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

•September 3, 2013 • Leave a Comment

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

Tank Guide Tuesday: Primordius

•August 28, 2013 • Leave a Comment

Deep within the bowels of Lei Shen’s island citadel, mogu flesh-shapers formed the saurok out of a magical substance of unknown origin. When the citadel was abandoned, some experiments languished in the dark pools for far too long….

 

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 – Whichever talent you want, I use Tiger’s Lust, but you can use 1 of the other 2.

Tier 2 – Again it’s up to you, choose which you like the best, although Zen Sphere can be useful

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 here.

Tier 5 – You can use either Dampen Harm or Diffuse Magic for this fight.

Tier 6 – I use Rushing Jade Wind for this fight as I find it more useful.

 

Glyphs

Glyph of Enduring Healing

Glyph of Fortifying Brew

Glyph of Zen Meditation

 

The Fight

The Primordius encounter is a single phase fight that lasts until either the boss is dead or you are. To try and simplify the fight I will break it down into 2 sections; the first being Primordius and the second being the Living Fluid adds.

 

Primordius

Primordius starts with 2 abilities, both of which are aimed at the tanks. The first is called Primordial Strike, which inflicts a large amount of physical damage to all players in a 7 yard cone in front of him and the second is Malformed Blood which inflicts Nature damage every 3 seconds for 1 minute and stacks. It is because of Malformed Blood that you need to bring 2 tanks, you should try and tank swap at around 5-7 stacks of this debuff.

 

As the fight progresses Primordius will become mutated, which increases the damage dealt by 5%. Primordius will gain a new ability with every mutation and can have up to three of them at a time. On the fourth mutation Primordius will replace the first mutation that was gained with the newest one. The different mutations that Primordius can gain are;

Ventral Sacs – Ventral Sacs inflict Nature damage to all players every second.

Gas Bladder – Gas Bladder deals a large amount of Nature damage that is shared between all players within 25 yards of Primordius.

Acidic Spines – Acidic Spines are fired at players every 3 seconds, inflicting Nature damage to all players with 5 yards of the target.

Pathogen Glands – Primordius targets a player with a Volatile Pathogen which inflicts a large amount of Nature damage every second for 10 seconds.

Metabolic Boost – Increases Primordius’ attack speed by 50% and increases the frequency of the other abilities used.

Erupting Pustules – Erupt every 10 seconds dealing Nature damage to all players within 2.5 yards of the impact site.

A large portion of the difficulty of this fight is dealing with these abilities and the different combination of these abilities that can happen. Your raid should try and stay spread out 5 yards so that Acidic Spines doesn’t hit more than 1 player. Make sure that you can easily move within range of Gas Bladder as well, so it doesn’t kill anyone.

 

Living Fluid

Living Fluid spawns in each of the pools around the room and slowly moves towards Primordius. When they reach Primordius they will increase Primordius’ current level of mutation. When a Living Fluid dies it will leave behind either a Mutagenic Pool or a Volatile Pool. Volatile Pools are large purple pools and Mutagenic Pools are smaller red pools. Each Mutagenic Pool that a player steps on will deal Nature damage to them and give them a Helpful Mutation. Once you gain 5 Helpful Mutations you will gain the Fully Mutated buff allowing you to deal full damage to Primordius. The 4 Helpful Mutations that you can gain are;

Thick Bones – The player’s bones become thick and powerful, increasing all stats by 5%.

Clear Mind – The player’s mind becomes clear and focused, increasing Mastery by 10%.

Improved Synapses – The player’s neural synapses fire more quickly, increasing Haste by 10%.

Keen Eyesight – The player’s eyesight becomes exceptionally keen, increasing Critical Strike chance by 10%.

 

However, if you step on a Volatile Pool or step on a Mutagenic Pool with 5 stacks of mutation on you, you will gain a Harmful Mutation. You can remove the Harmful Mutations with a dispel, but by doing this it will also remove the Helpful Mutations. The Harmful Mutations that you can gain are;

Fragile Bones – The player’s bones become thin and brittle, reducing all stats by 10%.

Clouded Mind – The player’s mind becomes clouded and unfocused, reducing Mastery by 20%.

Dulled Synapses – The player’s neural synapses fire more slowly, reducing Haste by 20%.

Impaired Eyesight – The player’s eyesight becomes exceptionally poor, reducing Critical Strike chance by 20%.

 

If a Volatile Pool reaches Primordius it will increase Primordius’ current level on mutation and will heal Primordius for 10% of his maximum health.

