There will be probably an extensive guide written - but something useful I have found
Debuff all the adds before he buffs one of them with the stacking buff (Overcharge). I cast Curse of Elements on all 4 while the tanks gained aggro at the start and they kept it on them the whole fight. When we killed one I just added it onto the next one that spawned. When he first casts Overcharge on one of the adds they gain full hit points but they don't lose their debuffs.
If you have a timer, throw short duration ones on all 4 (Like Faerie Fire or whatever) just before Overcharge happens. He will do it every 45 seconds.
I downed this in 10 man with a PUG tonight. It wasn't hard after we got the basics down and removed some failure DPS.
Here's a quick guide on how to down this guy.
You want to use buffs that will benefit DPS the most. HP is not an issue here. IE, Paladins should use Might over Kings.
Once you reach the boss, you'll notice that he is accompanied by 4
Pulling this boss is basically the only thing the tanks have to do right for the entire fight. One way of pulling the boss is:
The OT runs in, pulling all 4 revenants and the boss
The OT uses all AoE skills available to generate threat on all 4 revenants
The MT taunts the boss off the OT. Paladins be sure to use Hand of Reckoning.
The OT brings the 4 revenants to the stairs
The MT brings the boss to the back of the room facing away from the stairs.
The raid moves between the revenants and the boss. Ranged stand as far away as possible from the boss. Same thing with healers.
You want to be at a good distance from the boss because he casts
every once in a while. Meelee have no choice but to go up there.
This boss is mainly a DPS test. Your DPS needs to be able to deal 200k in less than 20 seconds in 10 man in order to keep the raid alive. That averages out to be around 2.5k DPS per person. The combat sequence for this boss is:
Deal sustained DPS to the boss. Save cooldowns and burst spells
The Meelee DPS should move away from the boss when he starts casting
After 45 seconds, the boss will cast
on a revenant. All DPS
focus fire on the revenant before the overcharge
on that revenant reaches 10 stacks. The revenant gains 1 stack every two seconds or so.
If the DPS is successful at downing the revenant, a new one will spawn. The OT must immediately pick it up before it starts attacking the raid. If the DPS is not successful, the revenant will explode for 30k damage killing pretty much the entire raid.
Repeat until Emalon falls.
Emalon the Storm Watcher:
Emalon the Storm Watcher is a simple fight, with a moderately tight DPS requirement.
He has no known enrage timer.
Reports are indicating that this boss has either a 6 or 10 minute enrage timer.
He has 3 major
does the obvious.
has a 5 second cast time, and functions similarly to Loken's
. Damage recieved is reduced by distance from the boss.
is cast on a Tempest Minion, granting a buff that heals the target to full and causes the Tempest Minion to explode after 24 seconds. The
that stacks on the Tempest minions will increase damage output by 20% every 2 seconds, maxing out at 240% before it explodes.
Emalon also has 4 adds, called
Each add that is killed will respawn about 3-5 seconds after it is killed.
One tank should be able to handle all 4 adds.
Watch Emalon for
casts, and run away once he starts casting the spell.
Upon receiving the
buff, the add is healed to full.
If a Tempest Minion is not killed before it explodes, it will cast
, instantly wiping the raid. (With the fully stacked buff, that's ~25k damage to EVERYONE in your raid.)
Have your off tank run in and aggro all the adds, and drag them to a corner while your main tank taunts Emalon off the off tank.
Attack the boss until Emalon casts
on a Tempest Minion.
Attack the overcharged Tempest Minion.
This is critical
- if the add is not dead within
of the overcharge cast, you will be dead instead.
Have the offtank pick up the newly spawned replacement Tempest Minion.
Rinse and Repeat.
If you have DPS below 2.5k sustained DPS,
do not attempt this boss
. You don't have the sustained output that you will need to kill the Tempest Minions in time. (2.5k DPS is assuming a 98% Time on Target and a standard group composition.)
Attack Boss - Kill overcharged minion - Repeat. An average group should be able to down the boss before the 5th overcharge.
Couple tips on finding the Overcharged minions fast:
Press V to have health bars up. The Overcharged minion will jump to full health.
Mark each minion. Have a healer set their focus target to a specific mark. They should watch it and call out their symbol as soon as the debuff appears.
I thought chain lightning did less damage each jump, but apparently the mechanic is reversed, doing more damage per jump.
Isn't this the way PvE non-player chain lightning has always worked?
Everyone needs to go to the
and tell them that Emalon needs to be put into his own instance.
As someone on the forums rightly pointed out, if you need gear from Archavon, you won't have the gear to kill Emalon and conversely, if you can do Emalon, you don't need the gear from Archavon.
I don't know about other servers but this do one/get saved to both has put a real damper on VoA pugs on mine.
Oh and just so this post isn't a 100% whine, do note that it is important to keep away from other players as much as possible when killing adds because Emalon can and will continue to cast Chain Lightning on players even if they're on the other side of the room.
On heroic mode, melee can stack in groups of not more than 2 or 3 and the Chain Lightning damage should be at a manageable level. Easily avoidable on normal mode unless you have a freak group that is half melee or something.
(The below was written before the 3.1.1a patch on 28 April 2009 reduced Emalon's adds' health by one third. On 25, the adds went from 741K to about 500K. On 10, what was 210K is now 140K. My 25-man group that had wiped for hours and hours since the boss' debut two weeks ago--with several agonizing single digit-percentage wipes--one-shotted the boss tonight. While I wish we'd have been able to kill the boss before the change, pickup 25-man groups now have a realistic shot at killing the boss, and I'll gladly take free T8 and T8.5 loot anytime.)
