+ Reply to Thread
Results 1 to 3 of 3
Like Tree1Likes
  • 1 Post By fufi

Thread: Bindings of Blood: Lord Greenscale

  1. #1
    RIFT Guide Writer fufi's Avatar
    Join Date
    Aug 2011
    Posts
    1,014

    Default Bindings of Blood: Lord Greenscale

    Hello !

    Long time since the last time I shared a guide with the community (back in ID). I put a lot of time and efforts into writing this one for my guild, and decided to let it go to the public, as my sources are mainly (but not exclusively) from other guilds experience and kill videos. I'm lacking precision on a couple of mechanics (like their names), especially the ones from the Drekanoth of Fate, but I hope you enjoy it all !

    Ladies and gentlemen, I offer you my guide to:
    Bindings of Blood: Lord Greenscale
    In this somewhat intense fight, we re-enact the imprisonment of Lord Greenscale, the dragon of life, that happened back during the blood storm, as a mysterious evil, the Drekanoth of Fate, is trying to change the face of the world by killing the ancient heroes before they were able to accomplish their historical deed. That's why we, ascended, are sent back in time to help the first heroes.

    The fight consists of a total of eight phases, alternating ground phases with air phases. While air phases differs a lot from each others, ground phases are very similar. After exploring the various mechanics of the fight, I'll develop a strategy to deal with them.

    Mechanics

    Phase 1
    Ground phase, lasts until Lord Greenscale is down at 75% health.

    Spark of Life
    Quite obvious mechanic, a wisp emits from Lord Greenscale and lands somewhere around him, creating a giant red bubble. Hint: standing in them is not a damage increase. At least not for you.

    Claws and tail
    Lord Greenscale is a dragon. Like many of his race, he tends to cleave in front of him using his claws, but also behind him using his tail.

    Caustic Bulwark - 1s cast
    After casting this spell, Lord Greenscale gains 10 stacks of Caustic Bulwark. From what I understand, as long as he has a stack, whoever attacks him removes one of these stacks, but receive a damage over time debuff that needs to be over-healed (lasts around 10 seconds). These stacks can also be purged ! You have to react very quickly in order to do so.

    Venom Cloud - 3s cast
    High raid wide damage, everyone needs to be topped off by the end of the cast.

    Noxious Fumes - 1.5s cast then 3s channel
    The tank takes a lot of damages and receive a debuff that will get them killed if they are still tanking when the next Noxious Fumes occurs. A tank swap needs to happen before the next Noxious Fumes, anywhere from 20 to 30 seconds later.

    Night Bloom
    One of the numerous adds that will spawn during the encounter. Fairly weak, the Night Bloom doesn't produce impressive damage, but has an aura that is both a blessing and a curse. While affected by the aura, your incoming heals will be reduced by 75%, and your stacks of Overgrowth (see next paragraph) will get removed, one at a time. You will also be glowing red while affected by the aura.

    Overgrowth (or whatever it's called)
    Two parts mechanic: Damage over time debuff that ticks until cleansed, and stacking debuff that prevents the DoT from being cleansed (or rather, if you attempt to cleanse it, is will instead spread to others, usually resulting in a wipe). People affected by the second debuff need to run to the Night Bloom to get it removed (see previous paragraph). Once their stack has dropped, healers need to cleanse them from the DoT.

    Verdant Warden
    Another add. Will randomly disarm their target (take it like a man), or put a shield on one of their allies, that can be removed by Durnes.

    Phase 2
    Air phase. After getting down to 75%, Lord Greenscale rises up in the air, and doesn't feel so good.

    Adds
    Numerous adds will spawn from pools around the room, in four waves. Each wave spawns from only one of the pools.
    • Toxic Shambler - 8 spawn on each of the first 3 waves
      They deal rather low damage, but leave a toxic cloud behind when killed.
    • Saguine Mender - 1 spawn (4th wave only)
      Looks like a treant. Guessing it heals targets around.
    • Lifebound Stalker - 2 spawns (4th wave only)
      Wolves. Moderate damage.
    • Lifebound Beast - 1 spawn (4th wave only)
      One of these scary grey bears. Higher damage. Applies a stacking debuff to their target. Once the stacks reach 5, the target is stunned for a short duration.
    • Verdant Annihilator - 1 spawn (4th wave only)
      Werewolf. Higher damage. When it dies, it releases a white bubble that protects from a big attack from Lord Greenscale.

