Blood Prince Council
| Work in progress This is a distillation of stuff read elsewhere, and a bit of guesswork about how we'd handle it. The idea is that we'll amend this strat based on hard-earned experience. |
Special Roles
Keleseth Tank
Keleseth stands around spamming shadow bolts. Whoever is tanking Keleseth needs to keep aggro on him while at the same time gathering Dark Nuclei. These orbs aggro to whoever hit them last. The recommendation is to have 4-6 around the Keleseth tank at any time: any fewer and the KT will get one shot when Keleseth gets Invocation of Blood, any more and the orbs AoE damage will start causing more harm than the bolts.
- Holy Paladins should probably bacon the Keleseth tank.
- We should leave it to the KT to round up the orbs. If the KT can't gather enough orbs on his own we can rethink that idea.
Kinetic Bomb Wrangler
There will be two Kinetic Bombs around at any time. If they hit the ground they'll do 10-15k raid-wide damage and knock everyone back: not immediately fatal, but close.
- One range DPS will be responsible for damaging them enough to keep them in the air, DPSing the boss only when it's safe to do so.
Things everyone needs to watch out for
- Shock Vortex. Will target one raid member and create a white swirly thing that will damage and knock back anyone in twelve yards. The white swirly thing will then hang around for twenty seconds.
- Glittering Sparks. Cone attack that targets random raid members for damage and a movement speed debuff. It doesn't look dodgeable (like the cone of frost attack in Northrend Beasts phase three).
- Flames. The longer it chases someone, the less damage it does.
So:
- Keep at
/range 12from everyone else as much as possible. If a melee dps gets targeted by the vortex, tank+melee will wear it and have to move - Try to make sure there's nobody between you and Taldaram to limit the number of people hit by Glittering Sparks (semi-circle arrangement for range dps?)
- Healers should dispell the Glittering Sparks debuff from melee and tanks as a priority so they don't become even more vulnerable to shock vortexes
- If you get targeted by the fireball, run away from it.
Invocation of Blood
Which Prince is empowered switches every 30s. Furgin will be responsible for calling out what mechanic to look out for when the Invocation switches princes.
Keleseth (Shadow Bolts!)
Probably the least complex phase because it just means more damage to one person in the raid
Keleseth's shadow bolts start doing 90k damage.
- Each orb reduces this by 35%, so 4 orbs will reduce this to 16k per hit. Which is why having 4 orbs should probably be considered a minimum.
- DPS shouldn't need to do anything different, although it might be a good idea to save Tricks/Misdirect for the start of this phase since the KT's hold on Keleseth is likely to be weaker than the usual tanks?
- Healers should go all out on the KT. Don't worry about mana.
Taldaram (Fireballs!)
Fireballs no longer dissipate over time, they need to tick against other people on the way to their eventual target.
- The fireball target should run away as usual.
- Ranged dps should interpose themselves if they can
- Melee dps should follow the fireball, absorbing the damage as they go
Valanar (Swirly thing alert!)
Shock Vortexes now target everyone in the raid instead of just one person, but casting time is increased from 1.5s to 4.5s.
- When he starts casting it melee should scatter so that they're at
/range 12like everyone else.
