Skorpyron is the first boss in Nighthold (out of ten bosses). He has two phases that repeat based on time. Phase One involves dealing with Skorpyron's own mechanics (many of which involve dodging large and telegraphed abilities), dealing with lots of adds, and avoiding clouds at the edges of the room (which will summon more adds if touched). Phase Two is a simple, short "overload" phase during which the boss is incapacitated and takes extra damage.
SKORPYRON'S ABILITIES
Call of the Scorpid: Summons scorpion adds which grow in power with a stacking self-buff (called "Boon of the Scorpid"):
--> Volatile Scorpids buff other scarped adds (with Scorpid Swarm) and explode upon death.
--> Crystalline Scorpids stack a magic debuff on the tank.
Arcanolash: 180 degree half-circle attack in front of the boss. Damages everyone in the affected area AND places Arcane Tethers on the tanks (a stacking DoT) which does damage every second until broken. Running 10 yards away from the tether will break it.
Focused Blast: Skorpyron will face a random direction and cast a Focused Blast cone attack, does very high damage + 6 second stun. Increases in duration on subsequent hits. This ability has a short charge-up time, so raid members can dodge it.
Chitinous Exoskeleton: Buff on the boss that reduces damage taken. It will decline in effectiveness as we do damage to him, until it breaks apart entirely, causing an Exoskeletal Vulnerability. This vulnerable period occurs at every 25% of health lost. The phase lasts 15 seconds and causes him to take 45% increased damage. This is PHASE TWO. After 15 seconds the skeleton is restored and the process repeats. When his exoskeleton grows back he will gain a stack of a self-buff (Infused Exoskeleton) which will enable him to do 10% more damage per stack. The exoskeleton is fully shattered at 25% of his health pool.
While Skorpyron's exoskeleton is being destroyed, pieces will periodically FALL OFF and become Crystalline Fragments. These do low Arcane damage if they touch you. The fragments create Broken Shards.
Shockwave: Occasional cast that deals moderate damage and a knockback. Anyone hit by this will be knocked into the walls and spawn additional scorpiods. Avoid this ability by hiding behind Broken Shards. After Shockwave finishes, all remaining shards will bel destroyed.
STRATEGIC SUMMARY
Positioning: The tanks will face the boss away from the raid. Everyone else should stand loosely spread out behind him.
Outline of the fight: The fight has two alternating phases. During Phase One we'll be dealing with the boss and scorpion adds that he'll summon, and we'll be damaging the boss' exoskeleton. Pieces of the exoskeleton will fall off into the room where they will be called Broken Shards.
Every 25% health his Exoskeleton will break apart and he'll go into Phase Two, a 15-second vulnerable phase during which we can do lots of damage to him. We need to clean up adds before pushing him over into Phase Two, so we can have a clean transition. There is no inbound damage during these 15 seconds so blow cooldowns and healers can DPS too. After 15 seconds he'll regrow his exoskeleton and we'll repeat Phase One. At 25% health his exoskeleton will fall off entirely.
The room: There are clouds all around the room. Don't touch these. If you do, they will spawn scorpions.
Anti-tank attack (Arcanolash): Casts a 180 degree half-circle attack. This damages anyone in that half circle (this should not be a problem if we all stand behind him) but more importantly it places a TETHER on the tanks. The tanks need to break these right away by running 10 yards away.
Random cone attack (Focused Blast): Targets a random player, does high damage + 6 second stun to anyone in the cone. There's a 3-second cast bar on it though, so just run out.
Raid-wide damage + knockback (Shockwave): Hide behind Broken Shards to avoid this. There's a 3-second cast time so we have time to move. If you are hit by this you'll get knocked into the clouds at the edge of the room where you'll spawn scorpion adds, so hide behind the shards! Tanks must hide too.
Summon adds (Call of the Scorpid): He will summon adds periodically. These will be Volatile Scorpids (which buff other adds and explode upon death) and Crystalline Scorpids which stack a magic debuff on the dank. A tank should pick up the adds and tank them slightly away from the boss. These adds are the top priority.
So, in sum:
* Tank the boss facing away from the raid. Raid stand loosely behind the boss.
* Tanks run 10 yards away to break tethers after Arcanolash
* A tank should pick up the adds and tank them a little bit away from the boss.
* Kill the adds first. Melee watch out for explosion when Volatile Scorpion dies.
