Ascendant Council

Introduction

What up with all these councils, anyway?

Role-Specific Tactics

Tank:
First, have Gart leave the raid and go play spacechem. Second… hmm.. no idea.

DPS:
Don’t burn any of the single bosses down (apart from the last one, ofc), but instead concentrate of bringing the pairs down at roughly the same rate. If you screw this up, Phase 3 may become unbeatable.

Healer:
Healing in P1 should be fairly easy, with some spikes and added chaos in P2. Make sure you save some mana for P3, because you’ll really need it.

Strategy

 

Description

The two bosses that will come out first are the fire and ice guy (their real names are unimportant), which are the ones already on the ground when the encounter begins.
The fire guy will jump and do a diving attack at a random raid member, then run back to the tank while leaving a trail of fire on the ground (badshit). He’ll also sometimes hield himself and start casting a massive fire attack (only interruptable once the shield is gone).

The ice guy will throw water balls around the room to make people wet, giving a debuff that slows you down. This debuff can be remove by walking in fire.
He’ll also cast an ice nova type AoE blast around him that will instantly freeze solid anyone made wet from the previous attack.

Additionally, they will randomly affect people with either a fire or ice debuff (DoT, magic, dispellable). The player afflicted by this will give a positive damage buff to nearby other players. The ice debuff will give others a +damage debuff towards firey targets, and vice versa.

Once any one of the two bosses have hit 25% (20?) HP then phase 2 will start, they will leave the arena and the next two will appear (earth and air guy).

In this phase, its all about having the correct buff from either the gravity well or roaming whirlwind.
The Earth guy will cast spikes and crap around him, making meleeing him very hazardous. The Air guy will randomly tag someone as “the lightning rod” (the bomb) and hit him with lightning. He’ll teleport away sometimes and cast a 4 second lightning strike on a random person (interruptable).

They will also alternate casting Earthquake and Thunderstorm (in that order), each of which are nullified by the buffs gained from the gravity well and whirlwinds (the well giving “grounded”, that protects against electricity, and the whirlwind giving “floating” that protects against earthquake)

Once again, once any one of the two bosses hits 25% (20?) HP, then the next phase will start

In phase 3, all the 4 bosses will combine into one: The Elementium Monstrosity. He will cast lightning around him like crazy, and spawn defile-like blue badshit on the floor.

Tactics

Phase 1:

Tank the two bosses at roughly 30 yards from eachother in the middle of the room. Try to keep this position as much as possible. The fire boss will jump around, but he’ll always come back to the one with the most aggro.
If you get wet from the ice boss’ attacks, run through the fire badshit left by the other boss to clear it.

When the ice boss starts to channel his AoE attack, just run away from him. It has a fairly short range.
When the fire boss starts to channel HIS AoE attack, though, everyone should immediately focus on bringing his shield down and interrupting him.

Don’t pay too much attention to the Heart of Fire/ice debuffs and buffs flying around. If you get afflicted, do try to run around and buff your comrades, but don’t do it at the sacrifice of awareness or other critical tasks. You don’t really need the extra damage, anyway.

The objective is to bring BOTH bosses down to ca 25% at the same time, so they’re at their lowest possible HP when they leave.

Phase 2:

Similar to P1, tank the two new bosses at the same locations. Melee should focus on the air guy, and ranged on the earth guy due to the nature of their attack patterns. Don’t be afraid to help eachother out, though. The objective is the same as in P1: to bring them both down to their lowest possible HP, at the same time, before the next phase.

Everyone start off by getting the whirlwind buff, as they always cast Earthquake first. When its over, get the grounded buff from a gravity well to protect from the upcoming Thunderstorm. Rince, repeat.

While doing this, keep bringing them down at roughly the same pace.

The air guy’s “lightning rod” bomb-style attack is straightforward: just get away from people when/if you get it.
His teleport-and-lightning strike is more difficult, however.

He has 4 different locations that he’ll randomly teleport to (directly north, west, east and south), and there’s no way of knowing which one he’ll pick beforehand. Your best bet is to designate a mage or hunter with silencing shot to constantly watch the air guy with a focus window. When he starts casting his teleport (Disperse), immediately target him and start scanning for where he’ll end up, then run towards him and interrupt his cast at range.

This phase can get really messy, since the gravity wells and whirlwinds spawn at random locations, and each one can only dole out a few number of charges before it expires and respawns again at a new location.

Phase 3:

The Elementium Monstrosity will form from the combined HP of the 4 council bosses. If you didn’t bring all of them to low HP levels, this last boss may become unbeatable.

He also hurts alot, so much healing will be needed in this phase.
All his other abilities and attacks aside, the main thing you will need to fully focus on is to keep him out of his own defile-like blue shit on the ground.

Its a bit unclear if it’ll spread by a player standing in it, but it WILL definitely spread if the boss does. Letting it spread means a wipe, since there’ll quickly be no room to manouver.
The tactic here is to kite the boss around the room. Quickly moving him when he spawns a blue defile to get him away from it, and stop when you’ve reached clear ground.

Burn him down, and collect yar lewt :)

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