1. #1
    Mechagnome helheim's Avatar
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    dragonsoul dungeon journal info

    dungeon journal info for the first 4 bosses in dragonsoul raid.

    haven't seen anything here so i figured i would make a post with the info that is there, perhaps discussion/speculation on these encounters will follow.

    i've typed out the first 4 encounters as they currently appear in the DJ on the ptr. typos and all, though i am not going to take the time to capitalize everything. sorry. currently there is very little difference from 10m/25m and heroic modes in the notes. i will update as necessary. i will also add the DJ notes for the other bosses.
    __________________________________________________________________________________________ __________________

    morchok (ozruk model in DJ)

    the most powerful elemental still under deathwing's sway. morchok once a passive guardian is now convinced that his only respite will come with azertoth's demise. morchok rages against the foundation of wyrmrest temple. azeroth's last beacon of hope in the hour of twilight.

    abilities:

    stomp - morchok performs a massive stomp, splitting 500000 damage between all enemies within 20 yards. the two closest targets take a double share of the damage.

    crush armor - morchok reduces his targets armor by 10% for 20 sec. effect stacks up to 5 times.

    twilight orb - morchok conjures an explosive crystal, which explodes after 12 sec. the explosion splits damage between the five closest enemies. the total damage increases the further then enemy is from the crystal. 150000 damage base.

    the earth consumes you! - morchock channels an intense spell, causing fragments to erupt to the surface and draw the black blood of the earth to the surface. for 5 sec he deals 5000 damage to all visible enemies within 0 yards.

    - falling fragments: stalagmites erupt from the ground, dealing 15000 damage to enemies and creating obstacles which block spells.

    - black blood of the earth: morchok channels the blood of the earth and inflicts 5000 nature damage to nearby enemies increasing nature damage taken by 10% ever sec, stacks up to 20 times.

    fury - morchock enrages, decreasing the time between his atacks by 50% and increases his damage by 20% for until cancelled

    __________________________________________________________________________________________ __________________

    warlord zon'ozz (general vezax model in DJ)

    countless ages ago, warlord zon'ozz and his soldiers waged endless war against the forces of c'thun and yogg-saron. millennia have passed, but the warlord still serves the chaotic might of the old god n'zoth. deathwing has now unleashed his legendary faceless one to crush the defenders of wyrmrest temple.

    abilities

    focused anger - every 5 sec warlord zon'ozz becomes increasingly focused on his primary target, increasing damage done by 5%

    psychic drain - warlord zon'ozz channels a wave of psychic force in a cone in front of the himself dealing 120000 shadow damage, leaching life for ten times that amount.

    disrupting shadows - warlord zon'ozz curses random targets with disrupting shadows. disrupting shadows deal 30000 shadow damage every 2 seconds. if removed, it will knock back all players within 10 yards.

    void of the unmaking - warlord zon'ozz summons a void of shadows. this void will travel forward until it encounters a soul to absorb. the void then diffuses, causing 200000 shadow damage split evenly between nearby units. the force of this diffusion causes the void to richocet in the opposite direction, and the souls it absorbed increases the damage it deals by 200000% per diffusion.

    a necessary distraction! - if the void of the unmaking collides with the warlord zon'ozz it will cause a distracting shock to him, increasing the damage he takes by 5% for every stack of void diffusion that the void had on impact. this collision enrages warlord zon'ozz, causing him to awaken the mouth of iso'rath, but lose any stacks of focused anger he had acquired.

    - claw of iso'rath: these unites will knock back nearby players and emit the blood of the old gods.

    - blood of the old gods: deals 25000 shadow damage every 200 seconds to all nearby enemies.

