Tank Guide Tuesday: Successfully Dividing by Zero – The Dark Animus

During his reign, Lei Shen labored to build a mechanical servant that would defend his citadel without fear. When his first attempt failed, rage took hold of the Thunder King. He poured this negative emotion into his next, and most successful, creation: the Dark Animus. To this day, the ornate construct observes its duty, empowered by the mysterious substance at the heart of all mogu flesh-shaping experiments.

If you haven’t seen the encounter before you can check out the Fatboss guide here or the Tankspot guide here.

 

Talents

The Talents that I recommend for this encounter are;

Tier 1 – Tiger’s Lust, I find it much more useful than any other talent in this tier.

Tier 2 – Take your pick here, but Chi Wave or Zen Sphere are the best choices.

Tier 3 – I use Ascension for this fight.

Tier 4 – The adds in this fight can’t be stunned or silenced so take your pick.

Tier 5 – As the magic damage can get high at the end of the fight I take Diffuse Magic.

Tier 6 – I take Invoke Xuen, as there are a few tricks you can do with it in this encounter.

 

Glyphs

Glyph of Enduring Healing

Glyph of Fortifying Brew

Glyph of Zen Meditation

 

The Fight

I find that it is helpful to think of this fight as a 2 phase fight. The first phase is before you activate The Dark Animus and the second phase is after The Dark Animus is activated. As a tank you control the pace of the first phase, so you should use this power wisely.

 

Overview

This fight revolves around moving 100 Animus (The new mechanic of this fight) into as few Anima Golems of various sizes as possible before you activate the Dark Animus. Each type of Anima Golem can hold a different amount of Anima. The different types of Anima Golem are;

  • Anima Golem
    • These are the smallest Anima Golem in the room, there are 25 of them to start and they can each hold 4 Anima. Once the ball of Anima in the middle of the room is destroyed they all fill up. In 10 player mode 13 of these golems are critically damaged, they can still hold Anima but they can’t attack or use any abilities.
    • Each Anima Golem has an ability called Acceleration Link which increases the Anima Golems attack speed and damage by 250%. In addition linked golems gain 30% movement sped and immunity to movement slowing effects.
    • Anima Golems take 90% less damage from AoE attacks, including Keg Smash.
  • Large Anima Golem
    • These are the next largest golems in the room; there are 8 of them in total. They can each hold up to 8 Anima. In 10 player mode 3 of these golems are critically damaged, they can still hold Anima but they can’t attack or use any abilities.
    • Each Large Anima Golem has an ability called Crimson Wake which follows a player inflicting a large amount of Fire damage to anyone in the area.
  • Massive Anima Golem
    • These are the largest golems in the room; there are 2 of them in total. They can each hold up to 32 Anima.
    • Each Massive Anima Golem has 2 abilities. The first is called Matter Swap, which places a debuff on a random raid member. When this effect is removed the target swaps places with its most distant ally and Arcane damage equal to the target’s maximum health is split between them. The damage shifts for every second that goes by on the debuff, if the debuff is dispelled with 10 seconds (Its full duration) left it will deal 100% of the targets health to the target as damage (killing them). If there is 6 seconds left of the debuff when it’s dispelled 60% of the targets maximum health is dealt to the target and 40% of the targets maximum health is dealt to the furthest ally. Ideally you want to dispel this debuff with 5 seconds left, so that equal damage is dealt to each player.
    • The second ability is called Explosive Slam. Explosive Slam deals fire damage to everyone with 9 yards of the Massive Anima Golems target (usually a tank) and places a debuff on everyone hit increasing the damage that they take from subsequent Explosive Slams.
  • The Dark Animus
    • Dark Animus siphons Anima from its minions every 6 seconds, draining 1 Anima from every golem. Once The Dark Animus siphons 25, 50, 75 and 100 Anima it gains a new ability.
    • At 0 Anima The Dark Animus uses an ability called Touch of the Animus which debuffs a player for the remainder of the fight, inflicting fire damage to them every 2 seconds.
    • At 25 Anima The Dark Animus gains an ability called Anima Ring, which places a ring of Anima orbs around the current tank which slowly closes in around them. If you get hit by a sphere you take increased damage from melee attacks by 50% for 15 seconds which stacks if you get hit by multiple orbs.
    • At 50 Anima The Dark Animus gains an ability called Anima Font. Anima Font targets a player that already has the Touch of the Animus. Anima Font causes the target to shoot Anima bolts at nearby locations every second. If another player is hit by these bolts they will take fire damage.
    • At 75 Anima The Dark Animus gains an ability called Interrupting Jolt. Interrupting Jolt deals a large amount of Nature damage to everyone in the raid and interrupts spellcasting.
    • At 100 Anima The Dark Animus gains an ability called FULL POWER, which will wipe the raid.

