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    Patch 5.4 - Siege of Orgrimmar Encounters

    Patch 5.4 - Siege of Orgrimmar Encounters
    Originally Posted by MMO-Champion
    Siege of Orgrimmar
    The tensions stoked by Garrosh Hellscream's arrogance have reached a boiling point with the destruction unleashed upon the Vale of Eternal Blossoms. Leaders of the Alliance and Horde lay siege to Hellscream's capital in order to topple the ruthless Warchief once and for all!

    Immerseus
    • Tears of the Vale - The corruption unleashed within the Vale has animated and twisted the waters of the pools, causing them to coalesce into a massive water elemental.
      • Sha Bolt - Immerseus fires a Sha Bolt at every enemy, inflicting 75,000 Shadow damage to enemies within 5 yards, forming a Sha Pool at the targeted location.
        • Sha Pool - Inflicts 75,000 Shadow damage every second.
      • Swirl - Immerseus causes torrents of Sha-corrupted water to burst from beneath the cracks in the ground. Players that come into contact with the tainted waters will suffer 30,000 Shadow damage and be knocked away.
      • Corrosive Blast - Immerseus inflicts 600,000 Shadow damage in a cone aimed at his primary target, increasing Shadow damage taken by 100% for 45 sec. Stacks.
      • Seeping Sha - Coming into contact the Seeping Sha that surrounds Immerseus inflicts 100,000 Shadow damage and knocks players back.
      • Swollen Pride - Immerseus swells with Sha corruption, gaining stacks of Swollen Pride proportional to his current Corruption level. Players who strike Immerseus will suffer the touch of Sha corruption, forming a Deflated Pride creature and gaining an application of Swelling Pride, which deals at least 2,500 Shadow damage every 1 sec for 10 sec, increasing in damage rapidly with each additional stack.
        • Deflated Pride - Attacking Immerseus while Swollen Pride is active spawns a Deflated Pride.
    • Split - Upon reaching zero health, Immerseus becomes unstable and bursts into a shower of Sha Puddles and Contaminated Puddles, which will attempt to reform in the pool at the center of the chamber.
      For each Sha Puddle killed and each Contaminated Puddle healed to full, Immerseus's Corruption is reduced by one. When Immerseus reaches zero Corruption, he is cleansed of the Sha taint and becomes friendly.
      • Sha Puddle - When destablized, Immerseus forms one Sha Puddle for every four units of Corruption he has. Destroying a Sha Puddle before it merges back into the central pool will remove one unit of Corruption.
        • Sha Residue - When a Sha Puddle is destroyed, it triggers Sha Residue, inflicting75,000 Shadow damage to enemies within 8 yards and increasing damage dealt to other Sha Puddles by 25%. Stacks.
      • Contaminated Puddle - When destablized, Immerseus forms one Contaminated Puddle for every four units of Corruption that have previously been removed. Healing a Contaminated Puddle to full health before it merges back into the central pool will cause it to become Purified, and remove one unit of Corruption upon reaching Immerseus.
        • Congealing - The speed of the Contaminated Puddle wanes as it increases in health.
        • Purified Residue - Upon reaching full health, a Contaminated Puddle released Purified Residue, restoring 25% mana to allies within 10 yards and increasing healing done by 75%. Stacks.
      • Erupting Sha - When any Puddle reaches Immerseus, it triggers Erupting Sha, which inflicts 75,000 Shadow damage to all players.
      • Erupting Water - When a Purified Puddle reaches Immerseus, it triggers Erupting Water, which inflicts 30,000 Frost damage to all players.
      • Sha Pool - The Sha Pool grows over time, inflicting at least 3,000 Shadow damage over 1 sec to enemies who touch it, stacking and increasing rapidly in damage proportional to the number of stacks. Touching the Sha Pool causes it to shrink, whereas it will expand whenever any Puddle reaches it.
      • Seeping Sha - Coming into contact the Seeping Sha that surrounds Immerseus inflicts 100,000 Shadow damage and knocks players back.

    The Fallen Protectors
    • Desperate Measures - Upon reaching 66% and 33% remaining health, Rook Stonetoe, He Softfoot, and Sun Tenderheart call upon the spirits of their fallen allies to aid them in battle.
    • Rook Stonetoe -
      • Desperate Measures - Rook Stonetoe calls upon the spirits of his closest friends, which form Embodied Misery, Embodied Sorrow, and Embodied Gloom. These spirits continue their attacks against players until all three are slain.
        • Corruption Shock - Embodied Gloom hurls a bolt of corrupted lightning at an enemy's location, inflicting 200,000 Nature damage to all enemies within 4 yards.
        • Defiled Ground - Embodied Misery smashes the ground with fervor, inflicting 350,000 Physical damage to enemies within 7 yards of the current target. This column burns into the ground, inflicting 100,000 Shadow damage every second to enemies within 7 yards.
        • Inferno Blast - Embodied Sorrow inflicts massive Fire damage at his highest threat target, dividing 1,200,000 damage among targets within 9 yards. In Heroic Difficulty, secondary targets are afflicted with Residual Burn, taking 500% increased damage from Inferno Strike for until cancelled.
      • Vengeful Strikes - Rook Stonetoe enters an offensive stance, stunning his target and inflicting 34% weapon damage in a frontal cone twice per second for 3 sec.
      • Corrupted Brew - Rook Stonetoe hurls a keg of Corrupted Brew at a distant target, inflicting 125,000 Shadow damage to enemies within 5 yards and slowing targets hit by 50% for 15 sec.
      • Clash - Rook Stonetoe clashes against an enemy, charging each other and meeting halfway. Rook Stonetoe then immediately begins to perform Corruption Kick.
        • Corruption Kick - Rook Stonetoe spins rapidly in a circle, rooting himself inflicting 150,000 Physical damage around the caster every second for 4 sec. Additionally damages nearby targets, inflicting 75,000 Shadow damage every second for 9 sec.
    • He Softfoot -
      • Desperate Measures - He Softfoot calls upon the spirit of his brother, forming Embodied Anglish, a manifestation that fixates upon the raid member who has the Mark of Anguish. This spirit continues to attack players until it is slain.
        • Mark of Anguish - Mark of Anguish periodically inflicts 50,000 Shadow damage every second and roots the target. The Marked player gains the ability to transfer the Mark to another friendly player. Embodied Angush's gaze moves to a random target upon killing his current target.
        • Lingering Anguish - Embodied Anguish's attacks inflict Lingering Anguish, increasing damage taken by Mark of Anguish by 35%. This effect stacks. A stack of Lingering Anguish is applied to all raid members when Mark of Anguish is passed to another player.
      • Garrote - Traveling through the shadows, He Softfoot Garrotes the target, inflicting 80,000 Physical damage every 2 sec.
      • Gouge - He Softfoot attempts to gouge the eyes of his target, incapacitating them for 6 sec and fixating on a random target until taunted. If the target is facing away, Gouge will instead knock them away a short distance.
      • Master Poisoner - He Softfoot is a Master Poisoner and occasionally coats his weapons with various types of poisons. In Heroic Difficulty, Master Poisoner abilities also take effect when using Garrote or Fixate.
        • Noxious Poison - He Softfoot coats his weapon in a Noxious Poison, causing successful melee attacks to create pools of poison on the ground, inflicting 75,000 Nature damage every second. These pools may be jumped over.
        • Instant Poison - He Softfoot coats his weapon in an Instant Poison, causing successful melee attacks to inflict 75,000 additional Nature damage.
    • Sun Tenderheart
      • Desperate Measures - Sun Tenderheart calls upon the spirits of her protectors, forming Embodied Despair and Embodied Desperation. These spirits continue their attacks against players until both are slain.
        • Dark Meditation - Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every half second. Players take 35% less damage when inside her Meditative Field. Players at a distance greater than 40 yards take increased damage.
          • Meditative Field - Players take 35% less damage when inside the Meditative Field.
        • Manifest Emotions - Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by Manifest Emotions will also be suffered by the creature that spawned them.
        • Meditation Spike - Fires a bolt of dark energy that inflicts 300,000 Shadow damage upon impact to enemies within 6 yards.
      • Sha Sear - Causes an explosion of Shadow magic around the target, inflicting increasing Shadow damage every second to all enemies within 5 yards around the target.
      • Shadow Word: Bane - Expels a word of misery upon multiple targets, inflicting 100,000 Shadow damage every 3 sec for 18 sec. Each time this effect deals damage, it will jump to an additional target, up to a total of 3 times.
      • Calamity - Calls forth a great Calamity, striking all players for 30% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets. Calamity increases in magnitude by an additional 10% of maximum health each addtional time it is cast.
    • Bond of the Golden Lotus - Rook Stonetoe, He Softfoot, and Sun Tenderheart share a spiritual bond, linking their fates to each other. Upon reaching 1% health, each of them will begin to cast Bond of the Golden Lotus if any of the other Protectors are still in combat, restoring 20% of maximum heath upon completion. Bringing all three Protectors to 1% health simultaneously will restore clarity to their clouded minds.

