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NinjaGamerGirl
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re: Blackwing Descent - Atramedes

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Atramedes


Special Mechanics
Because Atramedes is blind, he uses sound to locate his enemies. When players engage him, a new specialty UI element will appear*, visually representing their ‘sound meter’ with Atramedes. All of the boss’ special abilities raise the sound meter of players hit by them. Atramedes has a traditional threat meter for his melee attacks, but directs all of his single-target special abilities at the player in the raid will the highest sound meter, rather than basing them on threat or random-targeting mechanics. Additionally, he will attack faster the higher that meter is. He will also insta-kill anyone whose sound meter reaches 100%.

Throughout the room, there are eight Dwarven Shield gongs that can be used to reset all players’ sound meters to zero and disorient Atramedes by debuffing him with Vertigo. Each Dwarven Shield can only be used once during the encounter (they re-spawn between wipes).

Vertigo – (10 player/25 player) This debuff is applied to Atramedes each time a Dwarven Shield is used. It stuns him and increases the damage he takes by 50%, for 5 seconds. When the debuff fades, Atramedes will destroy the Dwarven Shield that debuffed him before resuming attacks on players.


Composition

10 player:

1 tank – Your raid will need 1 tank to handle Atramedes through each Ground Phase of the encounter.

2-3 healers – Bring at least 1 tank healer and 1 raid healer. There is very heavy raid damage possible in this encounter, but if your raiders are good at avoiding everything that can be avoided, you can get away with just 2 healers for this fight. Bringing less healers provides safety for everyone, because the extra DPS you can bring will see Atramedes die well before you risk running out of Dwarven Shields to use.

6-7 DPS – Bring as many high-output DPS as you can, prioritizing those you know to be good at reacting quickly and avoiding spell effects over those who just put out good numbers. There are no special restrictions on your DPS composition such as needed silences or interrupts, so bring the best set of players you can gather.


Boss Info and Abilities

Atramedes
97.9 million HP in 25 player/ 32.6 million HP in 10 player.

Used all the time:
Sonar Pulse – (10 player version)(25 player version) Atramedes will use this ability throughout the encounter to send floating discs of sonar energy around the room. If one of these discs hits a player, it will do a small amount of damage and increase that player’s sound meter by 7. The discs always spawn beneath Atramedes, idle for a second, and then begin to travel toward a random player’s location. Once moving, they travel quite quickly, so make sure you’re always looking to see if one is coming, and give yourself plenty of time to get out of the way.

Used during Ground Phases:
Sonic Breath – (10 player version)(25 player version) While on the ground, Atramedes will periodically use this ability on the player with the highest sound meter. It is a 2 second cast, and he will spin to face his victim at the start of it, applying the Tracking debuff. When the cast finishes, he will shoot a stream of fire toward that victim, which deals a large amount of damage and raises any players’ sound meter by 20 every second if they are within the flames. The moment Atramedes faces someone and debuffs them with Tracking, the debuffed player should run one direction while everyone else takes a few steps in the opposite direction. When the Sonic Breath cast finishes, Atramedes will begin to channel fire at the player with Tracking, spinning to chase them if they’re on the run like they should be. The channeled fire lasts for 8 seconds, and the debuff player must stay on the move and ahead of the flames for the entire channel. If Atramedes catches the player with his fire, the sound meter points they gain will help him track their location, causing him to spin faster. Essentially, if you get caught in this ability, he will move faster than you can avoid within a tick or two of damage. So don’t be slow to move! This ability has a 10 second cooldown, but Atramedes doesn’t always use it right when the cooldown ends.

Tracking -(10/25 player version) This is the debuff that appears on the player who Atramedes is going to hit with Sonic Breath.

Searing Flame – (10 player version)(25 player version) Atramedes will use this ability at least once during every Ground Phase. It is a 5 second channel that deals fire damage and applies a stacking damage every second it is allowed to continue. Each tick of damage increases players’ sound meters by 10, and each stack of the debuff increases subsequent fire damage taken by 25% for 5 seconds. Use a Dwarven Shield to break this channel ASAP whenever he uses it. Additionally, Atramedes will shoot out multiple missiles of fire with each tick of Searing Flame. The missiles leave patches of Roaring Fire where they land, so get out of their way.

