Blackwing Descent - Maloriak
3 posters
Page 1 of 1
Blackwing Descent - Maloriak
Maloriak
This fight is sort of a DPS check fight, this will test your raids reaction time. Maloriak has 3 different phases and a final phase.
Abilities
All Phases:
Arcane Storm - Deals 14-16k damage per second to all enemies, last 6 seconds. Channeled, Interupptable.
Release Abberation - Releases 3 Abberations (adds). Interupptable
Red Phase:
Consuming Flames - Ignites a random target in flames dealing 9000 fire damage per second. Any additional damage taken will increase the effect by 25% of the damage taken. 10 second duration.
Scorching Blast - Does 750,000 fire damage split between all targets in a cone in front of the caster.
Blue Phase:
Biting Chill - Targets a random player which deals 7500 damage per second to the target and anyone within 8 yards. 10 second duration.
Flash Freeze - Causes 47-52k damage to the target and anyone within 10 yards of the target, also freezing them in solid ice for 30 seconds. When the ice is broken the target is released but also takes 47-52k damage and does the same damage to anyone within 10 yards.
Green Phase:
Remedy - Heals the caster for 150k health and generates 2000 mana per second, amount healed increases 150k per second. Magic. Dispellable.
Debilitating Slime - Coveres all raid members and enemies in the room with slime, increasing damage taken by 100% and supresses any Growth Catalysts on the target, removing it temporarily. Lasts 15 seconds.
25% Health:
Release all - Releases all remaining Abberations and two Prime Subjects.
Magma Jets - Releases a stream of fire towards a random player. 23k-26k Fire Damage
Absolute Zero - Summons a sphere near a random target, if it comes within 6 yards of its target it explodes and does 19-21k frost damage to anyone within 6 yards and knock them back.
Acid Nova - Deals 5000 Nature Damage per second to all enemies. Lasts 10 seconds.
Abberations:
Growth Catalyst - Increases nearby allie's damage dealt by 20% and reduces damage they take by 20%. 10 Yard Range
Prime Subjects:
Fixate - Fixated on a target. Immune to taunt. 10 second duration.
Strategy
This fight sounds easy, but takes some quick reaction time and precise timing to execute. Each phase is somewhat a different fight but there arent that many mechancis to pay attention to within each phase.
1. This fight requires two tanks, one boss tank and an offtank for the adds. Make sure you have reliable interrupts as this is how you control the intensity of the fight by add control.
2. The Fight will start with either a red phase or a blue phase, followed by the other respectively, and ending with a green phase. After the green phase the cycle will start over with either a red or blue, followed by the other and ending with a green again.
Interrupts - You want 2 reliable interupts on the boss, assign a Arcane Storm interrupt and someone to Release Abberations. You want to Interupt Arcane Storm as soon as you can, dont let more than 2 ticks get off especially during the green phase. Release Abberations is a VERY fast cast and will usually take an increased cast time debuff on the boss to be able to interupt it reliably. Rogues, Warlocks, and Death knights have debuffs they can put on the boss to increase this cast time. You want exactly 9 adds to spawn before the green phase, which means letting 3 Release Abberation casts to get off.
Add Tanking - The add tank generally will kite adds int he front middle area of the room allowing him to pick up adds from both corners. Make sure adds are away from the boss because they will buff his damage and decrease damage done to him. Use hunter traps, slows, and snares to help reduce offtank damage, once 9 adds are out the offtank will take heavy damage if hit.
Dispells - During the Green phase Remedy has to be dispelled off the boss, it will heal him and negate most of the damage you do during this burn phase if left for the full duration. Its a dispellable magical buff on the boss.
3a. Red Phase. Have the raid stack in front of the boss to spread the Scorching Blast damage between the raid. The person who is targeted with the Consuming Flames debuff must run left or right of the boss, because they will take increased damage from Scorching Blast and most likely die. If the tank has Consuming Flames, stay stacked and used a cooldown.
3b. Blue Phase. Spread out so you dont cause unecesary raid damage with Biting Chill and dont chain Flash Freeze. People Targeted with Flash Freeze must be healed up before they are broken out by a dps, generally one dps assigned to breaking somebody out is enough, but the key here is to wait for the person encased in ice to be healed, then break them out so they won't die.
3c. Green Phase. The green phase generally is a burn phase, everything takes 100% increased damage (Boss,Adds, AND the raid) so make sure to keep interupts on the boss. The boss runs to the cauldron and gets knocked back. The fastest way we found to group adds up is to have the add tank just group up his adds as fast as he can (Adds do less damage during this phase so its safe to get close) while the Boss tank drags the boss ontop of the adds. Everyone AOEs , you have 15 seconds to kill 9 adds.