    Genesis Torrent
    Lord Greenscale pukes the whole duration of the air phase, resulting in constant raid wide damage.

    Transition from Phase 2 to Phase 3
    A dark night will eclipse the room. Lord Greenscale will devour the remaining adds, healing for a portion of their health. After doing so, he will kill anyone not standing in the white bubble released by the Verdant Annihilator.
    At the same time, the Drekanoth of Fate will appear, causing massive raid damage with his Fated Destruction. Fated Destruction hits 1m40s after Lord Greenscale took off at 75% of his health.

    Phase 3
    Lord Greenscale lands on the ground and the fight resumes.
    Phase 3 is mostly the same as Phase 1, with two new mechanics.

    Toxic Blossom
    Three Toxic Blossoms will spawn at the location of three random players. After a really fast growth, they will explode, knocking back everyone standing too close to them.

    Hyper Toxin - 3s cast then 8s channel
    Lord Greenscale will emote: "Lord Greenscale prepares to obliterate %t!". Impressive sustained damage on the target (current tank).

    Phase 4
    Air phase. After getting down to 50%, Lord Greenscale rises up in the air again, and it is then clear he has airsickness. Only two adds will spawn this time, but they're bigger.

    Venom Beam - 1.5s cast then 10s channel
    Lord Greenscale has learned to channel his sickness into a deadly stream of concentrated puke. Takes the form of a moving bubble that needs to be dodged. Starts at a random position and then moves constantly in the same direction. As soon as Lord Greenscale is done channelling one, he will start casting another one.
    Note that the beam won't kill you straight away, but ticks very often for fairly high damage.

    Murderous Overgrowth
    This lovely plant golem is a shorter version of the miniboss that guards Lord Greenscale's room.
    • Starts with a shield, removable by Durnes.
    • Entangling Vines - interruptible 1.5s cast. The murderous Overgrowth pulls a few players towards it.
    • Phylotoxin - interruptible 1.5s cast. Places a cleansable DoT on half of the raid.
    • Periodically buffs himself with a purgeable HoT.
    • Periodically spawns Noxious Brackens at his position.
    • When it dies, spawns three Crimson Mascade at his position.

    Petrified Genesis Oak
    Big treant.
    • Starts with 10 stacks of an armor buff, that reduces the damage he takes by a fair amount. Removed by having him walk in Crimson Mascade.
    • Mass Petrification - interruptible 5s cast. No idea what that does specifically when not interrupted, but I'm guessing it involves a mass of things being petrified, resulting in a wipe.
    • Periodically stomps the ground, knocking back and placing a DoT on every players in a large cone in front of it.
    • Periodically emits an aura that increases by 1 the stacks of a debuff on every players. No idea what this is about, might be linked with Mass Petrification or previous stomp mechanic. The stacks instantly disappear after the Petrified Genesis Oak dies.

    Noxious Bracken
    A plant that periodically deals high damage to players standing in it. Avoid them.

    Crimson Mascade
    A red flower that spawns when a Murderous Overgrowth is killed. Regularly removes armor buff from the Petrified Genesis Oak if it stands in it, and also applies a debuff to every target inside it, that increases the outgoing and incoming damage by 5% per stack, with a maximum 10 stacks. It also instantly destroys any Noxious Bracken in its vicinity.

    Envenomed Storm - 15s cast then 15s channel
    Big raid damage (20k+ every 3 seconds). The cast starts 1m40s after Lord Greenscale took off at 50% of his health. It seems to be stopped when he has taken enough damage (undetermined threshold), but will tick at least twice.
    This mechanics ends Phase 4.

    Phase 5
    Lord Greenscale lands on the ground and the fight resumes.
    Phase 5 is mostly the same as Phase 3, with two changes: There's no Overgrowth anymore, and a Noxious Bracken spawns every time the Toxic Blossom explode.

