The third and penultimate LFR wing for Ny'alotha, the Waking City is out today.
While the previous wing had us ascending the two massive ziggurats on either side of the central hub area, this has us descend into the Maw of Gor'sha (I might have that name slightly wrong,) a fleshy descending spiral. It's possibly implied that this is, in fact, Il'gynoth's body - or maybe it's a part of N'zoth, and Il'gynoth is a growth out of N'zoth? Old Gods are gross, folks.
Anyway, you descend down this spiral and come to a boss room at each "floor."
This is from a tank perspective, as usual.
Shad'har:
This first fight is pretty simple and easy. A bit like Ursoc (but less complicated, at least on LFR) you have one tank hold onto the boss until he does "Crush", at which point the other tank needs to taunt quickly as he'll immediately do "Dissolve," and these two have some nasty synergy you want to avoid.
At each third of the fight, Shad'har will go get a new buff that does various nasty things to the raid and the tanks, but it's really about that simple for tanks.
Drest'agath:
This fight, I imagine, gets crazy on non-LFR. Essentially, DPS needs to burn down adds to keep them under control, and while you can damage the boss (and thus generate threat,) he'll heal back anything you do unless you have a debuff (which I think comes from killing the adds.)
The big thing is that the tank-swap debuff explodes after a few seconds, debuffing anything near you when it goes off - including the adds - increasing the damage they take by 65%. So you want to debuff the adds when you get this on you and then run back to the boss to taunt.
I believe that it gains abilities based on which adds are up, so the raid really needs to focus on keeping those adds under control.
Il'gynoth, Corruption Reborn:
This one's the final boss of the wing and, appropriately enough, the hardest.
Sadly, not as many cryptic whispers from him this time - maybe it was a bug. Still, here's the shape of the fight:
You need to reduce him to zero HP four times. During this phase, the following things happen:
He does a big beam attack that will hit and debuff anyone in front of him. The raid, including the off-tank, needs to stay away from the tank when this happens. Every two stacks of this, the tanks should swap, as getting hit with two stacks will probably one-shot the tank.
Next, random players will be targeted with these eye beams that leave nasty blue void energy on the ground, which remains there for the whole fight and will silence and damage you if you stand in it - so try to drop this stuff far from where people will be standing.
Periodically, blood bubble adds will pop up at three points (important to phase 2.) These fixate on targets, but can be stunned and slowed. When they die, they damage the whole raid, so be a little careful in pacing their deaths.
Once you reduce the boss to 0 hp, he retreats and three flesh-doors open upon his blood-pumping organs (which look a bit like his flesh-mass inside the tree from the Emerald Nightmare fight.) Have the DPS focus one of these down while the tanks (and maybe some back-up interrupters) go to the others to interrupt their casted ability, which summons more of those blood adds.
Once one organ is dead, Il'gynoth comes back and you go back to the first phase. Kill all three organs and kill Il'gynoth a fourth time and you're gold. That last phase is a doozy, though, with all the void crap on the ground and the blood adds swarming your healers.
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