Getting Grid Ready for The Throne of the Four Winds   2 comments

Uldum.  Home of the D’jin and built by the Titans.  Inside there are mysteries and challenges that await us, but are you ready to meet them?  I hope that I am!  I have filtered my way through the known debuffs of the two encounters found in the zone, and drafted up a guide on the debuffs you may want to add into grid before venturing in!  (As always, I refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs.)

Please keep in mind that these debuffs are from my encounter research and best guess, and as all of them are from Beta tests and datamining, they are by no means set in stone!  If you get into the encounters and realize that a debuff is different, please update your debuffs accordingly!  I will do my best to keep this post updated as I learn new things from my experiences with the encounters :)  Additionally, if you come across anything new, please let me know, so that I can update my lists!  These are not exhaustive lists, and I may have missed somethings.  

Conclave of Wind

This encounter has three different bosses that we must tackle, and must die simultaneously.  We will be looking at the abilities that each of the three bosses has that will effect healers.  As such, I will only be including the abilities that healers will want to know about in Grid!

Anshal

  • Soothing Winds – this will be an area effect spell that you will see on the ground.  Anyone who is in the area will be silenced and pacified while they are in the area.  This will be important because, as a healer, you will want to know which other healers will be unable to heal while they are silenced.
  • Toxic Spores/Deadly Toxin – I am not 100% certain if this is the name of the debuff, so be on the lookout for a different debuff name!  However, the toxic spores will spawn from Ravenous Creepers.  The spores will afflict anyone within 8 yards of them with a deadly toxin.  The toxin will deal 500 nature damage/second and can stack up to 25 times. Healers will want to be aware of who has this debuff, and everyone will want to be sure that they stay as far away from the Creepers as possible!

Nezir

  • Wind Chill – This will deal frost damage to anyone within 100 yards and will place a debuff on those afflicted that increases frost damage by 10% for 30 seconds.  This debuff also stacks .
  • Ice Patch – This will deal 7125-7875 frost damage every second to all enemies within 20 yards, and will also slow movement speed by 10%.  This can stack up to 3 times.  It will be important for healers to know who is taking extra damage, as well as for everyone else to know that this should be avoided!

Rohash

  • Slicing Gale – This will be cast at a random target and will do 11,875 – 13,125 damage to the target in addition to placing a debuff on them that will increase the nature damage that is received by that target by 5% for 30 seconds.  This effect can stack!  It will be important for healers to know who is afflicted with the debuff to be ready for any extra damage.
  • Hurricane (I believe that this debuff will be titled differently) - Anyone caught in the Hurricane’s vortex will take 2500 Nature damage per second for 15 sec.   At the end of this effect, affected targets will be dropped out of the air, resulting in additional falling damage.  We are absolutely going to wait to know who is snatched up in those vortexes and needing extra healing!

Al’Akir

This is a three phase fight.

Phase One

  • Ice Storm (if there is a debuff associated, I believe it will be titled differently) — An Ice Storm creates a Blizzard that moves around the platform, leaving Ice Patches on the ground behind it.  It will deal ~15000 Frost damage every 0.5 sec to all enemies standing within the radius of the ice patches on the ground (this is what I think might offer a debuff).  The slow/damage effect lasts while the player remains withing reach of the ice patches.  It will be important to note those caught in the ice patches, as they may need a little extra healing.
  • Electrocute – This affect will only occur if there is no one at melee range.  It will be channeled onto Al’Akir’s target and will  increase in damage until the target is in range.  This may or may not put a debuff on the entire raid, but more likely it will probably just be static damage to the raid.  Either way, it’s something to be mindful of throughout the encounter.

Phase Two

  • Squall Line (there may or may not be a debuff associated) — Similar to the fire walls in Sartharion, a Squall Line will create a wall of Tornadoes that circles around Al’Akir’s platform.  Within these tornadoes, there will be an obvious opening in the line where players must move to avoid taking damage .  Those who touch the Squall line will take 40,000 damage per second.  While there is no indication of a DoT placed on the players who get hit, I put this in here to be on the lookout for one – just in case.
  • Electrocute – This affect will only occur if there is no one at melee range.  It will be channeled onto Al’Akir’s target and will  increase in damage until the target is in range.  This may or may not put a debuff on the entire raid, but more likely it will probably just be static damage to the raid.  Either way, it’s something to be mindful of throughout the encounter.
  • Stormling’s Nature Aura – I am uncertain as to if this aura will show as a debuff or what it will be called, however be on the lookout for a debuff being applied to anyone within 20 yards of the Stormling.  The aura will cause those players to take ~2500 nature damage/second.  Additionally – it is speculated that in the heroic version it will place a stacking debuff on players that will reduce their resistance to nature damage by 25%

Phase Three

  • Lightning Rod – One member of the raid will be selected and hit with this debuff. After 5 seconds, he will begin to channel nature damage and all members within 20 yards of him (horizontally) and 5 yards (vertically) will take damage.  It will be important to know who is selected with this debuff so that raid members around that person know to move away – and we know who may need heals.
  • Unknown Phase 3 Debuff – I know…that is so helpful, right?!  During phase 3, if you move too close, or too far away, from Al’Akir you will receive a nasty debuff.  Unfortunately I am uncertain as to what this debuff is called, so be on the look out for it on raid members who fall into the two categories listed above!

Good Luck and Have Fun! Keep in mind that right now these are all completely speculative – and anything could change!  I hope that these help you get started on your journeys, and if you happen to come across something that I’ve missed, please don’t hesitate to share so that I can update my lists above!  Additionally, as stated above, as I progress through the content, I will do my best to keep the debuff lists updated :)

Posted December 8, 2010 by Beruthiel in Grid, Healing, Raiding

2 responses to “Getting Grid Ready for The Throne of the Four Winds

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  1. Pingback: The Daily Quest: Level 85 and loving it | playgames video games

  2. Pingback: Post-Cataclysm Survival Roundup For Healers, Leaders and Guilds | World of Matticus

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