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Kartov
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MessagePosté le: Mer 27 Juin - 13:34 (2012)    Sujet du message: T14 Preview Répondre en citant

ATTENTION
- dans les infos du journal de donjon que je remet dans chaque poste, tout ce qui a une icone de crane
est lié au mode héroique
- je ne fais donc nulle mention de ces capacités pour les strats "mode normal" que j'ai décrite dans chaque poste de chaque boss



Table des matières

Mogu'shan Vaults
- The Stone Guard - complet
- Feng the Accursed - complet
- Gara'jal the Spiritbinder - complet
- The Spirit Kings - complet
- Elegon - complet
- Will of the Emperor - complet

Heart of Fear
- Imperial Vizier Zor'lok - complet
- Blade Lord Ta'yak - complet
- Wind Lord Mel'jarak - complet
- Garalon - complet
- Amber-Shaper Un'sok - complet ..... Très complexe, à lire absolument !
- Grand Empress Shek'zeer - TODO

Terrace of the Endless Spring
- Protectors of the Endless - complet
- Tsulong - complet
- Lei Shi - complet
- Sha of Fear - complet (j'upperai une video clean quand les bugfix seront faits)




Mogu'shan Vaults: Stone Guard

Général
- il faut faire surcharger la bestiole qui vous a collé le debuff qui stack et buter le tout, sachant que le pool pv est partagé
- 2 tanks en 10, video 10 : http://www.youtube.com/embed/EP1XIRa774w
- c'est surtout l'explication à 1:50 de la gestion de l'energie des boss en fonction des debuffs sur le raid pour l'overload qui est bien faite
- en 25 je pense à 3 tanks, et la même gestion qu'en 10, sauf qu'un tank a 2 adds, et les deux autres tanks n'en ont qu'un

Secondaire
- Améthyste (violet) fait une zone au sol qui tick pour des dégats d'ombre (50k/sec)
- Jaspe (rouge) fait des 65k dégats de feu à sa cible actuelle + 4 cibles proches de celle-ci
- Jade (vert) fait 50k AOE sur tous les membres du raid
- Cobalt (bleu) zone ciblée/joueur 40k + stun 6 secondes



  • Amethyst Guardian - The Amethyst Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Amethyst Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week.
    • Amethyst Pool - The Amethyst Guardian creates a pool that inflicts (65,000 + 4.2% of SP) Shadow damage every 1 sec. to enemies who enter the area. Lasts 20 sec.
    • Amethyst Overload - Upon reaching full energy the guardian overloads, inflicting 500,000 Shadow damage to all enemies and interrupting Amethyst Petrification. The Overload does not free fully petrified enemies.
    • Amethyst Petrification - The Guardian attempts to turn its enemies to amethyst, reducing the Shadow damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.
  • Cobalt Guardian - The Cobalt Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Cobalt Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week.
    • Cobalt Grasp - Cobalt bursts from the ground at a random player's feet, inflicting 52,000 Arcane damage and preventing all movement for 6 sec.
    • Cobalt Overload - Upon reaching full energy the guardian overloads, inflicting 500,000 Arcane damage to all enemies and interrupting Cobalt Petrification. The Overload does not free fully petrified enemies.
    • Cobalt Petrification - The Guardian attempts to turn its enemies to cobalt, reducing the Arcane damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.
  • Jade Guardian - The Jade Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jade Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week.
    • Jade Shards - The Jade Guardian fires shards of jade in all directions, inflicting 70,000 Nature damage to all players.
    • Jade Overload - Upon reaching full energy the guardian overloads, inflicting 500,000 Nature damage to all enemies and interrupting Jade Petrification. The Overload does not free fully petrified enemies.
    • Jade Petrification - The Guardian attempts to turn its enemies to jade, reducing the Nature damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.
  • Jasper Guardian - The Jasper Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jasper Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week.
    • Jasper Cleave - The Jasper Guardian inflicts 109,850 Fire damage to its current target and their nearest allies, affecting up to 5 targets.
    • Jasper Overload - Upon reaching full energy the guardian overloads, inflicting 500,000 Fire damage to all enemies and interrupting Jasper Petrification. The Overload does not free fully petrified enemies.
    • Jasper Petrification - The Guardian attempts to turn its enemies to jasper, reducing the Fire damage they take by 80% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.
  • Shared Abilities - All four guardians have access to these abilities.
    • Solid Stone - When no other stone guards are nearby the Guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.
    • Rend Flesh - The Guardian rends the flesh of the target, causing 42,648 Physical damage every 1 sec. Lasts 15 sec.
    • Power Down - When the guardians reach 85%, 65%, and 40% remaining health, one of them will power down all Energized Tiles in the room to prevent players from using the energy.
  • Encounter Area -
    • White Floor Tiles - These tiles absorb the energy from Living Amethyst, Living Cobalt, Living Jade, and Living Jasper when a player stands on them. Each tile absorbs one charge of energy. For each tile currently energized in the room, every player gains a stack of Energized Tiles.
      • Energized Tiles - The energy of the living stone flows through the room tiles, empowering players and increasing damage dealt by 1%. This effect stacks.
    • Living Amethyst Crystal - The energy that powers the Amethyst Guardian forms into a crystal. Players who interact with this crystal gain the Living Amethyst effect.
      • Living Amethyst - 5 charges of the energy that animates the Amethyst Guardian tear though your body. Each charge inflicts (13,000 + 10.0% of SP) Shadow damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.
    • Living Cobalt Crystal - The energy that powers the Cobalt Guardian forms into a crystal. Players who interact with this crystal gain the Living Cobalt effect.
      • Living Cobalt - 5 charges of the energy that animates the Cobalt Guardian tear though your body. Each charge inflicts (13,000 + 10.0% of SP) Arcane damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.
    • Living Jade Crystal - The energy that powers the Jade Guardian forms into a crystal. Players who interact with this crystal gain the Living Jade effect.
      • Living Jade - 5 charges of the energy that animates the Jade Guardian tear though your body. Each charge inflicts (13,000 + 10.0% of SP) Nature damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.
    • Living Jasper Crystal - The energy that powers the Jasper Guardian forms into a crystal. Players who interact with this crystal gain the Living Jasper effect.
      • Living Jasper - 5 charges of the energy that animates the Jasper Guardian tear though your body. Each charge inflicts (13,000 + 10.0% of SP) Fire damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.




Dernière édition par Kartov le Ven 13 Juil - 19:34 (2012); édité 15 fois
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MessagePosté le: Mer 27 Juin - 14:29 (2012)    Sujet du message: T14 Preview Répondre en citant

Mogu'shan Vaults : Spirit Kings

Général
- 1 tank, environ 7 minutes de long, 4x monocible en ordre d'activation (aléatoire a priori, j'ai regardé qu'une video)
- video : http://www.youtube.com/watch?v=-YO7Bzx2hms et www.youtube.com/watch?v=9uy8fIUDwMI

Meng : raid packé
- actif : un kick à faire, il tape de plus en plus fort puis switch de personalité et reflect les dégats de plus en plus fort, puis reswitch et tape plus fort, avec un reset à chaque switch
- à partir de son activation, et même après qu'il passe inactif : fait un MC général du raid, qui s'annulle après que la personne ait pris 10k dégats

Qiang : raid packés
- actif : il cleave à 180°, fait un cone frontal à la blackhorn à éviter
- à partir de son activation, et même après qu'il passe inactif : une ligne d'infanterie qu'il invoque, qui marche droit et qu'il faut éviter

Subetai : raid dépacké
- actif : pluie de fleche qui empale une personne à la Gargamoelle, une volée de flèche pour 50k sur un cone large, puis 75k sur un cone moyen, puis 100k sur un cone étroit
- à partir de son activation, et même après qu'il passe inactif : charge 1 personne puis tourbilol (après désactivation, il suit et reste tjrs au cac du boss actif)

Zian : raid packés
- actif : un kick à faire toutes les 7 secondes, pop une boule qui cible qqun (ya un debuff) et faut kiter la boule à une place safe puis quand elle meurt elle pose une flaque dont la taille dépend du temps mis pour la tuer et cette flaque se réduit ensuite avec le temps jusqu'à ce qu'elle disparaisse
- à partir de son activation, et même après qu'il passe inactif : (si l'ordre d'activation est aléatoire)