    Norushen
    • Overview - When the fight begins, Norushen seals all players inside a Quarantine Zone and extracts a portion of each player's corruption to form an Amalgam of Corruption. Players must purge their personal level of Corruption in order to inflict full damage to the Amalgam. To do so, players can interact with the nodes of Purifying Light spawned around the room to Look Within. When Looking Within, players disappear to their own personal dimension and must face a role-specific challenge. Success will Purify the player and allow them to inflict full damage to the Amalgam. If the Amalgam isn't defeated within until cancelled, the Quarantine Zone will initiate its safeguards, slaying all within its confines.
      • Corruption - Players start the encounter with 75 points of Corruption. While at this level of Corruption they will inflict 90% less damage to the Amalgam of Corruption. When players reach 0 points of Corruption remaining, they become Purified and will inflict normal damage to the Amalgam.
      • Purified - Players who reach 0 Corruption become Purified.
    • Amalgam of Corruption - The Amalgam of Corruption employs the following abilities:
      • Unchecked Corruption - The Amalgam unleashes a massive pulse of Unchecked Corruption that reacts with all active Residual Corruptions. For every Residual Corruption that explodes, each player suffers up to 400,000 Shadow damage. This damage decreases the further away the victim is from the source of the explosion. If Unchecked Corruption fails to activate any pools of Residual Corruption the Quarantine Zone will respond by killing all lifeforms within its confines. In Heroic Difficulty, all Residual Corruption pools that are activated in this way will become pools of Fading Corruption. In Normal and Raid Finder Difficulties all Residual Corruption pools that are activated in this way will dissappear.
      • Unleashed Anger - The Amalgam slashes at their current tank target, inflicting 140% weapon damage as Physical damage.
      • Blind Hatred - The Amalgam creates a zone of corruption that extends outward and slowly turns in place. All players caught in the path of the corruption suffer 100,000 Shadow damage every second.
      • Fusion - Every Expelled Corruption or Unleashed Framgent of Corrutpion that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 5% for 15 sec.
      • Despair - The Amalgam of Corruption will banish his current Tank target if they are not yet Purified. This forces the victim to Look Within.
    • Look Within - Players can interact with Purifying Light to Look Within. Doing so transports the player to their own realm where they face a personal challenge based on their role. Successfully completing the challenge will return the player to the normal realm with zero corruption.
      • Test of Serenity - Players of the DPS role face the Test of Serenity. To complete this challenge players must defeat the elements of corruption present: Manifestation of Corruption / Essences of Corruption / Fragments of Corruption
        Whenever one of these elements of corruption is defeated, it will be unleashed into the normal realm. Failure to complete the challenge will unleash all remaining elements of corruption to the normal realm at once.
        • Manifestation of Corruption - Manifestations of Corruption chase down their enemies and strike at them with Tear Reality.
          • Tear Reality - Inflicts 0 Shadow damage to all enemies in a cone in front of the caster.
        • Essence of Corruption - Essences of Corruption do not move; but instead Expel Corruption at their enemies to attack them from afar.
          • Expel Corruption - The caster expels of a ball of corrupted energies ouwtard in a straight line. Anyone caught in the ball's path suffer 150,000 Shadow damage.
        • Fragment of Corruption - Fragments of Corruption spawn in groups and attack players with physical attacks.
      • Test of Reliance - Players of the Healer role face the Test of Reliance. To complete this challenge, players must defeat the elements of corruption present: Greater Corruption / Major Corruption / Lesser Corruption
        Healers are aided by several allies while Looking Within. Failure to complete the challenge will unleash all remaining elements of corruption to the normal realm at once.
        • Greater Corruption - Greater Corruption will Strike Behind themselves and leave a Lingering Corruption on random targets during the test.
          • Strike Behind - All targets behind the caster suffer Physical damage and are knocked back.
          • Lingering Corruption - Inflicts 50,000 Shadow damage every second.
        • Major Corruption - Major Corruption fire at their enemies from afar by Expelling Corruption.
          • Expel Corruption - The caster expels of a ball of corrupted energies ouwtard in a straight line. The first target caught in the ball's path suffer 150,000 Shadow damage.
        • Lesser Corruption - Lesser Corruptions rush at a random target and explode in a Burst of Corruption.
          • Burst of Corruption - All enemies within 15 yards suffer 100,000 Shadow damage.
      • Test of Confidence - Players of the Tank role face the Test of Confidence. To complete this challenge, the tank must survive for 60 sec against a Titanic Corruption. Success returns the player to the normal realm with zero corruption.
        • Titanic Corruption - The Titanic Corruption employs the following abilities:
          • Titanic Smash - Inflicts 500,000 Shadow damage to anyone in a cone in front of the caster.
          • Corruption - Every successful strike received from the Titanic Corruption inflicts the victim with a stack of Corruption, inflicting 10,000 Shadow damage per application every second.
          • Hurl Corruption - The caster hurls a ball of corruption at their target for 300,000 Shadow damage.
          • Burst of Corruption - Inflicts 100,000 Shadow damage to all enemies.
          • Piercing Corruption - Inflicts 100,000 Physical damage to the target. This attack cannot be absorbed.
    • Unleashed Corruption - Whenever players successfully defeat an element of corruption during the Test of Serenity it will be unleashed in the normal realm.
      • Unleashed Manifestation of Corruption - Unleashed Manifestations of Corruption continue to Tear Reality and will leave a pool of Residual Corruption upon dying.
        • Tear Reality - Inflicts Shadow damage to all enemies in a cone in front of the caster.
        • Residual Corruption - Inflicts 150,000 Shadow damage every second the player remains in the area. When the Amalgam of Corruption casts Unchecked Corruption this pool will explode for Shadow damage and become a pool of Fading Corruption.
          • Fading Corruption - Inflicts 150,000 Shadow damage every second the player remains in the area. Fading Corruption does not react to Unchecked Corruption.
      • Unleashed Essence of Corruption - Unleashed Essences of Corruption will continue to Expel Corruption; but will always fire toward the Amalgam of Corruption.
        • Expel Corruption - A ball of corrupted energy travels outward from the caster, inflicting 150,000 Shadow damage to the first enemy in its path or Fusing with the Amalgam of Corruption.
          • Fusion - Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 5% for 15 sec.
      • Unleashed Fragment of Corruption - Unleashed Fragments of Corruption rush toward the Amalgam of Corruption in an attempt to Fuse with it.
        • Fusion - Every Unleashed Framgent of Corrutpion that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 5% for 15 sec.

