Shoulderplates of Gushing Geysers | Shoulderplates of Gushing Geysers | Shoulderplates of Gushing Geysers |
Spirit Link: Damage dealt is shared between Earthbreaker Haromm and Wavebinder Kardris.
Bloodlust: When the Dark Shaman reach 25% health remaining, they will go into a blood frenzy, increasing all damage dealt by 25% and haste by 25%.
Darkfang and Bloodclaw: The riding wolves of the Dark Shaman, Darkfang and Bloodclaw will viciously defend their masters.
Swipe: Inflicts 277500 to 322500 Physical damage to targets in a 8-yard cone in front of the caster.
Rend: Viciously rends a player, causing them to bleed for 16000 Physical damage every 1 sec. for 15 sec. This effect stacks.
Totems: The Dark Shaman will drop Totems during the fight that grant them new abilities.
Froststorm Strike: Strikes a player with frost-lined weapons, inflicting 325000 Frost damage and causing the player to take 25% additional damage from Froststorm Strike for 30 sec. This effect stacks.
Toxic Mist: Injects several players with a toxic mist, inflicting 50000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.
Toxicity: Increases Nature damage taken by 10% per stack.
Foul Stream: A stream of foul liquid inflicts 220000 Nature damage to all enemies on a line. This ability is granted by Foulstream Totem.
Ashen Wall: Summons a line of stationary Ash Elementals that will attack any nearby enemies. This ability is granted by Ashflare Totem.
Iron Tomb: Inflicts 500000 Physical damage to players within 3 yards and creates an Iron Tomb. This ability is granted by Rusted Iron Totem.
Froststorm Bolt: Fires a bolt of bitter frost, inflicting 450000 Frost damage.
Toxic Storm: Summons a powerful toxic storm that inflicts 300000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 1 min. This ability is granted by Poisonmist Totem.
Toxic Tornado: Toxic winds inflict 300000 Nature damage to players within 5 yards every 1 sec. and knock them up.
Foul Geyser: Conjure foul water that inflicts 450000 Nature damage to players within 3.5 yards every 0.5 sec. for 8 sec. Each splash creates a Foul Slime. This ability is granted by Foulstream Totem.
Foulness: Inflicts 150000 Nature damage to players within 3 yards every 1 sec.
Falling Ash: Summons a core of smouldering ash that will fall over 30 sec. Inflicts 999999 Fire damage to players within 17 yards and 160000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.
Iron Prison: Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 1 min. This ability is granted by Rusted Iron Totem.
General NazgrimOnce a grunt in service of the former warchief, Thrall, General Nazgrim rose quickly through the ranks after overwhelming victories in Grizzly Hills and the sunken city of Vashj'ir. Fiercely loyal to the Horde and bound by a rigorous code of honor and duty, Nazgrim will hold the line for his warchief until his dying breath.
Sundering Blow: A powerful strike inflicts 660000 Physical damage and sunders the target's armor, reducing armor by 10% for 1 min. Generates 5 Rage plus 5 additional Rage per stack of Sundering Blow on the target.
Bonecracker: Fling a heavy mace at a player to crack their bones, reducing maximum health by 35% and causing the player to bleed for 55000 Physical damage every 1 sec for 30 sec.
Execute: Executes a player for 120% of their maximum health. This attack pierces immunities and cannot be dodged, blocked, or parried.
Stances: General Nazgrim will take on various stances during the battle.
Battle Stance: A balanced stance that generates 1 Rage every 1 sec.
Berserker Stance: A wild stance that increases damage dealt by 25%, damage taken by 25%, and Rage generated by 100%.
Defensive Stance: A defensive stance that reduces damage taken by 10% and grants 2 Rage when struck. Rage gain cannot occur more than once every one second.Attacks by players affected by Sundering Blow do not cause Nazgrim to generate Rage.
Rage: Several of General Nazgrim's abilities require Rage to use. General Nazgrim will gain Rage from various abilities used during the battle.General Nazgrim prefers to use the ability with the highest Rage cost.
Heroic Shockwave: Leaps at a player, inflicts 400000 Physical damage within 10 yards of the impact location and causing three Aftershocks.Costs 30 Rage.
Aftershock: The ground cracks between General Nazgrim's impact location and the location a player target. After several seconds, the cracks will erupt, inflicting 400000 Fire damage to players within the Aftershock and granting General Nazgrim 3 Rage for each player struck.
Kor'kron Banner: Places a banner that causes allies' attacks to generate 3 Rage for General Nazgrim.Costs 50 Rage.
War Song: Unleash a hellish scream, inflicting 65% of maximum health as Physical damage to all players.Costs 70 Rage.
Ravager: Throw a whirling blade that will last for the duration of the battle. The Ravager inflicts 370000 to 430000 Physical damage to enemies within 6 yards every 1 sec, granting General Nazgrim 5 Rage for each enemy struck.Costs 100 Rage.
Cooling Off: After using an ability that costs Rage, General Nazgrim must cool off for 15 sec. During this time, General Nazgrim cannot use abilities that cost Rage.
Kor'kron Forces: General Nazgrim will call for the aid of his forces during the battle.At 10% health, General Nazgrim will call in an additional wave of forces.
Orgrimmar Faithful: General Nazgrim begins the battle with a contingent of loyalist Orgrimmar grunts.
Ironstorm: Whirl around in a storm of iron, inflicting 249750 to 290250 Physical damage to players within 6.5 yards every 1 sec. for 1 min.
Last Stand: Increases maximum health by 25%. Kor'kron Ironblades will use Last Stand when brought below 25% health.
Arcane Shock: Shock a target, inflicting 185000 to 215000 Arcane damage and increasing Arcane damage dealt by the caster by 25% for 10 sec. Stacks up to 99 times.