Roaring Flame – (10 player version)(25 player version) These patches of Roaring Flame will persist for 30 seconds, and will deal damage every second to any player standing in them. The ticks of damage will also raise a player’s sound meter by 10.

Modulation – (10 player version)(25 player version) This is an unavoidable AoE that hits every player in the raid, increasing everyone’s sound meter by 7 and dealing shadow damage. It’s basically in place to assure that the sound meter mechanic cannot be entirely negated even if every player dodges all avoidable damage.

Used during Air Phases:
Sonar Bomb – (10 player version)(25 player version) While flying, Atramedes will periodically drop these bombs, which explode with an 8 yard radius. Players caught in the explosion will take significant arcane damage, and have their sound meter raised by 30. Dodge them.

Roaring Flame Breath – (10 player version)(25 player version) When Atramedes flies into the air, he will target the player with the highest sound level in the raid, and debuff them with Tracking. He will then use this ability as a barrage, shooting a constant laser of sound and fire at the debuffed player. The targeted player needs to run away just like during Sonic Breath casts, but will need to keep running much longer to kite the laser around the room until Atramedes lands. Use a Dwarven Shield to break Atramedes’ concentration if the player being chased gets dangerously high sound meter levels. The Roaring Flame Breath will also leave behind a trail of Roaring Flame fire patches.

Tracking -(10/25 player version) This is the debuff that appears on the player who Atramedes is going to hit with Sonic Breath.

Roaring Flame – (10 player version)(25 player version) These patches of Roaring Flame will persist for 45 seconds, and will deal damage every second to any player standing in them. The ticks of damage will also raise a player’s sound meter by 10.


Strategy

10/25 player:

For all the complexity the lengthy ability list implies, this is quite a strategically simple encounter.

To start the fight, have someone hit the giant bell. Atramedes will land, and can then be picked up by your tank. The boss can be tanked anywhere, as he has no cone-shaped breath or tail swipe despite being a dragon. All that’s necessary is that he be held in place while on the ground, in a central location so everyone has the most room possible to move around avoiding the Sonar Pulse discs (which everyone should try to do as much as they can). Each time the boss debuffs someone with Tracking, that player should run in a pre-planned direction to kite the Sonic Breath fire, while everyone else shifts out of the way and continues to DPS or heal normally.

Assign someone to stand near a Dwarven Shield, and to use it immediately each time Atramedes starts to channel Searing Flame. Usually a ranged DPS is the best choice for this because they can move around the room most readily as the various gongs are used up.

When Atramedes flies into the air, use another Dwarven Shield to make sure the incoming Roaring Flame Breath will be nice and slow (if everyone in your raid has very low sound meter readings, you can save the beginning-of-flight gong for later). The player targeted by Roaring Flame Breath should try to kite the fire laser back toward a wall and along it if possible, so that the rest of the room stays clear for the raid to move in. The most important thing is to not get hit though, so make sure you’re safely away from the laser first, and then worry about what direction you’re running to.

Throughout the fight, communicate with each other if anyone gets too high on their sound meter, and use Dwarven Shields willingly during the learning process. Its better to wipe because you ran out of gongs while learning, than to wipe because people get full sound meters and are insta-killed without getting further practice at avoiding Atramedes’ attacks.

Reference: http://www.raidbs.com/blackwingdescent/atramedes/totalbs-atramedes/

Video


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! Happy


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Rondilas
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Joined: 19 Feb 2010
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re: Blackwing Descent - Atramedes

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Move the correct direction regardless if you would receive one tick or the fire breath or not. One tick is better than 3 or 4 trying to out run it.

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When ringing the gong in air phase try to do one in the best location to not spread fire through the middle of the room. At the time the gong is hit the fire trail goes from where the fire trail is directly to the gong being hit. Anticipate where the runner will be when the fire catches up.

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