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re: Bastion Twilight - Twilight Ascendants

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Twilight Ascendants

The Twilight Ascendants are a council of four Twilight Cultist members, who have risen through the ranks of their cult and become imbued with elemental powers. Their names are Feludius (water imbued), Ignacious (fire imbued), Arion (air imbued), and Terrastra (earth imbued). Your raid will face Feludius and Ignacious during Phase 1 of the encounter, then Arion and Terrastra during Phase 2, and finally all four of them will combine to form an Elementium Monstrosity in Phase 3.

Like most ‘council’ style raid encounters, the Twilight Ascendants’ health pools interact. For this fight, the Phase 1 and Phase 2 pairings need to be damaged at as close to the same rate as your DPS can manage. When either of each pairs’ HP reaches 25%, they will both despawn and the next Phase of the battle will begin. When the Elementium Monstrosity forms, its health pool will be the combined total of the four council members’ HP at the time they despawned.

When your raid first approaches the Twilight Ascendants’ chamber, only Feludius and Ignacious will be visible.

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Composition

10 player:

2 tanks – You will need two equally capable tanks to each handle a council member during Phase 1/Phase 2. One of them can swap to DPS for Phase 3.

3-4 healers – Bring at least 1 tank healer for each tank, and 1-2 raid healers to counter raid damage.

4-5 DPS – You will want close to an equal split between melee and ranged DPS, to more easily damage the Phase 1 and Phase 2 pairs at even rate.



Boss Info and Abilities

Phase 1:

Feludius
21.9 million HP in 25 player/ 6.9 million HP in 10 player

Heart of Ice – (10/25 player version) Feludius will debuff a random player with this ability every 20 seconds or so while he is active. The debuff lasts 1 minute, and can be magic-dispelled. While on a player, it ticks for frost damage every 2 seconds, increasing on each tick (2k first tick, 4k second tick, 6k third tick, etc.). Heart of Ice also allows the debuffed player to empower others within 10 yards with Frost Energy. The player who gets this debuff should run to the DPS pile working on Ignacious quickly, and a healer should dispel him/her once Frost Energy has been spread.

Frost Energy – (10/25 player version) Players with Frost Energy deal extra damage to Ignacious

Hydrolance – (10 player version)(25 player version) This is a 1.5 second cast ability that needs to be interrupted every time Feludius tries to use it (every ~15-20 seconds or so). If it’s not interrupted, it will hit a random raid member for a huge amount of damage and likely kill them.

Waterbomb – (10/25 player version) Feludius uses this ability every ~20 seconds to toss a water bomb at a random player’s location. When the bomb lands, it will deal frost damage to all players within 6 yards. Anyone who takes damage from the Water Bomb will also be debuffed with Waterlogged.

Waterlogged – (10/25 player version) This debuff slows movement speed by 25% and lasts 45 seconds. It cannot be dispelled by player abilities. However, if the debuffed player runs into Ignacious’ Inferno Rush flames, Waterlogged will be removed. Just remember these flames tick damage every 0.5 seconds; don’t stay in them long.

Glaciate – (10 player version)(25 player version) Every 30 seconds or so, Feludius will begin this 3 second cast ability. When it goes off, everyone will take frost damage. The amount of damage taken decreases with distance from the boss, so all players should move away from Feludius when he begins to use Glaciate. Because of how frequently this is used, melee DPS should be assigned to damaging Ignacious. Additionally, any who has the Waterlogged debuff when Glaciate goes off will be Frozen.

Frozen – (10 player version)(25 player version)Players who are Frozen will be encased in a block of ice, and will take large ticks of frost damage every 2 seconds for 10 seconds. Everyone in the raid should try to avoid becoming Frozen by quickly removing their Waterlogged debuff should they get it. Raid healers should watch for the Frozen debuff, and heal those afflicted heavily so that they survive until the block of ice fades.


Ignacious
21.9 million HP in 25 player/ 6.9 million HP in 10 player

Burning Blood – (10/25 player version) Ignacious will debuff a random player with this ability every 20 seconds or so while he is active. The debuff lasts 1 minute, and can be magic-dispelled. While on a player, it ticks for fire damage every 2 seconds, increasing on each tick (2k first tick, 4k second tick, 6k third tick, etc.). Burning Blood also allows the debuffed player to empower others within 10 yards with Fire Energy. The player who gets this debuff should run to the DPS pile working on Feludius quickly, and a healer should dispel him/her once Fire Energy has been spread.

