First Two Bosses ToT Normal (10 Man)

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Shadowynn
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Joined: Thu Jun 07, 2012 9:40 am

First Two Bosses ToT Normal (10 Man)

Post by Shadowynn » Wed Oct 16, 2013 9:32 pm

Jin'rokh (ToT 10 Man Normal):
The Tanks need to face the NW statute and all the range and healers need to be in front of statue. After 30 seconds the boss will Thundering Throw on the tank into the statute the boss is facing (some say it is the statute furthest away) and create a Conductive Water void zone. The healers and range need to keep to the outside edge of this zone as it grows. It will eventually take up ¼ of the room. There may be some safe areas along the wall. There is a Fluidity Buff that increases damage done to the boss and healing received by 40%. After a minute the zone will be corrupted by Lightning Storm every 90 seconds turning the Conductive Water to Electrified Waters, which increases Nature damage taken by 80% so stay out of it. When Lightning Storm is cast move to the center of the room and stack on the boss. After the Tank is thrown we need to move to that Zone. The tank should face the boss to the NE area moving clockwise. After the NE area we go to the SE zone.

The boss will cast Focused Lightning about every 15 seconds. This creates an orb of lighting which fixates on a non-tank. It is not attackable nor can it be slowed. If you are fixated run immediately to the SW area and try and put it in a corner there. When it hits you it will detonate and give you a high about a high amount of nature damage to everyone in 8 yards of it. While alive it deals nature damage every ½ seconds to anyone within 5 yards. If denotes in the Conductive Water zone everyone takes a large amount of damage and probable wipes. When it explodes it creates Lightning Fissure which looks like lightning on the ground. It deals damage to everyone within 5 yards of it. If it is in the Conductive Water it will extinguish, not before giving everyone damage.

Static Burst is the other attack used by the boss. It puts 10 stacks of Static Wound on the tank significantly increasing damage when hit by the boss. Once a tank gets this the other tank needs to switch. Do not taunt with more than 2 stacks.

Horridon (ToT 10 Man Normal):
Horridon attacks with:
1) Triple Puncture: deals heavy damage to the tank and applies a stacking debuff that increases the damage taken by subsequent casts of Triple Puncture by 10%.

2) Double Swipe: Causes Horridon to deal heavy damage to all players in a 35-yard cone in front of and behind him. Stay on the sides of Horridon and not on tail or rear. There is a 2.5 cast time so you can outrun it and tanks should be able to get to side. When avoiding this and charge keep an eye out for ground crap.

3) Charge: Causes Horridon to select a player and charge to do a Double Swipe. Same technique to avoid. Player is giving notice so out run him or move to side.

4) At the end of each phase Horridon will run into the door and destroy it. This stuns him and gives him Cracked Shell. This increases his damage taken by 50% for each stack. This lasts until he is killed.

If Horridon gets to less to 30% than War-God Jalak will come before Stage 5 and the party will wipe.

Phase One: Northwest Farraki Door.
Tank moves Horridon to NW door. Off Tank aggro’s the adds and keeps them in one place so they can be AOE’d. DPS priority is Zandalari Dinomancer; Stonegazer; Wastewalker; Skirmisher; than Horridon.

Horridon and the Farraki Trolls, who come from the northwestern door of the arena. A Sul'lithuz Stonegazer and Farraki Skirmisher will come out of door in 5 seconds and a new team will come every 20 seconds thereafter. Stonegazers stun for 10 seconds so interrupt and stunned persons can be dispelled; kill them first than Skirmishers. A Farraki Wastewalker will drop from above 20 seconds after the door than 20 more 20 seconds later. They will target with Sand Trap (Avoid) and Blazing Sunlight (Dispel) which creates a fire area. They are a priority kill when they appear.

One minute into fight the Zandalari Dinomancer drops down from above. Everyone stops what they are doing and burns him down. He casts Dino-Mending on the boss, which heals for 1% each second. This need to be interrupted. If he heals for 50% mending stops and it gets Dino Form which increases his damage by 50%.

After Horridon charges the door the next set of trolls will start in 40 seconds. Kill all remaining adds, attack Horridon; Tanks swap; slowly more Horridon to NE Gurubashi Door.

Phase Two: Northeast Gurubashi Door.
Tank moves Horridon to NW door. Off Tank aggro’s the adds and keeps them in one place so they can be AOE’d. DPS priority is Venomous Effusion; Dinomancer; Gurubashi Venom Priest; Gurubashi Bloodlord; than Horridon.

Five seconds after the Gurubashi door opens and every 20 seconds after that a Gurubashi Bloodlord will come out. They attack with Rending Charge, causing you to bleed for a significant amount of damage every second for 15 seconds. Twenty seconds after the door opens a Gurubashi Venom Priest will jump in and 20 seconds latter two more will appear. They attack with Venom Bolt Volley which should be interrupted. This attack deals a low amount of Nature damage to the entire raid and leaves a stacking DoT that lasts for 60 seconds. The cast of this ability can be interrupted, and the DoT it leaves can be dispelled. The Venom Priest can summon Venomous Effusion which casts Venom Bolt Volley like their masters and Living Poison with is green poisonous ground crap. This is to be avoided.

