1. Hello everyone, I'm making this thread as both an explanation of the bosses in Blackwing Descent and to point out what isn't working correctly because there are some bugs that make a few of them unkillable. The fights illustrated in this guide pertain to 10 man normal mode.

    Omnotron Defense System



    Encounter: After clearing two easy trash mobs, you're greeted with the sight of one patrolling Stone Golem and three others that appear to be frozen. There are four golems, Toxitron, Arcanotron, Electron, and Magmatron. After you pull the first active one, you'll see a beam of light coming from the large stone head sitting in the middle. Whichever golem it targets is the next one to become active. The golems all share a health pool and they each have an "energy bar" that starts at 100 and depletes whenever they use their abilities. When the energy bar reaches 50% the golem will summon a defensive bubble around itself and you MUST stop dps.

    Toxitron: This guy is a pain. He seems to be the buggiest of the four right now. He has two abilities, Chemical Bomb and Poison Protocol. Chemical Bomb throws a greenish fog onto part of the floor causing anyone that steps in it to take double damage. This also works on the golems, so I suggest you position them in it and get your raid members out of it. Poison Protocol is a channeled ability that spawns a Poison Bomb, a little ooze like thing, to fixate (AKA target) a member of the raid and if it reaches the target, it explodes, causing mass damage and leaving a pool of slime on the floor which causes damage if stood in. Now the problem with Poison Protocol is that it's suppose to spawn one Poison Bomb every 3 seconds, but it instead spawns 3 Poisons Bombs every 3 seconds, tripling the amount of Poison Bombs spawned (9 total instead of 3). Because of this, I believe this boss is currently unkillable. My guild and I have been keeping our melee dps off Toxitron while our ranged kill the adds, but it doesn't always work out.

    Arcanotron: One of the easier of the four golems, Arcanotron uses Power Generator and Arcane Annihilator. He also should use Power Conversion, which gives him a stacking damage buff, but I've never seen it on him. Power Generator spawns a blue and white circle on the ground that increases damage done by anyone who stands in it. It's also affects the boss, so drag him out and have your dps stand in it. Arcane Annihilator is an interruptible single target spell that deals moderate damage and should be interrupted if able. A pretty easy boss.

    Electron: The other "easy" boss, Electron will use Lightning Conductor, Electrical Discharge, and Unstable Shield. Unstable Shield occurs when his energy level goes below 50%, and will pretty much instant kill your raid. Stop your dps. Lightning Conductor puts an AoE debuff of a single member of your raid, so just have whoever gets the debuff run away from other raid members. Electrical Discharge is just your run of the mill Chain Lightening, so spread out the best you can.

    Magmatron: The second hardest golem, Magmatron casts Incineration Security Measure and Acquiring Target. Incineration Security Measure does AoE damage to the whole raid and cannot be avoided. You can either stack up for easier healing or just heal through the damage. Acquiring Target targets one raid member with a large red beam for 4 seconds and then Magmatron will proceed to use Flamethrower. Everyone should move behind the boss at this time except for the person being targeted. They will take damage, so just heal them through it.

    The golems will cycle through a random rotation with two active at each time until the shared health pool has been brought down to zero. This fight requires two tanks and three healers.

    The only major issue with this fight is the Poison Protocol which is spawning triple the adds, making this fight very difficult if not impossible. Please fix this.

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    Magmaw



    Trash: Incredibly bugged, impossible to kill the correct way. The best way I've found so far is to blow everything on one of the mobs, kill it, wipe and do the same on the other one.

    Encounter: Magmaw is a giant lava wurm who is rooted in place, much like Ragnaros was. Magmaw has two phases.

    Phase One: Throughout this phase, Magmaw uses two abilities, Magma Spit and Lava Spew, both which deal moderate damage and just need to be healed through. He also uses an ability called Pillar of Flame, which puts little flame balls on the ground, giving all those in the area four seconds to get away. He then slams down causing massive damage and throwing those caught in it into the air, most likely resulting in death. Move. After Pillar of Flame, he then spits out some Lava Parasites, which if hit you, cause a stacking debuff that will wipe your raid. A good hunter can easily kite the parasites around the outside of the room and kill them. Finally, Magmaw uses Mangle, he picks up your tank and begins to chew on him. This deals A LOT of damage, so be prepared.