    Phase 6
    Air phase. After getting down to 25%, Lord Greenscale rises up in the air again. This time he took his medication, but as an side effect, he's high and won't do anything.

    During this phase, two Murderous Overgrowth spawn and need to be killed. Noxious Brackens will regularly pop all around the room and move toward the tanks !
    The phase ends 1m40s after Lord Greenscale took off at 25% of his health with him using Hyper Toxin on Durnes !

    Phase 7
    Lord Greenscale lands on the ground and the fight resumes.
    Phase 7 is mostly the same as Phase 5, with Noxious Brackens that keep spawning around the room and move to the tanks. It seems that there is some pollen involved.
    When Lord Greenscale is pushed to 1hp, everything in the room disappears but our heroes and the dragon. Diona summons a white circle which seems to protect from the final trick Lord Greenscale had up his sleeve, while Amunet binds the dragon. The reign of Lord Greenscale has come to an end.

    Phase 8
    The Drekanoth of Fate does not intend to let this happen and intervenes to break the binding !
    The binding ritual lasts for one 1 minute and 45 seconds, and will succeed as long as a player is alive by the end of that duration.

    Cleave
    The Drekanoth of Fate DOES cleave. Never stand in front of him.

    Threads of Fate
    Quite like Spark of Life. The Drekanoth of Fate spawns Threads of Fate around him, creating large bubbles that will deal great damage to players standing in them.

    End of Days
    After applying a shield to himself, The Drekanoth of Fate will start casting End of Days. The shield needs to be broken down before being able to interrupt End of Days. Failure to interrupt End of Days result in a wipe.

    Stacks
    Somehow, the Drekanoth of Fate gains stacks of something throughout the fight. I have no idea what it is. I don't know either how he gains these stacks
    My guess is it increases his damage and it's gained by people standing in bad.

    Purple circle
    The Drekanoth of Fate targets a player. That player receives a red debuff, and a purple circle appears around them. After 10 seconds, that player starts taking MASSIVE damage, and I am guessing anyone standing in the bubble with them, but this is just a guess. It seems to me that the player holding aggro has priority on getting targeted by this, and if that player still holds aggro the next time the mechanic happen, the Drekanoth of Fate picks a random player in the raid. This is only speculation though. It might even be a meteor effect but no one is ballsy enough to deal with it and prefers sacrificing people !

    The Heroes

    The heroes can intervene in the fight if you ask them to. In order to get their help, a player has to talk to them and accept their help. After doing so, the hero will follow them and the player will gain a reactive ability that can be activated by clicking it.

    Durnes <The Ranger>
    Shatter hardened defenses of an enemy. 5s cooldown.

    Diona <Warden of Ixalou>
    Erect the shield of Ixalou which incoming damage of those within by 35% for 10s. 3m cooldown.

    Amunet <The Stormcaller>
    Casts Freezing Winds and paralyses all lesser ennemies for 10s. 1m cooldown.

    Thorvin Sternhammer <Justicar of Theodor>
    Invokes a blessing which will cleanse all afflictions on allies. 5m cooldown.

    Dhel <The Beastmaster>
    Instill allies with a battle fury, increasing damage dealt by 20% for 15s. 2m25s cooldown.

    Naveer <Greatest of Cats>
    Follows Dhel around.

    Strategy

    Don't be overwhelmed by the large amount of mechanics featured in the fight.

    Damage Dealers Point of View
    Once again, the general strategy for DPSers isn't that complex.

    Phase 1:
    • Stack up.
    • Push as much dps possible on Lord Greenscale.
    • Stay out of the Sparks of Life.
    • When the Night Bloom appears, wait for of the tanks to bring it closer to the raid, and if you are affected by overgrowth debuff, get cleansed by getting close to the Night Bloom. Go back to the raid when cleansed.

    Phase 2:
    • Place some dots on the Verdant Wardens.
    • Keep dpsing Lord Greenscale until the 4th wave spawn, and then focus down the Verdant Annihilator. Use powerful AOEs (for example Tempest's Storm Torrent) on cooldown on the Shamblers.
    • If you are one of the AOE DPSers, instead of keeping the dps on Lord Greenscale, you should switch to the Toxic Shamblers.
    • Get into the bubble when the Verdant Annihilator is dead.

