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re: The Emerald Nightmare

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TL;DR

4.1. Tanks

  • Alternate being debuffed with Darkening Soul Icon Darkening Soul (Phase One) and Blackening Soul Icon Blackening Soul (Phase Two and Three). Swap at 3 stacks and move out of the raid to get dispelled.
  • Try and make it so that the tank in the dream picks up the Corruption Horror. Move it away from the raid, making it face away from the raid.
  • Nightmare Infusion Icon Nightmare Infusion should be handled by the tank in the dream.

4.2. Healers

4.3. DPS

4.4. Everyone

1. Overview

The encounter with Xavius is a 3-phase fight, during which you face the boss and, at times, adds. Xavius has similar abilities during Phase One and Phase Two and he retains abilities from both Phases in Phase Three. The switch to Phase Two occurs at 65% health and the switch to Phase Three at 30% health.

The encounter has a core mechanics called Corruption, which each player is receiving when they are damaged by specific abilities. Corruption never decays and reaching maximum Corruption causes the player to be mind-controlled and killed by the raid. As we will see, each player has the possibility to remove Corruption once during the encounter.

2. Corruption

Each player has a Corruption bar that appears in their UI, as part of the encounter, and that shows their current amount of Corruption. When the encounter starts, players have 0 Corruption and it can go up to 100.

At certain levels of Corruption, events trigger, culminating with the removal of the player from the raid once they reach 100 Corruption. As pointed out previously, there is a way for each player to reset their Corruption, once per encounter.

We detail all the events and the way to reset Corruption in the next section.

2.1. Corruption Thresholds

At 33, 66, and 100 Corruption, something happens to the player.

2.1.1. 33 Corruption: Dread Abomination

Every 10 seconds, a very large void zone appears on the floor. After 4 seconds, a Dread Abomination materialises and deals Corruption: Crushing Shadows Icon Corruption: Crushing Shadows damage to anyone still standing in the void zone, before disappearing. This deals a lot of Physical damage (but applies no Corruption), and the damage is reduced the further players are from the center of the void zone (and is 0 outside of it, obviously).

Only players at 33 Corruption or above can see the void zone and be damaged by Corruption: Crushing Shadows Icon Corruption: Crushing Shadows.

 

2.1.2. 66 Corruption: Unfathomable Reality

Small void zones keep spawning on the ground. After 2 seconds, they erupt, dealing Corruption: Unfathomable Reality Icon Corruption: Unfathomable Reality damage to anyone still standing in it. This deals moderate Fire damage and adds 5 Corruption.

Only players at 66 Corruption of above can see the void zone and be damaged by Corruption: Unfathomable Reality Icon Corruption: Unfathomable Reality.

2.1.3. 100 Corruption: Descent into Madness

At 100 Corruption, players receive a debuff called Corruption: Descent into Madness Icon Corruption: Descent into Madness. It increases their healing and damage done by 150% for 20 seconds. When the 20 seconds are up, they are mind-controlled by Xavius and need to be killed.

2.2. The Dream and Resetting Corruption

When Xavius reaches 95% health, half of the raid is put to sleep in the Dream of Ysera. When he reaches 60% health, the other half of the group is put to sleep. The explanation of the Dungeon Journal is a bit convoluted. What it means is that these players get debuffed with Dream Simulacrum Icon Dream Simulacrum, which lasts for 3 minutes. When the debuff is removed from a player, Corruption resets.

The debuff can only be removed in one of two ways, by letting it run its 3-minute course or by dying. When a player dies with the debuff, they simply awaken from their dream and continue the fight normally. Note that this cheat death protects players from deaths brought about by Corruption: Descent into Madness Icon Corruption: Descent into Madness.

3. Phase One

Phase One lasts from 100% health to 65% health. During this phase, Xavius uses 4 abilities: Darkening Soul Icon Darkening Soul (tank debuff), Nightmare Blades Icon Nightmare Blades (AoE damage in a line between 2 players), Manifest Corruption Icon Manifest Corruption (add spawn), and Lurking Eruption Icon Lurking Eruption (add spawn).

3.1. Darkening Soul

Every 8 to 10 seconds, Xavius applies a stack of Darkening Soul Icon Darkening Soul to his tank. This lasts until dispelled and deals a low amount of Shadow per second per stack.

Dispelling Darkening Soul causes high damage to all players within 15 yards of the tank. The player who dispelled gains 25 Corruption and takes a moderate amount of Shadow damage through Darkened Tainting Icon Darkened Tainting.

3.2. Nightmare Blades

Every 16 seconds, Xavius debuffs 2 players with Nightmare Blades Icon Nightmare Blades. 5 seconds later, Nightmare Blades Icon <a class="spell" style="margin: 0px; padding: 0px; border: 0px; font-style: inherit; font-variant: inherit; font-weight: inherit; font-stretch: inherit; font-size: inherit; line-height: inherit; font-family: inherit



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re: The Emerald Nightmare

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TL;DR

4.1. Boss Tank

  • Phase One
    • Boss Tank — Bring Cenarius to the add to be cleansed after a cast of Forces of Nightmare Icon Forces of Nightmare.
    • Adds Tank — Pick up the adds and tank them (except for Corrupted Wisps).
    • Ensure that Cenarius and the adds are tanked far away (at least 20 yards in Normal mode and 30 in Heroic mode), because of Aura of Dread Thorns Icon Aura of Dread Thorns.
  • Phase Two
    • Tank swap Cenarius after every Spear of Nightmares Icon Spear of Nightmares.
    • Establish a cooldown rotation with the healers to reduce the damage of each Spear of Nightmares.
    • Move Cenarius out of Spear of Nightmares void zones.

