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Scabbrox.
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Coven of Shivarra
Heroic
Bunch of bosses here with different abilities in a big square room. Coven of Shivarra is single phase council fight with three bosses that share health and four minibosses that add their abilities to the mix. Two bosses and one miniboss will be active at any one time.
Bosses must be kept more than 18 yards apart or they get 99% damage reduction and this range is marked with very visible white beam between the bosses when they’re too close. Aim for about 20 so that certain aoe/cleave things will still work on both. Tanks need to taunt swap the bosses between them and use movement speed abilities or just let the bosses walk past each other and meet in the middle briefly.
Bosses
Bosses rotate in pairs: Noura+Asara followed by Asara+Diima followed by Diima+Noura and then back to Noura+Asara. The boss who is out of combat (Diima then Noura then Asara) will cast Torment on one of the four titans standing in corners of the room. The titan is random, and torment cast will last 80 seconds. Raid can see from the outside boss’s casting bar which titan ability is coming next. Each boss will torment 2 random titans (160 seconds total, or about 2.5 minutes) before bosses switch places.
Sense of Doom is a shadow damage dot that stacks up on whole raid while torment is casting, and it drops off when the next titan power is activated.
1. Noura, Mother of Flames
- Fiery Strike is frontal cone ability which should be hitting the tank only. Does 6M fire damage and each stack increases it. Tanks need to swap at 3 stacks – delay swap if unable to position bosses on markers.
- Whirling Saber is a sword Noura throws at random raid member. This does medium amount of fire damage and everybody hit by the blade while its flying back and spinning along the way will also take damage.
- Fulminating Pulse is heroic only ability. Bunch of random people will get marked by big red circle. Fulminating Pulse is 10 second dot which deals fire damage and explodes at the end. Everybody inside the circle when the debuff ends takes damage so move out of the raid, or raid moves out from you.
2. Asara, Mother of Night
- Touch of Darkness is uninterruptible spam cast on random raid members every five seconds dealing medium shadow damage.
- Shadow Blades work like the daggers on Fallen Avatar. They will spawn on Asara and travel outwards – no fixate, and getting hit deals medium shadow damage + knockback.
- Storm of Darkness is heroic only ability. Whole room is covered in big black void zone that has few holes marked with white swirly squares here and there. While the storm lasts (15 seconds) everybody who is not in a hole takes 1M shadow damage every second. How to handle is raid moves to two holes that are far enough apart so that bosses will have over 18y range. This will overlap with other abilties, for example Fulminating Pulse. Those debuffed players need to find their own circles where they don’t blow up the raid or be at the very edges of the safe zones where other raid members on the opposite edge of the hole doesn’t get hit.
3. Dimma, Mother of Gloom
- Flashfreeze is cast on tank frequently. This does 8M frost damage and reduces movement speed 10% per stack. Taunt swap at about five-ish stacks with Asara depending on what kind of movement speed abilities are available. With Noura its easy just follow the other tank’s stacks.
- Chilled Blood is cast on bunch of random people. This is a healing absorb and after the debuff ends it will stun the player for a time that depends on how much of the absorb was still remaining when it ended. Healers need to clear this off ASAP or the stunned people can’t avoid other mechanics and will die.
- Orb of Frost is heroic only ability. It does small frost damage to everybody in raid and gives 85% movement speed debuff for everybody inside the orb. People outside of the orb still gets reduced movement speed based on their proximity to the orb. Best way to handle this is ranged people hug the walls far away from bosses and raid just before the Orb spawns and try to lure it outside in safer location.
Tormented Titans
- Aman’Thul: Multiple Torment of Aman’thul adds spawn in the corners of the room, each of them do 20 second cast that does increasing arcane damage to whole raid. Once the 20 seconds is over they will heal to full health. Strategy is to focus on bunch of these, maybe half and half of the room before they heal, and then the other half after heal triggers. It might be possible to multidot and kill most or even all of them before first heal but it’s unlikely.
- Golganneth: Multiple Torment of Golganneth adds spawn at the walls of the room that will channel one spell while they’re alive. Fury of Golganneth does 2M nature damage to everybody standing within 2 yards of another player. How to handle this is when Torment of Golganneth is close to finishing the raid needs to spread out so that nobody is within 2y of each other and then multidot/cleave the adds.
