Poison Wing T2
Contributed by Nakni: Poison Wing T2
The First Room:
Platforms:
Every platform in this room will collapse if more than 2 people get on it or close to it.
Water:
Standing in the water does 350-425ish damage per tick
Trolls:
There are two. They have the OD Anger buff that requires two Crowd Control attempts to get them controlled again. They have a frontal AOE. They have an induction that applies a -50% Incoming Healing Debuff AOE. They also root.
Pale-Folk:
I did not count. They do what pale-folk do. They poison and run around creating general mayhem, but are only signatures.
Lake-lords:
There are two. These guys cause the water to be so “poisoning”. They stand at the opposite end of the room. They don't move. They spawn the nemuls. Each Lake-lord spawns 2 nemuls at all times. If you kill one nemul another one spawns.
Nemuls:
I did not get much info about these, as my only experience with them was drive by taunting. They were hitting the minstrels, Toov was complaining.
Strategy:
Tank the near left troll 2 platforms straight out from the group. CC the other troll. Kill pale-folk and get the nemuls under control (on a heavy). Kill the tanked troll with ranged DPS. Kill the CC'd troll. Ranged DPS move out 2 by 2 and kill the Lake-lords and the water reduces its tick damage to about 56 per tick.
The Second Room:
Platforms:
Every platform in this room will collapse if more than 2 people get on it or close to it.
Water:
Standing in the water does 350-425ish damage per tick
Trolls:
There are four. They have the OD Anger buff that requires two Crowd Control attempts to get them controlled again. They have a frontal AOE. They have an induction that applies a -50% Incoming Healing Debuff AOE. They also root.
Pale-Folk:
I did not count. They do what pale-folk do. They poison and run around creating general mayhem, but are only signatures.
Lake-lords:
There are two. These guys cause the water to be so “poisoning” They stand at the opposite end of the room. They don't move. They spawn the nemuls. Each Lake-lord spawns 2 nemuls at all times. If you kill one nemul another one spawns.
Nemuls:
I did not get much info about these, as my only experience with them was drive by taunting. They were hitting the minstrels, Toov was complaining.
Strategy:
Throw down tar, CC 1 troll, kite back to the first room, throw up Cracked Earth. Guardians kite un-CC'd and un-rooted trolls. Pale-folk are burned down. Trolls are burned down. We move back to the other room. Ranged DPS moves out to the Lake-lords 2 by 2 and takes them down.
The Boss Room:
Platforms:
There are 4. 1 person is allowed to stand on them, but 2 people can only stand on them for 5 seconds before the platform collapses.
Water:
Standing in the water tiers up debuffs/DOT and outgoing damage.
Frothmar:
He is the Darkthorn boss. He has a ton of morale (890k?). He has a knockback. He has a ground-pound that hits everyone who is in the water for 2,000-ish? He needs to be tanked in the middle of the room equidistant from the other platforms.
Roots:
These spawn throughout the fight and root everyone within range. They have about 5,000 morale, so they must be killed quickly, so that the water/platform switching may occur
Nemuls:
These guys have about 10,000 morale and head straight for platforms to knock them down when Frothmar calls for them. They must be destroyed immediately.
Strategy:
The platforms are numbered facing the room going clockwise 1, 2, 3, and 4. The raid is split into 4 groups of 3. Minstrels/Healing RKs are diagonal from each other, and captains are diagonal from each other. The two tanks and a captain need to share a platform. Everyone in the raid is assigned a number 1, 2, or 3, within their group of 3 for platform switches. A designated raid member is to call out the switches every 10-12 seconds so that the raid debuff/damage from the water does not tier up. The tanks and the captain with them, do their own thing for the switches. Engage is on a 1m CD, so we switch approximate every 30 seconds.
1 tank gets initial aggro of Frothmar, calls out when his debuff is to tier 3. The other tank comes in and Engages Frothmar. The first tank waits until the other tank has aggro of Frothmar and heads to his/her pre-determined platform. We did not discuss it, but Amindion, Grubble and I had a pretty good rotation going last night, where Amindion would sneak on the platform when we were switching aggro of Frothmar, then jump off when his debuff was off, then the non-tanking tank would jump up until his debuff was off, then jump down, and Amindion jump back up, then down, then the tank would jump back up, then down and head for a switch. This seemed to time pretty well with engage.
All during the switches, jumping, and calling what number is to be on the platform at any given time, roots will spawn that AOE root people near them, Frothmar calls them out by name. These need to be blown up as fast as possible so that regular switching can occur. Frothmar will also spawn the Nemuls that destroy platforms if left up too long.
Frothmar must be kept in the center of the room, if he gets too close to any platform he destroys it causing mayhem. You have only 10 minutes to kill Frothmar or he gets an insance buff from the water that raises his damage output by 400%, making it near impossible to succeed at that point.
This fight is actually very fun and has a ton of things going on at the same time. Most importantly, people need to pay attention and react quickly to things going on around them. There is no room in this fight for non-attentiveness. We had him to 120k morale when we got to the 10 minute mark. We can work on positioning him better for the ranged DPS and easily kill him the next time.