Fire Energy – (10/25 player version) Players with Fire Energy deal extra damage to Feludius

Flame Torrent – (10 player version)(25 player version) Ignacious will use this ability every 10-15 seconds or so, dealing fire damage every second for 3 seconds to anyone within a narrow (18 yard) cone in front of himself. The tank handling Ignacious, and his/her healers, need to be constantly ready for this ability as it is instant-cast. To prevent this ability from hitting the rest of the raid, Ignacious should always be tanked facing a wall.

Aegis of Flame – (10 player version)(25 player version) Ignacious will periodically shield himself with this ability. The shield absorbs a set amount of damage (500k in 10 player, 1 million in 25 player) before fading, and prevents all spell interruption while present. Immediately after shielding himself, Ignacious will begin to channel Rising Flames. DPS need to burn through this shield ASAP and then interrupt the Rising Flames channel.

Rising Flames – (10/25 player version) This channeled ability deals fire damage to all players in the raid every 2 seconds, starting at a relatively low amount. However, each tick gives Ignacious a stack of a buff also called Rising Flames (a class=”external text” rel=”nofollow” href=”http://cata.wowhead.com/spell= 82639″>10/25 player version). This buff increases his subsequent damage done by 5% per stack, causing the ticks from the channeled ability to ramp up to deadly levels if your DPS is slow to break through Aegis of Flame.

Inferno Leap – (10 player version)(25 player version) Every 30 seconds or so, Ignacious will leap to one of the three players furthest from himself, dealing damage to the player chosen. He will then immediately use Inferno Rush to run back to his primary target (his tank), leaving a trail of fires in his wake.

Inferno Rush – (10/25 player version) This is the boss ability used by Ignacious to return to his primary target after each Inferno Leap he takes. A line of fires will be left along the path of the Inferno Rush. The fires (10 player version)(25 player version) have a 3 yard radius, persist for ~30 seconds, and deal small ticks of damage every 0.5 seconds to any player standing in them. Each tick of damage will also remove Feludius’ Waterlogged debuff, if the player hit has it.

Phase 2:

Arion
14.6 million HP in 25 player/ 4.7 million HP in 10 player

Call Winds – (10/25 player version) Arion will use this ability every 20 seconds or so, summoning a large non-targetable add called Violent Cyclone. Any player who comes in contact with the Violent Cyclone will take a small hit of nature damage, and will be debuffed with Swirling Winds. Each Violent Cyclone will persist for ~50 seconds, moving randomly around the room (meaning 2-3 will be up at a time).

Swirling Winds – (10/25 player version) This is a 2 minute debuff that levitates players, protecting them from the effects of Terrastra’s Quake. It also makes one susceptible to extra damage from Arion’s Thunderstruck, so be careful.

Thundershock – (10 player version)(25 player version) Arion will use this 3 second cast ability every 30 seconds or so. When the cast completes, all players in the raid will take a large amount of nature damage, with grounded players taking less and levitated players taking more. Once the Thundershock has ended, everyone should find a Violent Cyclone and use it to debuff themselves with Swirling Winds, because a Quake from Terrastra will come soon.

Lightning Rod – (10/25 player version) Arion will periodically debuff random players with this ability. Whenever this debuff goes out, the players who are afflicted need to make absolutely certain they are >10 yards from everyone else in the raid, and healers should be prepared to shield/heal them when Arion uses Chain Lightning.

Chain Lightning – (10 player version)(25 player version) Arion will use this ability to strike all Lightning Rod-debuffed players with a large amount of nature damage, sometime ~5 seconds after he applies the Lightning Rods. Chain Lightning will jump to other players within ~8 yards of Arion’s initial targets, which is why the debuffed players need to get away from everyone else. Any jumps increase the damage done to lethal levels, and will easily cause a wipe.

Disperse – (10/25 player version) Arion will periodically use this ability to fade away and reappear somewhere else in the room. As soon as he reappears, Arion will use Lightning Blast on his tank. That tank and his/her healers need to be prepared for the damage spike.

Lightning Blast – (10 player version)(25 player version) Arion will use this immediately after each time he uses Dispersion, targeted at his tank.


Terrastra
14.6 million HP in 25 player/ 4.7 million HP in 10 player

Gravity Well – (10/25 player version)Terrastra will use this ability every 20 seconds or so, summoning a Gravity Well which looks like a patch of air/wind rushing into a center hole. Any player who comes in contact with the Gravity Well will be sucked into its center and debuffed with Gravity Core. This action removes the Swirling Winds debuff from Arion’s Violent Cyclones, protecting players from Arion’s Thundershock. Each Gravity Well will persist for ~50 seconds (meaning 2-3 will be up at a time).

Gravity Core – (10/25 player version)This is a 10 second debuff applied by the Gravity Well. While debuffed, players will have their movement and attack speed slowed. Everyone in the raid should be careful timing when they get this debuff, so that they aren’t slowed during a time period when Lightning Rods go out and quick repositioning is necessary.

Quake – (10 player version)(25 player version) Terrastra will use this 3 second cast ability every 30 seconds or so. When the cast completes, all players in the raid will take a large amount of physical damage, with levitating players taking less and grounded players taking more. Once the Quake has ended, everyone should find a Gravity Well and use it to remove their Swirling Winds debuff, because a Thundershock from Arion will come soon.

Harden Skin – (10 player version)(25 player version)Terrastra will periodically try to buff himself with this 1 second cast buff. It can, and should, be interrupted every time he tries to use it. If the cast completes and Terrastra gains this buff, the tank handling Terrastra and his/her healers will need to use whatever cooldowns necessary to make sure the tank lives through double damage from the boss, while all DPS burn through the damage needed to break the shield. As players begin to out-gear the encounter, letting this buff be cast intentionally might become a good tactic because of the damage done to Terrastra when it breaks. But for now, your tank will be hit very very hard and your tank healers will probably not have enough mana to support such an approach.

Eruption – (10 player version)(25 player version)Terrastra will use this ability roughly every 15 seconds. It is a (1 second cast) used to place a ring of spikes at his feet, after which the spikes explode out of the ground, knocking anyone on top of them into the air and dealing them damage. Any time Terrastra uses this ability, the tank handling him should move the boss out of the spike patch, while all players make sure they’re not on top of any spikes.

Phase 3:

Elementium Monstrosity

The four preceding bosses merge to form this boss. Accordingly, the HP each of them had left when their phase ended will combine to form the HP pool of the Elementium Monstrosity. This is the reason each pair should be damaged equally and brought to 25% at the same time: to get the lowest possible HP on their combined form.

Electric Instability – (10 player version)(25 player version) The Elementium Monstrosity will use this instant cast ability roughly every second, targeting random players in the raid and shooting lightning at them. Electrical Instability will only be cast on players at range from the Elementium Monstrosity, so long as there are enough players at range for all of the casts going out. The lightning can jump to other players, and each jump hits harder than the last, so the raid needs to be spread out the entire time the Elementium Monstrosity is alive. In the 25 player version of the encounter, have pairs of players stand on top of each other, so there is enough distance between pairs to prevent jumps; if you spread out singly, too much DPS will be lost as the boss is kited out of range from your casters. As Phase 3 goes on, the Elementium Monstrosity will target more and more players per cast of this ability, overwhelming healers and wiping your raid. This ability makes Phase 3 into a burn phase. Kill the boss before he kills all of you. Healers should remember that melee DPS will need extra healing, as they cannot spread out and still maintain the damage needed to successfully burn down the boss in time.

Liquid Ice – (10 player version)(25 player version)Every ~5 seconds, the Elementium Monstrosity will drop a patch of Liquid Ice underneath himself. These patches do damage to any player that stands in them, so melee DPS should avoid them as much as possible while maintaining constant damage on the boss. The more important thing, however, is that the tank get the Elementium Monstrosity out of each patch ASAP, because of his Cryogenic Aura.

Cryogenic Aura – (10/25 player version) This is a constant aura present on the Elementium Monstrosity. It reduces all damage done to him by 25%, but more importantly it causes the Liquid Ice patches he puts down to expand every second he is standing in them. Much like The Lich King’s Defile patches, there seems to be no limit to how large the Liquid Ice pools can grow; move the Elementium Monstrosity out of the pools quickly, or they will cover the entire room.

Lava Seed – (10/25 player version)Roughly every 15 seconds, the Elementium Monstrosity will use this ability to shower the entire room with small orange seeds of lava. 2 seconds after these seeds land, they will each explode into a Lava Plume. Every time they go out, everyone in the raid should adjust a step or two if needed to avoid getting hit by any seed’s explosion.

Lava Plume – (10/25 player version) This is the explosion that comes out of each Lava Seed 2 seconds after it lands. The Lava Plumes have a quite small radius, so players just adjust only far enough to avoid them, making an effort to remain spread out for Electrical Instability.