This is a fun, fun, fun fight, one of the best-tuned Blizzard has ever created. It had better be, because the fight has many moving parts. In terms of complexity and overall difficulty I'd easily put it on the level of Malygos (including phase 3), and above any Naxxramas fight except, maybe, Kel'thuzad. (You know the twenty seconds before and after the Lich King sends Kel'thuzad help in phase 3? This fight is sort of like those forty seconds looped over and over again in a room half the size.) Yes, it's definitely harder than Thaddius, Sapphiron, or Gluth; I'd put it slightly above Grobbulus, too.
After unsuccessfully attempting the boss from 3.1's arrival on with four different pickup groups on both 10 and 25, my first kill tonight was in a 10 group I led made up of people I knew could perform under pressure; definitely not your average pickup group. Most of us had seen the fight before, too. Thankfully, with the resurrection site now right outside the instance entrance, wipe recovery is 30 seconds flat. With all that going for us it
took us a full 90 minutes and two heartbreaking wipes with the boss under 5%!
What makes the fight so fun/complex is how its various elements directly conflict with each other:
Ranged DPS is preferable.
On 10, at least, it's possible for a smart ranged DPS to find a nice spot away from everyone else and just hit whatever needs to be hit. There is
no raid damage
for ranged if positioned right.
Melee DPS is preferable.
Well, certain kinds of melee, at least. If I have a choice of a lower-DPS ranged or a higher-DPS melee--especially a burst-capable DPS like a rogue, DPS warrior, or enhancement shaman--I'll take the melee every time. The boss has a big hitbox and a melee-heavy group can definitely succeed if everyone takes care.
This is not a DPS race.
It is, 75% of the time, a survival fight. The boss does not have a ginormous number of hitpoints. DPS should save their long-cooldown attacks for the adds, and meanwhile focus on positioning (because of the Chain Lightning) and, if melee, running away from the Lightning Nova when cast.
This is a DPS race.
understand that when the raid emote occurs they must drop whatever they're doing and shift to whichever add has the growth buff. This is the time to use every long-cooldown attack.
Threat matters at the start of the fight.
The adds and the boss hit hard enough that tanks will need healing almost immediately, which risks an aggro pull. Ideally, a pull will go like this: a) Add tank rushes in and gets aggro on the adds and the boss. b) A rogue or hunter uses Fan of Knights and Tricks of the Trade/Volley and Misdirect to reinforce the aggro lead. c) The add tank's healer starts healing. d) The boss tank taunts Emalon and moves it to the designated spot. e) DPS only now start hitting the boss.
Threat does not matter after the initial pull.
As a paladin tank I found that my normal threat rotation was damaging the adds too fast, risking an eventual "off-cycle" add spawn from Emalon. After the first 10 seconds of the fight I simply switched to autoattacking, Holy Shield, and Consecrate, while mentally preparing myself for the frenzied search to come for the buffed add. Once that add died, I looked for the newly-spawned add and taunted it. (Have the boss tank grab the new add first; then the add tank can grab it at his leisure, instead of it possibly rushing to a healer or DPS and killing him.) Hit-capped gear to eliminate taunt failures is highly advisable.
The strategy I favor is for the boss tank to pull Emalon to one of the two back niches (the green-colored ones visible from the top of the stairs, while the other tank pulls the adds to the middle of the room to minimize travel time for melee. When Emalon casts Lightning Nova, the tank and other melee should move to the other back niche, and
wait for the boss to come to them
(Remember what I said about it not being a DPS race?), meanwhile adjusting positioning to avoid Chain Lightning. Continue fighting until Lightning Nova occurs again, the move back to the first niche.
I don't recommend marking the adds ahead of time. Extra raid markers make it harder to pick out the right add out of the crowded group, especially when enemy healthbars are enabled. Instead, a) have the add tank quickly look through the adds to find and mark the buffed one, but b) it's also important that each DPS use his own eyes, find the add that's been healed to full health (that's why enabling enemy healthbars is important), and target it themselves. Every moment counts.
In closing, this is
a fight that groups will be able to anytime soon overpower with gear and without strategy. The combination of Chain Lightning and needing to quickly shift targets to one of four random choices means that Tier 9-geared pickup groups will repeatedly wipe. I'm glad I was able to finally beat Emalon, I'm glad I helped get two players what might be (given random numbers and the level of progression on the server) server-first T8 pieces, and I can't wait to fight the boss again. Thank you, Blizzard.
Has anyone determined if grounding totems will stop the chain lightning?
I've heard the rumor that the add with the lowest health gets the charge. Is this true, or is it truly just random?
Just a note, AoE'ing the Adds down prior to the charge is useless: Overcharge instantly heals the mob on the first buff.
We were having trouble finding the add with the debuff, so i would actually advise AEing the adds down just a little so its easier to find the one with the buff (because it goes to full health once the debuff becomes active)
Emalon does have an enrage timer - about 6 minutes.
We ran into it when the latest DBM had a timer in which when the next overcharge was. This allowed the melee to break off early to get ready to mow down the enraged add. Altho we got the adds down faster this way, we did less damage to the boss because of this manner, giving us the enrage.
