Hatred’s AQ 40 Notes
Skeram Trash
Obsidian Eradicator
- Kill before mana is fully recharged or does massive AoE
- Safest to engage only one at a time
Anubisath Sentinel
- Packs of 4
- Each has a unique ability (one of)
- Reflect Shadow and Frost
- Reflect Fire and Arcane
- Mending HoT
- Mortal Strike
- Thorns
- Taunt-immune and Knockback
- Shadowbolt Volley
- Mana Burn
- Thunderclap
- When one dies the remaining mobs are healed and inherit the dead mob’s ability
- Kill Order
- Reflections
- Mending
- Mortal Strike, Taunt-immune
- Thorns/Thunderclap/Mana Burn
- Shadowbolt Volley
Skeram
Abilities
- Randomly will teleport to one of the three platforms
- Creates two clones at 75%/50%/25% HP; Skeram/Clones randomly shuffled on platforms
- Teleport/Shuffle will reset threat
- Skeram/Clones will MC closest Target? Might be a random in melee on live. Often a tank
- Casts Arcane Explosion if more than 5? people are in melee range (can be kicked)
- If aggro on ranged Skeram casts Earthshock on target repeatedly
Strat
- Ranged may want to use GNPP, melee GAPP before pull
- Have two warriors min on each platform to taunt if needed, they do not hit hard
- Split melee between platforms
- Have healers and CC classes spread out up top and on stairs, equal distribution
- Kick Arcane Explosion if needed
- If melee is MC’d CC immediately! Sheep, Blind, Fear, Hibernate
- MC players really really hurt!
- Be ready for teleport even when clones are up! Drag back to its platform!
- Kill clones first
Bug Trio Trash
- Brainwasher, Vekniss Guardian Packs
- Brainwasher will MC, kill first
- Tank and AoE down Guardians after
- Guardians knockback!!!
- Vekniss Warrior patrol (3)
- AoE down, Spawn lots of adds on death so may need to AoE taunt!
- They pat from Bug Trio room to up top so be careful when pulling!
Bug Trio
Abilities
- Vem
- Charge
- Knockdown
- Knock Away
- Casts Enrage on the other living bugs on death so always kill 2nd or last
- Princess Yauj
- Ravage
- Fear all chars in melee range
- Great Heal which can be interrupted
- Summons adds on death
- Lord Kri
- Cleave
- Thrash
- Toxic Volley, raid poision AoE must be dispelled, resistable
- Summon Poison Cloud on death so just move out of it
- Loot changes on kill order
- Kri -> Yauj -> Vem (easiest)
- Kri -> Vem -> Yauj (moderate)
- Yaij -> Vem -> Kri (hardest)
Strat
- Yauj -> Vem -> Kri (hardest but best loot)
- Tank Vem in alcove, may need two tanks for knockback
- Tank Kri facing away from Raid
- Fearward Melee
- Dispell Poison Volley from Kri
- Murder Yauj
- Kick Heal
- AoE adds on death
- Kill Vem, watch out for knockback
- Make sure tanks on Kri are topped when Vem dies for enrage
- Kill Kri
- Big Heals on Tank
- Move away when he dies
Sartura Trash
- Vekniss Guardian Packs
- Tank against wall
- AoE down
- Vekniss Warrior patrol (3)
- Kill at the same time
- Spawn a lot of adds on death
- Tank/War AoE taunt adds
- Left-side packs can be skipped if you’re careful. Do not get knocked into them!!!
Sartura
Abilities
- 3 adds that whirlwind and drop aggro a bunch, knockback
- Sartura will also whirlwind and knockback
- Knockback is a threat reset
- Sartura enrages at 30%?
