Patch 7.1 - I boss di Trial of Valor
  • grallenMost Valuable Poster 23 settembre 2016, 11:15 grallen
    BattleTag: Grallen#2521
    Messaggi: 5730

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    #1
    Eccovi un anteprima del primo boss del futuro raid che arriverà con la patch 7.1.: Odyn il quale ci metterà nuovamente alla prova.



    In ages past, Odyn led the titan-forged armies against the Black Empire of the Old Gods. But for millennia he has been confined to the Halls of Valor by the curse of his bitter nemesis, Helya. Odyn seeks mortal champions to vanquish the ruler of Helheim and secure his freedom.

    Overview - Odyn challenges players to prove their worth before delving into Helheim to face Helya. Players begin the encounter facing Hymdall and Hyrja. After bringing both Hymdall and Hyrja to 25% health before they can cast Revivify, Odyn leaps into battle.

    At 55% health remaining, Odyn shows his true power and begins to fill the room with Cleansing Flame. When Odyn reaches 10% health, he is satisfied with your martial prowess, and allows you to become his champions in the fight against Helya.

    [Dps] Damage Dealers -

    While Hyrja is active, help soak the damage of Shield of Light.
    While Hymdall is active, avoid standing near other players as he casts Horn of Valor.
    When Odyn casts Draw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring Blast.
    Move away from other players when afflicted by Storm of Justice.

    [Healer] Healers -

    While Hyrja is active, help soak the damage of Shield of Light.
    While Hymdall is active, avoid standing near other players as Horn of Valor hits nearby allies.
    When Odyn casts Draw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring Blast.
    Move away from other players when afflicted by Storm of Justice.

    [Tank] Tanks -

    While Hymdall and Hyrja are active, position them carefully to avoid Valarjar's Bond .
    Odyn's Test will stack until Odyn melee attacks a different target.
    Move as far away from Odyn as possible while afflicted with Stormforged Spear.
    Stage One: Might of the Valarjar -

    [Tank] Hymdall -

    Dancing Blade - Hymdall throws an enchanted blade towards a random player, inflicting 250,000 Physical damage upon landing. The blade then begins to whirl, inflicting 393,000 Physical damage every 2 sec to all nearby enemies.
    Horn of Valor - Inflicts 1,000,000 Physical damage to all enemies within 15 yards and causes all players to resonate inflicting 464,500 Physical damage to allies within 5 yards.
    Valarjar's Bond - While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
    [Important] Revivify - Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 20% of the caster's maximum life.
    The cast is interrupted if both Hyrja and Hymdall are defeated.

    [Tank] Hyrja -

    Expel Light - Hyrja enchants a player to radiate a burst of light after 3 sec, inflicting 893,000 Holy damage to all players within 8 yards.
    Shield of Light - Hyrja charges her shield with light, launching a burst of energy towards a random player, inflicting 3,210,000 Holy damage split between all enemies in a line.
    Valarjar's Bond - While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.

    [Important] Revivify - Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 20% of the caster's maximum life.
    The cast is interrupted if both Hyrja and Hymdall are defeated.
    Odyn -
    Draw Power - Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.

    [Deadly] Unerring Blast - Inflicts 875,000 Holy damage to all players.
    Each active rune increases the damage of Unerring Blast by 200%.
    [Deadly] Unerring Blast - Inflicts 10,000,000 Holy damage to all players.

    Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast.

    [Important] Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.

    [Important] Protected - A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%.

    Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune empowers the rune, allowing players with a matching symbol to become Protected.

    [Important] Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.

    Stage Two: The Prime Designate -

    Test of the Ages - Periodically, Hymdall and Hyrja leap into the arena, engaging the players in battle.

    Bringing them to 85% health causes them to exit the arena until called upon again.
    Valarjar's Bond - While Odyn, Hymdall, or Hyrja are within 35 yards of each other their damage taken is reduced by 99%.

    Odyn -

    [Tank] Odyn's Test - With each consecutive melee attack against the same target, Odyn's attack speed increases by 4%. This effect stacks.

    Spear of Light - Odyn creates a Spear of Light at the location of several players, inflicting 750,000 Holy damage to players within 8 yards of the impact.

    In addition, when each spear is summoned it expels 3 Glowing Fragments.

    Touching a Spear of Light causes it to Shatter.

    Shatter - The Spear of Light shatters, inflicting 413,500 Holy damage to all players and emitting 5 Glowing Fragments.
    Glowing Fragment - Touching a fragment causes it to erupt, stunning the target for 3 sec and inflicting 250,000 Holy damage.
    Shatter Spears - Inflicts 450,000 Holy damage to all players. In addition, all remaining Spears of Light are Shattered.
    Draw Power - Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.

    [Deadly] Unerring Blast - Inflicts 875,000 Holy damage to all players.
    Each active rune increases the damage of Unerring Blast by 200%.
    [Deadly] Unerring Blast - Inflicts 10,000,000 Holy damage to all players.

    Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast.

    [Important] Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.

    [Important] Protected - A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%.

    Valarjar Runebearer - As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer brands up to 4 players with a rune. Players with a matching symbol can touch the rune to become Protected.

    [Important] Runic Shield - All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
    Stage Three: The Final Test -

    Odyn -

    [Tank] Stormforged Spear - Inflicts 11,600,000 Physical damage to the target. This damage is decreased the further the target is from Odyn.
    In addition, the spear discharges an arc of lightning that inflicts an additional 397,000 Nature damage to all players.

    Runic Brand - Odyn brands each player with a random rune, and begins generating energy. After 6 sec, Odyn reaches 100 energy and casts Radiant Smite.
    Radiant Smite - Inflicts 750,000 Holy damage to each player. Each player then triggers an Echo of Radiance.