    Sha of Pride
    • Pride - Players start the encounter with 0 points of Pride. Whenever hit by an ability from the Sha of Pride or one of its minions, players gain 5 Pride. As a player's Pride increases to 25, 50, 75 and 100, Swelling Pride will inflict additional effects on that player.
    • Gift of the Titans - Norushen gifts players with immunity to Pride. In addition, if all players with Gift of the Titans are within 5 yards of each other, they gain Power of the Titans.
      • Power of the Titans - If all players with Gift of the Titans stand within 5 yards of each other, they gain Power of the Titans. Power of the Titans increases haste and all damage and healing done by 25%.
    • Swelling Pride - When the Sha of Pride reaches 100 energy, it releases a wave of dark energy, inflicting 350,000 Shadow damage to all players, giving them 5 Pride. In addition, Swelling Pride will trigger a secondary effect on any player with 25 or more Pride.
      • Bursting Pride - When Swelling Pride hits a player that has 25 to 49 Pride, a mass of Sha corruption is created at their location. After 3 seconds, the corruption explodes, inflicting 250,000 Shadow damage to all players within 5 yards. Any player damage by this explosion gains 5 Pride.
      • Projection - When Swelling Pride hits a player that has 50 to 74 Pride, they create a projection 15 yards from their current location. Projections explode after 8 seconds, inflicting 150,000 Shadow damage to all players, unless the projection's creator is standing within it. Any player damage by a projection's explosion gains 5 Pride.
      • Banishment -
        • Orb of Light
      • Overcome
    • Mark of Arrogance -
    • Wounded Pride
    • Manifestation of Pride
      • Mocking Blast -
      • Ego Boost
      • Last Word
    • Self Reflection
      • Reflection of Pride
    • Corrupted Prison -
    • Reaching Attack - The Sha of Pride strikes at a distant target, inflicting 50% of weapon damage as Shadow and increasing Shadow damage taken by 25% for 8 sec. The Sha uses this ability when no targets are in melee range.
    • Unleashed

    Galakras

    Iron Juggernaut
    • Pressing the Attack: Assault Mode - The Iron Juggernaut is freely mobile while in Assault mode.
      • Borer Drill - The Iron Juggernaut bores its drill arm into the ground, causing the earth to crack and shatter. This effect ripples out into many directions, inflicting 90,000 Physical damage to those caught within its effect.
      • Scatter Laser - The Iron Juggernaut's tail-mounted laser fires erratically at random players, inflicting 250,000 Fire damage.
      • Mortar Cannon - The Iron Juggernaut's top cannon launches shrapnel and explosives at a random player, inflicting 250,000 Fire damage to enemies within 8 yards of the blast.
      • Crawler Mines - The Iron Juggernaut releases several Crawler Mines that scurry in the direction of random players, burying themselves partially into the ground. Once they burrow, they begin a detonation sequence. At the end of the sequence, they will detonate for 500,000 Physical damage to all players. A particularly brave player may stomp a burrowed Mine into the ground, stifling the explosion but causing a localized detonation at their feet. This explosion inflicts 850,000 Physical damage and knocks the player high into the air.
      • Ricochet - The Iron Juggernaut launches the sawblade from its arm, causing 500,000 Physical damage to players that come into contact with the blade as it whirls and ricochets from player to player.
      • Flame Vents - The Iron Juggernaut emits flame from its frontal vents, inflicting 800,000 Fire damage in a frontal cone. This effect applies Melt Armor, which reduces armor by 20% sears the target's flesh for for 60,000 damage every 1 second. This effect stacks.
    • Breaking the Defense: Siege Mode - The Iron Juggernaut plants itself in its current position, boring deep into the ground. It will no longer focus on a single target. During Siege mode, the Iron Juggernaut releases crawler mines at an increased rate.
      • Seismic Activity - The Iron Juggernaut's drills deep into the earth, causing a violent earthquake. This earthquake inflicts 50,000 Nature damage every 1 second to all players. The seismic activity causes intermittent Shock Pulses.
        • Shock Pulse - Shock Pulse causes a wave of force that knocks players back significantly.
      • Demolisher Cannons - The shoulder-mounted turrets of the Iron Juggernaut fire high into the sky over random players, inflicting 100,000 Fire damage to players within 6 yards of each blast.
      • Cutter Laser - The Iron Juggernaut's tail cannon now focuses on random players, tracing the ground as it chases each target. The laser inflicts 200,000 Fire damage every 1 sec to players with which it comes into contact.
      • Explosive Tar - The Iron Juggernaut spews tar in all directions. Standing in tar deals 20,000 Nature damage every 1 second and reduces movement speed by 30%. If a tar puddle comes into contact with the flames of the cutter laser, the puddle will explode, inflicting 500,000 Fire damage to all players.
      • Mortar Barrage - The Iron Juggernaut's top cannon rapidly fires numerous Mortar Blasts towards one of the Iron Juggernaut's sides, dealing 350,000 Fire damage to players within 15 yards of each blast.

    Kor'kron Dark Shaman
    • Spirit Link - Damage dealt is shared between Earthbreaker Haromm and Wavebinder Kardris.
    • Bloodlust - When the Dark Shaman reach 30% health remaining, they will go into a blood frenzy, incresing all damage dealt by 30% and haste by 30%.
    • Darkfang and Bloodclaw - The riding wolves of the Dark Shaman, Darkfang and Bloodclaw will visciously defend their masters.
      • Swipe - Inflicts 200,000 Physical damage to targets in a 5-yard cone in front of the caster.
      • Rend - Visciously rends a player, causing them to bleed for 20,000 Physical damage every 1 sec. for 15 sec. This effect stacks.
    • Totems - The Dark Shaman will drop Totems during the fight that grant them new abilities.
      • Poisonmist Totem - Poisonmist Totem grants Earthbreaker Haromm the Toxic Mist ability, and grants Wavebinder Kardris the Toxic Storm ability. The Dark Shaman drop Poisonmist Totems upon reaching 90% health.
      • Foulstream Totem - Foulstream Totem grants Earthbreaker Haromm the Foul Stream ability, and grants Wavebinder Kardris the Foul Geyser ability. The Dark Shaman drop Foulstream Totems upon reaching 80% health.
      • Ashflare Totem - Ashflare Totem grants Earthbreaker Haromm the Ashen Wall ability, and grants Wavebinder Kardris the Falling Ash ability. The Dark Shaman drop AshflareTotems upon reaching 70% health.
      • Rusted Iron Totem - Rusted Iron Totem grants Earthbreaker Haromm the Iron Tomb ability, and grants Wavebinder Kardris the Iron Prison ability. The Dark Shaman drop Rusted Iron Totems upon reaching 60% health.
    • Earthbreaker Haromm
      • Darkstorm Strike - Strikes a player with charged weapons, inflicting 200,000 Nature damage and causing the player to take 100% additional Nature damage for 60 sec.
      • Toxic Mist - Injects several players with a toxic mist, inflicting 150,000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.
        • Toxicity - Increases Nature damage taken by 10% per stack.
      • Foul Stream - A stream of foul liquid inflicts 300,000 Nature damage to all enemies on a line. This ability is granted by Foulstream Totem.
      • Ashen Wall - Summons a line of stationary Ash Elementals that will attack any nearby enemies. This ability is granted by Ashflare Totem.
      • Iron Tomb - Inflicts 500,000 Physical damage to players within 3 yards and creates an Iron Tomb. This ability is granted by Rusted Iron Totem.
    • Wavebinder Kardris
      • Darkstorm Bolt - Fires a bolt of ionized lightning, inflicting 600,000 Nature damage.
      • Toxic Storm - Summons a powerful toxic storm that inflicts 200,000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 1.5 min. This ability is granted by Poisonmist Totem.
        • Toxic Tornado - Toxic winds inflict 200,000 Nature damage to players within 5 yards every 1 sec. and knock them up.
      • Foul Geyser - Conjure foul water that inflicts 300,000 Nature damage to players within 4 yards every 0.5 sec. for 8 sec. Each splash creates a Foul Slime. This ability is granted by Foulstream Totem.
        • Foul Slime - Foul Slimes are coated in Foulness.
          • Foulness - Inflicts 100,000 Nature damage to players within 3 yards every 1 sec.
      • Falling Ash - Summons a core of smouldering ash that will fall over 30 sec. Inflicts 999,999 Fire damage to players within 10 yards and 200,000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.
      • Iron Prison - Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 60 sec. This ability is granted by Rusted Iron Totem.