* Don't touch the clouds
* For Shockwave get behind the Broken Shards
* Get out of Focused Blast
* Clean up adds before pushing him to Phase Two. Blow cooldowns and Bloodlust to overlap with Phase Two.
SKORPYRON'S ABILITIES
Call of the Scorpid: Summons scorpion adds which grow in power with a stacking self-buff (called "Boon of the Scorpid"):
--> Volatile Scorpids buff other scarped adds (with Scorpid Swarm) and explode upon death.
--> Crystalline Scorpids stack a magic debuff on the tank.
Arcanolash: 180 degree half-circle attack in front of the boss. Damages everyone in the affected area AND places Arcane Tethers on the tanks (a stacking DoT) which does damage every second until broken. Running 10 yards away from the tether will break it.
Focused Blast: Skorpyron will face a random direction and cast a Focused Blast cone attack, does very high damage + 6 second stun. Increases in duration on subsequent hits. This ability has a short charge-up time, so raid members can dodge it.
Chitinous Exoskeleton: Buff on the boss that reduces damage taken. It will decline in effectiveness as we do damage to him, until it breaks apart entirely, causing an Exoskeletal Vulnerability. This vulnerable period occurs at every 25% of health lost. The phase lasts 15 seconds and causes him to take 45% increased damage. This is PHASE TWO. After 15 seconds the skeleton is restored and the process repeats. When his exoskeleton grows back he will gain a stack of a self-buff (Infused Exoskeleton) which will enable him to do 10% more damage per stack. The exoskeleton is fully shattered at 25% of his health pool.
While Skorpyron's exoskeleton is being destroyed, pieces will periodically FALL OFF and become Crystalline Fragments. These do low Arcane damage if they touch you. The fragments create Broken Shards.
Shockwave: Occasional cast that deals moderate damage and a knockback. Anyone hit by this will be knocked into the walls and spawn additional scorpiods. Avoid this ability by hiding behind Broken Shards. After Shockwave finishes, all remaining shards will bel destroyed.
STRATEGIC SUMMARY
Positioning: The tanks will face the boss away from the raid. Everyone else should stand loosely spread out behind him.
Outline of the fight: The fight has two alternating phases. During Phase One we'll be dealing with the boss and scorpion adds that he'll summon, and we'll be damaging the boss' exoskeleton. Pieces of the exoskeleton will fall off into the room where they will be called Broken Shards.
Every 25% health his Exoskeleton will break apart and he'll go into Phase Two, a 15-second vulnerable phase during which we can do lots of damage to him. We need to clean up adds before pushing him over into Phase Two, so we can have a clean transition. There is no inbound damage during these 15 seconds so blow cooldowns and healers can DPS too. After 15 seconds he'll regrow his exoskeleton and we'll repeat Phase One. At 25% health his exoskeleton will fall off entirely.
The room: There are clouds all around the room. Don't touch these. If you do, they will spawn scorpions.
Anti-tank attack (Arcanolash): Casts a 180 degree half-circle attack. This damages anyone in that half circle (this should not be a problem if we all stand behind him) but more importantly it places a TETHER on the tanks. The tanks need to break these right away by running 10 yards away.
Random cone attack (Focused Blast): Targets a random player, does high damage + 6 second stun to anyone in the cone. There's a 3-second cast bar on it though, so just run out.
Raid-wide damage + knockback (Shockwave): Hide behind Broken Shards to avoid this. There's a 3-second cast time so we have time to move. If you are hit by this you'll get knocked into the clouds at the edge of the room where you'll spawn scorpion adds, so hide behind the shards! Tanks must hide too.
Summon adds (Call of the Scorpid): He will summon adds periodically. These will be Volatile Scorpids (which buff other adds and explode upon death) and Crystalline Scorpids which stack a magic debuff on the dank. A tank should pick up the adds and tank them slightly away from the boss. These adds are the top priority.
So, in sum:
* Tank the boss facing away from the raid. Raid stand loosely behind the boss.
* Tanks run 10 yards away to break tethers after Arcanolash
* A tank should pick up the adds and tank them a little bit away from the boss.
* Kill the adds first. Melee watch out for explosion when Volatile Scorpion dies.
* Don't touch the clouds
* For Shockwave get behind the Broken Shards
* Get out of Focused Blast
* Clean up adds before pushing him to Phase Two. Blow cooldowns and Bloodlust to overlap with Phase Two.