The Nexus
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Experiences
Seemed to be very doable with a standard group setup at level 70 that includes some shamans. I dinged 71 shortly after killing Anomalus, so I can't say if the rest of the content is doable at level 70. It seemed a lot easier than Utgarde Keep and I suspect that this is because of the nature resistance totem that were put down. The tank seemed to take less damage. [verification needed]
Tips and tactics
Ormorok the Tree-Shaper
A standard tank-n-spank fight. Occasionally, will send out spiky veins that cause damage. Easily Avoidable by keeping your tank on top of the group. Run up with your entire group and stand inside him. I pop bloodlust directly as I can burn him down in under 30 seconds. Keep your tank's trinkets ready for around 20% when he enrages.
Grand Magus Telestra
Grand Magus Telestra is, oddly enough, a mage fight, meaning she's just as good at tossing fireballs back at you as you are at her. Through out the fight, she will gravity well the party and toss them around the room, disorienting your casters and potentially requiring them to be re-faced.
At 50%, she will split in to 3 copies, Arcane, Frost, and Fire based. Kill order should be Frost, Arcane, and Fire. Once 2 are dead, take some time to patch up your party before killing the last copy, as Telestra will respawn at 50% and continue doing all sorts of nasty magic things to your party, including gravity well. Burn down the last 50% and collect your loot.
Alternative strategy:
I did this with 1 paladin and 4 shamans at level 72. All in Northend quest items so no epics or anything. Clear all the patrols and packs outside her room to make sure you have room to maneuver. You will be posting your shamans outside the room since the walls don't hinder casting but do save you the trouble of repositioning after a gravity tether attack. Standing infront of the entrance of her room, post your shamans up against the wall on the righthand side. Run your tank in and get some initial aggro. Now run your tank outside again so you drag her into range of your shamans. Make sure that there is always a wall between her and your shamans! Now run your tank back up towards her and start building aggro. With sufficient aggro she will only firebomb your tank. I suggest using a fire resistance and frost resistance totem so your paladin is free to use concentration. (extra armor is useless as she doesn't melee you). The fire resistance will help against the firebomb and the frost resistance will help against the ice nova.
From here on it's a tank-n-spank until she splits. Her Gravity Tether will not toss your DPS around as they'll be locked against the wall so after the Tether, they will fall down on the same spot again. Just keep her in range of your DPS and burn her down. At 50% she splits so mind your damage and make sure you're completely topped off before you burn her under 50%. Keep an AoE damaging effect ready on your tank since the split mages have an empty aggro table and you want your tank to pick them up asap (consecrate, avenger shield, shockwave etc.).
Now she splits into 3 (fire, frost, arcane) and unfortunately all three targets have the same name so there's no easy way to macro this fight as to kill the arcane one first. Kill order is Arcane, Fire and then frost. The arcane one can cast Timestop and polymorph. Quite annoying if she poly's the tank since then the 3 splits run outside and head for your DPS. The timestop messes up your healing so the conclusion is, Arcane dies first. The Fire one does the most single target damage and since the Frost mage only does AoE blizzard in the room and low damage ice lance, the frost one can be saved for last. I suggest popping bloodlust/heroism and all trinkets/racials while using /assist on your tank so your DPS burns down the Arcane mage, then fire mage and lastly the frost mage.
Now she'll merge again into one mage and it's the same as phase 1. The Gravity Tether still doesn't do much to you and you can simply burn her down, collect loot and head on to the next boss.
As for healing, I used 2 macro's. One macro is a chain-chain heal. Shaman one chainheals Shaman two. Shaman two chainheals Shamans three etc. etc. Shaman four heals Shaman one again. The jumps of the chainheal bounce all over the place usually healing my shamans up to full. The second macro is a LHW from all 4 shamans on my tank. This usually triggers Ancestral fortitude as well which can be handy in melee heavy fights.
Anomolus
Anomolus is another fight where you want to keep your party and tank close together. Through out the fight, Anomolus will spawn rifts that spawn non-elite wraiths. The rifts must be DPSed as soon as they open, or you will be overwhelmed by the number of adds that spawn and go straight for the healer.
At 75%, 50%, and 25%, Anomolus will spawn a rift and go immune. He will not come out of immunity until the rift is killed.
Anomlus is a fight that increases in difficulty the longer you spend killing him, so open the flood gates early and lay in to him with everything you have BEFORE you get overwhelmed and your cooldowns are blown in desperation instead of elimination.
A good macro to have here is: /target anomalus /target arcane wraith /target chaotic rift /castrandom chain lightning, lightning bolt (or any other DPS spell)
As soon as a rift spawns, mash this button and it'll take care of the rift, any remaining wraith's and lastly, anomalus again.
Keristrasza
Keristrasza cannot be fought until the other three bosses have been killed. She hits very hard, and has an array of abilities, including the normal dragon pains. It is best to tank her with the tank's back to the wall, and the DPS off to her side to avoid tail lashes and breath attacks. The breath attacks are considered fire-damage while the chains and stacking debuff are considered frost. If you have 2 or more shamans, consider using both a fire- and frost resistance totem to ease the damage somewhat.
During the fight, a stacking debuff will apply to the party that causes approximately 100 dps per application. A new application is added every few seconds. All applications are removed by movement, including jumping. The recommended method of dealing with this aspect of the fight is to jump in place once the number of applications reaches 2.
Keristrasza will also freeze random players in place, making them unable to move and causing the debuff to stack to fatal levels. Dispelling the player will free them to jump and remove their debuffs. Grounding totems will absorb this effect so if you have shamans, keep grounding totems up.
At ~20%, Keristrasza will enrage, doubling damage and potentially killing your tank if they aren't topped off. At this point, all bets are off and you should consider stopping your jumping to just DPS her down that last 20%. Dropping the boss is more important than making sure everyone finished the fight with more than 1 HP.