    General Nazgrim
    • Sundering Blow - A powerful strike inflicts 600,000 Physical damage and sunders the target's armor, reducing armor by 10% for 60 sec. Generates 5 Rage plus 5 additional Rage per stack of Sundering Blow on the target.
    • Bonecracker - Fling a heavy mace at a player to crack their bones, reducing maximum health by 50% and causing the player to bleed for 40,000 Physical damage every 1 sec for 30 sec.
    • Execute - Executes a player for 120% of their maximum health. This attack pierces immunities and cannot be dodged, blocked, or parried.
    • Stances - General Nazgrim will take on various stances during the battle.
      • Battle Stance - A balanced stance that generates 1 Rage every 1 sec.
      • Berserker Stance - A wild stance that increases damage dealt by 25%, damage taken by 25%, and Rage generated by 100%.
      • Defensive Stance - A defensive stance that reduces damage taken by 25%, deflects all ranged attacks and spells from the front, and grants 5 Rage when struck. Attacks by players affected by Sundering Blow do not cause Nazgrim to generate Rage.
    • Rage - Several of General Nazgrim's abilities require Rage to use. General Nazgrim will gain Rage from various abilities used during the battle. General Nazgrim prefers to use the ability with the highest Rage cost.
      • Heroic Shockwave - Leaps at a player, inflicts 300,000 Physical damage within 10 yards of the impact location and causing three Aftershocks. Costs 30 Rage.
        • Aftershock - The ground cracks between General Nazgrim's impact location and the location a player target. After several seconds, the cracks will erupt, inflicting 400,000 Fire damage to players within the Aftershock and granting General Nazgrim 3 Rage for each player struck.
      • Kor'kron Banner - Places a banner that causes allies' attacks to generate 3 Rage for General Nazgrim. Costs 50 Rage.
      • Ravager - Throw a whirling blade that will last for the duration of the battle. The Ravager inflicts 400,000 Physical damage to enemies within 6 yards every 1 sec, granting General Nazgrim 3 Rage for each enemy struck. Costs 70 Rage.
      • War Song - Unleash a hellish scream, inflicting 75% of maximum health as Physical damage to all players. Costs 100 Rage.
      • Cooling Off - After using an ability that costs Rage, General Nazgrim must cool off for 15 sec. During this time, General Nazgrim cannot use abilities that cost Rage.
    • Kor'kron Forces - General Nazgrim will call for the aid of his forces during the battle. At 10% health, General Nazgrim will call in an additional wave of forces.
      • Orgrimmar Faithful - General Nazgrim begins the battle with a contingent of loyalist Orgrimmar grunts.
      • Kor'kron Ironblade - Kor'kron Ironblades wield a fierce two-handed blade.
        • Ironstorm - Whirl around in a storm of iron, inflicting 200,000 Physical damage to players within 7 yards every 1 sec. for 60 sec.
        • Last Stand - Increases maximum health by 25%. Kor'kron Ironblades will use Last Stand when brought below 25% health.
      • Kor'kron Arcweaver - Kor'kron Arcweavers have mastered the arcane arts.
        • Arcane Shock - Shock a target, inflicting 150,000 Arcane damage and increasing Arcane damage dealt by the caster by 25% for 10 sec. Stacks up to 99 times.
        • Magistrike - Calls down a burst of Arcane energy, inflicting 150,000 Arcane damage instantly and 30,000 Arcane damage every 1 sec. for 20 sec to enemies within 8 yards.
        • Unstable Blink - Teleport 1-2 times in a random direction.
      • Kor'kron Assassin - Kor'kron Assassins strike from the shadows at the enemy's weakest targets.
        • Stealth - Kor'kron Assassins begin the battle in stealth. Slows movement speed by 50%.
        • Backstab - Inflicts 500,000 Physical damage to a player, but only if attacking from behind.
        • Assassin's Mark - Kor'kron Assassins will fixate on a non-tank target.
      • Kor'kron Warshaman - Kor'kron Warshaman specialize in aiding their allies.
        • Earth Shield - Protects the target with an earthen shield that heals the shielded target for 5% of maximum health when damage is taken.
        • Empowered Chain Heal - Heals an ally for 10% of their maximum health and jumps to a nearby ally, increasing healing by 50% per jump. Affects 5 total targets.
        • Healing Tide Totem - Summons a totem that heals allies within 8 yards for 30% of their maximum health every 3 sec.
      • Kor'kron Sniper -
        • Hunter's Mark - Kor'kron Snipers will fixate on a non-tank target.
        • Shoot - Shoots a player, inflicting 100% weapon damage.
        • Multi-Shot - Fire a volley of arrows, inflicting 300,000 Physical damage to enemies within a 40-yard cone.

    Malkorok
    • Ancient Miasma - An Ancient Miasma fills the room, absorbing all healing received but creating an Ancient Barrier that absorbs damage equal to the amount of healing absorbed, up to a cap of 100% of maximum health. In addition, the Miasma inflicts 30,000 Shadow damage every 2 sec.
      • Ancient Barrier - Whenever Ancient Miasma absorbs healing it creates an Ancient Barrier on the player, absorbing damage equal to the amount of healing absorbed. The damage absorbed from Ancient Barrier cannot be greater than 100% of the player's maximum health. This effect is able to absorb damage taken from falling.
      • Essence of Y'Shaarj - The Ancient Miasma forms 3 orbs of corruption every 3 seconds that persist for the remaininder of the fight. If a player comes into contact with an orb, it is consumed, removing Ancient Barrier and inflicting 300,000 Shadow damage to them. If Malkorok comes into contact with an orb, he also consumes it, healing him for 5% of his health and generating 5 Rage. In 25-player mode, 6 orbs of corruption are created every 3 sec.
    • Endless Rage - Whenever Malkorok inflicts damage that causes a player to lose health, he gains Rage proportional to the amount of health lost. When Malkorok reaches 100 Rage, he absorbs the Ancient Miasma and enters a Blood Rage.
      • Blood Rage - When Malkorok reaches 100 Rage, he enters a Blood Rage, causing each melee attack to inflict 3,500,000 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 Rage every second and ends when he no longer has any Rage. When Blood Rage expires, Malkorok expels the Ancient Miasma from his body.
      • Displaced Energy - While in a Blood Rage, energy arcs off of Malkorok's body, afflicting players with Displaced Energy. This effect inflicts 250,000 Shadow damage every 3 sec for 9 sec. When Displaced Energy expires, the energy explodes outward, inflicting 450,000 Shadow damage to all allies within 8 yards who are not afflicted with Displaced Energy. In Heroic Difficulty, Displaced Energy roots the target in place.
      • Relentless Assault - When Blood Rage expires, Malkorok gains Relentless Assault, increasing all damage done by 35%. This effect stacks.
    • Might of the Kor'kron
      • Arcing Smash - Malkorok faces a random player and unleashes a devastating overhead attack, inflicting 500,000 Physical damage to all players within a 0 yard cone in front of him.
      • Seismic Slam - Malkorok slams the ground, inflicting 350 Physical damage in a 5-yard radius around a random player, knocking all injured targets into the air.
        • Living Corruption - Seismic Slam causes Living Corruption to ooze out of the ground and attack players.
          • Languish - Living Corruption weakens all players within 8 yards of them, reducing movement speed and spell casting speed by 75%.
      • Breath of Y'Shaarj - Malkorok channels the power of Y'Shaarj, causing the areas recently hit by Arcing Smash and Seismic Slam to explode, inflicting 1,200,000 Shadow damage.
      • Imploding Energy - Malkorok's corruption opens 3 tears of dark energy that inflict 800,000 Shadow damage to all players within 5 yards after 3 sec. If the implosion of energy does not hit a player, it instead inflicts 800,000 Shadow damage to all players. In 25-player mode, Malkorok opens 8 tears with each cast.
      • Fatal Strike - Malkorok viciously assaults his target, inflicting 1,000,000 Physical damage and increasing all damage dealt and received by 35% for 30 sec. This attack cannot be blocked, dodged or parried.
      • Eradicate - Malkorok kills all players if he is not defeated within 12 minutes.

