- This topic has 7 replies, 4 voices, and was last updated 6 years, 7 months ago by
Jaaha.
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Vectis
Boss switches between two phases timed, and in PTR was supposedly long and boring fight.
Phase 1 – 90 seconds (debuffs, adds & nuke boss)
At the start of the fight three random non-tanks get Omega Vector debuff which gives 10 second dot and Lingering Infection stack and then jumps to nearest player when it ends. Probably easiest way to handle this is having raid raid loosely stacked, and either get near or far the three players DBM marks having the debuff based on if you have low or high stacks.
Boss casts Contagion every x seconds which does small amount of aoe damage to whole raid, but stacks of Lingering Infection will increase the damage taken, being one-shot ability with high stacks. This will need healing cooldowns at the end of the fight.
Random player gets Gestate debuff, which stuns and does aoe damage around. This has cast time and the target needs to run out of raid before getting stunned. Once Gestate ends add will spawn in the location. The add puts healing absorb shield on whole raid every x seconds, and needs to be offtanked on top of boss and burned down asap.
Evolving Affliction is the tank debuff. Switch after 2-3 stacks. Tanks need to avoid getting infected by the Omega Vector because Lingering Infection will also increase damage from the tank debuff.
Phase 2 – 35 seconds (dodging and soaking)
Boss turns into pool of blood and goes to lurk in corner of the room and starts spamming fast traveling Blood Geysers aimed at random people. Getting hit by one gives additional stack of Lingering Infection.
Plague Bomb circles appear randomly in the room. These are thin red circles that need to be soaked by one person each as the damage is not shared. Soaking these and dodging geysers at the same time can be hard. Especially those that are close to boss. Immunity soakers will still get Lingering Infection stacks but no damage.
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Mythic changes
Number of Lingering Infection stacks gives additional headache to handle every time Contagion is cast.
- 6+ stacks you spread LI stacks to nearby players, requiring spreading out just before Contagion.
- 12+ stacks players spawn adds that start nibbling on random people and upon reaching full energy will explode with high shadow damage giving everyone additional LI stack.
- 25+ stacks Contagion cast will cause explosion that does about half health bar damage to whole raid and fatal damage to the 25 stack person without 99% damage reduction.
Basically this means stacks need to be equalized to whole raid until 10-11, then get as few people as possible to 20ish, then start equalizing up to 20 and after whole raid is at 20+ start stacking most expendable people to 25 and suicide one by one in controlled fashion as a soft enrage. Equalizing the stacks probably works best when done in pairs instead of big group, and the people rotate between soaking to get the LI stacks evenly distributed.
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Since people are unsure how to handle the Lingering Infection stacks, I made this handy graph to help with it.
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I’d like to propose a slight change in strategy involving the WA I posted on the Sunday tries on Vectis. What this WA does is that is tells you what people have to soak an Omega Vector next in your Group. It does this by taking into account how many stacks of Lingering Infection you have to make sure to spread them out evenly.
So if it tells you to soak next, there are two ways to handle it. Either the Omega Vector and the soaking person take a step away from the group or the group takes a step away from them. Both ways should be easy to handle and would smooth out the Lingering Infection stacks.
I think it would also be helpful if we did soaking in the intermission like on the attatched picture.
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Hey guys, seeing that we are more or less consistently getting Vectis to around 10 %, I thought I’d propose a few ideas on how to make that end-phase less messy. Some of the ideas on how to tackle this phase can even be found in the “Mythic changes” post by Jaaha of this thread.
- In the video guide by Stankie (also posted in this thread) I noticed an interested way of tackling Vectis’ Liquefy-form. Just as the last add spawns, that then needs to be nuked before we go onto circle soaking, the currently active tank takes the boys to towards the exit, where Vectis does his channel and try transformation, while the add is being nuked in the middle. That way we are minimising the chance of someone getting clipped by the moving pool of blood (or, even worse, the pool moving onto the whole group giving them multiple stacks), since we will have enough time to react and dodge it. The damage should at this time be tunneled into the add so the loss of cleave on the boss shouldn’t outweigh the reduced RNG factor. We can put one warlock gateway from the middle to the car back to make it easier for the tank to move out/come back in after the transformation. What do you guys think, is this something we can experiment with tomorrow?
- This point is referring specifically to the last phase (the time after the 2nd intermission, boss is around 30 % HP). In multiple guides it is mentioned that once we get to this phase we should have the people who had reached 12 stacks move out in pairs with the Omega vector and keep bouncing it between each otheru until they reach 23-24 stacks of, if they are expendable until 25 stacks, when they will die. The reasoning is that this way we are preventing everyone from getting to 12 stacks and thus instesd us having to deal with multiple Engorged adds, we will “only” have 8 at the very worst. Also, there is the added benefit of no more juggling the debuff among 5 people, but instead everyone but the high stack pairs can just go full dose on the adds and, after those are dead, the boss. I personally find that this will help bring some order into the chaotic last phase, but would slso want to know what you guys think of it.
- And lastly, a minor min-maxing remark:, in Stankie’s video is stated that 2nd pots should be staggered, having the melee popping theirs on the first big add after the 2nd intermission, while the ranged save theirs for the add afterwards. The third add should be ignored as the boss should be in nuke range by this point.
Aaand that’s about it. Hopefully it is alright that I posted my thoughts here, it can’t hurt to think about it at the very least!
I’m very excited to hear what you guys think and whether something like this is at all doable.
Thanks for taking the time to read this! (I wrote this while on the bus, so excuse any typos/illogical sentences :((( )
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Could try something like:
- Get all to 4 stacks evenly
- Get ranged to 9 stacks (and few melee if necessary and if there’s room for it, but preferably not)
- Start pair sacrificing people, using low stack ranged as third party to carry the disease if necessary so that as many stay below 12 stacks as long as possible.
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