Tuesday, November 6, 2012

Resto druid 10m Grand Empress Shek'zeer strat

Ah, I didn't want to do this boss because I'm a bit burnt out by raiding in general, but I got called in last night anyway, because raid's pug healer was just too stupid.  Since we downed it, might as well write up a strat. So 3 phases.

Phase 1:
Tank and spank with a little nuance.
Mechanics 1: Empress summons randomly in the room 2 yellow swirly areas that has HP. Their HP will drop and when their HP reaches 0, they will explode and do AoE damage to the raid. So having 2 explode at the same time is bad. In order to have their HP dip faster, a person has to be inside or super close to it casting spells (so sitting in ice block inside is not the way to go). The person to go inside should usually be the person debuffed with Cry of Terror (mechanics 2) and once inside cannot be healed. Always have people go inside the lower HP swirly so it'll explode before the other one.
Healing cooldown all the explosions since won't need the cooldowns in phase 2.

Mechanics 2: Cry of Terror, random raid member debuff. With it on, that raid member will do mild raid damage ticks to the raid, it's healable, but if they run inside the swirly thing, only the person with the debuff will take damage. They just need to beware and run out when their HP is low to get healed and don't run into the yellow swirly if the yellow swirly is close to exploding unless they have an invul ready.

Phase 2:
So all these mean adds come running at the raid, 2 big ones, 6 little ones. Tanks need to pick them up and kite them. Therefore, it's best to Stampede Roar for the kiting tank when he needs one.
The little ones will fixate on random raid members and if they catch up, close to 1 shot them (so can take 2 hits). These guys are really slow though, so kiting is pretty trivial.
Meanwhile, the fixates will also spawn resins on the ground, they're little orange/yellowish fizzy areas. People need to pick them up by walking over them and (here i'm a bit don't care...) either touch another player or another player also with resin to form a bubbling orange pool. Then 3 more resins need to be ran into the pool (careful you don't form extra pools and waste resins when running resins), that makes the pool turn into an Amber Trap. Form 2 of these, kill all the little adds (very important, because little adds can break traps) and tanks need to kite the 2 big adds into the trap. After which the big adds will auto die when the trap ends. Both big adds need to get trapped and die, or else it's pretty wipe. Phase 1 will repeat again around this time.

Phase 3:
This starts when boss HP drops below a certain point, should be before a 2nd phase 2 starts. This phase, boss summons purple stuff on the ground, run out of that and stack on boss.
2 raid members will be targeted with "future" fear and explosion. So the targeted people need to run out before they get feared and also explode on the raid, but not too far as to make them undispellable by healers. O yeah, feared player will also take ticking damage. I died during this phase because 2 healers got feared, didn't get dispelled, and fear ran me all the way to the other side of the room and ticking damage killed me :D. The fear lasts very long, greater than 12 seconds :).
Dps burn burn burn, and she'll die.

This whole fight I didn't plant mushrooms :( but next time we kill, maybe I'll be a little more free to experiment.

Comments, suggestions, questions, even debates are welcome.

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