Usually it wasn't known due to the fact that groups would either kill the boss before it enraged or wipe on the enraged add. (this was on 25-man where you need more dps than 10)
Found a strategy that is melee-friendly and involves
no chain lightning RNG.
Tank Emalon at a back corner, with the idea that you switch to the other back corner when he lightning novas. All melee have Emalon as focus target with cast bars enabled (through Blizzard's interface).
Have the adds tanked right beside Emalon
(in the direction of where you'll have to run). When Emalon starts casting nova, the tank(s) will drag them the rest of the way to the other corner; rinse repeat. This way the ranged stay more or less fixed the entire fight, and a chain between melee and ranged is never created.
For 25man, it is actually more convenient to have some melee so that the ranged have a bit more space (and hence more room for error).
Edit: It seems that the adds are now easier to burn and the chain lightning has a limit on its targets. As such the fight has become significantly easier, though the above strategy may be employed in a melee heavy raid if DPS is an issue.
10 man only:
If you end up with too many melee-classes or slacking dps but have strong healing I recommend the following strategy:
Off-tank switches to dps-specc and gear.
Main-tank tanks everything.
1. Main-Tank charges in and establishes aggro on all mobs.
2. Dps- and healing classes go into position
3. Dps-classes target Boss and start attacking
4. Damage Boss while waiting for Overcharge.
5. After Overcharge target the only mob with 98-100% health.
6. Kill it.
7. Go to step 3.
Rinse & Repeat. Then loot.
A completely Naxx10 (no item from any 25 man raid) geared Pala had absolutely no problem with 1 holy-pala entirely on him while Restoshaman/Restodruid took care off raid healing.
if the add is bigger than the others it means it already has a few stacks and for most groups it'll mean you're too late with DPS.
by the time it's bigger you need to be already nuking him.
just Tab through the adds untill you see the buff as stated. in most cases this'll work.
so far I've only had one attempt where I couldn't find him by pressing tab before it had grown larger. (in fact tab wouldn't select him even then and he blew up in my face :)
Reins of the Grand Black War Mammoth
Drop off him in 10 man.
The hardest part about this fight is killing the enraged add fast enough.
According to data gathered here, you have 24 seconds after he enrages the add to kill it before it wipes the group, and the add will have all of its HP to boot.
On 10 man it will have 202k health.
Removing 3 seconds from the enrage (ample time for the dps to switch targets) and with a raid composition of 6 dps, that means you need 1.6k dps from each member. With 5 dps, that number jumps to 1.9k. Both calculations neglect the tank.
On 25 man it will have 741k health.
Same formula, with 18 dps (2 tanks and 5 healers) you need 1.9k dps from each member. Replace one dps and you need 2k from each member.
Now, let's take a VERY careless group, and run a calculation.
Say all 18 dps take an average of 8 seconds before they start to attack (it happens, melee start running late, ranged not switching until they're told, everyone fumbling around to target the correct add, etc.) This ups the requirement to 2.6k dps each. A pretty good increase, and the slower you get the worse it's going to be (obviously.)
That said, if you have a competent group where everyone can reliably do their job the dps requirement is not unbearable. What it's testing is your group's response time.
Here is a tip for targeting the adds.
At first, mark the adds up. THEN, assign 4 people to set focus, one to each add (not the tank or healer).
When he casts the buff on one, whoever has set focus on that add will imediatly target and have the rest of your dps assist that person. (vent is a must for this strategy). It is also helpful to have the people who are on set focus to target a few seconds before the cast, just incase they call it out before they have it targeted.
When that persons add dies, they will need to reset focus on the new add.
We found this is best done with 1 tank 7 dps and two healers.
Most wipes are caused by adds exploding because DPS doesn't switch (or find the add) fast enough.
: Have everyone turn on npc health bars (press v). The charged add will jump to 100% health on its bar as soon as it gets a charge. Click the bar and start bursting. This avoids wasting time tabbing through adds.
3: Your in for the Emalon kill with ppl of similar gear. Why would you NOT take the easy kill in the other room? Free offgear/Dualspecc gear and some cash.
In a PuG, that risks a bunch of people saying "thanks, I'm out, not up for a wipefest" after Archavon, and the raid then falling apart -- even though the group formed for a full clear. Happened to me 1st week of 3.1.
If you're forming for Emalon, do Emalon first. Sub-standard DPS can be replaced in the process. Afterwards, yes of course you go take the easy kill in the other room too.
i wonder about a macro wich would be like
/target (add name) (100%hp)
/target (addname) (buff)
this would make this boss 50% easier. but soon i gues addons will come with auto marking and raidwarnings for all, making it even easier
The OT can help finding the buffed ad by selecting him and marking him. DD-s should select the OT (set focus on him if you need to) and assist him as soon as the raid marker appears, so DD-s don't need to tab over the ads themselves
So, is it safe to assume that you need to pull at least 2k dps on 25 man to kill Emalon?
Drops 2 emblems of conquest on heroic.
It would seem that this boss will not drop any pvp nor pve chests, instead he also drops pvp bracers, necks, and rings.
Dont get your hopes up just like me :D
I believe raid leader deadly boss mods will automatically mark the charged add with a skull.
I wish blizz had made another instance so I didn't get saved to archavon.
One notice: strange that no one mentioned he drops, IN NORMAL MODE, two
Emblems of Valor
I believe raid leader deadly boss mods will automatically mark the charged add with a skull.