Magistrike: Calls down a burst of Arcane energy, inflicting 185000 to 215000 Arcane damage instantly and 40000 Arcane damage every 1 sec. for 20 sec to enemies within 8 yards.
Kor'kron Assassin: Kor'kron Assassins strike from the shadows at the enemy's weakest targets.
Stealth: Kor'kron Assassins begin the battle in stealth. Slows movement speed by 50%.
Backstab: Inflicts 624375 to 725625 Physical damage to a player, but only if attacking from behind.
Earth Shield: Protects the target with an earthen shield that heals the shielded target for 5% of maximum health when damage is taken.
Empowered Chain Heal: Heals an ally for 10% of their maximum health and jumps to a nearby ally, increasing healing by 50% per jump. Affects 5 total targets.
Healing Tide Totem: Summons a totem that heals allies within 8 yards for 10% of their maximum health every 3 sec.
Hunter's Mark: Kor'kron Snipers will fixate on a non-tank target.
Shoot: Shoots a player, inflicting 100% weapon damage.
Multi-Shot: Fire a volley of arrows, inflicting 400000 Physical damage to enemies within a 40-yard cone.
The Underhold
MalkorokMalkorok has been Garrosh's most loyal and trusted lieutenant throughout the Pandaria campaign. When the Warchief needed a volunteer to infuse with the power of Y'Shaarj, it was only natural that Malkorok would offer without hesitation.
Ancient Miasma: An Ancient Miasma fills the room, absorbing all healing received but creating an Ancient Barrier that absorbs damage equal to the amount of healing absorbed, up to a cap of 100% of maximum health. In addition, the Miasma inflicts 24000 Shadow damage every 2 sec.
Ancient Barrier: Whenever Ancient Miasma absorbs healing it creates an Ancient Barrier on the player, absorbing damage equal to the amount of healing absorbed. The damage absorbed from Ancient Barrier cannot be greater than 100% of the player's maximum health.This effect is able to absorb damage taken from falling.
Essence of Y'Shaarj: The Ancient Miasma forms 2 orbs of corruption every 3 seconds that persist for the remaininder of the fight. If a player comes into contact with an orb, it is consumed, removing Ancient Barrier and inflicting 150000 Shadow damage to them. In 25-player mode, 5 orbs of corruption are created every 3 sec.
Endless Rage: Malkorok gains Rage over time whenever he is not in a Blood Rage.When Malkorok reaches 100 Rage, he absorbs the Ancient Miasma and enters a Blood Rage.
Blood Rage: When Malkorok reaches 100 Rage, he enters a Blood Rage, causing each melee attack to inflict 1800000 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 Rage every second and ends when he no longer has any Rage.When Blood Rage expires, Malkorok expels the Ancient Miasma from his body.
Displaced Energy: While in a Blood Rage, energy arcs off of Malkorok's body, afflicting players with Displaced Energy. This effect inflicts 200000 Shadow damage every 3 sec for 9 sec. When Displaced Energy expires, the energy explodes outward, inflicting 360000 Shadow damage to all allies within 8 yards who are not afflicted with Displaced Energy. In Heroic Difficulty, Displaced Energy roots the target in place.
Relentless Assault: When Blood Rage expires, Malkorok gains Relentless Assault, increasing all damage done by 25%. This effect stacks.
Might of the Kor'kron:
Arcing Smash: Malkorok faces a random player and unleashes a devastating overhead attack, inflicting 480000 Physical damage to all players within a 0 yard cone in front of him.
Seismic Slam: Malkorok slams the ground, inflicting 400000 Physical damage in a 5-yard radius around a random player, knocking all injured targets into the air.
Breath of Y'Shaarj: Malkorok channels the power of Y'Shaarj, causing the areas recently hit by Arcing Smash to explode, inflicting 960000 Shadow damage.
Imploding Energy: Malkorok's corruption opens 3 tears of dark energy that inflict 360000 Shadow damage to all players within 5 yards after 4 sec.If the implosion of energy does not hit a player, it instead inflicts 405000 Shadow damage to all players. In 25-player mode, Malkorok opens 7 tears with each cast.
Fatal Strike: Malkorok's melee attacks fatally wound his target, increasing their damage taken by 10% for 30 sec.
Eradicate: Malkorok kills all players if he is not defeated within 12 minutes.
Spoils of PandariaWhen Garrosh gazed across Pandaria, he saw untapped power. During the course of his campaign, Garrosh has plundered weapons, treasures, and artifacts of the pandaren, the mogu, and the mantid. They are kept in a warehouse deep within his underground base, guarded by a mysterious security system that appears to be of Titan origins.
Overview: Players must do battle with animated creatures, objects, and spirits in each quadrant of the warehouse before the defense system fully powers up. Defeating these enemies releases trapped Titan Energy to power four manual override levers to deactivate the defense system. Players initially have access to two of the four quadrants of the room, and gain access to additional quadrants by using the manual override levers.Opening crates throughout the room reveals the entities inside, but opening too many crates at the same time may overwhelm the raid.
Massive Crate of Goods: These massive crates of goods carry monstrous war-torn creatures. A large amount of Titan Energy powers them, but it may take considerable effort to defeat them.
Mogu Crate:
Shao-Tien Elder Council:
Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 58500 to 61500 Shadow damage and forming a stone statue from that essence.These statues frequently strike the ground, inflicting 160875 to 169125 Physical damage and stunning targets in a frontal cone for 2 sec.These statues remain until killed.
Jun-Wei:
Demonic Volley: Ushers the power of his inner demon, inflicting 120000 Shadow damage to all nearby players.
Zu Yin:
Molten Fist: Unleashes his burning fists, slinging orbs of flame at nearby opponents, inflicting 120000 Fire damage.
