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Warning: Cannot modify header information - headers already sent by (output started at /webs/wtbblue.com/configuration.php:2) in /webs/wtbblue.com/libraries/joomla/session/session.php on line 416 The Eye of Eternity: Malygos
Arcane Breath: deals arcane damage in a cone in front of the caster - after 5 seconds all enemies hit with arcane breath will explode dealing damage to all nearby friends
Arcane Storm: fires arcane missles at random enemies dealing arcane damage
Vortex: spins a whirling vortex dealing arcane damage to all enemies caught in it
Phase 3
Static Field: summons a field of energy dealing arcane damage to anyone within 30 yards
Surge of Power: summons a beam of pure energy dealing large amounts of arcane damage over 3 seconds
Phase 1:
The fight will start when the player with a Key to the Focusing Iris clicks on the orb in the center of the room. Malygos will land in the circular platform and will ned to be picked up by the tank immidiately.
Initial Position of the Raid
Have the main tank always north of the boss with the boss at the center of the platform facing the north. The rest can stand anywhere other then the front of the boss and DPS the boss unitl he casts the first vortex.
When all players land from the vortex make sure the main tank moves north and the rest of the raid move south to avoid Arcane Breath from hitting the raid. After this throughout the fight Malygos will summon sparks to him (2 inbetween each vortex) - these sparks will move towards him and if they reach Malygos the boss will gain a temporary 50% damage boost. However if the raid destroys the sparks the sparks will drop an AOE aura that increases the damage by 50% of all players standing inside the aura. Have 2 dps dedicated to destroying these sparks and when each one dies the have all the DPS move to the aura. Rise and repeat this until Mlygos is at 50% hp which is the end of phase 1.
Tips and Tricks:
The sparks will always come from the NE, NW, SE, SW and can be snared/stunned/moved. Be sure to kill the sparks nearby the boss so that the melee DPS can take advantage of the damage boost. The sparks aura can stack (increasing damage by 100% with 2 auras stacking) so if it is possible you can move tand then kill the sparks on top of each other with spells that can move targets such as death grip.
While in the vortex any instant cast spell will still work - same with abilities that do not have a cast bar such as a wand. There is no way to avoid the vortex however rogues with killing Spree can use it to get out of the vortex.
Do NOT stop DPS when Malygos flys away ending phase 1 - in fact if possibly blow all your cooldowns including bloodust right when the boss hits 50% - it is possible to take the boss down to under 40% duing this transition phase making phase 3 much easier.
Phase 2:
Phase 2 begins when Malygos flys away from the platform summoning Lords and Scions on floating disks. The lords will fly down to the raid and needs to be picked up by the main tank while the Scion will always float around the raid casting arcane spells on the raid. Malygos (now untargetable) will also occationally cast a deep breath onto the raid - dealing a large amount of arcane damage to anyone on the platform. To mitigate this damage anti-magic shields will spawn around the platform that grow smaller over time. It is important that the party stands in these and move to new anti-magic shields as they spawn.
Whenever a Lord or Scion dies they will drop their floating disk. Have the melee DPS in the raid pick these up to be able to float up to the Scions and DPS on them. This phase will end will all of the Lords and Scions have died.
Tips and Tricks:
Abilities to mitigate spell damage to yourself and the raid (such as Improve Spell reflection) will make this phase easier on the healers.
If you run out of melee DPS to grab a disk have a ranged DPS or healer grab the next one. While in the air you will take no damage from Malygos' deep breath. and can cast/channel all spells while moving.
Phase 3:
After all the adds have died Malygos will fly back to the center of the main platform and destroy the platform. Red dragons will come and pick up all the raid members from falling - at which point every player will be controling a red drake for the rest of the fight. The drake abilities are as follows:
1) Flame Spike: low damage fire attack and awards 1 combo point
2) Engulf in Flames: Flame damage over time finisher - stacks with each cast and lasts longer per combo point
3) Revivify: Heal over time - stacks up to 5 stacks and awards 1 combo point
4) Life Burst: Heals all targets within 60 yards and incrases healing done by 50% finisher - heals for more per combo point
5) Flame Shield: Decreases all damage taken by 80% finisher - lasts longer per combo point
6) Blazing Speed: Increases flight speed by 500% for 8 seconds
Have the raid stack all the dragons on top of each oter. Always stay away from melee range of the boss - and at least 2 people will need to be designated to heal (someone that is healing the party with heals over time and AOE heals) while the rest of the party will need to keep DPS on the boss. If the boss ever focuses on a player (an emote will appear) that player will need to use the shield ability to mitigate some of the damage - and if a static field spawns on top of the group have that group shift clockwise to the left and then regroup so the healer's AOE heal ability is always hitting the entire group.
