Beitrag von Interest
Encounter Concept: “The Twelve”
Author's Note:So here it is. The 80k post thread. I've always wanted to write an encounter based on every class in WoW while also cleverly introducing my WoW class concept. It's extremely long but I hope someone enjoys this anyways. If this is more suited for another board, feel free to move it. I just thought it made the most sense to put it here.
Raid Description:It is said that for each type of discipline, of which there are eleven currently represented in the form of classes in World of Warcraft there are three exalted individuals who are considered true masters practiced all of those disciplines. This encounter is based on these eleven classes plus a conceptual twelfth class. These masters of the disciplines are considered to be so powerful that they choose not to have an impact on any part of the goings on, but instead choose to spend their time honing their skill in a place constructed by and for them.
This place, known as the Reach of the Realms, is isolated from other worlds to allow the masters and any disciplines they may have chosen to take to focus on honing their skill. However, this does not render the area inaccessible and the masters can be challenged if found at their sanctuary. Forces of evil also seek to corrupt the place and its inhabitants, despite the overwhelming power of the entities there.
The Reach of the Realms encounter shown below is intended for level 90+ characters and can be run on Heroic and Mythic difficulties. The values and abilities listed are exclusive to the Mythic difficulty, an encounter intended for players running through Heroic Siege of Orgrimmar (roughly 566-570 average ilvl recommended).
Trash Mob Description:Eleven apprentices practice in the outlying area around where the masters reside. Each is accomplished at a set of class abilities and they are exactly the same as in the encounter (minus the combination effects, which make mechanics notably more deadly). On Mythic, each of these apprentices has
244 million health. In order to reach the masters, at least three of the eleven apprentices need to be defeated.
Class Combinations and Encounter Notes:There are three sets of class combinations in which the three masters will attack you. Each line in a set equates to a phase of the encounter. Be wary of deadly combinations. Each Master has
285 million health (per phase).
Ground area effects have a delay similar to most ground effects (somewhere around 0.5 seconds). In addition, defeating a Master does not heal other Masters, though they become empowered for as long as that "set" remains alive. All enemies move at 130% player movement speed unless stated otherwise. Ability casts will often be used in sequence, so while you won’t have to fear your raid blowing up from three separate class mechanics, your raid will have to react very quickly to each mechanic, especially when it comes to potential combos.
Set One:Priest, Mage, Rogue
Warrior, Hunter, Shaman
Warlock, Paladin, Druid
Death Knight, Monk, Archon
Set Two: Hunter, Druid, Death Knight
Rogue, Warrior, Priest
Monk, Warlock, Shaman
Mage, Archon, Paladin
Set Three:Priest, Warlock, Mage
Rogue, Druid, Monk
Paladin, Warrior, Death Knight
Hunter, Archon, Shaman
Abilities:Each set of class abilities has modifications ranging from slight to significant as a result of never-ending training evolving the abilities.
Death Knight:Damage per swing: 1,350,000
Swing timer: 2.0s
Plagued Runeblade: The Death Knight’s runeforging has been developed to embed diseases into the weapon itself. Each melee attack applies a stack of
Plagued Wounds.
Plagued Wounds deals 15,000 Shadowfrost damage per second and reduces healing taken by 4% per stack for 15 seconds. The effect cannot be removed.
Extract Plague: Extracts half the stacks of
Plagued Wounds from the target and afflicts all enemies within 15 yards with an equal amount of stacks of
Lesser Plagued Wounds, which deals the same amount of damage but is a Disease debuff and does not reduce healing taken.
Virulent Miasma: Creates four desecrated areas that deal 150,000 Shadow damage per 2 seconds. These areas initially are 5 yards in radius, but grow to 15 yards in radius over 20 seconds then disappear. Targets damaged by
Virulent Miasma are afflicted with a stack of
Plague of Atrophy. This effect will activate every 30 seconds.
- Plague of Atrophy: Reduces movement speed and increases damage taken by 15% per stack for 8 seconds. Disease debuff.
Volatile Epidemic: After a 2 second delay, deals 300,000 Shadow damage to targets affected by a Plagued Wounds or Plague of Atrophy and causes them to expel their afflictions violently, dealing the same amount of damage to targets within 5 yards.
Deathly Grasp: Pulls all enemies to the Death Knight, dealing up to 200,000 Shadow damage based on the distance the enemy was pulled. Can only be used every 30 seconds.
