take the Void ones. Luckily, he changes color each time he switches, so it's easy to keep yourself synchronized. You'll be taunting frequently, so make sure you don't jump the gun or taunt an add accidentally.

Mannoroth:

No trash here, though you might be fooled by the three warlocks surrounding his bones. Phase one, Mannoroth will still be a pile of bones and you'll be dealing only with adds. The only add that really needs to be tanked here is a doomguard that applies a stacking debuff. The debuff will only damage you once it wears off, so you might get lulled into thinking that you can take many stacks. Still, I took about 18 stacks and was fine (on LFR, remember,) so maybe it really isn't that bad of a threat.

When the three warlocks are dead, Mannoroth will be revived. His knockback doesn't send you very far on LFR, so you can basically just tank him somewhere in the center.

The main thing tanks need to worry about here is Glaive Combo, which will hit you very hard if you don't have active mitigation up and will put a debuff on you after knocking you back with Massive Blast.

Make sure the other tank has actually been hit by this before you taunt (I'm ashamed to admit that I died not once, not twice, but three times due to jumping the gun on the taunt. Still downed him first shot, thanks to copious battle rezzes.)

Make sure you save up your resources for active mitigation, though glaive combo doesn't come as fast as Rukhran or Kilrogg's big AM attack.

Mannoroth will also sometimes channel a powerful push-back spell that seems to accelerate as it channels, so try to stay near the center of the platform lest you get knocked off. Speed buffs should help with this.

And with that, wing four of Hellfire Citadel LFR is complete. Just Archimonde is left, so we'll soon have the final LFR impressions of the expansion.

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