A few notes about Coven.
The overlaps between Storm and Torments happen, its about 3 out of 4 that will lineup with a storm. We get some warning of whats coming so people can know what to expect.
The Torments are as Follows.
- Torment of Golganneth
- Fury of Golganneth – A furious storm is summoned by the call of Golganneth's horn. Each Torment of Golganneth inflicts 1950000 to 2050000 Nature damage to players when they stand within 2 yards of each other.
Aman'thul is highly dangerous, the goal is making sure that the adds get off as few casts as possible, if DPS is high enough, you split into 2 teams, and focus down 2 adds at a time, if its not, you focus one add, and move clockwise around the room, ALL, and this includes Rogues and any other DOT class DPS, are to switch to Aman'thuls, failure to kill them fast enough will overwhelm the healers.
Norgannon's is just horrible, you've all seen how we'd manage it in Normal, now we have to do it around storms. The same principal applies in Heroic as it does in Normal, we make a gap, we hide behind it and use any other CC to keep the safe spot free, I think its 20s, but i'm not certain, but avoiding the adds for that long is all we have to do, then they can be killed and things moved on.
Golganneth's is quite simple to deal with, its just requires that players be aware of what they're doing, more so when it coincides with a storm, melee should spread out amongst the adds, ranged and healers give each other plenty of space. When it happens during a storm, forget your dps, being alive for the longterm is what counts in this fight, not a short term dps loss, stay alive.
Khazgoroth is really easy to cope with, just clear the center of the room and don't cross the fire, again kill adds, is no rush to kill them, just get them done speedily and back to bosses. This is probably the least harmful torment, unless every safespot happens to spawn in the middle during a storm.
For Tanks:
- Noura, Mother of Flames
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Fiery Strike – Noura sets her sabers ablaze, inflicting 3412500 to 3587500 Fire damage in a cone in front of her, and increasing damage taken by Fiery Strike by 100%. This effect stacks.
- Whirling Saber – Noura throws a flaming sword towards a random player, inflicting 1630000 to 1710000 Fire damage upon landing. The blade then begins to spin and return to Noura, inflicting 536250 to 563750 Fire damage every 1 sec to all nearby enemies as it moves.
- Fulminating Pulse – Noura ignites the blood in her targets' veins, inflicting 800000 Fire damage every 1 sec for 10 sec. The targets then explode in a Fulminating Burst, inflicting 2500000 Fire damage to all players within 6 yards.
- Asara, Mother of Night
- Touch of Darkness – Asara hurls darkness made manifest at her enemies, inflicting 1387500 Shadow damage to each target.
- Shadow Blades – Asara conjures three blades of shadow and sends them flying forward. Enemies that collide with the blades are knocked back and take 3412500 to 3587500 Shadow damage.
- Storm of Darkness – Asara covers the arena in a mass of darkness, inflicting 1500000 Shadow damage every 1 sec for 15 sec.
- Diima, Mother of Gloom
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Flashfreeze – Diima strikes her current enemy with a deep chill, inflicting 6140000 to 6460000 Frost damage and slowing the target's movement speed by 10% for 20 sec. This effect stacks.
- Chilled Blood – Diima applies a healing absorb to random enemy players. When the effect ends, the target is frozen for a duration based on the amount of heal absorption remaining.
- Orb of Frost – Diima summons an Orb of Frost that inflicts 855000 to 945000 Frost damage to all players. The orb persists for 20 sec and slows movement speed of all players within 30 yards by up to 85%. The snare effect of Orb of Frost decreases as a player stands farther away from the orb.
- Noura is swapped at 3 stacks of Fiery Strikes, DPS\Healers should remain vigilant for Whirling Saber, this follows Noura, so if a tank swap occurs the Blade will change direction and follow her.
- Asara is relatively harmless, just dodge the shadow blades, can be tanked by a DPS with taunt if you want.
- Diima, is a Boss mob where paladins and their blessings actually come in handy, Blessing of Freedom will remove the Flashfreeze debuff, allowing the paladin to tank her in relative peace.
We did well for our first evening at Coven, the main raid when we got to them, shrunk the group down so that we could better learn to deal with the mechanics, we're close and we started with 20. Learning to cope with Storm and whatever torment it happens to coincide with is something you'll only get in this fight through practice. That being said, some things tonight were sloppy, we can do better.
Thanks to Wizie, I borrowed the Ability details from his Tactics Thread.