1. #1

    Heroic Maloriak - Phase II Help

    I know we must be doing something wrong with this, as it shouldn't be this hard.

    We have no problems with the adds and getting those cleared up.

    But as soon as he hits phase 2, we seem to wipe around 5-7% every time.

    Currently our MT will move him around the outside of the room, while our OT kites the adds usually in the opposite direction. We bust time warp as soon as phase II begins.

    What I'm seeing is that some people will actually leave Maloriak right by the cauldron and the MT will move when he raises his hand in the air to avoid jets and then goes right back to where he was before once jets are done. Is this a better strat? Are we busting time warp too early?

    Any tips or help would be appreciated.
    <Ashamed to Play WoW>
    [URL="http://www.ashamedwow.com"]www.ashamedwow.com

  2. #2
    We allways pop time warp at start of phace 2 aswell (tho we often get him into p2 while still having a few secs of green left) we got huge aoe tho. So we get about 5 secs with green and hero.

    But! i do thing the problems u guys have is the ice orbs that explode in the air (or ground if ppl dont move when they spawn under ya feet) at least that was the only problem we had with him.

    Dragon Soul 4/8 Heroic <Strife> Hellscream EU! ->Armory<-
    Proud owner of Dragonwrath, Tarecgosa's Rest!

  3. #3
    Maybe that's it. We just seem to fall flat right around 8-10% and then wipe around 2-5%. Not sure if we should be saving time warp for later or if the MT should kit Maloriak differently.
    <Ashamed to Play WoW>
    [URL="http://www.ashamedwow.com"]www.ashamedwow.com

  4. #4
    Deleted
    you may want to wait a few seconds when hes close to transition, and then wait for the green phase. if its too close, then just stop dps entirely. We usually have a few seconds of no dps on the boss at all, while everyone stacks up (usually red phase before green) while all the ranged do as much dps as possible ont he adds, and pop thorns on the add tank etc.
    Once green phase starts, pop hero, 1-2 dps kill the remaining adds (usually no more than 6), and everyone else starts nuking boss in green with hero.
    The adds die really fast with hero and green, usually me as moonkin pop 3 shrooms in solar eclipse and hurricane after to kill them.
    Anyway - p2 you need to start with hero either way, as some poeple are bound to get hit by something eventually, at least untill they learn the fight entirely. Avoid the frost orbs, they oneshot on hc.

    TL.DR. - Frost orbs are bad, pop hero as soon as phase changes - more people alive=more deepz

  5. #5
    AVOID BIG BALLS OF ICE!!!!! And use big AoE heals every time maloriak does his poison AoE.

    Poison AoE is about 60-70k dmg to EVERY on the raid, and on aproxx a 20s timer, and the big balls of ice are really avoidable, but if people hit it right after a poison nova players will most likely die.

    So my advice is just to make people be on their toes, and utilize tranquilities and hymns during poison nova's.

    Regarding maloriak himself, make sure you have NO slowing of his spellcasting, this will result in him targeting your tank with the jet stream and killing him! Additionally you should be able to tank him at one spot if you do like this.


    1 2 3
    ..O
    4

    where "O" is maloriak, the tank starts at position 1, then when jet stream is cast, move to position 2, then when jet stream is cast, to position 3, then when jet stream is cast there, move "through" maloriak to position 4 and return to position 1.

    Atleast thats the best way i can describe it via text :P. Basically this should work cause the jet stream dissapears after two more are cast, so when the third is cast, the first will be gone!

    I hope some of this helped
    "If everything is under control, you are going too slow."
    - Mario Andretti

  6. #6
    It's hard to say what is going wrong for you, there's a lot of variables.
    are your healers running out of mana, and if they are, did they use mana potions?
    are people getting hit by blue orbs?
    is the tank getting hit by fire?
    is the offtank on the other side of the room to make the adds don't buff the boss?
    are you using dps potions during time warp?

  7. #7
    Deleted
    It's pretty much a case of popping lust, having the tank make sure that each jet stream is aimed away from the raid, avoiding orbs and having a healing CD for every poison aoe.

  8. #8
    Deleted
    The p2 is ludicrously simple: exact same as normal mode with increased damage. As long as your main tank can handle the flame jets and your raid in general can avoid the frost orbs there's absolutely no reason for wipes apart from crap dps or crap healing.

