Showing posts with label Elementals. Show all posts
Showing posts with label Elementals. Show all posts

Friday, November 18, 2011

PRINCESS THERADRAS


Deep in Maraudon lives an evil creature of chaos. Princess Theradras is an elemental force of earth related to the Old Gods, a daughter of Therazane the Stonemother. Ages ago, Theradras and Zaetar, first son of Cenarius, began a relationship. The offspring of their time together became known to the people of Kalimdor as centaurs, who promptly slew their father for his part in their misbegotten creation. Fearful of Cenarius' wrath, the grief-stricken Theradras sequestered her dead lover's body in her secret sanctuary, the Crystal Caverns of Terramok, where she watches over him to this day. Travelers who come to Desolace have little trouble spotting Zaetar's tomb, for the blessing of nature that permeates his being transformed his resting place into a verdant paradise of flora and tranquil pools. Today, this tomb is now trodden by the hooves of Zaetar's children, who have claimed this great cavern as their sacred stronghold Maraudon. The subterranean tunnels are populated by the vicious, long-dead ghosts of the centaur Khans, as well as Theradras' own raging, elemental minions. She become the earthlord of the elementals attacking Orgrimmar and Ironforge then became known as Crown Princess Theradras. She is always at the same place in Maraudon. The Horde and Alliance's players are able to fight her after the secure of a capital during the 30 minutes.
It is definitely better to have two tanks for Princess Theradras herself. She fears and has a knockback which throws whoever has aggro roughly 20-30 yards. Also, she occasionally slams the ground which send out waves dealing about 150 damage (for each wave) and knocking everyone down for several seconds, so you must keep her away from casters or their spells will be interrupted during this AoE knockback. If you have a priest, put Fear Wards on your tanks. When she throws back one tank, everyone else stops what they are doing until the second tank establishes aggro. Rogues will not cut it as off-tanks, she hits too hard, and your healer will have to spam heals. If you do only have one available tank, a common strategy is to have them back up into the water towards the walls. When she knocks the MT back, they should be positioned to rebound off the wall and come right back to her.

Thursday, November 17, 2011

MURMUR


Murmur is the fourth and final boss of Shadow Labyrinth, an instance wing of Auchindoun. It bears an appearance similar to Ragnaros and Thunderaan. Before Ahune's appearance, it was the only elemental with Elemental Lord status in Outland.

Murmur is an incredibly powerful elemental born when the Universe was created, about whom little is known. The Shadow Council inhabiting the Shadow Labyrinth summoned it for their nefarious purposes, but seem to be having trouble keeping it under control. Its history is briefly documented in the Codex of Blood, which reveals Murmur is the primordial essence of sound.

The fight versus Murmur is relatively easy when everyone understands their role in the fight. No resistance gear is required.

Murmur starts with 40% health, which is a total of around 169k. Murmur is stuck to the place just like Ragnaros and he has an aggro range of 10-15 yards. Additionally, he uses a powerful ranged attack if there are no possible melee targets.

The main tank will run in and get aggro while the rest of the group spreads out at maximum spell/attack range to avoid extra damage from the AoE explosion from the Touch of Murmur effect.

Periodically, Murmur will pulse and emote. At this point, he will stop attacking, and the tank and any melee will need to run out of the circle around him, or they will be hit by his Sonic Boom. Warriors should Intervene to someone standing outside the ring. This will almost guarantee no damage from Sonic Boom. The tank will then need to get back in range immediately.


Wednesday, November 16, 2011

BARON GEDDON


Baron Geddon is a fire elemental boss found in the Molten Core. He patrols near Shazzrah's spawn area while guarding the Rune of Zeth.
Baron Geddon is one of the eldest of all fire elementals, and he served as Ragnaros’ right hand during the beginning of the war against the titans. During one of the first battles against the then-unknown titan attackers, Geddon was defeated and forced into humiliating retreat. Ragnaros immediately demoted his commander, thinking that Geddon had been defeated by an inferior foe, since the Old Gods and their lieutenants had never yet met a challenge. His replacement was the flamewaker Majordomo Executus; Geddon was infuriated that a creature not purely of fire replaced him, a noble among the elementals. In an effort to regain his master’s faith, Baron Geddon planned the now legendary betrayal of Thunderaan the Windseeker. In the midst of a great battle, Geddon separated the massive lightning elemental from his allies, and together with Garr and Ragnaros, they ambushed the great elemental in an effort to steal his power.
His appearance is a vaguely humanoid upper torso composed of pure flames. He is bound at what might be his wrists by two thick metal bracers. The lower portion of his body is a whirlwind of spinning flames that barely touch the ground. Baron Geddon opens combat using ignite mana on any obvious powerful spellcaster. He continues doing so until forced into melee or until every powerful spellcaster is under the influence of ignite mana. Baron Geddon then uses inferno to drive away nearby attackers, to a (presumably) safe distance. He uses living bomb on anything he can target until once again engaged in melee. Baron Geddon stays mobile, moving around with Spring Attack to keep his foes from bringing all of their melee to bear on him. He repeats the cycle — inferno, living bomb, and melee — whenever his foes get too close. He refreshes ignite mana when he suspects it has been dispelled. Baron Geddon can intensify the heat of his body to the point where flames erupt all around him. Baron Geddon can turn creatures into living bombs. The creature starts building up elemental energy and can feel the heat rising inside itself. If the effect is not dispelled, the creature explodes in flames, damaging those around him.