Bah. In my experience, DeadlyBossMods only puts the skull up on the charged add about half the time; the rest of the time, nothing. A buggy addon (and when is DBM
buggy?) is worse than no addon at all, because it can't be relied upon.
For the people saying he needs to be in a different instance, your dumb.
First off, if your going into VoA you can choose who you want to do. You don't have to do them in any order, so if your just there for emalon just go kill him and be done with it and the same deal with arch. There is absolutely no reason there needs to be another instance just for two bosses. Its like saying all the quarters in naxx need to be seperated.
Secondly, People still do search for raid groups just doing arch. I have seen at least 70% of the raid queues saying "just doing arch". If your server doesn't have that then search for a damn raid yourself instead of being lazy. If wintergrasp just won you can get a group together in like one min (decent usually too). Arch is still viable to raid people just expect since there is a tier 8 boss in it that arch suddenly got ridiculously hard too. Stop whining about the damn instance and do just arch if you really want too.
FYI - If a group is planning on doing emalon chances are they aren't thinking of a pug anyhow.
This encounter has been designed such that the 25 version is substantially more difficult than the 10, and the quick enraging of the add makes it such that there is very, very little room for error. A well coordinated pug can easily clear 10m Emalon, but after 150g of repairs, from 25m pugs where the top 10 dps were all > 3k, I firmly believe that 25m Emalon pugs are futile.
It IS PuGAble but only from people that got a fast brain and good gear/Rep. I will state the Req's just for anyone ;)
Tanks With Over 57%Avoidance and 29.5K HP Unbuffed
Mages/Locks on 3.2K DPS
Note: I did this on 6x4K DPS 7x3.3K and some 2.5K so u can outsands some bad DPS with some Really Good
Good luck on downing him we got him on 3rd :)
In a nutshell for 25:
The short enrage timer means you need serious dps. Forget about ranged/melee argument, you just need people paying attention. I wouldn't attempt this with dps that can't sustain at least 3k output.
* The Emalon encounter has received the following changes: The total health of the Tempest Minions has been reduced and Emalon’s Chain Lightning spell will now have a limit on the number of targets it can hit.
how much the nerf is?
edit one :It took us 25 achievement earned persons to beat it,while the tank was full naxx 25gear.I am very interested in the nerf
edit two:the hp of the trashes seems to be nerfed by 35%,well that's quite easy now
We pretty much used the same strat as Hellshade except we tanked Emalon to the left side of the room and the adds to the right.
You must get your add tank to mark the add with the de buff asap and have all your dps switch and burn the add.
Another add will re spawn usually by Emalon which we had a hunter MD back to the add tank.
This encounter has been considerably nerfed now and should be puggable by a half decent group.
As it was originally he could be downed by a guild who was geared for Ulduar content and considering he does drop tier gear I thought the level was appropriate.
he should be downable by a pug in hateful+ gear
Well, flame leviathan can also be done with a pug in hatefull+ gear. It doesnt mean whole instance should. Maybe Blizzard just changed their mind? Or maybe this is how they planned it to be.. It's the way for pve players to have a chance to get some pvp gear as well. If you have a problem with him, you should consider getting some naxx pugs for pve gear for you.
This boss has an enrage timer on Heroic.
After 6 minutes he will enrage and deal 500 % damage and will wipe the raid after a moment!
As a melee dps, its a great idea to move to the adds a few seconds before overcharge, since it will help bringing the add down ASAP!
Took him down today with PUG, wasn't hard once our MT stopped dc'ing, then it went very easy.
We had three tanks one to pick up new add to bring to other side.
At the end the Furious Glad Boots dropped which i won with a nice roll of 92 :)
Oh and btw the new DBM update now marks the enraged add as soon as leader tabs on to him.
I did it with 2 heals myself(paladin) and a shammy, and one warrior tank on ema and a dk tank on the adds. Easy caked the boss and the dps average about 2k+ with some like 2 people only over 3k. After we downed him we did arch in like 2 minutes.Emalon is a fun boss :D I do believe that having DBM marks the add that needs to be killed with a skull.
There's mainly two reasons for wiping on this boss. 1) The enraging add isn't tagged and thereby not killed fast enough (the DPSs are attacking the wrong add if the right on isn't tagged; the tagging should be done by a healer or ranged DPS, since the OT won't see sh*t with those four large adds on him, in that cramped room). 2) Not enough time is given for the OT, that is to start the fight btw, to establish a high enough threat level, leaving usually the MT or a healer with one or more adds on them (have everyone count to 5 to themselves before getting into the fight, after the OT start the fight).
Enrage is 6minutes and is 500% increased damage and 150% movement speed. Also immune to stuns or any snares.
did this today and [
droped and was ninja looted by master looter
Did this in a 25-man PUG last night.
I use the DBM addon and it actually hurt me during our first few attempts because the timing of the warning is not quite in sync with the actual overload.
It's best to go by the in-game RW.
Latest version of Deadly Boss Mods marks the enraged add with skull, and indeed /rw about overcharge is given.
Some tips to prevent your raid from whipe:
Have enemy health bar shown on it's name plate. (Ctrl+V)
Stay in range of adds to see instant when one of the adds goes full health.
Much easyer like that.
Have a hunter assigned to Misdirect the new-spawned add on OT, it will save raid from running-around-hitting-all-it-dislikes add.
Having DK as MT is preferable as they have Anti-Magic Shell, helps to survive novas etc.
Again, DBM users can type /range and set it to 10yards, spread out.