One minute into fight the Zandalari Dinomancer drops down from above. Everyone stops what they are doing and burns him down. If there are still Effusions the ranged continue on them and the melee kills the Dinomancer.

After Horridon charges the door the next set of trolls will start in 40 seconds. Kill all remaining adds, attack Horridon; Tanks swap; slowly more Horridon to SE Drakkari Door.

Phase Three: Southeast Drakkari Door.
Tank moves Horridon to SE door. Off Tank aggro’s the adds and keeps them in one place so they can be AOE’d. DPS priority is Zandalari Dinomancer; Drakkari Frozen Warlords; Risen Drakkari Warriors and Risen Drakkari Champions; than Horridon unless he is near 30% health.

Five seconds after the Drakkari door is opened a Risen Drakkari Warrior and Risen Drakkari Champion will come out of it, followed by a second Risen Drakkari Champion 15 seconds later. Every 20 seconds after that, a new wave of the same composition will come out of the door. These adds attack random players with Deadly Plague. Deadly Plague is a disease that can be dispelled.

A Drakkari Frozen Warlord will jump down into the arena 20 seconds after the Drakkari door opens, and 2 more will follow 20 seconds later. They use Mortal Strike, which deals a large amount of damage to the adds' tank and reduces healing received by 50% for 8 seconds. They also summon Frozen Orbs which are adds that the Drakkari Frozen Warlord sometimes summons. They move slowly and keep casting Frozen Bolts to anyone within 8 yards of them, dealing damage every second and reducing movement speed.

One minute into fight the Zandalari Dinomancer drops down from above. Everyone stops what they are doing and burns him down.

After Horridon charges the door the next set of trolls will start in 40 seconds. Kill all remaining adds, attack Horridon (unless he is close to 30%); Tanks swap; slowly more Horridon to SW Amani Door.

Phase Four: Southwest Amani Door.
Tank moves Horridon to SW door. Off Tank aggro’s the adds and keeps them in one place so they can be AOE’d. DPS priority is Zandalari Dinomancer; Amani’shi Beast Shaman; Amani Warbear; Amani’shi Protectors and Amani’shi Flame Casters; than Horridon, unless he is nearing 30% health in which case you do not attack.

Amani’shi Protectors and Amani’shi Flame Caster will come out of the door the first 5 seconds and 20 second intervals thereafter. The Protectors do melee damage and Flame Casters use Fireball which deals a large amount of damage to a random player and should be interrupted.

Twenty seconds after the door is opened a Warbear will drop down and 2 more will follow 20 seconds later. They use Swipe which deals a large amount of damage to persons in front of them. If the bear is killed than it’s rider, Amani’shi Beast Shaman will attack with Chain Lightning which deals a large amount of initial damage to a random player and then jumps to up to 3 players. Jumping occurs if there is a player within 5 yards of the target. After each jump, the damage increases by 50%. The party should spread out more than 5 yards from each other. The Shaman also use Hex of Confusion which is a curse that targets random players, giving them a 50% chance to injure themselves when using spells and abilities. This should be removed from players. If two Shamans are up than they can create a Lightning Nova Totem which damages to players within 8 yards of them, dealing a large amount of damage every 3 seconds. The Totems do not move and cannot be damaged. Shamans should be killed quickly. Kill a Warbear and Shaman before killing another Warbear.

One minute into fight the Zandalari Dinomancer drops down from above. Everyone stops what they are doing and burns him down.

After Horridon charges the door the War-God Jalak will starts in 1 minute. Kill all remaining adds, attack Horridon; Tanks swap; slowly more Horridon to center of the room. Do not bring Horridon to 30%. This will give healers time to regenerate mana and other’s their cool downs.

Phase Five: Horridon and War-God Jalak.
War-God Jalak jumps into the room and he uses Bestial Cry, which deals heavy Physical damage to all raid members. It also applies a stacking debuff that increases the damage of subsequent casts of Bestial Cry by 25%. Jalak can be disarmed and this should be done on a rotation. Use all cool downs on Jalak.

The off tank goes to War-God Jalak and keeps him in the center of the room. Everyone should stack on the side of Horridon watching for his attacks. Concentrate on War-God Jalak and burn him down. Once he is down the tanks should swap if the off tank does not have too much Triple Puncture debuff. Heroism, Bloodlust, and Time-Warped should be used on Jalak to kill him.

When Jalak dies, Horridon enrages. He then attacks 50% faster and deals 100% increased damage. Burn down Horridon at this point.

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I want to give full credit to http://www.icy-veins.com for the information contained herein.

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