Gravity Crush – (10 player version)(25 player version)Every ~20 seconds, the Elementium Monstrosity will use this ability on random raid members (3 per cast in 25 player, 1 per cast in 10 player). The active tank cannot be chosen. Each targeted player will be trapped in a pink bubble that prevents them from taking any action, and lifted up into the air. While they are being lifted, the bubble will crush them for 6% of their maximum health every 0.5 sec. After 6 seconds, the bubble will pop and the target will be left to fall to the ground. Other players can still target those inside Gravity Crush bubbles, so healers should be sure to keep them alive through the DoT and subsequent fall damage.


Strategy

10/25 player:

Phase 1: Ignacious and Feludius
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Ignacious and Feludius will be active and standing on a dais in the back of the room as your raid approaches. They will agro on any player who goes further than ~ halfway across the room. Once your raid is buffed up and ready to go, have your two tanks run at their respective mobs, and just tank them where they meet. The tank handling Ignacious should make sure to face him away from the raid to prevent widespread damage from Flame Torrent; Feludius can be tanked facing any direction. Melee DPS can follow the tank heading for Ignacious, while the ranged DPS and healers gather in the center of the room to facilitate AoE healing.Once firm threat leads are established, the melee DPS should begin damage on Ignacious while ranged DPS begin on Feludius. It’s okay if you have a few more DPS on Feludius than Ignacious; Ignacious’ Aegis of Flame shields need to be hit by all DPS, and so he’ll likely take a bit of extra damage after the shield is broken, as ranged swapping back to Feludius leave DoTs ticking. If your raid is heavy on melee, assign the melee DPS whose reaction times you trust most to Feludius, since they will need to frequently run out for Glaciate casts, as well as swap to Ignacious during Aegis of Flame. Also be sure that there are interrupters on Feludius at all times watching for Hydrolance; either melee or ranged DPS can help with this. It is a very fast cast, but needs to be interrupted reliably.

As the Phase goes on, Ignacious will periodically charge a random raid member with Inferno Leap and then immediately run back to his tank with Inferno Rush, leaving behind a line of fires. Players knocked back by the Leap can just return to their previous position, adjusting slightly so they’re not standing in fire. After Feludius uses Waterbomb, everyone should check their debuffs for Waterlogged; the animation for the bombs isn’t quite as large as their debuff range, so be sure to check even if it didn’t look like a bomb hit you. All Waterlogged players should then run quickly into and out of the fires left by Ignacious’ last Inferno Rush. Anyone who fails to clear their Waterlogged debuff in this manner will be Frozen Solid the next time Feludius uses Glaciate, and will need 10 seconds of heavy healing to survive inside the ice block until it fades.

Throughout this Phase, any time a player gets the Burning Blood debuff, he or she should run to the ranged DPS pile before being dispelled, to spread the Fire Energy buff. Similarly, each player with Heart of Ice should run to the melee pile to spread Frost Energy.

When Ignacious casts Aegis of Flame, all DPS not already hitting him need to swap to him, help break the shield as fast as possible, and then interrupt the Rising Flames being channeled. DPS whose primary target is Feludius should be as quick as they can to swap back to him once Ignacious’ shield is broken, to keep damage on the two bosses even.

Once either of the pair has been damaged to 25%, they will both fade away. The goal is to get them both to 25% at the same time, so as they get low, the raid leader should be ready to call DPS swaps and the raid should be ready to listen and react quickly. This is especially important in the 10 man version of the encounter, since you are more likely to have an odd number of DPS players and therefore uneven damage between the two targets.

Phase 2: Arion and Terrastra
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Arion and Terrastra will appear in roughly the same spots that Ignacious and Feludius were originally standing before the encounter started. As soon as the first pair of bosses begin to fade, the tanks should be ready to pick up this second pair. While they are being brought under control, the melee DPS should join the ranged/healer cluster so the whole raid is gathered in the center of the room. Once the tanks have firm threat leads on their new targets, melee DPS should begin attacking Terrastra while ranged focus on Arion. This is because of how frequently Arion uses Dispersion to teleport himself away from his tank; melee DPS can’t maintain steady damage uptime. Even though Terrastra uses Eruption frequently as well (which necessitates shifts in position) melee will still have an easier time adjusting to it than to Arion’s antics.

As soon as Arion summons his first Violent Cyclones, everyone in the raid should use one to debuff themselves with Swirling Winds; Quake will always happen first out of the Quake/Thunderstorm pairing.