  • Meng Sharpfang - When the players defeat the Mad King, he remains in battle in a weakened state and only uses his Maddening Shout ability.
    • Maddening Shout - The Maddening Shout of Meng Sharpfang causes all enemies to go mad, inflicting 10,000 Shadow damage every 3 sec. and causing all enemies to hate each other. Players regain their sanity after taking 10,000 damage from another player. The Mad King retains Maddening Shout after being defeated.
    • Crazed - The Mad King becomes more insane every 0.5 sec. Crazed increases the Mad King's Physical damage dealt by a percentage equal to twice his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Cowardice.
    • Cowardice - The Mad King becomes more insane every 0.5 sec. Cowardice causes the Mad King to reflect damage equal to 50% of his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Crazed.
    • Crazy Thought - A Crazy Thought crosses the Mad King's warped mind, increasing his Insanity by 10.
    • Delirious - The Mad King enrages, doubling the rate he gains insanity.
  • Qiang Steelskin - When the players defeat the Warlord King, he remains in battle in a weakened state and only uses his Flanking Orders ability.
    • Flanking Orders - The Warlord King orders a flank, calling in a wave of Mogu attackers. These Flanking Mogu cast Overhand Strike, inflicting 100,000 Physical damage to enemies in front of them within 0 yards. The Warlord King retains Flanking Orders after being defeated.
    • Massive Attacks - No single man or woman can stand against the brutal attacks of the Warlord King. His Massive Attacks inflict 900,000 Physical damage, split among all enemies hit.
    • Annihilate - Qiang focuses on Annihilating his enemies in front of him, inflicting 300,000 damage to enemies within 0 yards.
    • Impervious Shield - The Warlord King uses his Impervious Shield, gaining immunity to all attacks and spells and increasing his attack speed by 200% for 10 sec.
  • Sebotai Swiftfoot - When the players defeat the Bandit King, he remains in battle in a weakened state and only uses his Pillage ability.
    • Pillage - The Bandit King charges a random player and Pillages them, stealing all of the target's posessions. The Pillaged effect reduces the player's damage and healing done by 50% and reduces their armor by 50%. The Bandit King retains Pillage after being defeated.
    • Volley - Sebotai launches three Volleys in quick succession. The first inflicts 50,000 Physical damage to enemies in a large cone in front of the caster, then 75,000 Physical damage in a medium cone, and finally 100,000 Physical damage in a small cone.
    • Rain of Arrows - The Bandit King fires a Rain of Arrows at the location of a random player, inflicting Pinned Down on all targets within the 8 yard area. Pinned Down inflicts 10,000 Physical damage every 1 sec. until another player removes the arrow from the victim.
      • Pinning Arrow - The Pinning Arrow causes Pinned Down, inflicting 10,000 Physical damage every 1 sec. until a player destroys the Pinning Arrow.
    • Sleight of Hand - Damaging attacks against the Bandit King cause the attacker to suffer being Robbed Blind. The effect reduces damage and healing done by 50% and reduces armor by 50%. The Bandit King becomes vulnerable to Stun effects while using Sleight of Hand.
      • Robbed Blind - Robbed Blind reduces the target's damage and healing done by 50% and reduces their armor by 50%.
  • Zian of the Endless Shadow - When the players defeat the Sorcerer King, he remains in battle in a weakened state and only uses his Undying Shadows ability.
    • Undying Shadows - The Sorcerer King creates an Undying Shadow at the location of a random player. The Undying Shadow inflicts 15,000 Shadow damage every 1 sec to players within 10 yards until destroyed. The Sorcerer King retains Undying Shadows after being defeated.
      • Undying Shadow - The Undying Shadow inflicts 15,000 Shadow damage every 1 sec to players within 10 yards until destroyed. An Undying Shadow fixates on the closest nearby player when the Sorcerer King summons it. After the Undying Shadow dies it starts to reform itself, creating Coalescing Shadows. After 30 seconds the Undying Shadow fully coalesces and reforms.
        • Coalescing Shadows - The Coalescing Shadows inflicts 15,000 Shadow damage every 5 sec. to players within 10 yards. After 30 seconds the Undying Shadow fully coalesces and reforms.
    • Shadow Blast - The Sorcerer King launches a Shadow Blast at the location of a random player. The Shadow Blast inflicts 70,000 Shadow damage upon impact to players within 8 yards of the targeted location.
    • Charged Shadows - The Sorcerer King blasts a random player with Charged Shadows, inflicting 85,000 Shadow damage to the target then chaining to further targets within 8 yards of each other.
    • Shield of Darkness - The Sorceror King protects himself with a Shield of Darkness. The Shield inflicts 200,000 Shadow damage to all enemies whenever a damaging ability lands on the Sorceror King.
      • Darkness - Inflicts 200,000 Shadow damage to all enemies.




Dernière édition par Kartov le Jeu 28 Juin - 09:17 (2012); édité 1 fois
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MessagePosté le: Mer 27 Juin - 15:41 (2012)    Sujet du message: T14 Preview Répondre en citant

Mogu'shan Vaults : Gara'jal the Spiritbinder

Général
- 2 tanks, et un combat "à la valiona et théralion" pour ce qui concerne le phasing, et les attaques qui passent d'un monde à l'autre
- video : http://www.youtube.com/embed/0tHqZVuKVdc (le combat commence à 3:30)
- les groupes envoyés en bas et les poupées ne peuvent pas être prévus avant le pull, faut réagir en fonction de qui est où maintenant et des debuffs actuels

En bas :
- quand on est en bas on doit taper les adds (les petits ou le gros) qui s'y trouvent, car ils tapent à la fois en bas, et en haut... comme sur V & T
- en 10N les petits adds en bas ont 273k, et le gros add en bas sur le tank a 421k
- des petits masques voodoo indiquent en haut l'endroit où se trouvent les adds présents en bas (et leur nombre)
- quand on se fait heal en bas, on gagne un buff de 40s qui facilite le job : gen fury pour démono, proc lavasurge chamelem, embers pour destro, hate pour affli, proc brain freeze / fingers of frost pour mage frost, proc hot streak pour mage feu, holy power pour les pal, puissance runique pour dk, energy pour fufu, rage pour war, focus pour les chasseurs, chi pour les moines, maelstrom charge pour chamélio, ou regen mana pour tout le reste

Totem des esprits
- les 3 personnes les plus proches du totem sont envoyées en bas quand le totem est détruit et elles passent automatiquement à 30% pv
- il faut ressortir en haut monis de 30 secondes après être descendus sinon on creve instantané
- et on peut pas retourner en bas pendant 1 minute après être remontés
- je ne sais pas actuellement ce qui déclenche la remontée de ceux qui sont descendus avec le totem

Poupee voodoo
- le tank actuel + 2 personnes en 10 au hasard (3 en 25) seront transformées en poupées voodoo, et les dégats subits par une poupée voodoo sera recopies sur toutes les poupées
- le tank sera envoyé en bas, et assailli par 1 bestiole (3 en héro) qu'il faut tuer en moins de 30 sec sinon le bani meurt
- le tank remonte automatiquement quand son gros add meurt

Le combat :
- chronologie : poupees > totem > totem > banish ...
- Le timing des totems dépend du moment auxquels ils sont tués, alors que les les poupées et banish sont "fixes".
- à 20% le boss enrage : il fait plus de totems (donc plus moyen de nettoyer en bas) et tape plus vite et plus fort.



  • Spirit Totem - Gara'jal the Spiritbinder periodically summons a Spirit Totem at a random location.
    • Cross Over - Spirit Totems cause the nearest 3 players within 7 yards to cross over to the spirit world when they are destroyed. The process of Crossing Over leaves the victim with 30% of their current health.
    • Cross Over - Players use Spirit Totems to cross over into the spirit world. Players exist in the spirit world for 30 sec before returning to the real world.
    • The Spirit World - Players crossing over to the Spirit World must return to the real world within 30 sec or die.
      • Frail Soul - Returning to the real world from the Spirit World inflicts players with a Frail Soul for 60 sec. Attempting to cross into the Spirit World with a Frail Soul kills the player.
    • Spiritual Innervation - Healing a player in the Spirit World energizes their soul with Spiritual Innervation. The effect of Spiritual Innervation varies depending on the class and specialization of the healed player, and the effect grows with larger heals.
  • Shadowy Minion - Shadowy Minions only exist in the Spirit World, but damage players in the real world with Spiritual Grasp.
    • Spiritual Grasp - A Shadowy Minion reaches into the real world with a Spritual Grasp, inflicting 20,000 Shadow damage on a random player in the real world.
    • Shadow Bolt - A Shadowy Minion fires a bolt at a random player in the Spirit World, inflicting 26,000 Shadow damage.
  • Voodoo Dolls - Gara'jal the Spiritbinder fixates on his current target and then that player and 2 other players to turn into Voodoo Dolls. A Voodoo Doll copies 100% of their damage received to all other Voodoo Dolls in the raid. The Voodoo Doll effect persists until either the victim perishes or Gara'jal the Spiritbinder banishes his fixated target to the Spirit World. Players turned into Voodoo Dolls cannot enter the spirit world. In 25 player raids, Gara'jal chooses 3 other players from the raid to turn into Voodoo Dolls.
  • Banishment - Gara'jal the Spiritbinder banishes his current target to the Spirit World. While in the Spirit World, a Severer of Souls assaults the victim. In Heroic Difficulty, three Severers of Souls attack.
    • Severer of Souls - Severers of Souls attempt to tear apart the soul of Banished victims.
      • Soul Sever - If players do not defeat every Severer of Souls within 30 sec., the Banished victim dies.
      • Soul Explosion - The Severer of Souls immense spirtual energy explodes outward at a random player in the real world. The Soul Explosion inflicts 45,000 Shadow Damage to the target and all players within 5 yards of them.
  • Frenzy - Gara'jal the Spiritbinder Frenzies when he reaches 20% remaining health, gaining 100% melee haste and inflicting 50% additional damage. Gara'jal the Spiritbinder also stops summoning Spirit Totems.
  • Right Cross - Gara'jal the Spiritbinder attacks with a crushing right handed punch, inflcting 100% weapon damage as Shadow damage to his target.
  • Left Hook - Gara'jal the Spiritbinder attacks with a mighty swing of his left fist, inflcting 100% weapon damage as Shadow damage to his target.
  • Hammer Fist - Gara'jal the Spiritbinder slams his opponent with both fists, inflcting 100% weapon damage as Shadow damage to his target.
  • Sweeping Kick - Gara'jal the Spiritbinder attacks with a sweeping kick, inflcting 100% weapon damage as Shadow damage to his target.




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MessagePosté le: Ven 29 Juin - 10:46 (2012)    Sujet du message: T14 Preview Répondre en citant

Mogu'shan Vaults - Will of the Emperor

General
- video : http://www.youtube.com/watch?v=QuV1ikqf8DY
- 2 boss qui partagent le même pool pv, et des tas d'adds qui popent, 2 tanks 2 heals 2-3 melee 4-3 ranged en 10N.
- Tous les 20 energie le boss fait une abilité (arc smash 180° ou stomp 360°) puis son energie reset
- En tant que melee si vous arrivez à éviter un combo complet (arc gauche, droite, frontal + stomp) on récup le bouton "à la Ultraxion" et qui fait 500k dmg au boss, gratos.
- Placement en losange : boss séparés au maximum, le raid packé en retrait du point de pop, mais à portée des deux boss pour multicible
- Prio : Add Courage > Add Strength > Add Rage > Boss
- add Rage (petits) : ciblent un joueur au pif (lien rouge visible) et sont non tankable, mais peuvent être slow, snare, stun, cc
- add Courage (gros) : pop et fixent un tank (lien vert visible) puis marchent vers lui (peuvent être slowed) mais ne peuvent être attaqués que par derrière (bouclier frontal visible). S'ils atteint le tank ils le snare (25% stackable, 10s) et le tank pourra plus éviter les arc smash and co du boss
- add Strength (moyen) : tankable, il fait un rond au sol devant lui et tape par terre, si on est dedans on est stun, et la taille de la zone augmente à chaque coup
- de temps en temps un gas est relâché qui fait 10k/sec sur tout le raid, mais augmente surtout les dégats des adds de 25% donc faut clean les adds au plus vite

"let's fuck up with the melee but if they don't actually do shit let's give them some really nice things" ... un des commentateurs