 

Overview

To deal with all this you will need to kite Primordius around the room in a circle once some of the Volatile Pools start getting close to him. All of your players, except the tank currently tanking Primordius should kill the Living Fluids spawning in the pools around the room to gain Helpful Mutations. Once players gain 5 Helpful Mutations they can start attacking Primordius. While healers don’t benefit from the ability to deal full damage to Primordius they do gain the benefit of the increases stats, so some DPS should kill some Living Fluids for them. Once your Fully Mutated buff wears off you should start killing more Living Fluids to start building your Helpful Mutations again.

 

Brewmaster Tips

The tips that I have for this fight are;

  1. By having your off tank taunting off you at 2 stacks to start the fight you will do increased damage to the Living Fluids due to your stacks of Malformed Blood.
  2. When you use Diffuse Magic you will clear all Helpful and Harmful Mutations, so be careful when you use it.
  3. Try and save your tanking cooldowns for when Primordius is affected by Metabolic Boost.

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

Tank Guide Tuesday: The Ever Watching Eye – Durumu the Forgotten

•August 20, 2013 • 1 Comment

Lei Shen commanded his sorcerers to mold an aberration that could peer into the hearts of his followers and detect betrayal. From this decree, Durumu was given life. The clever entity stubbornly obeyed its masters until the Thunder King’s death, at which time it disappeared into the citadel’s labyrinthine corridors. Only recently has Durumu, all but forgotten by the mogu, emerged from hiding.

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 – Whichever talent you want, I use Tiger’s Lust, but you can use one of the other 2.

Tier 2 – Again it’s up to you, choose which you like the best, although Zen Sphere can be useful

Tier 3 – I use Ascension for this fight.

Tier 4 – There are no adds that can be affected by stuns or silences, so it doesn’t matter.

Tier 5 – I use Dampen Harm for this fight.

Tier 6 – I use Invoke Xuen for this fight, and most other fights, and you should as well.

 

Glyphs

The Major Glyphs that I use for this fight are;

Glyph of Enduring Healing / Glyph of Stoneskin

Glyph of Fortifying Brew

Glyph of Zen Meditation

 

The Fight

As a Tank for this fight it is pretty standard, there aren’t any extra things that you need to do. There are 3 distinct phases that repeat until the boss is dead or he enrages.

 

This fight is a 2 Tank fight, revolving around swapping after 3 or 4 stacks of the debuff Serious Wound which is applied when Durumu uses Hard Stare. This debuff reduces the healing that you receive by 10% per stack. Durumu also applies another debuff when he uses Hard Stare called Arterial Cut. Arterial Cut causes you to take physical damage every second until you are healed to 100% health.

Because this is the only major damage that comes out of this fight you should rotate though Guard, Fortifying Brew and Dampen Harm to reduce the damage that you take from Hard Stare.

 

During the 1st phase of this encounter the 2 things that you have to deal with apart from Hard Stare are Lingering Gaze and Force of Will. Lingering Gaze will place a debuff on players, and after a few seconds it will create a void zone underneath them, causing damage to anyone that enters. As a tank, to deal with this all you have to do is stand directly underneath Durumu when the debuff expires so the void zone doesn’t block parts of the room during the rest of the fight. Force of Will focuses on a player and creates a cone around them that will knock back anyone that stands in it. If the is placed on you, or someone next to you either run or Roll out of the way. Be careful being too close to Durumu when this is cast, as the cone encompasses the red circle underneath Durumu when you target him as well.

 

The second phase of this fight is the Light Spectrum phase. Durumu will summon adds that can only be seen by shining a colored beam onto them. Once the 3 Crimson Fog are destroyed the phase ends and the first phase begins again. 3 random players will be targeted by a colored beam, either red, blue or yellow. The Red and Blue Beams will follow the player they are attached to until the phase is over, or the player dies and they will target a new player. The Yellow beam will start on a player and then slowly spin around Durumu. The goal of this phase is to use the Red Beam to find the 3 Crimson Fog and kill them. Once you have found one do not move until it is dead as if you stop shining the beam on one they will deal a large amount of damage to everyone. The player with the Blue Beam should not move because you don’t want to find the Azure Fog.

You need to have players standing in each beam or they will deal large amounts of damage to everyone. For my raid, I got the healers and some ranged dps to stand in the Blue Beam (up to 4 players), the rest of the ranged dps and melee dps to stand in the Red Beam (up to 4 players) and the 2 tanks to stand in the Yellow Beam. Of course if a healer is targeted with the Red Beam they should replace one of the ranged dps that would normally stand in the beam.