Shortly after using Call Winds, Arion will put out the first set of Lightning Rod debuffs. It is critical that your raid react properly to these Lightning Rods; failing to do so will cause a wipe very quickly. Every time this ability is used, the same sequence of movement needs to happen. The three players he targets will get bright yellow arrows above their heads; they all three need to stop whatever they are doing and run out to a wall of the room immediately, while everyone else makes sure they are properly gathered in the center of the room. There needs to be 15+ yards distance between the raid pile and all of the Lightning Rod carriers. The carriers need to stay against the walls until Arion uses Chain Lightning, after which they can rejoin the raid pile; the debuff will fade and be placed on new targets before another Chain Lightning goes out. It is important to note that tanks are viable targets for Lightning Rod; if the tank handling Terrastra gets debuffed and has to run out, melee DPS need to remember not to follow.

Around the same time the first Chain Lightning goes out, Terrastra will use Quake. Once the Quake has finished, everyone should use the closest Gravity Well to clear their Swirling Winds debuff in preparation for Arion’s Thunderstorm. However, if Quake happens before Chain Lightning, everyone in the center raid pile should wait to move to a Gravity Well, to prevent accidentally getting too close to a Lightning Rod carrier. There is plenty of time to get grounded, and Thunderstorm will not 1-shot someone at full health (while Chain Lightning will easily do so within just 1-2 jumps).

The second set of Lightning Rods will be applied soon after; the raid should react to them the same way as before. Thunderstorm will be used either shortly before or shortly after the second Chain Lighting. Once Thunderstorm has finished, everyone will need to find a new Violent Cyclone to give them the Swirling Winds debuff to protect them from the next Quake. As before, be cautious; if Chain Lightning hasn’t happened yet, wait until it does before chasing a Cyclone outside the center raid pile.

This rotation between being levitated before Quakes and grounded before Thunderstorms will continue throughout Phase 2, with Lightning Rod sets going out between each swap. Also throughout, the central raid cluster will need to constantly make small shifts to avoid Eruption patches, and the assigned interrupters need to constantly watch Terrastra for Harden Skin casts. If he manages to get one through, all DPS should swap to Terrastra long enough to break the shield, and the tank healers assigned to his tank will need to use cooldowns to keep the tank alive. The tank healers assigned to Arion’s tank will face smaller damage spikes to that tank from Lightning Blast, which cannot be avoided.

When either Arion or Terrastra is brought down to 25% HP, everyone in the raid will be encased in a bubble and held immobile, while the four bosses merge and become the Elementium Monstrosity. Just like the Phase 1 to Phase 2 transition, try to make sure that Arion and Terrastra hit 25% at the same time.

Phase 3: The Elementium Monstrosity
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As soon as the bubbles break and players are free to move, everyone should get to their pre-assigned Phase 3 positions. The spots need to be worked out ahead of time, and need to be strictly followed in order to minimize raid damage from Electric Instability. Once in position, DPS should use every cool down available to kill the boss as quickly as they can without pulling agro. The tank handling the boss will need to slowly kite him around the path laid out above, moving only when a Liquid Ice patch appears, and moving just far enough that the melee behind the boss are clear of the patch.

Each time Lava Seeds go out, everyone should shift just far enough away from them to not be hit by Lava Plume, and then shift back to their assigned spot once the Lava Plume fades.

Each time the Elementium Monstrosity uses Gravity Crush, the player(s) affected will need heavy healing. Use any ability available to minimize the resulting fall damage as well; Slow Fall, Levitate, Cat Form, etc. Any damage that can be avoided will add time to your attempt before healers become overwhelmed.

As the fight goes on, Electric Instability damage will ramp up, becoming un-healable. This serves as a soft enrage mechanic. Coordinate before the encounter the order in which players will use their large healing cool downs, to keep the raid alive as long as possible. Remember to use every bit of healing available to your raid; feral druid Tranquilities, shadow priest Diving Hymns, etc. Losing 1 person’s DPS in order to keep multiple other players alive longer is worth it.

Reference:http://www.raidbs.com/bastionoftwilight/twilightascendants/totalbs-twilightascendants/

Video
http://www.youtube.com/watch?v=Ou_QQ_n245w


Side note: I'm going to be posting the boss fights on the forums so those of you who had to sit or get cycled in can read up on the fight before hand or if you are just simply curious. Please ask any questions you may have about the fight!


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