  • Coolant Gas - Coolant Gas fills the room, inflicting 8,000 Frost damage every 1 sec. to all players and energizing any constructs, increasing their damage dealt by 25%.
  • Emperor's Rage - The smallest Terracotta warriors, the Emperor's Rage strike quickly with dual axes and often formed the forward lines in Lei Shin's mechanical armies.
    • Focused Assault - Every Emperor's Rage fixates on a random player, attacking only that player until the player dies or the Rage can no longer attack them.
    • Unarmored - The Emperor's Rage wear very little armor, and all types of crowd control effects work against them.
  • Emperor's Courage - The Emperor's Courage carry a polearm to harry opponents and form a powerful defensive wall with shields and armor.
    • Focused Defense - The Emperor's Courage comes to the aid of Jan-xi or Qin-xi by fixating on a tank, attacking only that player until the player dies or the Courage can no longer attack them.
    • Impeding Thrust - The Impeding Thrust of the Emperor's Courage inflicts 150% normal melee damage and reduces the target's movement speed by 25% for 10 sec. Stacks up to 4 times.
    • Half Plate - The Emperor's Courage wear armor protecting the front of their bodies. The Half Plate blocks or deflects any damage dealt by players to the front of the Emperor's Courage, but they remain susceptible to movement impairing effects.
  • Emperor's Strength - The heavily-armored Emperor's Strength strike earth-shaking blows with their massive two-handed hammers.
    • Energizing Smash - The Emperor's Strength smash the ground in front of them, inflicting 200,000 Physical damage to players within 10 yards of the strike zone and stunning them for 2 sec. The radius of the effect increases by 1 yard after each use of Energizing Smash.
    • Full Plate - The Emperor's Strength wear heavy armor that grants them immunity to all crowd control effects.
  • Jan-xi and Qin-xi - Jan-xi and Qin-xi activate after 90 seconds and share their health pool.
    • Devastating Combo - Jan-xi and Qin-xi perform a devastating combination of five attacks. In Heroic Difficulty, the Devastating Combo consists of ten attacks.
      • Devastating Arc - Jan-xi and Qin-xi strikes a 25 yard hemispherical area to the left, right, or in front them. These Devastating Arc attacks inflict 100,000 Physical damage and reduce the target's armor by 10% for 30 sec. Stacks up to 10 times. The immense power of these attacks ignore any player effects that grant damage immunity.
      • Stomp - Jan-xi and Qin-xi stomps the ground, inflicting 100,000 Physical damage to all players within 12 yards and stunning them for 2 sec. The immense power of this attack ignores player effects that grant damage immunity.
    • Magnetic Armor - Jan-xi and Qin-xi magnetizes their current targets for 10 sec. If a magnetized player moves more than 16 yards away from the constructs, a strong magnetic force pulls them back.
  • Opportunistic Strike - If every player avoids all the attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced. All players within 16 yards gain the Opportunistic Strike ability for 3 sec, which inflicts 1,000,000 Physical damage.
  • Titan Spark - When any construct dies, it releases a Titan Spark.
    • Focused Energy - A newly created Titan Spark fixates on a player, attacking only that player until the player dies or the Spark can no longer attack them.
    • Energy of Creation - When a Titan Spark dies or reaches its target, it releases the Energy of Creation. The Energy inflicts 750,000 Nature damage to all players within 8 yards and energizes any constructs, increasing their attack speed by 50% for 2 min. This effect stacks.




Dernière édition par Kartov le Mer 4 Juil - 18:05 (2012); édité 1 fois
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MessagePosté le: Ven 29 Juin - 11:33 (2012)    Sujet du message: T14 Preview Répondre en citant

Heart of fear - Imperial Vizier Zor'lok

General
- video : http://www.youtube.com/watch?v=7hcIThQx_xo et http://www.youtube.com/watch?v=P2HE66gRjMs
- le boss a 218M pv, plus de 13 mins de fight, il faut 1 tank 3 heal 6 dps
- P1 : il saute de plateforme (à 80%, 60%) et le tank doit le rejoindre très vite (avant la fin de son cast de "song of the emperess")
- P2 : puis il ira au milieu (vers 42%) et il enchainera les compé
- à 2.8M soit 1.2% il "creve" (pour un event rp)

P1 : Tant qu'il est sur les plateformes il fait en permanence le cycle suivant : inspiration > capacité > expiration

- inspiration : ne fait rien, si ce n'est prévenir qu'un jour il fera une expiration
- capacité jaune = "attenuation" : relâche des cercles à la atramedes dans les 4 directions, et après chaque cercle il tourne un peu (dans un sens ou dans l'autre, c'est pas prévisible) ce qui fait qu'au final, les cercles font une spirale autour de lui, simple à éviter, et si on tourne avec la spirale on doit ptet même pouvoir rester au cac...
- capacité violet = "force and verve" : des carapaces de protection -40% degats popent, et il faut une aoe de 10s pour 8 ticks
- capacité rouge = "convert" : mind control 1-2 membre du groupe au hasard (tank compris, souvent, avec reset d'aggro à la fin) pour casser le MC, il faut soit descendre les MC à 50% pv ou "les taper avec des dégats des sorts" (j'ai pas plus de précisions)
- expiration : créé un gros lien jaune avec un joueur random (+25k/sec) le tank doit vite s'interposer pour couper le rayon et se le prendre pour lui ; du coup s'il cible un cac, il faut que le cac recule un peu sinon le tank aura beaucoup de mal à s'interposer !

P2 : Une fois au milieu, il enchaine les compétences de chaque plateformes au hasard (attenuation, aoe, mc, sans forcément faire d'inhale/exhale) jusqu'à la fin du combat.

Ca m'a l'air OP le moine tank côté heal mono et heal de zone... mais ça va surement être fix.



  • Inhale - Imperial Vizier Zor'lok takes a large breath to fill his lungs. Inhale increases the damage of Exhale by 100% for each stack present and lasts until Exhale triggers with 3 or more stacks.
  • Exhale - Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage and stunning them for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.
  • Exhale - Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.
  • Stage One: Her Gifts are Many - Imperial Vizier Zor'lok flies to a random platform in the room, then attacks the players from there. When Zor'lok loses 20% of his total health, he changes positions to a different platform. Imperial Vizier Zor'lok gains one ability while at each platform, but loses that ability when he moves to a different platform.
    • Pheromones of Zeal - The lower section of Imperial Vizier Zor'lok's chamber fills with toxic Pheromones of Zeal. Players in the area suffer 28,500 damage per second and are silenced for as long as they are in the area of effect.
    • Attenuation - Imperial Vizier Zor'lok emits a dizzying series of sonic rings that travel outward from him in a spiraling pattern. Sonic rings inflict 80,000 Physical damage to all targets in their path. In 10 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 150,000 Physical damage to all targets in their path. In 25 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 150,000 Physical damage to all targets in their path.
    • Force and Verve - Imperial Vizier Zor'lok shouts with pure volume to inflict 45,000 physical damage to all players every 1.5 seconds for 10 sec.
      Players standing in Noise Cancelling zones suffer 40% less damage from this ability.
      • Noise Cancelling - Before Imperial Vizier Zor'lok begins channeling Force and Verve, he summons Noise Cancelling zones nearby. Standing in these zones reduces the damage of Force and Verve by 40%. In 10 player Difficulty, only four players can benefit from each Noise Cancelling zone at a time. In 25 player Difficulty, only nine players can benefit from each Noise Cancelling zone at a time. In 10 player Heroic Difficulty, only three players can benefit from each Noise Cancelling zone at a time. In 25 player Heroic Difficulty, only four players can benefit from each Noise Cancelling zone at a time.
    • Convert - Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of one player, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health, but the effect may end whenever the victim suffers spell damage. The chance to break increases as the victim reaches 50% remaining health.
  • Stage Two: We Will Not Disappoint Her - When Imperial Vizier Zor'lok reaches 40% remaining health, he flies to the center of the chamber and inhales the Pheromones of Zeal. Imperial Vizier Zor'lok now uses all of his abilities from Stage One.
    • Inhale Pheromones - Imperial Vizier Zor'lok inhales all of the Pheromones in the chamber, increasing his damage by 10% and haste by 20%.
  • Song of the Empress - Whenever Imperial Vizier Zor'lok finishes a transition he will raise his voice in praise to the empress. Failing to engage Imperial Vizier Zor'lok in melee combat will result in him inflicting Physical damage to all players in the zone until they die. Engaging Imperial Vizier Zor'lok in melee combat will end this effect.
  • Echoes of Power - In Heroic difficulty, Imperial Vizier Zor'lok will leave copies of himself behind at the first two platforms he visits. During stage two of the encounter he will randomly summon Echoes of Power to aid him in battle.
    Echoes of Power inherit one of Imperial Vizier Zor'lok's abilities and will conintue to use that power until they are defeated.
    • Echo of Attenuation - Echo of Attenuation will use Zor'lok's Attenuation ability as well as fight players in melee combat.
    • Echo of Force and Verve - Echo of Attenuation will use Zor'lok's Force and Verve ability as well as fight players in melee combat.
    • Song of the Empress - Any echoes that Imperial Vizier Zor'lok has summoned will use the Song of the Empress any time they are not actively using one of their abilities and they are not engaged in melee combat. As with Imperial Vizier Zor'lok engaging the echoes in melee combat will end this effect.


