Dread Master BestiaPhase 1-Bestia immune inside Force Barrier
-Dread Monster adds from either side that need to be tanked away from each other as they have a proximity buff. There will be more than 2 at a time (total of 6) so have to be killed quickly as not to overwhelm the tanks and split between the tanks (2 can be tanked but strenuous). DPS priority (250k HP) to be focused.
-Tentacle adds that have to be interrupted and DPSed down (long cast, low priority).
-Dread Larva adds to be killed (can be tanked near the Monsters) and spam spit small AoEs that deal a lot of damage to raid, just spread out a bit and ideally drag them under Monster to be AoEd and they become a priority after 2 Monsters dies (making sure they do not get out of hand).
There are specific tank mechanics to do this but we need to test them first, they are very hard to put down as a strategy.
Phase 2-Bestia herself will spawn the previous adds from 50% onwards less of them, which need to be tanked away from her as she also gives the proximity buff.
-Return of Red Circles of Doom, same as DG but the DoT is not persistent, so stay out of them. The circles themselves will go away after some time.
-Red AoE attached to a player that will explode after a time (huge Grenade style), run away from group.
-Sullen Despair stacking debuff on tank, requires a tank switch (may be not applied when adds are out if it is either cd it or do some tank swaps)
Dread Master Tyrans-The boss teleports and thus melee are fucked
-Floor has holes in it, if you fall down us a teleporter and take damage, the holes will become larger as tiles are taken out.
-The mechanic to the disappearing floor tiles is that 2 people (tank+random but can be the same person twice) will get a debuff called Simplicity/Simplification (not at the same time looks like a shrinking red circle around the player), they will need to stand on a tile and when the debuff wears off the tile will go red and disappear (2 titles per phase). The debuff is casted and works as a threat drop so a tank swap is needed.
-Inferno: Debuff on whole raid with different durations, when it wears off it will place a circle of fire where you are standing and will catch fire (does not envelop the whole tile). Everyone needs their own space as well as a safety space to go to (can be shared). Make sure not to place fire in the path of kiting. People with the longest debuff duration should go farther away.
-Ranged and healers can sit at middle disappearing tiles far away from the kiting path. Melee and tanks will have to disappear assigned tile and move on to the next along the kiting path.
-Thudering Blast, face Tyrans away from raid, the problem is that he has no cast time and will often us it right after teleport thus cleaving the raid.
-Affliction, 20k damage on random person in 3s, must be healed.
-Smash, well, you know what Smash is.
Dread Master CalphayusThis fight is divided into Past, Present and Future. The raid must divide into two teams that we will refer to as T1 and T2
Present-Inevitability, conal knockback which causes the person effected by it to die the next time they take damage. Stand away from the wall (if knocked into it boss will melee and kill) and away from the raid, tank swap
-Huge grenade thingy, random person, periodic damage and applies a slow, use sped boosts to get away, seems to only target ranged and healers.
Past+Future at cca 75%-blue circle = past (T1) and orange circle = future (T2)
-Future team has to survive (kill adds channeling Mass Affliction) and tell the past team where a tree is (in one of 5 plant pots in the arena) the past team must find a seed and protect it from adds (Ravager attacks tank, Despoiler attacks seed and Corrupter casts Affliction on seed) (seed can be healed). They take a while to appear. Once it is able to be picked up it must be taken to the correct plant pot.
Past+Future at cca 50%-blue circle = past (T2) and orange circle = future (T1)
-teams must switch or they will die
-Future team tells the past team to which fountain (1 of 4) Calphayus jumps to and which crystal (3 per fountain) he destroys. Past team has 30s to kill that crystal.
Past+Future at cca 25%-blue circle = past (T1) and orange circle = future (T2)
-Only 2 people from T1 need to go the past, somebody with speed boots and a healer is suggested.
-Past team goes to a table and pick up a holocron which gives slow an DoT (use the person with speed boosts and heal them). They take it to present and place on a table either side of the throne. Once placed Caplh in future is kited to that side. Calph will get stunned and everyone must go to the Future and burn him.
Dread Master RaptusActual room:
-Has a cone (follows tank) and a large cleave (casted does not move).
-All players need to click their corresponding crystal (blue=tank, green=heal, red=DPS)
-Raptus will issue a challenge (mot likely to tank and takeaway his buff which needs to be reaquired). Challenged person kite Raptus.
-During the challenge all other players must go to their corresponding gates (Tank/Heal/DPS) and deal with adds.
We had an issue where the healers were unable to complete their challenge due to too heavy damage. We will try having the tank taunt their add if that helps.-Raptus will teleport random DPS to a bridge with holes in it, simply make your way back.
-At around 30% he will start knocking tanks up so a witch is needed.
The Dread MastersKill order:
Bestia to 50 (leaves) -> Caplhayus to 50 (leaves) -> Tyrans to 50 (leaves) -> Raptus to 50 (leaves) -> Styrak to dead -> Brontes to dead -> Bestia to dead -> the rest (burn phase)
Phase 1-Bestia buffs other DM and has a large knock back. She should be tanked well away from other DM. The tank can pull her, let himself be knocked once and the prop against a crystal near the entrance. She will apply a stacking Corruption debuff which will eventually Fully Corrupt the Tank and kill them, tank switch at 5 is advisable.
-Calphayus has a shield and cannot be attacked from outside it. he also leaves circles on the round and needs to be kited Karraga style.
-Raptus smashes the ground and leaves a large cone, which can be avoided, he should be tanked along with Calphayus
-Tyrans cannot be tanked and spams Thundering Blast randomly
Phase 2-Once all previous DM go back to their thrones Styrak and Brontes will appear.
-One tank grabs Brontes and imply tanks her (she teleports around)
-A DPS goes to Brontes' throne and clicks a crystal to lower her damage
-Styrak has a stacking buff which increases damage, he can either be tanked and burnt or the tank goes to his throne to click the crystal at which point Styrak become untankable but fixate on the clicker and does low damage.
-Once Brontes is low she teleports to middle and slowly turns around with a lightning shooting forward which one shots people. She needs to be circle strafed.
Phase 3-Repeat of Phase 1 and then all masters start casting power of the masters
unsure what this does (apart from increasing damage), may be prevented if one DM is killed during the cast, it should be Bestia.-All remaining DM jump to mid an start applying a raidwide stacking DoT, this is a burn phase and they need to be focused down.