OK, so this isn't really a raid boss, but figured this was the best place to put it. There are several videos on this, and a few different ways to do this. Going to just give what I think is the easiest and most manageable way.
General notes:
1. At 66% and 33% the boss will spawn adds.
2. The boss's missile barrage is not interruptable and does a fair bit of damage. This is a healing intensive fight, so I recommend people having med-packs on hand to help out your healer
3. Boss can be LOS'd around the hut.
4. Do NOT try and CC all 3 adds at the same time, as the boss has been known to spawn an extra wave if you do this.
Strategy:
Start by having your tank pull the boss to either side of the small hut in the middle of the room. For the first part of the fight, it is a simple tank and spank. Periodically throughout the fight the boss will pull everyone in to him and slow them. You will need to run out as he has a casting bar that, when finished, will do PBAoE damage in about a 5 meter range around him.
At 66% the boss will spawn three adds, and the boss will gain a shield temporarily. Two of these need to be CC'd and have a ranged or someone else bring the other to the tank/boss. Alternately, a sage can kite it around a bit with slows and stuns and kill it from afar, as they hit rather hard. Repeat this until all 3 adds are dead and resume on boss. During the killing of the adds, the boss will send out a missile barrage which will hit everyone pretty hard (see #2 above).
At 33% the boss will spawn a second set of adds. I think I would recommend just perma-CCing two of them and focusing on the boss after the other is dead, but it may be easier to kill all three depending on how the fight is going. After they are dead, or CC'd, resume on boss until dead.
The strategy on this boss is not hard, but he and the adds to a lot of damage, so anything people can do to avoid getting hit is a plus. If the fight starts going downhill, the tank CAN line-of-sight the boss around the hut to buy the group some more time.
* Tanking the boss against that hut Ryath mentioned actually makes CCing the adds much easier, since the adds will still spawn at the boss' original starting point. This is a good football field length away from where the boss is actually being tanked leaving a lot of time to set-up the CCs and allowing ranged to slow kite the first kill add towards the tank/melee (who continue to beat on the boss once his immunity drops). The other CC'd mobs are still a good length away, so each can be controlled with that slow kite. This way melee can stay on the boss a little longer before switching to an add.
* The hut can be used to LoS the boss also, which can help to increase survivability in the final burn phase and buy the healer some time to regen some focus, heal up the group, etc... The boss can (and will) shoot through the hut some, but as you run around the building he will eventually get LoS'd and begin to chase. Beware not to not LoS your healer also.
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