The Argus Observer. ONTARIO — City officials are not done with the footage handed over to them by the drone pilot who flew nearby the grand opening event for a re.
Background
Long ago in the golden age of eredar civilization, a council was formed to oversee the defense of Argus and maintain peace. But after their dark bargain was struck with Sargeras, these master tacticians used their military expertise to help orchestrate a Burning Crusade that ravaged countless worlds.
Now the full might of the Legion´s army is theirs to command, and they wield this terrible power to annihilate all who oppose the Dark Titan´s will.
Overview
There are 3 pods around the platform, each one designated for each boss, which are 3.
You will fight 3 bosses but one at the time, the other two bosses will be inside their Pods.
Boss on the platform does damage to tanks.
Bosses inside pods have special abilities.
- One throws mines
- One summons adds.
- One does deadly AoE dmg on the platform.
- One throws mines
- One summons adds.
- One does deadly AoE dmg on the platform.
Players should enter the Pod that is free and use the abilities
- One pod does dmg taken increased on adds.
- One pod interrupts and slows adds
- One pod place a shield dome to protect against the deadly AoE dmg on the platform.
- One pod does dmg taken increased on adds.
- One pod interrupts and slows adds
- One pod place a shield dome to protect against the deadly AoE dmg on the platform.
Players should move soft stacked behind boss and tank should move boss clockwise whenever mines appear. Players should have designated players with immunity/defensives to clear mines on ground.
Positioning
Tanks
Start tanking on the upper side of the platform.
Move boss clockwise when:
Move boss clockwise when:
- Mines are thrown.
- If a Shocktrooper charges you.
Raid
Soft stack behind boss (5 yard spread every time adds spawn).
Soft stack behind boss (5 yard spread every time adds spawn).
Abilities and Tactics
This encounter is one big phase with 3 bosses jumping in and out from their pod periodically.
Players must use the empty pod to either counter the abilities the other bosses do from their pod and help killing adds and destroy mines on the platform.
Players must use the empty pod to either counter the abilities the other bosses do from their pod and help killing adds and destroy mines on the platform.
The 3 bosses have the same ability when they are on the platform:
Exploit Weakness
Boss does high physical dmg on tank and leaves a stacking debuff.
The debuff does increase dmg taken by 75% for 20 sec.
The debuff does increase dmg taken by 75% for 20 sec.
Tactic: Exploit Weakness
![Argus Argus](/uploads/1/2/5/7/125759162/691919364.png)
Used defensive cooldowns when needed.
Tank swap at 3 stacks.
Tank swap at 3 stacks.
Boss abilities when inside the Pod
Admiral on Pod – Fusillade
This boss will periodically make a legion ship blast the entire platform.
The blast does high fire dmg.
Each blast will make the next blast increase its damage by 25%.
The blast does high fire dmg.
Each blast will make the next blast increase its damage by 25%.
Tactic: Fusillade
Every time Admiral is on the Pod, the Engineer Pod is free to enter.
The Engineer Pod has a special ability that places a dome shield on the platform for 10 sec.
Use this ability from the engineer pod and entire raid must stand inside it (player in engineer pod can stay).
The Engineer Pod has a special ability that places a dome shield on the platform for 10 sec.
Use this ability from the engineer pod and entire raid must stand inside it (player in engineer pod can stay).
Engineer on Pod – Entropic Mine
This boss will periodically create several mines at player direction.
After 3 seconds, they will be armed.
Touching it does high fire damage to players within 6 yards and a ticking debuff for 4 seconds that does fire damage.
After 3 seconds, they will be armed.
Touching it does high fire damage to players within 6 yards and a ticking debuff for 4 seconds that does fire damage.
Tactic: Entropic Mine
Entire raid soft stack behind boss with 5 yards spread between each other.
Start tanking boss on top of the platform.
When mines are thrown into the platform, move as one clockwise, away from the mines.
Let players with immunity and off tank clear some mines when needed.
Start tanking boss on top of the platform.
