11-09-2016, 01:30 AM
This is the final boss in Trial of Valor. This is 3 phase fight with multiple abilities phase 1& 2 and a combination of everything in phase 3
Phase 1: Lowtide – 100%-65% HP
[Orb of Corruption] will spawn next to random players and then fixate – they pulse AoE damage which if hit by it will give a debuff which increases the damage taken.
These Orbs need to be kited out of and away from the raid
[Bilewater Breath] will hit the current tank target – this should only be taken by the tank so needs to be positioned to the side away from the raid
It will apply [Bilewater Redox] which reduces armour by 100% therefore the tanks need to swap after the breath
[Bilewater Breath] will create several Bilewater Slimes – they will channel for 20 seconds. At the end of this time they will explode doing raid wide damage and leave a pool of green Bilewater Corrosion on the ground. These should be DPS’d as the less health they have then the less damage they cause and the smaller the pool left behind
[Tentacle Strike] will cause Helya's tentacle emerge from either the front or the back of the room – this will strike the ground and cause high damage split equally among all players that soak it. If there are no players then it will cause massive raid wide damage
The front tentacle can be soaked by the raid and the back tentacle can be soaked by a single player using an immunity ability
[Taint of the Sea] is almost identical to the 5man version – this will deal ticking damage to the affected player which must be dispelled. As with 5man the dispel will cause some raid wide damage and will leave a pool of [Tainted Essence] which will explodes after a short time cause moderate damage to all players within 8 yards
[Corrosive Nova] causes raid wide damage if no one is in melee range and will buff Helya’s damage by 3% each time
Phase 2: From the Mists - 65% retreats and will re-appear only all her tentacles are destroyed
[Fury of the Maw] – a wave moves across the entire zone cause a small amount of damage – the damage from this ability will ramp up over time due to [Raging Tempest] which increases damage by 10% every time. Also the longer you’re in the wave the more damage you will take also.
At certain points during this phase Helya will bombard the room with multiple waves – at these points the raid needs to move up the stairs to one of platforms on either side of the room.
[Gripping Tentacle] appear and these most be killed to push the fight into Phase 3
The raid will also need to contend with 2 different adds throughout this phase (3 in mythic)
Grimelord
[Sludge Nova] – a stomp ability causing moderate damage and knock back to all players within 15 yards
[Fetid Rot] will debuff several players within 70 yards. This causes damage every 3 seconds and these stacks will drop off over time. When the debuff drops off it will cause a burst of AoE damage within 5 yards and spread [Fetid Rot] to anyone within 5 yard. The raid needs to stay spread as much as possible
[Anchor Slam] causes very high physical damage and knocks the tank + anyone in the way up into the air. They will also take 400% damage taken increase for 6 seconds. This can be managed by tank swapping before the ability it cast
Night Watch Mariner
[Lantern of Darkness] identical to the 5man version but super charged with the damage increasing by 75% per pulse
[Ghostly Rage] flat attack speed increase of 30% for 6 seconds
[Give No Quarter] will cause the add to target a player and charge towards them. Before the charge you will see a white swirling affect under you – just move out of the way to avoid the damage
Decaying Minion
[Decay] – an aura affect that will deal steadily increasing damage with each melee hit.
When these adds die they will leave a pool of green goo on the ground that deals ticking damage if stood in
These pools are washed away with each [Fury of the Maw] wave
Sequence is: wave -> 2 big adds -> little adds -> multiple waves -> repeat from the start
Phase 3: Helheim's Last Stand:
Once all the tentacles are dead Helya will re-appear and use all of her previous abilities with some slight alterations which make the last phase very challenging
[Orb of Corrosion] as with before will spawn and fixate a player – however every time it pulses damage it will leave a pool of Decay which causes ticking damage if stood in
[Taint of the Sea] and [Tainted Essence] are handled the same way
[Corrupted Breath] is almost identical to phase 1 breath and tanks can only take 1 breath at a time
This time however the breath spawns [Corrupted Axions] which will fire bolts a shadow damage.Players need to soak these pools but will get a debuff with absorbs healing for 30 seconds and this effect stacks so players need to share out the soaking
[Fury of the Maw] as before will cause a wave to push across the room causing damage but will also clear any pools of Decay. And as with phase 2 the damage from the wave will increase by 10% each time
Each wave will also bring a Night Watch Mariner as well as Decaying Minions. Both these adds are identical in how they functions from the previous phase
AA Script
Phase 1
Kite Orbs away from raid
Tanks swap after each breath – breath to the side
DPS Bilewater Slimes fast
Raid stacks to soak front Tentacle Slam
X person soaks rear Tentacle Slam with immune ability
Dispell Taint of the Sea
Phase2
Night Watch Mariner > Grimelord > Decaying Minions > Tentacles
Avoid Decay pools
Move up to platforms when Wave Barrage cast
Phase3
Soak Corrupted Axions – never take more than 1 if you have debuff
Kite Orbs out of the raid
Night Watch Mariner > Decaying Minions > Boss
Phase 1: Lowtide – 100%-65% HP
[Orb of Corruption] will spawn next to random players and then fixate – they pulse AoE damage which if hit by it will give a debuff which increases the damage taken.