Tuesday, November 15, 2011

GARR


Garr is a conglomerate lava elemental boss found in Molten Core between Gehennas and Baron Geddon, and guarding the Rune of Blaz. He is a melee boss with 8 guards. Garr is described as one of the lieutenants of Ragnaros who carried out the betrayal of Lord Thunderaan, the Prince of Air and otherwise referred to as the "Windseeker." During the Elemental Sundering, Ragnaros sought to consume Thunderaan, and did so by having his two lieutenants, Baron Geddon and Garr perpetrate him. Thunderaan, caught off guard, was utterly destroyed. Ragnaros almost completely consumed Thunderaan's essence, and stored the rest within a talisman of elemental binding. Ragnaros cleaved this talisman into two equal pieces, to which he assigned Baron Geddon and Garr.
Two orbs of molten lava are set into the hill of stone that constitutes this creature’s head, the whole resting atop a mountainous torso. Two immense bands of metal bind the creature at what might be its wrists, if those massive stone appendages can be called arms. Garr uses earth glide to rise up among the highest concentration of his enemies. He takes advantage of his magma shackles and anti-magic pulse by moving to keep his ground-based enemies within these areas of effect. He attacks and backs off to keep his opponents from making full attacks against him while his army of elementals surrounds and protects him. In melee he simply pummels his foes and pushes them into rivers and lakes of lava.

The more warlocks in a group, the easier this battle will be, but this strategy still works with only a couple. Each warlock is assigned one of the firesworn. For that specific firesworn, a warlock must keep the firesworn banished and have a voidwalker to tank it in between banish breaks. Every firesworn that is not assigned to a warlock must then be offtanked and killed by dps. During the fight, the group will benefit the most if all of the mobs are kept spread out, so as to prevent any difficulties with explosions and Garr's debuff abilities.

Caution: when firesworns die they explode, causing large amounts of damage to all surrounding group members. When they are about to die, melee must get away from firesworns so as to save health and save healer mana.

When all tank-assigned firesworn are down, the group can then focus on Garr, which should be tanked by the MT from the very start of the fight. Warlocks must remember keep their targets banished at least until Garr falls.

Once Garr is dead the raid needs to kill the remaining banished firesworn one at a time.


Monday, November 14, 2011

THUNDERAAN


Thunderaan was a prince of the air elementals. During the Elemental Sundering, the Firelord Ragnaros sought to consume Thunderaan. Thunderaan was betrayed by Ragnaros's lieutenants, Baron Geddon and Garr, and struck down by Sulfuras, the legendary hammer of Ragnaros. Thunderaan fell, utterly defeated. The Firelord feasted upon the essence of the Prince of Air, but was unable to consume him entirely.

What little remained of Thunderaan's essence was stored within a talisman of elemental binding. Ragnaros then shattered the talisman in two flawless pieces and assigned it to his two lieutenants.

Thunderaan wields [Thunderfury], a legendary sword. Players can obtain this item through a long and very expensive quest chain, starting from a pair of rare drops in Molten Core.

Thunderaan has surprisingly little HP, so downing him should not be a problem for any 40-man raid with experience in the Molten Core or harder instances. Bring some friends to put the numbers over 40, and you're virtually guaranteed success. He can be killed with far fewer people if they're well-geared or patient - 7 or 8 have been confirmed, and a good 5-person group should be able to complete the fight given time.

Thunderaan has a knockback that wipes aggro, but the radius for the knockback is less than the radius at which he's attackable. So long as the tank stays at maximum melee range the knockback should not be an issue. There is also a chain lightning effect that can hit melee attackers, and an area effect lightning attack that most ranged attackers and healers can avoid by keeping their distance.


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