4. You will go through two cycles of red/blue+green, wherein each green phase you will kill 9 adds for a total of 18 adds killed before 25%, you want to control your dps to where you hit 25% exactly as Maloriak hits his second green phase so you can kill the adds and do 100% increased damage to all enemies.
5. Once Maloriak hits 25% health he releases all remaining abberations ( if you released 18, no abberations will be released), and he will release 2 Prime subjects regardless. Ignore the Prime subjects and nuke the boss. The offtank picks up the Prime subjects and takes them opposite the side of Maloriak. Maloriak gains the abilities mentioned above. Acid Nova is unavoidable raid damage, just stay away from the floating ice spheres, and dont stand in front of the boss. Have the tank stand with the boss facing a wall so his flames wont strike raid members. From here on out just avoid spheres, have the tank move out of fire everytime its laid down, pop bloodlust/timewarp and all cooldowns.
Tips:
- Have an offspec or respec for this fight if you dont generally have a slow for your spec, Frost DK can spec to where their frost fever will reduce movement speed by 50%, Desecration, Piercing Howl, Wild Mushroom slows. Be Versatile, you might lose some DPS but you might be the difference between a kill and a wipe.
- Use cooldowns and bloodlust as soon as the second green phase hits to take full advantage of the 100% dmg debuff
- Non warrior tanks try to time your cooldowns for after you take fall damage from the flame jets to decrease incoming damage, allowing healers to catch up with healing.
- if you are a class with not so ideal AOE damage, spec into it for this fight, or save your cooldowns for add burning. The main reason people will wipe on this fight is due to add control, too many adds buffing eachother increasing damage done to the offtank. The key is to balance the adds, if you let too little out the first green phase, your have too much out the last green phase, If you dont have enough out in both phases, it will be too hectic during the <25% phase.
This fight is sort of a DPS check fight, this will test your raids reaction time. Maloriak has 3 different phases and a final phase.
Abilities
All Phases:
Arcane Storm - Deals 14-16k damage per second to all enemies, last 6 seconds. Channeled, Interupptable.
Release Abberation - Releases 3 Abberations (adds). Interupptable
Red Phase:
Consuming Flames - Ignites a random target in flames dealing 9000 fire damage per second. Any additional damage taken will increase the effect by 25% of the damage taken. 10 second duration.
Scorching Blast - Does 750,000 fire damage split between all targets in a cone in front of the caster.
Blue Phase:
Biting Chill - Targets a random player which deals 7500 damage per second to the target and anyone within 8 yards. 10 second duration.
Flash Freeze - Causes 47-52k damage to the target and anyone within 10 yards of the target, also freezing them in solid ice for 30 seconds. When the ice is broken the target is released but also takes 47-52k damage and does the same damage to anyone within 10 yards.
Green Phase:
Remedy - Heals the caster for 150k health and generates 2000 mana per second, amount healed increases 150k per second. Magic. Dispellable.
Debilitating Slime - Coveres all raid members and enemies in the room with slime, increasing damage taken by 100% and supresses any Growth Catalysts on the target, removing it temporarily. Lasts 15 seconds.
25% Health:
Release all - Releases all remaining Abberations and two Prime Subjects.
Magma Jets - Releases a stream of fire towards a random player. 23k-26k Fire Damage
Absolute Zero - Summons a sphere near a random target, if it comes within 6 yards of its target it explodes and does 19-21k frost damage to anyone within 6 yards and knock them back.
Acid Nova - Deals 5000 Nature Damage per second to all enemies. Lasts 10 seconds.
Abberations:
Growth Catalyst - Increases nearby allie's damage dealt by 20% and reduces damage they take by 20%. 10 Yard Range
Prime Subjects:
Fixate - Fixated on a target. Immune to taunt. 10 second duration.
Strategy
This fight sounds easy, but takes some quick reaction time and precise timing to execute. Each phase is somewhat a different fight but there arent that many mechancis to pay attention to within each phase.
1. This fight requires two tanks, one boss tank and an offtank for the adds. Make sure you have reliable interrupts as this is how you control the intensity of the fight by add control.
2. The Fight will start with either a red phase or a blue phase, followed by the other respectively, and ending with a green phase. After the green phase the cycle will start over with either a red or blue, followed by the other and ending with a green again.
Interrupts - You want 2 reliable interupts on the boss, assign a Arcane Storm interrupt and someone to Release Abberations. You want to Interupt Arcane Storm as soon as you can, dont let more than 2 ticks get off especially during the green phase. Release Abberations is a VERY fast cast and will usually take an increased cast time debuff on the boss to be able to interupt it reliably. Rogues, Warlocks, and Death knights have debuffs they can put on the boss to increase this cast time. You want exactly 9 adds to spawn before the green phase, which means letting 3 Release Abberation casts to get off.