Remorseless Winter: If at least 40% (eight) of the group is within 10 yards of each other at range or 75% (15) in melee range of an ally, this ability can be used. The Death Knight conjures a storm of icy winds over a 10 yard radius that covers the location and follows the closest target to the storm (at 80% player speed), dealing 125,000 Frost damage to enemies within the area every second for 8 seconds and slowing damaged enemies by 50% for 1.5 seconds. 2 second cast. 15 second cooldown.
Heart of Ice: If one ally is defeated, the damage of all the Death Knight’s
abilities is increased by 25% and melee swing time is reduced by 25% (to 1.5 seconds from 2.0).
Dancing Runic Weapon: If two allies are defeated, the Death Knight summons a second weapon with a swing timer of 2.0 that deals 25% of the Death Knight’s swing damage and applies
Plagued Wounds.
Druid:Damage per swing: 750,000 (Caster, Lion, Nature), 1,100,000 (Dire Bear)
Swing timer: 2.0 (Caster, Nature, Dire Bear), 1.0 (Lion)
Sunbeam: Baths an area in a 15 yard radius with light, dealing 80,000 Nature damage every second to targets standing in the area. In addition, if an enemy casts a spell in the area, they are silenced for 5 seconds. Sunbeam lasts for 30 seconds. One Sunbeam will always be active at a given time and this ability prefers ranged.
Astral Vortex: Creates a violent whirlwind of the heavens that will pull in any enemies within 15 yards of the center of it when initially cast, dealing 120,000 Spellstorm damage every second to targets caught in the middle of it. Lasts for 15 seconds and is cast once every minute. Cannot be cast near a
Sunbeam and prefers ranged.
Caster Form: Lasts for 30 seconds. Will use the following abilities:
- Volatile Mushroom: Every second, a mushroom of 3 yards radius will sprout at the location of two different players. These mushrooms explode if they are approached after 2 seconds of delay, dealing 300,000 Nature damage to all enemies within 10 yards of the Mushroom and slowing their movement speed, casting speed, and attack speed by 75% for 3 seconds. Mushrooms last for 1 minute.
- Seed of Life: Implants a seed of life in an allied target, healing them for 400,000 every second for 8 seconds. After the effect expires, heals allies for 4,000,000. If the effect is dispelled, Seed of Life gains one stack and jumps to an allied target, but no longer heals allies when it expires.
Lion Form: Lasts for 30 seconds. Will use the following abilities:
- Pride of the Pack: Cast upon entering Lion Form. Fixates on the target with the highest threat at the time for the duration of the effect. Taunt effects will only force the Druid to attack the taunting target for 5 seconds, after which the Druid is immune to taunt effects for 15 seconds.
- Savage Mangle: Deals 750,000 Physical damage and reduces the movement speed of the target by 25% and increases the damage taken by bleeds by 50% for 30 seconds. Stacks up to 3 times.
- Predatory Strike: Enters stealth, then attacks the target two seconds after with a deadly leap from 30 yards away, dealing 1,500,000 Physical damage and stunning the target for 5 seconds. This is alerted by a raid warning.
- Rend and Tear: After using Predatory Strike, tears open a mortal wound in the target that deals 400,000 Bleed damage every 2 seconds for 10 seconds. Also reduces their healing taken by 25%. This can only be used once per Lion Form rotation.
Dire Bear Form: Lasts for 30 seconds. Will use the following abilities:
- Jagged Paws: After every third autoattack, the Druid will swipe all targets, causing them to suffer 100,000 Bleed damage plus an additional 100,000 Bleed damage every 3 seconds for 6 seconds.
- Jarring Roar: The Druid roars, stunning and fearing all enemies in place within 15 yards for 2 seconds. Can only be used once per Dire Bear Form.
- Ursine Embrace: Charges at up to three random stunned targets rapidly, dealing damage equal to 50% of their maximum health over 2 seconds. This effect has a 15 second cooldown.
Form of Nature: Lasts for 30 seconds. Will use the following abilities:
- Grove of Thorns: While in Form of Nature, when an enemy moves they suffer 30,000 Nature damage for every 5 yards moved.
- Astral Storm: For 15 seconds, stars fall from the sky onto random areas (indicated on ground), dealing damage after a 3 second delay in a 3 yard radius for 250,000 Arcane damage. Four stars fall every second. Only used once per Form of Nature.
- Locust Swarm: Inflicts four random targets with swarms of insects, causing them to suffer 150,000 Nature damage every 3 seconds for 15 seconds. In addition, if the affected targets touch other players, the swarm spreads to them with a refreshed duration. Magic debuff.
Rebirth: When one ally is defeated, the Druid will attempt to resurrect them at 20% health periodically. 3 second cast that can be interrupted.
