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re: Uldir Cheat Sheets

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TALOC

 

Phase 1: Spawn patches at the edge of room – use tank Cudgel to clear and avoid drop-off damage and Sanguine bolts.

Phase 2: Rotate around lift as a stack. Tanks soak Volatiles and raid nukes Coalesced.

Phase 3: Spawn patches at edge, avoid Cudgel drop-off damage. Tanks soak Volatile adds.

 

Hero on pull?

 

PHASE 1

 

-Plasma Discharge:

3 targets take ticking aoe damage and drop red patches that last forever – drop them on left hand side of the room.

 

-Cudgel of Gore: (tank)

At 100% energy charges tank and slams floor clearing patches and dealing drop-off damage. Tank stand near patches and move as boss charges – raid stands as far away as possible.

 

-Retrieve Cudgel:

Charges to his dropped weapon, dealing damage players in the way.

 

-Sanguine Static:

Straight line bolts dealing damage and knock-back. Fixated player move to the side.

 

PHASE 2 (at 60%)

 

-Powered Down:

Boss takes 99% reduced damage and drops patches in middle of room, move away.

 

~Volatile Droplets:

Adds fixate and detonate. Stack and tank soak.

 

~Coalesced Droplets:

Spawn patches. Raid slowly moves around edge of room.

 

PHASE 3 (pools despawn)

 

-Plasma Discharge:

Place patches around the edge and slowly rotate boss around outside of the room.

 

-Cudgel of Gore: (tank)

Might not be necessary to clear patches, just keep away from raid.

 

~Volatile Droplets:

Adds fixate and detonate. Tank soak.



Last edited by Nef_ED on Sun Sep 02, 2018 6:25; edited 1 time in total
Nef_ED
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re: Uldir Cheat Sheets

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MOTHER

 

Stagger moving raid through Defence Grid, making use of full 100 energy per chamber before moving boss. Deal with adds and interrupt. Dodge swirls. In final chamber pop hero and dodge beam.

 

Hero in last Chamber.

 

-Defence Grid:

Wall (acts as LoS block) Passing through causes raid damage and spawns add – Remnant of Corruption. Damage stacks (6 sec fall-off). Move 2/3 players through at a time.

First, tank and 2 aoe dps with stuns – then a healer and a dps – then 2 players at a time alternating between 2 dps and 1 healer 1 dps. Last through is tank and a healer.

 

-Chambers:

At 100% energy (passive growth) the current chamber fills with fire – energy starts when boss enters.

 

-Sundering Scalpel: (tank)

Stacking cone attack. Swap on ? (could be totally avoided on beta)

 

-Purifying Flames:

Flame swirls – dodge.

 

-Wind Tunnel:

Pushes players towards fire. Use the rooms lip to not move – tank turn boss for Scalpel.

 

~Remnant of Corruption:

Adds cast Clinging Corruption – must interrupt! (can CC). Nuke.

 

-Third and Final Chamber:

Boss takes 100% extra damage. Hero and nuke.

 

-Surgical Beam:

Drops from ceiling then rotates. Avoid. (Will overlap with winds)

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FETID DEVOURER

 

Tank in alcove for knock-backs. Healers focus DoTs. Dps nuke eggs.

 

Hero at execute range.

 

-Shockwave Stomp:

Raid-wide damage and knock-back. Tank boss in one of the alcoves so raid can stack on a wall.

 

~Corruption Corpuscle:

Spawn in sets of two in alcoves (random) Boss will try to eat eggs (heal) – nuke eggs, melee take closest, ranged furthest. If egg spawns in same alcove as boss all dps nuke.

 

-Rotting Regurgitation:

Cone attack at 100% energy. Avoid (long cast).

 

-Malodorous Miasma:

DoT applied to random player – on expiry turns into stronger DoT. Healers top up initial DoT then spot heal on second DoT.

 

-Thrashing Terror: (tank)

Every fourth attack hits nearest player to current tank.

 

-Fetid Frenzy: (at 50%)

Enrage – boss deals 25% more damage and takes 50% more damage. Hero at execute range.

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ZEK'VOS

 

Intro Phase: Tanks manage boss attack series. Spawn Surging explosions away from raid.

