Helya
Phase 1
**Make sure a tank is always in range of her, or she gets a damage buff and does aoe damage to the raid. Corrosive Nova.
Orb of Corruption - Spread out and kite orbs away from the group towards the edge/back of room. Will always target the OT as well - make sure to get back in time for the Bilewater breath.
Tentacle Strike - Tentacle Slam- (right next to her or the far back) - Everyone soak the ground slam near Helya, then the one at the back of the room have someone with immunity soak it, (Hunter, mage Hpally).
Taint of the Sea - Dispel and move out of circle on ground. (It will go on the tank that has Helya as well, which is awkward because it happens just before a breath. Needs to be dispelled instantly, then they move out of the circle and into the correct path for the breath)
****Note for dispel set up: Assign healers #1,2,3 dispel on raid frames.
Bilewater Breath - placed on the tank - taunt after each breath.
- Breath spawns slimes - they channel and explode and spawn goo. The less health they have the less damage and goo they do. *** Switch to these and aoe them down asap.
As soon as breath comes in, tanks stand on the edge of the platforms (not RIGHT on the edge or they will spawn on the platforms, but close). All dps switch to blobs. *** Make sure all blobs are done for phase 2. ***NOTE - we can have the breath down the middle of the room or to the sides. We can pick one and stick with it.
Phase 2 - 65%
She fades and you deal with other mechanics
Torrent - damage to random players that is amplified overtime.
Fury of the Maw - Massive Tidal Wave goes across the room (more and more damage each time they come)
2 adds arrive on boats for each wave;
Night Watch Mariner (Kill first)
- Lantern of Darkness - DPS Priority (needs to die within 25 seconds)
- Ghostly Rage - Tanks use mitigation, if needed
- Give No Quarter - Just move out of white swirly circle
Grime Lord
- Sludge Nova - Move away from it, outside 15 yards
- Anchor Slam - Use Cd's for this (or other tank can taunt if you are out of cd's) -melee can not get hit.
- Fetid Rot - Spread 5 yards from anyone else. (burst of damage and spread to anyone else in range)
Decaying Minion - Fixate and melee with stacking de-buff, Vigor (increased damage done by 10%). Leaves pool (Decay) on floor. (goes away with wave) ***Group them up and aoe them down (AFTER 2 adds are down) - can use staircase to bottleneck them, when running up to dodge the wave.
Helya will send several waves in a row, and you will have to move to the platforms. DPS tentacles and extra adds while up there. ***Need to stay together and move as one unit to the same platform.
Griping Tentacle - Need to be dead before you move into Phase 3. Tank adds near tentacles.
Strategy.
- Some ranged to the right side and do chunks of damage to those tentacles.
- Mariner and Grime Lord picked up and tanked at the 3 tentacles at the back of the room, then all dps switch and cleave.
- After both adds are dead and minions have spawned, go to the platform on the left. Before running up make sure players with fetid rot drop their de-buff off first, away from the raid. (Waves will be going out, but they still need to stay out and be spot healed).
- Adds will start funneling to the stairs - send down strongest AoE dps, and use CC to keep them there.
- Rest of the ranged kill the 2 tentacles up there and cleave on the one left down stairs. Ranged can focus on the one downstairs. Healers should be dpsing here. (hope to have all 3 tentacles dead by the time the waves are done).
- Return to dps the 2 adds, but this time tank the Mariner next to the tentacle on the floor right next to the right platform. (after Mariner dies, bring Grime Lord here instead)
- Ignore the minions - until you go to the rightmost platform.
- Kill the remaining tentacles on that platform, because they will follow you into the next phase if you don't.
Phase 3 - when tentacles are dead
Still have Taint of the Sea (Instantly dispel - tanks make sure you aren't standing the breath position when de-buff goes out), Fury of the Maw & Corrosive Nova
Orb of Corrosion - but it will now leave puddles on the ground (Tainted Essence) - Pre-spread along the outsides of the room, and then kite puddles on outside/back walls.
- If you need to kite over green patch that's ok
- Melee can do a loop up the platform stairs and jump down
- KEEP center of the room CLEAR for the breaths.
Corrupted Breath - Damage to tank and will 1 shot anyone else. De-buff applied that reduces healing taken by a large amount. **Tank needs to be topped off before breath. Tanks taunt after each breath. On normal, breath can be pointed anywhere, so long as it doesn't hit anyone else.
***Heroic: Breath will leaves bolts on the ground instead of adds, which will deal damage to raid and apply healing absorption shield. ***One player needs to stand in the bolt before it lands (they will take it instead of whole raid). Point breath down the middle of the room to make it easy for players to jump in these bolts.
Waves will come and clear goo, but they can come right after breath/other mechanics. If you are low, use a personal.
Will have Nightwatch Mariner - Switch and kill asap. Added ability Rally of the Kvaldir. MD/Tricks this add to the Boss tank (OT will be kiting an orb). Cleave to boss while killing add.
Decaying Minions - more goo on the ground *** Make sure they die quickly, and they die and leave goo in a good position. (can move into goo and stun then in the goo).
Last edited by *~Lily~* on Tue Nov 15, 2016 11:21 pm; edited 4 times in total