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[10] Malygos Phase 2

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[10] Malygos Phase 2

Postby Chunes » Tue Dec 02, 2008 10:52 am

since the other two phases seem well enough covered, what are your thoughts on phase two?

our group could consistently get to P.2 with all of us intact, but after killing both lords we would be slowly whiddled away by the remaining scions since we could not kill them fast enough.

My thoughts are that we had maybe 1 too many melee (2dk, enh shammy iirc).

How have you set up your groups and what is your general strategy to survive phase 2 with all 10 people alive?
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Postby Splug » Tue Dec 02, 2008 11:21 am

For 10-man, we mark a scion and all ranged fire on that target whenever they can. Scions drop discs when they die too, so if one scion is dead by the time both lords are down you'll be able to get 3 melee into the air. Also, players who are on discs can stay in the air through the deep breath attack; they don't have to fall back to the shield.

For 25, we had to kill the lords first. The server doesn't handle having that many NPC's fighting in the encounter for some reason, and whittling down their population asap gains us damage because we can actually move, even though it's statistically a poor resource allocation.

-Splug
Active raid character: http://www.wowarmory.com/character-shee ... an&n=Spyte
255 characters is not enough to fit my alts' armories in.
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Postby Markoh » Tue Dec 02, 2008 11:40 am

From the 10 man malygos guide

Phase 2
At the start of phase two malygos will fly up into the air and scions will come down on flying disks, with 2 of them, the ones that land are caled Lords of Eternity, coming down to the platform within mellee range. The aggro on the lords of eternity seems to be erratic at times and drop aggro so be ready to taunt. Pick these two up and proceed to tank them.

During this phase malygos will drop anti-magic zones which you need to stand inside to both reduce the damage taken from the flying scions, which is about 8k-9k a hit, and because through-out the phase he will occasionally deepbreath the platform with a lightning/arcane breath. These anti-magic zones will shrink at a decent rate so as one starts getting really small he will fire down another anti-magic zone. The raid needs to make sure they have close to or full life before they run for the next anti-magic zone.

One issue to be aware of is the anti-magic zones "bugging". For those of you familiar with the fight, it's the same thing that happened during the kil'jaeden fight with the shield of the blue. What happens is despite standing inside the middle of the shield randomly someone may just take the full damage from either the scion attacks or the deep breath. This is caused by the shield refreshing its buff on the player at the exact same moment the deep breath happens. Another theory is that lag will prevent the buff from being gained right away after refreshing and a deep breath coming in this time will kill you. There is absolutely nothing you can do about this, fortunately it does not happen very often unless you are very unlucky.

Another way to help keep yourselves from hitting the enrage timer is to only move every other anti-magic zone. This will allow your ranged to dps the scions for longer before having to move. One other thing this does is it allows you to be more selective with your anti-magic zones. If he drops a zone down right next to, or on top of (which does happen from time to time), your old zone then have your people on the platform move to it so as to prevent them from taking much damage. If the next zone is far away just have your dps keep nuking and wait for the next zone to drop. Each anti-magic zone will last long enough to have two new zone dropped and will run out just as the third zone is dropped.

After a scion dies his disk falls to the ground and can be ridden like a vehicle. This allows melee to fly up and attack the scions. When all the scions are dead the disks will come back to the ground and phase 3 will begin. When you are on a disk you are no longer under the effect of the anti-magic zone so you will take full damage from the scions. Because of this don't let too many people take the disks to prevent them from getting blown up by the scions.

In a melee heavy raid it suggested that what range you have start on the scions in the air off the start to help fight against the enrage timer. This is because at first you only have 2 disks until another scion is killed.
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Postby Chunes » Tue Dec 02, 2008 12:02 pm

Thanks markoh, i had a look at that guide, but would also like to supplement that section with some anecdotal experiences people are willing to share.

the guide is a great strategy, but it can still benefit from a little more "fleshing out" via personal experiences shared.

ya know?
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