- Sartura and Adds are stunnable when not whirlwinding
Strat
- Two tanks take Sartura from raid, backs to the wall when you have aggro
- Raid either kills adds one at a time or group them up
- Designate a pally -> rogue stun combo on each add
- Move away if you get low
- Healers stand between raid DPS and Sartura tanks
- Kill Sartura after adds die
- Pally -> Rogue stun combo initially
- Do a stun combo a few seconds after each whirlwind
- Prolongs the time between the next whirlwind
Fankriss Trash
- Bug tunnel
- Stay stacked and moving
- Adds have ~30 second respawn
- Get to safespot on left wall before pull
- Like Broodlord, do not peek
Fankriss
Abilities
- Stacks a 10% MS debuff on tank
- Summons Drones and Worms from holes near the tunnel
- Worms enrage and one-shot
- Drones are not that harmful
- Teleports and cocoons players near spawn caves
Strat
- Stack entire raid behind Fankriss, tunnel-side
- Have 2-3 tanks picking up worms and drones
- Swap a tank with the MT when MS debuff gets ~60%+
- Focus worms first
- Call for AoE when you have 2-3+ waves of drone spawns
- Heal cocooned players
Viscidus
Abilities
- Poison Shock ~10 seconds
- Toxin Clouds on a random player, leaves a cloud
- Poison Volley, leaves a DoT
Strat
- May want to wear NR as melee, all use GNPP
- Dispel poison DoT
- Freeze him by applying 200 frost attacks from spells/wands/weapons
- Break him by doing many melee hits while he is frozen
- EVERYONE melees him! use fast weapons if possible
- Once broken, golbs will form and come back to the center. AoE them fast or single them out.
- Repeat until there are no globs left after a freeze phase
Huhuran Trash
- Scorpions
- Poison and slow, let tanks get aggro first!
- Stinger/Wasp/Lasher Packs
- Stingers cast poison bolt
- Wasps do a poision debuff that amplifies bolt
- Lasher will whirlwind and knockback
- Have a tank pull lasher out of raid, back to wall
- Focus the Stinger/Wasp first, whichever the pack has less of
- AoE the remaining Stingers or Wasps that were the pack majority
- Kill the Lasher
Huhuran
Abilities
- Stacks a poison debuff on the MT
- Hits closest 15 targets with a 2k dmg poison volley
- Enrages randomly before 30% like chromag, can tranq
- Puts random targets to sleep with wyvern sting
- Dispelling Wyvern sting does 3k dmg
- Wyvern sting spreads to nearby players
- Huhran enrages at 30%, cannot tranq
Strat
- Ranged may want to use GNPP
- Melee may want to use GNPP on enrage phase
- Melee and Hunters need 200 NR unbuffed
- Stack melee behind Huhuran
- Possibly put priests in melee groups for PoH spam
- Ranged and healers spread out around Huhuran, 10 yards apart
- Hunters rotate tranq shot
- Do not dispell Wyvern sting unless it’s on the tank and even then top them off first
- Steady DPS until enrage phase
- MT needs to shield wall -> last stand on enrage
- blow all DPS CDs at enrage phase
Emps Trash
- Anubisaths
- have mix-and-match mechanics
- A (one of)
- Meteor: Stack melee on mob, ranged > 20 yards back to soak
- Plague: If you get it run out of group, does aoe damage
- B (one of)
- Shadowbolt volley
- Thunderclap
- C (one of)
- Reflect Fire and Arcane
- Reflect Shadow and Frost
- D (near death, one of)
- Explode
- Enrage
- A (one of)
- have mix-and-match mechanics
Emps
Abilities
- Heal, Brother!
- If they get too close to each other they will heal for a lot
- Vek’Lor (Caster)
- Immune to physical damage
- Arcane Burst to anyone in melee range (4.5k damage, knockback, 70% slow)
- Blizzard random areas nearby (3.8k damage, slow)
- Shadowbolt threat target (4.5k damage)
- Suicide bug in random area (AoE 3k damage)
- Vek’nilash (melee)
- Immune to spell damage
- Melee attack (1.4k damage [tank gear], can proc extra attack, 1.8k crushing [tank gear])
- Uppercut threat target (1.5k damage, knockback)
- Unbalancing Strike threat target (4.5k damage [tank gear], -100 defense rating)
- Enrage nearby bug
- Health is linked so they die at the same time
Strat
- Ranged Casters/Healers may want to use GFPP
- Have a Tank and a warlock tank on each side by the torches
- Warlocks may need ~200+ SR
- Use searing pain for aggro
- Initial positioning is harder for lock side so wait on dps there
- Have designated tank healers on each side
- Melee start on the right, casters on the left
- 5 seconds before teleport melee start running to the other side
- When they port they gain some aggro on the closest player
- Vek’Lor will Arcane Blast if anyone is in melee range so beware on teleport
- Bubble Melee Tank when he’s inc on tele. Tank make sure to get punted to a safe spot
- Make sure to get in position beforehand
- Warriors can drag Vek’nilash to wall to help casters when port happens
- Vek’Lor will Arcane Blast if anyone is in melee range so beware on teleport
- Move out of blizzard
- Melee Focus Enraged bugs when they spawn
- Ranged Casters don’t group up too tightly in case of Suicide bugs
Ouro Trash
- Champion / Slayer / Mindslayer packs
- Mindslayer will MC
- Poly the MC targets asap
- Have two warriors on each Mindslayer in case tank gets MC
- Manaburn/Confuse AoE on death
- Fear AoE on death
- Melee run out before death
- Kill first
- Slayers Whirlwind and Knockback
- Enrage
- Tank away from raid
- Get out of range if you get low
- Champions fear and frontal cleave
- Tank them away from raid
- Kill Last
- Mindslayer will MC
- Anubisath Warder / Arcane Nullifier Packs
- Anubisath Warder
- AoE Fire Nova 2k dmg
- AoE Fear
- AoE Root
- AoE melee hit debuff (magic)
- AoE silence debuff (magic)
- Nullifiers
- Raid-wide AoE mana drain
- Build mana bar and do a raid-wide stun if it reaches fully
- Stack and kill Nullifiers asap
- Melee may want GFPP for Warders
- LoS the Anubisaths from raid on the Hive wall protrusions
- Anubisath Warder
Ouro
Abilities
- If no melee near boss will one-shot ranged
- Sandblast, massive damage cone in direction of highest ranged threat
- Sweep, knocks back random melee
- Super Sweep at 1.5 mins that hits all melee
- Submerge, if no melee near Ouro
- Sumberge, after 3 mins, hard timer
- Enrage at 20%?, will not submerge
- Earthquakes, when submerged, sometimes not, follows player around doing massive damage
- Sometimes bugs spawn from earthquake?
- Forgot how to get him to re-emerge
Strat
- Use GNPP
- Raid on one side of Ouro, range back and offset from melee
- Tank face Ouro away from raid
- May need multiple tanks in case tank eats a sweep
- Highest threat ranged dps run over toward tank to eat Sandblast when it’s up
- Threat will reduce after eating sandblast
- Run away from raid if you have earthquake on you
- Always have a melee in range of Ouro
C’thun
Abilities
- Phase 1
- Eye Beam
- Small eye tentacle around C’Thun
- small claws spawn under players, knockback
- Dark Glare 180 degree death beam rotation, instant kill if touched
- Phase 2
- Takes almost no damage
- Small eye tentacle around C’Thun
- Large eye tentacles spawn in the room
- Large claw tentacles spawn on players, knockback
- Players randomly get swollowed into the stomach
- Stomach contains tentacles
- Stomach puts stacking debuff on players, removed when you leave stomach
- Leave by standing on platform between stomach tentacles
- Killing all stomach tentacles puts C’Thun in vulnerable state for dps phase
Strat
- Take GNPP and GSPP, prio nature though if not enough time or gold
- Don’t use Thunderfury on C’Thun
- All players must remain 10 yards apart or eyebeam will jump!
- Assign groups to positions in the room, each needs a healr in it or nearby
- Phase 1
- C’Thun casts eye beam on players
- Prio eye tentacles -> claw tentacles -> boss DPS
- On dark glare all groups must rotate 180 degrees and maintain 10 yard spacing before beam ends
- Phase 2
- Kill all stomach tentacles but one, just get last one low
- Leave stomach ~7 stacks of debuff
- Prio -> Large eyes -> small eyes -> Large Claw
- Large eyes cast eye beam on players
- Large claws need to be tanked!
- Put debuffs on boss before vuln phase
- Do not trigger vuln phase until tentacles are dead or nearly dead
- Kill last stomach tentacle causing 40 second vuln phase
- Use all DPS CDs in vuln phase
- Kill all stomach tentacles but one, just get last one low