Each Priest has/does:
HP: 6,600,000
Melee: 13k - 16k on Plate + 4000 Holy Damage per strike (Swing Timer: 2.5s)
Not Immune to: Taunt
Enrage Timer: None
Specials
Heal: There is a Blue Priest, a Red Priest and a Green Priest. The Blue Priest
only casts Heal on the Red Priest, the Red Priest
only casts Heal on the Green Priest and the Green Priest
only casts Heal on the Blue Priest.
Every time a Priest has 5% health taken away from 100% (95%, 90%, 85%... etc.), their respective Priest will cast Heal onto them.
Cast time: 8 seconds
Heals: 990,000
As stated before, Heals are only prompted on health percentages divisible by 5 (excluding 100%) and can be prompted on the same percentage more than once.
Holy Water: Each Priest can permanently "Walk on Water". If they are above Holy Water
(see Boss Room diagram) they are healed for 128,000 per second.
Four-Armed Priests: Each Priest has four arms. This enables them to cast heals with one pair and simultaneously melee with the other pair. They are also able to cast heals whilst on the move.
Concentrate: Every time a Priest has 5% health taken away from 100% (95%, 90%, 85%... etc.) they are inflicted with the "Concentrate" debuff for 3 seconds stunning them for the duration and interrupting all spells/abilities in the process. The "Concentration" debuff occurs on health percentages divisible by 5 (excluding 100%) and can occur on the same percentage more than once.
If two or more Priests simultaneously have the "Concentration" debuff, it is instantly applied to the targets at the top of their threat table, stunning them for 15 seconds and wiping their threat. "Concentration" debuff cannot be dispelled in any way, shape or form.
Demonic Seed: 30 seconds into the fight, 3 Demonic Seeds appear from above and instantly attach themselves onto the top 3 Damage Dealers. After
5 Seconds the seed will sprout and the inflicted raid members will turn into Demonic Beings. The debuff reads,
"One needs only to fill their body and mind with Holiness to purify oneself"
Demonic Beings: Targets the closest Raid member and Inflicts 3k - 6k melee damage. They run at a speed of +60% of normal run speed. After
5 seconds they explode, causing 75k - 90k damage to anyone within 45 yds and killing the infected raid member in the process. Demonic Beings have 130,000 HP. Immune to all snares/stuns and slowing effects.
After the initial cast, Demonic Seed is then cast every
45 seconds (Battle start -> 00:30 -> 01:15 -> 02:00 etc.). Demonic Seed will no longer occur if one or more Priests are dead.
Trinity Beam: On the exact same rotation as Demonic Seed, all three Priests begin to cast "Trinity Beam", temporarily freezing any action they were doing previously (such as Heals). Each Priest targets the player on the top of their threat table and cast Trinity Beam.
Cast time: 10 seconds
Damage: If the Target is within a 30yd radius of the Caster when hit by Trinity Beam, 75k - 80k
damage will be inflicted. If the target is over 30yds away from the Caster, 37k - 40k damage
will be inflicted. Depending on positioning, a player may be hit by more than one Trinity Beam.
Special 1: A Trinity Beam can penetrate anything bar one exception: It cannot penetrate another Trinity
Beam.
Special 2: Trinity Beams travel at the speed of 30yd per second. If at least one beam reaches the outer
walls of the Boss Room
(see Boss Room Diagram) the entire Room heats up substantially,
dealing 15k - 20k damage per second to everyone in the room. After the Trinity Beam hits
either the outer walls or something it cannot penetrate, the beam disappears after 1.5
seconds.
Special 3: If two Trinity beams hit each other head on, a supernova is created, causing a massive
explosion dealing 120k - 150k damage to anyone within 60yd of the explosion.
During casting of Trinity Beam, the Priests are shielded nullifying all forms of damage. Once Trinity Beam has been cast, the Priest gain the debuff "Exhaustion" for 5 seconds, during this debuff they cannot move or perform any actions. Once the debuff has faded, so does their shield and the Priests resume what they were doing right before they began casting Trinity Beam. (i.e. If a Priest was 5 seconds into casting a heal prior, they would only need 3 more seconds to finish casting after the Trinity Beam/Exhaustion phase is over). The Priests begin casting Trinity Beam every time Demonic Seed is cast (therefore: Battle Start -> 00:30 -> 01:15 -> 02:00 etc.). Like Demonic Seed, Trinity Beam will no longer occur if one or more Priests are dead. Unlike Demonic Seed however, Trinity Beam will not cast if one or more Priests are outside of Healing Range
(see Boss Room diagram for Healing Range) nor will it cast if less than 3 Priests are aggroed.
Switch: Each Priest have buttons that can be interacted with. The Blue Priest has a Red & Green Button, Red Priest has a Green & Blue button and Green Priest has a Blue & Red button. If a button is interacted with, it will immediately teleport the player to the front of the relevant coloured Priest. The switch process takes 1 second.
Phase 2
As soon as a certain coloured Priest dies, the coloured Priest that no longer has a target to heal will immediately go into Shadow Form (e.g. If a Blue Priest dies, the Green Priest will turn Shadow. The Red Priest will remain as normal until the Green Priest dies).
<Shadow Priest>
HP: The Shadow Priest will have whatever health it had at the time of turning Shadow + (No. of Priest Corpse x 990,000). The HP of the Shadow Priest will not go above the maximum of 6.6 Million HP.
Melee: 18k - 20k on Plate + 5,000 Shadow Damage (Swing Timer: 2.5s)
Not Immune to: Taunt
Enrage Timer: 70 seconds.
Specials
Pain Suppression: The Shadow Priest is permanently buffed with Pain Suppression, reducing all damage taken by 50%.
Unholy: Shadow Priests no longer gain any benefit from standing on Holy Water.
Raid Composition
(Stats cannot be changed in any way, shape or form)
Tanks
Health: 45k
dps: 2k
Melee Damage Dealers
Health: 20k
dps: 4k
Range: Melee distance
Ranged Damage Dealers
Health: 20k
dps: 4k
Range: 30 yds
Healers
Health: 20k
dps: 0
Range: 30 yds
You
MUST have 6 Healers. You can have as many or as little Damage Dealers or Tanks as you like, however you must have the same amount of Ranged Damage Dealers as you do Melee Damage Dealers (or as close as, in case of uneven numbers). Your composition must make up a maximum number of 25.
RUN SPEED
A new addition to this boss battle is how much distance raid members can make in what time. As stated before, ascending or descending the stair cases take exactly
2 seconds. Running 0 - 30 yds takes exactly
5 seconds (See Templates/Tools section to find a ruler that measures 30 yd distances). Using the different colour buttons on the Priests, it will take exactly
1 second for the player to teleport and switch to their new target and resume dps. As long as Ranged DPS are 30 yds or less from their new target, it will take them exactly
1 second to switch and resume dps. Essentially it takes exactly the same time for Ranged and Melee to switch between targets. This
1 second switch must be taken into consideration when working out DPS numbers.
Boss Room Diagram
Notes: The 30 yd radius around the Priests also represent their Aggro range, meaning its possible to only aggro each priest one at a time. However, even if a Priest has not been aggroed, they can still heal their respective Priest if in range - this won't cause any aggro either.
Annotation:
Notes: The Stairs are the only form of exit/entrance out and in to the triangular room. It takes
2 seconds to go down. At the start of the battle, the Raid Group is teleported to the Raid Spawn Point.
Due to the Healing Range being rather large, the green ring will be present separately in the template section.
Templates/Tools
Sizes of templates must not be altered in any way, shape or form.
Healing Range
Boss Room Template
Red, Blue, Green Priests and Raid Members
Trinity Beam
Ruler
Note: The distance between the orange boxes represent 30 yds.