When mines are thrown into the platform, move as one clockwise, away from the mines.
Let players with immunity and off tank clear some mines when needed.
General on Pod – Summon Reinforcements
This boss will summon waves of adds, and there are two types of adds:
- Pyromancers -> Shoot pyoblasts at random player that does very high fire damage.
- Shocktroopers -> Charges at a random player and does knockback and slow on that player. Also, it does whirlwind AoE physical dmg to players within 5 yards every second.
- Pyromancers -> Shoot pyoblasts at random player that does very high fire damage.
- Shocktroopers -> Charges at a random player and does knockback and slow on that player. Also, it does whirlwind AoE physical dmg to players within 5 yards every second.
Tactic: Summon Reinforcements
Entire raid soft stack behind boss with 5 yards spread between each other.
When adds spawn, AoE them down fast.
Pyromancer: Interrupt always
Shocktrooper: Stun and nuke when whirlwind (if that is not possible on live: move slightly away (5y) from the add and nuke them down.
When adds spawn, AoE them down fast.
Pyromancer: Interrupt always
Shocktrooper: Stun and nuke when whirlwind (if that is not possible on live: move slightly away (5y) from the add and nuke them down.
Important: Do NOT wonder of, stay with your raid, soft stacked, 5 yards between.
Players on Pod
When a boss is on the platform, its pod is free to enter.
Entering a pod does ticking damage on that player, and the dmg taken will also be increased the longer the player is inside.
Tactic: Player swapping on Pod
The best would be to have 3 tanks in this fight.
2 tanks on boss and swap at 3 stacks.
1 tank on pod, and swap with one of the other 2 tanks if the dmg is getting to high.
2 tanks on boss and swap at 3 stacks.
1 tank on pod, and swap with one of the other 2 tanks if the dmg is getting to high.
If you don´t have 3 tanks
Have 2 players swapping on pod.
Beware on Engineer´s Pod: Do not swap when Admiral does Fusillade so that you are ready to use the shield dome.
Have 2 players swapping on pod.
Beware on Engineer´s Pod: Do not swap when Admiral does Fusillade so that you are ready to use the shield dome.
Healers
Beware to heal up the player inside the Pod.
Beware to heal up the player inside the Pod.
Each Pod has two abilities;
- One ability that does dmg with now cooldown.
- One ability that is Pod special, with a cooldown.
- One ability that does dmg with now cooldown.
- One ability that is Pod special, with a cooldown.
Entering Admiral´s Pod
The special ability (Withering Fire) does high AoE dmg and also increase dmg taken on adds.
Tactic: Admirals Pod
Nuke boss with the single target ability.
Place the Withering Fire ability on adds that should be grouped up with the tactic you use above.
Place the Withering Fire ability on adds that should be grouped up with the tactic you use above.
Entering Engineer´s Pod
The special ability places a shield on the platform that protects against the big dmg that kills players (Fusillade). That Admiral does when she is in the pod.
Tactic: Engineer´s Pod
Nuke boss with the single target ability.
Place the shield dome, Felshield Emitter, on the raid just before Admiral does Fusillade from her Pod.
Place the shield dome, Felshield Emitter, on the raid just before Admiral does Fusillade from her Pod.
Entering General´s Pod
The special ability places a Beacon on the platform.
This Beacon interrupts the add, slows the adds, and destroys close by mines.
This Beacon interrupts the add, slows the adds, and destroys close by mines.
Tactic: General´s Pod
Nuke boss with the single target ability.
Use the special ability, Summon Beacon, on the adds when they spawn. Adds should be grouped up with the tactic you use above.
Use the special ability, Summon Beacon, on the adds when they spawn. Adds should be grouped up with the tactic you use above.
When to blood lust
If the boss swaps are health related
Pop on third phase, when the engineer is out.
Pop on third phase, when the engineer is out.
If the boss swaps are not health related
On Pull
At start there is a window where nothing chaotic happens, so that window is good to nuke the boss hard.