We killed it as PuG: 2tanks (MTpala+OTdk), 5healers, 18dps mostly ranged.
In a PuG, that risks a bunch of people saying "thanks, I'm out, not up for a wipefest" after Archavon, and the raid then falling apart -- even though the group formed for a full clear. Happened to me 1st week of 3.1.
I understand, but I don't agree. The people who say "thanks, I'm out, not up for a wipefest" probably aren't geared for Emalon yet anyway. Doing Arch first lets them get better gear, and then you can replace them with better people when they leave, much as you would when the dps elimination rounds start happening after the upcoming Emalon wipes..
If you're geared for Emalon, you probably don't care much about what Arch drops anyway, so you have a win/win rather than a lose/win for the people geared for one, but not the other.
is there a way to macro target the overcharged add? someone was mentioning it in chat today but i didn't think the name changed enough for that to work.
As a warrior OT, I was concerned about picking up the adds off of the MT. However, it isn't that bad.
As long as you have Vigilance on the MT, just spam tab until you find the add with full health and mash Taunt repeatedly. Because of Vigilance, you should be able to grab him or at least taunt him enough times to get him over. The adds will stick to you due to your shield blocking.
As a warrior MT, once you pick up aggro, he'll stick right to you. As long as you don't spam thunderclaps and other aoe's, the add will be easily tauntable off you.
I did this in 10, not sure about 25.
i did it today for the first time, and i think after the HP nerf its really easy to do.....no more a challenging fight.
He enraged on us tonight (25 man). Managed to get him with the last 3 people alive and all the dots ticking away. We were killing the adds in time but not him it seems - this is probably due to the nerf on the adds' hp. Now it seems that despite needing to have good enough dps to kill the adds, the fight now has an extra element of needing even
dps to get him before the enrage.
His enrage took about 5 mins, but I wasn't really counting.
Melee DPS is preferable. Well, certain kinds of melee, at least. If I have a choice of a lower-DPS ranged or a higher-DPS melee--especially a burst-capable DPS like a rogue, DPS warrior, or enhancement shaman--I'll take the melee every time. The boss has a big hitbox and a melee-heavy group can definitely succeed if everyone takes care.
Pala and blood DK has best brust dps inside meles anyway ench shammy can't even brust like %20 of palas brust also warrior can't brust like a rogue or pala because all their skills is about proc.
Rogue -> pala -> dk
As a DK tank (yeah yeah I know) I found that we carry an advantage due to anti-magic shell absorbing a very large percentage of the nova. Using a DK MT on Emalon helps ease any stress on your healers healing raid/MT through the nova.
reverse his name and you get "No lame" :)
Just wanted to add a few notes/tips from a successful PUG clear of 25-man Emalon tonight as the OT (May 19th)
1) To start fight, add tank pulls and begins AoE threat rotation. Typically popping a short cooldown is wise on the pull. MT taunts boss off and moves him away. Rogues ToT'ing the OT and using FoK helps on the pull.
2) Deadly Boss Mods (or Bigwigs) automatically marks the overcharged add with a skull, but it doesn't seem to work every time. Someone (preferably the OT) who knows how to tab-target/watch healthbars should make sure the mark goes up.
3) Emalon DOES have a 6 minute enrage timer in 25-man. This may not seem like a big deal, but with melee constantly moving for Nova/OC, it can be difficult if your raid is melee heavy. Try tanking the adds closer to Emalon. For Emalon himself, DPS should be over 2.5k (including target switching) ...replace people under 2k/people who die to Lightning Nova.
4) A hunter should be designated to MD the respawned adds to the OT, if available.
Although Wowhead provides a drop list, some people may wish to have a condensed list of drops, so they know which slots Emalon can drop loot for.
One main difference from Archavon's loot table is that
drop Chest pieces, however drops non-set
(i.e. amulets, belts, boots, bracers, cloaks, rings)
Judging by current data,
Emalon does not drop Deadly set pieces on Normal mode.
Tier 8.10 Gloves
Tier 8.10 Pants
(otherwise requires 1550 rating)
(otherwise requires 1450 rating)
(otherwise requires 1500 rating)
(otherwise requires 2000 rating)
(otherwise requires 1400 rating)
(otherwise requires 1650 rating)
Emalon does drop Furious set pieces on Heroic mode:
(otherwise requires 1600 rating)
(otherwise requires 1700 rating)
Tier 8.25 Gloves
Tier 8.25 Pants
EDIT: Fixed my numbering. I should stop making posts while tired.
CANT wait for Aqualon the sea watcher
I think the instance is now misnamed.
Vault of Emalon! Yikes!
From the newest patch, Emalon is quite possible with PuGs. The minions have been easier to kill.
Since 3.1.2 the adds now grow very big instantly, so targetting the right add is no more a problem.
and it seems if emalon himself got less armor.. (but im not sure of that)
Does anyone have any idea what lvl Emalon is? I know most raid bosses are 83 but i'm hit-capped (8%) and still missed a few times.
This guy drops tier 8.25 legs and gloves, letting blue-geared pugs get best pre-hardmode epic gear fast and easy ;)
Not many pug raids can kill Freya25 and Mimiron25 to get this gear "normal" raiding way ;)
So if you are not in good raiding guild, but want to get goot gear - you MUST kill emalon on hc and normal every week. Sooner or later you will get your gear.