 

The third phase is the “maze phase”; Durumu will start casting an ability called Disintegration Beam which will kill anyone caught in it. Durumu will rotate one directed until he stops casting Disintegration Beam. The maze doesn’t have a fixed path so you can’t learn it, and this will be the cause of many wipes when you first start this encounter, however, once you can survive this phase you can kill Durumu.

 

After the third phase Durumu will summon a Hungry Eye which will cast Life Drain on a player, which stuns them and siphons health from them to Durumu. The longer the Eye focuses on a player, the more health will be taken. To counter this, have your melee rotate the player taking the Life Drain every 3 stacks. You do this by moving closer to the Hungry Eye then the player currently targeted. As a tank if you are hit by this you need to have it taken off you, as you will be stunned.

 

Brewmaster Tips

The tips that I have for this fight are;

  1. Save Expel Harm until after you get hit with Hard Stare and use it to help your healers remove Arterial Cut from you sooner.
  2. You can use Avert Harm when you aren’t tanking (especially during Light Spectrum) to reduce the damage that your other tank takes.
  3. Using Xuen (and any 3 minute cooldown) at the start of the fight should bring them back up after the first Disintegration Beam.

 

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

Tank Guide Thursday: The Raid Flew Over the Cuckoo’s Nest – Ji-kun

•August 8, 2013 • 2 Comments

Mogu flesh-shapers discarded their failed creations in an abyssal shaft beneath Lei Shen’s keep. The reek of decay lured many scavengers to the refuse pit, including the great Ji-Kun. Ruthless and cunning, the monstrous bird devoured her rivals one-by-one until she held sole dominion over the shadowy tunnel.

Ji-kunIf 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 – I actually use Tiger’s Lust for this encounter and think that you should as well.

Tier 2 – Either Chi Wave or Zen Sphere for this tier.

Tier 3 – As with every fight, I use Ascension for this tier.

Tier 4 – No adds that are stunned or silenced for this encounter so pick what you want.

Tier 5 – I use Dampen Harm for this fight to combat Talon Rake.

Tier 6 – Xuen is the clear choice here for me; if you feel you need to pick something different go for it.

 

Glyphs

The Major Glyphs that I use for this fight are;

Glyph of Enduring Healing

Glyph of Fortifying Brew

Glyph of Zen Meditation

 

The Fight

As a Tank for this fight there isn’t much to do, the DPS and the Healers get to have all the fun flying to different nests and killing birds.

This fight is a 2 Tank fight, revolving around swapping after 2 stacks of Talon Rake. This is a high damage ability which you should be using cooldowns for. I recommend using Guard for one, and either Fortifying Brew or Dampen Harm for the second, and repeating this for each set. Ji-kun also applies a stacking DoT called Infected Talons on every melee attack. Using Elusive Brew regularly while you are tanking will reduce the damage that you take from this DoT.

 

Every minute and a half (every even nest) Ji-kun will cast Quills which lasts for 8 seconds inflicting damage every second to everyone. To reduce the damage that you take you can actually use Elusive Brew to dodge ticks from Quills.

 

Down Draft will be cast at regular intervals during the fight, this will push everyone on the platform towards the edge for 8 seconds. Before the cast you should run towards Ji-kun and use Tiger’s Lust the moment you get pushed back, using Roll if you need to get closer to the boss. After Down Draft is over Ji-kun will use Talon Rake on the closest player. You need to make sure you are the closest player (If it is your turn to take Talon Rake) so that someone else doesn’t die.

 

Brewmaster Tips

The tips that I have for this fight are;

  1. You can use Zen Meditation to soak each Feed Pool if you need to.
  2. Avert Harm can be used to help the raid damage from Quills.
  3. Save Expel Harm for after each Talon Rake to help out your healers.
  4. Zen Sphere can be used to help tank healing on yourself and the other tank.
  5. Be careful when using Dampen Harm as Infected Talons can use it at higher stacks.

 

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

Tank Guide Tuesday: Red, Green or Blue – Megaera

•July 2, 2013 • 4 Comments

Even the most callous among the mogu quaver at the thought of the dark experiments performed at the Thunder King’s behest. Long ago, a young cloud serpent was twisted into a multi-headed hydra and left to languish beneath Lei Shen’s throne. Now the twisted creature lurks deep in the Forgotten Depths, awaiting the moment it may finally inflict its terrible agony upon others.

 

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 – As with every fight so far, Tiger’s Lust is my go to choice here.

Tier 2 – I use Chi Wave for this tier.

Tier 3 – I use Ascension here.

