http://onyserious.ytmnd.com/
Just.. ahaha.
Ahahaha
Moderator: Crow
- RoamingMadness
- Uber Nerd
- Posts: 2008
- Joined: Fri Dec 02, 2005 1:19 pm
- Contact:
Ahahaha
You may say that I'm a dreamer
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
I was going to post this mp3 for your alternative listening pleasure:
http://www.zoiks.info/mp3/ony_wipe.mp3
A little about the Onyxia encounter...
Onyxia is a raid boss dragon in WoW. She was pretty difficult early on for 40 man raid groups, but now our guild could probably do her with 20. Anyway, she is in a huge circular cave with the entrace at the bottom. At 4 and 8 oclock, there are caves with rookeries in them with whelp eggs. They don't hatch unless you step on one, and stepping on one hatches 5-8 whelps. The whelps hit for 300-500 on cloth, and while small amounts are managable, huge amounts will wipe a raid in about 10 seconds.
During phase 1, the raid is split 20 to a side. Onyxia is positioned and tanked with her head facing 12 oclock, with the tank against the north wall. The raid group is split 20 to a side, and they stay about 1-2 oclock. If you're in front of her, you can get cleaved/fire breathed, and if you're too far towards the tail, you can get tail swiped, which is a huge knockback. If you're in the wrong place, and your back is facing a whelp cave, you can get punted inside. Phase 1 lasts from 100-65%, and as long as you moderate DPS, things should be fine. Onyxia is untauntable, so over-doing DPS can pull aggro, and if she turns towards you, she'll fire breath 20 others, and most will die. If you DO pull aggro, you run to the tank spot ("Run to the center!") quickly.
At 65%, phase 2 starts. In that phase, she flys up in the air and fireballs people from above. She can still be attacked. The raid has to keep up high DPS, or she will do a "Deep Breath" fire breath that will wipe most of your raid. The best way to do that is with DoTs. There are 16 DoTs possible at one time, and it needs to be kept full. At 40%, DoTs are stopped and direct DPS keeps going. This is because the raid needs to start worrying about phase 3 beginning at 35%, and if she's DoT'd at that point, she'll aggro the DoTer.
Phase 3 is pure chaos. First of all, all direct DPS stops except the main tank, as he tries to get solid aggro back. Her aggro list is all screwed up from phase 2, and she switches it off different people a lot at the beginning. That is what is happening when he keeps telling people to run to the center. During phase 3, every 15-30 seconds, she fears everyone, and lava bubbles up from cracks in the floor. The worst thing that can happen is for you to get feared back by the tail, then get tail-swiped into a whelp rookery. IF you're where you're supposed to be when feared, AND you RETURN there after a fear, there is no way you'll be close enough to a rookery to get swiped into it. Unless you're not paying attention......... You can hear for youself what happens.
http://www.zoiks.info/mp3/ony_wipe.mp3
A little about the Onyxia encounter...
Onyxia is a raid boss dragon in WoW. She was pretty difficult early on for 40 man raid groups, but now our guild could probably do her with 20. Anyway, she is in a huge circular cave with the entrace at the bottom. At 4 and 8 oclock, there are caves with rookeries in them with whelp eggs. They don't hatch unless you step on one, and stepping on one hatches 5-8 whelps. The whelps hit for 300-500 on cloth, and while small amounts are managable, huge amounts will wipe a raid in about 10 seconds.
During phase 1, the raid is split 20 to a side. Onyxia is positioned and tanked with her head facing 12 oclock, with the tank against the north wall. The raid group is split 20 to a side, and they stay about 1-2 oclock. If you're in front of her, you can get cleaved/fire breathed, and if you're too far towards the tail, you can get tail swiped, which is a huge knockback. If you're in the wrong place, and your back is facing a whelp cave, you can get punted inside. Phase 1 lasts from 100-65%, and as long as you moderate DPS, things should be fine. Onyxia is untauntable, so over-doing DPS can pull aggro, and if she turns towards you, she'll fire breath 20 others, and most will die. If you DO pull aggro, you run to the tank spot ("Run to the center!") quickly.
At 65%, phase 2 starts. In that phase, she flys up in the air and fireballs people from above. She can still be attacked. The raid has to keep up high DPS, or she will do a "Deep Breath" fire breath that will wipe most of your raid. The best way to do that is with DoTs. There are 16 DoTs possible at one time, and it needs to be kept full. At 40%, DoTs are stopped and direct DPS keeps going. This is because the raid needs to start worrying about phase 3 beginning at 35%, and if she's DoT'd at that point, she'll aggro the DoTer.
Phase 3 is pure chaos. First of all, all direct DPS stops except the main tank, as he tries to get solid aggro back. Her aggro list is all screwed up from phase 2, and she switches it off different people a lot at the beginning. That is what is happening when he keeps telling people to run to the center. During phase 3, every 15-30 seconds, she fears everyone, and lava bubbles up from cracks in the floor. The worst thing that can happen is for you to get feared back by the tail, then get tail-swiped into a whelp rookery. IF you're where you're supposed to be when feared, AND you RETURN there after a fear, there is no way you'll be close enough to a rookery to get swiped into it. Unless you're not paying attention......... You can hear for youself what happens.
