Strategy:
Boss has 3 “phases†where he uses very simplistic abilities.
Phase 1:
95 â€" 66% Earth Phase
Ranged can be loosely stacked away from boss.
Ability 1: Lightning Fists â€" he turns towards a random (ranged?) raid member and shoots a bit of lightning towards them. It travels along the floor and does 200k+ damage to everyone in it’s path. When he turns toward you, strafe and/or move out of it!
Ability 2: Epicenter â€" He starts “earthquakingâ€, it’s a channeled spell that does more damage the closer you are to him. He can’t be moved during this as it’s a channel. Just don’t be near him if you’re ranged…you shouldn’t be near him anyways. Everyone move out.
Phase 2:
66 â€" 33% Fire phase
Ranged can be spread or loosely stacked, will likely end up spreading out because of fire.
Ability 1: Flaming Spearâ€" Stacking debuff on the tank that makes him take more and more fire damage. Tank swap at 2-3 stacks..
Ability 2: Wildfire Spark â€" 5 second debuff put on a random raid member. After 5 seconds they drop fire, it burns. It also moves around, but doesn’t grow. Don’t stand in fire, don’t drop it next to people. Run out of group, drop on edges like for Ragnaros.
Ability 3: Draw Flame â€" He slurps up the fire and empowers his melee swings to do 50k damage to anyone near his target. Tanks use cds if tanking with stacks.
Phase 3:
33% â€" 0% Arcane Phase
Stack behind boss for aoe heals.
Ability 1: Arcane Resonance â€" Debuffs a random player, said player pulses aoe damage to anyone near him and the more people it hits the more the damage is amplified. GTFO if you have this. Think engulfing magic and Valiona.
Ability 2: Arcane Velocity â€" Boss channels high damage aoe on the raid, does more damage the further away from him you are. Heal through this, or use the tank cooldown. try using Nullification Barrier
Only other aspect of the fight is the 2 tank cooldowns that the tank gets to use. Tank clicks on 1 of the 2 statues in the room and gets a spell to use during the fight. Each ability was only able to be obtained 1 time. The abilities are:
-Shroud of Reversal. Tank can target 1 debuffed raid member and reverse that debuff onto the boss.
-Nullification Barrier. Tank can drop a barrier that prevents harmful effects from hitting people standing inside it.
Hope this helps out :D
Spirit Bolt: Feng the Accursed unleashes a volley of Spirit Bolts, inflicting Shadow damage to 3 random players.
Essence of the Mogu Champions
Around 95%, 66%, and 33% remaining life, Feng siphons the essence out of a pre-selected statue of Mogu Champions past, gaining their boon.
Spirit of the Fist
Lightning Lash: Feng’s lightning charged fists zap his current target, inflicting Nature damage every 2 seconds for 20 seconds.
Lightning Fists: Feng slams a lightning-charged fist into the ground, causing a shockwave to pulse in front of him. The shockwave inflicts Nature damage and stuns those caught in its path.
Epicenter: Feng channels a violent earthquake that inflicts Nature damage. The quake inflicts more damage towards its epicenter and reduces players’ chance to hit by 75%.
Spirit of the Spear
Flaming Spear: Feng’s fiery spear sears the flesh of his current target, inflicting 25% of his normal melee attack as Fire damage. The fire then inflicts an additional amount of Fire damage every 2 seconds for 20 seconds.
Wildfire Spark: Feng the Accursed targets a random player, then engulfs them with a Wildfire Spark. The Spark explodes after 5 seconds, igniting a Wildfire at their location. The Wildfire then spreads out and inflicts Fire damage every second to any player standing within the fire.
Draw Flame: Feng attempts to absorb the Wildfire and cause his melee swings to inflict additional Fire damage to all enemies.
Spirit of the Staff
Arcane Shock: Feng’s arcane-infused staff shocks his current target, inflicting Arcane damage every 2 seconds for 20 seconds.
Arcane Velocity: Feng channels an Arcane storm, inflicting Arcane damage every second to all enemies. The bolts from the storm inflict increasing damage to targets as they stand further away from Feng.
Arcane Resonance: Feng charges random players with Arcane Resonance, inflicting Arcane damage to the target and all other nearby players. Each additional affected player amplifies the damage done to all of them.
Stolen Essences of Stone
Players assuming the tank role gain access to the leftover essence shards from the awakened statues.