Phase 1: Intro mecs + CC and nuke adds and spread on Eye Beam

Phase 2: Intro mecs + nuke and interrupt adds. Drops pools away from raid.

Phase 3: Intro mecs + soak orbs. Pop hero and nuke.

 

Hero on Phase 3.

 

INTRO PHASE (intro phase abilities present throughout fight)

 

-Might of the Void: (tank)

Series of attacks. Void Lash frontal cone – reduces healing by 25%. Shatter damage and 50% damage taken debuff. Followed by another Void Lash. One tank takes full series then swap (worked on beta) if not 2 hits then swap.

 

-Surging Darkness: (tank)

At 100% energy marks tank which acts as epicentre of 3 explosions. Avoid purple. Explosions deal unavoidable raid damage. (on beta was possible to spawn explosions on one side of room and then immediately move boss to the other side)

 

-Titan Spark:

Damage to random players.

 

PHASE 1 (at 90%)

 

~Kiraji Warrior:

Spawn as 2 sets of 3. Adds that fixate and do stacking DoT that slows. Nuke. Can CC. Tank boss on adds so can cleave.

 

-Eye Beam

Random chain lightning attack. Spread prior and targets move away from raid.

 

PHASE 2 (at 60%)

 

~Void Weaver:

Three adds. Spam cast Void Bolt – assign interrupts for each add, 2 melee and 1 ranged per add. Can CC.

 

-Rolling Deceit:

DoT that drops pool on expiry. Running into pool spawns add ~ Guardian of Yogg-Saron, on death or 100 energy does raid-wide damage. Drop pools far from raid.

 

PHASE 3 (at 50%?)

 

-Overload:

Increased Titan Spark damage

 

-Corruption Orb:

Orb falls from sky, massive raid damage if lands. Needs to be soaked. When soaked gives plater 100% hp, damage and healing buff – on expiry you become mind controlled and start fearing raid members. DPS soak orbs. CC mind controls? Nuke them? Ignore? (beta failed here)

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VECTIS

 

Phase 1: Stack on single location. Manage Infections. Gestate fixate targets move out. Nuke adds.

Phase 2: Avoid blood pool. Avoid Geyser bolts. Soak Hypergenesis circles.

 

Hero on pull?

 

PHASE 1

 

Raid stacks on single location. Players who get too many Lingering Infection stacks move out of group.

 

-Mutagenic Pathogen: (tank)

Stacking DoT. Swap at 6? (was 10 on beta but will be lower live). On expiry becomes Omega Vector, jumping top nearest player.

 

-Omega Vector:

DoT. On expiry jumps to nearest player leaving behind Lingering Infection debuff.

 

-Lingering Infection:

Increases damage taken from Contagion by 5%.

 

-Contagion:

Raid-wide damage.

 

-Gestate:

Fixate cast on random target. End of cast stuns, deals ticking aoe damage and spawns add. Target moves to other side of boss. Tank and nuke adds.

 

PHASE 2 (at ?)

 

-Liquefy:

-Boss transforms into pool and moves around room. Touching pool gives Lingering Infection.

 

-Blood Geysers:

-Bolts of damage that give Lingering Infection.

 

-Hypergenesis:

Circles spawn and explode for raid-wide damage after 8 secs. Must be soaked by a single player.

 

RETURN TO PHASE 1 (after 2 sets of Hypergenesis circles)

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ZUL, REBORN

 

Phase 1: Nuke adds in order. Stack Crusher and Bloodhexer. Do not stack Bloodhexers on boss or each other. Stack Crawgs on boss. Soak pools. Move out with Dark Revelation. Purge Minions.

Phase 2: Care for knock-back on transition. Dispel Deathwish. Place pools at edge of room. Manage stacking Corrupted Blood DoT.

 

Hero on Phase 2?

 

PHASE 1

 

-Shadow Barrage:

Random damage to a target

 

-Pools of Darkness:

Creates a pool. Deal raid-wide damage. One player soaks and it only damages that player. Nearest player soaks.

 

-Dark Revelation:

Debuff deals drop-off raid-wide damage on expiry. Target moves away from raid (target spawns adds ~Minion of Zul)

 

~Minion of Zul:

Adds fixate. Cause all players in 5 yards of target to be feared (curse – dispelled by mages and shamans). Adds have a shield (magic) can be damaged or purged. Mass-dispel shield.