    - eye of iso'rath: these units will cast a shadowy gaze at a random enemy, dealing 20000 shadow damage.
    __________________________________________________________________________________________ __________________

    yor'sahj the unsleeping (corrupting adherent model in DJ, from cho'gal encounter in bot)

    since the fall of the bastion of twilight, yor'sajh the unsleeping has eagerly assisted deathwing, providing the destroyer with the means to release more faceless ones from their prisons deep beneath the earth. their numbers are endless and their power is beyond reckoning, and yor'sahj intends to reap a grim reward for his faithful service.

    abilities

    void bolt - soulflayer yor'sahj blasts his primary target with dark energy, dealing 75000 shadow damage and reducing the amount of healing they take by 5%

    call blood of the old gods - soulflayer yor'sahj calls to the might of the old gods, summoning a glovule of their blood. these globules will path slowly towards yor'sahj, infusing him with their powers if they reach him

    - fusing vapors: when attacked, the blood globules emit a vapor that fuses with all other nearby globules, healing them for 5% of their maximum life.

    - glowing blood of the old gods: yor'sahj becomes infused with the glowing blood of the old gods, causing void bolt to hit all nearby targets, reducing the cooldowns by half, and increasing attack speed by 50%.

    - cobalt blood of the old gods: grants the ability: mana void. mana voids will leech the mana from all casters and healers, storing it in the void. destroying the mana void will return the some of the mana leeched evenly to all units within 18 yards.

    - crimson blood of the old gods: grants the ability: searing blood. yor'sahj sears the blood of random enemies, dealing 25000 base fire damage. the further the target stands from yor'sahj, the more shock they receive from the blast.

    - black blood of the old gods: causes the mouth of iso'rath to become a bubbling cesspool of corruption, spawning forgotten ones periodically.

    - forgotten one: these creatures fixate on a random target.

    psychic slice - channels a wave of psychic force in a cone in front of the caster, dealing 120000 shadow damage.

    - acidic blood of the old gods: causes the mout of iso'rath to bubble with digestive juices. digestive acid periodically leaks from the somach lining, dealing 35000 nature damage to an enemy and its surrounding allies within 4 yards.

    - shadowed blood of the old gods: grants the ability: deep corruption. healing or absorbtion effects taken while under this effect will trigger a detonation at 5 stacks, dealing 50000 shadow damage to all nearby allies.
    __________________________________________________________________________________________ __________________

    hagara the stormbinder (female worgen? mage model in DJ)

    hagara, one of the first students of the arcane magic under the forsaken, showed surprising potential for one who had started learning so late in life. but in her undisciplined attempts to bind elementals into servitude, she was ensnared and twisted by the windlord, al'akir. now fiercely loyal to the twilight's hammer, hagara binds others for her elemental masters to torment.

    you pups don't stand a chance! - hagara wields the power of ice to paralyze and destroy her enemies.

    - ice lance: hagara conjures crystals of ice that fire lances twards melee attackers. the lances deal 15000 frost damage in a 3 yard area around the first enemy struck.

    - ice tomb: hagara traps an enemy in a tomb of ice. the tomb remains until destroyed.

    - frost orb: launches a missle at a random enemy which lands 8 seconds later. inflicts 53000 frost damage and reduces the enemy's movement speed for 4 sec.

    - focused assault: slices rapidly at the enemy for 5 sec.

    frozen tempest - hagara repels all enemies to the outer ring of the oculus, where they must flee a moving wave of ice.

    - water shield: while casting frozen tempest. hagara protects herself with a shield of water, granting her invulnerability.

    - binding crystal: four binding crystals protect hagara while she channels frozen tempest. destroying them removes her shield.

    electrical conduit - hagara conjures a lightning storm to electrocute all nearby enemies.

    - crystal conductor: hagara conjures crystal rods which protect her from the lightning storm she conjures. crystal rods connected to the storm deal nature damage to allies unfortunate enough to be close.

    - bound lightning elementals: hagara calls two elementals to aid her during the electrical storm. upon death, they cause a conductor to overload.
    __________________________________________________________________________________________ __________________
    Last edited by helheim; 2011-09-30 at 08:06 PM.
    i do not spew profanities. i enunciate them clearly, like a fucking lady.
    http://us.battle.net/wow/en/characte...%A8lh%C3%A8im/

  2. #2
    there is already a topic for this with punctuation and all
    http://www.mmo-champion.com/threads/...-Soul-Strategy

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