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Method's Mythic Tectus Guide: Video and Written Strategy
Publié
26/01/2015 à 12:05
par
perculia
Tectus
is an optional boss in
Cognefort
. This is a Mythic guide by top guild Method explaining the abilities, how to deal with
Tectus
, raid setup and roles, and class specific tips as well!
As announced in December,
Method is working with Wowhead
to provide Mythic raiding guides for all the bosses in
Cognefort
and
Fonderie des Rochenoires
. Their other Highmaul guides are:
Mythic Kargath Bladefist
Mythic Twin Ogron
Mythic Brackenspore
Want to kill
Tectus
on other difficulties and see what's changed? Check out Wowhead's
Tectus Strategy Guide
.
Video
Abilities and Explanation
Tectus
(31.3mil HP)
An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs --- who themselves barely maintain control over this imposing force of nature.
Tectus
begins the battle fully formed able to inflict full damage.
La montagne vivante
:
Tectus
is unkillable as long as he is under the affects of
La montagne vivante
.
He will periodically gain energy, with the rate of gain increasing as he loses health.
The power of
La montagne vivante
is consumed whenever
Tectus
channels
Soulèvement tectonique
, leaving him vulnerable to shattering.
Accrétion
:
Tectus
periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks. Damaging Tectus removes stacks of
Accrétion
.
On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yards of
Tectus
when he gains
Accrétion
, they will also gain
Accrétion
.
Pilier terrestre
:
Tectus
raises an
Pilier terrestre
from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.
Tectus
uses this ability when he reaches 25 Energy.
On Mythic difficulty,
Tectus
also uses this ability at 50 Energy.
Barrage cristallin
:
Tectus
creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 162,240 Physical damage each second they remain in the cloud.
Fracture
:
Tectus
causes a short-lived spike of earth to shoot from the ground, inflicting 170,859 Nature damage to players standing where the spike erupts, and knocking them back.
Soulèvement tectonique
:
Tectus
unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 40,560 Nature damage to all players.
If Tectus's health is depleted during
Soulèvement tectonique
, he will Shatter.
Le Cœur creux de la montagne
:
After being shattered,
Tectus
's hollowed core stands again, with a fraction of his health. Hollowed cores do not gain additional energy as their health percentage decreases.
Eclat de Tectus
(19mil HP)
When shattered, the remnants of
Tectus
will form two Shards of Tectus.
Shards of Tectus share
Tectus
' abilities, but individually deal less damage.
The two Shards of Tectus have the same abilities that
Tectus
does.
Accrétion
,
Barrage cristallin
,
Fracture
,
Pilier terrestre
,
Soulèvement tectonique
,
Éclat creux de la Montagne
(same as
Le Cœur creux de la montagne
) and
Éclat de la Montagne
(same as
La montagne vivante
)
Granule de Tectus
(4.75mil HP)
When shattered, the remnants of each
Eclat de Tectus
will form four Motes of Tectus.
Motes of Tectus do not need to be shattered. Players are victorious over
Tectus
after they have killed all of the Motes of Tectus.
Granule de Tectus
:
The Motes of Tectus can be killed outright. However they still gain energy and will cast
Soulèvement tectonique
upon reaching 100 energy.
The eight Motes of Tectus have the following abilities being exactly the same as the ones
Tectus
/ Shards of Tectus have:
Barrage cristallin
,
Fracture
,
Pilier terrestre
,
Soulèvement tectonique
. The only difference is at the
Accrétion
ability. The Mythic part of it does not apply for the Motes of Tectus, meaning that they won't give energy to each other when they are within 10yds.
Blafard corrompu par la nuit
While Tectus is fully formed,
Blafard corrompu par la nuit
will attempt to enter the fight, empowering
Tectus
and attacking players.
In Mythic difficulty, Night-Twisted pale continue to attack after
Tectus
is shattered.
Courbe-terre corrompu par la nuit
(2.23mil HP)
Don de la Terre
:
Creates a swirling vortex of earth in an attempt to empower
Tectus
.
If the vortex reaches
Tectus
, he will gain 10 stacks of
Accrétion
.
Players may intercept the vortex - if they do, they suffer 235875 to 274125 Physical damage and are afflicted with
Pétrification
.
Pétrification
:
A player's skin begins to turn to stone after intercepting the
Don de la Terre
.
A petrified player's movement speed is reduced by 2%, and
Tectus
will absorb their petrification whenever he makes a melee attack against them, granting him stacks of
Accrétion
and healing him.
Fléchettes terrestres
:
Raises
Fléchettes terrestres
from the ground, inflicting 239,811 Nature damage to all enemies within a cone in front of the caster.
Berserker corrompu par la nuit
(2.23mil HP)
Attaque délirante
:
The Berserker is afflicted with temporary insanity, forgetting their current target, clearing all threat, and dashing towards a random player.