Nullification Barrier:
Players with this Stolen Essence of Stone may channel a Nullification Barrier around themselves for 6 seconds. The Barrier negates any harmful magic effects cast on players standing inside the Barrier. The Barrier will also nullify harmful effects in the world such as Wildfire and Lightning Charge.
Shroud of Reversal:
The Shroud of Reversal allows players with this Stolen Essence of Stone to target a player suffering from a harmful effect, then cast a copy of that effect at Feng the Accursed.
Quote from: TeaLeaf;357960Spirit of the Fist
Lightning Lash: Feng’s lightning charged fists zap his current target, inflicting Nature damage every 2 seconds for 20 seconds.
Spirit of the Spear
Flaming Spear: Feng’s fiery spear sears the flesh of his current target, inflicting 25% of his normal melee attack as Fire damage. The fire then inflicts an additional amount of Fire damage every 2 seconds for 20 seconds.
Spirit of the Staff
Arcane Shock: Feng’s arcane-infused staff shocks his current target, inflicting Arcane damage every 2 seconds for 20 seconds.
I cant see that these abilites are listed in the Icy-veins list of "important boss abilities". These abilites are applied to tanks only.
I would greatly recommend reading thruogh the Icy-Veins.com guide for this boss (and other bosses). Precise, crystalclear and updated.
Quote- The Crystals:
-- Nullification Barrier
It seemed to me that the tank who uses the shield will clear his own dot in all 3 phases but even if the other tank is in the bubble he will not have his stack cleared, almost like a passive benefit for being the tank with the shield, but this could be wrong it was just something I saw out of the corner of my eye
Phase 1
Use to negate Epicenter
Cancels out both the damage and I believe the 75% miss debuff
Epicenter is longer than the shield so let the first tick or 2 hit so healers can heal while it is up rather than playing catch up on the last tick while having to deal with the tank taking damage again
Always make sure the other tank has agro while using the barrier or he will lightning fists the raid and cause them to move
Phase 2
Use to negate Draw Flames
This is the ability my raid did not know could be negated this way, and really cheeses the fight. Originally we were using the shield after the boss had stacks to negate the 50K explosions
The proper way to negate this is to stand on the boss as he is casting draw flames and channel the shield and the boss will not gain stacks at all, allowing you to completely skip every other one, negating much more raid damage than the way we had been using it and this also lets you enter phase 3 with only ~5 stacks instead of the almost 20 or more we had been getting, there really is not much in between
Whether you should use it on the first and third or second and fourth is entirely dependent on raid DPS
the goal is to use the shield a second time then push phase 4 before the next draw
Phase 3
Use to negate Arcane Velocity
Since the entire raid is collapsing on the boss anyway to lessen the damage just pop it where you are tanking, maybe take a step or 2 into the boss
Since resonance can go out so shortly after the velocity, it is again beneficial to wait a tick or 2 to use it so it can catch that explosion if someone is late getting out
-- Shroud of Reversal
Can steal ANYTHING the boss does, with the exception of draw flame (but I have a theory on how it can be done I just have not had a chance to test it)
If used correctly it is both a huge DPS boost and saves a ton of healer mana
All Phases
The safe way to use this ability is to always channel it on your co-tank and take the dot, it will last 45 seconds on the boss and may or may not stack I have not tested that
Phase 1
How to stun the boss
After the epicenter that is absorbed by the shield, immediately channel on your co-tank
Have your co-tank intentionally get stunned by lightning fists
When the boss begins to cast the next epicenter you can stun him both canceling the cast but also using epicenter's cooldown
In this way your raid will have the barrier up for every single epicenter
You can also steal epicenter
standing right on top of the boss this was doing about 95K a tick and gave him 75% miss chance
Phase 2
If you channel on a person who gets the spark, when they drop the patch you gain the ability
I tried doing this but I did not see any damage being done but this could have just been a weird "no one" situation where the combat log does not actually know who is doing the damage
If this works this will probably be the best use of the spellsteal
My theory is that if you have someone stand in a direct line between a flame patch and the boss while draw flame is being cast and you are channeling on them when they get hit by the moving patch you may gain the draw flame ability, if that worked that would be awesome.
Phase 3
This was so hectic that I did not really have a chance to test how stealing resonance works
When stealing velocity, after the boss is done channeling run as far out as possible before casting it to maximize the damage it does (about 75K a pulse when I was standing at the edge of the platform)
Source:
http://www.tankspot.com/showthread.php?80093-Quick-and-dirty-write-up-on-the-first-4-bosses-in-10m-Vault-(with-obvious-druid-bias) (http://www.tankspot.com/showthread.php?80093-Quick-and-dirty-write-up-on-the-first-4-bosses-in-10m-Vault-(with-obvious-druid-bias))
Healers low on mana and unable to heal through end of phase 2.
Phase 1 was executed perfectly the last 5(?) tries on yesterdays raid. And we went into phase 2 with 75%+ mana.
Phase 2 was problematic and drained our mana, this due to Draw Flame. To help out on this we need a caller (dps or tank), who can call out how many stacks the boss has left on him (15, 10, 5). Healers eyes are glued to health bars.
Draw Flame:
1st - Aoe heals. This one does not cause much issue.
2nd - Hal shield absorbs it all.
3rd - Deterrence, Astral Shift, Rally Cry, dispersion... and any other CD from the dps'ers when the boss gets to ten stacks (he will usually stack up 15+). +1 major CD from a healer at 5 stacks, to top people off. This might lower your DPS.
4th - Hal shield, absorbs it all
5th - Well, we cant have a 5th Draw Flame, as it will be way to heavy to heal when entering phase 3.
Been browsing some forums:
Logs from other guilds who killed this guy shows that the incoming damage from Draw Flame (Wildfire Infusion) is roughly the same as what we have.
There are several guilds who do heroism in phase 2 to only get three Draw Flames. Nullifying the first and the third
Source on that: http://us.battle.net/wow/en/forum/topic/6794730067
Nice info Guru, I think a lot of this we are already doing.
P1
We're seeing no Lightning Fist cast from time to time, which can cause problems, but otherwise we seem to be able to have mitigation up for every Epicenter now so this phase is stable.
P2
We're doing 4 x Draw Flame before moving in to P3.
First - mitigate
Second - Null Barrier
Third - mitigate
Fourth - Null Barrier
We have to remember to STOP dps when called, to allow the Draw Flame to finish before pushing over 33% and in to P3. (we wasted a really nice try by pushing it through 2 seconds early and then getting humped by fire damage in P3 as we'd missed the Draw Fire)
P3
Not sure if Hal used Nullification Shield on Velocity, please confirm if this was done or were we too far dead anyway by that time!
People are still confused by the diff CDs. We've now seen both spells at work and see how hard they hit.
P3 Resonance is really not an issue, it hits for 10k + 10k per person within 6 yards, so if we're spread then this ability is a total non-issue. However, if we're not spread then it is a raid wiper as we will all take 100k per second damage. Be spread when the CD timer for Resonance expires so that when it hits you can move away from the person targeted. Do NOT run too afar away from boss - range is 6yds for stacking damage, so do not go more than 10yds from boss - this will then minimise the Velocity damage you take whilst at ranged.
P3 Velocity is the channeled spell we saw. You HAVE to be close enough to the boss to get in for this (unless you have Resonance), so stack ON the tank and we'll use Barrier where available and healing CDs where not available. Healers: another mana hymn should become available during P3 as I am trying to use Hymn about 1 min into the fight to allow a 2nd in P3. At the end of Velocity the boss will tend to immediately cast Resonance, so TWO SECONDS before the end of Velocity's channel start moving into spread positions again ready for the next Resonance.
(I think we should) REMAIN SPREAD until Velocity starts again, then move in (hence remaining CLOSE to the boss to not get wiped out by Velocity as you run back in).
Whytee, not sure if you had a chance to try to steal as mentioned above, but I know you had tried stealing the fire lance and it was doing 1m HP damage per shot? See what you can do in P3 please and let us all know.
LOGS
Not had a long look at the logs yet but it is apparent we need to knock some rust off what we are doing, we had far too many really silly deaths during the night. We're better than this, so let's shape up and deliver the kill on Tuesday.
Quote from: Slush;359553There are several guilds who do heroism in phase 2 to only get three Draw Flames. Nullifying the first and the third
Source on that: http://us.battle.net/wow/en/forum/topic/6794730067
That might be worth a shot, but then it does leave us exposed to longer in P3. Not sure which is worse, but I guess time will tell!
Quote from: TeaLeaf;359555That might be worth a shot, but then it does leave us exposed to longer in P3. Not sure which is worse, but I guess time will tell!
Word has it... p3 is very similar to p1... very much rinse and repeat'ish.
That would tend to mean burn in P2 with heroism then, so we'd need to exit P1 after an interrupt to ensure Null Barrier is up for P2.
Some stuff from MMO forusm today:
QuoteAnyways we figured absorbing first draw flame was worse than second because first gives him around 10 stacks, second gives him around 20 so we let him absorb first, we absorb second wave, he took third, we absorbed fourth and just continued to phase 3 as he ran out of those stacks, P3 we stacked but 2 seconds before velocity ends, we spread a tiny bit and were prepared to run to different directions so we solved that problem that way, seems to be going only after ranged/casters... Didn't see it even once being on any of the tanks or on me (Warrior) or our Rogue and we had a lot of p3 attempts.
^^ this might be worth noting and possibly why Heroism is not used in p2 by the majority of guilds. We had talked above about using Null on 1 + 3 with heroism then taking us into P3, however this seems to indicate we should use healer CD for 1 + 3 due to lower stacks (lower AOE), then use Barrier on 4th to push through.
QuoteNotice Nullifaction Barrier is channeled spell, if tank using it moves, it cancels and boss gets extra stacks. Easy to miss that.
Quote from: TeaLeaf;359554Whytee, not sure if you had a chance to try to steal as mentioned above, but I know you had tried stealing the fire lance and it was doing 1m HP damage per shot? See what you can do in P3 please and let us all know.
In P2 the fire lance did indeed do 1M damage per application and I am able to get 2 on him during P2. I can only do it when Hal is tanking as I can only steel them when cast on someone else.
P3 should be interesting but i'm not sure we should have Hal running out for Velocity until we have more control over that phase (if we want maximum damage back on the boss). What I could probably do though is steel it from the person that has to stay out for Resonance. I'll play around on Tuesday and see how it goes.
P.S. The macro I'm using to steel the spell is:
Quote/target Halbarad
/click ExtraActionButton1
/targetlasttarget
I have this bound to a button.
Hey YT,
I just saw a tiny mistake in your macro (3rd line: /targetlasttarget) there should be a space between target and lasttarget.
Anyways, I'll link a macro that I found in other forums about this encounter:
/tar NameOfTheTank
/click ExtraActionButton1
/tar lasttarget
Again, from MMO, a bit of a repeat but summarises the spells through the phases for Reversal & Null Barrier.
QuoteThe thing to note is BOTH buffs are channeled abilities which means the caster must remain still.
Nullification barrier can be used every other major ability Feng uses: Arcane Velocity, Epicenter and Draw Flame.
Plop the draw flame and velocity ones at his feet, and drop the epicenter ones wherever you designate your raid to stack. The channel lasts for 6 seconds and the specials last for 8 negating most of the damage.
Shroud of reversal can be used in many different ways which lead to different strategies. Every single one of Fengs spells are stealable using the buff. A quick list and their uses.
Tank DOT: Get it by channeling on the tank when it is applied, usually not worth getting.
Epicenter: Channel on a raid member that takes damage from it (1 tick is needed) and can recast on Feng. Note that is follows the same rules as it will do more damage the closer to Feng you are when you cast it.
Lightning Fist: Channel on the other tank who intentionally gets hit by it. Useful for interrupting every other epicenter if healers are having trouble keeping up as it will stun Feng.
Wildfire Spark: Channel on a raid member who has the debuff. Applies a self buff that will make you do extra fire damage on melee swings (5-6 stacks usually).
Arcane Velocity: Channel on anyone who is hit by arcane velocity. Follows the same rules, go as far away as possible before using for maximum damage.
Have not stolen arcane resonance.
It seems the cool down of the spell is 30 seconds from when the spell is picked up regardless if you use it or not. The spell itself lasts for 20 seconds and its duration can be seen on your debuffs.
Quote from: Guru;359642Hey YT,
I just saw a tiny mistake in your macro (3rd line: /targetlasttarget) there should be a space between target and lasttarget.
Anyways, I'll link a macro that I found in other forums about this encounter:
/tar NameOfTheTank
/click ExtraActionButton1
/tar lasttarget
I used it most of the last raid and the way I have it works fine :D
QuoteI used it most of the last raid and the way I have it works fine
Good to know and gz on kill!
For the record:
We settled on a 3 Draw P2 with Heroism once we had settled into position in mid for P2.
Draw1 had a Null Barrier, Draw2 we used Healer CDs, Draw3 used a barrier again.
P3 we grouped at edge again (away from fire) and allowed tanks & melee to remain stacked on boss at all times.
Ranged & healers also stacked, but spread out to circa 10yds about 2 seconds before the expiry of the Resonance CD.
It all seemed pretty stable once we found melee & tanks were not being hit for Resonance so long as Ranged & Healers were out.
Nice kill folks, onwards to Gara'jal.