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
    1. Reflections
    2. Mending
    3. Mortal Strike, Taunt-immune
    4. Thorns/Thunderclap/Mana Burn
    5. 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

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
  • 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
  • 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

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