Heart of the Wild: When two allies are defeated, the Druid will no longer cast
Rebirth, but will cast
Volatile Mushrooms,
Predatory Strike/
Rend and Tear, and
Jarring Roar twice as often. In addition,
Astral Storm is now a persistent effect in
Form of Nature (lasts 30 seconds instead of 15).
Hunter:Piercing Arrow: Fixates on the first target the caster suffers damage from and focuses them, dealing 200,000 Physical damage every 2 seconds with autoattacks. This damage ignores armor. Ignores other sources of threat except for Taunt.
Arrow Storm: Fires a storm of arrows at a target area of 8 yards radius, dealing 110,000 Physical (armor ignoring) damage every second for 8 seconds. Targets damaged by the effect suffer an additional 30,000 Bleed damage every 2 seconds for 8 seconds, stacking up to 8 times. Activates once every 30 seconds.
Shackling Frost Shot: Fires a shot at an enemy, pulling three nearby enemies to them and chaining them all to the arrow. If an enemy moves more than 8 yards from the arrow, they are stunned for 2 seconds and activate an 8 yard radius ice trap centered on the arrow that slows all enemies in the area by 75%.The trap and shackling effect last for 15 seconds. This ability can be used every 30 seconds.
Devastating Barrage: Fires a volley of arrows at a group of targets, focusing on the location of one target and hitting all targets within 8 yards of that target location, preferring larger numbers of targets. Deals 200,000 Physical damage plus 50,000 Nature damage and applies
Noxious Venom, a Poison effect that deals 50,000 Nature damage every 2 seconds for 12 seconds. 1.5 second cast (that doesn’t interrupt autoattacking). Ability can be avoided and has a 15 second cooldown.
Snake Swarm: Roots two targets in place for 2 seconds with
Entrapment, summoning five
Venomous Boas near each of them. The rooting effect is treated as a Magic debuff. Used every 30 seconds.
Call Beast: Calls a random beast. All beasts have the same health and abilities. Used every minute.
Rapid Fire: When one ally is defeated,
Piercing Arrow will fire every 1.5 seconds. In addition, two Arrow Storms can be cast at the same time.
Explosive Shot: When two allies are defeated,
Piercing Arrow becomes
Explosive Shot, which deals an additional 100,000 Fire damage plus 50,000 Fire damage every second for 8 seconds (stacks).
BeastHealth: 25,000,000
Damage per swing: 250,000
Swing timer: 2.0
Vicious Streak: Each melee attack increases attack speed by 10% and movement speed by 5%. Stacks an infinite number of times.
Bestial Strike: Strikes with fangs, claws, etc, dealing 250,000 Physical damage plus an additional 25,000 Bleed damage every second for 4 seconds. 6 second cooldown.
Primal Rage: At 30% health, the Beast enters a rage, increasing their movement speed by 50% and causing them to become immune to all crowd control effects. In addition, the cooldown of
Bestial Strike is halved (3 instead of 6).
Venomous BoasHealth: 2,500,000
Damage per swing: 30,000
Swing timer: 1.0
Deadly Venom: Each attack injects
Deadly Venom, which deals 10,000 Nature damage every 3 seconds for 12 seconds, stacking up to 5 times. Poison debuff.
Crippling Venom: At five stacks of
Deadly Venom, each subsequent attack applies
Crippling Venom, which reduces the target’s movement speed by 50% for 12 seconds. Poison debuff.
Mage:Damage per swing: 600,000
Swing timer: 2.0
Focused Casting: The mage will attempt to focus
Conjurer’s Flame on the first target to damage them and ignores other sources of threat except for Taunt effects.
Conjurer’s Flame: Shoots a fireball that homes in on the target, dealing 200,000 Fire damage to all enemies in its path.
Arctic Tomb: Embeds four random targets in ice, rooting them for 10 seconds and stunning them for 2 seconds. The Arctic Tombs have 3,500,000 Health each.
Boreal Javelins: Fires icy spears at up to eight different targets, prioritizing stunned targets. Deals 50,000 Frost damage and slows damaged targets by 25%. Deals quintuple damage to stunned targets, removing the stun effect, but slowing them by 50%. Slow effects last for 3 seconds. 15 second cooldown.
Volatile Flare: Marks a target, dealing 50,000 Fire damage every second for 8 seconds, then causing them to violently explode, dealing 3,000,000 Fire damage split between damaged foes within 10 yards of the target. Minimum damage suffered from the explosion is 300,000 Fire damage.