    Phase 3:
    Same as Phase 1 + move with the raid when the Toxic Blossoms appear.

    Phase 4:
    • Keep dodging the beams.
    • Kill the Rampant Overgrowth, keep it interrupted and purge it when needed.
    • Then, get inside the Crimson Mascades and kill the Petrified Genesis Oak.
    • Attack Lord Greenscale. If possible, keep DoTs up on him through the whole phase.

    Phase 5:
    Same as Phase 3 except it's easier since there's no need to get cleansed anymore !

    Phase 6:
    A little bit more trickier than phase 4.
    • Keep both of the Rampant Overgrowths interrupted. (three players will be assigned to the 2nd one and will need to have an interrupt focus macro)
    • Focus the dps on one of them, which will probably be marked 1. Dodge Noxious Brackens while killing it.
    • Once mark 1 is dead, get inside the Crimson Mascades that appeared, and kill the 2nd one (keep interrupting !).
    • Once the second one is dead, GET AWAY FROM DURNES (she will be marked with an avoid sign), Lord Greenscale will fire a huge beam on her, much more deadlier than the ones from phase 4.

    Phase 7:
    Same as Phase 5 + dodge the Noxious Brackens.
    Once Lord Greenscale is down to 1hp, move inside the white bubble.

    Phase 8:
    • Push out as much dps as possible when the Drekanoth of Fate has shielded himself, and then interrupt him.
    • Stay out of the different bubbles.


    Healers Point of View
    Once again, the fight is a little more complex for healers than DPSers.
    For a starter, you have the same movements as the damage dealers, and it would be very good if you knew all the mechanics by heart.

    Tank Healing
    Tank healing is consistent throughout the fight. There are some very notable spikes during ground phases, with Noxious Fumes and Hyper Toxin.
    Using a Symbol of the Sun boosted with Flashover seems ideal to counteract Noxious Fumes.
    Hyper Toxin will be mostly covered with Unstable Transformation. Even with Unstable Transformation, the tank will still take some impressive damage there, so don't rest too easily.
    Finally, during final phase, the Drekanoth of Fate will produce spikes on the tank through the bubble circle thing, so keep up the healing !

    Raid Healing
    Many raid wide damage mechanics through the fight. Your hardest job will probably be to deal with the cleansing during phase 1 and 3 though. You have to SINGLE TARGET cleanse the overgrowth. Watch for people going in the Night Bloom !
    During ground phases, it is crucial that when Lord Greenscale casts Venom Cloud, everyone is topped off before the end of the cast. If someone is not at full health they will probably die from it.
    Two major spikes that should easily be dealt with are the ends of phases 2 and 4. Wave of Renewal sounds perfect to heal Envenomed Storm !
    When fighting the Rampant Overgrowth (phase 4 and 6), be ready to deal with missed interrupts and AoE cleanse Phylotoxin.

    Tanks Point of View

    Ground Phases
    This is the placement you aim to get on ground phases.

    Greenscale is the big red circle, tanks in blue, raid in green. Noxious Fumes represented by the two orange cones.

    This allows to be in reasonable range of the healers while letting them stay out of range of the Sparks of Life. Of course it prevents the Noxious Fumes from hitting the raid and on top of that, the tail won't be hitting on the other tank !

    When tanking: Nothing much to do, use minor reduction damage cooldown when Lord Greenscale is casting Noxious Fumes, and a major cooldown if you are the target of Hyper Toxin. Take the Night Bloom away from the other tank when they taunt Lord Greenscale off you.

    When offtanking: Take the Night Bloom away from the other tank, and close to the raid. Taunt Lord Greenscale off after he has used Noxious Fumes. Also grab the Verdant Warden when it spawns, put him on focus and keep it interrupted. If you have two of them, get closer to the other tank and ask him to take one from you. Oh, and might aswel run out of the red circle when Lord Greenscale casts Venom Cloud, avoid unnecessary damage.