Xiang-Lin:
Jade Tempest: Combines the immense power of Jade Flame with the destructive force of Thunder, inflicting 120000 Firestorm damage to all nearby players.
Kun-Da:
Fracture: Smashes the ground with his mighty blade. This strike is so powerful that it inflicts 120000 Nature damage to all nearby players.
Mantid Crate:
Mantid Commanders:
Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 160000 Fire damage per remaning stack to all players within 9 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, inflicting 160000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec.The explosion from any of these bombs can chain to nearby ground bombs.
Stout Crate of Goods: These hefty crates of goods carry seasoned enemies. A medium amount of Titan Energy fuels their animation and caution should be taken to defeat them.
Mogu Crate:
Matter Scramble: Highlights several locations on the ground which will scramble the locations of players standing inside them. If the Golem attempts to scramble a location with no players, the fabric of space tears, inflicting 234000 to 246000 Fire damage to players within 30 yards.
Crimson Reconstitution: Creates voids of magic around nearby units for 45 sec. Any enemies which remain in the void are healed for 15% of their maximum health every second.
Mogu Shadow Ritualist: The soul of a powerful Shao-Tien Archritualist emerges to defend his phylactery. Any damage inflicted to the Archritualist is copied to the phylactery, and defeating either defeats this enemy.
Torment: Torments a target with the pain wrought from a thousand years of isolation, inflicting rapidly increasing Shadow damage every second until dispelled.Each time Torment is dispelled, it jumps to a nearby target and resets in damage. Torment is removed when once the Mogu Shadow Ritualist is defeated.
Mogu Rune of Power: Etches a rune of power on the ground under nearby units for 45 sec. Any targets which remain on the rune gain increased melee, ranged, and spell haste by 150%.
Forbidden Magic: Inflicts 104000 Arcane damage every second while channeling.
Mantid Crate:
Zar'thik Amber Priest:
Mantid Swarm: Rallies additional Zar'thik Mantid to his aid.
Residue: Applies a thick layer of restorative amber residue to nearby friendly targets, healing them for 120000 health every 3 sec., divided evenly amongst all targets.
Set'thik Wind Wielder:
Windstorm: Creates a torrent of wind that moves around in a spiral. Colliding with the torrent inflicts 200000 Nature damage. The torrent lasts for 15 sec and increases in speed over time.
Rage of the Empress: Rallies nearby friendly targets, increasing all damage dealt by 65%, divided evenly amongst all targets.
Shear: Inflicts 253500 to 266500 Nature damage and inflicts an additional 80000 Nature damage every second for 6 sec.
Lightweight Crate of Goods: These small crates of goods carry front-line enemy forces. A small amount of Titan Energy fuels their creation and can be defeated with fewer players.
Mogu Crate:
Harden Flesh: Hardens the flesh of targets over 10 sec, inflicting 16000 Physical damage every second and slowing by 15%. This effect stacks.
Earthen Shard: Summons a shard of earthen material, striking a target for 52000 Nature damage.
Spark of Life: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 195000 to 205000 Nature damage to enemies within 4 yards.Defeating the Spark of Life invokes a Nova, immediately inflicting 118800 to 121200 Nature damage to enemies within 8 yards.
Carnivorous Bite: Each Quilen Guardian may bite a target, inflicting 28000 Physical damage every 2 sec. for 18 sec. This effect stacks.
Mantid Crate:
Sri'thik Bombardier:
Gusting Charge: Charges a distant target, inflicting 156000 to 164000 Nautre damage to enemies within 5 yards of that target and leaves behind a trail of wind, inflicting 120000 Nature damage every second for 45 sec.
Throw Explosives: Tosses specialized bombs that immediately explode for 64600 to 71400 Physical damage to targets within 2 yards.
Amber-Encased Kunchong:
Encapsulated Pheromones: Periodically expels a trail of Encapsulated Pheromones in the direction of nearby foes, inflicting 80000 Fire damage every second to enemies standing in the Encapsulated Pheromone pool.
Enrage: Periodically enrages, increasing damage dealt by 225% but decreasing movement speed. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by 30% for 2 min. This effect stacks.
Crate of Pandaren Relics: These small crates of goods carry rare artifacts of Pandaren origin. Titan Energy does not fuel their animation, instead they are guarded by powerful Pandaren spirits.
Ancient Brewmaster Spirit: Upon reaching low health, the Ancient Brewmaster Spirit allows players to consume the weapon's blessing.
Keg Toss: Hurls a keg at a distant target, inflicting 114000 to 126000 Nature damage to enemies within 5 yards and slowing targets hit by 50% for 15 sec.
Breath of Fire: Bellows out a channel of fire for 6 sec, inflicting 190000 to 210000 Fire damage. If the target is afflicted with Keg Toss, they are additionally disoriented and take 39800 to 40200 Fire damage every second for 6 sec.
Blade of the Hundred Steps: Imbues all players of the tank role in the current quadrant of this warehouse with a boon.Attacks have a chance to call down a bolt of lightning, inflicting 260000 Nature damage to enemies within 4 yards and stun them for 2 sec. This effect bypasses a creature's immunity to stuns and has a 15-second cooldown.
Wise Mistweaver Spirit: Upon reaching low health, the Wise Mistweaver Spirit players to consume the weapon's blessing.
Eminence: When the Monk deals damage, she will heal equal to 165% of the damage dealt.
Gusting Crane Kick: The Wise Mistweaver Spirit spins rapidly in a circle, drawing in players within 40 yards and inflicting 93600 to 98400 Physical damage to targets within 10 yards every second for 4 sec.