- Norgannon: Torment of Norgannon adds creates lines of void zones that moves over the room, and touching these will do 4M arcane damage every second. Kinda same thing as the tornadoes on Mistress Sassz’ine or rings with Elisande, except theres multiple lines coming from all sides. These adds have 1 health but are immune to all damage for 30 seconds after spawning so goal is to survive for 30 seconds and then aoe nuke them out. All types of CC works on these, and AOE slows/stuns are necessary to avoid these. Blood DK can mass grip and create an easy gap for everyone.
- Khaz’goroth: Multiple Torment of Khaz’goroth adds spawn around the room spread evenly on the walls. These channel flamethrower through the middle of the room dividing the whole area with wide lines of fire that do 3M damage if touching. Multidot and kill.
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Mythic changes
Main difficulty is that everything does lot more raid damage than in heroic, but tank damage supposedly trivial and healing cooldowns can and should be used on raid instead. Especially Fulminating Pulse (the red circles around random people) deal very high damage that might need healing cooldowns, and personal damage prevention cooldowns also used if any available.
Torment adds come in set order repeating, and twice as often as heroic mode.
- Khaz’goroth (flamethrowers, get out from middle)
- Norgannon (lines of five that walk through and kill on touch, “get to the moon”)
- Golganneth (lightning, spread out)
- Aman’thul (dot everybody and heal after 20 seconds, kill order)
Bloodlust/TW at the first set of Aman’thul just like heroic, but rather split raid into two equal parts to make sure two dies before they finish their channel.
Big change is new, fourth boss that gets into the rotation.
Thu’raya, Mother of the Cosmos
- Touch of the Cosmos does fire damage spikes to few random people. Should have 4 player interrupt rotation on it.
- Cosmic Glare links two players together with a debuff and big green arrow on top of their heads. After five seconds the two linked players and everything in line that passes through them will get big spike of fire damage and people between them might get one-shot, especially when Aman’thul adds’ dot is ticking on whole raid. Two marked people stand still, and the rest of the raid needs to make sure they aren’t between or behind the two marked people
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Bumping this once more so people can read up and prepare themselves for this weekend. We will be getting Coven down, watch the videos and read up if you haven’t yet.
We will be following Fatboss/Method way of killing it which is very similar, so make sure you watch those videos especially.
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Hello all,
Even if the boss is easy, it needs a proper organization, so we will go into this a bit more into details. I’ll try to keep it as short as possible.
As you know, torments chain during the whole fight and we will try to detail here how we will deal with each. Our goal is to kill the boss after dealing with the first 6 torments, maybe 7, and ignore the next ones, with personal def CDs and healing CDs chain to survive Senses of Dread stacks.
Timers for Torments :
Should be spaced by 45 seconds from eachother, but it will not be exactly 45 seconds. Timers are just indicative.
- Khaz : ~1:35 (starting point)
- Norgannon (should last 30 secs) : ~2:20
- Golganneth : ~3:05
- Aman’thuls : ~3:50
- Khaz 2 : ~4:35
- Norgannon 2 :~5:20
- Golganneth 2 : ~6:05
- Aman’thul’s 2 : ~6:50
- Khaz 3 : ~7:35
- …
Just a quick reminder of which boss we will fight and for how long :
- From start till ~3:10 : Asara + Noura (shadow + fire) -> they will be up together for ~3 minutes
- From ~3:10 till ~4:05 : Asara + Diima (shadow + frost) -> for ~1 minute
- From ~4:05 till ~6:20 : Diima + Thuraya (frost + fel) -> for ~2 minutes
- From ~6:20 till ~7:10 : Thuraya + Noura (fel + fire) -> for ~1minute
- From 7:10 onwards : Asara + Noura (shadow + fire)
We should be killing the boss at around 8:00.
Then, how we will handle it. We will have 3 ranged camps at corners of the room, and obviously a melee+tank camp at the other. We will use the offtank tactic with either a boomkin or a melee, to avoid tank switches caused by Noura or Diima’s presence on the battlefield. Here’s a scheme :
There will be one healer per camp.
Torment of Khaz’Goroth :
First one (at around 1:35 into the fight) will be with Asara and Noura, so :
- watch for shadow blades
- find a safe spot quickly during storm of darkness
- Watch for whirling saber
- If you have fulminating pulse and storm of darkness is happening, don’t panic, just find a safe spot from storm, then move away from others after it ends.
Second one (at around 4:35 into the fight) will be with Thuraya and Diima, so :
- if orb of frost is close to you, anticipate movement to leave middle area
- watch for cosmic glare
- Try to be in range of Thuraya to interrupt touch of the Cosmos (ranged)
Torment of Norgannon :
We are planning to have very minimal movement in this phase and keep on dpsing the bosses by using as much cc as we can.