These Orbs need to be kited out of and away from the raid
[Bilewater Breath] will hit the current tank target – this should only be taken by the tank so needs to be positioned to the side away from the raid
It will apply [Bilewater Redox] which reduces armour by 100% therefore the tanks need to swap after the breath
[Bilewater Breath] will create several Bilewater Slimes – they will channel for 20 seconds. At the end of this time they will explode doing raid wide damage and leave a pool of green Bilewater Corrosion on the ground. These should be DPS’d as the less health they have then the less damage they cause and the smaller the pool left behind
[Tentacle Strike] will cause Helya's tentacle emerge from either the front or the back of the room – this will strike the ground and cause high damage split equally among all players that soak it. If there are no players then it will cause massive raid wide damage
The front tentacle can be soaked by the raid and the back tentacle can be soaked by a single player using an immunity ability
[Taint of the Sea] is almost identical to the 5man version – this will deal ticking damage to the affected player which must be dispelled. As with 5man the dispel will cause some raid wide damage and will leave a pool of [Tainted Essence] which will explodes after a short time cause moderate damage to all players within 8 yards
[Corrosive Nova] causes raid wide damage if no one is in melee range and will buff Helya’s damage by 3% each time
Phase 2: From the Mists - 65% retreats and will re-appear only all her tentacles are destroyed
[Fury of the Maw] – a wave moves across the entire zone cause a small amount of damage – the damage from this ability will ramp up over time due to [Raging Tempest] which increases damage by 10% every time. Also the longer you’re in the wave the more damage you will take also.
At certain points during this phase Helya will bombard the room with multiple waves – at these points the raid needs to move up the stairs to one of platforms on either side of the room.
[Gripping Tentacle] appear and these most be killed to push the fight into Phase 3
The raid will also need to contend with 2 different adds throughout this phase (3 in mythic)
Grimelord
[Sludge Nova] – a stomp ability causing moderate damage and knock back to all players within 15 yards
[Fetid Rot] will debuff several players within 70 yards. This causes damage every 3 seconds and these stacks will drop off over time. When the debuff drops off it will cause a burst of AoE damage within 5 yards and spread [Fetid Rot] to anyone within 5 yard. The raid needs to stay spread as much as possible
[Anchor Slam] causes very high physical damage and knocks the tank + anyone in the way up into the air. They will also take 400% damage taken increase for 6 seconds. This can be managed by tank swapping before the ability it cast
Night Watch Mariner
[Lantern of Darkness] identical to the 5man version but super charged with the damage increasing by 75% per pulse
[Ghostly Rage] flat attack speed increase of 30% for 6 seconds
[Give No Quarter] will cause the add to target a player and charge towards them. Before the charge you will see a white swirling affect under you – just move out of the way to avoid the damage
Decaying Minion
[Decay] – an aura affect that will deal steadily increasing damage with each melee hit.
When these adds die they will leave a pool of green goo on the ground that deals ticking damage if stood in
These pools are washed away with each [Fury of the Maw] wave
Sequence is: wave -> 2 big adds -> little adds -> multiple waves -> repeat from the start
Phase 3: Helheim's Last Stand:
Once all the tentacles are dead Helya will re-appear and use all of her previous abilities with some slight alterations which make the last phase very challenging
[Orb of Corrosion] as with before will spawn and fixate a player – however every time it pulses damage it will leave a pool of Decay which causes ticking damage if stood in
[Taint of the Sea] and [Tainted Essence] are handled the same way
[Corrupted Breath] is almost identical to phase 1 breath and tanks can only take 1 breath at a time
This time however the breath spawns [Corrupted Axions] which will fire bolts a shadow damage.Players need to soak these pools but will get a debuff with absorbs healing for 30 seconds and this effect stacks so players need to share out the soaking
[Fury of the Maw] as before will cause a wave to push across the room causing damage but will also clear any pools of Decay. And as with phase 2 the damage from the wave will increase by 10% each time
Each wave will also bring a Night Watch Mariner as well as Decaying Minions. Both these adds are identical in how they functions from the previous phase
AA Script
Phase 1
Kite Orbs away from raid
Tanks swap after each breath – breath to the side
DPS Bilewater Slimes fast
Raid stacks to soak front Tentacle Slam
X person soaks rear Tentacle Slam with immune ability
Dispell Taint of the Sea
Phase2
Night Watch Mariner > Grimelord > Decaying Minions > Tentacles
Avoid Decay pools
Move up to platforms when Wave Barrage cast
Phase3
Soak Corrupted Axions – never take more than 1 if you have debuff
Kite Orbs out of the raid
Night Watch Mariner > Decaying Minions > Boss