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Maintankadin

Reliquary of Souls

dhan619
Tue Oct 02, 2007 7:47 am

Reliquary of Souls

(Taken from Bosskillers)

Essence Of Suffering ("EoS") - Phase One
Aura of Suffering
Healing effects reduced by 100%. Regeneration effects reduced by 100%. Armor reduced by 100%. Defense reduced by 500. Applied on the whole raid. Lasts until the boss switches to the next phase. Yes that means there are no heals in this part of the fight. Spell damage weapon time!

Fixate
A player gains aggro when marked with this debuff. Cast every 5 seconds on the closest target.

Enrage
Every minute, approximately, EoS will Enrage and start dealing a lot more damage (between 3000 and 4000 per strike). Enrage is a reliable timer, and the Bigwigs mod covers it, so it is worth having at least one raid member with it installed. Lasts for 15 seconds.

Soul Drain
Randomly targetted spell which deals damage and drains mana: 2,500-3,400 damage/mana drained every 3 seconds. Lasts 30 seconds. Dispellable.

Essence Of Desire ("EoD") - Phase Two
Aura of Desire
Damage taken when damage dealt (50%). Healing increased by 100%. Decreases maximum mana over time. Lasts until the next phase switch. Takes 160 seconds to drain your raid's mana completely.

Deaden
Increases damage taken by 100% on the target. Lasts 10 seconds. Cast every 30-35 seconds on the primary aggro target. Can be Spellreflect-ed and interrupted.

Spirit Shock
Disorient-type attack that deals huge damage (9,200 to 11,000) on the main aggro target. Each time EoD successfully casts a Spirit Shock, the cast time decreases and the spell disorients the target for 5 seconds, thereby causing a tank switch. Must always be interrupted. 1 second cast time. Cast every 5 seconds.

Rune Shield
EoD will cast a self-shield (it's easy to spot as it's really shiny), that can be Devoured (Felhunter) and Spellsteal-ed. It must be removed from her as soon as possible, as it absorbs around 40k damage and gives immunity to melee. Lasts until removed.

*This doesn't looks like a good idea for a paladin to be tanking this phase.


Essence Of Anger ("EoA") - Phase Three
Aura of Anger
Deals shadow damage over time. Increases damage dealt. Effects increase over time. This dot starts off at 103 damage per tick and increases by 103 each time it ticks. ie.

1st tick: 103
2nd tick: 206
3rd tick: 309
4th tick: 412
etc...

Spite
Randomly targetted on individuals in the raid. After 6 seconds of immunity to all damage, you will get hit by 7444-7556 nature damage. You need to take a Major Nature Protection Potion from the Cauldron of Major Nature Protection before the six seconds are over, or you'll die to either the combined damage of the nature damage and the Aura of Anger.

Soul Scream
Deals 2,500-3,400 shadow damage, mana burns for 4,000-6,000 and burns rage too: every rage burned adds 100 damage. Area of effect in a large frontal cone. For example a tank with 50 rage will typically get hit for 11,000 damage:
3,000 damage from initial effect + (80 x 100) = 11,000 damage

Seethe
Increases threat generated by 200%. Lasts 10 seconds. Only cast when the boss switches target, either from aggro pull or Taunt. It is therefore possible to avoid Seethe ever being cast.



Now phase 3 is the part I'm particularly interested and want to talk about. This looks like possibly an awesome place to place the paladin tank. But, I couldn't find anywhere if Soul Scream reflected damage back to the tank with mana as rage did... because if is so... then 5000 multiplied by 80 is not a survival hit Confused .

So here's my question... any of you know if the paladin gets hit hard during soul scream because of the mana drain? (I'm not worried about the mana burning me to the point of problems of aggro because it doesn't seem THAT frequent in the videos I've been watching.)
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Danielhan
<Grandeur>
Server: Muradin

dhan619
Tue Oct 02, 2007 9:50 pm
This is not necessarily an anti-prot paladin fight.

Mithos
Wed Oct 03, 2007 2:54 am
Aura of suffering is -500 defense among other things...not looking so uncrushable now. Deaden has to be spellreflected to kill him in time, and p3 owns your mana too much to be useful, as well as owning you in the process.

Random: Do you still drop combat between phases?
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Lore
Wed Oct 03, 2007 6:05 am
P1 is pretty good for a Paladin, I tank it up to the first enrage when a rogue takes it over with evasion. Load up on block value and you reduce his incoming damage a ton (Dabiri's Enigma use effect is handy too), and his attacks are small enough to begin with that AD is very effective when you get low.
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The danger must be growing, for the rowers keep on rowing!
Lore
Thu Oct 04, 2007 11:58 am
Every time we've killed RoS, I've been the initial P1 tank. I know you're not taking any jabs at me; I merely say this because it's definitely not "nothing". Moreover, tanking for a little while and then doing nothing for the rest of the fight is pretty much the name of the game. It's a recurring theme that starts at Attumen the Huntsman and continues all the way to Illidan. Personally, I keep judgements up and swing my [Nightfall] to help caster DPS.

Having a high block value tank hold EoS up until the first enrage simplifies P1 greatly and lets the rest of the raid focus less on positioning and more on DPS. There's no reason a Prot Paladin can't fill that role. In fact, I would say that a Prot Paladin is best for this. EoS's attack speed is one second. A Warrior will Shield Block, lose his 2 charges, and take 3 hits until SB comes back up. A Prot Paladin can keep his +35% block chance for close to the full duration, and when coupled with a Redoubt proc it's a thing of beauty. And then there's Ardent Defender to consider. Hell, most of the time I'm able to stand by to tank him again after stepping out for the first enrage.

Sure, someone else could do it, but if you're looking for a reason to bring a Prot Paladin in over any other raid member based purely on virtue of class mechanics alone, I think you'll find very few fights in which this is the case. That doesn't make it "anti-Prot Paladin" though, it just means we don't have a free ride.

There's also another situation you overlooked in your P3 analysis: Seethe. Whenever EoA is taunted, he puts a debuff on the entire raid that triples threat generated for 10 seconds. Most guilds use this to their advantage by having the MT taunt immediately and giving him those 10 seconds to build a threat lead (while hunters misdirect, etc). Obviously you can use Avenging Wrath for these 10 seconds as well, and obviously it stacks. I shouldn't have to tell you just how much of a threat lead you can achieve with 10 seconds at 390% normal threat gen. I'd imagine you can stand to be mana starved for a little while after that.
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The danger must be growing, for the rowers keep on rowing!
Neuron
Thu Oct 04, 2007 12:16 pm
Fun fight to heal though! Yeah healing!


Edit: WTB shield wall for phase 3, jesus christ.
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Mithos
Fri Oct 05, 2007 5:26 pm
Interesting stuff guys Smile this is personally one of my favourite fights, I've never done it but after watching htee Nihilum world first video I fell in love with it for some reason...sorry to repeat myself like an annoyance, but do you drop combat between phases? It sounds like you don't, but I saw in some patch notes a while back that you would, then I heard it had been revoked but I never saw any confirmation.
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