 

ADDS

 

Tank Crusher and Bloodhexer away from boss on one tank. Move away from boss about 10 secs after pull before Crusher gets 100% energy.

 

Other tank has boss and Crawgs in middle of room.

 

DPS focus Bloodhexer then Crusher. Multi-dotters take Crawgs.

 

If two Bloodhexers are up - CC the second one (traps, hex, poly etc)

 

~Nazmani Crusher:

Frontal cone. Tank facing away and move away from boss and adds. At full energy buffs 50% damage on boss and adds.

 

~Nazmani Bloodhexer:

Tank away from Boss. Spawn adds ~ Animated Ichor, which move towards boss and heal if they reach. Can CC. Cleave nuke.

Interrupt Bloodshard – damages lowest health raid member.

If two Bloodhexers are within 20 yards of each other they heal all enemies for 10% hp every 2 seconds.

 

~Bloodthirsty Crawg;

Tank on boss and passively cleave. Crawgs heal for damage dealt. At full energy (passive) they deal raid-wide damage.

 

PHASE 2 (at 40%)

 

Boss knock-back on transition - avoid edges. No more add spawns.

 

Deathwish:

Mind control which moves player towards edge. Dispel (cause raid-wide damage and spawns Minions of Zul) Can life grip Deathwish players. Pre-position to avoid Rupturing Blood.

 

Rupturing Blood:

Frontal cone. Stacking DoT. Creates pool on expiry – large pools apply stacking DoT. Pools can be stacked? (worked on beta). Place at edge of platform.

 

Corrupted Blood:

Stacking DoT. Boss applies 1 stack to all players per 5 energy consumed.

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MYTHRAX THE UNRAVELLER

 

Phase 1: Manage stacks, leave fragments for tanks. Knock-backs on Oblivion Spheres. Imminent Ruin targets move to opposite sides of room. Use waves to spawn fragments for tanks?

Phase 2: Deal with spheres – knock-backs. Interrupt, CC and nuke mind flay tentacles. Avoid beam. Tank N'raqi adds away from each other.

Return to Phase 1 and repeat.

 

Hero at pull?

 

PHASE 1

 

-Annihilation:

Gain stacks of Annihilation for every time you are hit by a spell. Each stack reduces max hp by 1%.

 

-Existence Fragment:

Every time a player gains Annihilation stacks fragments for half those stacks spawn. Picking up fragments reduce stacks (1 or 2? was changing on beta)

 

-Essence Shear: (tank)

Thirty yard cone. Applies 16 annihilation stacks and debuff which stops target spawning fragments. Swap on each hit. Tanks collect fragments other players have spawned after taking hit.

 

-Massive Claw: (tank)

Big damage.

 

-Oblivion Sphere:

Orbs spawn on random players. Charming all players in 5 yards. Targets take ticking damage and 1 stack of annihilation per tick. Kill orb to stop ticks. Can use ring of peace etc to knock players away and remove charm. All raid spread 5 yards and use knock-backs to end charm. (does this despawn sphere?)

 

-Imminent Ruin:

Two targets get debuff. Ticking damage and slows. On expiry deals raid-wide drop-off damage and 4 stacks of annihilation to anyone within 12 yeards. Move away from raid. Each player goes opposite sides of the room.

 

-Obliteration Wave:

-Targets random player. Wave in targets direction. Can be avoided. Causes 8 annihilation stacks. Can use getting hit by it to spawn fragments for tanks (play with this)

 

PHASE 2 (at 75%)

 

Boss moves into middle of room and takes 99% less damage. Players close to boss get knocked-back.

 

-Xalziax's Awakening:

Spawns Oblivion Spheres and deals raid wide damage and 5 stacks of annihilation.

 

-Visions of Madness:

Adds on 5 random players. Spam cast mind flay. Nuke. Interrupt? (didn't work on beta) and CC, stuns etc.

 

-Obliteration Beam:

Beam from boss. Avoid. Short cast time.

 

~N'raqi Destroyer:

Two adds spawn. Take 80% reduced damage when stacked. Spread them. Deal big tank damage. Cast Essence Shear. Also cast Void Volley – raid-wide damage (cant interrupt).