Staff of Resonating Water: Imbues all players of the healer role in the current quadrant of this warehouse with a boon.Heals have a chance to create a wave of force that contains 120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown.The wave also damages enemies for 224250 to 235750 Nature damage.After 2 sec or once all healing energy has been consumed, the wave dissipates.
Path of Blossoms: Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflict 117000 to 123000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec.Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec.
Claw of Burning Anger: Imbues all players of the damage dealer role in the current quadrant of this warehouse with a boon.Attacks have a chance to damage a target for 135850 to 150150 Fire damage. This effect has a 5-second cooldown.
Unstable Spark: In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to all nearby enemies.
Lift Hook: Players may use crate lifting hooks to travel from the warehouse subfloor to the main platform throughout the fight.
Thok the BloodthirstyWhen the Isle of Giants was discovered off the coast of Pandaria, teeming with primal devilsaurs, Garrosh sent men to capture some of the most fearsome specimens, hoping to subjugate them and use them as beasts of war. Countless orcish beastmasters have fallen to Thok's jaws as they struggle to tame him, yet the creature's thirst for blood remains unslaked.
Stage 1: A Cry in the Darkness:
Fearsome Roar: Thok's bellowing roar inflicts 214500 to 225500 Physical damage in a frontal cone. The roar incites terror in players' hearts, causing them to take 50% more damage per stack.
Deafening Screech: Upon reaching full energy, Thok lets loose a shrill cry, inflicting 234000 to 246000 Physical damage to all enemies and interrupting spellcasts. Every time Thok Screeches, the rate of his energy regeneration is increased.
Tail Lash: Thok's mighty tail whips about, striking all enemies behind the caster, inflicting 292500 to 307500 Physical damage and stunning them for 2 sec.
Shock Blast: Electricity arcs and snaps around Thok's shock collar, inflicting 78000 to 82000 Nature damage to random enemies.
Bloodied: When players fall beneath 50% health, Thok the Bloodthirsty can smell their blood. If 5 or more players who are Bloodied are within 10 yards of one another, the scent of blood becomes overwhelming and Thok enters a frenzy for blood.
Bloodied: When players fall beneath 50% health, Thok the Bloodthirsty can smell their blood. If 15 or more players who are Bloodied are within 10 yards of one another, the scent of blood becomes overwhelming and Thok enters a frenzy for blood.
Stage 2: Frenzy for Blood!: The excessive scent of blood sends Thok into a frenzy for blood! , In LFR difficulties, this occurs when Thok reaches 80%, 55%, and 30% health.
Blood Frenzy: Thok roars in hunger, knocking away front enemies and going into a frenzy for blood. Any enemies who are caught within reach of Thok's terrible maw are devoured instantly. Thok gradually gains speed during Blood Frenzy. He is also immune to taunt during Blood Frenzy.
Fixate: Thok becomes unable to be tanked, and will fixate on random distant players.
Kor'kron Jailer: Thok's mighty roar when he enters a Blood Frenzy attracts the attention of a nearby jailer. Upon defeating him, you may obtain a prison key that can unlock one of the nearby cells containing Garrosh's prisoners.
Prisoners of War: Garrosh has taken prisoners during his Pandaria campaign, and they remain trapped in cages alongside the beasts, hoping for freedom.
Akolik: Akolik and a band of his Skumblade have been taken captive by Garrosh. Upon being freed, he will invoke the holy order of Kros to subdue a nearby dinosaur.It has... unpredictable results.
Waterspeaker Gorai: Waterspeaker Gorai and some denizens of Inkgill Mere have been taken captive by Garrosh. When freed, Waterspeaker Gorai will command his units to aid you, and he will heal the wounds of random players.
Warmaster Montak: Warmaster Montak and his firesworn have been taken captive by Garrosh. When freed, nearby units will have their weapons set ablaze, giving them a chance to cause additional Fire damage on successful attacks.
Downfall
Siegecrafter BlackfuseHelix Blackfuse was the only goblin with the combination of engineering prowess, professionalism, and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. His love for his creations (and for the gold they fetch) blinds him to the fate that his fellow goblins are likely to face should Garrosh's plans come to fruition.
Launch Sawblade: Siegecrafter Blackfuse launches a magnetized sawblade at a random player. The sawblade will hover in place until it is removed by an Activated Electromagnet.
Serrated Slash: Sawblades inflict 50 Physical damage to any players or Automated Shredders with which they come into contact, knocking back any affected players.
Protective Frenzy: When one of his creations is destroyed, Siegecrafter Blackfuse enters a frenzy, increasing his attack speed by 100% and damage done by 50% for 10 sec.
Electrostatic Charge: Siegecrafter Blackfuse charges his target with static electricity, inflicting 137500 Nature damage. Electrostatic Charge also leaves a lingering effect increasing the damage taken from Electrostatic Charge by 100% increasing damage dealt to targets with Reactive Armor by 400%.This effect stacks up to 10 times.
Automatic Repair Beam: Siegecrafter Blackfuse's suit is fitted with an Automatic Repair Beam, which will detect any damaged Automated Shredders within 35 yards, and heal them for 3% of their maximum health every 3 sec.
Overcharge: When activated weapons arrive on the assembly line, Siegecrafter Blackfuse will Overcharge one of them, increasing its power and effectiveness.
Energized Defensive Matrix: If three weapons make it through the Assembly Line and into Blackfuse's assembly machine, the machine will become overcharged and use the excess energy to power the defensive systems on Blackfuse's suit, granting him 90% reduced damage for 20 sec.
Automated Shredders: Siegecrafter Blackfuse will periodically call in Automated Shredders to join the fight.
Reactive Armor: Automated Shredders have been retrofitted with Reactive Armor, reducing damage taken by 90%.Automated Shredders can also be damaged by Serrated Slash, Shockwave Missile, Detonate! and Superheated.