Small advice - NEVER agree to kill Archavon(old boss) first. There is good chance that your raid is not good enough to kill Emalon, and after several wipes someone starts to whine, leave, raid will disband and you will find yourself saved and not able to kill Emalon this raiding week. Just leave raid group if they are going to kill Archavon first.
Emalon the Storm Watcher
This boss can be hell for you raid group if you don't have follow certain guidelines. Especially on Heroic:
Make sure your DPS can hold their own
. This is not a boss fight that you can have 2 players doing minimal dps while the others do average/above average. Unlike many other DPS race boss fights, the DPS race segment of this lasts 20 seconds. If you are on Heroic, I
do not reccomend taking any DPS that can't do at LEAST 1.8k
. This is, assuming that you have a few players who can do massive amounts (my raid had one 4.4k and a few 3.2-3.8k dealers. And we wiped because we had about 4 dps doing below 1.8k, one was doing 1k).
2) Make sure EVERY dps in your raid know s this. Pay attention now.
When he overcharges, EVERY single DPS in the raid must target the overcharged add.
You have 20 seconds to kill him. If you fail, your raid wipes. Save your cooldowns for the adds if you have to.
3) Try to make sure every member of your raid group has some sort of way of telling when he overcharges/novas. It'd be best if they all had an addon like Deadly Boss Mods, but if you can get a raid warning up somehow every time he is about to OC/nova, that works.
4) When he novas
get away. Fast.
Every DPS must run a very good distance away from Emalon when he starts to cast his nova, and the tank should probably stand a medium distance away (the further you are, the less damage you take. So the tank can take a little damage and grab aggro faster if your heals are ready).
Have your main tank pull Emalon and tank him on the right (south) side of the room, while the offtank pulls the adds to the left (north) side. Give your tanks a few seconds (at least 5 would be good) to pull aggro before the DPSers enter.
He will lightning nova once, and you have to get away fast. If too many DPSers die on the nova, the next overcharge will kill you. He also uses chain lightning a couple time, but this isn't too bad, it can't even kill mages usually.
A small time after he novas, he will cast Overcharge.
Find the overcharged add. They will be the only one with a buff (shows up on the bottom of the buff/debuff section under their health bar). Burn it down ASAP. You have approximately 20 seconds to kill the add, and it does more and more damage the longer it's alive. Once it hits 10 stacks of overcharge, it will do a massive AE which will kill pretty much everyone in the raid. Because it's base damage is 10,000 on avg, which is already enough to wipe out more than half of an HP bar off most DPSers. Add that to the 200% extra damage it gets for the 10 stacks of Overcharge and you get a grand total of 30,000 hits. Even if for some reason your tanks survived, your healers would not.
Long story short, kill that add.
Once the add is dead, rinse and repeat.
I got my deadly Gloves off emalon today :P
anyone else notice he uses the exact same model as the first boss of underbog? even has the same armpit smell/arm waving. just a different skin
i thought i would say since no one has said it yet, but there is now a enrage timer on him, we puuged 25 man , did it 3rd try once we replaced some slaker dps but he killed him after he enraged, which was terifiying il let you know, 1 shoting the tank..
his enrage is the usual 500% increased damage ect
+ i would like to add, on 10 man its so easy
for thos who keep complaining about it being hard, we 8 maned it. 2 healers 2 tanks.. 4 dps.. easy as hell killing adds on about 8 stacks. we had 10 but 2 died straight away from pre agro.. 2 of the dps were on 2k dps.. i was the highest with 3.4k over all and at one points 4.2k dps on him
mind you we did have no mele dps at all, so might have affected the out come..
Now with one of the updates,
The minion that is charged will automatically increase it's size to be easily seen.
Anyone else notice that Emalon drops more mage/hunter/warlock/rogue t8/8.5 gear than any of the other classes? I assume it's because if you're say a paladin, you'd have a chance at three types of t8, but when your a pure dps class, then you can only use one type. My mage likes this, but my shaman doesn't know how to feel about it.
Rogue's can Feint or Cloak through the nova if you're having trouble with the dps.
I've (me resto druid, 2.1k heals) healed this encounter on both 10 (3 times) and 25-man (once). Last night I joined a 25-man pug and was asked to heal the MT on Emalon (feral druid). Ultimately I couldn't keep the druid alive, despite cranking out over 3k hps. It appeared that the druid had a leak as he was taking spike dmg totalling over 70% of his hp pool (~38k buffed). I haven't armoried them but I would guess that they were stacking stam and lacked avoidance. Regardless I was led to believe that it was my fault we wiped, not the fault of other healers, folks eating novas, etc. Should I be expected to be able to solo heal the MT in 25-man? This was very frustrating for me and I guess I just want somebody to be the voice of reason here. Thanks :)
It's a bit of a lie that it doesn't hit hard the tank. I was geared for nax10 (full epic but mostly BOE, crafted and from heroics) and the hits weren't spectacularly easy to take. It would take me down to 40% health in 10 secs at most. Well, it didn't help that the healer wasn't imba but anyway.
This is clearly beyond pre-raid.
new achievement to play around with in 3.2
I may have missed it but I didn't see Reins of the Grand Black War Mammoth in his loot table.
This is clearly hardest for the ot.
This is another case of "ot racism". mt is really the stooge here.
I'm proud that I 1st got the achiv on it as ot. on 25.
Anyone else notice sometimes during Lighting Nova he'll say "Run away little girl..."?