    Air Phases

    Phase 2
    Gather all the different adds, and take them at a safe distance from the raid. Get out of the toxic pools that appears on the shamblers' death.
    Be wary of the Lifebound Beast, and call for a swap before you reach 5 stacks or you will get stunned, and no one wants that.
    In general, try to split the damage with the other tank as much as possible so the healers are more efficient at keeping you alive. The Verdant annihilator is a major source of damage, take it off the other tank if they are tanking the Lifebound Beast.

    Phase 4
    Two adds only here, take one on each tank. Both of them cleave, so don't turn them to the raid.
    When tanking the Murderous Overgrowth, focus on interrupting the Entangling Vines, it is crucial this one gets interrupted, so people are not pulled into the Noxious Brackens. Let the other casts to the damage dealers.
    When tanking the Petrified Genesis Oak, take him away on your own, so that he doesn't knockback the other tank or any other players. Interrupt him when he casts Mass Petrification. After the Murderous Overgrowth is dead, pull the Petrified Genesis Oak into the Crimson Mascade to get his stacks removed and build debuff stacks on him, that will increase the damage he recieves.

    Phase 6
    Take each one of the Murderous Overgrowth, and same as on phase 4, focus your interrupt on the Entangling Vines. Get them stacked so they get cleaved by the AOE damage dealers. You should be able to afford sharing the cleave.

    Phase 8
    Take the Drekanoth of Fate away from the raid. Swap when the other tank is debuffed with the purple circle. The Drekanoth of Fate cleaves, so never let him face the raid !

    Major Events and Heroes Usage

    The Heroes
    Diona can be used by anyone. A raid healer makes more sense I guess. It is best used at the end of phases 2 and 4, and then can be used whenever.
    Dhel should be used by a support. Used pretty much on cooldown, ideally lining with Flaring power during phase 2, and if used on cooldown should line up again when it's used later on.
    Durnes should be used by a damage dealer who can switch target with ease, ideally a Tempest, a Ranger, or an Inquisitor. Use her ability on anything with a shield during the fight. Shields are randomly casted around by Verdant Guardians (including on Lord Greenscale sometimes), and Murderous Growth spawn with a shield.
    Thorvin can be used by anyone. He will be used At the end of Phase 4, at the end of Envenomed Storm's cast to make sure everyone is rid of their stacks from Crimson Mascade, as late as possible to take maximum advantage of them.
    Amunet can be used by anyone. Use her when adds are packed in Phase 2. And then pretty much anytime adds are nicely placed around.

    Short Summary of the Fight
    • Fight starts, Orchestra of the Planes + Call of Dhel
    • Night Blooms spawn, raid gets cleansed
    • Phase 2 starts (75%)
    • Many Toxic Shamblers spawn in three waves
    • Fourth wave of adds spawn
    • When every add are packed up, Flaring Power + Orchestra of the Planes + Call of Amunet + Call of Dhel (after that point just use these abilities on cooldown)
    • Stack up in Verdant Annihilator's bubble. Use Call of Diona when the Drekanoth of Fate says "Die!" (1:40 after phase 2 started)
    • Phase 3 starts, repositioning of the raid according to Lord Greenscale's new position.
    • Night Blooms spawn, raid gets cleansed
    • Phase 4 starts (50%)
    • Murderous Growth and Petrified Genesis Oak spawn. Mark Murderous Growth with number 1, kill it first. Then get the Petrified Genesis Oak in the Crimson Mascades as well as the raid and kill it.
    • 1:40 after Phase 4 started, Lord Greenscale starts casting Envenomed Storm. Call of Diona + Call of Thorvin when the cast is about to end.
    • Phase 5 starts, repositioning of the raid according to Lord Greenscale's new position.
    • Phase 6 starts (25%)
    • Two Murderous Growths spawn. Stack them up and focus one of them (mark 1). Split interrupters to avoid extra damage on the raid. Dodge the Noxious Brackens. When the first one dies, everybody stack up in the Crimson Mascades.
    • Get away from Durnes after killing the second Murderous Growth, she is the target of a Hyper Toxin at the end of phase 6 (1:40 after it began) !
    • Phase 7 starts, repositioning of the raid according to Lord Greenscale's new position.
    • Lord Greenscale at 1hp, everyone get in Diona's bubble.
    • The Drekanoth of Fate appears. Survive for 1:45 and win.