4.2. Healers

  • Phase One
  • Phase Two
    • Establish a cooldown rotation with the tanks to reduce the damage of each Spear of Nightmares.

4.3. DPS

  • Phase One
  • Phase Two
    • Normal mode — Ignore Malfurion and burn the boss.
    • Heroic mode — Burn the boss and free Malfurion when Entangling Nightmares Icon Entangling Nightmares is cast on him.

4.4. Everyone

1. Overview

The fight is made up of two phases. In the first phase, you fight Cenarius and a number of adds he summons. All their abilities combined require you to move a lot. Malfurion helps you by cleansing some of Cenarius' adds and making them fight for your raid instead. In the second phase, there are no more adds and it becomes a simple burn phase during which you have to kill the boss before you run out of room on the platform.

2. Phase One

During Phase One, you face Cenarius and a number of adds. You also receive help from Malfurion and can recruit some of Cenarius' adds to fight with you.

2.1. Cenarius

Cenarius uses 4 abilities in Phase One: Aura of Dread Thorns Icon Aura of Dread ThornsCreeping Nightmares Icon Creeping NightmaresNightmare Brambles Icon Nightmare Brambles, and Forces of Nightmare Icon Forces of Nightmare.

Aura of Dread Thorns Icon Aura of Dread Thorns is very simple. It causes the adds spawned by Cenarius to reflect 50% of the damage they take back to the attacker, if they are within 20 yards of Cenarius (30 in Heroic mode and higher).

The other abilities are more complex and will be explained in their own sections below.

2.1.1. Creeping Nightmares

Every 2 seconds, Cenarius damages the entire raid with Creeping Nightmares Icon Creeping Nightmares. This does a very low amount of damage, but it applies a stacking debuff that increases the damage taken by Creeping Nightmare by 20%.

One important thing to note is that the initial damage is very low, so the damage ramps up over a very long period of time. At 30 stacks in Normal mode (or 25 in Heroic mode), players take about 100k damage every 2 seconds.

Also worth noting, but it is very minor, the damage always happens before the new stack is applied.

As we will see below, there is a mechanic in the fight called Cleansed Ground Icon Cleansed Ground and used by Malfurion that allows you to clear your stacks of <span class="spell_icon_span" style="margin: 0px; padding: 0px; border: 0px; font-style: inherit; font-variant: inherit; font-weight: inherit; font-stretch: inherit; font-size: inherit; line-height: inherit; font-family: inherit; vertical-align:



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re: The Emerald Nightmare

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TLDR

4.1. Tanks

  • Swap dragon with the other tank at 7 stacks of the Mark.
  • Do not get Corrupted Breath Icon Corrupted Breath cast at the raid.
  • Pickup adds, except Dread Horrors (unless many spawn).

4.2. Healers

  • Dispel everything! (root from Call Defiled Spirit Icon Call Defiled Spirit, sleep from Seeping Fog Icon Seeping Fog, and Shadow Burst Icon Shadow Burst in Heroic mode).
  • Save healing cooldowns for where the raid messes up and spawn extra adds or takes extra damage.

4.3. DPS

4.4. Everyone

Move away from all the ground effects. The only one that cannot be avoided is Call Defiled Spirit Icon Call Defiled Spirit.

1. Overview

The fight involves 4 dragons: YsondreEmerissLethon, and Taerar, which share health. Only 3 dragons are active every week: Ysondre plus 2 other dragons, chosen randomly.

You only get to fight 2 dragons at a time, the other one being in the air. In Normal mode, the dragon in the air does nothing, while in Heroic mode, it casts an ability at the raid.

The dragons you fight depend on how much health they have:

  • from 100% to 70% health: Ysondre and Dragon A;
  • from 70% to 40% health: Ysondre and Dragon B;
  • from 40% to 0% health: Ysondre and Dragon A.

Now that the layout of the encounter has been discussed, we can look at the abilities, starting with those that are shared, before going through those unique to each dragon.

 

2. Shared Abilities

The dragons all share a breath attack called Corrupted Breath Icon Corrupted Breath as well as a Mark of the Nightmare mechanics that requires tanking the two active dragons very far apart (the room is very very large) and having the tanks exchange dragon every now and then.

Corrupted Breath Icon Corrupted Breath is cast approximately every 30 seconds by the active dragons. It deals a high amount of Physical damage in a 45-yard line in front of the boss.

The Mark mechanics is a bit more complex to explain, but very simple in its implication. Players cannot remain within 45 yards of a Dragon for more than 100 seconds or they get stunned for 30 seconds. This is solved by splitting the raid in two groups and have each group focus on their own dragon for about 80 seconds before exchanging dragon. The room is large enough to tank to dragons very very far apart.

More specifically, each dragon has a mark that they apply to every 10 seconds to all players within 45 yards. The mark stacks and deals a very small amount of Shadow damage every second. If a player reaches 10 stacks, then get instantly stunned for 30 seconds by Slumbering Nightmare Icon Slumbering Nightmare. For completeness' sake, here are the marks for each dragon:

3. Ysondre

Ysondre uses two abilities: Nightmare Blast Icon Nightmare Blast and Call Defiled Spirit Icon Call Defiled Spirit.