    Echo of Radiance - Inflicts 500,000 Holy damage to all players within 15 yards of the target. Players with matching runes are immune to this damage.

    Storm of Justice - Odyn marks each player. After 5 sec, lightning strikes each target, inflicting 309,000 Nature damage to all players within 8 yards of an impact.

    In addition, a Raging Tempest is summoned.

    Raging Tempest - Creates a vortex of electirc current that inflicts 477,750 Nature damage and knocks players into the air.

    Arcing Storm - Odyn periodically unleashes a bolt of lightning at a random target inflicting 174,500 Nature damage. The intensity of the bolts increases over time.

    Cleansing Flame - Holy flame erupts from the ground inflicting 397,000 Holy damage every 1 sec. while within the effect. Remaining within the flames increases this damage.


    Fonte mmo champion
    1
  • grallenMost Valuable Poster 26 settembre 2016, 07:39 grallen
    BattleTag: Grallen#2521
    Messaggi: 5730

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    #2
    Eccoci al secondo boss del prossimo raid Guarm



    Helya's vicious three-headed hound stands guard at the gates of Helheim. Bred to require neither comfort nor sleep, Guarm remains ever-watchful for any invaders who come to challenge the reign of his cruel mistress.

    Overview - Guarm's Guardian's Breath unleashes three elements: Fire, Nature and Shadow. Guarm gains a stack of Frothing Rage for every player not hit by one of his breath attacks.

    Taking damage from Guardian's Breath will result in a debuff: Fiery Phlegm, Salty Spittle or Dark Discharge. Gaining any two of these is deadly.

    Periodically Guarm will become more mobile and aggressive, casting Roaring Leap andHeadlong Charge.

    [Dps] Damage Dealers -
    Avoid standing near allies so the effects of Flame Lick, Frost Lick and Shadow Lick are minimized.
    When Guarm casts Guardian's Breath, stand grouped with allies within either Fiery Phlegm, Salty Spittle or Dark Discharge. Don't mix the elements!
    Move out of Guarm's way when he performs a Headlong Charge.

    [Healer] Healers -
    Avoid standing near allies so the effects of Flame Lick, Frost Lick and Shadow Lick are minimized.
    Dispel allies affected by Frost Lick.
    When Guarm casts Guardian's Breath, stand grouped with allies within either Fiery Phlegm, Salty Spittle or Dark Discharge. Don't mix the elements!
    Move out of Guarm's way when he performs a Headlong Charge.

    [Tank] Tanks -
    Multi-Headed causes Guarm's basic attacks to hit two players. Stand next to one another!
    Face Guarm away from your allies to avoid hitting them with Flashing Fangs.
    When Guarm casts Guardian's Breath, stand grouped with allies within either Fiery Phlegm, Salty Spittle or Dark Discharge. Don't mix the elements!
    Move out of Guarm's way when he performs a Headlong Charge.

    [Important] Guardian's Breath - Guarm's three heads each breath out a blast of Fire, Shadow or Frost. If too few players are affected Guarm gains a stack of Frothing Rage.
    Frothing Rage - Increases all damage done by 5%.

    [Deadly] Fiery Phlegm - Deals 2,140,000 Fire damage split evenly among enemies within a cone, and applies an aura that is deadly when combined with Dark Discharge or Salty Spittle.

    [Deadly] Salty Spittle - Deals 2,140,000 Frost damage split evenly among enemies within a cone, and applies an aura that is deadly when combined with Dark Discharge or Fiery Phlegm.

    [Deadly] Dark Discharge - Deals 2,140,000 Shadow damage split evenly among enemies within a cone, and applies an aura that is deadly when combined with Salty Spittle or Fiery Phlegm.

    [Tank] Multi-Headed - Guarm's extra heads make him extra deadly. All attacks made by Guarm also strike the next closest target within 8 yards. If no target is found, the primary target is struck again.

    [Tank] Flashing Fangs - Inflicts 1,070,000 Physical damage to enemies within a 25 yard cone in front of Guarm.
    Guardian's Licks -

    Flame Lick - Targets a random player, then inflicts 321,000 Fire damage and applies an aura that inflicts 100,000 Fire damage every 0.5 sec for 5 sec to all players within 5 yards of that player.

    [Magic] Frost Lick - Targets a random player, then stuns all players within 5 yards of that player for 6 sec.
    Shadow Lick - Targets a random player, then inflicts all players within 5 yards with a heal absorption effect that prevents up to 1,000,000 healing received. Lasts until cancelled.

    Volatile Foam -
    [Magic] Flaming Volatile Foam - Deals 225,000 Fire damage every 1 sec to a random enemy.
    When dispelled, bounces to the nearest ally of the afflicted player.
    Applies Fiery Phlegm when this effect expires.

    [Magic] Briney Volatile Foam - Deals 225,000 Frost damage every 1 sec to a random enemy.
    When dispelled, bounces to the nearest ally of the afflicted player.
    Applies Salty Spittle when this effect expires.

    [Magic] Shadowy Volatile Foam - Deals 225,000 Shadow damage every 1 sec.
    When dispelled, bounces to the nearest ally of the afflicted player.
    Applies Dark Discharge when this effect expires.

    Roaring Leap - Knocks back all players within 25 yards of Guarm, then leaps toward the largest clump of players and deals 357,000 Physical damage and stuns all players within 12 yards.

    [Deadly] Headlong Charge - Guarm leaps to the end of the arena, then charges back and forth, knocking back and dealing 1,500,000 Physical damage to all players in his path.
    0