The Berserker inflicts 100,386 Physical damage to targets caught in the path of the dash.
Execution
Tectus
has a 10min Enrage Timer. The Enrage Timer doesn't really matter for
Tectus
, since if everything goes according to plan, the fight should last only 4-5min.
You can theoretically say that the fight has three phases. Phase 1 is when only
Tectus
is alive until you kill him. Phase 2 is when you fight the two Shards of Tectus and the original
Tectus
in his ‘
Le Cœur creux de la montagne
' form. Phase 3 is the last phase where you kill the eight Motes of Tectus and the two Shards of Tectus in their ‘
Éclat creux de la Montagne
' form.
The most important element of this fight is room management (where you spawn the pillars) and overall raid dps in order to kill off
Tectus
and his Shards within their first cast of
Soulèvement tectonique
.
Setup
Tanks: 2
You only need 2 tanks for this fight. It doesn't really matter which classes, but you should have a
Chevalier de la mort
in the raid, so unless you have a dps
Chevalier de la mort
, make sure you have one of your tanks be one.
The reason is because you want to kill the
Courbe-terre corrompu par la nuit
s before they get any casts of
Don de la Terre
or
Fléchettes terrestres
off, so using a grip to bring them fast in the melee camp is crucial.
Healers: 3-4
Depending on your dps, you can go with either 3 or 4 healers for this fight.
The reason why you need so few healers is because there should only be need for tank healing if you have enough dps (will explain later in this guide).
In terms of classes,
Holy Paladin
s and Resto Druids are pretty good for the third Phase of the fight, which is the most hectic one.
Paladin
s can use
Bouclier divin
/
Bénédiction de protection
, and
Druide
s can do decent healing while moving, which is what you do all the time in that phase. Also Druids can do decent dps in phase 1 and 2 if needed.
DPS: 14-15
Dps is very important for the execution of this fight. You need to make sure you have enough to kill
Tectus
and the Shards of Tectus while they cast
Soulèvement tectonique
for the first time, preferably kill them without them casting it for more than 1-2sec to minimize raid damage.
You also need some good cleave / AoE damage for the last phase, since there will be 10 targets to kill within ~30sec.
In order to achieve that you need to make sure to have both good single target and AoE dps.
Phase 1
Before you pull the Boss, all ranged dps and healers should be grouped up at the entrance of the room (entrance being the stairs closer to the Twin Ogrons Portal. )
The reason why you want them all grouped up is because the
Pilier terrestre
s spawn underneath a random ranged dps or healer and since they don't despawn in Mythic difficulty, you want to control where they spawn in order to have enough space for the whole fight.
As you can see in the picture, the boss should be tanked at the Skull Marker and the ranged camp starts at the Diamond Marker. Once the first
Pilier terrestre
spawns, the ranged camp moves to the Circle Marker (right next to the previous Pillar. The ranged camp will keep moving clockwise every time an
Pilier terrestre
spawns for the whole fight.
When Tectus casts
Barrage cristallin
on a ranged dps or healer, that player will need to move clockwise ASAP.
It is important to move fast in order to not have the red lines come in the ranged camp, as they can kill someone in less than a second.
If you have any blink or speed buff, make sure to use it (and don't finish your cast before moving!!! :D).
Because of the fact that the
Barrage cristallin
s start spawning from the Boss, it is vital that
Tectus
is being tanked facing towards the ranged camp. That way, the melee dps will never get hit from it. Of course, the tanks need to watch out themselves to not get hit, but it is always easier to have one person being careful than 5+.
As for the Night-Twisted adds, since the Earthwarpers are very deadly if they get a cast of
Fléchettes terrestres
off, they need to be instantly Death Gripped in the melee camp and killed fast. Always have a designated stunner (ret paladin or rogue, ideally) in case they start casting, since it is the only way to interrupt them.
The Berserkers are not that important and can pretty much be semi-ignored. Just make sure that they are taunted before they kill some poor healer and are cleaved down on top of the Boss.
As long as you handle the above properly and you have good enough dps, you should be killing
Tectus
before he finishes the first cast of
Soulèvement tectonique
. Make sure that you are still gathered in a ranged and a melee camp and use one raid cooldown if needed to survive.
Phase 2
Phase 2 is not much different than Phase 1.
As soon as you have killed
Tectus
for the first time, keep nuking him, since he will respawn at 25% health and you want to kill him before he reaches 25 energy. If you don't he will spawn another
Pilier terrestre
, limiting your space and causing unnecessary raid movement.
After Tectus is killed for good, it is basically Phase 1 again, only this time you have everything times two.
For the
Pilier terrestre
s the ranged camp now needs to split in two groups, half being at the Diamond Marker and the rest at the Square Marker.
If the dps on the two Shards of Tectus is relatively equal (it should be), then the two
Pilier terrestre
s will spawn around the same time and they should spawn on top of each Marker. As soon as they do, the ranged camps move to the
Cercle
and Triangle Marker and repeat the same process for the second wave of Pillars.
If you are limited in terms of room due to
Barrage cristallin
s, then you can always just have the whole ranged camp be grouped up at one spot and when the Pillars spawn use a
Ruée rugissante
and just outrun them clockwise.
The
Barrage cristallin
is still handled the same way as in Phase 1.
Just be careful because now that there are two Tectuses, it means that there will be two
Barrage cristallin
s, and it is possible that they target the same player.
Because of the fact that the debuff timer isn't really accurate for some reason, be alarmed to not assume it is over before it actually is (trust your eyes, not your debuff tracker addon!).
The Night-Twisted adds should be handled in the same way as in Phase 1.
Make sure that both of the Shards of Tectus die within their first cast of
Soulèvement tectonique
. It is really important that they both die at the same time.
If one of them heals up, it will make Phase 3 much more hectic and it most likely means a wipe.
Try to always keep an eye on both of the Shards of Tectus' hp and balance it out throughout the whole Phase.
Use any raid cooldowns you have to survive the double
Soulèvement tectonique
s, as you won't need any raid healing for Phase 3.
Phase 3
Phase 3 is a very fast and chaotic phase. It should only last around 30-45sec and it is when you want to use every dps cooldown you have.
The two Shards of Tectus will respawn at 25% health, together with 8 Motes of Tectus.
At this point you want them gathered up ASAP from the tanks so that the raid can start aoeing them down.
Use Bloodlust/
Héroïsme
as soon as the Motes have spawned.
The tanks will take a lot of damage in this phase, so they need to make sure that they have a good rotation of cooldowns in order to survive (ask for external cooldowns from the healers / warriors / ret paladins).
The first thing that will happen are the
Barrage cristallin
s, and yes there will be 10 of them! Basically almost every ranged dps / healer will get one.
This means that the ranged can't be gathered up anymore, so they should spread out clockwise, without going too far away. Think of it as an arc spread, but the arc doesn't go all the way behind the Bosses, because then the
Barrage cristallin
s will be all over the melee camp, making it impossible to hit the Bosses and probably dying.
Now in order to limit how much the
Barrage cristallin
spreads around, if a player gets it that has some sort of immunity, then they should use it (
Dissuasion
,
Bouclier divin
, etc) and stand still. This will help the rest of the raid have more room to move around. It is also important to give
Bénédiction de protection
s to at least a couple of healers so that they can stand still and keep the tanks alive while all of this movement is happening.
When the Motes of Tectus are at 20 energy, it means that the 8
Pilier terrestre
s are about to spawn.
It is crucial that the ranged players are all spread but also close to the edges of the room, making the initial Pillars spawn away from the middle.
Once the first wave of them has spawned, they can move slightly more towards the middle and spawn the second wave there.
To be honest, it will never be perfect, and you will probably have someone spawn a bad Pillar, but as long as the general idea of spawning them outside is followed, the one or two bad Pillars shouldn't cause a wipe.
The only thing that could cause a wipe is the raid getting cut off due to a series of bad Pillar spawns.
Lastly, you need to keep in mind that the Night-Twisted adds will keep spawning even in Phase 3, which means that the Earthwarpers are still very high priority targets.
Hopefully they can get Death Gripped on top of the Motes of Tectus and AoEd down fast enough, but regardless you should be targeting them and making sure they are killed and stunned just like in Phase 1 and 2.
To help yourself target them in the whole mess, you can use this macro: /tar
Courbe-terre corrompu par la nuit
.
Make sure to keep your eyes open for the
Pilier terrestre
s and you should have no problem downing this boss. Don't worry, fight is over before you realize it! Literally, sometimes you will be surprised that the Boss is dead already :)
Class Tips
Windwalker Monk
:
Both
Vent de jade fulgurant
and
are worth using because this fight is all about killing the boss fast in the last phase!
DPS Warrior
:
Save rage to
Exécution
adds with
active.
Voleur
:
Try to time your
Red Phase to start when Phase 3 starts. You can delay it by using
s.
Chasseur
:
Use Aspect of the Fox when the
Pilier terrestre
s spawn to avoid your casters interrupting their casts.
Démoniste
:
Warlock only has two viable specs on this fight: demo with
Cataclysme
, or destro with
.
Make sure to save everything for the last phase, including both
charges.
Remember you can use your
Cercle démoniaque - Téléportation
when you have the Crystalline to move out quicker.
Good luck and feel free to ask any questions below, I will be happy to answer them.
About the Author
Twitch:
http://www.twitch.tv/rogerbrown
Twitter:
https://twitter.com/methodroger
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