"This is a fun, fun, fun fight, one of the best-tuned Blizzard has ever created. It had better be, because the fight has many moving parts. In terms of complexity and overall difficulty I'd easily put it on the level of Malygos (including phase 3), and above any Naxxramas fight except, maybe, Kel'thuzad."
"In closing, this is not a fight that groups will be able to anytime soon overpower with gear and without strategy. "
I don't know what's that fun about this fight... It is as easy as any current naxx boss. Best-tuned, what is there to tune? The TLDR strategy for this fight is: move out of the nova and nuke the overcharged add. You call this a strategy? ROFL. The fight can be done with anyone who isn't mentally retarded and awards Emblem of Conquest, PvP gear that usually requires arena rating (!), etc... As of this moment the boss requires what 2.5k dps which is attainable with hc+naxx10 level (ilevel 200) gear.
I don't know what have you been smoking mate... ^^ I guess this fight is made for scrubs like you who think move out of the nova and nuking an add is an example of very complex and interesting encounter. The difficulty of this fight is less than of Scarlet Monastery with level 40 gear. I mean seriously... you can fall asleep during this fight (and STILL do it successfully!).
CANT wait for Aqualon the sea watcher
Sorry to disapoint you there, the next VoA boss is Koralon the Flame Watcher, and compared to Emalon he seems to be useless.
Useless as in if a pug can't beat him, then they need stop playing WoW.
He's a simple tank'n'spank with the only difference being that u gotta move out of the fire.
Note, you, techincally, only need 1 tank, although Meteor Fists will one-shot your tank if you only have one.
EDIT: Apparently his strength relies in his AoE damage, as if he does his spin-fire-spit ability just as you get hit by a fire, then you can easily be killed in 2 or 3 seconds if you get no heals, depending on how many stacks of his buff he has. (In my experience, at 8 stacks = 40% more damage i saw 5.5k damage taken, 5.5k damage taken, 5.5k damage taken, 5.5k damage taken, DEAD!)
As a rogue it's possible to keep DPS'ing during Lightning Nova.
On heroic it hits for 30,000, if you use
a few seconds before he finishes casting it'll do a maximum of 15,000 damage.
Fully raid buffed it has ended up around ~10,000 to my experience, due to partial resists.
Which is only slightly more than you would take if you ran away and didn't use feint.
After the first 10 seconds of the fight I simply switched to autoattacking, Holy Shield, and Consecrate, while mentally preparing myself for the frenzied search to come for the buffed add...
...Hit-capped gear to eliminate taunt failures is highly advisable.
What I noticed was that the incoming threat from the rest of the raid is so low, that you can actually keep aggro with only holy shield up. When the one charges, I use HotR, AS and all the AoE tanking spells to deal damage and also to generate some additional threat to the others.
If my reconing misses, I'll either throw my shield in followed by exorcism and judgement... or just use righteous defence. Works just as well sometimes.
In a Pug group you can almost always expect someone NOT to change targets despite numerous addon's and raid emotes and even pre-fight talk. So always bare in mind that you stand a relatively good chance to wipe at least once. That being said, I wanna throw this out there. Even if the add gets the 10 stacks its still plausible to continue the fight. The healers in Theory need to be pally's and some of the dps need some form of a shield as well. (mages, iceblock etc.).
as a last ditch effort to keep the raid alive, if it looks like the enraged is gonna blow you can pop ur shield. This can save a raid if Emalon is nearly dead or if enough DPS survived to be able to kill off another enraged. Just fruit for thought. At the very least this has saved me a repair bill haha
(ice block -> invisibility (loss all agro))
tests tanking and threat exchange,
tests DPS and positioning with other players, and
tests healers and environment awareness.
This fight is a basic Tank N Spank, but with a twist.
The Off Tank will charge one of the Tempest Minions, this is important because you want the off tank holding adds. Immediatley after, the main tank must charge Emalon, if this is done right, the Main tank will have Emalon's Aggro and the Off tank will have the aggro of the four Tempest Minions. The DPS must ignore the tempest minions for now.
After about 500k - 700k health, Emalon will cast Overcharge on a random Tempest Minion. The DPS must then all focus on the overcharged one (The one that becomes really big) you have about 10 seconds to kill him, if you don't he will explode and wipe most of the raid, leaving those who are still alive, with few health, little heals, and almost no DPS. So basically, if the Tempest Minion isnt killed fast, its a wipe.
Emalon will overcharge a Tempest Minion many times in the fight, after one is killed another will spawn.
Tempest Minions will also protect Emalon, i've never know exactly what this means because my main is a mage, so i'm never close enough to see what he does, but I beleive it means that he charges the main tank (whoever has Emalon's aggo) then goes back to the off tank.
Other then the overcharge, and the protection, its basic Tank N Spank
Plz comment if I got something wrong or am missing something.
Emalon the Storm Watcher
As a caster, I have noticed that if you stand in the center, you will
be hit by
. I think it's because the nova travels on consecutive ground, and the center pentagon is slightly sunken, thus omitted.
To all the people saying you should make the adds in different instances because I'm not good enough for this boss or that boss. I'm tired of this catering to the casual player, if they do put them in seperate instances there will be no earth,wind,and fire nor the future captain planet.
As a side note, not sure how this is calculated but my combat log shows Emalon gives 242 honor for being killed.
Archavon gives 161 honor and Koralon gives 322 Honor.
This was in 25m mode.
A hunter can obviate the need to ever switch to Aspect of the Viper in this fight. Just target his guards and toss a Viper Sting at one of them.
As of January 2010, this is still the most wiped on boss of the vault, at least on my server. For all dps, whether you are new or a longtime player, please do NOT pull this guy early, do not get impatient and say, "come on nubs just GO it's just Emalon we will pwn him". If you're pugging this and tanks/healers are not assigned, there is a good chance of a wipe simply because heals are not properly allocated or the tanks are not doing their jobs. Telling healers "just heal whoever is low" doesn't help because all the overhealing on a guy someone else is healing will empty someone out, and dps will start to die off. You can all do 10k dps but you aren't going to win if the tanks are dead. Give healers a 30 sec to decide who heals who. Thank you.
im raid to voa that voa will play it
Killed him with 3 85s using a prot warrior, shadow priest and moonkin druid. A little bit of offhealing was required because the tank has 4 adds on him. Make sure to avoid Lightning Nova and kill the Tempest Minion who is overcharged.
This looks potentially soloable as a prot warrior during this expansion. Vengeance goes through the roof due to incoming damage, giving you the DPS required to beat the enrage timer, and the adds provide Victory Rush which was enough to keep me going until Emalon enraged.
Problem? To actually get the adds down fast enough I had to switch to them often, leading to a DPS issue on the boss. Once gear becomes strong enough to let me ignore the adds, kill them with multi-target damage and VR when they die, and focus on the boss full time, I have no doubt this will be soloable.
worth 16 honor at 85 with guild perks
Solo'ed this boss as prot pally.
Gear & Preparation:
- 382 ilvl, with 2p t13 + 2p t12 tanking tiers, and some DPS gears.
- 176k health, 96.25 avoidance, 2.66% hit, and 7 expertise
Mirror of Broken Images
Seal of Insight
Blessing of Might
- Ignore adds, pop one of before the overcharged add explode.
- Run away when Emalon is casting Lightning Nova.
on cooldown (use it with
Was at 25% health when I killed him, still have
available to use.
Soloed this as feral druid in Bear Form and bear-spec. Pure dps gear except for a single stamina trinket. Itemlvl 385, and T12 2-set bonus (LFR gear) which gives extra uptime for Savage Defense. Used Runescroll of Fortitude II, Prismatic Elixir and foodbuff. 197k health.
Simple fight: Just nuke boss, don't do anything to the adds, run away when Boss do his Lightning Nova, pop Barkskin whenever its ready, and thats about it. Used Frenzied Regeneration + Survival Instinct in the last part of the fight when down to 90k hp, but I was never in any trouble. At the end of the fight I was more or less at full health. Whole fight took 4min 27sec.
I was able to solo this as an
85 atonement Discipline Priest
I used this spec:
and reforged all my gear to haste, then spirit. I used my i407 healing set (full BIS heroic Dragon Soul healing gear with the exception of Signet of Suturing and a heroic Conq helm token) and put on my Dragonwrath staff for this. You can likely accomplish this with less gear (normal DS, maybe raid finder level but probably not). There is no enrage, so if you can make it through 1-2 overload phases without hemorrhaging mana, you can kill it.
The fight execution is simple, so it's mostly just a gear check:
Use Inner Fire (this is why we have Inner Sanctum talent points).
PW:S yourself every time Rapture is available.
Holy Fire/Smite spam when you aren't healing yourself. Only nuke Emalon.
Shadowfiend and Power Infuse on cooldown for extra damage.
You never need to move for any reason, including lightning nova and overloaded adds.
Penance, then start spamming Greater Heal or Flash Heal (emergency only) anytime your atonement heals aren't keeping up (should mostly be during or to catch up from Overloaded add damage, but you may have to heal some outside that). Try to cast Penance directly after PW:S when possible to avoid lost ticks from pushback.
Alternate using Pain Suppression and PW:Barrier each time an Overloaded add reaches ~7 stacks and use Desperate Prayer if you fall behind at any point.
I killed him in 7 minion overloads. I had about 25% mana left and my shadowfiend was going to be up in 20 seconds when he died.
I assume (but have not tested) that his gold loot has been hit with a big nerf bat to the face in patch 5.0.4, now down to roughly 18g (on 10-man), along with
(who I have tested).
Soloed the 25 man version as a lvl 90 blood dk in 457 iLvl, mostly dps gear. Received 232 Honor for killing him. Yes, 232! The fight took 5min 11sec. EDIT: Oh yeah, sorry, had a typo, it's fixed now!
Very easy fight. Soloed as Prot Warrior with DPS gear, 1H + Shield.
Even if you do take a lot of damage, you can use the adds he summons for Victory Rush.
Can solo on my blood DK wearing hybrid tank / dps gear 25 man mode. I was doing 40k dps which is more than enough given the enrage timer is 6 mins.
My guild will be doing the Herald of the Titans achiev once we are fully leveled and geared up so wanted to know if I could solo boost them.
Damn , rogues can't solo anything serious can they? (- no they can't)
Cries and goes home*
Solo'ed him today as an Itemlevel 457 Ret.
Was quite easy, used Word of Glory and Selfless Healer to keep myself up when needed.
Light's Hammer helps with his adds.
Easily soloable in 25-man with a 530 elemental shaman. Burn down Emalon while ignoring the adds, and heal as necessary.
Piece of cake on my 494 DK, move out of the way for nova, keep death & decay down and blood boil/strike adds if you like. Down in less than 2 mins.
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