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  Trial of Valor - Helya
Posted by: Solitayre - 11-09-2016, 01:30 AM - Forum: Current content raids - Replies (1)

This is the final boss in Trial of Valor. This is 3 phase fight with multiple abilities phase 1& 2 and a combination of everything in phase 3

Phase 1: Lowtide – 100%-65% HP

[Orb of Corruption] will spawn next to random players and then fixate – they pulse AoE damage which if hit by it will give a debuff which increases the damage taken.
These Orbs need to be kited out of and away from the raid

[Bilewater Breath] will hit the current tank target – this should only be taken by the tank so needs to be positioned to the side away from the raid
It will apply [Bilewater Redox] which reduces armour by 100% therefore the tanks need to swap after the breath

[Bilewater Breath] will create several Bilewater Slimes – they will channel for 20 seconds. At the end of this time they will explode doing raid wide damage and leave a pool of green Bilewater Corrosion on the ground. These should be DPS’d as the less health they have then the less damage they cause and the smaller the pool left behind

[Tentacle Strike] will cause Helya's tentacle emerge from either the front or the back of the room – this will strike the ground and cause high damage split equally among all players that soak it. If there are no players then it will cause massive raid wide damage
The front tentacle can be soaked by the raid and the back tentacle can be soaked by a single player using an immunity ability

[Taint of the Sea] is almost identical to the 5man version – this will deal ticking damage to the affected player which must be dispelled. As with 5man the dispel will cause some raid wide damage and will leave a pool of [Tainted Essence] which will explodes after a short time cause moderate damage to all players within 8 yards

[Corrosive Nova] causes raid wide damage if no one is in melee range and will buff Helya’s damage by 3% each time

Phase 2: From the Mists - 65% retreats and will re-appear only all her tentacles are destroyed

[Fury of the Maw] – a wave moves across the entire zone cause a small amount of damage – the damage from this ability will ramp up over time due to [Raging Tempest] which increases damage by 10% every time. Also the longer you’re in the wave the more damage you will take also.
At certain points during this phase Helya will bombard the room with multiple waves – at these points the raid needs to move up the stairs to one of platforms on either side of the room.

[Gripping Tentacle] appear and these most be killed to push the fight into Phase 3

The raid will also need to contend with 2 different adds throughout this phase (3 in mythic)
Grimelord
[Sludge Nova] – a stomp ability causing moderate damage and knock back to all players within 15 yards
[Fetid Rot] will debuff several players within 70 yards. This causes damage every 3 seconds and these stacks will drop off over time. When the debuff drops off it will cause a burst of AoE damage within 5 yards and spread [Fetid Rot] to anyone within 5 yard. The raid needs to stay spread as much as possible
[Anchor Slam] causes very high physical damage and knocks the tank + anyone in the way up into the air. They will also take 400% damage taken increase for 6 seconds. This can be managed by tank swapping before the ability it cast

Night Watch Mariner
[Lantern of Darkness] identical to the 5man version but super charged with the damage increasing by 75% per pulse
[Ghostly Rage] flat attack speed increase of 30% for 6 seconds
[Give No Quarter] will cause the add to target a player and charge towards them. Before the charge you will see a white swirling affect under you – just move out of the way to avoid the damage

Decaying Minion
[Decay] – an aura affect that will deal steadily increasing damage with each melee hit.
When these adds die they will leave a pool of green goo on the ground that deals ticking damage if stood in
These pools are washed away with each [Fury of the Maw] wave

Sequence is: wave -> 2 big adds -> little adds -> multiple waves -> repeat from the start

Phase 3: Helheim's Last Stand:
Once all the tentacles are dead Helya will re-appear and use all of her previous abilities with some slight alterations which make the last phase very challenging

[Orb of Corrosion] as with before will spawn and fixate a player – however every time it pulses damage it will leave a pool of Decay which causes ticking damage if stood in

[Taint of the Sea] and [Tainted Essence] are handled the same way

[Corrupted Breath] is almost identical to phase 1 breath and tanks can only take 1 breath at a time
This time however the breath spawns [Corrupted Axions] which will fire bolts a shadow damage.Players need to soak these pools but will get a debuff with absorbs healing for 30 seconds and this effect stacks so players need to share out the soaking

[Fury of the Maw] as before will cause a wave to push across the room causing damage but will also clear any pools of Decay. And as with phase 2 the damage from the wave will increase by 10% each time
Each wave will also bring a Night Watch Mariner as well as Decaying Minions. Both these adds are identical in how they functions from the previous phase