Dernière édition par Kartov le Jeu 5 Juil - 10:32 (2012); édité 2 fois
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MessagePosté le: Ven 29 Juin - 11:49 (2012)    Sujet du message: T14 Preview Répondre en citant

Heart of Fear - Garalon

General
- video : http://www.youtube.com/watch?v=54Dk5r6yY9U et http://www.youtube.com/watch?v=dlWwEryQqIA

Tanks
- les tanks le kite autour de la salle, car il dépose une ligne de phéromone qui ne disparait jamais
- le tank qui le guide actuellement ne doit pas être au cac bien sûr, et il lui pop régulièrement sous les pieds une nouvelle flaque
- il faut que les deux tanks se prennent les attaques cone frontal du boss sinon il berzerk (+dmg +movespeed)
- chaque fois que les tanks sont proches l'un de l'autre la phéromone qui guide le boss (les yeux au dessus des persos) saute de l'un à l'autre
- à chaque fois que sa cible change il fait un "écraser" (100k raidwide) donc réduire au max le nombre de switch
- si jamais quelqu'un passe sous lui il fait aussi un écraser (donc à éviter à tout prix)

Dps
- casser  une de ses pattes ralentis le boss de 15% (stackable 4x)
- casser une de ses pattes enleve 3% pv au boss
- être proche d'une patte permet de bénéficier d'un buff +100% dmg sur cette patte là
- de temsp en temps il guérit une de ses pattes cassée (full pv)




  • Furious Swipe - Garalon performs a Furious Swipe to targets in a large cone in front of him, inflicting 800,000 Physical damage. If Garalon fails to hit at least 2 targets with his Furious Swipe, he gains Fury.
    • Fury - Fury increases Garalon's damage dealt by 10% and movement speed by 10% for 30 sec. This effect stacks.
  • Crush - Garalon crushes his foes, inflicting 100,000 Physical damage to all players. Any player within 12 yards receives an additional 800,000 Physical damage as Garalon's body slams down upon them. Garalon's massive bulk also knocks down all players for 2 sec. Garalon crushes foes whenever he detects their presence beneath him. In Normal Difficulty, Garalon also crushes foes when Pheromones passes to a new target. In Heroic Difficulty, Garalon periodically crushes foes.
  • Pheromones - Garalon surrounds a player with powerful pheromones, fixating on the target. Every 2 sec. the Pheromones inflict 20,000 Nature damage and Pungency on the target, then spawn a Pheromone Trail. Pheromones pass to allies in close proximity.
    • Pungency - Exposure to Garalon's Pheromones renders the player extra pungent, increasing Pheromone damage by 10% for 1.25 min. This effect stacks.
    • Pheromone Trail - The Pheromone Trail on the ground inflicts 25,000 Nature damage to players within 4 yards.
  • Garalon's Legs - Players attack Garalon's legs separately from his body.
    • Weak Point - Close proximity to Garalon's leg allows attackers to see weak points, increasing their damage dealt to the leg by 100%.
    • Broken Leg - Breaking one of Garalon's legs damages Garalon for 3% of his maximum health and reduces Garalon's movement speed by 15%. This effect stacks up to 4 times.
    • Mend Leg - Garalon periodically mends one of his broken legs, restoring it to full health.
  • Damaged - In Heroic difficulty, Garalon gains the Damaged effect upon reaching 33% remaining health.
    • Pheromones - While Garalon has the Damaged effect, Garalon ignores the fixate effects of Pheromones.
    • Melee Attack - While Garalon has the Damaged effect, Garalon uses his normal melee attack and gains a dramatic speed increase.



Dernière édition par Kartov le Ven 13 Juil - 15:40 (2012); édité 3 fois
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MessagePosté le: Jeu 5 Juil - 10:33 (2012)    Sujet du message: T14 Preview Répondre en citant

Heart of Fear - Wind Lord Mel'jarak

General
- Video : http://www.youtube.com/watch?v=rV5QHzZUmJ8 et http://www.youtube.com/watch?v=qUYiRQlLqfE
- 2 tanks, combat à base d'adds en P1, durée environ 6 minutes

Capacités des ennemis
- tous les mobs d'un même groupe partagent le même pool pv
- boss : lance son épée aller-retour avec dégats sur le chemin + 3x aoe raidwide
- les piegeurs SRA : prison cliquable pour libérer les potes + debuff dot/flaque
- les soigneurs ZAR : heal kickable + mini hero de tous les adds (à dispell ?)
- les dps KOR : focus mono sur tank

C'est un combat règlé comme du papier à musique où on applique la strat et ça devient tout con.

Strat générale
  • Pull
    • CC 4 mobs au pull : 2 dps KOR (dps) + 1 piegeur SRA + 1 soigneur ZAR
    • l'offtank prends 1 KOR (dps) + 2 SRA (piegeurs)
    • le main tank prend le boss + 2 ZAR (healers)
    • séparer suffisement les deux groupe pour que les heal des ZAR ne puissent cibler que ce qui est côté maintank
  • Quand KOR+SRA+ZAR
    • groupe offtank : focus dps sur le dps KOR + multidot tout ce qui bouge
    • groupe maintank : cacs dps ZAR + kicks les heals des ZAR + dispell offensif du buff hate posé par les ZAR
    • quand le premier groupe KOR meurt
      • les 2 KOR CC meurent aussi et il reste que 2 cc actifs donc le boss casse pas les CC restants
  • Quand SRA+ZAR
    • groupe offtank : focus dps sur les soigneurs ZAR côté maintank + multidot de tout ce qui bouge côté offtank
    • groupe maintank : cacs dps ZAR + kicks les heals des ZAR + dispell offensif du buff hate posé par les ZAR
    • quand le deuxième groupe ZAR soigneur meurt
      • le dernier ZAR qui était CC meurt aussi, et le boss libère le dernier SRA piegeur qui rejoint le maintank
  • Quand SRA
    • focus les piegeurs (plus de kicks ni dispell offensif à faire)
    • burn du boss, screenshot et loot



Spells and Abilities
  • Whirling Blades — Wind Lord Mel'jarak hurts his blade at a random player's location, inflicting 80,000 Physical damage to all players in the blade's path. After the blade reaches its destination, it returns to Wind Lord Mel'jarak. The blade also inflicts 80,000 Physical damage to all players in its return path.
  • Rain of Blades — Wind Lord Mel'jarak rains blades down on all players, inflicting 25,000 Physical damage. Wind Lord Mel'jarak throws three sets of blades before stopping.
  • Watchful Eye
    — Wind Lord Mel'jarak watches over his swarm, dispelling all forms of crowd control from every warrior if he ever senses that players are incapacitating more than four. When one group of Wind Lord Mel'jarak's swarm falls, he becomes more watchful. He now dispels all forms of crowd control from every warrior if he senses players incapacitating more than two. When a second group of Wind Lord Mel'jarak's swarm falls, he becomes even more watchful, dispelling all forms of crowd control from every warrior if he ever senses players incapacitating one. In Heroic Difficulty, Wind Lord Mel'jarak does not become more watchful and only dispels crowd control effects if players incapacitate more than four warriors.
  • Reinforcements
    — When a group of Wind Lord Mel'jarak's swarm falls, he calls for a new group of warriors to replace them. He calls for these reinforcements 45 seconds after a group falls.
  • Recklessness
    — When Wind Lord Mel'jarak sees a group of his swarm fall in battle, he becomes reckless for 30 sec. This increases his damage dealt by 100% and his damage taken by 300%.
  • The Swarm — Wind Lord Mel'jarak fights alongside his most trusted warriors.
    • Fate of the Swarm — Each group of Mel'jarak's swarm shares health with their fellow swarm members.
    • Impaling Spear — Up to four players can use the weapon racks left by the Mantid army to gain the Impaling Spear ability. Impaling Spear stuns a target for 50 sec. Any damage dealt directly to the target by a player causes the target to break free.
Sra'thik Amber-Trapper
  • Amber Prison — Sra'thik Amber-Trappers imprison a random player in amber, stunning them until freed. Players can smash an Amber Prison and free the imprisoned allies inside by interacting with it. Residue afflicts players who destroy Amber Prisons.
    • Residue — Residue prevents a player from destroying Amber Prisons for 45 sec.
  • Corrosive Resin — Sra'thik Amber-Trappers cover a player in 5 stacks of Corrosive Resin for 30 sec, inflicting 10,000 Nature damage every second per stack. Moving while afflicted by Corrosive Resin removes a stack of Corrosive Resin and creates a Corrosive Resin Pool at the player's location.
    • Corrosive Resin Pool — Corrosive Resin Pools inflict 10,000 Nature damage every second to all players within the pool.
Zar'thik Battle-Mender
  • Mending
    — Zar'thik Battle-Menders mend their allies, healing a group of the swarm for 15% of their maximum health.
  • Quickening
    — Zar'thik Battle-Menders quicken all of Mel'jarak's swarm, increasing all damage done and melee speed by 25% for 15 sec. This effect stacks.
Kor'thik Elite Blademaster
  • Kor'thik Strike — Kor'thik Blademasters focus a single player and strike them in unison, each inflicting 150,000 Physical damage.


Dernière édition par Kartov le Ven 13 Juil - 14:44 (2012); édité 2 fois
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MessagePosté le: Ven 6 Juil - 11:13 (2012)    Sujet du message: T14 Preview Répondre en citant

Mogu'shan Vaults - Feng the Accursed

General
- video : www.youtube.com/results?search_query=feng the accursed
- 1 tank en 10N, boss qui absorb des capacités selon ses pv (95, 66, 33)
- sur toutes les videos que j'ai vu, l'ordre c'est poings => lance => baton

Esprit des poings
- se retourne vers une cible aléatoire, cast une bolt electrique qui  avance en ligne droite vers la cible (y a castbar avant) sinon dégats 80% pv + stun
- un tremblement de terre au sol (il lève les bras, puis barre de cast puis canalisation) et aoe raidwide même en dehors

Esprit de la lance
- debuff sur un joueur au pif (dépack) puis 5s après, drop des flammes au sol qui bougent (cf maloriak)
- il cast un absorb flammes, qui ramene ttes les flammes à lui, et alors ses attaques melee mono gagnent des dégats aoe raidwide additionneles
- a priori un dot long à soigner sur ces cibles aléatoires, mais je le vois pas dans les videos

Esprit du baton
- canalisation qui fait des dégats proportionnels à la distance par rapport au boss => aussi packés que possible
- debuff sur cible aléatoire (type blackhorn) qui aoe proportionnellement aux nombre de cibles à portée
- donc soit on se packe 1 spot et le debuff se casse ASAP, soit on se pack tous à 4-5m et il y aura ptet moins de dégats temporaire au pop du debuff

Esprit du bouclier
- ..... pas vu sur les videos, ptet que c'est variable selon la semaine comme Halfus





Spells and Abilities
  • Spirit Bolt — Feng the accursed deals 80,000 Shadow damage to 8 random targets.
  • Strength of Spirit — Each time Feng absorbs a mogu champion spirit, his damage is increased by 10%.
  • Essence of the Mogu Champions 
    — Around 95%, 66%, and 33% life, Feng will siphon the essence out of the great statues of mogu champions past, gaining their boon. In Heroic difficulty, Feng will siphon from whichever statue is nearest to him.
Spirit of the Staff
  • Arcane Velocity — The caster channels a arcane storm, its missiles increasing in velocity and damage as they travel further.
  • Arcane Resonance — Feng charges random targets with Arcane Resonance, which deals 10,000 Arcane damage every 1 second for every player standing within 10 yards.
Spirit of the Spear
  • Flaming Spear — Feng's fiery spear sears the flesh of an enemy target, inflicting 40,000 Fire damage every 2 sec for 20 sec.
  • Wildfire Spark — Ignites an enemy, causing it to explode after 5 seconds, igniting a wildfire at their location.
  • Draw Flame — Absorbing Wildfire charges Feng's weapon, causing melee swings to deal 30,000 additional Fire damage to all enemies.
Spirit of the Fist
  • Lightning Fists — Feng slams a lightning-charged fist into the ground, causing a shockwave to pulse in front of him, dealing 250,000 Nature damage and stunning those caught in its path.
  • Epicenter — Feng channels a violent earthquake, dealing more damage towards the epicenter of the quake, and reducing enemies chance to hit by 75%.
Spirit of the Shield
  • Siphoning Shield — Feng's cursed shield draws the soul of enemies to it, healing him for 2% of his life per soul that is absorbed.
  • Siphoning Shield — Feng's cursed shield draws the soul of enemies to it, healing him for 5% of his life per soul that is absorbed.
  • Chains of Shadow — Feng strikes an enemy with a Chain of Shadow that arcs to another nearby enemy. The spell affects up to 8 targets, inflicting diminishing Shadow damage to each successive target.
  • Stolen Essences of Stone 
     
    — The heroic willpower of tank-specced players allows them access to the leftover essence shards from the awakened statues.
  • Nullification Barrier 
    — Friendly units standing inside the Nullification Barrier will have all harmful magical effects nullified.
  • Shroud of Reversal 
    — Shrouds a friendly target with an aura of magic reversal, allowing the caster to mimic any hamful ability their target takes.