    Phase Two: When Magmaw uses Mangle, two players are given the opportunity to jump onto his head, giving them a custom action bar with one ability. They must use that ability and click it on the large spike at the base of Magmaws body. When used by both players, the tank will come out of Mangle and Magmaw will fall forward, giving the raid the chance to dps on the "Exposed Head of Magmaw". During this phase Magmaw takes 100% extra damage and it is advised that damage CDs along with hero be used. Damage between Magmaw and his Exposed Head is shared. He will then lift his head back up and you will return to Phase One. This usually happens twice throughout the raid if your dps is good.

    One tank and two healers along with a good hunter are required for this fight.

    Magmaw is relatively bug free, but the two trash mobs that come before him are not. Please fix.

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    Maloriak



    Maloriak is a pretty interesting boss who requires good interrupts and add positioning. He has two phases.

    Phase One: Many many many things happen in this phase. The two key things you must pay attention to are Arcane Storm and Release Aberrations. Arcane Storm is a an interruptible channeled spell that deals damage to the whole raid. If left uninterrupted, you will most likely wipe. Release Aberrations is another interruptible spell that summons three adds every time it is used. These adds must be off tanked away from Maloriak and cannot be killed until Phase Two. I recommend interrupting the first two casts, but it's up to your raid. Also, during this phase Maloriak will drink potions, red, blue and green, and will allow him to do different things. Green is always the third potion drunk, but red and blue will vary in order.

    Red Potion: Your raid must stack up when he drinks the red potion. Casters and healers don't need to move into melee range, but you must be lined up behind your tank. Red potion gives Maloriak the ability to use Scorching Blast and Consuming Flames. Scorching Blast deals AoE damage to those in front of Maloriak, but it is split between all those taking damage, hence the need to stack. Consuming Flames puts a DoT and increases damage taken by Maloriaks other spells. This can be removed by abilities such as Cloak of Shadows.

    Blue Potion: Everyone spread out! With the blue potion, Maloriak uses Biting Chill and Flash Freeze. Biting Chill causes the affected player to deal damage to those around him or her, but if you're spread out this isn't a problem. Flash Freeze randomly freezes someone and if you're near enough to others, they get frozen too (think Sindragosa). This can be a challenge for melee, so I recommend not dpsing as melee with blue potion.

    Green Potion: Kill dem adds. Maloriak will use Debilitating Slime, which causes everyone, including Maloriak and his adds to take more damage, so round everyone up and AoE the adds down otherwise you'll be in trouble come Phase Two. Maloriak also uses Remedy on himself, which is a large heal over time. It must be dispelled and can be spell stolen by mages.

    Phase Two: Phase Two begins when Maloriak reaches 25% health. He will start by spawning two Prime Subjects which must be quickly tanked by your off tank. In Phase Two, Maloriak no longer drinks his potions, but instead uses Acid Nova and Absolute Zero. Acid Nova is an AoE DoT that can easily be healed through. Absolute Zero spawns floating exploding orbs that you just move away from. He will also use Magma Jets, a frontal AoE much like Scorching Blast, but this time it must be avoided. All dps should focus on the boss at this point will the main tank kites him around the room and the off tank deals with the remaining adds.

    Two tanks and three healers are required for this fight.

    Pretty bug free, but he's hard. Gl to everyone.
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    Atramedes



    Encounter: This is a challenging boss that requires a lot of movement and control. You'll want a good rogue or feral druid for this fight. Also, the mechanic of a sound meter is involved. You gain sound by being hit by different things. Should your sound reach 100%, you are one shot. This fight has two phases.

    Phase One: Phase One is the ground phase and lasts for around 80 seconds. In this phase Atramedes uses Sonar Pulse, Modulation, Sonic Breath and Searing Flame. Sonar Pulse shoots out three "rings of sound" at three random players. Just move out of the way. A good way to easily avoid these rings is to all stack on one spot and spread out when the rings come out, then restock. Modulation gives everyone 7 sound. It cannot be avoided but I'm not sure if it actually works here on Warmane. Sonic Breath randomly targets a single person and shoots a pillar of flame at them. The person must kite the flame to avoid being hit. On Warmane the flame does not move, so it easy to avoid. Finally, Searing Flame does massive damage to the whole raid and can be stopped by using one of the 10 gongs located around the room. Using a gong will stun the boss and cause him to take increased damage for 5 seconds, but after the stun Atramedes will destroy the gong, so use them wisely.