Please enable JavaScript to view the comments powered by Disqus.On Pull
At start there is a window where nothing chaotic happens, so that window is good to nuke the boss hard.
Other posts
- arcano slash- tanking mechanic (debuff 10 yards run away to drop) very big cleave range 180 degrees almost in front of boss so if you get even as dps run 10 yards away
- chitinous exoskeleton- more stacks more dmg taken (as you dps he loses stacks when he loses all stacks stunned for 15 secs stacking 45% more dmg taken)
- shockwave- hide behind the pillar like pieces of exoskeleton
- (DO NOT GO NEAR THE CLOUDS WILL SPAWN ADDS STAY WITHIN CIRCLE)
- ADDS- little blue scorpions deal a dot can be stunned and slowed
- Big red scorpions cant be cced and have aura that increases the dmg of the small scorpions and when they die deal aoe dmg in 15 yrds
- chronomatic anomaly has big and small adds
- boss will slow down and speed up time during the fight at a set rate(watch your boss timers)
- (movement speeds cooldown durations cast times etc)
- burst of time - move out of (can be affected by bosses slow/speedup of time)
- time bomb- need to research more (long lasting debuff will deal dmg to players within los/10 yards) places a puddle on ground when expires
- power overwhelming- dodge the ground mechanic~~~ (after this dmg increase on boss)
- ADDS- smaller add: fleeted time particles do a 4 yard aoe (DO NOT AOE LIKE A FKING IDIOT) when they die do an explosion
- larger add: waning time particle casts a spell that deals more dmg every cast raid wide dmg
- triliax single target fight
- arcane seepage- as boss takes dmg he will spawn pools on the ground
- arcane spear= tanking ability stacking debuff (tanks stacked together) more often in p2
- toxic slice- throws out cakes deals dmg on impact (move out of) have to move out eat cake get dispelled
- mana rupture- raid wide aoe
- searing bonds- 2 debuffs go out linking ppl run to other linked person
- annihilation- boss jumps to middle of room and does a beam of instant death he can rotate back and forth
- succulent feast- gives whoever catches it 3mil absorb shield
- tidy up- summons adds that cant be hurt (avoid) they run around cleaning up the floor and try to eat cake if they reach cake ppl with the feast debuff can click and soak
- steralize- might affect the adds from tidy up>>> does a 12 yard aoe
- Spellblade Aluriel alot of small adds
- annihilate- frontal conecleave tank ability (stack up)
- frost phase: mark of frost- goes out in pairs is an 8 yard aoe dot that as it deals dmg gives you a debuff that increases the dmg you take from mark of frost by 100% to drop debuff
- replicate- makes the mark of frost go on several more players
- detonate- makes the mark of frost players explode dropping a puddle of shit
- animate- adds spawn from the patches >> the adds have an ability that will make them teleport to a random player and make them start doing a pushback and if you go outside the marked
- area then you get encased in ice>> also get encased if you try walk into the marked area>> EM TAKE NOTE: YOU CAN BLINK OUT AND NOT HAVE TO WORRY IF YOU ARE QUICK.
- FIRE PHASE: searing brand- marks a player and makes a line between them and the boss she will then charge alone this line knocking players back and dealing dmg and putting a dot on
- Replicate- multiple lines
- Detonate- players with the brand explode leaving a puddle >>> NEED TO BE 8 YARDS APART
- phase 3
- ARCANE PHASE: arcane orb- summons an orb that floats around the room doing an 8 yard aoe
- detonate- sends the orbs up and they come down where a player is when they land deal aoe dmg (less the further you are away)
- animate- adds that stand still and do a long channel if it gets off you wipe
- tichondrius has adds 3+ at times
- phase 1
- seeker swarm- flat dmg to whoever has the carrion plague and anyone between boss and person with it (refreshes carrion plague)
- brand of argus- a permanent debuff ~~ when enough ppl move within the circle they explode and removes the debuff (less dmg further away you are from the explosion)
- feast of blood- tank debuff stacking dmg taken and spawns adds (adds fixate on the tank that spawns them) cant be killed next to boss ~~ 3 adds at a time??
