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Feng the Accursed in a nutshell
#1
This is the second boss fight in Mogu'Shan Vaults. Here it is in a nutshell:

Adapted from Icy Veins Feng the Accursed strategy guide.

FENG THE ACCURSED

We'll take this fight one phase at a time!

First off, Tanks pick up their abilities. At the start of the fight, tanks acquire their special abilities by clicking on one of two crystals on the ground.

--> Kaishen picks up Shroud of Reversal (buff cast on an ally that allows the tank to MIMIC the first spell cast against that ally and cast it back to the boss. 30 sec cooldown).

--> Shantow picks up Nullification Barrier (a protective shield. 1 min cooldown)

FOR THE ENTIRE FIGHT, TANKS SWAP THE BOSS AT 2 STACKS OF THAT PHASE'S DEBUFF

* Tanks swap at 2 stacks: Through the fight, tanks must taunt the boss when the current tank has two stacks of the debuff. It's basically the same debuff throughout the fight, but it has a different name (and does different types of damage) in each phase. It's called:
- Lightning Lash in phase 1
- Flaming Spear in phase 2
- Arcane Shock in phase 3

Now, onto the specific phases...


PHASE 1: SPIRIT OF THE FIST -- TANK COORDINATION CHECK

STRATEGY A: This strategy relies on the tank being able to STEAL Feng's Lighting Fists ability and stun him during Epicenter. Here's how:

* Kaishen casts Shroud of Reversal on Shantow
* Shantow lets himself get hit (and stunned) by Lightning Fists
* When Epicenter starts, Kaishen casts Lightning Fists on Feng. Feng will become stunned and the raid can ignore Epicenter.

However, it's hard to do this successfully every time, so if the tanks are not able to mimic Lightning Fists they should say so in vent, and we will execute strategy B for Epicenter:

STRATEGY B: When Feng casts Epicenter the raid must stack in the center of the room. There, Shantow will cast Nullification Barrier to protect us. Ranged DPS can still attack the boss but damage output will be low.

If no mimic happened and Nullification Barrier is not available for some reason, we're in trouble, but all is not lost. We'll use Strategy C to survive Epicenter:

STRATEGY C: Raid stacks in the center of the room, and alternate healing and defensive cooldowns to survive the damage. All the raid will have -75% chance to hit, so refresh DoTs before Epicenter starts.


PHASE 2: SPIRIT OF THE FLAME -- THE DPS CHECK

We need to push Feng through Phase 2 with only FOUR Draw Flames, and ideally only THREE. If we get to five we may hit the enrage timer at 9 minutes.

Drop your Wildfire Sparks in ONE place, near the edge of the room, on one side of Feng. We'll fight on the OTHER side of him. We will agree on this drop area together.

Wildfire Sparks, once dropped, travel slowly toward the boss -- be aware of them, and avoid them.

When Feng casts Draw Flame all the Wildfires will zip along the floor to him. ANYONE IN THEIR PATH MAY BE 1-SHOTTED. So stay out of their way. Also, if you step in one, it makes more fires, which will increase Feng's self-buff.

Even if all wildfires are avoided, Draw Flame will do a LOT of raid damage. It stacks a buff on the boss, proportional to the amount of wildfire he absorbs. This buff causes Feng's melee swing to do a lot of Fire damage the the entire raid. Damage will therefore increase as the phase goes on. Use your defensive cooldowns to survive.

HUNTERS PUT PETS ON FOLLOW FOR DRAW FLAME: Pets will trigger more stacks of Feng's self-buff; Hunters put their pets on follow during the Draw Flame cast.

Shantow will use Nullification Barrier on the boss when he's about to finish his SECOND Draw Flame cast, and again for the FOURTH Draw Flame, which should be the last one before he enters Phase 3. The barrier will prevent Feng from acquiring his buff from Draw Flame. Timing this may take some tweaking, depending on our DPS. If it looks like we'll only get three Draw Flames we'll use it on the first and third. If we get five we'll do the first, third, and fifth.

We must use the nullification barrier on the cast right before he reaches 33%. If we have 5 Draw Flames we must work on our DPS to get it down to 4 Draw Flames, and ideally to 3.


PHASE 3: SPIRIT OF THE STAFF -- RANGED DPS AND HEALER COORDINATION

Feng has two abilities of note in this phase:

ARCANE VELOCITY: Does raid-wide damage to all players. The farther players are from the boss, the more damage they take. Happens every 20 seconds. Damage to distant players is HUGE. But damage even to close players is substantial.

ARCANE RESONANCE: "Bomb-style" debuff placed on ONE player that does damage to that player and all others within 6 yards. Damage increases with # of players affected. Happens every 20 seconds. NOTE: Arcane resonance is placed on ranged DPS and healers, NOT on melee or tanks.

Important note: Arcane resonance, "the bomb," is cast immediately before, or immediately after, the channel of Arcane Velocity.

STRATEGY:

1) Melee DPS and tanks stay within Feng's melee range.

2) Ranged DPS and healers must:
* Spread out around the boss, so that nobody is within 6 yards of one another. Use /range 6
* MOVE IN and stack for Arcane Velocity ONLY AFTER the Arcane Resonance debuffs have been cast by Feng. The player with Arcane Resonance stays out, of course.
* SPREAD OUT again 1-2 seconds BEFORE Arcane Velocity ends. This is CRITICAL, since there is no time to react to Arcane Resonance being cast otherwise.

Healers: expect a massive amount of damage during Arcane Velocity. Most of the raid will take damage from it, while the player affected by Arcane Resonance will be taking damage from THAT, plus damage due to being farther away from Feng. Use healing and defensive cooldowns.
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