Has been described as the same fight as council from BT. So basically for those who dont know the fight the 3 bosses are linekd health wise, kill one end of fight.
* Shadow Resonance - Summons a Dark Nucleus. The Nucleus channels Shadow Resonance into the nearest target within 15 yards. o Shadow Resonance - Causes the target to suffer 1,000 Shadow damage every 3 seconds, and to take 35% less Shadow damage from all sources. Stacks (?). * Shadow Lance - Inflicts 15,600 to 16,400 (25-player: 18,038 to 18,962) Shadow damage to his target. Empowered through Invocation of Blood. * Empowered Shadow Lance - Inflicts 78,000 to 82,000 (25-player: 90,188 to 94,812) Shadow damage to his target. Used instead of Shadow Lance when under the effect of Invocation of Blood. * Invocation of Blood - Allows Keleseth to cast Empowered Shadow Lance.
Taldaram
* Glittering Sparks - DoTs players in a frontal cone with Glittering Sparks, inflicting 3,230 to 3,570 (25-player: 3,705 to 4,095) Fire damage every 2 seconds for 8 seconds. Also reduces the movement speed of the affected targets by 20%. * Conjure Flame - Conjures a ball of flames that flies through the air toward the target and explodes on impact. Empowered through Invocation of Blood. o Flames - Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. Used when the ball of flames reaches its target. * Conjure Empowered Flame - Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. As it moves, the ball of flames does Fire damage to nearby players and shrinks in size. Used when under the effect of Invocation of Blood. o Flames - Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. The more flames the balls discharges while traveling, the less damage on impact it will do. Used when the ball of flames reaches its target. o Empowered Flare - Inflicts 1,000 Fire damage every 1 second to players within 10 yards. * Invocation of Blood - Allows Taldaram to cast Conjure Empowered Flame.
Valanar
* Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Every explosion sends the bomb back in the air and causes Kinetic Bomb explosion. o Kinetic Bomb - Inflicts 9,000 to 11,000 (25-player: 9,900 to 12,100) Physical damage and knocks players back in 50 yards wide area. * Shock Vortex - Summons a Shock Vortex that does damage and knocks player within 13 yards back. Empowered through Invocation of Blood. o Shock Vortex - Inflicts 5,000 (25-player: 7,000) Physical damage and knocks players back. * Empowered Shock Vortex - Summons Shock Vortices near all players within 30 yards. The vorticis inflict damage and knock the players back. Used instead of Shock Vortex when under the effect of Invocation of Blood. o Shock Vortex - Inflicts 5,000 (25-player: 7,000) Physical damage and knocks players back. * Invocation of Blood - Allows Valanar to use Empowered Shock Vortex.
So what we shall do is have one tanekd solo in a corner so that he gets the shadow buff, some dps will kite or cast tank it, while other people nuke it.
Last edited by Typhuse on Mon Mar 29, 2010 3:06 pm; edited 2 times in total
Brinsonar
Posts : 590 Join date : 2009-11-24 Age : 53 Location : Netherlands
Don't know if this is what you tolded us, but I have been checking the logs out and found the following...
What seems to happen on the Shock Vortex is that when you are 10 yards apart from eachother every raid member gets 5k hit. This is unavoidable. But for every raidmember inside the 10 yard range you get a bonus 5k hit. So ranged could just stand still while the Vortex is casted, as long as nobody gets in 10 yard range of them... Melee, => RUN FOR JA LIVE!!!
I think this changed somewhere in a patch. Atleast on the internet peeps are complaining about it that tactics has changed..
Typhuse
Posts : 780 Join date : 2009-07-27 Age : 39 Location : England
Well all i said was that the melee have to spread 10 apart.
The ranged can eliminate this by being 10 yrds away anyway.
Brinsonar
Posts : 590 Join date : 2009-11-24 Age : 53 Location : Netherlands
Subject: Re: Blood Princes - KILLED Tue Mar 23, 2010 1:55 am
Typhuse wrote:
Well all i said was that the melee have to spread 10 apart.
The ranged can eliminate this by being 10 yrds away anyway.
Ok, then it was not what the tactics said that I read. It stated that when you where 30 yards away from te boss you would not get hit.
Beat
Posts : 134 Join date : 2009-12-01
Subject: Re: Blood Princes - KILLED Tue Mar 23, 2010 2:40 am
30 yards - not possible for melee tho some ranged might make it. I thought it was 12 yards btw not 10. Regardless do /range (insert number u want here). A range frame appears. This aint an issue btw it was handled quite well.
The Vortex thing however did hit quite a few. U can see the range of it because it pulses with wight light like thing. DBM warns u too if it should spawn near you.
Fight is 60% good pull (like BT council), 30 % awareness - get outov teh fekin fire!!11oneone thing and 10 % rng. Melee hit boss, range priority is flying balls. pewpew few mins and dead lewt profit
Brinsonar
Posts : 590 Join date : 2009-11-24 Age : 53 Location : Netherlands
Subject: Re: Blood Princes - KILLED Tue Mar 23, 2010 4:46 am
Beat wrote:
30 yards - not possible .... pewpew few mins and dead lewt profit