Death from Above: The Automated Shredder propels itself into the air and then slams back into the ground, dealing 693750 to 806250 damage to players within 15 yards of the point of impact.After landing, the Shredder is stunned and takes 200% additional damage for 5 sec.
Overload: The Automated Shredder will periodically cast Overload, dealing 50000 damage to raid members not currently on the conveyor belt, and increasing its damage dealt by 30%.
The Assembly Line: Periodically, Siegecrafter Blackfuse will initiate fabrication of a set of weapons on the assembly line in his workshop.Disassembled weapons are brought in via conveyor belts along the northwest side of his room. They then pass through an assembly machine on the northeast wall of his room. Finally, they emerge completed on conveyor belts along the southeast wall of his room, where they attack players.Players can use Transport Pipes to reach the conveyor belt along the northwest side of his room, where they can attack and destroy the disassembled weapons. After players destroy a weapon, the remaining weapons become shielded and cannot be damaged.
Transport Pipes: Transport Pipes line the western edge of Siegecrafter Blackfuse's workshop. Players can jump into these pipes to reach the conveyor belt along the northwest side of the workshop.
Pattern Recognition: After using the transport pipes to reach the conveyor belt, the assembly line recognizes a player's biological signature and will reject further attempts to use them for 1 min.
Matter Purification Beam: Matter Purification Beams line the platform, inflicting 250000 Fire damage to any players that come into contact with them.
Shockwave Missile Turret:
Shockwave Missile: The Shockwave Missile turret launches a drill-tipped Shockwave Missile into the ground, sending a barrage of drills that ripple out from the impact location and create rings of seismic energy.Each ring of seismic energy inflicts 166500 to 193500 Nature damage to all players caught within it.
Overcharged Missile Turret: When Overcharged, the Shockwave Missile Turret will fire Shockwave Missiles which persist and continuously barrage the platform with drills and seismic energy until destroyed by players.
Laser Turret:
Superheated: The ground hit by a Laser Turret's beam burns any players or Automated Shredders who step on it, inflicting 20000 Fire damage each second for 7 sec.This effect stacks every second that a player or Automated Shredded remains on superheated ground, and can stack up to 20 times.
Overcharged Laser Turret: When Overcharged, Siegecrafter Blackfuse's laser turrets will fire a split beam, creating three concentric arcs of Superheated ground.
Electromagnet:
Magnetic Crush: When activated, the electromagnet will begin to magnetically crush all players on the platform, inflicting 16500 Physical damage each second and pulling them towards the electromagnet.The force of the electromagnet will also pull all sawblades on the platform towards it and off the platform, causing them to damage any players or Automated Shredders in the path of the blades.
Overcharged Electromagnet: When Overcharged, the Electromagnet will periodically reverse polarities, pushing both players and sawblades in and out from the magnet.
Crawler Mine: Assembled Crawler Mines leap down from the conveyor belt, fixating on a random player.
Detonate!: When a Crawler Mine reaches its target it will self-destruct, inflicting 129500 to 150500 Fire damage to players within 300 yards and knocking them into the air.
Break-in Period: Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.
Ready to Go!: After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases.
Overcharged Crawler Mines: When Overcharged, Crawler Mines activate a construction matrix within their machinery. This construction matrix enables them to create two new Crawler Mines when they are destroyed.
Paragons of the KlaxxiThe nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient creator to the iron halls beneath Orgrimmar.
Overview: Three Klaxxi Paragons join the fight at the beginning of the encounter. You will only face three Klaxxi Paragons at any time. The order in which Klaxxi Paragons will join the fight changes each week; but remains the same for the duration of the raid week.Any time a Klaxxi Paragon is defeated, any other active Paragons will heal to full and gain Paragon's Purpose. Defeating a Klaxxi Paragon causes the next Klaxxi Paragon to join the fight.You can tell which Klaxxi Paragons will join the fight next by looking for which ones are Ready to Fight.Defeated Klaxxi Paragons can be interacted with, one time, to steal that Paragon's abilities.
Paragon's Purpose: Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.
Ready to Fight: Klaxxi Paragons with this aura on them will be the next to join the fight. Before the fight begins, three Klaxxi Paragons will have this aura. When the encounter begins all three of these Paragons join the encounter and one other Paragon will gain this aura to indicate that they will join the fight next.Everytime a new Klaxxi Paragon joins the fight, one of the inactive Klaxxi Paragons will gain this aura.
Power of the Paragons: After a Paragon has been defeated, one player may take the fallen Paragon's powers to use as their own. Only one player can take any one Paragon's power, and a player may only take a Paragon's power once during the encounter.Each Paragon's powers can only be acquired by particular class roles.
Exposed Veins: Kil'ruk the Windreaver's sharp blades expose the blood vessels of his victims, making them more susceptible to the attacks of Xaril the Poisoned Mind.All damage taken from Xaril the Poisoned Mind is increased 10% for each application of Exposed Veins
Gouge: Kil'ruk the Wind-Reaver incapacitates his current tank target. This attack is followed immediately by Mutilate.
Mutilate: Kil'ruk the Wind-Reaver lashes out with both of his weapons for a devastating attack.
Death from Above: Kil'ruk the Wind-Reaver leaps into the air over a random player and then crashes down. Kil'ruk inflicts Physical damage to all enemies within 5 yards upon landing.
Reave: Kil'ruk leaps to a random player and begins to spin in place. All players are drawn toward Kil'ruk and suffer Physical damage for 9 sec. The damage each player suffers during Reave is decreased as the player gets away from Kil'ruk.