AA Script
Phase 1
Kite Orbs away from raid
Tanks swap after each breath – breath to the side
DPS Bilewater Slimes fast
Raid stacks to soak front Tentacle Slam
X person soaks rear Tentacle Slam with immune ability
Dispell Taint of the Sea

Phase2
Night Watch Mariner > Grimelord > Decaying Minions > Tentacles
Avoid Decay pools
Move up to platforms when Wave Barrage cast

Phase3
Soak Corrupted Axions – never take more than 1 if you have debuff
Kite Orbs out of the raid
Night Watch Mariner > Decaying Minions > Boss

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  Trial of Valor - Guarm
Posted by: Solitayre - 11-08-2016, 12:26 AM - Forum: Current content raids - No Replies

Second boss in the Trail of Valor – this is a single phase encounter that effectively is the DPS check for the raid – 4 minute enrage timer

Guarm's [Guardian's Breath] will cause each of his heads breathing one of 3 types of elemental breath – Fire, Nature and Shadow – this damage is split between all players standing in the breath
Guarm gains a stack of [Frothing Rage] which will give him a 5% increase in damage for every player not hit by one of his breath attacks
Each breath causes a different debuff and effectively means you can’t take any other breath attack the remainder of the encounter – [Fiery Phlegm] [Salty Spittle] [Dark Discharge]

Periodically Guarm use 2 other abilities which require the raid too either move or stack
[Roaring Leap] – this will knock back all players within 25 yards of Guarm. He will then leaps toward the largest group of stacked players dealing small physical damage and stunning them
[Headlong Charge] – Guarm leaps to the end of the area and then charge down one side then charge back up the other side. IF you get hit you’ll take moderate damage and knocks you back

Guardian's Licks
[Flame Lick] - Targets a random player and inflicts moderate fire damage + causes you to pulse fire damage hitting all players within 5 yards for 5 seconds
[Frost Lick] - Targets a random player and stuns all players within 5 yards of that player for 6 sec.
[Shadow Lick] - Targets a random player and all players within 5 yards with be debuffed with a heal absorption effect – this will disappear once they have taken 1000000 healing

The raid will be split into 3 groups for each of the breaths – never take a different breath mid fight
Ranged will stay more than 25 yards away from the boss
Raid stays greater than 5 yards from each other
Move from side to side when the boss uses [Headlong Charge]
Melee need to quickly stack up after [Roaring Leap] knock back so they get jumped on – this will minimise boss movement
[Frost Lick] can be dispelled – Mass Dispel will be useful if there a lot of people getting stunned all at once
[Shadow Lick] just needs to be healed through to clear

AA Script
Raid split into 3 teams for breath – never take a different breath
Stay 5 yards apart
Ranged stay 25yd away from boss
Move from Headlong Charge
Melee stack for Roaring Leap
Dispel stunned players from Frost Lick
Heal through Shadow Lick

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  Trial of Valor - Odyn
Posted by: Solitayre - 11-07-2016, 12:06 AM - Forum: Current content raids - No Replies

First boss of the instance – 3 phase fight which includes Helhiem, Helya & Odyn

Stage One: Might of the Valarjar
The raid will have to fight both Helhiem & Helya together – they need to be tanked apart greater than 35yards or they will take 99% less damage due to [Valarjar’s Bond]
These sub-bosses are very similar to their 5man versions

Hymdall
[Dancing Blade] - Hymdall throws an enchanted blade towards a random player. This will do initial burst of damage then continuous damage from the whirling blade effect to anyone near
[Horn of Valor] – this deals high damage to everyone within 15yards and these players will [Resonate] AoE damage to all players within 5yards

Hyrja
[Expel Light] - Hyrja will debuff a player which will radiate a burst of light after 3 sec high holy damage to all players within 8 yards
[Shield of Light] – targets a random player and blasts a beam of light from her shield which is split between all players in a line

[Revivify] – when either mini-boss reaches 25% they will begin to cast. The cast will fully heal them both this effect is nullified if both mini-boss is at 25% and Phase 2 will start. These mini-bosses will jump up to the balcony

Odyn
[Draw Power] – Odyn will activate the runes around the room and he will start to generate energy – after 30 seconds he will be a 100 energy and he will cast [Unerring Blast] which is a raid wide burst of damage multiplied by how many runes are active.
Random players will get a rune marker above their head and need to move into the corresponding rune on the floor. They will have to kill a Valarjar Runebearer which will destory the rune. Kill all of them and damage from Unerring Blast is minimised

Stage Two: The Prime Designate
Odyn
Same as P1 Odyn will use [Draw Power] and activate the runes around the room and he will start to generate energy – after 30 seconds he will be a 100 energy and he will cast [Unerring Blast] which is a raid wide burst of damage multiplied by how many runes are active.
Random players will get a rune marker above their head and need to move into the corresponding rune on the floor. They will have to kill a Valarjar Runebearer which will destory the rune. Kill all of them and damage from Unerring Blast is minimised