Add Tanking - The add tank generally will kite adds int he front middle area of the room allowing him to pick up adds from both corners. Make sure adds are away from the boss because they will buff his damage and decrease damage done to him. Use hunter traps, slows, and snares to help reduce offtank damage, once 9 adds are out the offtank will take heavy damage if hit.
Dispells - During the Green phase Remedy has to be dispelled off the boss, it will heal him and negate most of the damage you do during this burn phase if left for the full duration. Its a dispellable magical buff on the boss.
3a. Red Phase. Have the raid stack in front of the boss to spread the Scorching Blast damage between the raid. The person who is targeted with the Consuming Flames debuff must run left or right of the boss, because they will take increased damage from Scorching Blast and most likely die. If the tank has Consuming Flames, stay stacked and used a cooldown.
3b. Blue Phase. Spread out so you dont cause unecesary raid damage with Biting Chill and dont chain Flash Freeze. People Targeted with Flash Freeze must be healed up before they are broken out by a dps, generally one dps assigned to breaking somebody out is enough, but the key here is to wait for the person encased in ice to be healed, then break them out so they won't die.
3c. Green Phase. The green phase generally is a burn phase, everything takes 100% increased damage (Boss,Adds, AND the raid) so make sure to keep interupts on the boss. The boss runs to the cauldron and gets knocked back. The fastest way we found to group adds up is to have the add tank just group up his adds as fast as he can (Adds do less damage during this phase so its safe to get close) while the Boss tank drags the boss ontop of the adds. Everyone AOEs , you have 15 seconds to kill 9 adds.
4. You will go through two cycles of red/blue+green, wherein each green phase you will kill 9 adds for a total of 18 adds killed before 25%, you want to control your dps to where you hit 25% exactly as Maloriak hits his second green phase so you can kill the adds and do 100% increased damage to all enemies.
5. Once Maloriak hits 25% health he releases all remaining abberations ( if you released 18, no abberations will be released), and he will release 2 Prime subjects regardless. Ignore the Prime subjects and nuke the boss. The offtank picks up the Prime subjects and takes them opposite the side of Maloriak. Maloriak gains the abilities mentioned above. Acid Nova is unavoidable raid damage, just stay away from the floating ice spheres, and dont stand in front of the boss. Have the tank stand with the boss facing a wall so his flames wont strike raid members. From here on out just avoid spheres, have the tank move out of fire everytime its laid down, pop bloodlust/timewarp and all cooldowns.
Tips:
- Have an offspec or respec for this fight if you dont generally have a slow for your spec, Frost DK can spec to where their frost fever will reduce movement speed by 50%, Desecration, Piercing Howl, Wild Mushroom slows. Be Versatile, you might lose some DPS but you might be the difference between a kill and a wipe.
- Use cooldowns and bloodlust as soon as the second green phase hits to take full advantage of the 100% dmg debuff
- Non warrior tanks try to time your cooldowns for after you take fall damage from the flame jets to decrease incoming damage, allowing healers to catch up with healing.
- if you are a class with not so ideal AOE damage, spec into it for this fight, or save your cooldowns for add burning. The main reason people will wipe on this fight is due to add control, too many adds buffing eachother increasing damage done to the offtank. The key is to balance the adds, if you let too little out the first green phase, your have too much out the last green phase, If you dont have enough out in both phases, it will be too hectic during the <25% phase.
Question...
Is scorching blast casted by the boss for heal-able amount of damage or is it a debuff where the player has to face away from the raid to discharge of? http://www.wowhead.com/spell=92970/scorching-blast
Thanks!
Thanks!
Ymom- Posts : 3
Join date : 2011-01-23
RE: Question...
Ymom:
This is a cast he does to the area in front of him. Stacking allows for more hp pools to take dmg, but less of it per person, which is easily compensated for by healing circles and aoe heals.
This is a cast he does to the area in front of him. Stacking allows for more hp pools to take dmg, but less of it per person, which is easily compensated for by healing circles and aoe heals.
rawapple- Posts : 15
Join date : 2011-01-09
Similar topics
» Blackwing Descent - Magmaw
» Blackwing Descent - Atramedes
» Blackwing Descent - Chimaeron
» Blackwing Descent - Omnotron Defense System
» maloriak dead
» Blackwing Descent - Atramedes
» Blackwing Descent - Chimaeron
» Blackwing Descent - Omnotron Defense System
» maloriak dead
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum