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Will of the Emperor Strategy Guide

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Hit Points

10 Man: ?? Million

10 Man (H): ??Million

25 Man: 471 Million

25 Man (H): 706 Million

Abilities


Magnetic Armor

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Magnetizes the target pulling it back to the caster.


Stomp

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Stomps the ground, inflicting 100000 Physical damage and stunning nearby units for 2 sec.


Devastating Arc

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Strikes in a hemisphere focused to the left, inflicting 150000 Physical damage and reducing armor by 10% for 30 sec. Stacks up to 4 times.


Titan Gas

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Titan Gas fills the room, dealing 17000 Frost damage every 1 seconds to all players and energizing any constructs, increasing damage dealt by 25%.




Strategy


This is the final encounter in Mogu'shan Vaults. The fight begins by several adds spawn, and they continue to spawn for the remainder of the fight. Once the bosses spawn this fight is dependent on  physically dodging attacks.  I will first describe each of the three types of adds

Emperor's Rage

2.79 Million Health

Focused Assault

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Fixates on a target, attacking only that target until they are killed or can no longer be found.

Unarmored

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Susceptible to all forms of crowd control.
Allows add to be snared, knocked back etc. from any direction.

Four of these adds will spawn at a time. They each will cast Focused Assault, which fixates a random player while alive. The players fixated should kite the boss while the raid burns them down. These adds also have Unarmored, so they can be crowed controlled if needed.

Ranged DPS should focus on these adds while crowd controlling, slowing, and knocking them back. It is preferred that they stay together as much as possible to benefit from AoE damage.

Emperor's Courage

3.71 Million Health

Focus Defense

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Fixates on a target, attacking only that target until they are killed or can no longer be found.

Impending Thrust

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A hampering strike that inflicts 150% weapon damage and reduces the target's movement speed by 25% for 10 sec.  Stacks up to $U times.

Half Plate

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Can only be damaged from behind.
Can be snared.

Two Emperor's Courages will spawn at a time and fixate on the tank farthest away from them using Focus Defense. If this add reaches the tank, he'll use Impeding Thrust, which applies a stacking debuff that decreases movement speed by 25% per stack. Because the tanks need to be able to move during the fight to survive, killing the Emperor's Courage is top priority. However, this add also has Half Plate, which means he can only be attacked and snared from behind.

Emperor's Strength

8.44 Million Health

Energizing Smash

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Deals 100000 Physical damage and knocks targets down.

Full Plate

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Immune to all forms of crowd control.

This add also spawns two at a time. The good news is that the add does not need to be tanked. This is because the add's only attack is Energizing Smash. This does 150k (250k) damage to everyone within 10 yards of the add and stuns them. It's easy to avoid, and the stun area is shown underneath him. The bad news is he has Full Plate, which means he cannot be crowd controlled in any shape or form. Melee DPS should focus on this add.


Jan-Xi and Qin-Xi

Jan-xi and Qin-xi spawn 90 seconds into the fight. Their health pool is shared, multi-dotting is encouraged. While these bosses are up, adds will continue to spawn. You will ideally want to have DPS keep damage on the boss while killing all adds. However, the longer the fight lasts, the more frequent the adds spawn, so the raid can be overrun over time.

These bosses have three main abilities. First, they have
Magnetic Armor. Each boss afflicts a tank with this debuff. If the tank gets too far away from the corresponding boss, he'll pull the tank back to him. This is mostly because of the boss' second ability.

The next mechanic, and the most important one, of the fight is Devastating Combo. Each boss has an energy bar. Once that bar reaches 20, the boss will do a series of 5 attacks, where each attack costs 4 energy. Each attack takes 2-3 seconds to cast, and those in range of the boss, including the tank, must avoid these attacks. Each hit does 200k (300k) damage and inflicts a stack of
Devastating Arc, which reduces armor by 10% per stack for 30 seconds. There are four possible attack the boss can use during the combo. I will explain each one, what to look for, and how to avoid it.

Devastating Arc-Right Side

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Boss pulls sword over his right shoulder - Devastating Arc on player's right side - Facing the boss, move to the left side to avoid the arcing blow.

Devastating Arc-Left Side

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Boss pulls sword over his left shoulder - Devastating Arc on his right side - Facing the boss, move to the right side past the boss to avoid the arcing blow.

Devastating Arc-Center

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Boss pulls sword back as if about to thrust forward - Devastating Arc in front of him - Move behind the boss. Being stacked on top of the boss doesn't work.