Reave: Players of the damage dealer role may acquire this power. Activating this ability causes the caster to leap forward a fixed distance and inflict Physical damage to all enemies within 10 yards of the impact. 4 If a Hungry Kunchong with a Thick Shell is in the area of impact, the Thick Shell will be disabled.
Toxic Injection: When Xaril joins the encounter, he randomly injects all players with one of three different toxins: red, blue, or yellow.
Caustic Blood: Successful melee strikes from Xaril inject a caustic poison into the victim. The injection inflicts 75000 Nature damage per application to the target every second for 8 sec. If the injection is allowed to stack to 10, a Bloody Explosion occurs.Caustic Blood will fail to hit tanks who are using their Active Mitigation abilities.
Bloody Explosion: Allowing Caustic Blood to apply 10 times results in a Bloody Explosion, inflicting 100000 Fire Damage to the entire raid.
Tenderizing Strikes: Xaril's dagger strikes tenderize the flesh of his victim. Any attacks received from Kil'ruk the Wind-Reaver will inflict 10% more damage for each application of Tenderizing Strikes.
Choose Catalyst: Xaril the Poisoned-Mind selects a catalyst at random and strikes all members of the raid with a toxin that matches the color of the catalyst. This catalyst causes all targets' toxins to react according to the type of toxin.
Catalytic Reaction: Red: When this toxin reacts to a red catalyst it explodes for 585000 to 615000 Fire damage to all players within 10 yards.
Catalytic Reaction: Blue: When this toxin reacts to a blue catalyst it explodes for 800000 Frost damage divided among all players within 10 yards. In 10 Player Difficulty, the maximum number of targets that can split the damage is limited to 2. In 25 Player Difficulty the maximum number of targets that can split the damage is limited to 3.
Catalytic Reaction: Yellow: When this toxin reacts to a yellow catalyst it creates a cloud of Noxious Vapors for 30 sec. Player caught in the cloud suffer 438750 to 461250 Nature damage per second.
Catalytic Reaction: Purple: When either a blue toxin or a red toxin react to this catalyst, a ring of Fire explodes outward. Players do not see or need to react to the ring that forms at their own feet; but must avoid those rings that are created by their allies.
Catalytic Reaction: Orange: When either a yellow or red toxin react to this catalyst the victim will be force to run forward, leaving a trail of Canned Heat in their wake for 40 sec. Players stepping into the area suffer 365625 to 384375 Fire damage every second they remain in the area.
Catalytic Reaction: Green: When either a blue or yellow toxin reacts to this catalyst a small cloud of Eerie Fog will form and wander about randomly. Players who enter the area suffer 109687 to 115312 Nature damage per second while they remain in the area. Continuing to stand in the area Chills victims to the Bone, increasing the damage received from the Eerie Fog by 50% for 20 sec.
Vast Apothecarial Knowledge: Players in the healer role may acquire this Paragon Power. When Apothecary: Knowledge is activated, all healing done for the next 10 sec will leave a Volatile Poultice on the target for an amount equal to the healing done. The next time the target is damaged, the Volatile Poultice releases the stored healing on the target.
Encase in Amber: If Korven the Prime or any other active Paragon is below 50% health remaining Korven will Encase them in Amber for 10 sec. If the amber is not defeated within 10 sec the target will be restored to full health.This ability cannot be used more than once every 30 seconds. 4 The explosion from the Hurl Amber ability acquired from Ka'roz after he has been defeated will destroy the amber summoned by this ability. In Heroic Difficulties the Amber summoned by this ability is immune to all player abilities.
Shield Bash: Korven the Prime slams his shield into his primary tank target, knocking them down and stunning them for 6 sec. The victim is defenseless for the duration.Immediately after using Shield Bash, Korven the Prime unleashes a Vicious Assault.
Vicious Assault: Korven the Prime follows up his Shield Bash with 6 different strikes at all targets in front of him. The first strike causes the victim to suffer 300000 Physical damage every 3 seconds. Each successive strike inflicts greater and greater Physical damage.
Master of Amber: A player of the tank role can acquire this Paragon Power. When activated the caster Encases themself in Amber for 5 sec. While the amber holds the caster is immune to all damage.
Calculate: When Iyyokuk the Lucid enters the fight he perceives the general attributes of all players and notes the result of his calculations on each target.These calculations are noted with a shape, a color, and a number.Possible shapes are:- Mantid- Sword- Staff- Sonic Ring- AmberPossible colors are:- Red- Purple- Blue- Green- YellowPossible Numbers Range from 1 to 5
Diminish: Iyyokuk uses his command of the arcane to alter the victim's health by 34% of its current value. If the target is below 25% of their maximum health they will die instantly.
Insane Calculation: Fiery Edge: Iyyokuk peers through the veil of his previous calculations and selects an initial target, then all other targets based on the initial target's criteria to spawn lines of fire between them. All targets and any victims caught in the lines between them suffer Fire damage every second. The damage decreases as the endpoints of the line get further away from one another. 4 In Normal and Flexible Difficulties, Iyyokuk selects all targets that match either of two of the initial target's criteria. In Heroic Difficulty, Iyyokuk selects all targets that match any of the initial target's three critera. In Raid Finder Difficulty, Iyyokuk selects all targets that match one of the intial target's criteria. In Heroic Difficulty, each target creates a line of fire between themselves and two other targets.
Ingenious: Players of the healer role can acquire this Paragon Power. When activated the caster heals the initial target. The heal is then copied to other members of the raid. In Normal and Raid Finder Difficulties the heal is copied to anyone that shares the race or class of the initial target. In Heroic Difficulty the heal is copied to all other raid members who share the class of the initial target.
Flash: Ka'roz charges around the raid toward random targets. All players caught in his path are afflicted by Whirling.