- phase 2
- carrion nightmare- green line that does dmg and stuns
- adds- phantasmal bloodfangs spawn quicker and quicker (when they die they drop and orb that increases players dmg/healing and mana regen
- 1st time nightborne felguards tank add
- 2nd time sightless watchers hard hitting dot for healers that drains mana healer mechanic
- krosus can spawn adds that wont be grouped unless have a mass grip
- fel brand- tank mechanic?
- orb of destruction- throws an orb at a player take less dmg further away you are from explosion
- fel beam- casts a beam down different parts of the platform
- burning pitch- spawns lava that lands on the ground stand in patches to prevent adds from spawning
- bridge slowly gets destroyed by slam every 3rd slam breaks the bridge by 1/4 (slams can be soaked by tanks)
- high botanist cleave fight as fight goes on
- p1 single target
- recursive strikes- take 15% more dmg from melee attacks even if not tanking (stacks)
- solar collapse- ring that slowly collapses inwards
- controlled chaos- marks player with a circle that does 3x pulses of dmg
- parasitic fetter- debuff that roots and does ticking dmg when dispelled 2 adds come out that fixate ( NEED TO BE KITED AND KILLED)
- flare- does fire dmg to the tank and anyone in 4 yards
- plasma spheres- spawns orbs in set locations that slowly die off over time and when they do die they explode and puts a debuff that increases dmg from explosion for 5 seconds
- toxic spores- float around if you walk into them you soak them and get a dot
- grace of nature- puts a green pool down that can heal the other bosses
- call of night- a debuff applied to a couple of players debuff does ticking dmg to raid unless shared with a player with debuff within 5 yards
- star augur
- starburst- casts on tank
- coronal ejection- burst dmg then a dot for 8 seconds
- iceburst- splash dmg 6 yard
- ejection icy- slows ppl now and when they expire does 8 yard aoe when it expires
- frigid nova- 2.5m dmg to the raid less dmg every person within 5 yrds of each other
- tank debuff- comets land on them perm debuff that does a dot only way to remove is to have 3 players come take it off the tank
- fel burst- stacking dot
- fel nova- 4mil dmg to all players less dmg further you are
- fel ejection- everytime they take ticking dmg puts a puddle on ground
- fel impact- when comets land they destroy fel flame
- voidburst- stacking dot when it expires jumps to 2 other targets who will get half the stacks
- voidnova- flat dmg applies 1 stack to everybody in raid
- void ejection- burst dmg then burst dmg when times out spawns an add that just melees
- void impact- small dmg and deals dmg to everyone within 5 yards spawns a big add that can reduce dmg boss takes by 99% (witness of the void scary cast dont look at add)
- elisande
- adds that spawn throughout whole fight
- blue add- immobile does high melee dmg (shields boss aswell), does a spell called blast and when it dies puts a bubble on ground that will debuff a player for 30% for 10 seconds
- pink add- mobile add hits hard - exothermic release raid wide aoe that does more and more dmg, pink bubble that buffs you for 30%
- move from marked areas
- permeliative torment- debuff does ticking dmg ramps up every time it ticks (MIGHT NEED TO USE THE SLOW TIME BUBBLE)
- arcanetic ring- orbs that spawn all around the room travel inwards (go faster or slower if they hit a pink or blue bubble)
- spawns a mirror image that makes ring go towards the mirror image
- delphuric beam- fires beams at players
- epocheric orb- orbs fall to ground that need to be soaked by 1 player (affected by time zone bubbles)
- 2 mirror images ring and beams
- ablative pulse- tank debuff stacking dmg taken from it
- conflexive burst- debuff on players when it expires does burst dmg to raid ( DEAL WITH BY USING TIME PATCHES TO STAGGER EXPLOSIONS)
- spanning singularity= burst dmg on players and leaves behind permanent voidzone