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Nighhold boss summary

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SKORPYRON
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1 tank skorpyron in center, 1 tank adds ([call of the scorpid], every 20 sec)
DPS cooldowns on 75%, 50% and 25%, hero on 25% (recharging for 15 sec)
Heal CD's after Vulnerability phase (because of shard spray)

Never stand infront of the boss [Arcanoslash] will one shot you.
Tank reset debuff after every [Arcanoslash] by moving between two spots.

Run behind a pillar (blue crystal shard) everytime boss cast [Shockwave] (100 energy).
Dodge [Focused Blast] every 30 sec.


CHRONOMATIC ANOMALY
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    Speed: Normal
    Speed: Slow
    Speed: Fast

    Speed: Normal
    Speed: Fast
    Speed: Slow

    Speed: Normal
    Speed: Slow
    Speed: Fast

Tanks switch to drop stacks (when debuff runs out)
Normal: 5-6 stacks
Slow: 9 stacks
Fast: 3 stacks

Healers heal through the absorbs [Time Release] quickly or they will do alot of raid damage.
Move away with the [Time Bomb] debuff before it expires, further = less damage.

Always interrupt adds (push, stun etc). Kill them quick.

When the big add is killed, OT can use it to interrupt the boss [Power Overwhelming].
Hero and DPS cooldowns after the interrupt.

Dodge the graphics (swirls on floor and waves of blue stuff).


TRILLIAX
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Move out of purple puddles on ground.
Tanks infront of boss kiting around the edge counter-clockwise.
DPS/Healers behind boss. Don't stand in center.

Hero at start.

P1: The Cleaner
Ranged soak green "cakes" that do raid damage. Gives 20 sec debuff damage tick. Need heals.

P2: The Maniac
Move together with blue link [Arcing Bonds] for 30 seconds.
[Annihilation] = big beam through the room. Dodge it. Spins in random direction.

P3: The Caretaker
There will spawn [Succulent Feast]s.
People who take these can soak Scrubbers before they explode at 100 mana.

People who get [Steralize] move away from others for 40 seconds.


SPELLBLADE ALURIEL
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Cycles through Frost, Fire and Arcane phases.

Tanks stack, nobody go near tanks (they share damage, like on guarm).
Tank swap on 2 stacks of Annihilated. Use mitigation and cooldown at 2 stacks.

P1: Frost
[Mark of Frost] debuff move away from others (8 yards).
People with debuff move togethers when stacks gets too high. Communicate.
Tanks pick up addws that spawns from forst pools. DPS kill them quick.

P2: Fire
Random targets will get a debuff and link. Everyone move away from the link.
Spread out for debuff (10 yards explode).
Tanks pick up adds and DPS kill them.

P3: Arcane
Move away from [Arcane Orb]s.
When they detonate (fly through the air) move away from the marks on the floor.
Tanks take adds and DPS kill them.


TICHONDRIUS
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http://www.wowhead.com/tichondrius-nighthold-raid-strategy-guide#strategy-summary
Markers for [Carrion Plauge] (left) and Without carrion plague (right) and [Tainted Blood] kill locaiton (entrance).

Save hero for the last phase.
All adds must be taken 30 yards away from boss or they will heal.

P1: Lord of the Nazrethim
Tanks swap after [Feast of Blood] and go to the red marker at entrance.
Ranged dps will stun and kill the blobs that  follow you.

[Carrion Plague] move to left side and spread out. Need alot of heals.

Spread out evenly behind all pillars for [Echoes of the Void] (2 seconds cast, 8 sec channel).

P2: Shadow of Terror
Dodge the green lines with crap on the floor before the [Carrion Nightmare] beam spawns.

Kill ads [Phantasmal Bloodfangs]. They drop purple pillars on floor. Soak it to get 30% damage/heal/mana buff.

Tanks pick up adds from the doorways in the back before they kill healers.
If you get [Volatin Wound] debuff from adds, drop it away from the raid (purple fog patch).
Healers will get [Burning Soul] debuff which has to be dispelled 8-yards away from anyone else or they will die.


KROSUS
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Single phase.

Tanks swap on 8-10 stacks of [Searing Brand].
Tanks always be in melee.

[Slam] every 30 seconds smashing the ground. Tanks need to stand under each of his fists with cooldowns.
Dont stand on the bridge when its gonna break from 3rd slam. 12 slams = no more bridge :(
Tanks do not soak every 3rd slam (that breaks the bridge).

Ranged soak the green swirls or they will spawn adds.

[Orb of Descruction] debuff player move ALL THE WAY BACK or you wipe the raid. 5 seconds.

[Fel Beam] lifts one hand and cast a beam (4 sec cast). Move to the other side.


HIGH BOTANIST TEL'ARN
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3 phases that overlap/extends to eachothers.
Hero for last phase.

Tanks swap at 7 stacks of [Recursive Strikes].
Tanks should not stack in p2 and p3 because of [Flare] (4 yards).