  • Nightmare Blast Icon Nightmare Blast is casts 40 seconds into the fight and then 60 seconds after that. It targets the location of a random raid member close to Ysondre with a ball of nightmare essence. When the ball hits the location, it deals moderate Shadow damage to players standing in the marked area, creates a Nightmare Bloom Icon Nightmare Bloom, and spawns a Dread Horror.
    • The Nightmare Bloom Icon Nightmare Bloom stays on the ground for 1 minute. Every 3 seconds, it deals low Shadow damage to all player standing on it. If no one is standing on it, then it spawns a Dread Horror instead of dealing damage.
    • Dread Horrors are very low health mobs with a melee attack and no ability. In Heroic mode, players within 5 yards of a Dread Horror deal 50% less damage.
  • Call Defiled Spirit Icon Call Defiled Spirit is cast every 30 seconds. It summons two void zones, with a non-attackable druid spirit standing in the middle. There is no indication regarding where the ability is cast. Players standing in the void zones are instantly stunned for 6 seconds by Defiled Vines Icon Defiled Vines, which can and should be dispelled. After 5 seconds the void zone detonates, dealing a high amount of Shadow damage to players in it.

4. Taerar

Taerar uses 2 abilities: Shades of Taerar Icon Shades of Taerar and Seeping Fog Icon Seeping Fog.

 
  • Shades of Taerar Icon Shades of Taerar summons 2 copies of Taerar with much lower health and damage. They have a single ability, a lesser version of Corrupted Breath Icon Corrupted Breath. They do not apply Mark of Taerar Icon Mark of Taerar.
  • Every 15 seconds, Taerar spawns 2 void zones at the location of random raid members. The void zone itself is inoffensive but after 2 seconds, it becomes a cloud of Seeping Fog Icon Seeping Fog that moves very slowly around the room and disappears after 1 minute. Everyone hit by the cloud is put to sleep for 6 seconds, taking low Nature damage every second. This effect can be dispelled.

4.1. Heroic Mode: Bellowing Roar

In Heroic mode, when Taerar is in the air, he casts an ability called Bellowing Roar Icon Bellowing Roar every 40 seconds, fearing all raid members for 3 seconds.

5. Lethon

Lethon uses 2 abilities: Siphon Spirit Icon Siphon Spirit and Gloom Icon Gloom.

<ul style="margin: 10px 0px 10px 10px; padding: 0px 0px 0px 20px; border: 0px; font-variant-numeric: inherit; font-stretch: inherit; font-size: 13px; line-height: inherit; font-family: 'Open Sans', sans-serif; vertical-align: baseline; list-style-position: initial; list-style-image: initial; col


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re: The Emerald Nightmare

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TLDR

Below is a TL;DR of how to handle Elerethe's abilities. This should be used to familiarize yourself with the boss' abilities, and not as a blueprint for success.

4.1. Tanks

  • During Spider form, take turns tanking Spiderlings to manage applications of Dripping Fangs Icon Dripping Fangs.
  • During Roc form, quickly taunt Elerethe after Raking Talons Icon Raking Talons.
  • During Roc form, pick up a Shimmering Feather Icon Shimmering Feather to speed your way across platforms.
  • Mythic: Keep Venomous Spiderlings away from the boss or they will grant her stacks of Swarm Icon Swarm.

4.2. Healers

  • During Spider form, heal allies connected by Web of Pain Icon Web of Pain.
  • During Roc form, beware of potential high damage during Gathering Clouds Icon Gathering Clouds and Dark Storm Icon Dark Storm.
    • Pay special attention to players debuffed with Necrotic Venom Icon Necrotic Venom who cannot stack with the raid during Gathering Clouds (they will be taking damage from both abilities).

4.3. DPS

  • During Spider form, stand apart from the raid during Necrotic Venom Icon Necrotic Venom to place venomous pools.
  • During Roc form, place Twisting Shadows Icon Twisting Shadows away from the raid.
  • Kill Venomous Spiderlings.

1. Generalities

Elerethe Renferal has two forms that she uses alternatively: Spider form (lasts 90 seconds) and Roc form (lasts 120 seconds). There are also 3 platforms in the boss room and she changes platform every time she transform into a Roc, so the encounter will always flow in this way: Spider form → Roc form → Platform change → more Roc form → Spider form → etc.

Her abilities differ depending on her current form, as we will see below.

2. Spiderlings

There are 2 types of spider adds that your raid will encounter during this fight: Skittering Spiderlings and Venomous Spiderlings.

2.1. Skittering Spiderlings

Skittering Spiderlings come our of the egg sacs that you can find on every platform and on the bridges that link them. When a member runs into these sacs, they release 4 or 5 Skittering Spiderlings, which are small adds that need to be killed.

2.2. Venomous Spiderlings

Venomous Spiderlings spawn at two different times during the encounter: when Elerethe casts Feeding Time Icon Feeding Time in Spider form and when she changes platform in Roc form.

Venomous Spiders need to be tanked and they debuff their current target with Dripping Fangs Icon Dripping Fangs, a stacking debuff that deals increasingly dangerous Nature damage every second.

When Venomous Spiderlings are killed, they leave behind Venomous Pool Icon Venomous Pool. These inflict Nature damage every second to players that stand in them.