Dernière édition par Kartov le Jeu 12 Juil - 11:42 (2012); édité 1 fois
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MessagePosté le: Ven 6 Juil - 11:14 (2012)    Sujet du message: T14 Preview Répondre en citant

Terrace of Endless Spring - Tsulong

General
- video : http://www.youtube.com/embed/kG9T6j86Cms
- 2 tanks, héro au pull (phase nuit), et une compo dps habituelle
- chaque phase dure 2 minutes, et ça commence toujours par la nuit (c'est pas aléatoire)

P1 : nuit (quand il est full energie, il passe en P2)
  • attaque conique sur le tank qui lasse un debuff +100% dégats ombre donc swap tank à 1 charge
  • aura permanente dot ombre qui ajoute une stack toutes les 2 secondes, qui commence à 12k/2sec, et qui gagne 10% à chaque tick
  • rentrer dans le rayon de lumière vire les stacks, mais il faut ressortir très vite du rayon (plus on reste plus il rétrécit)
  • il balance aussi des missiles sur les ranged (pas le temps d'éviter) qui fear AOE à l'impact, donc les ranged doivent dépack 8m

P2 : jour (quand il est full energie, il repasse en P1)
  • Boss
    • ses PV restants sont convertis en PV manquants, et le raid doit le soigner
    • après chaque souffle il se repositionne dans une direction aléatoire
    • les healers doivent toujours être replacs devant lui car ils gagnent un buff soin/mana quand ils prennent le souffle
  • Gros add + petits adds
    • un gros add tankable pop et doit être placé pour prendre le souffle (1M de dégats)
    • quand le gros add creve, ça créé 5 adds tankables, idem le souffle est utile
  • Moyen add
    • des moyens adds non tankables mais ralentissable popent à l'exterieur du cercle et marchent vers le boss
    • il faut tuer ces adds moyens faut les tuer avant qu'ils l'atteignent sinon mass dégats au boss




  • The Night - Tsulong struggles at Night with the Sha's corrupting influence. Bringing Tsulong's remaining health to zero while at Night permanently destroys the Sha's influence over him. When he reaches 100 energy, he temporarily purges the Sha's influence and radiant sunlight turns Night into Day.
    • Dread Shadows - The Dread Shadows created by the Sha within Tsulong inflict 5,000 Shadow damage on all players and increases their Dread Shadows damage taken by 10%. This effect stacks.
    • Nightmares - The Sha within Tsulong projects Nightmares at the location of a random player. The Nightmares inflict 50,000 Shadow damage and fear players within 8 yards of the impact for 3 sec.
    • Shadow Breath - Tsulong expels out Sha energy in a 30 degree cone in front of him, inflicting 140,000 Shadow damage and increasing Shadow damage taken by 100% for 30 sec. This effect stacks.
    • Sunbeam - Tsulong's attempts to resist the Sha allow him to protect the players from Dread Shadows. Tsulong summons a Sunbeam onto the battlefield, and the Sunbeam grants immunity to Dread Shadows for players standing within the beam. The protected area of the Sunbeam shrinks over time as more players stand within it.
    • The Dark of Night - The Dark of Night appears at a random location and moves towards the nearest Sunbeam. The Dark of Night extinguishes a Sunbeam upon reaching it.
  • The Day - During the Day, Tsulong gains the upper hand over the Sha corruption. Players may heal and aid Tsulong during the Day, and bringing him to full health while in the Day permanently destroys the Sha's influence over him. When he reaches 100 energy, the Sha corrupts his emotions and Night descends upon the Terrace.
    • Embodied Terror - Embodied Terrors spawn as the Sha fights to control Tsulong. When players destroy an Embodied Terror, five Fright Spawns burst out.
      • Terrorize - The Embodied Terror casts Terrorize on both a random player and on Tsulong. The terror inflicts 10% of the player's current health as Shadow damage every 2 sec for 10 sec. Tsulong suffers 1% of his total health as Shadow damage every 1 sec. for 10 sec.
    • Fright Spawn - Five Fright Spawns appear when players destroy an Embodied Terror.
      • Fright - A Fright Spawn unleashes a wave of Fright, inflicting 20,000 Shadow damage and fear on players within 30 yards for 2 sec.
    • Unstable Sha - Unstable Sha appear around Tsulong and then move towards him, inflicting massive Shadow damage to Tsulong if they reach him.
      • Unstable Bolt - The Unstable Sha unleashes shadowy energy at a random player, inflicting 50,000 Shadow damage on the target. The Unstable Bolt also damages the Unstable Sha for 10% of its maximum health.
      • Instability - If an Unstable Sha reaches Tsulong, it inflicts 2,500,000 Shadow damage on Tsulong and disappears.
    • Sun Breath - Tsulong breathes out solar energy in a 60-degree cone in front of him, inflicting 4,000,000 Nature damage to Sha within 0 yards and stunning them for 8 sec. The breath also places the Bathed in Light effect on players within its area.
      • Bathed in Light - The warmth of the Sun instantly restores 25% of a player's total mana and increases their healing done by 500% for 15 sec.
    • The Light of Day - The Light of Day appears at a random location. Interacting with The Light of Day restores mana every 1 sec. and increases healing done by 3,000% for 30 sec. The amount of mana restored increases while the healing done decreases over the duration of the effect.




Dernière édition par Kartov le Ven 13 Juil - 13:55 (2012); édité 3 fois
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MessagePosté le: Ven 6 Juil - 11:14 (2012)    Sujet du message: T14 Preview Répondre en citant

Terrace of Endless Spring - Protectors of the Endless

General
- video : http://www.youtube.com/watch?v=iu4PRZqlIpA
- 2 tanks, environ 7 minutes
- combat type "iron council" : 3 boss, quand 1 creve, les autres sont full heal, gagnent 1 compétence, et tapent plus fort

Kaolan (cac)
- 0 corruption : toutes les 20sec, il pose un dot 25k/3sec sur un joueur, le dot ne disparait que quand il meurt
- 1 corruption : zone au sol qui reste jusqu'à la fin du fight, et qui dont les dégats augmente chaque fois qu'on s'en prend
- 2 corruption : aoe 100k/3sec 30 mètres, dont les dégats diminuent avec la distance

Regail
- 0 corruption : cast kickable éclair 100k (nature) + prison/sur 2/5 joueurs, les prisons aoe à 7 mètres donc dépack autant que possible
- 1 corruption : 3 cercles concentriques (petit/moyen/grand) qui font des dégats effectifs quand ils disparaissent
- 2 corruption : dot raidwide 30k/3sec qui augmente de 5% à chaque tick

Asani
- 0 corruption : water bolt sur un joueur avec aoe 75k à 3 mètres de la cible (si kické, le boss chaincast plus doit être tanké)
- 1 corruption : pop un orbe au centre qui leur donen un buff de vitesse d'attaque tant qu'il est pas tué, quand détruit le raid gagne un buff vitesse d'attaque/cast de 20s
- 2 corruption : dot raidwide 30k/3sec qui augmente de 5% à chaque tick

Ordre des kill
- la difficulté change selon qu'on tue Kaolan en premier, en second ou en 3ème (je pense qu'il y aura les HF qui vont bien)
- ordre : Kaolan > Regail > Asani ... Easy mode



