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  1. #1

    Patch 5.2 - Throne of Thunder Encounters

    Originally Posted by MMO-Champion
    Throne of Thunder
    Lei Shen's island citadel [PH]

    Jin'rokh the Breaker


    Horridon
    • Triple Puncture - A brutal tri-horned strike that inflicts 500,000 Physical damage and increases the damage taken from Triple Puncture by 10% for 1.5 min. This effect stacks.
    • Double Swipe - Horridon swings his massive head and tail to and fro, inflicting 300,000 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.
    • Charge - Horridon charges at a random player, performing a Double Swipe once he reaches their location.
    • Disorienting Roar - Horridon emits a powerful roar, inflicting 300,000 Physical damage and disorienting all players for 6 sec.
    • The Farraki - War-God Jalak will first call upon the aid of the Farraki tribe.
      • Sul'lithuz Stonegazer - Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
        • Stone Gaze - The Stonegazer gazes at the target, stunning them for 2 sec.
      • Farraki Skirmisher - Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
      • Farraki Wastewalker - A total of three Farraki Wastewalkers will jump down from the arena stands once the Farraki are called to action.
        • Blazing Sunlight - The Wastewalker calls upon the scorching sunlight of Tanaris to inflict 75,000 Fire damage instantly and 15,000 Fire damage every 1 sec for 30 sec.
        • Sand Trap - Summons a Sand Trap, which inflicts 200,000 Nature damage to nearby enemies every 0.5 sec and grows in size over time.
    • The Gurubashi - War-God Jalak will call upon the Gurubashi tribe to enter the arena second.
      • Gurubashi Bloodlord - Once called to action, Gurubashi Bloodlords pour from the Gurubashi tribal door until it is destroyed.
        • Rending Charge - The Bloodlord charges at an opponent and strikes them, causing them to bleed for 45,000 Physical damage every 1 sec for 6 sec.
      • Gurubashi Venom Priest - A total of three Gurubashi Venom Priests will jump down from the arena stands once the Gurubashi are called to action.
        • Venom Bolt Volley - The Gurubashi Venom Priest unleashes a spray of vile toxins that inflicts 30,000 Nature damage to all enemies instantly, and 15,000 Nature damage every 3 sec for 60 sec. This effect stacks.
        • Venomous Effusion - The Gurubashi Venom Priest can summon a Venomous Effusion.
          • Venom Bolt Volley - The Venomous Effusion unleashes a spray of vile toxins that inflicts 30,000 Nature damage to all enemies instantly, and 15,000 Nature damage every 3 sec for 60 sec. This effect stacks.
          • Living Poison - When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 200,000 Nature damage to enemies within 4 yards every 0.5 sec and wanders around.
    • The Drakkari - War-God Jalak will call upon the Drakkari tribe to enter the arena third.
      • Risen Drakkari Warrior - Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.
        • Uncontrolled Abomination - The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
        • Deadly Plague - Risen Drakkari spread a Deadly Plague when they strike players, inflicting 22,500 Shadow damage every 3 sec for 5 min.
      • Risen Drakkari Champion - Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.
        • Uncontrolled Abomination - The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
        • Deadly Plague - Risen Drakkari spread a Deadly Plague when they strike players, inflicting 22,500 Shadow damage every 3 sec for 5 min.
      • Drakkari Frozen Warlord - A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.
        • Mortal Strike - A powerful blow inflicts 300% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.
        • Frozen Orb - Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 0.5 sec, inflicting 200,000 Frost damage and slowing movement speed by 20% for 2 sec.
    • The Amani - War-God Jalak will call upon the Amani tribe to enter the arena last.
      • Amani'shi Protector - Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.
      • Amani'shi Flame Caster - Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.
        • Fireball - Hurls a ball of fire at a random player, inflicting 75,000 Fire damage.
      • Amani Warbear - A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.
        • Swipe - The warbear swipes with its claws, inflicting 90,000 Physical damage to players in a 0-yard cone.
      • Amani'shi Beast Shaman - Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.
        • Chain Lightning - The Beast Shaman calls upon the spirits of the storms to inflict 90,000 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.
        • Hex of Confusion - Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 60,000 Physical damage when casting a spell or using an ability.
        • Lightning Nova Totem - Places a Lightning Nova totem that emits a pulse of lightning every 3 sec, inflicting 500,000 Nature damage to enemies within 8 yards.
    • The Zandalari - War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.
      • Zandalari Dinomancer - Zandalari Dinomancers will jump down into the arena periodically.
        • Dino-Mending - The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 3 sec.
        • Dino Form - At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.
        • Orb of Control - When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.
          • Headache - Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.
          • Cracked Shell - Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.
      • War-God Jalak - After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.
        • Bestial Cry - War-God Jalak unleashes a savage cry, inflicting 100,000 Physical damage to all players and increasing damage dealt by War-God Jalak by 25%. This effect stacks.
        • Rampage - War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 100%.

    The Council of Elders
    • The Spirit of Gara'jal - The spirit of Gara'jal the Spiritbinder possess a random councillor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councillor until they suffer 25% of their maximum health in damage. Once the spirit is forced out, it rushes to inhabit a new councillor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.
    • Lingering Presence - When the Spirit of Gara'jal leaves a councillor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 10% and increases the rate that Dark Energy is generated by 10% for the remainder of the fight. This effect stacks.
    • Dark Power - If a councillor reaches 100 Dark Energy they will begin to cast Dark Power every second. Dark Power inflicts 10,000 Shadow damage to all players and increases in damage by 10% with each cast.
    • Soul Fragment - Every other time the Spirit of Gara'jal is forced out of a councillor, he leaves behind a Soul Fragment. Soul Fragments possess a random player, inflicting 35,000 Shadow damage every 3 sec until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player. In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councillor.
      • Shadowed Soul - All damage taken increased by 5% for the remainder of the fight. This effect stacks.
    • Frost King Malakk -
      • Frigid Assault - Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 75,000 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.
      • Biting Cold - Frost King Malakk shrouds a player in ice, inflicting 85,000 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 85,000 Frost damage to all allies within 4 yards every 2 sec for 30 sec.
      • Frostbite - Frost King Malakk uses this ability while possessed by the spirit of Gara'jal. Frost King Malakk shrouds a player in ice, inflicting 100,000 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 30,000 Frost damage per stack of Frostbite to all allies within 4 yards every 2 sec for 30 sec. Stacks of Frostbite are reduced by 1 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one. In 10-Player modes, 2 stacks of Frostbite are removed for each player within 4 yards. On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.
      • Body Heat - When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.
    • Kazra'jin
      • Reckless Charge - Kazra'jin rushes towards a random player's location, inflicting 75,000 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.
      • Overload - Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal. Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 50% of all damage taken as Nature damage.
      • Discharge - Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal. Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 10% of all damage taken as Nature damage to all players.
    • Sul the Sandcrawler
      • Sand Bolt - Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 150,000 Nature damage to all players withing 5 yards of the targeted location.
      • Quicksand - Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped. Quicksand inflicts 125,000 Nature damage every second to all players within 7 yards and causes them to become Ensnared.
        • Ensnared - Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack. If Ensnared reaches 5 stacks, players become Entrapped.
        • Entrapped - Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.
      • Sandstorm - Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal. Sul the Sandcrawler summons a sandstorm that inflicts 35,000 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand.
        • Living Sand - Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed. When a Living Sand dies, it creates a new pool of Quicksand at their location.
          • Fortified - Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.
      • Treacherous Ground - Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size. Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 100% for each pool that has combined.
    • High Priestess Mar'li
      • Wrath of the Loa - High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 125,000 Holy damage.
      • Blessed Loa Spirit - High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 5% of their maximum health if the spirit is not killed before reaching its target. If the spirit is still alive after 20 sec. it will instantly jump to its target and heal them for 5% of their maximum health.
      • Wrath of the Loa - High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal. High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 150,000 Shadow damage.
      • Shadowed Loa Spirit - High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal. High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player. If the spirit is still alive after 20 sec it will instantly jump to its target and kill them.
      • Twisted Fate - High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal. High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250,000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the further each soul is from the other. When a soul dies, severing the link between the two, the remaining soul begins to inflict 100,000 Shadow damage every 3 sec.

    Tortos
    • Call of Tortos - Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.
    • Whirl Turtle
      • Spinning Shell - The turtle chases players around the room, spinning rapidly and continuously inflicting 30,000 Physical damage to enemies within 0 yards and knocking them away.
      • Shell Block - The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.
      • Shell Concussion - When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 15 sec.
    • Furious Stone Breath - Inflicts 85,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast.
    • Rockfall -
    • Quake Stomp - Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.
    • Snapping Bite - The turtle snaps his jaws shut around the target, inflicting 500,000 Physical damage.
    • Vampiric Cave Bat
      • Drain the Weak - Drains health when attacking targets with less than 350,000 current health, inflicting 10% of weapon damage as Physical and healing the caster for 500% of the damage dealt.
    • Crystal Shell - The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100,000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500,000. The shell breaks when it cannot absorb any more damage.

    Megaera
    • One Body, Many Heads - When one of Megaera's heads is destroyed, the body takes damage equal to the head's maximum health and two heads regrow in its place. When a Wild head is destroyed, all heads stop being Wild and all heads outside of the Concealing Fog become Focused. When a Focused head is destroyed, two Focused heads appear in its place. After twenty seconds all heads stop being Focused and start being Wild.
      • Fire Head - One of Megaera's heads, imbued with fire and ready to burn any prey that wanders too close.
        • Cinder - Megaera spits a fiery projectile at a random enemy location that on impact with the ground creates Consuming Flames. If the missile hits a player, it sets them on fire, inflicting 75,000 Fire damage and an additional 45,000 every 1 second and creates Consuming Flames when dispelled. Cinder melts all nearby Icy Ground and prevents Frozen Solid.
          • Consuming Flames - The cinder ignites the ground, inflicting 50,000 Fire damage every 0.5 second to any player standing in the fire.
        • Focused - Megaera's head leans in and attacks with its teeth and breath.
          • Weakened Defense - Megaera's melee attacks cut through the player's defenses, increasing damage taken by 5% for 15 sec. This effect stacks.
          • Fire Spew - Megaera's breath inflicts 60,000 Fire damage every 0.5 seconds for 1.5 sec to players within a 100-yard 60-degree cone. Additionally, all players damaged by the breath are affected by Burning Flesh.
            • Burning Flesh - Megaera's Fire Spew inflicts 45,000 Fire damage every 0.5 sec for 1.5 sec.
        • Wild - Megaera's fire heads rain down flames, inflicting 50,000 Fire damage every 1 sec to all players.
      • Frost Head - One of Megaera's heads, imbued with frost and able to quickly freeze any threat with its breath.
        • Torrent of Ice - Megaera freezes the ground with a torrent of ice. The torrent inflicts 50,000 Frost damage every 0.25 second at the point of contact, and leaves behind Icy Ground.
          • Icy Ground - The ice inflicts 50,000 Frost damage every 0.5 second and reduces movement speed by 5% per stack. At 10 stacks, the target becomes Frozen Solid.
            • Frozen Solid - Megaera's frost attacks encase the player in ice, stunning them for 5 sec.
        • Focused - Megaera's head leans in and attacks with its teeth and breath.
          • Weakened Defense - Megaera's melee attacks cut through the player's defenses, increasing damage taken by 5% for 15 sec. This effect stacks.
          • Frost Spew - Megaera's breath inflicts 60,000 Frost damage every 0.5 seconds for 1.5 sec to players within a 100-yard 60-degree cone. Additionally, all players damaged by the breath are affected by Frozen Solid.
            • Frozen Solid - Megaera's frost attacks encase the player in ice, stunning them for 5 sec.
        • Wild - Megaera's frost heads rain down ice, inflicting 50,000 Frost damage every 1 sec to all players.
      • Poison Head - One of Megaera's heads, imbued with poison to quickly digest its prey.
        • Acid Rain - Megaera spits three globs of acid at a random enemy, that upon impact inflict 250,000 Nature damage to all targets. Damage is reduced the farther the player is from the impact location.
        • Focused - Megaera's head leans in and attacks with its teeth and breath.
          • Weakened Defense - Megaera's melee attacks cut through the player's defenses, increasing damage taken by 5% for 15 sec. This effect stacks.
          • Toxic Spew - Megaera's breath inflicts 60,000 Nature damage every 0.5 seconds for 1.5 sec to players within a 100-yard 60-degree cone. Additionally, all players damaged by the breath are affected by Rot Armor.
            • Rot Armor - Megaera's Toxic Spew reduces the effectiveness of armor by 50% for 6 sec.
        • Wild - Megaera's poison heads rain down acid, inflicting 50,000 Nature damage every 1 sec to all players.
      • Arcane Head - One of Megaera's heads, imbued with arcane energies after centuries of absorbing runoff magic from the mogu citadel above.
        • Nether Bomb - Megaera spits an orb of arcane energy near a random enemy location. If the Nether Bomb lands on a player, it inflicts 375,000 Arcane damage and causes the player to become Empowered. If the Nether Bomb is not absorbed by a player, it inflicts 100,000 Arcane damage to all players.
          • Empowered - The nether energy flows through players, increasing all damage done by 50%, healing done by 50%, and Arcane damage taken by 100%.
        • Focused - Megaera's head leans in and attacks with its teeth and breath.
          • Weakened Defense - Megaera's melee attacks cut through the player's defenses, increasing damage taken by 5% for 15 sec. This effect stacks.
          • Arcane Spew - Megaera's breath inflicts 60,000 Arcane damage every 0.5 seconds for 1.5 sec to players within a 100-yard 60-degree cone. Additionally, all players damaged by the breath are affected by Consuming Magic.
            • Consuming Magic - The lingering effects of Megaera's Arcane Spew absorb all healing received for 5 min.
        • Wild - Megaera's arcane heads rain down nether magic, inflicting 50,000 Arcane damage every 1 sec to all players.
    • Elemental Blood of the Hydra - When one of Megaera's heads is cut off, all heads of that element type inflict 10% additional damage for the remainder of the encounter. This effect stacks.
      • Fiery Blood - Megaera's heads inflict an additional 10% Fire damage per each additional fire head.
      • Chilled Blood - Megaera's heads inflict an additional 10% Frost damage per each additional frost head.
      • Toxic Blood - Megaera's heads inflict an additional 10% Nature damage per each additional poison head.
      • Nether Blood - Megaera's heads inflict an additional 10% Arcane damage per each additional arcane head.
    • Concealing Fog - Megaera's body and distant heads are shrouded by thick, swirling fog and are unable to be attacked directly.

    Ji-Kun


    Durumu the Forgotten
    • Hard Stare - Durumu focuses his gaze on his current target and inflicts 150% weapon damage as Physical damage on them. Victims of this attack suffer a Serious Wound and an Arterial Cut.
      • Serious Wound - Victims of Serious Wound receive 10% less healing per application.
      • Arterial Cut - Victims of Arterial Cut suffer 40,000 Physical damage every second until they are restored to full health.
    • Gaze - If Durumu has no valid melee targets he will instead Gaze at all players, inflicting 50% weapon damage as Physical damage.
    • Disintegration Beam - Durumu will focus his gaze into a beam of pure destruction directly in front of him. Players who are caught in the beam are killed instantly. While focusing this beam Durumu will slowly turn in either direction and his Roving Eye will create a maze of Eye Sores across the platform.
      • Roving Eye - Durumu summons a Roving Eye that will create a maze of Eye Sores across the platform whenever he channels his Disintegration Beam.
        • Eye Sore - Eye Sores inflict 75,000 Arcane damage to victims within their area of effect every second.
      • Stern Eye - Stern Eyes are created as part of the Roving Eye's maze Pattern around the circumference of Durumu's Platform. Stern Eyes gaze directly back at Durumu and will focus on players inside the inverted thirty-degree cone area in front of them. The cone is widest at the edge of the platform and tapers off to a point at Durumu's location in the center of the platform. The closest players inside this area will be victim to Stern Gaze.
        • Stern Gaze - Stern Eyes inflict Arcane damage to the closest 5 players based on how far they are from the Stern Eye.
        • Stern Gaze - Stern Eyes inflict Arcane damage to the closest 2 players based on how far they are from the Stern Eye.
    • Walls of Ice - Durumu summons three walls of ice to impede players as they attempt to move around the platform. The individual sections of each ice wall have their health linked and will shatter when any section has been sufficiently damaged.
    • Colorblind - Durumu spawns a Blue Eye, Red Eye, and a Yellow Eye to cast three color beams targeting random players in the raid. Once the initial beam completes, the eye focuses a cone on the target for the duration of the Colorblind sequence. Players in each cone split damage equally and will gradually suffer more damage the longer they are within the cone's area of effect. Each cone will reveal a specific creature that is normally invisible. These cones persist until players have found and vanquished all Burning Eyes.
      • Burning Eye - Burning Eyes are only revealed by the red rays of the Red Eye's Infrared cone.
        • Crimson Bloom - If a Burning Eye leaves the Red Eye's Infrared cone it will cast Crimson Bloom. Crimson Bloom inflicts 300,000 Fire damage to all players.
        • Caustic Spike - Burning Eye's cast Caustic Spike at random players while it is revealed by the Infrared cone of the Red Eye. Caustic Spike inflicts 80,000 Physical damage to the victim.
      • Beady Eye - Beady Eyes are only revealed by the light of Yellow Eye's cone of Bright Light.
        • Amber Retaliation - Beady Eyes will cast Amber Retaliation once for every 10% health lost. Amber Retaliation inflicts 50,000 Nature damage to all players.
        • Burst of Amber - If a Beady Eye leaves the area of Blind Eye's Bright Light it will cast Burst of Amber. Burst of Amber inflicts 300,000 Nature damage to all players.
      • Cold Eye - Cold Eyes are only revealed by Blue Eye's cone of Blue Rays.
        • Icy Grasp - Cold Eyes inflict 0 Frost damage to all players while revealed by the Blue Eye's cone of Blue Rays.
        • Biting Chill - Cold Eyes will respawn in a random location on the platform after they have been defeated.
    • Mind's Eye - Durumu summons a Mind's Eye that will cast Force of Will periodically.
      • Force of Will - The Mind's Eye focuses intently towards a random player. Players caught in the Mind's Eye's gaze when this ability finishes are knocked back.
    • Hungry Eye - Durumu will summon a Hungry Eye that will cast Life Drain on players.
      • Life Drain - The Hungry Eye focuses its gaze on a random player and begins to draw out their life force, stunning them for 15 sec. Life lost from the victim is added to Durumu's health pool. The longer the Hungry Eye is allowed to focus on any given player the more life will be drawn from the victim. Hungry Eyes drain the life of the closest player between it and the initial target.
    • Evil Eye - Durumu's Twisted Spawn will periodically cast Dark Parasite on players.
      • Dark Parasite - Dark Parasites course through the victim, inflicting Shadow damage every second. The amount of damage increases the longer the parasite is allowed to infect its host. Dispelling the parasites from the victim causes the parasites to morp into a Dark Plague.
      • Dark Plague - When Dark Parasites are cleansed they morph into a Dark Plague. Dark Plague's duration is equal to the duration remaining when Dark Parasites was cleansed and will spawn a Roving Eye every 3 seconds.
      • Roving Eye - Roving Eyes are spawned from victims of Dark Plague and will attack a random player.
        • Devour - Roving Eyes inflict 50,000 Shadow damage to their chosen host every two seconds. Any damage the Roving Eye suffers is copied to the host.
    • Appraising Eye - Durumu will summon an Appraising Eye that casts Lingering Gaze on players.
      • Lingering Gaze - The Appraising Eye lobs a shadowy missile at a random player. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75,000 Shadow damage every second.

    Primordius
    • Primordial Strike - Primordius claws at his current target, inflicting 700,000 Physical damage to all players in a 7-yard cone.
    • Malformed Blood - The heavily-mutated blood within Primordius spreads to his current target, inflicting 10,000 Nature damage every 3 sec and causing the afflicted player's attacks to Congeal Blood, inflicting 20,000 additional Nature damage to Living Fluids and Viscous Horrors. This effect lasts 60 sec and stacks.
    • Evolution - When Primordius is mutated by enough Living Fluids and Mutagenic Pools, he evolves. Evolution increases all damage dealt by Primordius by 10% and grants him a new mutaiton. This effect stacks. Primordius can only have 3 mutations at any time. In Heroic Difficulty, Primordius can have 4 mutations.
      • Mutation: Ventral Sacs - Sacs located around Primordius's frill will periodically erupt, inflicting 20,000 Nature damage to all players every 1 sec.
      • Mutation: Gas Bladder - A volatile mutation that allows Primordius to spray Caustic Gas, inflicting 4,050,000 Nature damage split evenly between all players within a 18-yard cone.
      • Mutation: Acidic Spines - Primordius fires Acidic Spines every 5 sec, inflicting 150,000 Nature damage to all players within 5 yards of the targets.
      • Mutation: Pathogen Glands - Allows Primordius to spray a Volatile Pathogen at a player, inflicting 60,000 Nature damage to an enemy player every 1 sec and summoning a Living Fluid.
      • Mutation: Metabolic Boost - A hyperactive metabolism allows Primordius to use abilities more often and increases attack speed by 50%.
      • Mutation: Erupting Pustules - Pustules erupt every 5 sec, showering the area with corrosive blood that inflicts 300,000 Nature damage within 3 yards of the impact.
    • Living Fluid - Living fluid seeps from the pools surrounding Primordius's lair and slowly make their way to Primordius.
      • Mutate Primordius - If a Living Fluid reaches Primordius, it is absorbed, increasing Primordius's current mutation level.
      • Mutagenic Pool - When a Living Fluid dies, it leaves behind a Mutagenic Pool that can mutate Primordius or players.
        • Mutate Primordius - When Primordius steps on a Mutagenic Pool, it is absorbed, increasing Primordius's current mutation level.
        • Mutate Player - When player steps on a Mutagenic Pool, it is absorbed, inflicting 200,000 Nature damage and causing a mutation. Each helpful mutation recieved by a player increases the chance that the next mutation will be harmful by 10%. If a mutated player is dispelled, all mutations are removed.
          • Helpul Mutation: Thick Bones - The player's bones become thick and powerful, increasing all stats by 10%. This effect can stack up to 10 times.
          • Harmful Mutation: Fragile Bones - The player's bones become thin and brittle, reducing all stats by 10%. This effect can stack up to 10 times.
          • Helpful Mutation: Clear Mind - The player's mind becomes clear and focused, increasing Mastery by 10%. This effect can stack up to 10 times.
          • Harmful Mutation: Clouded Mind - The player's mind becomes clouded and unfocused, reducing Mastery by 10%. This effect can stack up to 10 times.
          • Helpful Mutation: Improved Synapses - The player's neural synapses fire more quickly, increasing Haste by 10%. This effect can stack up to 10 times.
          • Harmful Mutation: Dulled Synapses - The player's neural synapses fire more slowly, reducing Haste by 10%. This effect can stack up to 10 times.
          • Helpful Mutation: Keen Eyesight - The player's eyesight becomes exceptionally keen, increasing Critical Strike chance by 10%. This effect can stack up to 10 times.
          • Harmful Mutation: Impaired Eyesight - The player's eyesight becomes exceptionally poor, reducing Critical Strike chance by 10%. This effect can stack up to 10 times.
    • Viscous Horror - A heavily-mutated creature made of the same fluid that spawned Primordius.
      • Black Blood - The Viscous Horror spreads its mutated blood to its current target, inflicting 20,000 Nature damage every 3 sec and causing the afflicted player's attacks to coat the enemy in Black Blood, inflicting 20,000 additional Nature damage to Primordius. This effect lasts 60 sec and stacks.
      • Deadly Mutagen - If a Viscous Horror gets close to Primordius, the mixture of mutative energies will cause it to explode, inflicting 999,998 Nature damage to all players.

    Dark Animus

    Iron Qon
    • The Quilen Champions - Iron Qon battles atop his finest Quilen champions.
      • Throw Spear - Iron Qon hurls his mighty spear over a random player, inflicting 100,000 Physical damage on impact.
      • Flurry - Iron Qon slices rapidly at his quilen champion's current target for 5 sec.
      • Ro'shak, the Molten Flare -
        • Molten Inferno - Ro'shak emits molten flame, inflicting 60,000 Fire damage to all players. This will relieve Ro'shak of 100 Molten Energy.
        • Molten Overload - When he reaches maximum molten energy, Ro'shak will overload and combust, casting Molten Inferno every 1 sec until he is degraded of molten energy.
        • Unleashed Flame - Ro'shak incinerates the largest cluster of enemies he can find, inflicting 600,000 Fire damage split evenly among targets within 8 yards. Discharging this flame will relieve Ro'shak of 300 Molten Energy. There must be at least 3 targets clustered in order to get Ro'shak's attention.
          • Scorched - Ro'shak's burning talons leave players Scorched, increasing Fire damage taken by 25% for 2 min.
        • Unleashed Flame - Ro'shak incinerates the largest cluster of enemies he can find, inflicting 600,000 Fire damage split evenly among targets within 8 yards. Discharging this flame will relieve Ro'shak of 300 Molten Energy. There must be at least 5 targets clustered in order to get Ro'shak's attention.
          • Scorched - Ro'shak's burning talons leave players scorched, increasing Fire damage taken by 25%.
        • Ignite Spear: Burning Cinders - Ro'shak spits molten lava at Iron Qon's spear, causing it to rupture the ground with magma which inflicts 100,000 Fire damage initially and then 50,000 Fire damage every 1 sec.
      • Quet'zal, the Stormcaller
        • Arcing Lightning - Quet'zal zaps a random player with Lightning, stunning them and causing them to shock nearby allies for 40,000 Nature damage. This effect jumps to nearby allies, causing them to also pulse with electricity. They are stunned until another player pulls them out of the storm.
        • Windstorm - Quet'zal pulls all players into the eye of a rushing windstorm. Players suffer 20,000 Nature damage every 1 second until they are able to exit the storm. Once the storm is over, some rushing winds will linger.
          • Rushing Winds - Rushing winds attract players into the storm, inflicting 137,654 Nature damage every 5 sec to those who stand within.
        • Strike Spear: Storm Cloud - Quet'zal calls lightning down on Iron Qon's spear, causing a rolling storm cloud that electrifies players for 200,000 Nature damage. Players become fully electrified and will be stunned at 3 stacks for 20 sec.
      • Dam'ren, the Frozen Sage
        • Dead Zone - Dam'ren will directionally shield himself. Standing in the dead zone will cause all incoming and outgoing attacks to miss.
        • Freeze Mana - Dam'ren freezes a random mana user's mana. After 1-5 sec, Dam'ren will then Shatter their mana, inflicting 200,000 Frost damage to all enemies.
        • Freeze Spear: Frozen Blood - Dam'ren strikes Iron Qon's spear with ice, freezing the ground around it. Coming into contact with the frozen ground will inflict 200,000 Frost damage instantly and slow the player's movement, melee, ranged, and casting speeds by 25%.
    • Iron Qon's Last Stand - Having lost his prime quilen mounts, Iron Qon faces you himself. In addition to his previous attacks, he gains new abilities.
      • Fist Smash - Having no spear in hand, Iron Qon smashes the ground violently, inflicting 50,000 Physical damage to all players every 0.75 sec for 7.5 sec.
      • Rising Anger - Iron Qon becomes increasingly angry, increasing damage done and attack speed by 10%.
      • Ignite Cyclone - Iron Qon ignites a random cyclone, causing it to burn all players for 10,000 Fire damage every 2 sec.
      • Freeze Cyclone - Iron Qon freezes a random cyclone, causing it to entomb players in ice on contact. The player will take damage equal to 5% of their maximum health every 2 sec.


    Twin Consorts


    Lei Shen
    • Lightning Conduits - While Lei Shen is in range of a Lightning Conduit he will power it, granting him an additional ability specific to that Lightning Conduit. The power level of the Conduit increases the longer Lei Shen is charging it, increasing damage dealt by the granted ability. When the Conduit's power reaches 100, it will increase the level of the Conduit, and the Conduit's power will reset to 0.
      • North Conduit: Static Electricity - Lei Shen charges the target with Static Electricity which causes a Static Shock after 8 sec. Static Shock inflicts 1,000,000 Nature damage divided among all players within 8 yards. As the level of the Static Elecritcity Conduit increases, the number of targets Lei Shen afflicts with Static Shock will also increase.
      • East Conduit: Diffusion Chain - Inflicts 100,000 Nature damage, chaining to nearby enemies. When an enemy is hit by Diffusion Chain, a Diffused Lightning spawns at the location. As the level of the Diffusion Chain Conduit increases, the spawned Diffused Lightning elementals grow more powerful.
        • Diffused Lightning - Diffusion Chain creates a Diffused Lightning for every target it strikes. Diffused Lightning's attacks cause a Chain Lightning.
      • South Conduit: Overcharge - Lei Shen Overcharges a target player. After 3 sec, Overcharge bursts, emitting a ring of electric energy around the target that quickly expands. Inflicts 200,000 Nature damage, stunning affected targets for 3 sec. As the level of the Overcharge Conduit increases, the number of targets Lei Shen afflicts with Overcharge will also increase.
      • West Conduit: Bouncing Bolt - Lei Shen conjures Bouncing Bolts that target random locations on the ground. Each Bolt inflicts 150,000 Nature damage to enemies within 6 yards. If the Bouncing Bolt does not impact with an enemy, an Unharnessed Power is formed, and the Bouncing Bolt will bounce again. As the level of the Bouncing Bolt Conduit increases, the number of Bouncing Bolts that Lei Shen conjures will also increase.
        • Unharnessed Power - When Bouncing Bolts impact the ground and are not absorbed by enemies, an Unharnessed Power is unleashed.
    • Stage One: Thunderstruck!
      • Discharge - If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.3 sec.
      • Decapitate - Lei Shen throws his axe with supernatural force, inflicting 3,000,000 Physical damage. The damage inflicted decreases the farther away the target is from Lei Shen.
        • Maim - If the target of Decapitate gets far enough from Lei Shen, they are safe from Decapitation and instead are merely maimed.
      • Thunderstruck - Lei Shen winds up to hurl his axe at a target location, inflicting 750,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.
      • Lightning Crash - Lei Shen calls down Lightning rapidly on targets every 1 sec causing a Lightning Crash. Inflicts 20,000 Nature damage every 1 sec for 45 sec.
    • Intermission: Supercharge Conduits! - At 70% health, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.
      • Overloaded Circuits - The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 75,000 Nature damage every 1 sec to that quadrant of the room.
    • Stage Two: Lightning Will End You!
      • Discharge - If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.3 sec.
      • Fusion Slash - Lei Shen slashes at the target with his polearm, inflicting 500,000 Nature damage and afflicting the target with Meltdown.
        • Meltdown - Meltdown inflicts 500,000 Nature damage to allies within 8 yards.
      • Summon Ball Lightning - Inflicts 150,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location.
        • Ball Lightning - The Ball Lightning rushes towards the farthest enemy, inflicting increasing Nature damage based on the distance it traveled to the target.
      • Lightning Whip - Lei Shen cracks a Lightning Whip across the floor, inflicting 250,000 Nature damage to enemies within 80 yards in front of him, leaving a lightning bolt behind on the ground.
        • Lightning Bolt - The Lightning Bolt inflicts 25,000 Nature damage every 0.25 sec.
    • Intermission: Supercharge Conduits! - At 30% health, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.
      • Overloaded Circuits - The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 75,000 Nature damage every 1 sec to that quadrant of the room.
    • Stage Three: The Final Countdown! -
      • Overwhelming Power - Lei Shen absorbs all of the electrical power from the Throne of Thunder, causing his melee attacks to inflict 15,000 Nature damage over 1 sec.
      • Violent Gale Winds - Lei Shen summons the Violent Gale Winds from the outdoors. The winds push the players in a direction, inflicting 40,000 Nature damage every 1 sec.
      • Thunderstruck - Lei Shen winds up to hurl his axe at target location, inflicting 750,000 Nature damage. The damage inflicted decreases the farther away the target is from Thunderstruck.
      • Lightning Crash - Lei Shen calls down Lightning rapidly on targets every 1 sec causing a Lightning Crash. Inflicts 20,000 Nature damage every 1 sec for 45 sec.
      • Summon Ball Lightning - Inflicts 150,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location.
        • Ball Lightning - The Ball Lightning rushes towards the farthest enemy, inflicting increasing Nature damage based on the distance it traveled to the target.
      • Lightning Whip - Lei Shen cracks a Lightning Whip across the floor, inflicting 250,000 Nature damage to enemies within 80 yards in front of him, leaving a lightning bolt behind on the ground.
        • Lightning Bolt - The Lightning Bolt inflicts 25,000 Nature damage every 0.25 sec.


    Ra-den

    • Heroic Only - Ra-den is only available on Heroic difficulty.
    • Shrouded in Mystery - There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....
    Last edited by chaud; 2012-12-25 at 07:07 AM.

  2. #2
    The Unstoppable Force Resentful's Avatar
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    Dinomancers... huh? Hahah that's genius; Only fight right there I am so ever curious is the last encounter which is obviously Ra-den

  3. #3
    Awesome! Now we know why Frost King Malakk was not in Wrath of the Lich King. For those who don't know, he is the leader of the Zul'Drak trolls in Northrend. Too bad he could not be a single boss instead of a council boss. Great to see Mar'Li too, she was in the original Zul'Gurub.


    Ra-den as heroic only boss? Hmm, interesting. I guess Ra-den will have some lore behind him. The boss seems to a mystery. I was hoping Thunder King to be the Heroic mode only boss, because he has been hyped up to be quite a bad ass.

  4. #4
    Great, I'm guessing Ra-Den is going to be kept top secret by Blizzard.
    Goodbye-Forever-MMO-Champ
    Quote Originally Posted by HighlordJohnstone View Post
    Alleria's whispers start climaxing

  5. #5
    Over 9000! Golden Yak's Avatar
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    Woot alors.

    Much obliged, chaud!

  6. #6
    There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....
    Sounds very very interesting

  7. #7
    Quote Originally Posted by Snorri View Post
    Awesome! Now we know why Frost King Malakk was not in Wrath of the Lich King. For those who don't know, he is the leader of the Zul'Drak trolls in Northrend..
    Oh neat! That's pretty cool then.

    And also... Gara'jal. MSV was merely a set back.... didn't see that coming. -.-

  8. #8
    Old God Shampro's Avatar
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    Oh man knew it!, Gara'jal is one of the mechanics of a fight, not a an actual boss itself, awesome!

  9. #9
    If they keep Ra-den description exactly the same as it is right now in the dungeon journal it would be awesome

  10. #10
    Mechagnome
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    This may be Ra-Den guys: http://www.wowpedia.org/Keeper_of_storms "details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the --->Keeper of Storms<----- in battle ever lived to speak of what they witnessed...."

  11. #11
    Horridon fight sounds absolutely crazy.

  12. #12
    Also it's cool to notice that phase 1 and phase 3 from the Thunder King encounter are named after rock songs (Thunderstruck/The Final Countdown)

  13. #13
    I'm assuming Malakk, Sul, and Kazra'jin are the 3 troll models on the front page? Guess we're missing Mar'li.

  14. #14
    Over 9000! Golden Yak's Avatar
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    Whew, some of these battles are totally insane. The Thunder King encounter seems Lich King worthy!

    Quote Originally Posted by Admiral Daelin Proudmoore View Post
    I'm assuming Malakk, Sul, and Kazra'jin are the 3 troll models on the front page? Guess we're missing Mar'li.
    The skinny brown troll is Sul, the lightning troll Kazra'jin, and the frosty one Malakk for sure. I think the big green one is the 'war-god' Jalak from the Horridon encounter.

  15. #15
    Deleted
    High Priestess Mar'li

    All these setbacks.

  16. #16
    I am Murloc! Kaneiac's Avatar
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    Megaera...finally, we get to fight Chromatus!

    Yes, I know it's not actually Chromatus...but holy shit! Close enough!

  17. #17
    Quote Originally Posted by Woobels View Post
    Horridon fight sounds absolutely crazy.
    I would have to agree with you 100% there, hard to wrap around the concept with all that in my mind from just reading it.

  18. #18
    ra-den
    final heroic only boss implying he is very strong
    mysterious unknown
    raid is called throne of thunder.

    i cant be the only one that is seeing this
    http://www.youtube.com/watch?v=6ETpLsbjg8I
    we are going to be fighting a titan. ra-den is the keeper of thunder so.....
    raiden.

  19. #19
    Over 9000! Golden Yak's Avatar
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    Okay, here's what I think, re.; encounter models.

    Jin'rokh the Breaker was an NPC from vanilla when Zul'Gurub was a raid.
    Horridon and the war god Jalaak.
    Council of elders - Malaak the frost troll king, Kazra'jin, Sul, and Mar'li (former Zul'Gurub boss and zandalari spider priestess <3)
    Tortos
    Megaera - a multi-headed hydra beastie with frost, fire, and poison heads.
    Ji-Kun - someone riding this
    Durumu the Forgotten
    Primordius - Sounds like an early prototype for the saurok. This guy might mutate as the fight goes on, which would rule.
    Dark Animus - Or possibly this.
    Iron Qon
    Twin Consort
    Lei Shen - natch
    Ra-Den - We can but wonder. I'm leaning towards a big blustery wind elemental that shares Firelands Ragnaros' animations.

    Oondasta
    Nalak the Stormlord - not really.
    Last edited by Golden Yak; 2012-12-22 at 08:05 PM.

  20. #20
    Deleted
    Ji-kun. What is that thing, anyway?

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