Arcane Pulse Charge: Shields an ally for 10,000,000. After a 3 second delay, the ally automatically casts
Arcane Pulse, dealing 75,000 Arcane damage to all enemies every second until the shield is broken. If the shield is not broken after 15 seconds, the charge explodes, dealing 750,000 Arcane damage to all enemies.
Mystical Familiar: Summons an arcane elemental to fight for the Mage. Used every minute.
Searing Hatred: After one ally is defeated,
Conjurer’s Flame also explodes upon reaching the target, damaging all enemies within 8 yards of the target for the same amount of damage. In addition, the damage of
Volatile Flare is increased by 15%.
Flames of Vengeance: After two allies are defeated,
Conjurer’s Flame applies
Flames of Vengeance, a residual damage-over-time effect, on all targets it damages, dealing 30,000 Fire damage every half second for 6 seconds. In addition,
Volatile Flare damage is increased by an additional 15% and also applies
Flames of Vengeance.
Mystical Familiar:Health: 15,000,000
Mana: 10,000,000
Damage per swing: 150,000 (Arcane)
Swing timer: 2.0
Arcane Volley: Instead of attacking, the Mystical Familiar fires on four random targets with Arcane bolts, dealing 75,000 Arcane damage per volley. 2 second cast that can be interrupted.
Mana Shield: Once the Mystical Familiar reaches 1 health, it shields its health with its mana and becomes immune to all crowd control effects.
- Mana Bomb: Once Mana Shield is activated, the Mystical Familiar casts this ability over 10 seconds, dealing Arcane damage equal to 30% of its remaining mana at the end of the cast to all enemies within 40 yards.
Monk:Damage per swing: 1,250,000 (Staff), 750,000 (Fists – Dual Wield)
Swing timer: 2.0 (Staff), 2.0/2.0 (Fists – Dual Wield)
Restorative Mist: Applies healing mists to allies, restoring 100,000 Health every second for 12 seconds. This effect starts with 3 stacks.
Effervescence: Heals allies with
Restorative Mist for 4,000,000 when cast. 2.0 second cast time
Mistral Sphere: Places orbs of air with 5 yard radii at the location of four targets that last for 1 minute and arm in 2 seconds. If an orb is touched, it pulls in all players within 15 yards and deals 200,000 Nature damage to them. 30 second cooldown.
Divert Harm: Marks an ally, causing all damage to divert to that target as long as they are alive. Priority for other Masters is based on the armor type of the class followed by specialization availability (Tank, then Damage Dealer, then Healer).
Martial Combat: Every 30 seconds, the Monk switches its weapons, changing some of its abilities.
Staff:- Sweeping Blow: Sweeps a 20 yard hemisphere with the staff (doesn't have to be frontal), dealing 500,000 Physical damage and applying Imbalanced, which lasts for 12 seconds. At 3 stacks of Imbalanced, targets are stunned for 3 seconds. 1 second cast. 2 seconds of delay alert.
- Chi Barrage: Pulls up to eight stunned targets together and unleashes a flurry of chi-infused blows, dealing 300,000 Physical damage over 2 seconds. This damage ignores armor. 15 second cooldown.
Fists:- Whirling Fists: Roots the target in place and unleashes a flurry of blows where the target is standing, drawing all enemies towards the location of the target and dealing 150,000 Physical damage every second for 8 seconds. 30 second cooldown.
- Hand on Edge: For the next 5 seconds, parry chance is increased by 100% and each successful parry will cause the Monk to counterattack by striking the enemy with the most threat for 200,000 Physical damage. This damage ignores armor.
Resuscitate: After one ally is defeated, attempts to resurrect them at 20% of their maximum health. 3 second cast that can be interrupted.
Split Essence: After two allies are defeated, the Monk will no longer cast
Resuscitate, but spends 50% maximum health to summon two copies of itself with 25% of the Monk’s maximum health, one of which fights with a Staff and the other with Fists. These copies are capable of using all of the Monk’s abilities at 50% efficacy (including damage with melee attacks) but are not able to switch their weapons with
Martial Combat. The Monk will use
Divert Harm to redirect damage to each copy.
Paladin:Damage per swing: 1,300,000
Swing timer: 2.0
Lightforged Weapon: Autoattacks deal an additional 50,000 Holy damage and heal the Paladin for the same amount.
Sanctified Assault: For the next 5 autoattacks, the Paladin deals an additional 100,000 Holy damage and applies
Mark of Vengeance, which increases Holy damage taken from the Paladin by 10% for 10 seconds, stacking up to 5 times. If this effect reaches 5 stacks, the target is stunned and suffers 100,000 Holy damage every second for 5 seconds.