    Do save BL naturally - the dps requirement for P1 is VERY lenient. We generally push him in heroic (and back when we ran normal, there too) to 30% and stop dps almost instantly after the first cycle, and we really aren't even close to full 372.

  9. #9
    All of the above and possibly; are you still purging remedy? cuz I can see it getting kinda impossible if you don't

  10. #10
    Is this 10man or 25man?

    In 10man, there's a sort of usual strategy that we use where there is 0 adds left before the 2nd green vial phase, and thus we push Maloriak to ~10-15% while he has the green phase debuff. Not sure if it would work in 25m, but here's how we do it...

    Before first black magic, he MAY use Release Abberations (a shitty RNG element to this strat...), LET IT GO. Then AOE those 3 down along with the Vile Swills of the black phase. In the first set of Blue-Red phases release a total of 3 set (the 1st, 3rd and 4th casts). Burn those 9 adds down during green phase. This is the hardest part of the strategy, making sure the tank doesn't die to 9 adds. After that, let 1 cast of release go before the 2nd black magic phase. These adds again are AOE'd down with Vile Swills. In the final set of Red/Blue phases, there is 1 remaining set of adds. Let it go ASAP. As a frost DK, I usually Deathgrip one out (thoough any DPS, or the Maloriak tank, can use any taunt to get this job done) and we burn the abberations down one at a time. While this is happening, Maloriak should be right about 28-32% HP, assuming you've had your purger/spellsteal on lockdown throughout the fight and have the appropriate DPS output in the raid. One all adds are dead, now its fun time. Sit on your hands until the 2nd green phase. Try to keep Maloriak as close to 25% as possible, without pushing it early. Be careful of dots. Once Gree Phase is about to start, pop Bloodlust/Heroism/Timewarp, and all potions/CDs available. BURN his as down. We usually get him to 10-15% before the gree phase ends, and he is dead about the same time your haste buff of choice is fading.


    Overall, we found this strategy to be more reliable and controllable than the 9 adds in each green phase strategy, though it does heavily rely on a strong DPS core. There is the RNG element of that initial Release not being cast before the first black magic, but this can be easily addressed by letting 6 adds go between Black magic #2 and green phase #2. Try to kill as many as you can, using the taunt out strategy, and kill any remaining adds in the first few seconds of green phase #2, which can primarily be done by some cleaving or multidotting.

    As an overall, make sure you are really on your game with the purging/spellstealing of Remedy, and its a good idea to have multiple dispells assigned to this as backup. We use a DPS for kicking the Release cast and have the tank kick Arcane Storm, but either way works. Try to limit the Arcane Storm ticks to as close to 0 through the fight as possible, and make sure that the kicker is aware of the cast he will do during green phase after being knocked back.

  11. #11
    This is for 10 man.

    Try to keep Maloriak as close to 25% as possible, without pushing it early. Be careful of dots. Once Gree Phase is about to start, pop Bloodlust/Heroism/Timewarp, and all potions/CDs available. BURN his as down. We usually get him to 10-15% before the gree phase ends, and he is dead about the same time your haste buff of choice is fading.
    We'll try this tonight. We normally just bust timewarp when phase 2 starts. We'll keep him around 25% for the 2nd green phase. Once green hits, we'll bust timewarp.

    We're also going to try the:
    1 2 3
    ..O
    4
    strat for tanking in phase 2.

    Heading out tonight. /luck
    <Ashamed to Play WoW>
    [URL="http://www.ashamedwow.com"]www.ashamedwow.com

  12. #12
    have the add tank in p2 not even bother kite the adds, just have him keep them away from maloriak but have him stay about 15 yards from healers so he's in range, you can't do anything to the adds anywho. Pretty much have him stand in center of the room avoiding ice balls.

    As for the MT, as long as he's facing him into the walls and rotating around the room after he casts the fire shit then there shouldn't be an issue, have him not get hit by the fire and have ranged melee and healers avoid the ice balls, it's a dps race at this point due to the poison so do what you can to survive and rape his health.

  13. #13
    Last night we finished him off.

    As usual, members of MMO come through with a lot of great strats to play with. Thanks a ton everyone. Onto V&T.
    <Ashamed to Play WoW>
    [URL="http://www.ashamedwow.com"]www.ashamedwow.com

  14. #14
    Grats, good to hear Have fun with V&T!

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