 

3. Spider Form

While in Spider form, Elerethe uses a handful of abilities. None of them should be dangerous enough to wipe your raid, but if they are not handled properly they can cause your healers to fall behind, making it hard to catch up when raidwide damage ramps up in Roc form from Gathering Clouds Icon Gathering Clouds, and Dark Storm Icon Dark Storm.

As mentioned above, Elerethe's Spider form lasts about 45 seconds. During this time, her main ability is Feeding Time Icon Feeding Time, which she uses once per Spider form. In addition to this, you will have to avoid Venomous Pool Icon Venomous Pools (poison void zones on the ground) and deal with Web of Pain Icon Web of Pain, which restricts the movement of random members.

3.1. Feeding Time

As said above, Feeding Time Icon Feeding Time is cast once per Spider form. Except for the tanks, this ability is all Elerethe does in her Spider form.

This ability is split in two phases.

  1. First, she ascends into her web for about 10 seconds, during which time she causes numerous Venomous Spiderlings to fall down and attack the raid.
  2. Second, she chooses a random target and drops from above onto them, dealing massive damage with Vile Ambush Icon Vile Ambush.

The Spiderling adds must be quickly picked up by the tanks and AoE'd down by the raid.

While the Spiderlings are being handled, Elerethe will be preparing for a Vile Ambush Icon Vile Ambush. She will drop down onto a randomly selected raid member and deal massive Physical damage to all players caught in its radius. This ability will also knock back any player hit by it. The damage taken from this ability is greatly reduced the further away you are from its impact. More importantly, the player targeted by this ability merely serves as the point where the abilities' large green area of effect is painted, and the target of the ambush can dodge the ability.

3.2. Venomous Pools

As seen above, Venomous Spiderlings spawn a Venomous Pool Icon Venomous Pool where they die.

In addition, Elerethe often afflicts random raid members with Necrotic Venom Icon Necrotic Venom. This ability deals Nature damage every second for 6 seconds, and places a debuff on the affliction players that deals Nature damage to nearby allies with each tick. Each time this ability pulses it leaves behind a Venomous Pool Icon Venomous Pool. After being targeted by Necrotic Venom, players have 10 seconds to move out of the raid, before it starts ticking damage and dropping Venomous Pools.

3.3. Web of Pain

Finally, Elerethe also links multiple random raid members with Web of Pain Icon Web of Pain this ability reflects all damage taken between linked players. Reflected damage is increased if the targets separate beyond 20 yards from each other.

 

4. Roc Form

After around 45 seconds, Elerethe will transform into a Nightmare Roc and she will remain in this form for approximately 75 seconds.

While in Roc form, Elerethe will gain multiple new abilities, and lose all her abilities from her Spider form. However, any Venomous Pool Icon Venomous Pool that are on the ground will remain in play.

4.1. Gathering Clouds and Dark Storm

Shortly after transforming into a Roc, Elerethe channels Gathering Clouds Icon Gathering Clouds, dealing damage every second and pushing players back for 8 seconds.

After the completion of her channel of Gathering Clouds, Elerethe does the following:

  1. she leaves behind Shimmering Feather Icon Shimmering Feathers;
  2. she casts Dark Storm Icon Dark Storm;
  3. she flies to a new platform;
  4. she spawns tornadoes and Venomous Spiderlings on the bridge to the new platform;

Once picked up by raid members, Shimmering Feather Icon Shimmering Feathers grant these players jump height, no fall damage, and the ability to insta-kill the Venomous Spiderlings that spawn on the bridge to new platform (which cannot not be engaged, because there are not enough feathers for everyone, so players have to run to the new platform).

Dark Storm Icon Dark Storm is a lightning storm on the platform that appears on the platform that Elerethe is leaving. It deals high damage to anyone struck by the lightning it creates.

4.2. Twisting Shadows

Throughout her Roc form phase, Elerethe creates Shadow-damage tornadoes called <img class="spell_icon"



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re: The Emerald Nightmare

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TLDR

Below is a TL;DR of how to handle Il'gynoth's abilities, this should be used to familiarize yourself with the boss' abilities, and not as a blueprint for success (except maybe in LFR difficulty).

4.1. Tanks

4.2. Healers

  • Dispel Touch of Corruption Icon Touch of Corruption from raid members fixated by Nightmare Ichors.
  • Beware of tank damage from Nightmarish Fury Icon Nightmarish Fury (Dominator Tentacles) and Eye of Fate Icon Eye of Fate (Nightmare Horror).
  • Beware of massive AoE damage to raid members fixated by Nightmare Ichors if a large number of these adds are killed at the same time.

4.3. DPS

4.4. Everyone

  • Phase One
  • Phase Two
    • Keep players outside to finish off Tentacles and Nightmare Ichors.
    • Do as much damage as possible to Il'gynoth during Phase Two.
    • Make sure to move away 11 yards from other players when targeted with Cursed Blood Icon Cursed Blood during Phase Two.
    • Get out of the chamber before the 50 seconds are up (so before Dark Reconstitution Icon Dark Reconstitution finishes casting).

1. Generalities

The encounter alternates an outside phase (Phase One) with an inside phase (Phase Two). During the outside phase, you have to kill a specific number of a specific add in a specific location to gain access to the inside phase for a limited period of time, during which you can damage Il'gynoth. You are given 2 Phase Two to kill Il'gynoth, after which he will wipe the raid with Final Torpor Icon Final Torpor.