Stomp

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Boss raises his foot - Stomp - Move out of melee range of the boss (6-10 yards)
Each time a player successfully dodges one of these attacks, he/she gains a stack of Growing Opportunity. If the player successfully dodges all attacks in the combo, he/she gains a new ability for 3 seconds called Opportunistic Strike, which does 500k (1 million) damage to one of the bosses. This is a significant DPS boost that will be required for the heroic mode, so it is important to learn how to dodge combo now.

The last ability the bosses have is
Titan Gas. This does 25k (20k) frost damage every second to the raid, and all players and constructs (adds and bosses) deal 25% more damage and attack 25% faster for 30 seconds. Although the bosses and adds deal more damage, so does the raid. This is the prime opportunity to clean up remaining adds and put damage on the boss.

Heroic Strategy

 For the heroic version, there are three substantial changes to the fight. First, Devastating Combo has 10 attacks instead of 5.  This increases the chance of failing to get Opportunistic Strike. However, because of the amount of damage needed on the boss, it's crucial that the raid learns how to dodge the combo.  Also because the bosses spend more time during combo your main tanks should take significantly less damage than on normal mode (assuming they are dodging perfectly and using cooldowns at the proper time). 

The second key change is with the adds. Each add has about 50% more health than normal and when an add dies, it spawns a Titan Spark with 2 abilities. First, it has
Focused Energy, which fixates a random player. When the spark dies or hits any player, it'll cast Energy of Creation. This does 750k nature damage to anyone within 8 yards which means any player in range will die. This also buffs all constructs in range by increasing their attack speed by 50% for 2 minutes.  Players will need to soak sparks before they reach the stacked raid and to ensure they do not buff a construct.
Consider the fight broken into 5 Cycles. Each cycle consists of the following adds in the following order:
4 Rages
2 Strengths
4 Rages
2 Courages
2 Strengths
4 Rages

At the end of the first cycle, the main bosses will spawn. At the end of cycles 2-4, there is a "break" between add spawns where the DPS can clean up adds and burn down the bosses. Ideally, the bosses are under 75% health after the second cycle, 50% health after the third cycle, 25% health after the fourth cycle, and dead after the fifth cycle. This is because after the fifth cycle, the adds will continue to spawn without a break, so the raid does not have time to DPS the bosses anymore.
To prevent the tanks from being fixated by Courages, assign two melee DPS to "tank" the Strengths. They will both have tanking specs but remain in DPS gear. Since the Courages select the "tanks" (chosen by spec) that are the farthest away from them, the DPS tanks will be selected.  Positioning is shown below.
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To handle the sparks, players should have pre-assigned rotation  "soak" sets of sparks. The Strength sparks will be handled by the DPS tanks with tank cooldowns and externals if available. The Courage sparks will be handled by melee DPS (Rogues and Monks). Rage sparks will be handled by a combination of classes. Since the cooldowns range from 1.5 to 3 minutes, we'll use the following guidelines for each class that can take sparks. 
 
A Warlock with Dark Bargain can take a group of sparks once on every other cycle.
A Shadow Priest with Dispersion can take a group of sparks once per cycle.
A Paladin with Divine Shield can take a group of sparks once per cycle.
A Death Knight with Icebound Fortitude and AMS can take a single spark on every other Cycle.
A Hunter with Deterrence can take a group of sparks once per cycle.

Since there are 3 sets of Rages for each cycle, 1-2 players should be assigned  for each set of Rages.

Pard Tip: Because of the need for sparks to be soaked and the relatively short duration of the cooldowns needed to soak them the DPS need to kill the rages at roughly the same time.  Also the rages should be tightly grouped to ensure the soaker does not have far to run. 
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Pard Tip: When soaking adds wait for about 5 seconds for the sparks to drop down to ground level before activating your immunity ability and soaking them up.  Be prepared to jump if you are early on this because you cannot allow them to get within 8 yards of the raid stack point.
Because of the soft berserk, if the bosses are not below 25% health by the end of the fourth cycle, the raid needs to focus more on the bosses and less on the adds. Therefore, the DPS will kill only the first set of Rages on the fifth cycle. Strengths and Courages will be completely ignored, while the remaining Rages will be crowed controlled. Things will get a little hectic at the end since there will be more adds spawning than CCs available, but it will help to buy some time needed to burn the bosses down.

The last significant change is that Titan Gas is out during the entire fight. This means all bosses and adds will hit 25% harder.this makes it even more important that none of the Rages get to the raid since they'll kill their focus target very quickly. Also, tanks will need at least one cooldown between each dance, where each break lasts 20 seconds, since the bosses hit extremely hard.

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