T6 The Yothians

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T6 The Yothians

Post  Admin on Thu Aug 27, 2015 2:41 pm

Bossroom consists of two rooms. One room will be called entrance room, other will be called exit room. Both rooms have a 'wall side' and a 'door side' in case you need to orient yourself.

So far:

- Two Yothians (big snails) and one guy called The Whisperer
- Green Yothian (acid-hide) and red Yothian (char-hide)
- All 3 bosses have 100% critigation chance and critigation amount. With that in mind you might want to make a specialized build without critstuff feated.
- Both Yothians have a debuff called 'Blood is power I' which gives 5% more damage. No idea what this does and how it stacks up. Might stack if a green/red orb reaches them. (PLEASE ADD)

- Hitting Red Yothian gives you one stack of a soft hitting fire DoT and -100% poison invulnerability
- Hitting Green Yothian gives you one stack of a soft hitting poison DoT and -100% fire invulnerability
- Stop hitting your Yothian when you reach 3-4 stacks. If you get 6 stacks your DoT won't re-new and when it times out it will detonate in a oneshot
- Yothians have one attack called 'something cleave' which is a rather hard hitting frontal cone -> enough time to strafe around him
- Yothians have one ability called 'shed skin' which puts a big circle on the ground.
- After casting 'Shed Skin' the Green Yothian puts green pool (poison damage), Red Yothian puts red pool (fire damage) on floor. Damage from standing in pool is about 3k per tick, double if you have -100% fire/poison debuff from hitting opposite Yothian.
- Moving Green Yothian over red circle and Red Yothian over green circle removes circles.
- When Yothians get too close together they enrage -> Red can explain kiting patern Razz

- Whisperer guy has no aggro. All he does is spawn green and red orbs from one of the sides of the room which explode for about 3k damage on impact. Whole raid except 2 soldiers and 1 healer focus on him. [Theory to try: red orb moves to red Yothian to heal him, green orb to green Yothian. Kite both Yothians around on wall side of each room. If orbs only move one way it might help dps to contribute more since they don't have to worry about exploding orbs on them all the time.]

- Whisperer guy does a cast called 'Charging orbs' about every 10 seconds which is a relatively hard hitting aoe for about 7-8k damage around him every 10 seconds or so which does not get mitigated by protection, immunity or damage deflection. The cast is long enough to move out. As dps/healer you have to move out because AoE+orb explosion directly after (which happens often) WILL kill you most of the times. Casters/rangers stay ranged on him ofc.
- The whisperer will cast Whispers from Yuggoth which buffs the Yothians by 25%. (% based?, Time based?)
- Every 25% whisperer guy will switch side
- At the 75, 50 and 25% mark the Yothians will be untargetable.
- At 75, 50 and 25% The Green Yothian stands at the entrance room and spawn poison walls moving trough that entire room, the Red Yothian will stand at the exit room and spawn walls of fire that move trough the whole room. -> protection buffs, quell, holy cleaning is enough to survive this in case of fire room. Since poison is mitigated by armor prot buffs won't help much in poison room.
- Every 25% there will be adds during the poison and fire phase, adds will spawn from the exit and entrance door. Some of the adds at 75 and 25% in the fire room can be stunned -> Tome rotation. The ones at 50% can be rooted -> Don't root them unless absolutely needed to save your life! Adds are stupidly magic sensitive, be careful with aggro as pom/tos/necro/demo/Herald Of Awesomeness: we have plenty of time if they stay bunched nicely!
- During the phases with the adds and the fire/poison walls the whisperer will spawn different orbs that slowly hover to people and explode on impact. They hit considerably harder then the orbs during dps phase (about 6k) and have a much bigger aoe. Unspecified damage so immunity bubbles won't work. Damage deflection (cunning) should work. They should be diffused by tanks before anyone moves towards other room.
- After 4 adds are dead and the fire and poison walls are gone the raid goes back to whisperer and dps's him down another 25%.
- Every 25% dps interval the whisperer will spawn more orbs. From last nights experience the 50-25 interval is still doable al-beit hard to dps for melees. The last 25% is close to impossible since there are either too many exploding orbs close to boss eating your life as a melee or the boss is doing his aoe so you can't move in. Ranged dps needs to be alive if he is ever to go down in this phase so keep it in your bliddy pants until then!.
- After whisperer dies Yothians need to be killed. They are not the same anymore as before so lets worry about that when we get there.


Please add missing info and I'll update OP




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Re: T6 The Yothians

Post  Admin on Thu Aug 27, 2015 2:55 pm

Yothian tank idea that should keep them from enraging and prevent pits from spawning where we don't want them etc;
Tank wall side.
Take Char to front left, Acid to back left (or vice-versa).
Keep them there until 75% phase.
After 75% phase, take Char to back left and Acid to front left and remove the pits then
Rinse and repeat after 50% and 25%.

--
Charge Orbs AOE isn't % based, it hits everyone between 7000 and 8000.
Chaos Laced Orbs are the purple ones and have no damage type also, they always hit between 6000 and 6500.
Cast Whispers from Yuggoth buffs the Yothians by 25%, but I've no idea if it stacks up (I've only seen the buff "Whispers from Yuggoth I" on the bosses, seems to be removed at each add phase.
Does Blood Is Power stack each time the Yothians are close to each other? If not then it's probably percentage based stacking (ie; the lower you get the Yothians the higher the stack will be) or if they get too far apart on health, we'll see...

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Re: T6 The Yothians

Post  Admin on Thu Aug 27, 2015 2:58 pm

Charge Orbs is just set damage range, ignoring mitigation/protection (same as Argo Satha corpses). Purple orbs are the same. Con is your only friend if you want to eat those.

The Palace of Cetriss
The Yothians
* (Testlive) Health values have been lowered on the Char Hide and Acid Hide Yothians.
* (Testlive) Whispers of Yuggoth cooldown has been increased by 15seconds.
* (Testlive) Ranks 1 - 4 of Whispers of Yuggoth now buff their targets to a lesser extent.
* (Testlive) Yothians have had the pathfinding logic altered which should reduce unnecessary movement.
* (Testlive) The Char Hide and Acid Hide procs stack less quickly.
* (Testlive) Great Cleave has been removed from the Yothians combat loop.
* (Testlive) Serpent Man Mind Flayers now have significantly less health.

https://www.youtube.com/watch?v=87hMv5qECYg

If anyone not there are curious how the tactic looks in action, try to find combat and maero!

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