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by Arphir of Axis [Dark Iron] OverviewThe Duke of Currents was a servant of Neptulon the Tidehunter until his capture by Lady Vashj. The pain of his imprisonment appears to have driven him insane. Hydross is a complex fight, incorporating two alternating phases, resistance gear requirements, and highly aggro sensitive transitions. While Hydross is closer to the entrance of Serpentshrine Cavern than any other boss, it is not necessary to kill him before attempting other bosses. Due to the high complexity and resist gear requirements of Hydross, many guilds kill The Lurker Below first in order to make the waters of SSC traversable.
AbilitiesHP: 3,500,000 Melee: Hydross’ melee attacks do not behave like normal physical damage attacks. In all forms, Hydross cannot deal crushing blows (but he can deal critical strikes). In pure form, Hydross’ melee attack deals frost damage, which can be mitigated with frost resistance gear; in tainted form, Hydross deals nature damage, which can be mitigated with nature resistance. Hydross normally hits for about 3,000 (or 6,000 crit) when Mark of Hydross/Mark of Corruption are not present. Enrage: Ten minutes after entering combat, Hydross will permanently enrage and rapidly begin to kill all members of the raid. Purify/Taint Elemental: When not in combat, Hydross remains stationary due to the influence of two blue beams of energy. These beams keep Hydross in his pure form. In pure form, Hydross is immune to frost damage. If Hydross is moved away from the beams by a player with aggro, he will turn green and enter tainted form. In tainted form Hydross is nature immune. When Hydross changes forms, he immediately summons four elementals who melee with the same damage type and coloration as his new form. These elementals also hit for about 3,000 damage non-crit when Mark of Hydross/Mark of Corruption is not present. In pure form only: Mark of Hydross: A debuff that increases the frost damage received by the raid. It is cast upon all members of the raid 15 seconds after Hydross is pulled or transitioned to pure form, and is recast with increasing severity every 15 seconds as long as Hydross remains in pure form. The tooltip of the debuff specifies the current damage multiplier. 15 seconds: Frost damage increased by 10%. 30 seconds: Frost damage increased by 25%. 45 seconds: Frost damage increased by 50%. 60 seconds: Frost damage increased by 100%. 75 seconds: Frost damage increased by 250%. 90 seconds: Frost damage increased by 500%. Water Tomb: Targets a single player and affects that player, as well as any players within 8 yards of the target. Stuns everyone affected for 4 seconds and deals 4,500 frost damage over 5 seconds. Water Tomb damage will be increased when the raid is debuffed by Mark of Hydross. In tainted form only: Mark of Corruption: Behaves identically to Mark of Hydross, but increases nature damage received instead of frost. 15 seconds: Nature damage increased by 10%. 30 seconds: Nature damage increased by 25%. 45 seconds: Nature damage increased by 50%. 60 seconds: Nature damage increased by 100%. 75 seconds: Nature damage increased by 250%. 90 seconds: Nature damage increased by 500%. Vile Sludge: Cast on a random member of the raid every 15 seconds. Deals 4,000 damage over 24 seconds to the target, and reduces healing and damage done by 50%. Cannot be dispelled.
PreparationRaid composition The following raid composition is recommended for Hydross: 2 Warrior MTs 2-3 Druid OTs 8 Healers 5-7 AoE DPS (mage, warlock) 6-8 Other DPS Gear requirements To accomodate the large amount of elemental damage dealt in this fight, the Main Tanks and Offtanks should wear gear that meets the following requirements: Main Tank #1: 290 Frost resistance unbuffed, 490 defense Main Tank #2: 290 Nature resistance unbuffed, 490 defense Offtanks: 150 Frost resistance AND 150 Nature resistance unbuffed When these requirements are met, tanks should focus on achieving the maximum possible HP. Damage dealt by Hydross and his adds is not mitigated by armor, so any armor type may be worn by the MTs and OTs, even cloth. The rest of the raid requires no resistance gear. Consumables The Main Tank who is responsible for tanking Hydross during his pure phase should be supplied with one Lesser Invisibility Potion per attempt. Positioning
On the pull
Phase 1
Phase 2
The attached diagram displays positioning for Phase 2.
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