1) Le Colosse de Basse-tourbière (npc, ID:21251) n'a pas tout ses spells.
2) Le Colosse de Basse-tourbière (npc, ID:21251) n'a jamais de vulnérabilité magique.
COMMENT CA DEVRAIT FONCTIONNER :
1) Lorsque le Colosse de Basse-tourbière (npc, ID:21251) meurt, il doit faire pop de manière aléatoire des mobs ou un spel ou ne rien fairel. Voici la liste des 5 possibilités:
-Lance Bassin toxique (spell, ID:38718)
-Invoque Effet du sort champignon (npc, ID:22335) lançant le sort Brume rafraîchissante (spell, ID:22335)
-Invoque 2 Colosse rôdeur (npc, ID:22347)
-Invoque 8 Colosse enragé (npc, ID:22352) (j'ai compté sur les vidéos que je poste)
-Ne fait rien
2) Le colosse devrait avoir aléatoirement soit aucun buff/debuff soit une des 3 vulnérabilité magique:
Vulnérabilité au givre (spell, ID:38714)
Vulnérabilité au feu (spell, ID:38715)
Vulnérabilité à la nature (spell, ID:38717)
SOURCE MONTRANT QUE CELA DEVRAIT FONCTIONNER AINSI (vidéo, patchnote, etc...) :
1)
Wowwiki a écrit:There will also be a choice of abilities he might use as he dies:
■ Toxic Pool - When the colossus dies, it turns the ground bright green in a huge area, which does ~2k nature damage a tick if you stand in it. Just run out of the bright green ground and wait for it to fade out.
■ Two Colossus Lurker - Tank + spank
■ Many small adds - Lots of HP so AOE isn't easy. Best practice we found was have the tanks gather them together in a pile, and leave 1 tank in the raid to pickup loose ones.
■ Refreshing mist - blue mushrooms with regenerative properties. Stand in them and be refreshed. (Regenerates 9-11 health and mana every 2 seconds, and some pet happiness).
■ Nothing!
Wowhead a écrit:When the colossus dies, one of several things can happen. This isn't tied to what abilities they were using while alive.
- Nothing.
- Two big adds spawn. These need to be tanked.
- 8 or so little adds spawn. AOE these down.
- Toxic Pool - the ground turns bright green and starts doing damage. Run out of the slime :)
- Blue mushrooms spawn. These put a heal/mana regain over time on you when you get close to them (if you run in and out of range you can stack the buff several times).
2)
Wowhead a écrit:They're all weak to a random element - you can have a mage use detect magic or just wait to notice that someone is doing a lot more damage then usual.
Wowwiki a écrit:Aside from their random abilities, each one has a elemental weakness. Unlike other such vulnerabilities, these ones cause any spell of that element to always critical strike if possible.
vidéos offi:
http://youtu.be/yC_rDXwmTCw = Vulnérabilité feu, nature, pop de 8 Colosse enragé (npc, ID:22352), pop de la Brume rafraîchissante, pop du bassin toxique
http://youtu.be/72p2IjXz2Bk = Vulnérabilité glace, pop 8 Colosse enragé (npc, ID:22352)
http://youtu.be/25yIHCu58Mw = pop des 2 Colosse rôdeur (npc, ID:22347)
http://youtu.be/4U5N7EP_v8E = Ne fait rien lorsqu'il meurt
COMMENTAIRES :
Je ne suis pas sûr qu'ils aient tout leur spells de combat dans la bonne combinaison donc voici la liste des 3 possibilités:
1- Coup atrophiant (spell, ID:39015) + Enrager (spell, ID:38971)
2- Geyser d'acide (spell, ID:38971) + Parasite du sanctuaire du Serpent (spell, ID:39044)
3- Infection initiale (spell, ID:39032) + Secousse de spores (spell, ID:38976)
Wowhead a écrit:Underbog Colossi are the spiritual successors to the Anubisath trash between Huhuran and Twin Emps. They have three "sets" of abilities, but will not change abilities if you wipe (soft resets / weekly resets do change them).
Frenzy and Atrophic Blow:
This is the easy one - just have a hunter remove frenzy with tranq shot.
Acid Geyser and Parasites:
Folks in melee will get a debuff that ticks for ~2k for a few seconds, then a Serpentshrine Parasite will spawn from them (they have 1hp, thunderclap kills them). Rogues can cloak of shadows the infection off.
For Acid Geyser, just have the whole raid stack up right outside of melee range behind the colossus. When the colossus changes targets to use acid geyser, the one person who is being targeted simply runs through the colossus to spin him away from the raid. After the effect ends they jump back in the stack.
Spore Quake and Rampant Infection:
Just outrange spore quake (30 yards). Try to assign someone with a good ping to catch rampant infection when it starts jumping around the raid so you can avoid losing people to that. Rampant infection does more damage with each jump, so it will eventually oneshot someone if it is around too long (As a minor consolation, dying to rampant infection doesn't give a durability hit since the damage technically comes from a player).
Since all the abilities are in sets, it's easy to tell which major ability they have (Quake, Geyser, Frenzy) by looking for the minor ability. If sommeone gets rampant infection then you know it's going to be spore quake. If melee gets parasites you know it's going to be acid geyser. If you have decent communication about the abilities you can almost always have people in the correct positions before the big damage abilities fire off.
Wowwiki a écrit:Type A
■ Rampant Infection - kind of the opposite of prayer of mending: does 3k or so damage and then jumps to someone (just one person) within 10 yards in 1.5 seconds. Damage seems to go up every time it jumps. Abolish disease or similar can remove it if people are quick enough to catch it before it jumps.
■ Spore Quake - Does ~2k nature damage per tick along with knockdowns over ~12 seconds to everyone within 30 yards. Melee should run out for this (they shouldn't take more then a tick or two of it as long as they don't get knocked down).
Type B
■ Acid Geyser - Does ~2k nature damage per tick over around 10 seconds in a frontal cone to a random player in range. Ranged DPS can out range being targeted since the target range is ~35 yards (shadow priests be careful!). You can not out range the damage if someone in front of you is targeted, the target and damage distances are different. The Underbog Colossus will turn to face a random person when using this, so you cannot face the colossus away from the raid to avoid people getting hit by it - spreading people out so that not everyone gets it at once is the best way we've found to deal with it.
An effective way of reducing damage done by the Geyser is to have all members of the raid stand close to the mob, and keep an eye on who he is targeting. The person who is targeted for the geyser should run through the mob, thereby spinning him around away from the group. However your raid may wipe because of the spore quake...
■ Parasite - Does a ?2k dot to target, after dot a small 1hp 'parasite' will leave the infected person and go to a new target. Also spawns parasites if a parasite kills someone.
Type C
■ Frenzy - Hunter can use Tranquilizing Shot to make it easier on the healer, although it's pretty much a nonissue.