    Raid Composition
    • 2 tanks
    • 1 defiler
    • 1 ST chloro
    • 1 ST healer/mitigation specialist (purifier or physician)
    • 2 AOE healer (ideally a chloro for its ability to switch to ST healing during air phases, and a warden or liberator)
    • 1 Bard
    • 1 Archon
    • 3-4 AOE specialist, with ideally at least 1 tactician for its Ablative Coil (end of P2 and P4) and 1 saboteur for its Splinter bomb and Embers bomb.
    • 7-8 ranged damage dealers.

    The more tempests available, the more cleaving available for phase 2, which lets the possibility to drop an AOE specialist.
    The raid needs a purge, ideally from an inquisitor or a cabalist as these are already optimal specs for the fight. If none available, the least loss for the raid is having the archon spec into Purging Flames.
    Last edited by fufi; 05-03-2014 at 05:51 PM.
    <Apotheosys>@Typhiria
    World First 5-man Easy Mode 1/4 GP

  2. #2
    RIFT Guide Writer fufi's Avatar
    Join Date
    Aug 2011
    Posts
    1,014

    Default

    Some mistakes in the guide (I can't edit my post) :

    Wrong description for Noxious Fumes.
    Noxious Fumes - 1.5s cast then 3s channel
    Lord Greenscale breaths poison in a cone in the direction of his current target. Does massive amount of damages and applies a 30 second debuff that redices incoming healing by 75%.

    A mechanic I hadn't caught (ground phase) :
    Jungle Rot
    Damage over Time that ticks for a large amount of damage every two seconds. Cleansable.

    Fixed the name of the DoT/cleanse mechanic :
    Night Bloom
    One of the numerous adds that will spawn during the encounter. Fairly weak, the Night Bloom doesn't produce impressive damage, but has an aura that is both a blessing and a curse: Night Bloom Madness. While affected by the aura, your incoming heals will be reduced by 75%, and your stacks of Fungal Blossom (see next paragraph) will get removed, one at a time. You will also be glowing red while affected by the aura.

    Voracious Fungal Growth and Fungal Blossom
    Two parts mechanic: Damage over time debuff that ticks until cleansed, and stacking debuff that prevents the DoT from being cleansed (or rather, if you attempt to cleanse it, is will instead spread to others, usually resulting in a wipe). People affected by the second debuff need to run to the Night Bloom to get it removed (see previous paragraph). Once their stack has dropped, healers need to cleanse them from the DoT.

    Fixed many adds descrptions ::
    Petrified Genesis Oak
    Big treant.
    • Starts with 10 stacks of an armor buff, that reduces the damage it takes by 10% per stack. Removed by having it walk in Crimson Mascade.
    • Mass Petrification - interruptible 5s cast. Stuns every players for a few seconds.
    • Periodically stomps the ground, knocking back and placing a DoT on every players in a large cone in front of it.
    • Periodically emits an aura that increases by 1 the stacks of Condemed Genesis on every players. Each stack increases the damage from Lord Greenscale's Venom by 10%. The stacks instantly disappear after the Petrified Genesis Oak dies.

    Noxious Bracken
    A plant that periodically deals high damage to players standing in it. Places a cleansable debuff on the players that slows them and deal high damage over time. Avoid them.

    Crimson Mascade
    A red flower that spawns when a Murderous Overgrowth is killed.
    • Regularly removes armor buff from the Petrified Genesis Oak if it stands in it.
    • Periodically applies a stack of Crimson Euphoria to every target inside it, that increases the outgoing by 5% per stack, with a maximum 10 stacks. Lasts 20 seconds. (shows as a debuff but is really a buff)
    • Periodically instantly destroys any Noxious Bracken in its vicinity.
    • Disappears if killed or 20 seconds after spawning.