  • Sha Corruption - Killing a member of the Protectors causes Sha Corruption to explode from their bodies and possess the remaining Protectors. Sha Corruption heals each Protector to their maximum health, increases their damage done by 25%, and grants them additional abilities.
  • Protector Kaolan
    • Touch of Sha - Protector Kaolan corrupts a player, inflicting 30,000 Shadow damage every 3 seconds until players defeat Protector Kaolan.
    • Defiled Ground - Protector Kaolan uses this ability after gaining a single dose of Sha Corruption. Protector Kaolan desecrates the land beneath a player's location for the remainder of the fight, inflicting 100,000 Shadow damage every second and increasing damage taken from Defiled Ground by 0% for 45 sec. This effect stacks.
    • Expel Corruption - Protector Kaolan uses this ability after gaining two doses of Sha Corruption. Protector Kaolan expels a mass of corruption at his location for the remainder of the fight, inflicting 100,000 Shadow damage to all players within 30 yards every 3 seconds. The damage of Expelled Corruption decreases as a player stands farther away from the source of corruption.
  • Elder Regail
    • Lightning Bolt - Elder Regail hurls a bolt of lightning at his current target, inflicting 100,000 Nature damage.
    • Lightning Prison - Elder Regail imprisons 2 players in a field of lightning and stuns them. The Lightning Prison causes each player to inflict 75,000 Nature damage every second to all players within 7 yards. In 25 player Difficulty, Elder Regail imprisons 5 players.
    • Lightning Storm - Elder Regail uses this ability after gaining a single dose of Sha Corruption. Elder Regail summons a Lightning Storm, creating several waves of lightning strikes. The first wave strikes at Elder Regail's location and then successive waves strike in a ring around him at 20, 40, 60 and 80 yards. Each strike inflicts 400,000 Nature damage to all players within 10 yards of Lightning Storm's impact.
    • Overwhelming Corruption - Elder Regail uses this ability after gaining two doses of Sha Corruption. Corruption overwhelms Elder Regail, inflicting 30,000 Shadow damage to all players every 3 seconds and increases their damage taken from Overwhelming Corruption by 5%. This effect stacks.
  • Elder Asani
    • Water Bolt - Elder Asani hurls a bolt of water at a random player's location, inflicting 95,000 Nature damage to all players within 3 yards of the targeted location.
    • Cleansing Waters - Elder Asani summons a globe of Cleansing Waters at a Protector's location. When the globe reaches the ground, it heals all targets within 4 yards for 5% of their total health every second. Targets also receive 50% additional healing from all sources for 30 sec.
    • Corrupted Waters - Elder Asanil uses this ability after gaining a single dose of Sha Corruption. Elder Asani summons a globe of Corrupted Water that empowers all Protectors, granting them 100% melee and casting speed until destroyed.
      • Purified - Destroying the Corrupted Waters grants all players within 15 yards the Purified effect, increasing melee, ranged and spell casting speed by 100% for 20 sec.
    • Overwhelming Corruption - Elder Asani uses this ability after gaining two doses of Sha Corruption. Corruption overwhelms Elder Asani, inflicting 30,000 Shadow damage to all players every 3 seconds and increases their damage taken from Overwhelming Corruption by 5%. This effect stacks.
  • Minion of Fear - Minions of Fear pour from the Terrace of Endless Spring, pursuing the Protector with the lowest remaining health.
    • Corrupted Essence - When a Minion of Fear dies, it infects the 2 closest players with Corrupted Essence, increasing their damage done by 10% for 2 min. This effect stacks up to 10 times. If Corrupted Essence ever reaches 10 stacks, the player replaces the Corrupted Essence effect with the Essence of Fear. In 25 player Difficulty, Corrupted Essences infect the 5 closest players.
    • Essence of Fear - The Essence of Fear inflicts 250,000 Shadow damage to all players within 30 yards.
    • Greater Corrupted Essence - When a Minion of Fear reaches a Protector, it fills them with Greater Corrupted Essence, increasing their damage done by 10% for 2 min. This effect stacks up to 10 times. If Greater Corrupted Essence ever reaches 10 stacks, the Protector replaces the Greater Corrupted Essence effect with the Greater Essence of Fear.
    • Greater Essence of Fear - The Greater Essence of Fear inflicts 500,000 Shadow damage to all players and horrifies them for 3 sec.




Dernière édition par Kartov le Ven 13 Juil - 15:47 (2012); édité 4 fois
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MessagePosté le: Ven 6 Juil - 11:14 (2012)    Sujet du message: T14 Preview Répondre en citant

Heart of Fear - Blade Lord Ta'yak

Général
- video : http://www.youtube.com/watch?v=JbCBFkdw-d8 et http://www.youtube.com/watch?v=WJYnO7Bsgqs
- 2 tanks, combat environ 10 minutes
- P1 jusqu'à 20% puis P2 jusqu'à la mort, qui est la vrai phase fun/chiante du fight (prévoir des afk piscine côté cacs)

P1
- il fait pop des tornades à la Rohash
- une grosse attaque qui pose un debuff de vulnerabilité (swap tank)
- il disparait, pose une ENORME fleche rouge sur qqun, on pack dessus, puis 5s plus tard il AOE cone+bump partagée
- random TP sur un joueur ranged ou melee et, applique sur tous les joueurs à 8m de la cible un debuff bleed 30 sec (puis re-TP à sa place d'origine), donc ranged + heal doivent rester à 8M les uns des autres, et tant pis pour les heals quand ce sont les cacs qui sont ciblés par ce TP aléatoire (ie mass debuffs à soigner)


P2
- à 20% il se TP à un bout de la salle et nous TP de force via tornade à l'autre bout
- il faut avancer contre le vent, en évitant les tornades qui viennent vers nous, tout en prenant environ 11k/sec (vive les hot)
- pour les cacs, le point de pop des tornades est montré en blanc ; une fois qu'on a passé les points de pop on est safe
- tt le monde se pack au cac dans son tourbi et burst ... et il refait ça (tp + slalom tornades) à environ 10%.
- si la gateway démoniste marche, ça serait fantastique, car ça ferai la moitié du chemin.



Stage 1
  • Tempest Slash — Blade Lord Ta'yak slashes the air, creating a tornado that inflicts 95,000 to 105,000 (10N) / 123,500 to 136,500 (10H) / 190,000 to 210,000 (25N&H) Nature damage and knocks away any enemies in its path.
  • Unseen Strike 
    — Blade Lord Ta'yak fixes his eyes on a random player and then disappears. He reappears 5 sec later and inflicts 2,000,000 (10N) / 2,600,000 (10H) / 4,000,000 (25N) / 4,800,000 (25H) Physical damage split amongst all players in a 15 yard long cone in front of him.
  • Wind Step — Blade Lord Ta'yak teleports to a random player and inflicts a quick strike. The blow causes all targets within 8 yards to bleed for 80,000 (10N) / 104,000 (10H) / 160,000 (25N) / 208,000 (25H) Physical damage every 3 sec for 30 sec.
  • Intensify — Blade Lord Ta'yak's fury intensifies during the encounter. Every 60 sec Ta'yak increases his damage dealt by 5% and his haste by 5%. This effect stacks.
  • Overwhelming Assault 
    — Blade Lord Ta'yak performs an overwhelming attack on his current target, inflicting 200% of a normal melee swing's attack. The attack leaves the target's defenses exposed, increasing the target's damage taken when an Overwhelming Strike lands by 100% for 45 sec.
  • Blade Tempest 
    — Blade Lord Ta'yak rapidly spins his blade, pulling all enemies towards himself and inflicting 71,250 to 78,750 Physical damage every 0.50 sec.
Stage 2
Stage 2 begins once Blade Lord Ta'yak reaches 20% health.
  • Storm Unleashed — Blade Lord Ta'yak traps all of the players within a mass of tornadoes, moving them to one end of the hall. The constant buffering of the powerful winds on every player inflicts 8075 to 8925 Nature damage every 1 sec. This damage increases with Ta'yak's current intensity level. Ta'yak then assumes position on the opposite side of the hall, then unleashes a barrage of tornadoes towards the players. Tornadoes that pass over players carry the player away from Ta'yak.




Dernière édition par Kartov le Jeu 12 Juil - 15:27 (2012); édité 1 fois
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MessagePosté le: Ven 6 Juil - 11:15 (2012)    Sujet du message: T14 Preview Répondre en citant

Mogu'shan Vaults #5 - Elegon

Général
- video : http://www.youtube.com/embed/aqqCIrbT4II
- préférer 2 tanks, 3 heals en 10, dure environ 7 mins

Basiques
- si personne n'est à portée de melee du boss (qui est toujours au centre) il grip tout le raid sur lui
- quand tu es dans le grand cercle, tu fait +50% dmg/heal mais tu stack un debuff qui augmente les dégats subits ; sortir du cercle et y rerentrer clear les stacks
- dans la video ils disent qu'ils switch tank à 10 stacks, que ça paraissait safe.

P1
- un add est présent, pose un debuff dispellable qui diminue le heal reçu de 50%
- jusqu'à 25%, s'il est tanké en dehors du grand cercle, il prends 90% dégats en moins
- quand cet add passe à 25% pv, il commence à irradier en AOE
- lorsqu'il meurt, il AOE raidwide pour 100k, il faut donc que tt le monde soit bas en stacks à ce moment là

P2 (à 90%)
- le boss fait une canalisation et invoque plusieurs fois 6 orbes qui bougent vers les ptites pillier en bordure du cercle
- chaque vague d'orbes se déplace 20% plus vite que la précédente
- si on arrive à tuer les 6 avant qu'ils atteignent leur destination, le boss prend +10% dmg (stack permanent) pour chaque vague d'orbe complètement détruite
- chaque orbe tué fait des dégats aoe sur tout le raid (dépacké à ce moment là)
- dès qu'un seul orbe réussi de n'importe quelle vague réussit à atteindre un pillier, on passe en P3
- plus on est bon dans cette phase, plus vite on atteint les 50% et on évite les cycles P1 P2 P3 (voir plus bas)
- les heals dps autant que possible (en début de chaque orbe, vu qu'il n'y a pas de dégats avant chaque mort d'orbe)

P3 (frost-hagara-like)
- le grand cercle au sol disparait (si on est pas en dehors on tombe....)
- les 6 pilliers autour, vers lesquels les orbes se déplacaient peuvent maintenant être attaqués ; tuer un pillier détruit le barrière (qui tue) et on peut tourner autour de la salle
- a chaque pillier tué, le boss attaque plus fort et plus vite (pour son aoe périodique et les missiles) donc un soft enrage
- pendant ce temps le boss balance des missiles au sol ; au point de pop de ces missiles (100k) un add tankable spawn qui sont plus une gêne qu'autre chose
- quand les 6 pilliers sont détruits, la P1 recommence et on nettoie les adds créé par les missiles en attendant que le sol revienne

Après avori fait P1 P2 P3 + P1 P2 P3 le boss devrait être environ à 50%
- au delà de 50% il reste alors en P1 jusqu'à la fin
- mais maintenant on prend des dégats (50k) quand on sort du cercle
- donc si on destack il faut le faire très très vite et revenir dedans tout de suite
- bref c'est la phase de burn finale.

A mon humble avis, un des combats les plus fun de l'ensemble, je suis tout à fait impatient de le faire.