Hammer of Judgment: Throws a hammer of pure light at a target area of 8 yards radius, dealing 200,000 Holy damage and stunning enemies for 3 seconds. 1.5 second cast with ground target warning.
Vengeful Justice: Fires bursts of light that damage all stunned enemies for 200,000 Holy damage. For each enemy damaged in this manner, the Paladin gains one stack of Meted Justice. 15 second cooldown.
- Meted Justice: Increases Holy damage dealt by 5% per stack. Consumed if an ally is defeated.
Divine Tempest: Unleashes waves of light, damaging all enemies within 15 yards for 175,000 Holy damage and healing the Paladin for the 50% of the total damage dealt. Targets damaged by this ability are also affected by
Mark of Vengeance. Used every 30 seconds.
Redemption: After one ally is defeated, the Paladin will attempt to resurrect their ally at 20% maximum health. 3 second cast time that can be interrupted.
Hallowed Ground: After two allies are defeated, the Paladin no longer casts
Redemption, but hallows the entire area, dealing 20,000 Holy damage every second. Each time
Hallowed Ground deals damage, the Paladin gains a stack of
Meted Justice.
Priest:Damage per swing: 500,000
Swing timer: 2.0
Sacred Purpose: The Priest will focus Mind Pierce and Crush Psyche on the first target to deal damage to them and ignores all sources of threat except for Taunt effects.
Mind Pierce: The Priest assaults the mind of the target, dealing 175,000 Shadow damage and applying
Vulnerable Mind, which increases the damage of the next
Crush Psyche within 6 seconds by 100% per stack. Stacks up to 3 times. 2 second cast.
Crush Psyche: The Priest crushes the target’s exposed mind, dealing 300,000 Shadow damage initially plus an additional 150,000 Shadow damage every second for 3 seconds. 3 second cast that can be interrupted.
Shadow Word: Torment: The Priest marks four targets, causing them to suffer 150,000 Shadow damage every 3 seconds for 15 seconds. After the effect expires, the target is feared in place for 3 seconds. If the effect is dispelled, it jumps to another target but does not cause a fear effect when it expires. Magic debuff.
Amplified Terror: Targets that are feared suffer 100,000 Shadow damage every second for the duration of the fear (3 seconds). This is applied automatically and has no cooldown.
Holy Word: Life Font: Summons a Life Font with 25,000,000 Health that restores 250,000 Health to every other ally each second while it is alive. After it is destroyed, it casts
Untapped Light, which deals 150,000 Holy damage to all enemies and resets the cooldown of Power Word: Protect. Summoned every minute.
Power Word: Protect: Summons an 8 yard radius shield of light over an area, reducing damage taken by allies by 99% while they stand in it. Lasts for 1 minute and one is summoned every 15 seconds.
Resurrection: After one ally is defeated, the Priest attempts to resurrect the ally at 20% of their maximum health. 3 second cast time that can be interrupted.
Archangel: After two allies are defeated, the Priest no longer casts
Resurrection, but becomes empowered, gaining an immunity to interrupt effects, causing
Shadow Word: Torment to cause a fear after it expires regardless of whether it was dispelled or not, and increasing the damage of
Font of Life’s Untapped Light by 100%.
Rogue:Damage per swing: 500,000 (Dual Wield)
Swing timer: 1.5/1.5 (Dual Wield)
Toxic Blades: Each of the Rogue’s autoattacks applies
Lethal Toxin, which deals 8,000 Nature damage every second, lasting for 12 seconds. This effect can stack up to 30 times.
Hungering Edge: Strikes the target twice, dealing 250,000 Physical damage on each strike, applying
Lethal Toxin, and the Rogue gains
Hunger for Blood, reducing swing timer by 33% (to 1.0 or 0.67) for 12 seconds.
Hunger for Blood is an Enrage effect.
Swarm of Steel: Targets an enemy, prioritizing larger clumps of foes,
Shadowsteps to their location, and unleashes a barrage of daggers that damages all within 15 yards for 200,000 Physical (armor ignoring) damage and applying a stack of
Lethal Toxin. Afterwards, the Rogue
Shadowsteps back to the highest agro target. This ability has a 15 second cooldown.
Dagger Flurry: The Rogue rapidly attacks in a frontal 15 yard 120 degree cone, dealing 375,000 Physical damage every 0.5 seconds and applying
Lethal Toxin with each strike for 5 seconds.