2. Phase One: Outside

During Phase One, you will face:

The Eye of Il'gynoth needs to be brought down to 0 health in order for the raid to gain access to Phase Two where Il'gynoth can actually be damaged. The Eye of Il'gynoth can only be damaged, 5% at a time, by killing Nightmare Ichors close to it (you need to kill 20 in total). Nightmare Ichors spawn when Forces of Corruption adds are killed (the number of spawned Nightmare Ichors depending on the add killed).

Depending on your raid's DPS and the difficulty, Phase One can take between 3 and 5 minutes.

2.1. Eye of Il'gynoth

The Eye of Il'gynoth is immobile and does nothing, besides casting Nightmare Gaze Icon Nightmare Gaze at a random raid member every 8 to 10 seconds, dealing moderate Shadow damage.

It is protected by Stuff of Nightmares Icon Stuff of Nightmares, which reduces damage taken by 99%; the only exception being the Nightmare Explosion Icon Nightmare Explosion triggered by the death of a nearby Nightmare Ichor.

 

2.2. Nightmare Ichors

Nightmare Ichors are blood blobs that appear when Forces of Corruption adds are killed. Spawn rates are as follows:

Nightmare Ichors fixate on a random raid member and apply a stacking DoT on them called Touch of Corruption Icon Touch of Corruption. It deals increasing Shadow damage every 2 seconds. This can be dispelled.

When they die, they cause a Nightmare Explosion Icon Nightmare Explosion, dealing damage to nearby players and removing 5% health from the Eye of Il'gynoth, if it is nearby.

2.3. Forces of Corruption

In both Normal and Heroic modes, the Forces of Corruption follow the same spawn pattern, which dictates the flow of Phase One.

  1. You start the fight with 2 Dominator Tentacles, one on each side of the Eye of Il'gynoth.
  2. 20 seconds into the fight, a Deathglare Tentacle spawns next to one of the Dominator Tentacles.
  3. 70 seconds into the fight, a Nightmare Horror spawns.
  4. 90 seconds into the fight, 2 Deathglare Tentacle and 2 Corruptor Tentacles spawn in random places next to theEye of Il'gynoth.
  5. 180 seconds into the fight, 4 Corruptor Tentacles or 2 Corruptor Tentacles and 1 Deathglare Tentacle spawn in random places next to the&


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re: The Emerald Nightmare

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TLDR

Below is a TL;DR of how to handle Ursoc's abilities. This should be used to familiarize yourself with the boss' abilities, and not as a blueprint for success.

4.1. Tanks

  • Tank swap immediately after every cast of Overwhelm Icon Overwhelm and Rend Flesh Icon Rend Flesh (explanations here).
  • Heroic — when Ursoc casts Roaring Cacophony Icon Roaring Cacophony move the boss away from the resulting Miasma Icon Miasma void zone.
  • Mythic — stack up Nightmarish Images immediately when they spawn and ask for Misdirection Icon Misdirections.

4.2. Healers

  • Expect damage to ramp up throughout the fight.
  • Be sure to have healing cooldowns for when Ursoc reaches 30% health and soft enrages.

4.3. DPS

  • Mythic — Pool your resources to AoE down the Nightmarish Images before they can fear players.

4.4. Everyone

  • Stand in Ursoc's path when he is preparing to charge for Focused Gaze Icon Focused Gaze to reduce incoming damage from Barreling Impact Icon Barreling Impact, unless already debuffed by Momentum Icon Momentum. Basically, have two groups to soak the ability and take turns.
  • When targeted by Focused Gaze Icon Focused Gaze move as far away from Ursoc as possible to reduce your damage taken from Trampling Slam Icon Trampling Slam and make sure there is a group of players between you and the boss. Walk in a straight line towards the middle of the room, to avoid confusing your fellow raiders (avoid strafing).
  • Roaring Cacophony Icon Roaring Cacophony can be handled by just the tanks and melee players at the beginning, but its damage ramping up, you will need all players soaking by the end of the fight.
  • Make sure to have cooldowns available for the Blood Frenzy Icon Blood Frenzy part of the fight when Ursoc soft-enrages at 30% health.
  • Heroic/Mythic — Ensure you do not stand in the Miasma Icon Miasma void zones from the Nightmare Images.
  • Heroic/Mythic — Roaring Cacophony Icon Roaring Cacophony's radius being quite large, make use of it. Move out of it immediately after the cast finishes, to avoid taking damage from Miasma Icon Miasma.

 

1. Generalities

Unlike most bosses in the Emerald Nightmare, Ursoc has only one phase. However, this does not mean that Ursoc is inherently easier than the other bosses in the zone.

2. Fight Becomes Progressively Harder

While engaged with Ursoc, you will find that the fight gets harder over time. This is due to Echoing Dischord Icon Echoing Dischord, which buffs Ursoc's main AoE ability, Roaring Cacophony Icon Roaring Cacophony.

Ursoc also has a soft enrage at 30% health, this ability is called Blood Frenzy Icon Blood Frenzy. It increases his attack speed by 20% and his damage done by 25%.

3. Focused Gaze

Throughout your battle with Ursoc, approximately every 20 seconds, he will cast Focused Gaze Icon Focused Gaze. This ability begins a chain of abilities that can be deadly to your raid if handled incorrectly. Focused Gaze in itself is not that scary, but everything that comes after it is.

  1. When Ursoc casts Focused Gaze, he targets a random raid member, and charges them after 6 seconds.
  2. While Ursoc charges the targeted player, he damages every player in his path with Momentum Icon Momentum.
  3. When Ursoc reaches the targeted player, he strikes them with Trampling Slam Icon Trampling Slam.
  4. At the same time as he reaches the targeted player, Ursoc damages all players with Barreling Impact Icon Barreling Impact.

This whole sequence happens in about 9 seconds. In the first 6 seconds, where Ursoc is targeting a player for Focused Gaze, there is no incoming raid damage. All of the damage from these abilities happens after Ursoc starts charging his target.

 
  • Momentum Icon Momentum deals Physical damage to each player Ursoc travels through. This ability also knocks players back, and increases the damage they take from Momentum by 500% for the next 50 seconds.
  • Trampling Slam Icon Trampling Slam deals high Physical damage to Ursoc's target. The damage is reduced the further the targeted player is from Ursoc.
  • Barreling Impact Icon Barreling Impact deals extremely high, unavoidable raid-wide damage that is reduced for every player his by Momentum Icon Momentum.

4. Roaring Cacophony

Roaring Cacophony Icon Roaring Cacophony deals extremely high Physical damage split evenly among players within 25 yards of Ursoc. Every time Roaring Cacophony is cast, Ursoc gains a stack of Echoing Dischord Icon Echoing Dischord, increasing the damage of subsequent casts of Roaring Cacophony by 10%, making the damage ramp up as the fight goes on.

5. Nightmare Images in Heroic+

Starting with Heroic difficulty, Ursoc leaves a Nightmare Image behind him every time he casts Roaring Cacophony. There are 2 mechanics tied to Nightmare Images that the raid needs to take into account.

  • Each Nightmare Image projects a Miasma Icon Miasma void zone in 20-yard circle around it, which deals Shadow damage every second to players caught in it.
  • Whenever Ursoc casts Roaring Cacophony Icon Roaring Cacophony, all existing Nightmare Images also roar (Nightmarish Cacophony Icon Nightmarish Cacophony), inflicting high Shadow damage divided evenly among players within 20 yards of them (so players happening to stand in Miasma void zones). Players hit by this ability are sent running in fear for 3 seconds (this effect can be dispelled).

Besides this, Nightmare Images do nothing and remain where they were created until the end of the fight.

6. Tank Abilities

In addition to all the abilities listed above, there are 2 tank-specific abilities.

Rend Flesh Icon Rend Flesh is cast approximately every 20 seconds and inflicts very high Physical damage to Ursoc's current tank and then additional Physical damage every 2 seconds for 12 seconds.

Overwhelm Icon Overwhelm is cast approximately every 10 seconds and inflicts very high Physical damage to Ursoc's current tank and debuffs them to take 10% (15% in Heroic mode) increased Physical damage and 75% (150% in Heroic mode) increased damage from Rend Flesh Icon Rend Flesh.

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re: The Emerald Nightmare

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TL;DR

Below is a TL;DR of how to handle Nythendra's abilities, this should be used to familiarize yourself with the boss's abilities, and not as a blueprint for success.

4.1. Tanks

  • Move away from others, towards the edges of the room, while afflicted with Volatile Rot Icon Volatile Rot.

4.2. Healers

  • In Heroic mode, expect damage to ramp up at the end of Phase One, because of Infested Icon Infested stacking up.
    • In Mythic mode, the stacks no longer reset in Phase Two, resulting in even more damage.
  • Expect damage to ramp up as well at the end of Phase Two, because of the increasing damage of Burst of Corruption Icon Burst of Corruption.

4.3. DPS

  • Save your cooldowns for Phase Two.

4.4. Everyone

  • When targeted by Rot Icon Rot, place your poison zones next to the edge of the room, preferably in a way that lines are drawn with poison zones from the edge to the boss. You should aim to leave 1/4 of the room free of poison zones, making for an easier Phase Two.
  • In the last beta test, Rot Icon Rot was dealing its damage instantly, making it impossible to stack (especially on Mythic difficulty).
  • Find a spot where there are no Infested Ground Icon Infested Ground poison zones behind you. This way you will not have to move during Phase Two.
  • Do not stand near insects during Heart of the Swarm Icon Heart of the Swarm.
    • In Normal and Heroic modes, it is ok to get hit once or twice.
    • In Mythic mode, damage taken from insects must absolutely be minimised. The encounter is not a DPS race, so it is ok to lose out on damage.
  • When transitioning into Phase Two, find a place to plant, clear of Infested Ground, so that you can focus solely on boss damage or healing before the insects start dealing damage.

 

Abilities:

1. Phase One: The Plagued Dreamer

Phase One lasts about 90 seconds. Nythendra has an Energy bar, the sole purpose of which is to indicate when she will transition into Phase Two. It decays by decrements of 50 (so it will go from 100 to 50 and then from 50 to 0). When it reaches 0, Phase Two Starts.

During this phase, she will use a few abilities against the raid and one against the tank. In addition to dealing damage, these abilities create damaging poison zones on the ground called Infested Ground Icon Infested Ground. Finally, on Heroic mode only, there is a DoT called Infested Icon Infested, which stacks on players whenever they take damage.