Old Man.
- RoamingMadness
- Uber Nerd
- Posts: 2008
- Joined: Fri Dec 02, 2005 1:19 pm
- Contact:
Id love to see a video fighting this thing.
http://video.google.com/videoplay?docid ... 1&q=Onyxia
I love how calm they are, compared to the above guy.
http://video.google.com/videoplay?docid ... 1&q=Onyxia
I love how calm they are, compared to the above guy.
You may say that I'm a dreamer
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
She's Nothing now! How about Nefarious... now there's an encounter.
Phase one opens when you talk to Nef in human form. He says "Let the games begin!" and then he goes invulnerable, runs around fearing, mind controlling and mass shadowbolting the raid at random. But, while he's doing fair damage, he's a mere nuicance compared to what is going on elsewhere.
There are two caves at the back of the room that spawn Drakanoids... dragonkin that walk upright and carry huge double ended polearms. They spawn one on each side about every 3-4 seconds or so. They come in a variety of different colors, have pretty good HP are are 60-61 elites. Besides nasty melee, each color does a different type of AoE/debuff that may do fire, may do nature, may mana burn, may cleave. It varies. Anyway, you split the raid group up in two again, and one side has all the melee and they assist and kill as fast as possible (20 epic-equipped rogues and warriors can lay down some dps, I assure you) while the casters AoE the other side. When you kill them, they leave skeletons lying around... for later.
The bad thing that happens in Phase 1 is you don't kill fast enough, or some dps dies, and you get too many spawns. They don't stop if you don't kill them and we've seen 100s of them on wipes. Anyway, if you're on your shit, and you kill 42 of them, Nef disappears and transforms into a HUGE dragon. He Shadowflames the whole raid doing big damage, and killing anyone out-right who's not wearing an Onyxia scale cloak. (This little touch is to stop small guilds, or ill-equipped PUGs from getting this far... everyone of your 40 people HAVE to be prepared. Also, to get that many Onyxia scale cloaks, your group will have to have been killing her repeatedly for some time, and this can only be done weekly.)
Phase 2 is pretty simple, but not boring. Usually the MT can get aggro simple enough. Nef occasionally fears the raid, and puts an anti-healing curse on the tank, but that can be dispelled. The REAL fun are the "class calls". Every 30 seconds or so, he does a class call where he does something for each specific class:
Warrior - locks them in berserker stance. They do more damage, but take significantly more as well. The MT has to be healed big time.
Hunters - It breaks their ranged weapon completely, if equipped. Fortunately, the UI warns them of an incoming class call (but doesn't know which class) so they can disarm their ranged. Either that, or keep a repair bot up.
Priests - During their call, any heal they cast will be a damage DoT instead on their target. Druids and Shaman have to pick up healing.
Shaman - Nef drops healing and damage totems that aid HIM, and they must be killed right away. They have much more HP than a Shaman totem as well.
Druids - He puts them in cat form, from which they can't heal. Since druids are significant healers in end-game instances, you lose a lot of healing.
Mages - Mages start casting greater polymorph on everyone, turning them into slugs, cows, girraffes, squirrels.. anything. Must be dispelled immediately, especially if he turns your MT into a rabbit.
Rogues - He summons them in front of him (he hates they way they sneak around and hide) and cleaves/shadowflames them silly. GL with that rogues... Invulnerability pots FTW, and you better hope your timer is up by the time he calls you again.
Warlocks - He summons 2 infernals per warlock, who then run over and start beating the stew out of the healers. The raid has to AoE them down.
As if all this fun wasn't enough... At 20% ALL the skeletons of the dead drakanoids from phase one ressurect as undead constructs and zerg the raid. Off tanks use thier AoE taunts and Shield walls, while everyone else AoEs them down. After thats over, just DPS to the end and collect phat lewts. He's desirable because he not only drops some of the best rings/staves/maces/etc in the game, but he also drops 2 Tier-2 epic chest pieces. I got mine! I feel sorry for the other warlocks, though, because we've killed him 10-12 times and the warlock chest has only dropped one other time, and it went to a guy who then went mostly inactive. :/
Final comment if you've read this far:
Blizzard is really getting down the art of the scripted encounter. Black Wing Lair has several other scripted boss encounters that are outrageously fun. One thing they wanted to avoid is the old MT tanking while being healed, and everyone DPSs until dead. (Molten Core was full of those boss encounters.) BWL and the new AQ instances are full of different encounters, and almost every boss has some sort of aggro-reduction problem by using aggro-reducing punts, breaths, fears, etc. They also use a lot of stacking AoE debuffs, and you have to employ line of sight strats to keep everyone up. In fact, in AQ, there is an event called the Twin Emperors... one is immune to magic, the other is immune to physical. The immune to physical has to be tanked by a warlock with +max shadow resistance. Should be a good time.
Phase one opens when you talk to Nef in human form. He says "Let the games begin!" and then he goes invulnerable, runs around fearing, mind controlling and mass shadowbolting the raid at random. But, while he's doing fair damage, he's a mere nuicance compared to what is going on elsewhere.