Acerbic Cut: If any enemy reaches 30 stacks of
Lethal Toxin, the Rogue administers an
Acerbic Cut, dealing 2,880,000 Nature damage and consuming all stacks of
Lethal Toxin.
Vanish: The Rogue
Vanishes, resetting threat while unleashing an assault of four
Cheap Shots and
Bloodletting Strikes. Used every minute.
- Cheap Shot: The Rogue stuns a target for 2 seconds.
- Bloodletting Strike: The Rogue strikes a random target that does not have the highest agro with any allies, dealing 150,000 Physical (armor ignoring) damage and, applying a stack of Lethal Toxin, and dealing 150,000 Bleed damage every 2 seconds for 1 minute. Bloodletting Strike also reduces the target’s healing taken by 50%, with the healing reduction effect diminishing over the duration.
Thousand Blades: When one ally is defeated, the Rogue uses Swarm of Steel twice every time the cooldown is active (but they must be on different targets).
Hastened Frenzy: When two allies are defeated, the Rogue enters a frenzy, reducing swing times to 1.0 (by 33%). In addition, the Rogue applies eight
Bloodletting Strikes instead of four during Vanish (but still applies only four Cheap Shots).
Shaman:Damage per swing: 650,000/400,000 (Dual Wield)
Swing timer: 2.0/1.5 (Dual Wield)
Lava-Touched Weapon: The shaman’s weapon is enchanted with lava, causing every three strikes to leave a
Pool of Lava, which deals 90,000 Fire damage every 0.5 seconds.
Pools of Lava last for 30 seconds.
Tundra Weapon: The shaman’s off-hand weapon strikes deal an additional 25,000 Frost damage and applies
Tundra’s Wrath, which reduces movement speed by 10% every stack, stacking up to 9 times. Each instance of Fire damage suffered removes one stack. The slow effect will slow through effects that normally ignore slowing effects.
Elemental Shield: The Shaman has a shield that reacts when the Shaman suffers damage, causing up to two attackers each second to suffer 100,000 Nature damage and become frozen (rooted) in place for 1 second. In addition, the Shaman heals allies (including self) for 100,000 every second. This shield starts 20 charges (one of which is consumed every time the shield attempts to deal damage) and is replenished every minute.
Lava Bolt Totem: Summons four totems with 1,500,000 Health each that fire
Lava Bolt (1.5 second cast) at random targets (each totem's target must be different if possible), dealing 150,000 Fire damage to them and all targets within 5 yards of them. Summoned every 10 seconds.
Chained Shock: Shocks a random target, dealing 150,000 Nature damage and chaining to up to 7 addition targets within 8 yards of each other. The damage of the ability increases by 50% with each jump. All damaged targets are slowed by 30% and suffer 75,000 Fire damage every second for 5 seconds.
Spectral Wolves: Summons two
Spectral Wolves, which are tied to the Shaman’s health and fixate on random targets, dealing 100,000 Physical damage damage plus 150,000 Elemental damage with a 2.0 swing timer. Spectral Familiars can be slowed and last for 45 seconds. Used every minute.
Earthquake: Devastates a 15 yard radius area with an earthquake, dealing 100,000 Nature damage every second for 30 seconds. If an enemy suffers damage three times from the effect, they are stunned for 2 seconds and cannot be stunned by the effect for another 15 seconds.
Ancestral Spirit: When one ally is defeated, the Shaman attempts to resurrect the ally at 20% of their maximum health. 3 second cast time that can be interrupted.
Will of the Elements: When two allies are defeated, the Shaman will stop using Ancestral Spirit, but many of the Shaman’s abilities become empowered. The Shaman now summons a
Pool of Lava with every strike of the
Lava-Touched Weapon and the swing timer of the Tundra weapon is lowered to 1 second (by 33%). In addition, the
Elemental Shield no longer heals but is a persistent effect and
Spectral Wolves can
Leap to targets (8 second cooldown) and last as long as the Shaman lives (meaning the Shaman spawns an ever-increasing number of
Spectral Wolves)
Warlock: Damage per swing: 500,000
Swing timer: 2.0
Hellforged Weapon: Each attack deals an additional 150,000 Fire damage.
Unleash Destruction: Strikes the target, dealing an additional 150,000 Fire damage (total of 300,000) and causing a rain of fire centered on the Warlock in a 5 yard radius that deals 150,000 Fire damage every 2 seconds for 30 seconds. Used around every 6 seconds.
Siphon Life: The Warlock siphons life from four targets through dark oaths, dealing 125,000 Shadow damage every 3 seconds for 15 seconds and healing the Warlock for the same amount. Magic and Curse debuff.