  • Energy Vortex - An active Energy Vortex transforms any player or creature who stands in it, granting a small taste of the Titan's true power. In Heroic Difficulty, the Energy Vortex prevents targeting into or out of the Energy Vortex.
    • Touch of the Titans - Contact with the Energy Vortex transforms the target into celestial form, increasing all damage done by 50% and healing done by 50%.
    • Overcharged - The Energy Vortex periodically inflicts players with Overcharge, causing them to take 5% additional damage. This effect stacks.
  • Stage One: Entering Defensive Mode - Elegon activates the Energy Vortex, attacking with Celestial Breath and calling for Celestial Protectors to help defend the Engine of Nalak'sha. Stage One ends at 90% and 50% remaining health.
    • Celestial Breath - Elegon's breath inflicts 45,000 Arcane damage to players within a 100 yard long 60 degree cone.
    • Materialize Protector - When Elegon has more than 50% remaining health, he summons a Celestial Protector to attack the players.
      • Celestial Protector - A construct of pure energy, the Celestial Protector serves as primary defense for the Engine of Nalak'sha.
        • Phasing - The Celestial Protector exists in a state of flux, held together by the immense power of the Energy Vortex. When the Protector has over 25% remaining health and exists outside the bounds of the Energy Vortex, players inflict 90% less damage to it.
        • Arcing Energy - The Celestial Protector inflicts 80,000 Arcane damage to two random players and applies Closed Circuit to each target.
          • Closed Circuit - After being hit by the Arcing Energy, the Closed Circuit reduces the healing received by the target by 50% for 20 sec.
        • Stability Flux - Upon reaching 25% remaining health, the Celestial Protector begins to pulse energy and periodically inflicts 50,000 Arcane damage on all players.
        • Total Annihilation - Celestial Protectors explode when near death, inflicting 600,000 Arcane damage to all players. In Heroic Difficulty, Total Annihilation will trigger Catostrophic Anomaly if it hits no targets.
          • Catostrophic Anomaly - With no targets to absorb the excess energy of Total Annihilation, the Engine of Nalak'sha explodes, inflicting 800,000 Arcane damage to the entire raid.
    • Grasping Energy Tendrils - With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting 50,000 Arcane damage.
    • Radiating Energies - When Elegon reaches 50% remaining health, he becomes dangerously unstable. Elegon periodically inflicts 82,500 Arcane damage to all players not protected inside the Energy Vortex.
  • Stage Two: Primary Power Offline - Elegon attempts to reactivate the Engine of Nalak'sha by creating Energy Charges to energize the Empyreal Focuses. If players destroy all Energy Charges in a wave, Elegon will continue to create more Energy Charges. The creation process permanently weakens his physical form. Stage Two ends once an Energy Charge leaves the Energy Vortex.
    • Draw Power - Elegon attempts to restart the Engine of Nalak'sha by constructing six Energy Charges from his own body, permanently increasing all damage taken by 10%. This effect stacks.
      • Energy Charge - A small part of Elegon himself, the Energy Charge contains enough Arcane energy to restart The Engine of Nalak'sha.
        • High Energy - With each successive cast of Draw Power, the created Energy Charge gains an additional 20% movement speed. This effect stacks.
        • Discharge - Upon reaching zero health, the Energy Charge explodes and inflicts 600,000 Arcane damage to all players.
  • Stage Three: Power Draw Stable - Elegon has reactivated The Engine of Nalak'sha, disabling the Energy Vortex and activating all Empyreal Focuses. Elegon shields himself from all damage. Stage Three ends once players destroy all the Empyreal Focuses.
    • Empyreal Focus - The Focuses activate whenever the Engine of Nalak'sha begins operation, venting energy into the surrounding platform. Damaging all six Empyreal Focuses temporarily disables the Engine of Nalak'sha.
      • Energy Conduit - The Empyreal Focus vents excess energy, inflicting 142,500 Arcane damage to all players touching the energy conduit every 0.5 sec.
      • Overloaded - Upon reaching zero health, the Empyreal Focus deactivates and vents excess energy back to Elegon, increasing his damage inflicted by 20% and casting speed by 20%. This effect stacks.
    • Unstable Energy - Elegon periodically inflicts 25,000 Arcane damage to all players.
    • Energy Cascade - Elegon fires a ball of Titan plasma at the location of random player, inflicting 200,000 Arcane damage on impact to players within 5 yards and creating a Cosmic Spark.
      • Cosmic Spark - Small pure energy constructs created by Elegon.



Dernière édition par Kartov le Jeu 12 Juil - 14:38 (2012); édité 2 fois
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MessagePosté le: Mer 11 Juil - 15:19 (2012)    Sujet du message: T14 Preview Répondre en citant

Heart of fear #5 - Amber-Shaper Un'sok

General
- video : http://www.youtube.com/embed/EgKNpSW3epE
- 1 tank, environ 6 à 8 minutes
- un des combats les plus exigeants, dans la mesure où la transformation peut cibler n'importe qui, et que son rôle est extrêmement-totalement vital

Phase 1 : 100% - 60%
  • Rayons + blobs
    • le boss fait un rayon jaune qui suit les gens, la personne ciblée doit courir pour pas être dans les flaques
    • de la ligne de ronds laissés au sol popent 4 blobs non tankables, à tuer en multidot/aoepassive/etc
    • chaque blob fait une aura aoe de dégats passive durant tout le temps qu'il est en vie
    • chaque blob aoe quand il meurt et doit être loin de ses copins à cet instant sinon heal 40%
    • il ne doit jamais y en avoir plus de 4 blobs à la fois durant le fight
    • la ligne disparait avant qu'il invoque le rayon suivant, donc c'est pas ça qui va recouvrir la salle
    • accessoirement, le cadavre du blob laisse une petite flaque qui fait des dégâts dont le nombre croissant va occuper + en + l'espace en P1.
  • Debuff heal
    • un debuff heal de 30 sec sera aplpiqué au hasard, 25k / 2secondes
    • le dot augmente directement avec les soins reçus
    • donc sauf erreur faut pas faire de gros heals, mais y aller progressivement pour "juste compenser"
  • Transformation (tout le monde doit savoir quoi faire !!!)
    • le boss va transformer un joueur aléatoirement
    • le joueur transformé doit être dps en prio (en parallèle des blobs et du boss) avant qu'il n'ait plus d'energie
    • pendant ce temps le joueur transformé doit taper le boss en spammant la touche 1
    • de temps en temps le joueur transformé cast un sort et alors il doit presser 2 avant la fin du cast
    • quand le joueur transformé passe sous 20% pv il peut se libérer en appuyant sur 4
    • il faut absolument qu'il libère avant de tomber à 0 energie, sinon il meurt définitivement ... doh.

Résumé P1 : focus transformé n°1 et n°2 pour leur permettre de se libérer à temps (2x) tout en cleavant le boss, et en contrôlant le nombre de blobs. le transformé n°3 se garde en vie en récupérant de l'énergie via la touche 3 en mangeant les flaques laissées. Tous les transformés ultérieurs (n°4 et plus) ils sont descendus et libérés comme les n°1 et 2.




Phase 2 : 60% - mort de la monstruosité
  • Rayons + blobs
    • idem P1

  • Debuff heal
    • idem P1

  • Monstruosité
    • le boss devient quasi invulnérable pendant la P2 (dégats subits réduits de 90%)
    • le boss invoque une énorme monstruosité qu'il faut tuer en prio
    • la monstruosité fait un stomp de 15m de portée qui bump
    • la monstruosité empoigne un joueur et le balance sur un joueur ranged (aoe dmg 8m + stun 3s au point d'impact)
    • la monstruosité fait un cast qui doit être interrompu par celui qui est transformé

  • Transformation
    • principe similaire à la P1 pour la libération du joueur
    • la cible ne sera plus le boss mais la monstruosité
    • il ne faut plus spammer 1 en P2 !!!!
    • il faut interrompre notre propre cast en pressant 2
    • il faut interrompre le cast "Amber Explosion" de la monstruosité en pressant 1


Résumé P2 : le transformé n°3 permet de stacker beaucoup de debuffs et de brûler la monstruosité ; les transformés ultérieurs seront dps pour qu'ils puissent se libérer à temps ; et on continue à contrôler le nombre de blobs.

 


Phase 3 : mort de la monstruosité - mort du boss
  • Boss
    • Le boss attaque 50% plus fort et 50% plus vite
    • il transforme les gens beaucoup plus souvent
    • les transformés ne seront plus dps, mais ils se soignent à l'aide des flaques

  • Rayons + blobs
    • il ne fait plus ni rayon ni blobs, ce qui veut dire qu'il n'y aura plus de flaques additionnels pour régen l'energie des transformées

  • Debuff heal
    • idem P1 (?)

  • Flaques
    • elles émettent de manière périodiques des jets, qui font des dégats aux joueurs qui se les prennent ou soignent les transformés, selon qui les interceptent ou se les prend


Je pense en toute honneteté que ça sera un des combats les plus difficiles en terme de mécaniques, de gestion de groupe et de prise d'XP...






  • Stage One: Worthy Test Subjects?
    • Amber Scalpel - Un'sok carves the ground with a focused beam of pure amber energy. The beam inflicts 20,000 Nature damage every 0.25 sec. at the point of contact, and leaves behind Molten Amber residue. The residue inflicts 27,500 Fire damage every 1 sec. to players who touch it. Some of this residue congeals into Living Amber oozes.
      • Living Amber - Each of these animated amber oozes focuses mindlessly on a random player, emanating a Corrosive Aura that inflicts 1,600 Nature damage every 2 sec to all players. Each ooze Bursts in a shower of amber when destroyed, inficting 45,500 Nature damage to enemies within 8 yards and healing any other Living Amber within that radius for 0% of their maximum health. In Heroic difficulty, dissolved Living Amber will reconstitute after 30 seconds. In Looking for Raid difficulty, destroying a Living Amber does not heal other nearby Living Amber.
        • Burning Amber - When a Living Amber is destroyed, it dissolves into a pool that deals 31,000 Fire damage every 1 sec to all enemies within 3 yards.
    • Parasitic Growth - Amber-Shaper Un'sok causes amber to grow within the body of a random target, inflicting 16,250 Nature damage every 2 sec. This strain of amber absorbs healing energy, increasing the damage it inflicts to its host in direct proportion to any healing received. After 30 sec, the unstable parasite dissipates without a trace.
    • Reshape Life - Un'sok unleashes a torrent of amber at a player, transforming the target into a misshapen mass of flowing amber that is hostile to players and monsters alike.
      • Mutated Construct - While transformed, the player continuously expends Willpower to retain control over the twisted form, at the rate of 2 per second, beginning with a maximum of 100. When Willpower runs out, the player dies and the Mutated Construct continues to act, uncontrolled.
        • Amber Explosion - The amber encircling the mutated player compels the unleashing of a massive explosion, inflicting 120,000 Nature damage to all players.
        • Amber Strike - The construct inflicts 250,000 Nature damage to the current hostile target and interrupts normal spellcasting. This includes a target's attempt to trigger an Amber Explosion. Amber Strike also destabilizes the target, increasing damage taken by 10% for 10 sec. This effect stacks.
        • Break Free - Once the physical form of the amber construct has been damaged to 20% of its remaining health, the player can break free with a great surge of will. The player then regains their natural form.
        • Consume Amber - A transformed player consumes a pool of Burning Amber left behind by a defeated Living Amber. The consumption restores 20 Willpower, but also bolsters the mutated form, increasing its current and maximum health by 4,500,000.
        • Struggle for Control - With a surge of will, the player expends 8 Willpower to force the mutated form to cease all action for 0.5 sec. This also increases the mutated form's damage taken by 100% for the 5 sec.
        • Smash - Transformed players use this simple melee attack in lieu of their normal attack, inflicting 40,000 Physical damage to a target.
  • Stage Two: Un'sok's Greatest Creation - When Un'sok reaches 60% remaining health, he calls forth a massive Amber Monstrosity to fight beside him. Un'sok continues to attack with his full arsenal of abilities from Stage One.
    • Amber Monstrosity - Un'sok formed this towering behemoth entirely of flowing amber, and it stands as a triumph of Un'sok's research into creating life from the mantids' amber.
      • Amber Explosion - The Monstrosity releases a massive explosion of amber energy, inflicting 140,000 Nature damage to all players.
      • Massive Stomp - The Monstrosity stomps the ground forcefully, inflicting 97,500 Physical damage to all enemies within 15 yards and knocking them back.
      • Fling - The Monstrosity grabs its current target in one of its massive hands and hurls the hapless victim at a distant player, causing 81,250 Physical damage to targets within 0 yards of the point of impact and stunning them for 3 sec.
    • Amber Carapace - While the Amber Monstrosity lives, an Amber Carapace shields Amber-Shaper Un'sok. The Carapace reduces his damage taken by 90%.
  • Stage Three: Un'sok Unleashed - Upon witnessing the destruction of his greatest creation, Un'sok channels power from the amber pools lining his chamber and prepares to make his final stand. Un'sok no longer uses Amber Scalpel, but now casts Reshape Life with greatly increased frequency.
    • Concentrated Mutation - Un'sok draws massive amounts of amber energy into his body, increasing his damage dealt by 50% and attack speed by 50%.
    • Volatile Amber - Un'sok's siphoning agitates the pools of amber around the room, causing them to periodically emit bursts of amber that fly through the air at high velocity. Each amber burst inflicts 29,250 Nature damage to any player it strikes. If a missile strikes a player while they are transformed into a Mutated Construct, it heals them for 20% of their health.
    • Amber Globule - Un'sok causes two spheres of destructive amber to form from the pools at the edges of the room, each of which fixates on a random player. If an Amber Globule comes into contact with its primary target, it explodes, dealing 600,000 Nature damage to all players within 30 yards. If two Amber Globules touch each other, their energies will neutralize and dissipate harmlessly.




Dernière édition par Kartov le Sam 14 Juil - 04:27 (2012); édité 4 fois
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MessagePosté le: Mer 11 Juil - 15:22 (2012)    Sujet du message: T14 Preview Répondre en citant

Heart of Fear - Grand Empress Shek'zeer

todo




Stage 1: A Perilous Battle
  • Dissonance Field — The Empress creates a dissonance field which disrupts the sound associated with magic. The dissonance field absorbs nearby magical effects until it runs out of resonance. Once its resonance depletes, the field erupts in a Sonic Discharge. Players casting magical effects near the dissonance field also deplete it of resonance.
    • Sonic Discharge — The Sonic Discharge inflicts 292,500 to 307,500 Physical damage to all players, deals more damage to those standing within the dissonance field at the time of detonation.
  • Eyes of the Empress 
    — The Empress gazes deeply into the eyes of her current target, inflicting the Eyes of the Empress effect. This effect stacks up to 5 times. The Empress charms and transforms a player into a Servant of the Empress if the effect reaches maximum stacks.
    • Servant of the Empress — A player transformed and charmed by the Empress into her servant inflicts 200% more damage and 200% more healing, has 300% increased health, and becomes immune to crowd control effects and snares.
  • Dread Screech — Grand Empress Shek'zeer lets loose a Dread Screech at two random players, inflicting 146,250 to 153,750 Physical damage to each player and their nearby allies within 5 yards. In 25 Player raids, Shek'zeer lets loose a Dread Screech at five random players.
  • Cry of Terror — The Empress incites terror on a random player, causing them to inflict 146,250 to 153,750 Shadow damage to players every 2 sec.
Stage 2: The Empress Retreats!

When the Empress runs out of sha energy, she retreats to her chrysalis and calls for her royal guard.
  • Band of Valor — Members of the Empress' Royal Guard inflict 20% more damage and take 10% less damage for every other member of the Royal Guard within 8 yards.
Set'thik Windblade
  • Fixate — The Set'thik Windblade fixates on a random player for 30 sec.
  • Dispatch — The Set'thik Windblade periodically shoots blades at random players, inflicting 188,500 to 211,500 Physical damage.
  • Sonic Blade — The Set'thik Windblade slashes his current target with a sonic blade, dealing 150% weapon damage and interrupting spellcast.
  • Sticky Resin — The Set'thik Windblade coats the ground in a sticky resin which clings to players that pass through it, slowing their movement speed by 30% and inflicting 15,000 Nature damage every 1 second. When resin comes into contact with other resin, it will slide off the player and onto the ground. Amassing enough amber resin into one area causes it to congeal and harden, forming an Amber Trap.
    • Amber Trap — Being encased in amber deals 5% of the encapsulated victim's health every 3 seconds.
Kor'thik Reaver
  • Poison Bomb — The Kor'thik Reaver hurls poison bombs at random players, inflicting 107,250 to 112,750 Nature damage initially and 19,500 to 20,500 Nature damage every 2 seconds to a random enemy.
  • Toxic Slime — The Kor'thik Reaver inflicts 156,000 to 164,000 Nature damage to players in a 30 yard cone in front of it.
  • Poison-Drenched Armor 
    — The poison-drenched blades of the Kor'thik Reaver seeps into every pore of his current enemy target, causing them to erupt with a toxic substance. The fumes from this poison cause the attacks of occasionally deal an additional 48,750 to 51,250 Nature damage.
Stage 3: Ultimate Corruption!

At 30% remaining health, the Sha of Fear breaks the Empress' chrysalis and imbues her with a profound corruption.
  • Eyes of the Empress 
    — The Empress gazes deeply into the eyes of her current target, inflicting the Eyes of the Empress effect. This effect stacks up to 5 times. The Empress charms and transforms a player into a Servant of the Empress if the effect reaches maximum stacks.
    • Servant of the Empress — A player transformed and charmed by the Empress into her servant inflicts 200% more damage and 200% more healing, has 300% increased health, and becomes immune to crowd control effects and snares.
  • Sha Energy — Grand Empress Shek'zeer emits Sha Energy at two random players, inflicting 80,000 Shadow damage. In 25 Player raids, Shek'zeer emits Sha Energy at five random players.
  • Calamity — The Empress inflicts Shadow damage to each player equal to 50% of their current health.
  • Consuming Terror 
    — The Empress unleashes a Consuming Terror in a 70 yard cone in front of her, inflicting 316,875 to 333,125 Shadow damage and fearing players within the cone for 8 sec.
  • Visions of Demise — The Empress inflicts on two random players a vision of their own demise. The vision reveals itself to the player after 4 sec, and they then suffer in fear and inflict 39,000 to 41,000 Shadow damage every 1 sec to all players with 8 yards for 20 sec.
  • Heart of Fear 
    — The Empress unleashes a swirling heart of dark energy, which targets 3 random players and inflicts Shadow damage in their direction. If a player stands between the heart and a targeted player, then they take the damage instead of the target.




Dernière édition par Kartov le Ven 13 Juil - 17:08 (2012); édité 3 fois
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MessagePosté le: Mer 11 Juil - 15:23 (2012)    Sujet du message: T14 Preview Répondre en citant

Terrace of Endless Spring - Lei Shi

General
- video : http://www.youtube.com/watch?v=fgxUDgO7X80 et http://www.youtube.com/watch?v=viFstJklBdo
- 2 tanks, héro en fin de fight vers 10-15%,

Tanks
- elle attaque de plus en plus vite en fonction de ses PV (1% pv perdu = 1% hate gagnée)
- elle tape pas en melee, elle ne fait que cast (frost) sur le tank et chaque cast ajoute un debuff de vulnerabilité (swap vers 7-10)

Invulnérable
- elle fait une bulle mais continue de taper le tank, et donc faut avoir swap tank peu de temps avant pour pas que le tank actif pendant la bulle se fasse désosser
- elle active 3 elems qui a priori tapent comme des malades : il suffit de focus dps sur un seul d'entre eux, tous disparaissent dès qu'un seul creve

Cassez-vous
- elle canalise un sort de repoussement + dégats raidwide (30k/sec frost) ... ça pique !
- il faut venir vers elle et gaffe on peut tomber de la plateforme ... et elle arrête de canaliser quand on lui vire 4% des ses pv

Kikou je me cache
- elle disparaît (non ciblable) et faut la trouver en zonant
- il suffit de zoner un peu partout (s'arranger poru que chacun couvre une partie de la salle)
- bien penser à communiquer sur le vocal dès qu'on voit des chiffres de dégats qui apparaissent



  • Afraid
    — Lei Shi grows more afraid as players hurt her. She gains 1% casting speed for each 1 percent health of her total health lost.
  • Spray
    — Lei Shi casts spray instead of using melee attacks. Spray causes water to burst from the ground at a player's feet, inflicting 100,000 to 130,000 Frost damage to all players within 2.5 yards and increasing their Frost damage taken by 10% for 10 sec.
  • Hide — Lei Shi hides from players. Players cannot target her while hiding, but area of effect attacks and spells can still hit her. Lei Shi reveals herself after the players strike her enough times.
  • Get Away! — Lei Shi channels the waters of the Endless Spring, pushing her enemies away and inflicting 38,000 to 42,000 periodic Frost damage. She channels for 30 sec or until players inflict 4% of Lei Shi's maximum health in damage.
  • Protect — Lei Shi surrounds herself with an impenetrable bubble and animates several elements to protect her. She maintains the bubble until the players defeat one of her Animated Protectors.
    • Animated Protector
      — When Lei Shi casts Protect, she animates these elementals from the bracers scattered throughout the area. The elementals run back into the water and fall to the ground when the effect ends.
  • Scary Fog
    — Sha energy coalesces around several players, inflicting 5000 Shadow damage every 2 sec for 40 sec. In addition, players and enemies near an afflicted player take 5% more damage from all sources. This effect stacks.




Dernière édition par Kartov le Mar 24 Juil - 22:22 (2012); édité 3 fois
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MessagePosté le: Aujourd’hui à 08:51 (2017)    Sujet du message: T14 Preview

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