Shade of Akama (Boss 3)

Started by Shadowwolf, June 13, 2008, 10:24:32 AM

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Shadowwolf

Links:
http://www.wowwiki.com/Shade_of_Akama


Video:
[youtube=500,425]69DDuYcj_B4[/youtube]

Abilities:

Shade of Akama

  • Health: ~1.000.000 HP
  • Kills Akama within 60 seconds, no direct threat to the raid

Ashtongue Channeler

  • Health: 100,000
  • Keep the Shade of Akama inactive
  • Do not attack back and only perform the banishing ritual until dead.

Ashtongue Defender

  • Health: 79,000
  • Melee: 4k on plate
  • [spell=41178]Debilitating Strike[/spell]: Does 100% weapon damage and applies a debuff that reduces all melee damage done by 75% for 5 seconds. Can be crowd controlled and stunned.
  • Initial aggro on Akama

Ashtongue Elementalist

  • Health: 23,000
  • Melee: 2k on plate
  • [spell=42023]Rain of Fire[/spell]: area of effect ability doing 3238-3762 fire damage every 2 seconds for 8 seconds. Can be crowd controlled, stunned, and interrupted.

Ashtongue Rogue

  • Health: 28,000
  • Melee: 4k on plate
  • [spell=41978]Debilitating Poison[/spell]: Increases the time between the target's attacks by 50%, increases it's casting time by 50% and deals 1665 to 1935 nature damage every 2 seconds. It can be dispelled. Can be crowd controlled and stunned.

Ashtongue Spiritbinder

  • Health: 23,000
  • Melee: 2k on plate
  • [spell=42025]Spirit Mend[/spell]: Heals fellow Ashtongue (2500 every 2 seconds for 10 seconds, purgeable)
  • [spell=42027]Chain Heal[/spell]: Heal (up to 5 targets for 6938-8062 health). Can be crowd controlled, stunned, and interrupted.

Ashtongue Sorcerer

  • Health: 100,000
  • Only six can spawn
  • Replaces dead Channelers (also keeps the Shade of Akama inactive)

Suggested Strategy:

The key to this fight is making 3 teams: Adds Team 1, Adds Team 2, and a Channeler team. You also have the third tank, who will require increasing amounts of healing as the fight progresses.

Adds Team 1 and 2 consist of 1 tank each + 1 mage, 1 hunter, and 1 more DPS (probably a warlock or an elemental shaman).

The Channeler Team consists of the rest of your DPS, including at least 1 warlock.

Adds Team 1 is by the left door and Adds Team 2 is by the right door, while the Channeler team stays around the center.

[attachimg=1]

[attachimg=2]

You'll meet Akama in the room directly to the right after Supremus. He's stealthed, but easy to see as he's by the door. You start the fight by talking to Akama, after which he'll make a slow walk then start talking some lore. During this time you are able to move through the room with Shade of Akama and the Channelers freely. You can take your positions without fear of aggroing. Akama will initiate the encounter after his speech.

The progression of the fight is to kill the mobs Banishing the Shade of Akama, after which Akama will fight and tank the Shade, while you must kill the Shade before it kills Akama.

To make it harder for you, packs of adds will come from each of the two blocked exits, until the Ashtongue Channelers and Ashtongue Sorcerers are all dead and the Shade of Akama is free.

The first wave of adds will spawn a few seconds after the fight begins.

Melee in your Channeler team focuses on each Channeler at a time while the warlock constantly keeps DoTs on each of the Channelers.

When the sets of three mobs spawn, they'll be sprinting for the centre of the room. A hunter should have preemptively set a Frost Trap. As soon as the three mobs are targetable, the mage should Frost Nova them in place and back up. S/he can then Polymorph the Ashtongue Rogue, and the 3 DPS will kill the Ashtongue Spiritbinder, then the Ashtongue Elementalist, and then the Ashtongue Rogue.

The fight will seem very difficult until the frost nova trick is used to root these packs of 3 Ashtongue in place long enough for a tank to generate threat. The Frost Trap that hunters lie just adds redundancy to the tactic. Mages who position themselves poorly can get killed if they don't move too quickly away from the Frost Nova-ed mobs.

A group of 1 Ashtongue Rogue, 1 Ashtongue Elementalist and 1 Ashtongue Spiritbinder will spawn approximately every 35 seconds from both doors. Also, an Ashtongue Guardian will spawn from the right door every 15 seconds, and go straight for Akama. Until they reach Akama, the Guardians will not respond to attempts to aggro them, but they can be aggroed normally after that. The third tank, preferably a druid, is assigned to tanking them.

The first in the kill priority are the Spiritbinders and Elementalists as they heal the most and do the most damage, and they have the least health.

Second for the kill are the Rogues, while the Guardians must remain offtanked for the duration of the fight.

About the time the Channelers are dead, about 5-6 Guardians minimum should be on the third tank, which means he'll require significant healing.

In addition to the normal adds, Ashtongue Sorcerers will also spawn sometimes, who will run up to the Shade, ignoring all aggro and help with Banishing the Shade. They have to be killed like the Channelers by the Channeler team.

If all goes well, after about 3-4 minutes all Channelers and Sorcerers should be dead and the Shade of Akama will break free and attack Akama. Akama will in turn attack it as well, and tank it for the fight, applying a poison debuff on Shade of Akama that increases the damage taken by 5% and is stackable. You cannot pull aggro from Akama.

When Shade of Akama is free, you can quickly finish off your target, if it's at like 10-20%, but very quickly you need all raid DPS on Shade of Akama. If you have too many adds up, just chain Polymorph and fear them or have them tanked for the remainder of the fight.

You have to save all cooldowns: Berzerking, Blade Flurry, Recklessness etc for killing the Shade. The Shade of Akama does a lot more damage than Akama himself, and it will kill him in about a minute maximum. You must kill the Shade of Akama before Akama dies, or you will lose and the encounter will reset. When the Shade of Akama dies, all the adds will soon despawn.

Tips:

Once the channelers are dead, Akama will come out and tank Shade of Akama. Applying a stackable debuff that increases all damage by 5%, all damage should be all out as aggro cannot be taken from Akama.

Save all major cooldowns until you are damaging Shade of Akama as you will have to damage the Shade down before Akama dies (which will reset the encounter).
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Air

This fight is free epics, shouldn't take long for us to learn it.  Just get 2 prot paladins, and have each a take a side to tank the add groups that come.  Set aside 6 range dps, 3 for each side to dps the adds.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

Shadowwolf

Noting on here for future reference:

Side doors should have 3 DPS (preferably 1 mage, 1 hunter for frost traps and frost nova), 1 tank and 1 healer.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


khader

#3
Another thing that seemed to make the adds easier to deal with was to sheep the spellbinder.  Kill order was elementalist, rogue, spellbinder.

This helped to avoid the spellbinder healing the other mobs.

Might be more challenging with a pally having concecrate down and breaking sheeps but easier for a non-pally tank to control the adds.