Lady Vashj <Coilfang Matron>
Serpentshrine Cavern Hydross the Unstable The Lurker Below Leotheras the Blind Fathom-Lord Karathress Morogrim Tidewalker Lady Vashj Lady Vashj was born more than ten thousand years ago in the city of Zin-Azshari, capital of the night elves. Today, Vashj resides in the Serpentshrine Cavern. Vashj leans on her combat abilities more than her magic, but she is still a formidable sorceress. Her only rivals with the bow are Shandris Feathermoon and the Windrunner sisters. Her longbow, Frostfathom, was crafted by the Moonguard and enchanted by Queen Azshara. Lady Vashj favors wind and water elemental powers when casting offensively. A retinue of naga myrmidon bodyguards always accompanies her. History To this day, Lady Vashj still serves her master Illidan in the wastes of Outland. Though her heart and loyalties lie with her Queen and her race, Vashj enjoys working with Illidan and sowing discord and terror wherever she can. Today, Vashj is the final boss of Serpentshrine Cavern in Coilfang Reservoir. After the Sundering ten thousand years ago, Illidan had taken seven vials containing the waters of the Well of Eternity in order to create a new one at the top of Mt. Hyjal. Illidan used three to create the new Well of Eternity, but it was not known what happened to the other four until recently. It was revealed that Vashj received one of these vials, as did Kael'thas Sunstrider. In order to access the Battle of Mount Hyjal in the Caverns of Time, one must complete The Vials of Eternity. The players must then slay Vashj and retrieve (Item #29906). This quest also requires players to defeat Kael'thas. Abilities Lady Vash'j have three phases, the first one last until 70%, the second until 50% and the third until her death. Melee: Normal 3,000, 4,000-6,000 crushing on plate. (Spell #38295): A ranged ability that hits for 4,000-5,500 damage, used only if nobody is in melee range. (Spell #38310): A ranged ability that hits a target and 4 surrounding people for 6,475 - 7,525 damage. (Spell #38509): Randomly deals about 9000 nature damage to her current target with a 5 sec stun, drop aggro during the stun. (Spell #38316): Random target a player within 15 yards, and immobilize him for 10 secplus 500 damage every 2 secondes. Not resistible, not mitigated by armor, but reduced by resilience. Removable by (Spell #1044), shapeshifting, and the PVP Trinkets. (Spell #38280): Debuff doing about 2000 damage per tick to its target and anyone within 5 yards for 15 sec. No durability loss if killed by this effect. (Spell #38145) (Phase 2 only): Random bolts of lightning that hit for 2,300-2,600 nature damage in a frontal cone. Not resistible. Phase 2 adds Enchanted Elemental (7,700 HP) Immune to frost damage and effects. Immune to snares and crowd control. Slowly moves towards Lady Vashj and increases her damage output by 5% if it reaches her. Tainted Elemental (7,700 HP) Every 50 seconds, one Tainted Elemental spawns instead of an enchanted elemental. (Spell #38253): random target, 1885-2115 nature damage plus 8 sec poison debuff for 2000 damage per tick. Immune to frost effects and damage. Does not move. Despawns after 15 seconds. Drops a (Item #31088) when killed. Coilfang Elite (175,000 HP) Every 45 seconds one Coilfang Elite spawns in the area on top of the stairs. Melee: ~5k on plate, frontal arc cleave for over 7.5k on plate. Immune to Fear. Tauntable. Coilfang Strider (175,000 HP) Every 60 seconds one Coilfang Strider spawns on top of the stairs. Melee: 4500-8000 on tanks. (Spell #38259): 3000 shadow damage on a random target. (Spell #38257): 8 yard AoE Fear every 2 secondes, 5 sec fear duration plus 150% run speed buff. Tauntable. General Tips One Shaman should be in the MT group and permanently keep a (Spell #8177) up in order to nullify the Shock Burst. During the Phase 2, she's immune to all kind of damage, but she doesn't use any ability, except forked lightening. To damage her, you must throw a Tainted Core on one of the four Shield Generator. When the four generators are destroyed, phase 3 begins. Phase 3 is basicaly an other phase 1, with a twist - Toxic Spore Bats start to spawn. They come slowly at first, but gradually their number increases to the point where it becomes very hard to avoid the AoE poison. This usually occurs at around four minutes into the Phase.