1.1. Infested Ground

Infested Ground Icon Infested Ground are damaging poison zones created by Nythendra's Phase One abilities. They deal moderate Plague damage every 1.5 seconds to everyone standing in them. They last until the beginning of Phase Two, when Nythendra consumes them to recharge her Energy bar (technically, they do not just disappear, as we will see when going through Phase Two, further down below).

1.2. Raid Abilities

Rot Icon Rot is cast every 16 seconds. This debuff targets a random raid member who then inflicts Plague damage to all allies within 8 yards at the application of the debuff and then every 3 seconds for 9 seconds. When the effect expires after 9 seconds, Infested Ground Icon Infested Ground poison zones (seems to be about 3) are created at the location of that player. As the fight progresses, it appears that more and more players are targeted by it.

 

Infested Breath Icon Infested Breath is cast once per Phase One. Nythendra breathes clouds of poisonous insects in a cone at a random raid member, inflicting high Plague damage every sec for 5 sec. In addition, the breath corrupts the targeted area creating pockets of Infested Ground Icon Infested Ground.

1.3. Tank Abilities

Volatile Rot Icon Volatile Rot is cast 3 times per Phase One and targets the current tank. After 8 seconds, it deals severe Plague damage to all raid members. Standing farther from the detonation take less damage. In addition, several patches ofInfested Ground Icon Infested Ground are created where the tank explodes.

1.4. Infested

In Heroic mode, players hit by any source of Plague damage (so any ability, basically) gain a stack of Infested Icon Infested, a DoT that inflicts Plague damage every 2 sec. All applications of Infested are removed shortly after the transition to Phase Two.

2. Stage Two: Heart of the Swarm

At 0 Energy, Nythedra's form collapses and she begins channeling Heart of the Swarm Icon Heart of the Swarm. She summons a very large number of small insects around the room and slowly consumes all of the Infested Ground Icon Infested Ground poison zones, which move rather quickly towards her, damaging raid members that they come in contact with and regenerating her Energy.

These insects are small, immobile, and cannot be attacked. About 10 seconds into the channel of Heart of the Swarm, Nythendra will start making random insects to swell, at a rate of one per second. After an insect has swollen, it casts Burst of Corruption Icon Burst of Corruption 3 times over 3 seconds and dies. So, you will most of the time have 3 swollen insects casting Burst of Corruption at the same time. Burst of Corruption inflicts high Plague damage to all players within 8 yards. Getting hit by Burst of Corruption increases the damage you take from Burst of Corruption by 25% for 5 seconds. This effect stacks.

After the channel of Heart of the Swarm Icon Heart of the Swarm finishes, Nythendra is back at 100 Energy and Phase One starts over.

3. Enrage Timer

While there seems to be no enrage timer in Normal mode, in Heroic mode and above, Nythendra enrages after 8 minutes.

 

1. Overview

Nythendra is a simple and straightfoward alternating two phase fight, with very few abilities to worry about. It is much like other first boss' in previous raid tiers, a short and sweet coordination check.

2. Phase One

2.1. Positioning

Nythendra Positioning Phase One

The positioning for Nythendra is quite simple: tank Nythendra in the center of the encounter room. This allows the raid to have more than ample space to spread out around either side of Nythendra for Rot Icon Rot, and Infested Ground Icon Infested Ground. Additionally, on Heroic difficulty and higher, Nythendra will apply Infested Icon Infested to any player that takes Plague damage during the fight, (which is every ability except for the boss' melee attacks.) So, as is the case during any raid encounter, do your best to not get hit by avoidable damage! Stay spread out 8 or more yards during Phase One.

2.2. Strategy

Throughout the fight with Nythendra random raid members will be targeted by the boss as spawn locations for Infested Ground Icon Infested Ground; these players will need to quickly move out of the green puddle that forms beneath them as to not take unnecessary raid damage.

 

Nythendra will occasionally cast Rot Icon Rot on random members of the raid; this ability does AoE Plague damage and serves as a deterrent to stacking tightly on top of the boss. It is important to remain 8 yards apart, so that only the player targeted by Rot take damage from this ability. As we explain in more details in our Infested Ground section, targeted players have 9 seconds to move out of the raid and drop their pool of Infested Ground Icon Infested Ground. During that time, Rot ticks damage every 3 seconds, so it is important to maintain an 8-yard distance even while moving away from the raid.

As Phase One progresses, you will slowly have to rotate the boss around to maintain the proper amount of safe space for the raid to stand. These small rotations take place after a large buildup of Infested Ground Icon Infested Ground and after a tank swap is forced by the application of Volatile Rot Icon Volatile Rot. These movements are small in nature, and are just to ensure that your raid has ample space to spread out for Rot and Infested Ground. Moving to an area free of puddles of Infested Ground will also cut down on the potential for raid-wiping damage in Phase Two.

While moving to avoid Infested Ground, your raid will also have to be aware of Nythendra's Infested Breath Icon Infested Breath this is a cone ability that will be cast at a random member of the raid. This ability appears to be cast after being in Phase One for about 45 seconds.

2.3. Tanking

When tanks are afflicted by Volatile Rot Icon Volatile Rot in Phase One, they need to run to the opposite side of the room, as far from the raid as possible to reduce incoming damage and to drop the subsequent Infested Ground Icon Infested Ground poison zones away from raid members.

