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by Anikki of Do Overview
To fully understand the illustrations above a few annotations are required: (A) Nightbane always lands a few yards (10-30) to the “right” (warrior PoV during tanking) of where he started to fly. Over the course of the fight this means that the fight “travels” along the balcony and thus positions change. (B) the axis of the fight is always nightbane. The MT has to make sure nightbane is always facing outwards so the breath and cleave dont endanger the raid. This is particularly important after Phase II when Nightbane lands. (C) the safest position after phase II while the MT is repositioning Nightbane and getting aggro is right at the edge of the dome and minimum 30yds away from nightbane (to avoid fear that might run someone into cleave/breath). AbilitiesNightbane has two alternating phases: PHASE GROUND and PHASE AIR. The latter is a timerbased phase that lasts 50 seconds and is triggered every 25% at 75%, 50% and 25% health. During PHASE AIR, Nightbane will be airborn. PHASE GROUND:Melee: Basic melee Damage. 6-10k damage (raw, crushing). Cleave: Typical dragon cleave, frontal arc. Hits for 7k (raw). Smoldering Breath: Frontal AoE 3700 to 4300 fire (raw). Unlimited Range, LoS checking. Adds a DoT that deals 1688 to 1912 damage every 3 seconds for 15 seconds. Bellowing Roar: Fear, cannot be dispelled, cooldown 30+ seconds. Resistible with Berserker Rage, Fear Ward, or Will of the Forsaken, Death Wish. Tail Sweep: Rear AoE, 450 fire damage. Knockback. Adds a DoT for 450 fire every 3 seconds for 25 seconds. Charred Earth: Random target AoE, dealing 2-3k fire (raw) to players in the affected area. Ticks every 3 sec. Lasts 30 seconds, 10 yard radius. Distracting Ash: Reduces the range of spells and abilities by 50%. Can be dispelled. PHASE AIR:Rain of Bones: Random target debuff. Deals 352-408 physical to the target and everyone within 6 yds every second for about 15 seconds. Spawns 5 Restless Skeletons upon impact. Restless Skeleton: 5 of these will be summoned at the beginning of PHASE AIR. Can be CC’d. - Melee for approximately 800 (raw) physical. - 13500 HP Smoking Blast: 4-5k physical attack. 1sec Attack speed. Adds a DoT that deals 495 fire every 3 sec for 18 sec. Can be dispelled. Target is based on healing aggro generated from the moment Nightbane becomes airborn. (This is because he is out of range for DPS and tanks). Nightbane ceases to use this ablility 15 seconds before the end of PHASE AIR. Fireball Barrage: Hits any player that is 40+ yds away from Nightbane for 3-3.5k fire every 1 sec. (Exploit prevention, nor relevant for a properly executed kill) SetupThe fight requires 1 tank with 18k HP. A paladin is helpful for tanking in PHASE AIR. A Shadowpriest is good for added mana regen. Generally 3 healers are desireable, yet the fight is still doable with just 2. Direct healing is preferred over HoT. PHASE GROUND:
PHASE AIR:
Immediately everyone escapes the “Rain of Bones” AoE in the illustrated direction (to the healer position from PHASE GROUND). The player debuffed by “Rain of Bones” remains stationary or escapes in the opposite direction. NOTE: Rain of Bones has 6yds range only. So don’t run off too far. Once the Rain of Bones is dealt with (about 3-4 sec into PHASE AIR), everyone should be spread, Skeletons under control and dying fast.
PHASE TRANSITIONSThe most difficult part of the fight is the transition from PHASE AIR to PHASE GROUND. That is because of the Aggro wipe 10 seconds before the actual end of PHASE AIR. Meaning: Since aggro in PHASE AIR is derived ONLY from healing, any healing going on in the last 10 seconds of PHASE AIR will be carried over to PHASE GROUND. This means Nightbane will land in an unpredictable position and kill at least 1 player (the one with healing aggro). To prevent this from happening, all healing has to stop 10+ seconds before PHASE AIR ends. No HoTs, no Direct Heals, nothing. Fade and Pala Bubble can save a player, yet this not always works and timing the fade / bubble right is very tricky. 10 Seconds before the end of PHASE AIR all adds should be dead.
THE EDGE OF THE DOME (inner side of the balcony) IS EXPONENTIALLY SAFER THAN THE OUTTER WALL. Once Nightbane is properly positioned, DPS move back to their side (walking along the edge of the dome to not get cleaved). Ideally wait for a fear to take place before running to further prevent accidents. NotesThreat - PHASE GROUND threat works as usual. - PHASE AIR threat is generated ONLY from healing (since he is out of range for DPS and Tanks) - When Nightbane becomes airborn all threat from PHASE GROUND is wiped. - 10 sec before PHASE AIR ends, all threat is wiped again. - In order to not get aggro when Nightbane lands. Healers must stop healing (incl. HoT) 10 or more seconds before the end of PHASE AIR. Staying Alive DPS / Healers: Loose your aggro, use fade, vanish, FD, iceblock, and so on. Mind the cleave, breath and tail zones. Stick to the inner side of the balcony when Nightbane lands, its safer there. Healers stay in range of the Tank. Healers stay out of the fear range. Use bandages and healing potions. Get a health stone. Avoid the Charred Earth AoE.
This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License.
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