Viscidus

Started by Bastet, March 04, 2006, 03:08:33 PM

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Bastet



An optional boss that is a giant slime that can be accessed after the death of Fankriss the Unyielding. This boss requires a high Nature Resistance as it uses AoE poison bolts which have direct damage with DoT, deadly.

This is a highly entertaining and at the same time a very frustrating fight, for Alliance at least.

Zone bound

Viscidus cannot leave his room, consequently, if all targets on his aggro list leave his room, he will reset, preventing a full wipe, and allowing many raid members to escape. This makes this a less painful encounter to learn.

Viscidus abilities

Toxin: Spits a cloud on a random secondary target which on impact will create a cloud over a 5 yard area around the target. The cloud remains in place for a long duration, doing 1500 nature damage per second and slowing move speed to 60% for as long as the person maintains his position within the cloud. It is possible for the initial target to resist the attack (This is a binary Yes/No resist of the initial attack) If so, the cloud will not appear at all.

Poison Bolt Volley: 100 yard radius, poison nova which hits nearby targets for 1500-2500 damage and in addition puts a DoT on the targets which does 300-800 damage per second (poison).

Poison shock: Melee based attack does 1050-1350 damage.

The key:

The key to winning this fight lies with the mages. Viscidus is vulnerable to frost and freezes up if the mages casts certain amount of Frostbolts at him. Start off by having all the mages in the raid spam rank 11 frost bolts, make sure to take off 5% of his HP, after that start casting rank 1 frost bolt until he freezes. Once he is frozen he needs a certain amount of melee hits to shatter him, make sure everyone in the raid is hitting him if possible, even healers. The melee dps should be able to take 1% more off his HP lowering it to 94% before he shatters, more about why we do this later in the guide.

Tactics:

We have all our melee damage outside of Viscidus room ready for the call.  He goes through 3 stages of freezing and each will be announced clearly.

Viscidus begins to slow: At this stage he will hit your main tank at a 15% slower rate.

Viscidus is freezing up: At this point he is close to a frozen state and will hit at a very slow rate 30% reduction; you need to have timing right because soon you will have to call in your melee.

Viscidus is frozen solid: At this point he is frozen and is immobilized for a short period of time. At this state the melee (meaning the rogues, warriors, and every other class that can be spared) runs in and melees him. We equipped our rogues with white very fast vendor bought daggers when learning the fight, as it isn’t the damage that will shatter him, it’s the amount of melee hits, the same logic as Frostbolt rank 1. During his frozen state he will yet again go through three phases of cracking.

Viscidus begins to crack: After a few hits you will receive this message.

Viscidus looks ready to shatter: at this point you are very close to making him explode.

Viscidus explodes: at which point he will explode into 20 Globs of Viscidus.

Note: If he doesn’t get the X amount of melee hit on him during his frozen state he will not shatter, and the best way to save your time and mana is to call a wipe and any living raid member should run out of the room in order to reset him.

Glob stage

Each glob has approximately 10000Hp and will be spread evenly in a circle around the room. These globs don’t do anything other than start to move in to the center of the room and reassemble themselves into Viscidus. These Globs can't be stunned, slowed, feared or CC'd in any way.

Here is the finesse in this fight. You have to assign 6 evenly divided damage-dealing groups, one guy in each group will be the targeter and  the rest of the group is to assist him on the Glob; the Globs move slowly to the middle of the room in the beginning but pick up the pace as they get closer to each other, so save any heavy damage boosts like trinkets and the like for this phase. Each glob you successfully kill will take out 5% of his health.

If executed correctly you will have killed 6 globs. It eases the targeting if you divide the room into 6 equally large sectors; each targetter will be assigned a sector - target one of the globs that spawns and kill it. This will also be easier since you remove the chances of double targeting on the same glob if you are evenly spread out and have assigned points to kill.
If you should miss out on 1 glob then the buffer you created by taking off 6% of his HP in thebeginning of the fight has become of use.



Now that you have successfully shattered him once and killed 6 of the globs you will have to repeat what has been said here. Once he re-assembles have the melee run out with a Healer/cleanser to remove any DoT that may be on them and heal them up fully. After that that healer and/or cleanser runs back in and joins the freezing stage again.

This is a very mana intensive fight, we have 5 paladins on cleansing duty along with 2 or 3 druids. We have 2 priests that heal the main tank and any other priests in the raid are evenly spread out to spam prayer of healing. Usually they are in the mage groups.

At this rate you will need to shatter him 3 times before he is dead, if you successfully kill 6 globs each shattering round. Once he is reduced to very low hitpoints (<10%) he will require shattering one more time. This final shatter kills Viscidus, there are no globs produced. If you only get 5 Globs, press ahead; any less than 5 Globs killed on the first split and we choose to reset. While it is of course do-able in more stages, 5 globs per split is a good target for a fight you can reset before you lose people. In adition once you are in the 15% health area make sure that you dps him how under 10% and then freeze him to avoid an additional shattering phase.

Tips: There will be a lot of toxin clouds in the areas where people stand, so make sure no one is standing in the doorway where the melee are supposed to run in. That will save you both mana and time.
Aszune (Alliance):
Sokhar lv 80 (H/M) Warrior, Sokhár lv 80 (H/M) Death Knight, Beset lv 70 (NE/F) Druid, Bastet lv 70 (NE/F) Rogue, Mentu lv 70 (Dr/M) Shaman
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