Harbinger of Doom: The Warlock curses a random target, dealing 150,000 Shadow damage every second for 5 seconds. Upon expiration or the target’s death, a
Fel Elite Doomguard is summoned. This ability is used every minute.
True Terror: Unleashes
True Terror on four targets that aren’t at the highest threat with allied masters, causing them to tremble in fear for 2 seconds. 30 second cooldown.
Quash Soul: Attempts to drain the soul of a feared target, dealing 225,000 Shadow damage every second for 8 seconds. Another player can replace the target if they touch them (1 second internal cooldown on switches). If the target dies under this effect, the Warlock’s damage is increased by 25% through
Soul Theft for 30 seconds, stacking indefinitely. This ability has a 15 second cooldown.
Imp Swarm: Summons a swarm of 10
Felcursed Imps where the Warlock is located. This ability has a 30 second cooldown.
Chaotic Inferno: When one ally is defeated, the Warlock can summon an Infernal on a target location of 8 yards radius, dealing 2,000,000 Fire damage to targets on the area and a decreasing amount based on the distance players are away from the area. 30 second cooldown.
Metamorphosis: When two allies are defeated, the Warlock takes the form of a demon, gaining the following abilities:
- Immolation Aura: All enemies take 50,000 Fire damage every 2 seconds.
- Nether Slash: All melee attacks now fire a shadowy wave in a 100 yard line, dealing an additional 150,000 Shadow damage and increases Shadow damage taken by 20% for 12 seconds (stacks). This replaces Hellforged Weapon.
- Twilight Void: Strikes the target, dealing an additional 300,000 Shadow damage and leaving a 5 yard radius Twilight Void that deals Shadow damage per second starting at 100,000 and increasing by 10% with each tick. The void also grows in size and pulls targets that are caught in the Void towards the center. This replaces Unleash Destruction.
- Demonic Empowerment: All adds the Warlock summons have an additional 200% health (i.e. stop killing them).
- Fel Spark: Revives all Chaotic Infernals. This ability has a 1 minute cooldown.
Fel Elite Doomguard:Health: 50,000,000
Damage per swing: 625,000
Swing timer: 2.0
Doom Cleave: Strikes at the target and up for 3 additional enemies in front, dealing 300,000 Shadow damage to all of them.
Doom Bolt: Fires a shadowy bolt at the highest aggro target target for 300,000 Shadow damage. 2 second cast that can’t be interrupted. Only used if the highest aggro target exits melee range.
Fel Vitality: In order to sustain its existence, the Fel Elite Doomguard loses 500,000 Health every second or siphons it from a nearby non-master ally.
Shadow of Doom: If the Fel Elite Doomguard survives for 1 minute, it applies
Shadow of Doom to a random target, dealing 75,000 Shadow damage every second for 5 seconds. Upon expiration or the target’s death, another Fel Elite Doomguard is summoned.
Felcursed Imp:Health: 3,000,000
Damage per swing: 125,000
Swing timer: 2.0
Felflame Blaze: Casts a path of felflame at a target that lasts for 3 seconds, dealing 75,000 Fire damage each second to all enemies touching it. 3 second cast that can’t be interrupted.
Felcursed Pact: Felcursed Imps share health pools with each other.
Chaotic Infernal:Health: 17,500,000
Damage per swing: 250,000 (Fire damage)
Swing timer: 2.0
Chaotic Flames: Chaotic Infernals fixate on a target and chase them, leaving a path of flame that lasts for 5 seconds and lights targets on fire, dealing 100,000 Fire damage initially plus an additional 50,000 Fire damage every second for 4 seconds, with the damage-over-time effect stacking each second. In addition, melee attacks of the Chaotic Infernal apply the
Chaotic Flames damage-over-time effect.
Burnout: Chaotic Infernals have a short lifespan, losing 3.33…% of their maximum health every second. However, upon dying, they leave their fiery corpse, which will apply
Chaotic Flames to any enemy in the 8 yard radius area that the Infernal’s corpse lies at.
Warrior:Damage per swing: 1,350,000
Swing timer: 2.0
Gushing Wounds: Every three strikes from the Warrior applies
Gushing Wounds, causing 100,000 Bleeding damage every 2 seconds for 20 seconds. This effect stacks. If the target is healed for 1,500,000, one stack of
Gushing Wounds is removed.
Brutal Leap: The Warrior leaps to a location, stomping the ground of a location with incredible force, stunning all enemies in the 15 yard radius for 2 seconds, applying
Gushing Wounds to them, then leaping back to the original location. 30 second cooldown.