    Fixed Drekanoth of Fate description (still missing purple circle's name) ::
    Threads of Fate
    Quite like Spark of Life. The Drekanoth of Fate spawns Threads of Fate around him, creating large bubbles that will deal great damage to players standing in them.
    The Drekanoth of Fate also gains stacks of Threads of Fate. "Erupting with alternate realities that cause massive damage. Persists until Dispelled."

    Purple circle
    The Drekanoth of Fate targets a player. That player receives a red debuff, is rooted, and a purple circle appears around them. This is a meteor effect. After 10 seconds, that player starts taking MASSIVE damage, shared with anyone standing in it. It seems to me that the player holding aggro has priority on getting targeted by this, and if that player still holds aggro the next time the mechanic happen, the Drekanoth of Fate picks a random player in the raid. This is only speculation though.
    <Apotheosys>@Typhiria
    World First 5-man Easy Mode 1/4 GP

  3. #3
    Rift Chaser
    Join Date
    Feb 2011
    Location
    Ottawa, ON, Canada
    Posts
    325

    Default

    Good stuff... a couple of thoughts to add:

    - The debuff from Noxious Fumes is applied on the final tick, so if you're the inactive tank that is getting ready to taunt, DO NOT run in front until the cast is completed.

    - I believe Venom Cloud does additional damage to players standing in the bubble around Greenscale. Tanks can safely eat it, but anyone else will get one-shot.

    - The combination of Venom Cloud and the damage ticks from Fungal Growth can be deadly for squishier players, so have the Purifier shield affected players when Venom Cloud is being cast. Self-shields (Storm Shield, Burning Shield, etc.) are a good idea too.

    - The toxic puddles from dead Shamblers apply a stacking debuff that increase damage taken, which can be very deadly for tanks. I usually wait until the first Shambler dies, then just start kiting in a circle around the rest of the raid. If you keep moving, most of the puddles won't hit you at all. When the last Shambler is dead, you can park the rest of the adds near Greenscale.

    - The Saguine Mender has a healing cast (Torpor) that should be interrupted. Probably a good idea to have a DPS handle this one, since the tanks will be targeting the Beast and swapping it.

    - If you don't have Ablative Coil or BM survival cooldowns, you can just use Diona's ability for Fated Destruction at the end of the 75% air phase.

    - Hyper Toxin is also a meteor effect, and I recommend having both tanks stack to share the damage. The inactive tank will be heal-debuffed, but they are basically an expendable damage sponge anyway. If you're using a Cleric Tank, Reprieve will heal both tanks. Diona's ability also works well. Just be sure to communicate so that you don't waste all your cooldowns.

    - In the 50% air phase, the tank assigned to the Genesis Oak needs to be VERY careful with aiming the cleave, which is very long and wide (lol). The raid needs to get the hell out of the way when the Oak is being dragged into the Crimson Mascades.

    - In the 25% air phase, proper interrupt rotations on the Murderous Overgrowths are very important (you can screw it up a bit in the 50% air phase but not here). I recommend assigning the tanks to interrupt one ability on their target, and DPS to interrupt the other.

    - Amunet's freeze ability is nice to use during the 25% air phase with all the Bracken moving around.

    - If Phylotoxin gets applied while the raid has the Crimson Euphoria debuff, you basically have no choice but to use Thorvin's mass cleanse ability to save the raid. This is because cleanses work on a "first-in-first-out" order and Phylotoxin could be "covered" by 10 stacks of Crimson Euphoria.

    - When the first Overgrowth dies in the 25% air phase, STOP USING AoE DAMAGE. If you kill the Crimson Mascades by accident, then you not only lose your damage buffs earlier, but you also lose the "safe zone" and you'll have to dodge Bracken again.

    - I believe the stacking Threads of Fate buff on the Drekanoth corresponds to the number of bubbles he places on the field. Purging them supposedly removes these bubbles, so whenever you don't need to burn down a shield, EVERYONE should be purging. Hopefully you still have an Archon or BM alive at this point
    Last edited by ginc; 05-07-2014 at 08:12 AM.
    Garbageday - mediocre Cleric Tank / Raid Lead for -Vendetta- (Greybriar) - 4/4 Rhen of Fate, 4/5 Mount Sharax

    GDAAAY NOOOOO

+ Reply to Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts