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Amber Shaper Un'sok Strategy Guide

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Hit Points

10 Man:

10 Man (H):

25 Man: 654 Million (Monstrosity 196 Million)

25 Man (H): 889 Million (Monstrosity 274 Million)

Abilities


Amber Scalpel

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Carve the ground using pure amber energy, leaving amber residue that burns enemies who touch it, and which can congeal to form living organisms.



Reshape Life

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Transforms an enemy into an amber monstrosity, significantly increasing health and attempting to turn the target against their allies.


Parasitic Growth

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Infects the target with an amber parasite, causing a minimum of 12500 damage every 2 sec. Healing received will cause the parasite to grow, further this increasing damage.


Concentrated Mutation

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Concentrated amber energy increases damage dealt by 50% and attack speed by 50%. This effect is permanent.



Strategy

This fight is consists of controlling constructs as well as ooze adds that spawn throughout the fight.  It is a 3 phase fight and relies heavily on each member of the team knowing how to handle their own construct. 


Phase 1-Burn and Control



The boss has three main abilities in Phase 1. First, he casts Amber Scalpel. This forms a beam starting at a player's location and chases the target around, leaving a residue that does 30k (50k) nature damage every 0.25 seconds when near it.
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The residue also spawns 4 Living Amber adds. These adds fixate on a random target, so they cannot be tanked. They're also immune to stuns and snares. Each add has Corrosive Aura, which does 2.5k nature damage every 2 seconds to the whole raid, totaling 10k damage every 2 seconds. When these adds die, they spawn a Burning Amber, which is a small pool that does 45k (80k) fire damage to anyone who stands in them. Ranged DPS kill these adds.

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The next ability is Parasitic Growth. This DoT does around 25k (30k) damage every 2 seconds for 30 seconds. This seems small but any healing received directly increases the damage per second. This means healers must be careful with keeping people with the DoT alive. If they heal too much, it'll snowball into massive healing until the player dies.

Pard Tip: Since we run 2 paladin healers Hand of Purity chained from 13 seconds to 0 seconds trivializes this mechanic.  In any raid size have only one healer cast on this target and have paladins use well timed hand of purity to trivialize the damage.

The last ability the boss has in Phase 1 is
Reshape Life. The current main tank is transformed into a Mutated Construct that can damage both the raid and the boss. Also, the player gains substantially more health. The mechanics behind the Monstrosity are explained below.


Mutated Construct

Amber Strike

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This does 250k nature damage to the target, interrupts casting on the target, and applies a 10% stacking damage debuff for 10 seconds. The idea is to keep the debuff on the target as much as possible while saving the ability for important interrupts.


Consume Amber

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The player can soak up amber, just like how the abomination soaks ooze in Putricide. This restores 20 Willpower to the player, but it also increases the construct's current health by 4.75 million and maximum health by 6.3 million. It is recommended that the player consumes 1-2 amber pools.


Struggle for Control

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The player spends 8 Willpower to stun the Mutated Construct for 0.5 seconds. Also, the construct takes 100% additional damage for the next 5 seconds. The construct will automatically cast Amber Explosion, which does 175k (250k) nature damage to the entire raid. Struggle for Control interrupts this.


Break Free

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When the Mutated Construct reaches 20% health, the player can use this ability to break free from the construct. Failing to use this ability before 0 Willpower will result in the player dying.


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The main mechanic with the Mutated Construct is Willpower. The player starts with 100 Willpower and loses 2 every second. If that ever hits 0, the player dies, and the Mutated Construct becomes uncontrolled. It should be noted that the boss does Destroy Will whenever he hits a Construct. This means the Construct cannot tank the boss at any point in the fight.

The player gains a few abilities while controlled. The normal melee hit becomes
Smash, which does about 40k physical damage. The rest of the abilities are provided in the vehicle UI as shown above.

When a player is selected to become the construct they should move into melee range and begin hitting the boss. 

The amber strike ability should be saved until the boss begins to cast Amber Explosion.  In phase 1 the tanks can spam this ability on the boss to maximize damage. 

The struggle for control ability should be used only when the player's construct begins to cast Amber explosion.  This happens at set intervals so watch DBM timers and be prepared to interrupt yourself.  If explosions go off you are likely to cause raid deaths.

The consume amber ability should not be used in phase 1 or 2 ever.  It will only be used if your construct is not being damaged and your willpower becomes low.  

Break free should be used when your construct is under 20%  health to free yourself and avoid death. 

The strategy behind the Mutated Construct is to have the raid burn it down to 20% as quickly as possible while the construct puts damage on the boss. Killing the construct is not recommended since this will kill the player. Once the construct is at 20%, the raid can shift focus back on the boss and the adds. If the controlled player consumes an amber, he/she must call it out since it will put the construct above 20% health and will need to be damaged again.  Players should never consume amber in phase 1 (normal mode). 
To Recap Priority in phase 1 is :
Damage mutated construct to 20% > Kill Ooze adds > Damage Boss.

Phase 2-Amber Monstrosity

Amber Explosion

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Deals 97,500 to 102,500 Nature damage to all enemies within 200 yards.

Massive Stomp

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Deals 74,000 to 86,000 Physical damage to nearby enemies and knocks them back.

Fling

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Hurl a grabbed target at an enemy, causing 63,593 to 73,906 Physical damage to targets within 0 yards of the point of impact, stunning them for 3 sec.

Phase 2 begins when the boss is at 70% health. All abilities and mechanics from Phase 1 remain. The boss summons an Amber Monstrosity, which looks like Phase 2 Rhyolith. Also, the boss gains the buff Amber Carapace, which reduces all damage taken by 99%. This means damaging the boss is pointless, and the raid should focus on the Amber Monstrosity.

The Monstrosity has three main abilities. First, he has
Amber Explosion. This is similar to the one cast by the Mutated Construct, except it hits a lot more, 225k (500k) nature damage to be specific. It can and needs to be interrupted by Amber Strike, which is the only thing that will interrupt it. Otherwise, healers will have to use a cooldown to top off the raid.

The next ability is
Massive Stomp. The Monstrosity does 150k (200k) physical damage and knocks back anyone within 15 yards of the add. Melee should simply move out when this happens.

Finally, the add does
Fling. The add will grab the current main tank, and throw him/her towards another player. Anyone caught in the point of impact will take about 80k damage and will be stunned for 3 seconds. The other tank should taunt if possible.

The Monstrosity also has
Destroy Will, so the Construct cannot tank him either.

The goal with Phase 2 is to get the Amber Monstrosity down. However, this is not a DPS race. The raid still needs to focus on making sure Mutated Constructs are below 20% health and Living Amber adds are under control. Once those are handled, then the DPS can shift focus on the Monstrosity. The other key thing is making sure
Amber Explosion is interrupted by the construct each and every time to keep raid damage under control. As long as these things happen, Phase 2 will go down slow and steady.


Phase 3-Burn


Phase 3 begins when the Amber Monstrosity is destroyed. At this point, the boss gains the buff Concentrated Mutation, which increases his damage and attack speed by 50% for the remainder of the fight. Also, he no longer casts Amber Scalpel, so the raid does not have to worry about Living Amber. However, he casts Reshape Life with increasing frequently, so the raid must still handle Mutated Constructs.

This essentially becomes a DPS race because more players will become constructs, and the raid will not be able to do enough damage to break them all out. Bloodlust/Time Warp should be used at the very beginning to put as much damage on the boss as possible. Constructs should stack the damage debuff on the boss as much as possible, so the raid can do extra damage to the boss.


Heroic Strategy

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