This torment can be trivialized the more druids we have, as they can CC 4 adds only by themselves (mass ent 3+root 1). That being said, we won’t always have same number of druids, so we propose two different approaches. 3+ druids and 2 druids. There are possibilities with only one, but we’ll adress it if it happens.
3+ druids : quite simple
Without a 3rd druid, we will need to do things a bit differently. Assuming we’ll have Zenna and Intrix, here’s how it could be done :
There we leave the gripped adds free, but we created two big safe rectangles in the room. Those adds can also be CCed with ranged CCs (ring of frost, shaman totems, ring of peace, …) after mass grip, but it’s not mandatory.
During first torment, at around 2:20 into the fight, we still fight Noura and Asara, so :
- watch for shadow blades
- find a safe spot from storm quickly
- Watch for whirling saber
- Shortly after the adds spawn, there will be a storm of darkness, approx 5 seconds after. We will need to land our CCs as soon as adds spawn. After that, there should be a bad overlap, with a fulminating pulse expiring while we need to protect ourselves from storm of darkness. Make room for people with fulminating pulse in safe zones from storm of darkness.
Second torment will occur at around 5:20, while we will be fighting Diima and Thuraya. Advices for this are :
- while we will ignore frost orbs during the whole fight, there will be one at that point so if you need to move to CC your add, plan accordingly
- Watch for cosmic glare
- Be in range of Thuraya to interrupt touch of the cosmos
Torment of Golganneth :
We will have two torments of Golganneth, and may either kill the second or ignore it, depending on Boss % at that point. Ranged to be spread in their camp, and melees will be separated into two squads.
First torment will occur at around 3:05 and we would fight Asara+Noura, Diima should come in instead of Noura shortly after the torment begins. Advices :
- At some point during this torment, there will be a storm of darkness. Make room for everybody!
- Particularly watch for shadow blades : they can put you out of protection from storm of darkness, but more problematic may knock you back on a mate.
Second torment will occur at around 6:05 and we should fight Diima+Thuraya for a few seconds, then Noura will replace Diima.
- be in range of Thuraya to interrupt touch of the cosmos
- Watch for cosmic glare
Torment of Aman’thul :
The dps will focus their attention into two different adds, to ensure we kill two before they heal up, then after we will kill the other adds. We will have moon + cross camps focus moon first, while melee + square camp focus melee one. After the first two are killed, moon + cross will focus cross, and melee + square will focus square.
First torment will be at around 3:50 and we will fight Asara and Diima, and Thuraya should enter the field during the torment. So as usual :
- Watch for shadow blade / storm of darkness, etc
- Be in range to interrupt Thuraya’s touch of the cosmos
- Watch for Cosmic Glare, and healers pay attention with torment stacks
- Healers : we will start chaining CDs with more than 9 stacks of torment, i’ll describe what we’ll do in another post.
Second torment occurs at 6:50 but will be ignored, and we will be fighting Thuraya+Noura, then shortly after Asara+Noura. We will be close to the kill at that point, so use whatever you have to stay alive and it should grant us our 9/11.
Thanks for reading.
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Just want to point out that Dot-specs should not be stationed in the red group so they can keep their dots up on the bosses while the Khaz’Goroth adds are up. And let them have a space as far to the middle as possible for Golganneth so they can DPS as many adds as possible.
Also can’t we use Blinding Light, Howl of Terror etc. for Norgannon?
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They are not “perma CC”, we try to nullify adds movement in this phase and ccs like those cannot achieve this goal. If we run with less druids than expected, they could help, as ring of frost, ring of peace, shaman totems, etc.
Warlocks are supposed to be in moon and square groups, but who is where is not defined yet, will depend on composition. During adds phase, yes it’s good to dot, but too much is bad, there is also a need for focus. What’s important for dot classes is to have dots on bosses all the time, doting all adds is not mandatory, you’d probably loose dps to movement. But i’m a crap afflock 🙂
Positions of bosses are just indicative, it will change throughout the fight, but the aim is it does not change too much, and anyway ranged need to be as close as offtank as possible to interrupt Thuraya when needed.
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Yeah never meant them to get used alone as they at most cover 4 adds beaucse their range is not big enough, but we could use to of them in place for mass entaglement maybe.