Whirling: Player caught in Ka'roz's path as he Flashes around spin around and suffer 375000 Physical damage per second. Any other players caught in the vicinity of a Whirling victim also suffer this damage.
Hurl Amber: Ka'roz will periodically jump up to one of the platforms located about the room and Hurl Amber down at his enemies. Wherever the amber lands a pool of Caustic Amber will form. Players that enter a pool of Caustic Amber will suffer 346875 to 403125 Nature damage every second they remain in the area. 4 In non-Heroic Difficulties, Ka'roz hurls three pieces of amber. In Heroic Difficulty Ka'roz hurls four pieces of amber.
Strong Legs: Players of the damage dealer role can acquire this Paragon Power. When activated the player leaps to one of the platforms Ka'roz used to Hurl Amber from. If there is an amber at the platform the player leapt to they have the opportunity to throw the amber down to create an Amber Explosion for 300000 Nature damage to all enemies within 15 yards of the impact. If there is no amber at the platform or when the player successfully throws the amber they will jump back down automatically. 4 Hurled Amber will destroy the amber summoned by Korven to heal himself or his allies.
Hewn: The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.
Bloodletting: Skeer swings his weapon in a mighty arc, inflicting 146 to 153 Physical damage to the target and causing blood creatures to spawn around the room.Each blood moves to a Paragon and will heal that Paragon based on the remaining health of the blood. In 10 Player Normal Difficulty 2 bloods are summoned. In 25 Player Normal Difficulty 3 bloods are summoned. In 10 Player Heroic Difficulty 3 bloods are summoned. In 25 Player Heroic Difficulty 4 bloods are summoned. In Raid Finder Difficulty 1 blood is summoned. 4 In Flexible Difficulty 2-3 bloods are summoned.
Bloodthirsty: Players of the damage dealer role can acquire this Paragon Power. When activated all attacks over the next 10 sec have a chance to spawn blood orbs that persist for 30 sec. If any player walks through a blood orb they will heal for 10% of their maximum health.
Genetic Alteration: Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.
Injection: Rik'kal Injects his victim with a virus that inflicts 30000 Nature damage per second per application. When the virus expires, several Parasites will burst from the victim and attack players at random.Injection will not hit tanks that are actively trying to mitigate damage.
Amber Parasite: Amber Parasites are Genetically Modified and fixate on a random player when they spawn. The Amber Parasite Feeds on the fixated target.
Genetic Modifications: Rik'kal's Bioengineering abilities have given these parasites the ability to fully regenerate every 10 seconds.
Feed: Amber Parasites inflict 117000 to 123000 Physical damage each second.
Mutate: Amber Scorpion: Rik'kal tosses a vial at a random player, causing them to mutate into an Amber Scorpion. While transformed, the victim suffers 75000 Nature damage per second and only has access to the abilities of an Amber Scorpion.Damage inflicted as an Amber Scorpion is based on the player's Attack Power, Ranged Attack Power, or Spell Power, whichever is largest.
Claw: Amber Scorpions can lash out with one of their claws for 100% damage.
Swipe: The Amber Scorpion sweeps both of its claws in front of it, inflicting 150% damage to all targets in the area. Targets currently under the effects of Sting suffer double damage.
Sting: The Amber Scorpion Stings the target, causing it to suffer Nature damage every second.
Prey: Mutated Scorpions can instantly kill an Amber Parasite with this ability. In Heroic Difficulties mutated victims must use this ability or perish from Faulty Mutation.
Faulty Mutation: In Heroic Difficulties, mutated victims suffer a Faulty Mutation. If the victim fails to Prey on an Amber Parasite before the Faulty Mutation expires they will perish.
Mad Scientist: Players of the damage dealer role can acquire this Paragon Power. When activated the caster mutates into a giant amber scorpion. Damage inflicted by the scorpion is based on the highest available attack or spell power of the caster. While mutated the caster suffers 0 Physical damage per second from the shock. The mutation lasts for 30 sec.
Multi-Shot: Hisek the Swarmkeeper fires a shot at several random players for Physical damage.
Rapid Fire: Hisek fires several volleys in rapid succession, with each successive volley moving slightly faster than the previous one. Players caught in the path of the volleys suffer 427500 to 472500 Physical damage each second they are in the volley.
Aim: Hisek the Swarmkeeper selects a player at random and stuns them for 5 sec. If the target is too close they will be knocked back until they are 45 yards from Hisek.After Hisek is finished aiming at the target he will Fire a beam of 4000000 Physical damage at all targets between him and the victim. Damage is shared between all targets equally and each target hit by the beam will create a field of Sonic Resonance at their location that inflicts 208125 to 241875 Physical damage to all targets within 0 yards of the victim.
Compound Eye: Players of the damage dealer role can acquire this Paragon Power. When activated, the player fires a shot at the target that inflicts greater Physical damage the further away the target is. Successfully hitting the target afflicts it with Marked for Death, increasing its damage taken by 15% for 10 sec.
Garrosh HellscreamGarrosh, son of Grom, first laid eyes upon Azeroth when Thrall, who saw in him the potential for greatness, plucked him from the fields of Nagrand to spearhead the Horde's Northrend campaign. Garrosh too sees greatness as his destiny, and his actions have brought the armies of the world crashing down upon Orgrimmar for a final reckoning that Garrosh himself awaits with brutal relish.