There are two caves at the back of the room that spawn Drakanoids... dragonkin that walk upright and carry huge double ended polearms. They spawn one on each side about every 3-4 seconds or so. They come in a variety of different colors, have pretty good HP are are 60-61 elites. Besides nasty melee, each color does a different type of AoE/debuff that may do fire, may do nature, may mana burn, may cleave. It varies. Anyway, you split the raid group up in two again, and one side has all the melee and they assist and kill as fast as possible (20 epic-equipped rogues and warriors can lay down some dps, I assure you) while the casters AoE the other side. When you kill them, they leave skeletons lying around... for later.
The bad thing that happens in Phase 1 is you don't kill fast enough, or some dps dies, and you get too many spawns. They don't stop if you don't kill them and we've seen 100s of them on wipes. Anyway, if you're on your shit, and you kill 42 of them, Nef disappears and transforms into a HUGE dragon. He Shadowflames the whole raid doing big damage, and killing anyone out-right who's not wearing an Onyxia scale cloak. (This little touch is to stop small guilds, or ill-equipped PUGs from getting this far... everyone of your 40 people HAVE to be prepared. Also, to get that many Onyxia scale cloaks, your group will have to have been killing her repeatedly for some time, and this can only be done weekly.)
Phase 2 is pretty simple, but not boring. Usually the MT can get aggro simple enough. Nef occasionally fears the raid, and puts an anti-healing curse on the tank, but that can be dispelled. The REAL fun are the "class calls". Every 30 seconds or so, he does a class call where he does something for each specific class:
Warrior - locks them in berserker stance. They do more damage, but take significantly more as well. The MT has to be healed big time.
Hunters - It breaks their ranged weapon completely, if equipped. Fortunately, the UI warns them of an incoming class call (but doesn't know which class) so they can disarm their ranged. Either that, or keep a repair bot up.
Priests - During their call, any heal they cast will be a damage DoT instead on their target. Druids and Shaman have to pick up healing.
Shaman - Nef drops healing and damage totems that aid HIM, and they must be killed right away. They have much more HP than a Shaman totem as well.
Druids - He puts them in cat form, from which they can't heal. Since druids are significant healers in end-game instances, you lose a lot of healing.
Mages - Mages start casting greater polymorph on everyone, turning them into slugs, cows, girraffes, squirrels.. anything. Must be dispelled immediately, especially if he turns your MT into a rabbit.
Rogues - He summons them in front of him (he hates they way they sneak around and hide) and cleaves/shadowflames them silly. GL with that rogues... Invulnerability pots FTW, and you better hope your timer is up by the time he calls you again.
Warlocks - He summons 2 infernals per warlock, who then run over and start beating the stew out of the healers. The raid has to AoE them down.
As if all this fun wasn't enough... At 20% ALL the skeletons of the dead drakanoids from phase one ressurect as undead constructs and zerg the raid. Off tanks use thier AoE taunts and Shield walls, while everyone else AoEs them down. After thats over, just DPS to the end and collect phat lewts. He's desirable because he not only drops some of the best rings/staves/maces/etc in the game, but he also drops 2 Tier-2 epic chest pieces. I got mine! I feel sorry for the other warlocks, though, because we've killed him 10-12 times and the warlock chest has only dropped one other time, and it went to a guy who then went mostly inactive. :/
Final comment if you've read this far:
Blizzard is really getting down the art of the scripted encounter. Black Wing Lair has several other scripted boss encounters that are outrageously fun. One thing they wanted to avoid is the old MT tanking while being healed, and everyone DPSs until dead. (Molten Core was full of those boss encounters.) BWL and the new AQ instances are full of different encounters, and almost every boss has some sort of aggro-reduction problem by using aggro-reducing punts, breaths, fears, etc. They also use a lot of stacking AoE debuffs, and you have to employ line of sight strats to keep everyone up. In fact, in AQ, there is an event called the Twin Emperors... one is immune to magic, the other is immune to physical. The immune to physical has to be tanked by a warlock with +max shadow resistance. Should be a good time.
Old Man.
Several comments on the video:
1. Alliance ftw. Fear ward (dorf priests) for the MT, and Palidans have an aggro-reducing aura to keep her from aggroing other groups. Easy mode.
2. Not sure when this was done, but one of our druids tanked her a few months ago. The end result was the same, we won, but in the last few percent, the aggro got squirrely, as did theirs.
3. The warrior who fraps'd it damn near got kicked into the whelps right toward the end. DAMN close.
4. Warlocks drain life in phase 2 (green beams) lollerskates...
1. Alliance ftw. Fear ward (dorf priests) for the MT, and Palidans have an aggro-reducing aura to keep her from aggroing other groups. Easy mode.
2. Not sure when this was done, but one of our druids tanked her a few months ago. The end result was the same, we won, but in the last few percent, the aggro got squirrely, as did theirs.
3. The warrior who fraps'd it damn near got kicked into the whelps right toward the end. DAMN close.
4. Warlocks drain life in phase 2 (green beams) lollerskates...
Old Man.