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Yeah never meant them to get used alone as they at most cover 4 adds beaucse their range is not big enough, but we could use to of them in place for mass entaglement maybe.
If we’re short of druids for sure, but remember that there are diminishing returns on CC and as shown in the Method video the mass entanglement of adds lasts the entire duration until we can kill them, so in an ideal world we’d prefer to make sure the druids get the hang of doing it right and then being able to be sure those ads will not move again.
If we lack druids then ofc plan B comes into action, but we should have 3 this Saturday and Sunday barring any unexpected absences.
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Sorry, forgot to post healing CDs :
Only for Aman’thul, when torment starts, chain healing CDs, try minimum overlap :
-Ascendance
-HTT
-Hymn + Aura
-Tranq
If using Velen, try to line it up with your CD.
2 minutes CDs and artifact abilities ffa.
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Maybe we can set up some weakauras for interrupt rotations. I found it really confusing when people were doing interrupts that were not part of the rotation. The DBM probably made it (extra) difficult to see it too.
I’m not at home to see which one I am exactly using, I think it’s this one: https://wago.io/Ny5gfZLC-
But I guess it doesn’t matter too much, as long as you have it tracked
EDIT: just heard that Details! damage meter has a great option for this. It will 1)Yell in chat when you’ve interrupted and 2)Whisper the next person to interupt.
Everybody shapin' at the healthclub.
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Sounds like two very good ideas, thank you!
I tried to test that WA but i may need to be in a party for it to work. Will test it more extensivly asap. Found another one, works without being in a party but unfortunately name of interrupter is fucked up with warlock pets, maybe yours is working but i’m unsure. Might need some LUA additions/corrections.
I don’t know how you can work that out with details! but sounds also a good idea. But if your WA functions nicely, if we setup a nice rotation we should not need details!. Depends also if everyone in the rotation uses details! or something else. But if we can make it work easily, could be nice.
Also, dunno if it can help anyone but i’m working on a WA which shows the cast bar of your focus as a progress bar, green when you can interrupt (both in range and Interrupt not on CD), red when you can’t (either not in range or interrupt on CD). May aswell just not show the cast bar if you can’t interrupt, will work on both versions and post them if i get an acceptable result.
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There don’t seem to be any current WAs for Coven that track interrupts so if one could be written that might indeed help.
However, it’s also true that DBM with the VEM voice pack tells you of every cast, its number and says “interrupt” to allow you to check if you’re on CD and if not hit the interrupt.
A named target macro would do the rest, something like:
/cast [@boss1(or whatever number the npc is)] pummel
This would not require you to focus the boss or to swap target, nor to find it on your screen like with a mouseover macro. It’ll just use the interrupt only on that boss no matter where it is as long as you are in range. Just need to see which number the boss is on the raid frames (I’m guessing 4) and use that. As there is nobody else to interrupt this fight it can safely be swapped in to your regular interrupt key.
When we were progressing on Mythic Socrethar back in HFC we used a call order to iron out the bugs and differences in the count downs between DBM versions and Bigwigs and also to fix order issues when casts happened under shield and could not be interrupted. We could do the same here, all it require is ONE person calling the number of the next cast which we then all focus on rather than what DBM tells us.
Unfortunately DBM appears to lack an option for this boss on how to number casts that can then be pushed from the RL to all other players (Socrethar had this), but again another approach we used on Socrethar was a back-up player for each interrupter so that on each cast there were always two people ready to cast the interrupt in case something happened.
Another worthwhile change would be IMO to get some or most of the melee to all focus on this boss once they have cleared the first two adds on the boss side of the room. This would allow extra interrupt assignments always in range for the later part of the fight whilst ranged finish off the final adds with less panic over missing interrupts.
That being said, with the above macro and a voice warning you should never have to choose between DPS and interrupt again.
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I would personally prefer if just one person would call out interrupts. Not sure what others think? 🙂
Everybody shapin' at the healthclub.
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Speaking of interrupt macros, something I’ve used for years and years (google found shaman version first) is
#showtooltip Wind Shear
/cast [@focus, exists] Wind Shear; Wind ShearThis does Interrupt on “focus target” if one is set, and if you don’t have focus target, then it interrupts your current target. It does require having focus target in range. Works perfectly with shaman and 25y range interrupt.
Besides having that macro bound of regular interrupt button you should have “set focus target” keybound somewhere, remember to focus the right boss (or mob as soon as it spawns in combat) and have focus castbar visible on screen somewhere.
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