Bloodcurdling Shout: The Warrior unleashes a shout, causing 100,000 Physical (ignores armor) damage to all enemies and causing up to four random enemies to be feared for 2 seconds. 30 second cooldown.
Razor Edge: The Warrior hurls a weapon at the location of a stunned or feared target, causing 300,000 Physical damage every second to enemies touching the 5 yard radius weapon. Enemies damaged by the weapon also suffer from a
Gaping Wound, causing them to suffer 75,000 Bleeding damage every second for 4 seconds (stacks). This weapon travels slightly faster than Nazgrim’s
Ravager ability and only lasts for a maximum of 15 seconds. This ability has a 15 second cooldown and a 1 second cast time.
Banner of Rage: The Warrior places a Banner that, every 6 seconds, resets the cooldown of the Warrior’s abilities and increases damage dealt by 15% for 15 seconds (stacks). The Banner has 3,000,000 Health. 30 second cooldown.
Mighty Shockwave: The Warrior unleashes a powerful shockwave forward for 100 yards, knocking back enemies caught in the path of the shockwave about 10 yards, reducing their threat, and dealing 500,000 Physical damage. 1.5 second cast time directed at the location of the target with the highest threat.
Grand Safeguard: The Warrior protects allies from damage, redirecting all damage to the Warrior.
Growing Fury: The Warrior’s Rage bar increases by 1 for each 1% of health lost. For each point of Rage the Warrior has, the cooldown of the Warrior’s abilities is reduced by 0.5%.
Whirl of Blades: The Warrior whirls around after a 2 second cast, dealing 300,000 Physical damage and applying Gushing Wounds every second for 5 seconds and following the target with the highest threat. After Whirl of Blades finishes, the Warrior hurls out
Razor Edges in the four
cardinal directions. 1.33 minute (80 seconds) cooldown. This ability is used at 50 Rage.
Destroyer Stance: If an ally is
somehow defeated while the Warrior is alive, the Warrior enters the Destroyer Stance, increasing damage and movement speed by 100% and causing all Banners of Rage to have 2500% bonus health and have no cooldown.
Archon:Damage per swing: 1,300,000
Swing timer: 2.0
Void Stone: The Archon’s melee attacks deal an additional 50,000 Arcane damage, plus half that damage to enemies within 15 yards of the target.
Deteriorate Foe: Causes the target with the highest threat to age rapidly, reducing their attack speed and movement speed by 30% plus an additional 10% every second for 5 seconds. In addition, the target suffers 200,000 Arcane damage every second.
Nethercharged Edge: The Archon charges the next melee attack, causing it to emit a blast of pure void essence in a 20 yard hemisphere, dealing 500,000 Arcane damage. 2 second cast. 15 second cooldown.
Arcane Fusion: Burns four targets with searing magic, causing them to suffer 200,000 Arcane damage plus an additional 75,000 Arcane damage every second for 5 seconds. Over the duration, the target is slowed, starting at 30% but increasing to 80% by the end of the effect.
Enchanted Chains: Binds four targets in chains, rooting them in place and dealing 125,000 Arcane damage every second. Every 5 seconds the targets remain bound, they are stunned for 2 seconds. The chains have 3,500,000 Health. 30 second cooldown.
Rift Assault: The Archon warps to a stunned target and strikes them and all enemies within 5 yards of the stunned target for 200,000 Arcane damage and interrupting their spellcasts for 3 seconds, repeating this action until there are no more stunned targets. The Archon then warps back to the original location. 15 second cooldown.
Temporal Anomaly: The Archon puts a temporal rune on an ally or themselves, causing them reset their current location and health amount at the time of casting after 5 seconds. In addition, the target is healed for an amount equal to the damage they suffered while
Temporal Anomaly was active. 30 second cooldown.
Overturn Mortality: After one ally is defeated, the Archon will attempt to resurrect them at 20% health. 3 second cast that can be interrupted.
Nether Cutters: After two allies are defeated, the Archon no longer uses
Overturn Morality, but summons two Nether Cutters that sweep across the battlefield along the x and y axis (think Disruptron) for the remainder of the encounter. If an enemy touches a
Nether Cutter, they suffer 500,000 Arcane damage for every 0.5 seconds while in contact with it.
Quickening: After two allies are defeated, the Archon’s
Nethercharged Edge will hit all enemies and
Deteriorate Foe lasts for 10 seconds and also affects armor (armor reduction and movement speed reduction are capped at 80%).