Overview: At the beginning of the encounter Garrosh calls Kor'kron Warbringers and Far Seers to assault the players alongside him. Siege Engineers periodically join the battle and try to activate the Kor'kron Iron Stars on the sides of the room. Killing a Siege Engineer will prevent him from activating his Iron Star, but an active Iron Star will also crush any Kor'kron orcs in its path.When Garrosh reaches 10% health remaining, he will draw upon the power of Y'Shaarj to heal himself, gaining new abilities and no longer calling orc soldiers to his aid. During this phase, Garrosh will periodically pull all players into the Realm of Y'Shaarj, where they must battle their way through Sha minions to reach Garrosh and interrupt his efforts to draw more power from the heart. Every 25 energy Garrosh is allowed to gain will empower one of his abilities. Upon being reduced to 10% health a second time, Garrosh will fully drain the Heart of Y'Shaarj, granting him 100 energy and empowering all his abilities until he is defeated.
Stage One: The True Horde: Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal, brings his might to bear upon any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 10% health remaining.
Desecrate: Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 156000 to 164000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location.
Hellscream's Warsong: Hellscream's Warsong inspires his allies, increasing Physical damage dealt by 200% and increasing health by 200%.
Kor'kron Warbringer: Warbringers stream in from the sides of the room and join the battle more frequently as the phase progresses.
Hamstring: Inflicts 150% of normal damage and reduces move speed by 50% for 10 sec.
Farseer Wolf Rider: The Farseers will join the battle less frequently than the grunts, but they too join the battle more frequently as the phase progresses.
Ancestral Fury: Being interrupted causes Fury, increasing cast speed by 25%. Stacks.
Ancestral Chain Heal: Heals a friendly target for a percentage of their max health, chaining to nearby friendly targets.
Chain Lightning: Inflicts 195000 to 205000 Nature damage, chaining to nearby enemies.
Siege Engineer: The Siege Engineers enter from the side balcony and begin to power the Iron Star which will become active after 15 sec if the Siege Engineer is not killed.
Kor'kron Iron Star: After becoming activated by the Siege Engineers the Iron Star will roll across the room, slamming into the opposite wall.
Iron Star Impact: Inflicts massive damage to any players or Kor'kron that are caught in its path, knocking them back.
Exploding Iron Star: The impact of the Iron Star causes it to explode, inflicting 3412500 to 3587500 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.
Intermission: Realm of Y'Shaarj: Periodically the call of Y'Shaarj will transport Garrosh and the players into the Realm of Y'Shaarj for 1 min. Garrosh will Absorb Energy from the Heart of Y'Shaarj until players have defeated all Minions of Y'Shaarj inside the realm and interrupt Garrosh.
Y'Shaarj's Protection: Immune to damage. Defeating the Sha minions will dispel the protection. While under the protection of Y'Shaarj, Garrosh will absorb energy from the Heart.
Annihilate: After Absorb Power is interrupted Garrosh will cast Annihilate, inflictsing 341250 to 358750 Shadow damage to enemies within 0 yards in front of Garrosh and 682500 to 717500 Shadow damage to all enemies in the Realm of Y'Shaarj.
Embodied Fear: Found in the Terrace of Endless Spring. Once all Embodied Fear are defeated Y'Shaarj's Protection will fade from Garrosh.
Consumed Courage: Causes Courage to spawn nearby when the Embodied Fear is defeated. Courage reduces damage taken by 50%.
Embodied Doubt: Found in the Temple of the Jade Serpent. Once all Embodied Doubt are defeated Y'Shaarj's Protection will fade from Garrosh.
Consumed Faith: Causes Faith to spawn nearby when the Embodied Doubt is defeated. Faith reduces damage taken by 20%. Stacks.
Embodied Despair: Found in the Temple of the Red Crane. Once both Embodied Despair are defeated Y'Shaarj's Protection will fade from Garrosh.
Consumed Hope: Causes Hope to spawn nearby when the Embodied Despair is defeated. Hope reduces damage taken by 50%.
Stage Two: Power of Y'Shaarj: After absorbing the Power of Y'Shaarj, Garrosh will heal to full health as Y'Shaarj's blood grants Garrosh new powers.
Whirling Corruption: Garrosh begins whirling, inflicting 97500 to 102500 Shadow damage to nearby enemies every 5 sec. The damage inflicted decreases the farther away the enemy is from Garrosh.When Garrosh reaches 25 Energy, Whirling Corruption becomes Empowered.
Empowered Whirling Corruption: At 25 Energy the Empowered Whirling Corruption will periodically fire a missile at a player inflicting 195000 to 205000 Shadow damage to enemies within 8 yards and creates a Minion of Y'Shaarj at the location.
Touch of Y'Shaarj: Garrosh will afflict players with Touch of Y'Shaarj. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.When Garrosh reaches 50 Energy, Touch of Y'Shaarj becomes Empowered.
Empowered Touch of Y'Shaarj: At 50 Energy, Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.
Desecrate: Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 156000 to 164000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location.When Garrosh reaches 75 Energy, Desecrate becomes Empowered.
Gripping Despair: Gripping Despair inflicts 24000 Shadow damage every 1 sec for 20 sec. Stacks.When Garrosh reaches 100 Energy, Gripping Despair becomes Empowered.
Stage Three: MY WORLD: Upon reaching 10% health a second time, Garrosh will absorb the remaining power of Y'Shaarj, gaining full energy, healing and empowering all of his abilities.
Empowered Whirling Corruption: Empowered Whirling Corruption will periodically fire a missile at a player, inflicting 195000 to 205000 Shadow damage to enemies within 8 yards and creating a Minion of Y'Shaarj at the location.
Empowered Touch of Y'Shaarj: Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.
Empowered Desecrate: Garrosh hurls the Empowered Desecrated Weapon at a random enemy, inflicting 156000 to 164000 Shadow damage to enemies within 15 yards and creates an Empowered Desecrated Weapon at the location which gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.
Empowered Gripping Despair: Empowered Gripping Despair inflicts 16000 Shadow damage every 1 sec for 20 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair.
Explosive Despair: Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it expired or was removed.
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