 

RETURN TO PHASE 1 (after period of time?)

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G'HUUN

 

Phase 1: Deposit Matrix's. Nuke Tendril's and interrupt. Interrupt Terror's and cleave. Use Dark Young debuff for damage boost.

Phase 2: Deposit Matrix's. Drop Corruption by wall- dodge orbs. Spread for Waves. Drop stacks on Blood Feast. Nuke Gibbering Horror.

Phase 3: Avoid debris damage. Pop Hero. Avoid Growth explosions/ Turn away for Gaze. Drop Corruption by wall- dodge orbs.

 

PHASE 1

 

Ramps at bottom of the room. Need to deposit three power matrix's (think temple) at the end of these ramps to get to Phase 2.

 

Use blinks, warlock portals, rolls, charges and leaps to cheese.

 

-Power Matrix:

Whilst holding Matrix, slowed by 20% every 2 seconds until rooted. Can throw the Matrix. Players must stand in landing zone to catch. If fail it despawns and have to wait for a new one.

Holding the Matrix gives debuff – Imperfect Physiology: prevents player from picking up Matrix for 5 minutes. Does not stop players catching the Matrix. Use a unique player to start the Matrix, but keep the same others who can cheese the catch and move.

 

-Undulating Mass:

Red blobs block the ramp paths. Deal damage and slow. Damaging the blobs temporarily reduce there area of effect.

 

-Unclean Corruption:

Unavoidable ticking damage while on the ramps.

 

MAIN ROOM

 

Boss heals during this phase so ignore him. Nuke Tendrils with Dark Young debuff. Interupt Tendrils and Terrors. Cleave Terrors.

 

-Explosive Corruption:

Debuff. Expires after 5 secs to leave patch on ground and fire orbs in all directions. Patches and orbs give whoever they hit Explosive Corruption. Targets drop it as far away as possible- by a wall.

 

ADDS

 

~Blightspreader Tendril

Add casts Decaying Corruption- interruptible cast, deals raid-wide damage. At 0 energy tendrils burrow to another location in the room. Interrupt and nuke.

 

~Cyclopean Terror

Adds cast Torment- interruptible cast, deals ticking damage to random target. Interrupt and cleave.

 

~Dark Young (tank)

Adds must be tanked. Position for Dark Bargain- cast at 100% energy, which debuffs all nearby adds and players (increase damage dealt, healing and damage taken by 25%)

Place Dark Young on Tendrils for damage taken debuff. Can save Dark Young to reuses on new sets of adds. Players can only have 1 stack of Dark bargain – the second = mind control.

 

PHASE 2 (at 3 Matrix deposits)

 

Keep doing deposits.

 

-Reorignation Blast:

Huge damage to all mobs and players. Stuns and applies 100% damage taken debuff to all adds + boss. Raid stacks, uses healing CDs and nuke remaining adds.

 

-Corrupting Bite: (tank)

Stacking buff increases damage on melee attacks. Only resets on threat swap. Swap at 4/6? (was unclear on beta).

 

-Wave of Corruption:

Wave from boss that deals 5 yard splash damage. Spread. Applies Putrid Blood stacking DoT – can only be removed via Blood Feast.

 

-Blood Feast:

One random target rooted for 8 seconds. Before debuff times out a third Wave is sent out – on third wave all move to Blood Feast. All players within 8 yards drop their Putrid Blood stacks. Spawns add~ Gibbering Horror.

 

~Gibbering Horror:

Has 5% increased hp and damage for every Putrid Blood stack cleansed on spawn. Deals raid-wide damage and casts Mind-Numbing Chattter – interrupts and locks all players for 3 seconds. NUKE NUKE NUKE.

 

PHASE 3 (at 25% and another 3 deposits)

 

No more deposits. Hero for Wave stacks.

 

-Collapse:

Avoid collapsing debris. Fall-off damage.

 

-Malignant Growth:

Growths spawn and explode. Lethal damage within 8 yards.

 

-Gaze of G'Huun:

Turn away from boss. Six second fear.

 

-Corrupting Bite: (tank)

Big damage.

 

-Explosive Corruption:

Drop by wall.

 

-Wave of Corruption:

Can no longer drop stacks.

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