    Spoils of Pandaria

    Thok the Bloodthirsty
    • Stage 1: A Cry in the Darkness
      • Fearsome Roar - Thok's bellowing roar inflicts 400,000 Physical damage in a frontal cone. The roar incites terror in players' hearts, causing them to take 100% more damage per stack.
      • Deafening Screech - Upon reaching full energy, Thok lets loose a shrill cry, inflicting 400,000 Physical damage to all enemies and interrupting spellcasts. Every time Thok Screeches, the rate of his energy regeneration is increased.
      • Tail Lash - Thok's mighty tail whips about, striking all enemies behind the caster, inflicting 200,000 Physical damage and stunning them for 2 sec.
      • Shock Blast - Electricity arcs and snaps around Thok's shock collar, inflicting 150,000 Nature damage to random enemies.
      • Bloodied - When players fall beneath 50% health, Thok the Bloodthirsty can smell their blood. If 5 or more players who are Bloodied are within 10 yards of one another, the scent of blood becomes overwhelming and Thok enters a frenzy for blood.
    • Stage 2: Frenzy for Blood! - The excessive scent of blood sends Thok into a frenzy for blood!
      • Fixate - Thok becomes unable to be tanked, and will fixate on random players who are Bloodied.
      • Blood Frenzy - Any enemies who are caught within reach of Thok's terrible maw are devoured instantly. Thok gradually gains speed during Blood Frenzy.
      • Kor'kron Jailer - Thok's mighty roar when he enters a Blood Frenzy attracts the attention of a nearby jailer. Upon defeating him, you may obtain a prison key that can unlock one of the nearby cells containing Garrosh's prisoners.
    • Prisoners of War - Garrosh has taken prisoners during his Pandaria campaign, and they remain trapped in cages alongside the beasts, hoping for freedom.
      • Akolik - Akolik and a band of his Skumblade have been taken captive by Garrosh. When freed, Akolik will bestow the blessing of Kros to to nearby units.
        • An Infusion of Acid - Once Akolik draws Thok's attention, the mighty dinosaur will devour him and absorb the acidic powers of the saurok. This will end Thok's Blood Frenzy.
          • Acid Breath - Thok's Fearsome Roar is replaced by Acid Breath. Acid Breath inflicts 400,000 Nature damage in a frontal cone. The acid coats the armor of affected players, reducing its effectiveness by 20% per stack.
          • Corrosive Blood - A corrosive poison seeps from every one of Thok's pores. This toxin inflicts 150,000 Nature damage initially, and then 7,500 Nature damage every 2 sec for 30 sec.
      • Waterspeaker Gorai - Waterspeaker Gorai and some denizens of Inkgill Mere have been taken captive by Garrosh. When freed, Waterspeaker Gorai will command his units to aid you, and he will heal the wounds of random players.
        • An Infusion of Frost - Once Gorai draws Thok's attention, the mighty dinosaur will devour him and absorb the watery powers of the jinyu. This will end Thok's Blood Frenzy.
          • Freezing Breath - Thok's Fearsome Roar is replaced by Freezing Breath. Freezing Breath inflicts 400,000 Frost damage in a frontal cone and coats players in frost. After 5 stacks, the target will be frozen in a tomb of ice.
          • Icy Blood - Thok's skin freezes and cracks, spurting plumes of ice from within. Icy Blood inflicts 400,000 Frost damage to random enemies and coats enemies in ice for 30 sec. Upon reaching 5 stacks of the debuff, a player becomes frozen in a tomb of ice.
      • Warmaster Montak - Warmaster Montak and his firesworn have been taken captive by Garrosh. When freed, nearby units will have their weapons set ablaze, giving them a chance to cause additional Fire damage on successful attacks.
        • An Infusion of Flame - Once Montak draws Thok's attention, the mighty dinosaur will devour him and absorb the fiery powers of the yaungol. This will end Thok's Blood Frenzy.
          • Scorching Breath - Thok's Fearsome Roar is replaced by Scorching Breath. Scorching Breath inflicts inflicts 400,000 Fire damage in a frontal cone. The flames sear enemy flesh, causing 75,000 Fire damage every 2 seconds.
          • Burning Blood - Thok's skin becomes coated in a sheen of incendiary oil, inflicting 150,000 Fire damage to random enemies and leaving a puddle of flame beneath their feet.

    Siegecrafter Blackfuse
    • Siegecrafter Blackfuse
      • Launch Sawblade - Siegecrafter Blackfuse launches a magnetized sawblade at a random player. The sawblade will hover in place until it is removed by an Activated Electromagnet.
        • Serrated Slash - Sawblades inflict 500,000 Physical damage to any players or Automated Shredders with which they come into contact, knocking back any affected players.
      • Protective Frenzy - When one of his creations is destroyed, Siegecrafter Blackfuse enters a frenzy, increasing his attack speed by 100% and damage done by 50% for 10 sec.
      • Electrostatic Charge - Siegecrafter Blackfuse charges his target with static electricity, inflicting 250,000 Nature damage.
        Electrostatic Charge also leaves a lingering effect increasing the damage taken from Electrostatic Charge by 100% increasing damage dealt to targets with Reactive Armor by 1,000%. This effect stacks up to 10 times.
      • Automatic Repair Beam - Siegecrafter Blackfuse's suit is fitted with an Automatic Repair Beam, which will detect any damaged Automated Shredders within 35 yards, and heal them for 5% of their maximum health every 3 sec.
    • Automated Shredders - Siegecrafter Blackfuse will periodically call in Automated Shredders to join the fight.
      • Reactive Armor - Automated Shredders have been retrofitted with Reactive Armor, reducing damage taken by 90%. Automated Shredders can also be damaged by Serrated Slash, Shockwave Missile, Detonate! and Superheated.
      • Death from Above - The Automated Shredder propels itself into the air and then slams back into the ground, dealing 475,000 damage to players within 15 yards of the point of impact. After landing, the Shredder is stunned and takes 300% additional damage for 5 sec.
      • Overload - The Automated Shredder will periodically cast Overload, dealing 200,000 damage to raid members not currently on the conveyor belt, and increasing its damage dealt by 10%.
    • The Assembly Line - Periodically, Siegecrafter Blackfuse will initiate fabrication of a set of weapons on the assembly line in his workshop. Disassembled weapons are brought in via conveyor belts along the northwest side of his room. They then pass through an assembly machine on the northeast wall of his room. Finally, they emerge completed on conveyor belts along the southeast wall of his room, where they attack players. Players can use Transport Pipes to reach the conveyor belt along the northwest side of his room, where they can attack and destroy the disassembled weapons. After players destroy a weapon, the remaining weapons become shielded and cannot be damaged.
      • Transport Pipes - Transport Pipes line the western edge of Siegecrafter Blackfuse's workshop. Players can jump into these pipes to reach the conveyor belt along the northwest side of the workshop.
        • Pattern Recognition - After using the transport pipes to reach the conveyor belt, the assembly line recognizes a player's biological signature and will reject further attempts to use them for 60 sec.
        • Matter Purification Beam - Matter Purification Beams line the platform, inflicting 9,999,999 Fire damage to any players that come into contact with them.
      • Shockwave Missile Turret
        • Shockwave Missile - The Shockwave Missile turret launches a drill-tipped Shockwave Missile into the ground, sending a barrage of drills that ripple out from the impact location and create rings of seismic energy. Each ring of seismic energy inflicts 385,000 Nature damage to all players caught within it.
      • Laser Turret - When activated, Siegecrafter Blackfuse's Laser Turrets fire a beam of energy that tracks a player, leaving behind patches of superheated ground for 60 sec.
        • Superheated - The ground hit by a Laser Turret's beam burns any players or Automated Shredders who step on it, inflicting 75,000 Fire damage each second for 10 sec. This effect stacks every second that a player or Automated Shredded remains on superheated ground, and can stack up to 50 times.
      • Electromagnet
        • Magnetic Crush - When activated, the electromagnet will begin to magnetically crush all players on the platform, inflicting 75,000 Physical damage each second and pulling them towards the electromagnet. The force of the electromagnet will also pull all sawblades on the platform towards it and off the platform, causing them to damage any enemies or Automated Shredders in the path of the blades.
      • Crawler Mine - Assembled Crawler Mines leap down from the conveyor belt, fixating on a random player.
        • Detonate! - When a Crawler Mine reaches its target, or after a Major Malfunction, it will self-destruct, inflicting 275,000 Fire damage to players within 300 yards and knocking them into the air.
        • Break-in Period - Crawler mines are vulnerable to roots, snares and stuns for 60 sec after joining the battle.
        • Ready to Go! - After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases.

