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Ragùneraxe.
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OPULENCE
High coordination, high movement and high awareness fight. The raid must be split evenly to tackle mini-bosses in trap-infested, tight areas and avoiding consistent void zones, lasers and cone abilities before toppling the constructs and reconvening to take down the Treasure Guardian himself.
Targets: Treasure Guardian (BOSS), The Hand of In’zashi, Yalat’s Bulwark, Spirit of Gold.
Played Faction: Alliance.
The Zandalari Crown Jewels
The main mechanic of this encounter which must be understood if you are to have any chance of defeating the boss and his constructs. The raid will split down the middle and tackle a construct each, and each construct room will have a selection of jewels on display for raid members to collect.
These jewels last for the entire fight once chosen and all Jewel types will apply the following onto their wearer periodically:
- Thief’s Bane: Inflicts beyond lethal amounts (600k or more) of Shadow damage to the jewel wearer every 30 seconds. This damage will be nullified by one of the healer jewels – Amethyst of the Shadow King.
Tank Jewel
- Diamond of the Unshakeable Protector: Absorbs 50% incoming damage, up to a maximum of 300% of the player’s max HP in damage. The diamond’s shield will recharge after 30 seconds.
Healer Jewels
- Amethyst of the Shadow King: Increases wearer’s haste by 50% and heals grant 90% Shadow damage reduction for 1 min to the target. (COUNTERS: Thief’s Bane). Anytime a player with this reduction takes Shadow damage, the wearer will restore 1% Mana to all players in 10yards.
- Tailwind Sapphire: Heals grant the target the Tailwinds buff. Tailwinds increases all damage done by 5% for 30 seconds. This buff stacks up to a maximum of 5 times, and once it reaches 5 stacks will release to apply a more powerful buff for 100% increase damage and healing for 12 seconds.
DPS Jewels
- Ruby of Focused Animus: Damage will apply a debuff on your target, increasing their damage taken by 1% for 6 seconds. This debuff stacks.
- Topaz of Brilliant Sunlight: When no players stand near you, you will gain stacks. If any stand near to you, these stacks are lost. Upon reaching 100 stacks, you grant a 100% Crit chance buff to all nearby allies.
- Emerald of Earthen Roots: Remaining stationary will grant a 1% damage done buff. This effect stacks. Moving will quickly drain your stacks.
- Opal of Unleashed Rage: Each new target you attack will grant you 2% damage done increase. This effect stacks.
The Hand of In’zashi (LEFT CONSTRUCT)
- Crush: Lifts up left or right arm and slams the ground in a semi-circle around the right or left side, according to the hand lifted. Stuns and deals damage to any hit. AVOID
- Volatile Charge: Debuffs a random player in the room for 8 seconds. Deals ticking Nature damage and once the debuff expires, spawns an exploding lightning orb on the ground. MOVE OUT OF THE RAID TO THE WALLS.
- Consuming Flame: Every 10% health lost on the construct, it will move to another section of the corridor and engulf the previous section in fire. FOLLOW IT AND RUN.
Yalat’s Bulwark (RIGHT CONSTRUCT)
- Crush: Lifts up left or right arm and slams the ground in a semi-circle around the right or left side, according to the hand lifted. Stuns and deals damage to any hit. AVOID
- Consuming Flame: Every 10% health lost on the construct, it will move to another section of the corridor and engulf the previous section in fire. FOLLOW IT AND RUN.
- Flames of Punishment: The construc
- Thief’s Bane: Inflicts beyond lethal amounts (600k or more) of Shadow damage to the jewel wearer every 30 seconds. This damage will be nullified by one of the healer jewels – Amethyst of the Shadow King.
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HEROIC DIFFICULTY
- Thief’s Bane becomes active on Heroic difficulty and above.
The Hand of In’zashi (LEFT CONSTRUCT)
- Overload: On Heroic difficulty and above, the construct will reach their final room and overload, buffing their special ability: Volatile Charge to affect multiple targets in the raid and no longer just 1. CONSERVE SPACE AND OVERLAP ORBS.
Yalat’s Bulwark (RIGHT CONSTRUCT)
- Overload: On Heroic difficulty and above, the construct will reach their final room and overload, buffing their special ability: Flames of Punishment and massively increases its range and radius to affect the entire room. STACK UNDER AND AVOID AS NORMAL.
Treasure Guardian (BOSS)
- Coin Shower: Targets a random player to summon a large pile of gold to drop on them after 10 seconds for 7mil damage split evenly amongst any player stood in the zone. STACK IN CIRCLE AND ALL MUST SHARE DAMAGE.
- Coin Sweep: Boss will whack the tank with this ability for huge, lethal damage. Must be mitigated with the Diamond Jewel’s shield or you will die.
MYTHIC DIFFICULTY
- New Ability – Chaotic Displacement: Periodically affects 4 players – 2 from right, 2 from left – (does not affect Tanks or Healers) in opposite corridors during the construct phase and swaps their locations. You will be teleported exactly to the person you are linked to’s position and gain the Chaotic Displacement debuff.
- Chaotic Displacement (Debuff): Upon swapping rooms, you will deal 100% reduced damage and you will take 100% reduced damage. As soon as you swap, DO NOT MOVE until it is completely safe to do so. This debuff allows you to take no damage from any unlucky spawning provided you stand still. (e.g. spawning into Flames of Punishment)
- New Spell – Surging Gold: The boss will periodically cast this to increase the size of all Liquid Pools massively for 30 seconds.
- New Functionality – Liquid Gold: Liquid Gold pools will now grant a 5% HoT and 50% movement speed buff to any Spirit of Gold that comes into contact with them.
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