“Phase 1”

This phase starts when you destroy the giant Anima orb in the middle of the room and ends when you activate The Dark Animus. The goal of this phase is to move the 100 Anima into as few Anima Golems as possible so that you have the longest time possible to kill The Dark Animus.

 

The phase starts with each of the 25 Anima Golems with 4 Anima. Once you kill an Anima Golem the Anima in it will jump to the nearest golem that isn’t at full capacity. Each member of your raid needs to tank 1 Anima Golem, with the tanks both tanking 2 of them. You will need to use tanking cooldowns while doing this because both of the Anima Golems will be doing increased damage due to Acceleration Link.

The first goal of this phase is to kill 1 of the Anima Golems held by each tank near a Critically Damaged Large Anima Golem. Once this is done the other Anima Golem held by each tank should be destroyed, filling 2 Critically Damaged Large Anima Golems.

After this high damage part of the phase, you can take your time and fill up the third Critically Damaged Large Anima Golem. After this, you should fill one of the Massive Anima Golems to full capacity, which will soak up the rest of the Anima Golems currently being tanked by your raid and a few of the Critically Damaged Anima Golems.

Once you have finished this you should have one Massive Anima Golem with 32 Anima, 3 Large Anima Golems with 8 Anima each and 11 Anima Golems with 4 Anima each. Once you have hit this point, only the Massive Anima Golem should be dealing damage to your raid. One tank should take this golem off to the side of the room, and you should tank swap at 5 stacks of Explosive Slam. To transition into “Phase 2” by killing one of the Critically Damaged Anima Golems next to The Dark Animus activating it.

 

“Phase 2”

Once The Dark Animus activates you should drag it into the centre of the room, spreading out your raid behind The Dark Animus so that your healers are in range of everyone. The goal of this phase is to kill The Dark Animus before it reaches 100 Anima and kills your raid.

To deal with Anima Ring you should have one of your melee or ranged DPS to consume one of the orbs so that your tank can escape from the ring without tanking increased damage. Your healers need to top everyone up before each Interrupting Jolt, and use cooldowns during and after each cast. Make sure that you aren’t casting during Interrupting Jolt or you will be silenced and unable to cast.

 

Once you are able to transition cleanly into “Phase 2” and deal with the abilities that The Dark Animus has you will be able to kill this boss.

 

Brewmaster Tips

The tips that I have for this fight are;

  1. Invoke Xuen can tank one of the Anima Golems at the start of this fight so that you don’t need to burn tanking cooldowns and stress your healers out.
  2. You can use Transcendence to escape the Anima Ring, however, the cooldown of Transcendence: Transfer has a longer cooldown then Anima Ring.
  3. Interrupting Jolt will interrupt Transcendence: Transfer and lock you out of all physical spells and abilities (All your abilities basically). Don’t let this happen to you.

 

So that’s it from me today everyone, I hope that you have learned something from reading these. Do you have any tips for these fights as a Tank? Let me know through comments below this post. If you have any feedback I would love to hear it.

As always if you have any questions, suggestions or comment you can reply here, you can contact me on Twitter at @matthews9292 or you can email me at monkdownunder@gmail.com

~ by matthewsmonk on September 3, 2013.

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