    Paragons of the Klaxxi
    • Overview - Three Klaxxi Paragons join the fight at the beginning of the encounter. You will only face three Klaxxi Paragons at any time. The order in which Klaxxi Paragons will join the fight changes each week; but remains the same for the duration of the raid week. Any time a Klaxxi Paragon is defeated, any other active Paragons will heal to full and gain Paragon's Purpose. Defeating a Klaxxi Paragon causes the next Klaxxi Paragon to join the fight. You can tell which Klaxxi Paragons will join the fight next by looking for which ones are Ready to Fight. Defeated Klaxxi Paragons can be interacted with, one time, to steal that Paragon's abilities.
      • Paragon's Purpose - Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.
      • Ready to Fight - Klaxxi Paragons with this aura on them will be the next to join the fight. Before the fight begins, three Klaxxi Paragons will have this aura. When the encounter begins all three of these Paragons join the encounter and one other Paragon will gain this aura to indicate that they will join the fight next. Everytime a new Klaxxi Paragon joins the fight, one of the inactive Klaxxi Paragons will gain this aura.
      • Power of the Paragons - After a Paragon has been defeated, one player may take the fallen Paragon's powers to use as their own. Only one player can take any one Paragon's power, and a player may only take a Paragon's power once during the encounter. Each Paragon's powers can only be acquired by particular class roles.
    • Kil'ruk the Wind-Reaver - Kil'ruk the Wind-Reaver uses three primary abilities: Exposed Veins / Gouge / Reave
      • Exposed Veins - Kil'ruk the Windreaver's sharp blades expose the blood vessels of his victims, making them more susceptible to the attacks of Xaril the Poisoned-Mind. All damage taken from Xaril the Poisoned-Mind is increased 10% for each application of Exposed Veins
      • Gouge - Kil'ruk the Wind-Reaver incapacitates his current tank target. This attack is followed immediately by Mutilate.
        • Mutilate - Kil'ruk the Windreaver lashes out with both of his weapons for a devastating attack.
      • Impact - Kil'ruk the Wind-Reaver leaps into the air over a random player and then crashes down. Kil'ruk inflicts 100 Physical damage to all enemies within 15 yards upon landing.
      • Death with Wings - Players of the damage dealer role may acquire this power. Activating this ability causes the caster to leap forward a fixed distance and inflict 0% weapon damage to all enemies within 10 yards of the impact.
    • Xaril the Poisoned-Mind - Xaril uses two primary abilities: Tenderizing Strikes / Catalyst
      In addition, Xaril will inject all players with a random toxin when he joins the fight.
      • Toxic Injection - When Xaril joins the encounter, he randomly injects all players with one of three different toxins: red, blue, or yellow.
      • Tenderizing Strikes - Xaril's dagger strikes tenderize the flesh of their victim. Any attacks received from Kil'ruk the Wind-Reaver will inflict 100% more damage for each application of Tenderizing Strikes.
      • Choose Catalyst - Xaril the Poisoned-Mind selects a catalyst at random and strikes all members of the raid with a toxin that matches the color of the catalyst. This catalyst causes all targets' toxins to react according to the type of toxin.
        • Catalytic Reaction: Red - When this toxin reacts to a red catalyst it explodes for 350,000 Fire damage to all players within 10 yards.
        • Catalytic Reaction: Blue - When this toxin reacts to a blue catalyst it explodes for 600,000 Frost damage divided among all players within 10 yards. In 10 Player Difficulty, the maximum number of targets that can split the damage is limited to 2. In 25 Player Difficulty the maximum number of targets that can split the damage is limited to 5.
        • Catalytic Reaction: Yellow - When this toxin reacts to a yellow catalyst it creates a cloud of Noxious Vapors for 30 sec. Player caught in the cloud suffer 300,000 Nature damage per second.
        • Catalytic Reaction: Purple - When either a blue toxin or a red toxin react to this catalyst, a ring of Fire explodes outward. Players do not see or need to react to the ring that forms at their own feet; but must avoid those rings that are created by their allies.
        • Catalytic Reaction: Orange - When either a yellow or red toxin react to this catalyst the victim will be force to run forward, leaving a trail of Canned Heat in their wake for 40 sec. Players stepping into the area suffer 250,000 Fire damage every second they remain in the area.
        • Catalytic Reaction: Green - When either a blue or yellow toxin reacts to this catalyst a small cloud of Eerie Fog will form and wander about randomly. Players who enter the area suffer 50,000 Nature damage per second while they remain in the area. Continuing to stand in the area Chills victims to the Bone, increasing the damage received from the Eerie Fog by 50% for 20 sec
      • Vast Apothecarial Knowledge - Players in the healer role may acquire this Paragon Power. When Apothecary: Knowledge is activated, all healing done for the next 10 sec will leave a Volatile Poultice on the target for an amount equal to the healing done. The next time the target is damaged, the Volatile Poultice releases the stored healing on the target.
    • Kaz'tik the Manipulator - Kaz'tik the Manipulator uses two primary abilities: Sonic Projection / Mesmerize. In addition, Kaz'tik will summon his Hungry Kunchongs when he joins the fight.
      • Hungry Kunchongs - These Hungry Kunchongs are summoned when Kaz'tik the Manipulator joins the fight.
        They have three primary abilities: Feed / Thick Shell / Devour Whole. In addition, a Hungry Kunchong that reaches 100 Energy will Molt.
        • Feed - When Kaz'tik the Manipulator Mesmerizes a player, a Hungry kunchong is selected to feed on the victim. While the Kunchong Feeds the victim suffers 0 Physical damage and the Kunchong gains 7 Energy each second. If the Kunchong suffers 30% of its total health in damage from the time it began to Feed on the victim, the Feeding will stop and the victim will be freed of the Mesmerize.
        • Devour Whole - Hungry Kunchongs will instantly kill any player who gets too close. The process energizes the Hungry Kunchong to full.
        • Thick Shell - When not in the process of Feeding, Hungry Kunchongs are immune to all damage.
        • Molt - A Hungry Kunchong that reaches full energy will Molt. The process transforms the Hungry Kunchong into a Mature Kunchong.
          • Mature Kunchong - Mature Kunchongs will ignore normal attempts to control them and attack any players nearby with their newly acquired ability: Swipe.
            • Swipe - The Mature Kunchong swings both of its massive pincers, inflicting 450,000 Physical damage to all targets in front of it.
      • Mesmerize - Kaz'tik selects a random member of the raid and forces them to walk toward one of his Hungry Kunchongs. If the victim is allowed to reach the Kunchong they will be Devoured Whole.
      • Sonic Projection - Kaz'tik selects a random member of the raid and fires a sonic wave in their direction. Player caught in the path of the wave suffer 250,000 Physical damage.
      • Dominant Mind - Players in the damage dealer role may acquire this power. When activated the player takes control of a Hungry Kunchong for 60 sec.
        In Normal and Raid Finder Difficulties, the Kunchong will perish when the control effect ends. In Heroic Difficulties, when the control ends the Kunchong will enrage, automatically Molting if it hasn't already done so, and attack players at random.
    • Korven the Prime - Korven the Prime uses two Primary abilities: Encase in Amber / Shield Bash
      • Encase in Amber - If Korven the Prime or any other active Paragon is below 50% health remaining Korven will Encase them in Amber for 10 sec. If the amber is not defeated within 10 sec the target will be restored to full health. This ability cannot be used more than once every 30 seconds.
      • Shield Bash - Korven the Prime slams his shield into his primary tank target, knocking them down and stunning them for 6 sec. The victim is defenseless for the duration. Immediately after using Shield Bash, Korven the Prime unleashes a Vicious Assault.
        • Vicious Assault - Korven the Prime follows up his Shield Bash with 6 different strikes at all targets in front of him. The first strike causes the victim to suffer 150,000 Physical damage every 3 seconds. Each successive strike inflicts greater and greater Physical damage.
      • Master of Amber - A player of the tank role can acquire this Paragon Power. When activated the caster Encases themself in Amber for 5 sec. While the amber holds the caster is immune to all damage.
    • Iyyokuk the Lucid - Iyyokuk the Lucid uses two primary abilities: Diminish / Insane Calculation. In addition, Iyyokuk the Lucid uses Calculate when he enters the fight.
      • Calculate - When Iyyokuk the Lucid enters the fight he perceives the general attributes of all players and notes the result of his calculations on each target.
        These calculations are noted with a shape, a color, and a number.
        Possible shapes are: Mantid / Sword / Staff / Sonic Ring / Amber
        Possible colors are: Red / Purple / Blue / Green / Yellow
        Possible Numbers Range from 1 to 5
      • Diminish - Iyyokuk uses his command of the arcane to alter the victim's health by 34% of its current value. If the target is below 25% of their maximum health they will die instantly.
      • Insane Calculation: Fiery Edge - Iyyokuk peers through the veil of his previous calculations and selects an initial target, then all other targets based on the initial target's criteria to spawn lines of fire between them. All targets and any victims caught in the lines between them suffer Fire damage per second. The damage decreases as the endpoints of the line get further away from one another. In Normal Difficulty, Iyyokuk selects all targets that match either of two of the initial target's criteria. In Heroic Difficulty, Iyyokuk selects all targets that match any of the initial target's three critera. In Raid Finder Difficulty, Iyyokuk selects all targets that match one of the intial target's criteria. In Heroic Difficulty, each target creates a lline of fire between themselves and three other targets.
      • Ingenious - Players of the healer role can acquire this Paragon Power. When activated the caster heals the initial target. The heal is then copied to other members of the raid. In Normal and Raid Finder Difficulties the heal is copied to anyone that shares the race or class of the initial target. In Heroic Difficulty the heal is copied to all other raid members who share the class of the initial target.
    • Ka'roz the Locust - Ka'roz the Locust uses two primary abilities: Flash / Hurl Amber
      • Flash - Ka'roz charges around the raid toward random targets. All players caught in his path get Dizzied.
        • Whirling - Player caught in Ka'roz's path as he Flashes around spin around and suffer 200,000 Physical damage per second. Any other players caught in the vicinity of a Whirling victim also suffer this damage.
      • Hurl Amber - Ka'roz will periodically jump up to one of the platforms located about the room and Hurl three pieces of Amber down at his enemies. Wherever the amber lands a pool of Caustic Amber will form. Players that enter a pool of Caustic Amber will suffer 200,000 Nature damage every second they remain in the area.
      • Strong Legs - Players of the damage dealer role can acquire this Paragon Power. When activated the player leaps to one of the platforms Ka'roz used to Hurl Amber from. If there is an amber at the platform the player lept to they have the opportunity to throw the amber down to create an Amber Explosion for 300,000 Nature damage to all enemies within 15 yards of the impact. If there is no amber at the platform or when the player successfully throws the amber they will jump back down automatically.
    • Skeer the Bloodseeker - Skeer the Bloodseeker uses two primary abilities: Hewn / Bloodletting
      • Hewn - The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.
      • Bloodletting - Skeer swings his weapon in a mighty arc, inflicting 150 Physical damage to the target and causing 4 blood creatures to spawn around the room. Each blood moves to a Paragon and will heal that Paragon based on the remaining health of the blood.
      • Bloodthirsty - Players of the damage dealer role can acquire this Paragon Power. When activated all attacks over the next 10 sec have a chance to spawn blood orbs that persist for 30 sec. If any player walks through a blood orb they will heal for 10% of their maximum health.
    • Rik'kal the Dissector - Rik'kal the Dissector uses three primary abilities: Genetic Alteration / Injection /
      In Heroic Difficulty, Rik'kal the Dissector also uses the following ability: Mutate: Amber Scorpion
      • Genetic Alteration - Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.
      • Injection - Rik'kal Injects his victim with a virus that inflicts 20,000 Nature damage per scond per application. When the victim has been Injected 10 times the virus erupts forth and forms several Parasites that attack players at random.
        • Amber Parasite - Amber Parasites are Genetically Modified and fixate on a random player when they spawn. The Amber Parasite Feeds on the fixated target.
          • Genetic Modifications - Rik'kal's Bioengineering abilities have given these parasites the ability to fully regenerate every 1 seconds.
          • Feed - Amber Parasites inflict 30,000 Physical damage each second.
      • Mutate: Amber Scorpion - Rik'kal tosses a vial at a random player, causing them to mutate into an Amber Scorpion. While transformed, the victim suffers 0 Nature damage per second and only has access to the abilities of an Amber Scorpion. Damage inflicted as an Amber Scorpions is based on the greatest available power of the victim: Attack Power / Ranged Attack Power / Spell Power (Any School)
        • Claw - Amber Scorpions can lash out with one of their claws for 100% damage.
        • Swipe - The Amber Scorpion sweeps both of its claws in front of it, inflicting 150% damage to all targets in the area. Targets currently under the effects of Sting suffer double damage.
        • Sting - The Amber Scorpion Stings the target, causing it to suffer 0 Nature damage every second.
      • Mad Scientist - Players of the damage dealer role can acquire this Paragon Power. When activated the caster mutates into a giant amber scorpion. Damage inflicted by the scorpion is based on the highest available attack or spell power of the caster. While mutated the caster suffers 0 Physical damage per second from the shock. The mutation lasts for 30 sec.
    • Hisek the Swarmkeeper - Hisek the Swarmkeeper uses two primary abilities: Shoot / Aim
      • Shoot - Hisek the Swarmkeeper fires a shot at a random player for Physical damage.
      • Aim - Hisek the Swarmkeeper selects a player at random and stuns them for 5 sec. If the target is too close they will be knocked back until they are 45 yards from Hisek. After Hisek is finished aiming at the target he will Fire a beam of 0 Sonic damage at all targets between him and the victim. Damage is shared between all targets equally and each target hit by the beam will create a field of Sonic Resonance at their location that inflicts 150,000 Physical damage to all targets within 5 yards of the victim.
      • Compound Eye - Players of the damage dealer role can acquire this Paragon Power. When activated, the player fires a shot at the target that inflicts greater Physical damage the further away the target is. Successfully hitting the target afflicts it with Marked for Death, increasing its damage taken by 15% for 10 sec.

    Garrosh Hellscream
    • Stage One: The True Horde - Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal will destroy any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 30% health remaining.
      • Garrosh Hellscream - Warchief of the True Horde.
        • Desecrate - Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 100,000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location.
          • Desecrated Weapon - The Desecrated Weapon is seeping with Y'shaarj power, as the health of the weapon gets lower, the radius of the Desecrated ground becomes smaller.
        • Hellscream's Warsong - Hellscream's Warsong inspires his allies, increasing damage dealt by 25% and increasing health by 50%.
      • Kor'kron Grunt - Grunts stream in from the sides of the room and join the battle more frequently as the phase progresses.
        • Hamstring - Inflicts 75,000 Physical damage and reduces move speed by 50% for until cancelled.
      • Farseer Wolf Rider - The Farseers will join the battle less frequently than the grunts, they too join the battle more frequently as the phase progresses.
      • Siege Engineer - The Siege Engineers enter from the side balcony and begin to Power the Iron Star which will become active after 15 sec if the Siege Engineer is not killed.
      • Kor'kron Iron Star - After becoming activated by the Siege Engineers the Iron Star will roll across the room, slamming into the opposite wall.
        • Iron Star Impact - Inflictsmassive damage to any players or Kor'kron that are caught in it's path, knocking them back.
        • Exploding Iron Star - The impact of the Iron Star causes it to explode, inflicting 2,000,000 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.
    • Intermission: Realm of Y'shaarj - Periodically the call of Y'shaarj will transport Garrosh and the players into the Realm of Y'shaarj for 60 sec. Garrosh will Absorb Energy from the Heart of Y'shaarj until players have defeated all Minions of Y'shaarj inside the realm and interrupt Garrosh.
      • Annihilate - After Absorb Power is interrupted Garrosh will cast Annihilate, inflicting 2,500,000 damage to enemies within 0 yards in front of the caster.
      • Y'shaarj's Protection - Immune to damage. Defeating the Sha minions will dispel the protection. While under the protection of Y'shaarj Garrosh will absorb energy from the Heart.
      • Embodied Fear - Found in the Terrace of Endless Spring, once all Embodied Fear are defeated Y'shaarj's Protection will fade from Garrosh.
      • Embodied Doubt - Found in the Temple of the Jade Serpent, once all Embodied Doubt are defeated Y'shaarj's Protection will fade from Garrosh.
      • Embodied Despair - Found in the Temple of the Red Crane, once both Embodied Despair are defeated Y'shaarj's Protection will fade from Garrosh.
    • Stage Two: Corruption of Y'shaarj - After absorbing the Power of Y'shaarj, Garrosh will heal to full health as Y'shaarj bestows Garrosh with new abilities.
      • Whirling Corruption - Garrosh begins whirling, inflicting 50,000 Shadow damage to nearby enemies every 5 sec. The damage inflicted decreases the farther away the enemy is from Garrosh. When Garrosh reaches 25 energy Whirling Corruption becomes Empowered.
        • Empowered Whirling Corruption - At 25 Energy the Empowered Whirling Corruption will periodically fire a millsile at a player inflicting 250,000 Shadow damage to enemies within 6 yards and creates a Minion of Y'shaarj at the location.
          • Minion of Y'shaarj - A minion of Y'shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'shaarj to full health and increases damage dealt by 100%. Stacks.
      • Touch of Y'shaarj - Garrosh will afflict players with Touch of Y'shaarj. Touched players will try to spread the Touch of Y'shaarj. Touch of Y'shaarj is removed when the player is reduced to 10,000 HP. When Garrosh reaches 50 energy Touch of Y'shaarj becomes Empowered.
        • Empowered Touch of Y'shaarj - At 50 Energy Garrosh will afflict players with Empowered Touch of Y'shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'shaarj. Touch of Y'shaarj is removed when the player is reduced to 10,000 HP.
      • Desecrate - Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 100,000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location. When Garrosh reaches 75 energy Desecrate becomes Empowered.
        • Desecrated Weapon - The Desecrated Weapon is seeping with Y'shaarj power, as the health of the weapon gets lower, the radius of the Desecrated ground becomes smaller.
        • Empowered Desecrate - At 75 Energy the Garrosh creates an Empowered Desecrated Weapon which gains Power of Y'shaarj, causing it to becoming indestructible and regain health over time.
      • Gripping Despair - Gripping Despair inflicts 20,000 Shadow damage every 1 sec for 15 sec. Stacks. When Garrosh reaches 100 energy Gripping Despair becomes Empowered.
        • Empowered Gripping Despair - At 100 energy Gripping Despair becomes empowered. Inflicts 20,000 Shadow damage every 1 sec for 15 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair.
          • Explosive Despair - Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 10% for each stack of Empowered Gripping Despair when it expired or was removed.
    • Stage Three: MY WORLD - At 30% health Garrosh will absorb the remaining power of Y'shaarj, gaining full energy, empowering all of his abilities.
      • Empowered Whirling Corruption - Empowered Whirling Corruption will periodically fire a millsile at a player inflicting 250,000 Shadow damage to enemies within 6 yards and creates a Minion of Y'shaarj at the location.
        • Minion of Y'shaarj - A minion of Y'shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'shaarj to full health and increases damage dealt by 100%. Stacks.
      • Empowered Touch of Y'shaarj - Garrosh will afflict players with Empowered Touch of Y'shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'shaarj. Touch of Y'shaarj is removed when the player is reduced to 10,000 HP.
      • Empowered Desecrate - Garrosh hurls the Empowered Desecrated Weapon at a random enemy, inflicting 100,000 Shadow damage to enemies within 15 yards and creates an Empowered Desecrated Weapon at the location which gains Power of Y'shaarj, causing it to becoming indestructible and regain health over time.
      • Empowered Gripping Despair - Empowered Gripping Despair inflicts 20,000 Shadow damage every 1 sec for 15 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair.
        • Explosive Despair - Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 10% for each stack of Empowered Gripping Despair when it expired or was removed.

  2. #2
    Herald of the Titans Kuthe's Avatar
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    awesomeeeeeeeeeeeee!
    We stopped searching for monsters under our beds when we realized that they were inside us.

    Tell me something, my friend. You ever dance with the devil in the pale moonlight?

  3. #3
    The Lightbringer Mandible's Avatar
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    Aaaw, I hope Nazgrim makes it and isn´t just killed off.
    "Only Jack can zip up."
    The word you want to use is "have" not "of".
    You may have alot of stuff in your country, but we got Lolland.

  4. #4
    Deleted
    And I..... Jizz in my pants!

  5. #5
    High Overlord
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    Garrosh looks like its going to be a long ass fight.....

  6. #6
    High Overlord
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    Paragons of the Klaxxi just looks insane...

  7. #7
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    Guessing Garrosh won't have much hp as he heals to 100% twice.

  8. #8
    I want Nazgrim's death dialogue to be: "Thrall's.... Balls...."

    Only then will this raid be perfect.
    Quote Originally Posted by dexter44
    There is no patch for human stupidity
    Orihank is displeased.

  9. #9
    no heroic only boss or aditional phase on last boss on heroic this time ?

  10. #10
    Quote Originally Posted by Eznor View Post
    no heroic only boss or aditional phase on last boss on heroic this time ?
    It seems like that all the heroic abilities are missing for the later bosses. But they may have none at all, which would be very suprising.

  11. #11
    The Patient
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    RIP in peace Nazgrim

  12. #12
    Herald of the Titans Kuthe's Avatar
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    Quote Originally Posted by Eznor View Post
    no heroic only boss or aditional phase on last boss on heroic this time ?
    Highly unlikely for the last boss fight of the expansion.
    Especially with all the QQ they received about good ol' Raggy.

    But there probably will be some extra moves or w/e, they just haven't been released yet.
    We stopped searching for monsters under our beds when we realized that they were inside us.

    Tell me something, my friend. You ever dance with the devil in the pale moonlight?

  13. #13
    Data Monster Simca's Avatar
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    Paragons of the Klaxxi is going to be a ridiculous fight - THAT many possible bosses with completely different strategies AND as the second to last boss in the tier has never been done.

    We're definitely going to need a "Halfus Wyrmbreaker" style tracker to see which Paragon set is up each week since this boss is going to be so far into the tier and so random.
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  14. #14
    Deleted
    The Garosh Encounter looks bad ass,fits his temper,and is fueled by rage. Everything that is to be expected from the ONE TRUE HORDE.
    Last edited by mmoc0309f06ee0; 2013-06-14 at 10:40 AM.

  15. #15
    Deleted
    Execute - Executes a player for 120% of their maximum health. This attack pierces immunities and cannot be dodged, blocked, or parried.

    Nerf warriors.

  16. #16
    Oh look, yet another corrupted end boss.. how surprising >_>

    Rest of the fights look pretty cool. BUt can we for once have an end of expansion fight without the dude/dudette being corrupted?

  17. #17
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    Quote Originally Posted by lanerios View Post
    Oh look, yet another corrupted end boss.. how surprising >_>

    Rest of the fights look pretty cool. BUt can we for once have an end of expansion fight without the dude/dudette being corrupted?
    To me it doesn't look like he's been corrupted by the Sha; instead it looks like he dominates and wields his power to become more and more powerful.

  18. #18
    Stood in the Fire Ispamx's Avatar
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    The last phase of Garrosh looks a bit lame, it is just the 2nd phase but with his abilities doing little bit more. I get that it is a massive burn phase but I would rather a whole new set of mechanics for the final burn phase, kind of like Ragnaros (Firelands). Paragons look insane but, so many different combinations.

  19. #19
    Quote Originally Posted by Eznor View Post
    no heroic only boss or aditional phase on last boss on heroic this time ?
    If I could make my best guess, if there was going to be a "heroic only" boss, I'd say that Y'shaarj leaves Garrosh's body and you have to defeat him. Hard to believe that Garrosh would die and that just be the end of it...but that's just my best guess. :P

  20. #20
    Quote Originally Posted by lanerios View Post
    Oh look, yet another corrupted end boss.. how surprising >_>

    Rest of the fights look pretty cool. BUt can we for once have an end of expansion fight without the dude/dudette being corrupted?
    It isn't corruption, he's dousing himself with the power of an Old God. The way a demon hunter isn't corrupted by demons, but uses demonic energy to become more powerful (and because of this looks corrupted).

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