Originally Posted by
Rahmula
There was another mage tower thread I had posted in, but just gonna copy-paste here same thing I wrote there, cuz it was a lot!
My Kill Video: [This my first post on this site, so I can't post links yet but...]
www youtube com /watch?v=M19dFWCf5Ak
Affliction Mage Tower Challenge
Boss: Raest Magespear
Date completed: 13April2017
Gear ilvl: 896
Total attempts: ~35
Talent Choices: Haunt/ Perma Corruption/ Mortal Coil/ Siphon Life/ Burning Rush/ Grimoire of Service/ Phantom
Gear of note: Sacrolash + Sephuz + Chrono Shard
Explanation for Talent Choices:
Haunt: Mostly taken for dealing with the Hands efficiently. Also, it was less reliant on me having to stand there and channel. I could drop all my dots and some CDs on any target and then throw a quick haunt in the mix and move on if I needed to. It gave great burst on the Hands due to dots + Haunt + Reap.
Absolute Corruption: To keep up a permanent slow debuff on the mobs. I did notice that I’d have to still recast corruption on Karam after each of his inactive phases in order to maintain the slow effect. (Seed makes corruption go back on him if he’s close to the explosion, even if he’s inactive. However, the slow itself didn’t take effect until I recast it.)
Mortal Coil: For use on Karam when I need to make distance/buy some time. Unlike fear, mortal coil lasted the full duration. Plus it gave me a free heal! [After the first several attempts, I didn’t bother casting regular fear at all… Regular fear had a cast time… Yet it always broke after only ~1-2 seconds. Sometimes it even broke instantly.]
Siphon Life: Healing + it’s another insta-cast dot when I’m on the move. This helped to counter the dmg taken by Burning Rush/Lifetap.
Burning Rush: On demand speed buff! As the fight progressed, I needed this in order to keep a safe distance or to get to a rune quickly.
Grimoire of Service: Emergency Hand interrupt / DPS CD. I only needed to use it as an emergency interrupt once at the very very last second of the fight. Contrary to what some others have said, you absolutely can interrupt every single hand’s first cast with your regular pet. [The hand must die before the 2nd cast, however.]
Phantom: Great aoe for the mini shadow adds and great healing. It is usable in all phases even though I took it for the shadow add phases.
SPECIAL NOTES:
--During all of my attempts, the Hands consistently spawned close to the puddles that Karam dropped on the ground. Therefore, my strategy centered on controlling where the Hands spawned by controlling where Karam pathed. Perhaps it’s just coincidence, but it happened for every single hand spawn I got and for every single attempt I did. I personally, kept Karam’s pathing inside the center ring, which made Hand spawns a breeze to reach. My pet and I were always in range of them.
--Keeping mobs in the center the whole time also increases the chance that both bosses take soulflame dmg from all the mini shadow adds.
--Regular pets’ 24-sec CD interrupt is good enough to interrupt the FIRST cast of every single Hand that spawns. (Every single one!)
--Pre-pot before Karam finishes his “I…obey…” line. (I think I screwed that up in my kill though. RIP. I pre-potted too late...)
--I saved hero drums for when Raest starts attacking again in the last phase. I could get some good damage on him before Karam started chasing me again.
--You get slightly more time to DPS Hands, if you don’t interrupt until they are ~midway finished with their first cast. You can use the time before the interrupt to put your dots up and haunt. Depending how much dmg you need, you can also have pet attack it and/or use more UAs. Draining is not important if you can’t safely fit it in. [Note: If you interrupt toooooo quickly, then the hand will just start casting again before you’ve had the time to properly ramp up.]
MY PERSONAL STRATEGY:
Main pet: Felhunter
Service pet: Felhunter
Part 1: Fighting Karam alone:
--Start fight directly opposite of Karam, on the other side of the center ring. When the fight begins, Karam will path down the middle. Fully dot him up + Haunt + Phantom + Doomguard + Service puppy. (The CDs can be cast on the run along with any dot refreshes.) When Karam gets too close, keep circling around the edge just outside the circle. This keeps all of his puddles inside the ring, which makes later phases easier for Hand spawns.
--For this phase, I used both Haunt and Phantom liberally. Ideally Phantom should always have haunt buffing it. Phantom still does decent dmg here, even though this isn't the best phase for it. Phantom shines more in the later phases. Besides... it's another instant cast!
--If Karam gets too fast to run normally, then make good use of burning rush/mortal coil. [If you use mortal coil, still try to aim it so that he won’t leave the center ring!]
Part 2: Karam becomes inactive and we fight Raest alone:
--Watch for where the shadow adds are spawning. Cast seed of corruption on every group that spawns to put perma-corruption-slow on all of them. Can throw out a few agonies too for shard procs (or even some siphon lifes if you need more passive healing)
--Continue hovering around the outer edge of the center ring, but when more groups of the shadow adds spawn, reposition yourself so that all groups end up clumping together.
Part 3: Raest goes inactive and Karam starts chasing again:
--Re-cast corruption on Karam to re-apply the slow effect. Continue keeping him in the center ring. (He still drops puddles and we want those to be in a controlled area, since Hands consistently spawn close to them.)
--When Karam is near the middle of the shadow add packs, cast Phantom on Karam, so that it hits everything around him. [Note: Do not use haunt on Karam anymore. For the remainder of the fight, all haunts are for Hands only.]
--DPS Karam as much as you can until the first Hand spawns.
--Whenever Hands spawn, be ready to start dotting it up + Reap + Haunt and interrupt when the Hand is ~midway through its first cast. If you positioned correctly, Hands should always be in range.
--The shadow adds can pretty much be ignored, unless you need more targets for agony/siphon. Corruption + Phantom were more than enough to finish them off. Just have to be mindful of their movements.
Part 4: Karam goes inactive again and we fight Raest:
--More shadow adds spawn: Like before, seed of corruption them so put the perma-slow on everyone. Try to keep the add groups clumped together.
--Pop hero + all the dots + phantom + Doomguard + Serviced felpuppy & 2nd pot on Raest. [Note: Haunt still saved for Hands only!]
Part 5: Karam activates for the last time and we fight both brothers same time:
--Runes will spawn on the ground and start shrinking in size. Stand in the middle of them to prevent large Faceless adds from spawning. [Pets can soak runes too! Take advantage of this by having pet soak if it is not safe for you to do it yourself.]
--Handle Hands in the same manner.
--Hands and Runes alternate the order in which they appear… but sometimes they’ll overlap. When that happens, you and your pet will have to split up a bit. One of you can head over to the hand and the other to soak the rune (or vice versa). It’s fine for you to soak rune if it’s safe to do so. The Hand should still be in range either way, based on how we positioned the puddles.
--Focus as much dps on Raest as you can spare while keeping safe distance from Karam and the shadow adds.
--Once Raest dies, you win the encounter! (You don't have to kill Karam at the end.)