P1 @ 100%
Spread out.
Dodge the two abilities [Solar Collapse] yellowish spots that move inwards.
And [Controlled Chaos] purple patch growing.
Dispel people with [Parasitic Fetter] and add will spawn. Kite it, stun it and kill it within 5 seconds.

P2 @ 75%
Solarist Tel'arn spawns. Tanks group them up. Shared health. Keep swapping on 7 stacks.
Abilities stays.

3 [Plasma Spheres] will spawn. Kill one quick, and when debuff goes away kill the second one quick.
Sphere cannot explode while debuff is up.

P3 @ 50%
Another add spawns.
Some people will get [Call of Night] debuff for 30 seconds.
Have to stand close (5 yards) to a player WITHOUT the debuff to nullify damage.
Move bosses out of [Grace of Nature] pools or they will heal.
Everyone move away from [Toxic Spore]s.
                        

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STAR AUGUR ETRAEUS
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4 phases. Single target until last phase (hero in last phase @ 30%).

P1 @ 100%
Stack and heal through damage (8-second dots).

P2 @ 90% (ice)
Players with [Icy Ejection] will move out to edges and spread (8 yards) until they explode. Need big healing.

Tanks never stack now.
One tank will get [Gravitational Pull] and will move away from raid and take big damage after 10 sec.
This leaves a debuff that need to be removed by having 3 players moving in to him.
Repeat 3 times (new Gravitational Pull debuff applied).

P3 @ 60% (fel)
[Fel Ejection] debuff move out to edges to drop green shit.

Tanks will get [Gravitational Pull] which spawns a Fel comet that can be used to remove green puddles.

P4 @ 30% (void)
[Gravitational Pull] tank move away from boss to drop [Thing That Should Not Be] far away enough so it will not get 99% damage reduction.
Swap at 6 stacks of [Voidburst]

DPS burn the [Thing That Should Not Be] quick.
Stun and kill small Voidling adds.


GRAND MAGISTRIX ELISANDRE
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3 phases. New phase starts on 10% hp where she will heal back to 100% hp. She gets extra abilities every phase.

Tanks swap on 3-4 stacks of [Ablated].
Remember to pick up adds quick [Expedient/Recursive Elemental] and tank away from the boss tank.
Recursive Elemental spawn "Slow zone" when killed.
Expedient Elemental spawn "Fast zone" when killed.

Phase#1-3
[Arcanatic Ring] spawns rings on the edges of the room, moving in towards the boss. Dodge this by moving through gaps.

[Spanning Singularity] spawns puddles under random players feet. People with big defensives will have to soak these puddles.

Phase#2-3
[Epocheric Orb] spawns purple swirls on the ground where orbs will fall down. People with full hp need to stand in these and soak the orbs before they hit the ground.

[Delphuric Beam] like Archimondes wrought chaos. Don't stand in other peoples beams.

Phase#3
[Conflexive Burst] big raid damage debuff that explodes when timer runs out. Should not explode at the same time. Put on multiple players every 40 sec. Must use slow/fast time bubbles to make timers differ.

[Permeliative Torment] ticking 10 second dot that increaseses every second. Dont use fast time if you have this debuff. Healers make sure these players are topped all the time so they wont die with other damage.


GUL'DAN
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3 phases.
People get extra action buttons.
Tanks absorb all damage for 6 seconds.
Healers get absorb 50% fire damage shield protecting allies withing 10 yards.
DPS gets 30% attackspeed and faster cooldowns, but also faster ticking dot debuffs on yourself.


Phase#1
Gul'dan dont need to be tanked here.

[Liquid Hellfire] spawns a green pool on the floor, move far away from it to take less damage.
[Fel Efflux] he targets a random ranged/healer and shoots a beam. Don't stand in the path to that target.

[Hand of Guldan] summons mini bosses in a big purple ring on the floor, move away from it. There will be 3 mini bosses.


Phase#2 (after all 3 mini bosses die)
Tanks take boss to edge of the room.
Tanks move together (2 yards) every 11 seconds to trigger [Fel Scythe], to remove his energy.

When liquid hellfire spawn ranged move out from it and stack on healers to take less damage with the healer extra action button.

[Bonds of Fel] spawns Chains on multiple players. People need to stack on those with chains so that when they break their chain they will share the damage with others. Tanks can break chain by themselves with extra action button.

[Eye of Gul'Dan] must be switched to and dpsed quickly before they multiply. New ones will spawn with same HP as original one.

Abilities will be empowered at 85% (liquid hellfire), 70% (bonds of fel) and 55% (eye of guldan).


Phase#3 (55%)
No more extra action button!
Guldans abilities are removed except eye of guldan and fel scythe.

[Flames of Sargeras] ticking dot every 3 seconds that spreads 8 yards. Move away from others. Drop fire shit on the outside of the room.

[Storm of the Destroyer] Area that grows 3 times, like on mannoroth.

[Well of Souls] Stand in the well to free souls, but taking DoT.

Stay spread 5 yards for [Soul Corrosion].
                        

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