Tier 4 – There is nothing in this fight that you would use this tier on, so it’s up to you. I use Ring of Peace as my default.

Tier 5 – As the magic damage in this fight gets high, I use Diffuse Magic.

Tier 6 – I think that Xuen might be bugging out on this fight (I think he gets bounced around when he tries to get behind the heads). If you want to help out with stacked healing you could take Chi Torpedo, but I didn’t find it was needed.

 

Glyphs

The Major Glyphs that I use for this fight are;

Glyph of Guard

Glyph of Fortifying Brew

Glyph of Zen Meditation

 

The Fight

This fight revolves around killing 7 of Megaera’s heads. There are 3 different coloured heads, red, blue and green. The Heads have their own health pool, and new Heads that spawn will have 100% health. Each time you kill one of the coloured heads, it will spawn in the Concealing Fog away from the platform. Once there, it is unable to be attacked, and will no longer use its breath ability. The two other coloured heads will spawn and Rampage, which does a large amount of AoE Magic Damage for 20 seconds, during this time this is the only damage going out, once the Rampage is over, the Heads become tankable again.

 

Each Head has a breath ability (Frontal Cone) which does either Fire, Frost or Nature damage depending on which head it is.

 

The Flaming Head

The Flaming (Red) Head’s breath places a stacking debuff on all players hit by the breath called Ignite Flesh. This DoT deals a large amount of Fire damage when it gets to a higher number of stacks and lasts for 45 seconds.

When the Flaming Head is in the Concealing Fog it will use an ability called Cinders. Cinders is a magic debuff that deals a large amount of Fire damage, and then deals more Fire damage every second for 30 seconds. Once the target either dies, or is dispelled, Cinders leaves a pool of fire on the ground which will deal Fire damage to anyone standing in it. You can drop the pool on a patch of Icy Ground and it will melt it, which removes it.

To deal with Cinders, have the player affected run out of the raid, and get dispelled by a healer. The pools will despawn throughout the fight.

 

The Frozen Head

The Frozen (Blue) Head’s breath places a debuff on all players hit by the breath called Arctic Freeze, once this debuff gets to 5 stacks it will stun the player for 20 seconds.

When the Frozen Head is in the Concealing Fog it will use an ability called Torrent of Ice. Torrent of Ice is a beam that follows a player, inflicting a high amount of Frost damage every 0.5 seconds for 8 seconds if they are hit. The beam will also create patches of Icy Ground where it travels, which lasts for 1 minute. If this beam is dragged over one of the Pools created by Cinders you will remove that patch.

To deal with Torrent of Ice, have players kite the beam away from the raid.

 

The Venomous Head

The Venomous (Green) Head’s breath places a debuff on all players hit by the breath called Rot Armor. This debuff increases the damage that you take from all sources by 6% for 45 seconds, this effect stacks.

When the Venomous Head is in the Concealing Fog it will use an ability called Acid Rain. This ability is cast at a random player in inflicts damage to everyone upon impact. You take less damage from this ability the further you are away from it when it lands.

To deal with Acid Rain, make sure your Ranged DPS and Healers are not standing near the Melee DPS and Tanks, and have everyone move as far away as possible before it lands. If it is dropped near the Melee it will do a huge amount of damage to the Tanks and Melee.

 

How you decide which heads to kill will be entirely up to your raid, but when my team killed it we only killed Venomous and Flaming Heads, which made the healing fairly intensive, but it meant that we didn’t have to deal with Torrent of Ice at all. If you find that this is too healing intensive, you can kill a Frozen Head instead of a Venomous or Flaming one.

 

Brewmaster Tips:

The tips that I have for this fight are;

  1. You have enough time to use Guard for the first and third breath abilities that each Head does.
  2. Place your Statue of the Ox at a central location and you won’t have to replace it through the fight.
  3. During Rampage Zen Meditation will absorb 5 ticks of damage, while it isn’t a lot, every cooldown can help. Alternatively, you can use it as a cooldown for one of the breaths.
  4. You can use Avert Harm without Zen Meditation as an extra raid cooldown.
  5. Use Diffuse Magic and Fortifying Brew right before a breath, so they cover the whole breath.

 

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

 
The Monk Down Under

A blog about gaming and other things

Sunnier's Art of War

A blog for Brewmaster Monks

Zen Pilgrimage

A Monk's Journey

rikudou-wow

A blog for Brewmaster Monks

Spyker Monk in World of Warcraft

A blog for Brewmaster Monks

Journey of a Drunken Panda

A blog for Brewmaster Monks