[Odyn's Test] effectly gives him a stacking melee attack speed buff when he hits the same target – tank swapping will nullify this effect

[Spear of Light] is exactly like the 5 man version – a spear will appear under a player, deal damage if your to close and send out orbs that will stun players
The main difference is however is Odyn will use an ability [Shatter] which will shatter all the active spears which not only will send out orbs but also each spear will deal raid wide damage. More spears shattered the higher the damage burst and likely wipe.
The spears can be controlled by a player running into them – this will shatter only the touched spear making the damage spikes manageable

Stage Three: The Final Test
Odyn
[Cleansing Flame] will cover the areas of the floor with Holy flame which causes very high ticking damage – the raid needs to move to a clear area. These floor sections will change so the boss will be moved frequently

[Stormforged Spear] is a tank mechanic. This will cause very high damage which is reduced the further away you are + when it hits it will do a small AoE. External CD’s will be needed

[Storm of Justice] - Odyn will marks players and after 5 seconds they will be hit by lightning and damage all players within 8 yards with nature damage. Additionally a [Raging Tempest] will spawn where the debuff exploded which effectively is an electrified tornado.

Throughout the fight Odyn will be casting [Arcing Storm] which is cast on a random target inflicting moderate nature damage which will increase in frequency and severity over time


AA Script
Phase 1
Tanks Hymdall & Hyrja more than 35yd apart
Melee on Hyrja – rest of the raid split equally
DPS both down to 25% at the same time
Stand in Expel Light beam
Move out of Horn of Valor
Marked with Rune – move to Rune on the floor and kill add

Phase 2
Marked with Rune – move to Rune on the floor and kill add
Tank swap
Avoid Spear of Light when it spawn – move into spear when instructed to shatter

Phase 3
Move out of Cleaning Flame
Move away with Storm of Justice and drop tornado at the sides
Tanks swap and move far away with Stormforged Spear

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  Flexibility of Core Raiders
Posted by: Eeka - 10-12-2016, 11:11 PM - Forum: Current content raids - No Replies

The ability for a core group of raiders to adapt to the required situation is very important. As such, if players could put enough points and decent relics into their offspec weapons to make then usable (as well as get the required trinkets) in a raid situation. Obviously this only really applies to healers with dps offspecs, melee with ranged offspecs (and vice versa). It would be greatly appreciated if you could do this and inform the officers, though is clearly not a requirement to raid. 

It would just help in fights where we have too many healers, or too many melee or too much ranged dps. That way we don't have to drop players or struggle with sub optimal set-ups. 

Thanks Guys.

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  Raider Preparation Hints
Posted by: Palkei - 09-21-2016, 11:57 AM - Forum: Current content raids - No Replies

As the raiding for this expansion kicks off, here are a few helpful hints of things to prepare if you are wanting to attend raids. This is not intended as a set of rules, I'll leave that to the raid leaders to post.


  1. Sign up on the calendar. Ideally as far in advance as you can. This allows the raid leaders to be able to plan what they can do and what boss fights/difficulties are possible.
  2. Prepare your gear:
    The base iLvl we are aiming for in normal Emerald Nightmare is 835.Enchant/Gem the appropriate gear slots. The rare gems and best enchants are expensive, but there are cheaper options that can be used for the first few raids until prices stabilize.
  3. Consumables: Come prepared with your own flasks, potions and food. Again, the best versions of these are expensive so there likely will be some leeway in what is accepted initially.
  4. Don't forget Bonus Roll Seals: These are available from the quest giver outside of Violet Hold in Dalaran for Gold or Order Resources. (Figure out which bosses you want to use these on for the best chance at upgrades).
  5. Read up on boss abilities. The raid leader will explain exactly what the tactics are before the fights, but it's always helpful to know what are the things to look out for in your specific role.
  6. Prepare for wipes! All new boss fights take some learning. Even ones that are outgeared still tend to have mechanics that need paying attention to and learning. The most important part is learning where you need to be and what you have to do in order to conquer the fight. DPS/HPS is secondary, which is one reason posting meters is not allowed. It doesn't matter if you are top of meters if you stood in fire the whole time and drained all the healers mana!
  7. Have fun! This is a game we are playing with friends to enjoy ourselves.

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  How to get access
Posted by: Ekna - 08-15-2016, 04:18 PM - Forum: General information - No Replies

It is easy, register on the forum and poke an officer online to grant you access

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