2.4. Healing

Throughout Phase One, the raid will be taking constant damage from Rot Icon Rot, and on Heroic difficulty this is compounded by Infested Icon Infested. This damage will wear down your raid and eat through your Mana in such a way that the more heavy hitting abilities (Volatile Rot Icon Volatile Rot, in particular) can easily kill raid members. Therefore, it is your responsibility as a healer to keep damaged and/or debuffed players topped up so that Volatile Rot, which happens 3 times per Phase One, will not kill any raid members.

Keep in mind that RoT seems to be cast at more and more raid members as the fight progresses, making damage ramp up even more.

2.5. On The Importance of Properly Dropping Infested Ground Void Zones

Properly dropping Infested Ground Icon Infested Ground void zones, be it from Rot Icon Rot or Volatile Rot Icon Volatile Rot is hugely important. Typically, you do not want these void zones to be dropped randomly at the back of the room. You want dropped towards the edge of the room, as close to each other as possible and in a sort of line from the edge of the room to the boss. When a line is full, make a new one next to it. The goal is to keep 1/4 of the room free of poison zones. This way, when Nythendra enters Phase Two and starts sucking them in, there will be a whole safe area for the raid to stand.

 

3. Phase Two

3.1. Positioning

Nythendra Positioning Phase One

Once Nythendra transitions into Phase Two, the raid should spread out. Ideally, you will have managed to leave one quarter of the room free of Infested Ground Icon Infested Ground poison zones and this is where the raid should stand. This way players will not have to move to avoid the poison zones when they get sucked in by Nythendra.

Note that if your raid do not manage to keep a quarter of the room free of Infested Ground, then each raid member simply needs to do their best to find a safe spot, where very few poison zones will pass when Nythendra sucks them in.

In any case, it is important to be spread out 8 yards to make it easier for the raid to dodge Burst of Corruption Icon Burst of Corruption.

3.2. Strategy

Even though there are very few mechanics in Phase Two, your raid will still need to be mindful of Burst of Corruption Icon Burst of Corruption and remain 8 yards away from fellow raid members. Being spread out like this will greatly reduce the raid's damage taken during Phase Two.

The insects spawned in Phase Two are non targetable mobs and seem to have no rhyme or reason. They will cast Burst of Corruption three times before they are rendered inert. These can be at any location in the boss' room.

Note that taking damage from Burst of Corruption, or the puddles of Infested Ground that are being sucked inward by the boss, will apply Infested Icon Infested to members of your raid.

3.3. Healing

During Phase Two, the potential for incoming raid damage is a lot higher. This of course is based on the raids ability to dodge the pools of Infested Ground Icon Infested Ground being sucked into Nythendra, and Burst of Corruption Icon Burst of Corruption that explodes from swollen insects. Healing cooldowns should be saved for this, seeing as damage in this phase has the potential to get out of hand quite quickly.

4. Bloodlust/Heroism

We recommend post-potting and popping Bloodlust Icon Bloodlust/Heroism Icon Heroism on the pull to shorten the fight or during a late Phase One, to help with healing, as damage can ramp up quite significantly due to Rot Icon Rot being applied to more and more players.



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re: The Emerald Nightmare

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Presented Below are the Icy-veins.com and FatbossTV strategy guides for this instance. Please review. 

The Emerald Nightmare is a raid instance introduced in the World of Warcraft: Legion expansion. The raid is available in the following difficulties and sizes:

  • Raid Finder;
  • Normal mode (between 10 and 30 players, using the flex system);
  • Heroic mode (between 10 and 30 players, using the flex system);
  • Mythic mode, the hardest difficulty in the game (available only in 20-man size).

The raid is part of Tier 19, in terms of PvE progression, and it houses 7 boss encounters.

Currently, we offer you the following strategy guides:

The raid instance entrance is located in Val'sharah.

Overview of the Bosses

The raid offers a non-linear progression path, to a certain extent. Our recommended kill order is the following:

The first encounter your raid should choose to do is Nythendra. It is a good starting point requiring little gear and mechanical skill.

After this, your raid will have the option of four bosses to pursue next, Il'gynothElerethe RenferalUrsoc and The Dragons of Nightmare.

 

Ursoc is the first of these bosses that your raid should tackle. Ursoc is fairly straightforward with damage that ramps up over time, and multiple tank debuffs, much like The Butcher from Highmaul in Warlords of Draenor.

The Dragons of Nightmare (YsondreLethonEmeriss, and Taerar) are next on the list. These Dragons are Ysera's most trust lieutenants and used to be World Bosses in Vanilla WoW. In the Emerald Nightmare, they have slightly updated abilities and are all active at the same time.

Next we suggest your raid take on Il'gynoth. Il'gynoth is a bit more challenging and is better to be engaged when your raid has shaken off the new expac rust. Il'gynoth is a multi-phase fight that revolves around killing various types of adds to then access and defeat Il'gynoth itself.

We suggest tackling Elerethe Renferal as the last of these four bosses. This is because Elerethe feels quite hectic, especially in Heroic mode with tornadoes spreading poison all over.

Cenarius is the next boss for your raid to engage and defeat. Cenarius is a very chaotic fight, with lots of different types of adds, both friend and foe, that must be properly handled in order to defeat this boss.

Finally, your raid can face Xavius. This is an fairly long and tedious encounter. Xavius has a plethora of abilities including multiple damage split mechanics, and a mind control ability.

Loot

To find a list of all the loot in the instance, please refer to our Emerald Nightmare Loot guide.



Last edited by GMAmalthia on Sun Sep 25, 2016 8:53 am; edited 3 times in total


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