Every once in a while, I’ll try to take a detailed look at a specific element of the raiding game. Today in the spotlight: Argent Coliseum Strategy.
I rarely do strategy posts (and by rarely I mean this is the first one ever) but since the instance is so new and information on the coliseum bosses is scattered everywhere, I thought I’d do a quick run through of what I gleaned from watching Youtube videos of the encounters. I’ll be skipping the Northrend Beasts encounter because Matticus covered it better than I ever could here. Keep in mind some of this might be incorrect since it’s largely guesswork, but it’s all I’ve got at the moment and I’ll update later.
The Faction Champions (video link)
Remember the third boss of Magister’s Terrace? This looks similar, except instead of facing NPCs with crazy abilities, you’re matched up against NPCs of the classes you know and love, but of the opposing faction. They’re CC-able (but with diminishing returns, as in PvP). You have the option of CC-ing healers first and killing DPS or doing it vice-versa if you find yourself getting owned by the DPS.
- They can CC you, so be ready with dispels. In 10-man, make sure you have dispels available for every kind of debuff.
- You won’t always get the same champions (list of them here), I think, so as soon as they are visible in the coliseum figure out what classes you’re up against and set up a kill order.
- Some more information can be found here and here.
- Healers can all be interrupted and should have an interruptor assigned to them if they aren’t being CC’d.
- My guild got best results from burning down the 3 healers right away and then moving on killing the most dangerous and least CC/able mobs.
- Treat it like a 5v5 arena – CC liberally, pay attention to DRs and stay away from as much incidental damage as possible (there’s a fair amount of AoE that happens, such as Hellfire from the Warlock and Bladestorm from the Warrior).
Lord Jaraxxus (video link)
A big fire-centric Eredar guy. There’s a list of his abilities here, which you should read first since I’ll be referencing them by name. Should be tanked in the centre of the arena.
- Summons Mistresses of Pain through creating Nether Portals. You’ll need an off-tank ready to pick them up. There’s an achievement linked to having two of these up when you kill the boss. They have their own skillset, the important ones of which are that they can leap towards raid members and cast Mistress’ Kiss on raid members which interrupts for 8 seconds if the affected raid member casts something with a cast time.
- Casts Fel Lightning (basically Chain Lightning, like Thorim’s) so ranged should spread out to avoid chaining it. If it hits melee there’s not much you can do.
- Casts Incinerate Flesh, which needs to be healed through (you have to do a certain amount of healing to the affected target to remove the debuff). If it’s not removed in time an infernal spawns.
- Has a bunch of random damage and AoE damage spells, so melee will need a lot of healing. Ranged should stay at least 15 yards away to avoid taking this damage.
- Can cast Legion Flame, which damages the target and causes that person to leave a trail of fire behind, similar to the fire in hard-mode Mimiron. Move while you have it and try to place it so it doesn’t interfere with tanks or melee DPS.
- Can summon an Infernal Volcano, which shoots up Infernals that need to be off-tanked.
Two mobs (linked HP, I believe), 4 portals that allow you to switch between Light and Dark Essences. The Dark boss is tanked at a Dark zone while the Light boss is tanked at a Light zone.
- Raid members with Light Essence deal more damage to the Dark boss and vice versa (but are vulnerable to damage of the opposite Essence). So you want raid members with Light Essence DPSing the dark boss and vice versa.
- There are little dark and light orbs floating around the arena. You want to absorb those of your current Essence (just touch them) and avoid the other ones (they damage you). When you’ve absorbed 100 stacks of one type of energy, you gain Empowered (Dark/Light) and deal uber damage. This is the key to the fight (and the achievement, which is to kill them in 3 minutes or under).
- Each sister can cast a Vortex (Light and Dark, respectively). When you get a warning that the one you’re DPSing is about to cast her vortex, quickly walk up to the portal-looking things to switch Essences so that you can absorb the damage. Switch back once the Vortex is over. As far as I saw, the Vortices were not cast simultaneously.
- Each twin can cast Twin’s Pact, which heals them for 20%. From what I saw, everyone has to switch to DPSing the twin casting the pact (again, not cast simultaneously) because they can put up a shield that prevents spell interruption while active and needs to be broken before the heal can be interrupted.
He’s back! Yay… Like his predecessor, he can burrow, summon adds and swarms of bugs.
- Permafrost on the ground means that bugs can’t burrow while on it (but it also slows movement speed by 80%). Anub’arak can’t burrow either. It looks like he’s tanked on top of it when possible.
- While burrowed, Anub’arak’s spikes will pursue a raid member, who should run away and not through people (like Kologarn’s eye beams).
- Summons adds even when not burowed, which should be tanked near the boss to maximize incidental AoE damage. From what I saw it looked like DPS just continued hitting Anub’arak and allowed cleave/AoE to hit the adds.
- At some point (I’m guessing when his health reaches a certain point) he will cast Leeching Swarm, which is an AoE dot on the whole raid. 20% of health every 1 second with a minimum of 250 health per tick. At this point you simply need to burn the boss down.
Seems like there should be more for the final boss of an instance, right…? IDK.