The Position of the Raid
The DOT stacks are the most important things to keep track of for a DPS dragon - they multiply so each stack will deal substantially more damage to the boss then the previous stack.
There are many different was to keep combo points on the boss to use the shield, keep the DOT stack on the boss, ensure you have enough energy to use the shield ability, and even keep heals over time on yourself. The best way to figure out your personal strategy is to do the daily quest on Coldarra Aces High! - the dragon you get to control on this daily is exactly the same as the dragon you get to use on Malygos.
My personal strategy (ymmv) is to first cast 5 heal over time stacks on myself (note if you heal yourself you recieve no combo points, however if you heal a part member you will recieve combo points) - then 2 combo points on the boss and the dot finisher - right after that before my heal over time stacks end I refresh it and go back to the 2 combo point finisher combo on the boss. I use this strategy as with a 5 point HOT stacked on yourself along with a healer spamming AOE heals you will live through a full Surge of Power attack without having to worry about saving energy or combo points to use on the shield. However if Malygos casts this on you twice back to back - which isn't very often unless you have few players alive or get very unlucky - you will most likely die. Then again someone saving combo points for a shield will most likely die in this senario as well unless they let their DOT on the boss drop off and shield constantly.
Also, during phase 2, it's important to burn down 1 target at a time. The faster you burn down scions, the faster they drop their disc's, the faster melee get on one to get into combat. Doing this will result in higher dps as the melee aren't just sitting there looking pretty.
My one and only run in EoE was a PUG group and the melee who got on the discs went off to fight the first scion they saw rather than targeting a scion that the casters were burning or one that the first melee on discs were burning down.
It's no fun to watch everyone else fight while you just sit there waiting for a disc to drop.
Last, but not least, that's a cool tip about "Killing Spree", I wonder if shadowstep will achieve the same thing? Will have to give it a try ;)
(couldn't fit this in first post)
A Concerned WoW Citizen
- Addtional Nuggets of Info
|2009-03-10 08:03:53
With regards to the personal strategy in the guide:
"...(note if you heal yourself you recieve no combo points, however if you heal a part member you will recieve combo points)"
Actually, if the drakes work exactly like the Aces High daily, you do receive combo points; however, because you're probably targeting Malygos and not yourself, they won't show up (and won't be able to use them) unless you target yourself.
and to "The Question Guy", casters are ranged and it doesn't matter if the target is in the air, melee on the other hand have to be within a few yards, if the SCions are in the air, away from the anit-magic bubble, melee can't engage in combat resulting in lower dps. Melee NEED to be the first ones on the discs so they can pump out the damage, otherwise they are just eye candy sitting there.
Also, during phase 2, it's important to burn down 1 target at a time. The faster you burn down scions, the...
Anonymous
|2009-03-05 06:26:47
c
The Question Guy
- Should A melee?
|2009-01-29 09:01:25
Should only casters jump on the saucers?
And melee stay on the ground until phase three when they fall to there mount?
Just wondered id figured that since melee doesnt have spells they should Just let the Locks / mages and such jump on the saucers but im just wondering. Nice guide btw and thnx for all the info =]
Qwix
- Need help for phase 3
|2008-12-29 07:21:48
Hello there,
We mostly perfect out phase 1 and 2 on the 10 man version wit having either 9 or 10 people up and 4 minutes left on the enrage timer.
Nice you would think but the point is we all fall apart at phase 3. There is no straight person/drake marking since the raid target is not bounded to the drake. Besides that we can't see that much with all those dream world spacing colors arround us. Our best attempt is 42% so far since we basicly get all clueless in phase 3, its totally spacing.
Any direct tips or hints to get it all together and survive that phase? Since it doesn't seem that hard on video but one's you'r finally there is rather hard to get it all together that fast.
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