This is a zone in Scars of Destruction expansion (SoD). It is a T4 raid zone. Likely does not apply to very many people.
He has a buff on him, that says he gets a stack for every unique person that tanks him, and at 20 you die. This is extremely misleading. Every stack he gets, increases his damage reduction BY A LOT. It doesn't say by how much, but what it "feels like", is every stack is another 50% damage reduction. So when he goes from 1 to 2, it feels like your damage drops in half. When he goes from 2 to 3, it feels like in half again. It is so fucking punishing.
Anyways, obviously the goal here, is to keep the stacks as low as possible. If you get to about 10, you're never going to win. There's a 45-47 minute timer and you die.
He mem wipes, mem shuffles etc. His stacks are based off of who has "aggro", not who his target is. So force targets are nearly worthless, and actually a detriment to the fight, because it means other tanks can't tell who actually has aggro.
The set up will DISABLE force targets for this reason.
We have all 4 tanks use threat position increases if a fighter is not tanking. We have a super aggro bruiser, so we try to let him maintain aggro early on, to see if we can stay at 1-2 stacks to get a good burn in. Eventually you'll hit 4 stacks from all 4 tanks.
I think our kill we ended with 8 stacks, for reference. About 30 minute kill I think.
He casts a (I think nox) called Lifeleecher every 50'ish seconds (there's a hud). If not cured quickly, will heal him. Druids will natural cleanse this, otherwise just cure fast.
We played with jousting it... but...
If you are more than (I think it's 9m away?), and if you do ANY damage to him, you have a 5% chance of being killed out right. The bot will not attack when out of this range, but if you start a cast while inside this range, then move out of the range, you have a 5% chance of dying. Jousting the heal lead to more deaths.
Also, if you are at range, when he casts (don't know the name of it), it will STUN everyone at range. And if that happens, you can't cure etc. Which lead to more deaths. Jousting simply was not worth it. So it's disabled (can be turned on with a command) -
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Obj_OgreMCP:PasteButton[OgreConsoleCommand,Shaekk,-set_variable,irw:\${Me.Name},Shaekk_JoustLeech,TRUE]
If you are at range, you get the "get away from everyone and cure" det. You may get the odd one while moving, but we just ignore it like we did on t3. But if you are not jousting, you don't get many of them.
There are the black things on the ground to joust, this is automated.
There is a curse that you delay to cure, this is automated.
There is a second curse, that delevels you, these people will ask for a cure. We have no idea what causes it.. it's odd, because it felt like being in the black too long, but could never reproduce it on purpose. Is very rare and doesn't seem to matter... other than the description saying bad things, but it lasts forever, so you have no choice but to cure it.
Ultimately, in the end, if you can manage the the stacks, you can kill him. You can use campspot on everyone (including tanks) and it will keep them slightly in front of the raid, or you can move your tanks manually, up to you. In the end, we went with automated.
He casts a LOT of shit, so if he spawns a black circle under him, then starts casting, and someone casts a pet, he'll get a stack from a pet. (It does a pet back off when it jousts, but if you cast something like Shadow, puppet master etc).
The fight sucks. The stacks are just way too punishing.