    Phase Two: Phase Two is the air phase and lasts for 40 seconds. When this phase starts, Atremedes will use Roaring Flame Breath, which will target a random player with a bolt of flame and it will chase them. Said player must kite the flame around the outside. Hitting a gong will cause Atramedes to target the person who has hit the gong, so be sure a speedy class hit the gong, they will then kite the flame along the outside, just as the first person was doing. Fire will remain on the ground during this. Atramedes also uses Sonar Bomb, which puts a ring on the ground and about a second or so later a bomb will explode there. Everyone must keep moving this phase to avoid this. After 40 seconds, Atramedes lands and resumes Phase One. These two phases alternate after their respective times are up until you kill him.

    This fight requires one tank and three healers.

    Atramedes is well scripted except for a couple of things. One, after the air phase, he sort of floats in the air for a little while, making dodging the Sonar Pulses harder. Secondly, his hit box is a little messed up, making it hard for melee to avoid the Sonar Pulses. A good fix for this is to dps at his tail, where the hit box is the largest. Finally, the fire seems to take a while to despawn after phase two is over, but I could be wrong. Good fight, no major bugs. Haven't killed him yet, he's tough.

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    Chimaeron



    Encounter: Chimaeron is a big scary hydra that is really big and scary. In order to start the fight, you talk to the caged gnome, Finkle Einhorn, and he activated the Bile-O-Tron 800, waking Chim. This boss as three phases.

    Phase One: In Phase One, Einhorn's Bile-O-Tron 800 walks around the room granting all raid members with a buff called Finkle's Mixture, which allows players to survive anything as long as they are kept above 10k health. Everyone should be spread at least 6 yards away from each other, this boss has a massive hit box, to minimize damage taken from Caustic Slime, which is cast on random players. Tanks will be given the debuff Break, which increases damage taken and reduces healing received. When Chim uses "Double Attack" the other tank must taunt instantly and this will repeat back and forth. Chim also uses Massacre, which will reduce everyones health to 1. Healers must quickly heal everyone back up to 10k+ but keep your tanks healed fully. After a few Massacres, the Bile-O-Tron 800 will be knocked offline and Phase Two begins.

    Phase Two: This phase begins when Chim uses Massacre, causing the Bile-O-Tron 800 to break. This will happen a few times throughout the fight. When it happens, everyone, tanks included must stack up. Chim will use Feud, and will stop attacking the players, but will still use Caustic Slime, so healer must heal everyone to full. No need to dps during this phase, just focus on stay alive. After Feud is over, players must spread back out and Phase One begins again with the Bile-O-Tron 800 coming back online. Once Chimeron reaches 21% health, Phase Three begins.

    Phase Three: Phase Three sucks. Plain and simple. Here's a picture of Phase Three. Spoiler used due to language in picture.
    Spoiler: Show

    Phase Three goes like this. At 21% Chim gains the debuff Mortality, causing him to take more damage but he is no longer tauntable. The raid also gains Mortality, reducing healing received by 99%. Tanks should save all defensive CDs for this phase. Basically, dps down Chim before he killed everyone. Healers stop healing and dps. Do everything you can to kill him before he eats you all. Save hero for this phase as well. Oh, and he has a six minute enrage timer, so get on that.

    This fight requires two tanks and three healers and good dps.

    Probably the best scripted fight in BWD. Only two problems, people can hide behind the walls and avoid Massacre and you can enter the raid instance while the encounter is going on.

    Conclusion: Not bad. Three of the five bosses are killable. While Nefarion isn't scripted yet, I'll be sure to add him into this guide once he is. This was my first guide and I hope it turned out well. If you see I missed anything or wrote down something incorrectly, please post below and I'll be sure to edit it. Thanks and enjoy!

  2. --snip--

    Thank you very much for this guide :) Guides like these are needed for guilds who are looking to do old raids and dont know the bugs we need to prepare for :)

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