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Cataclysm Dungeon Bosses
04/07/2010 a las 05:11
A couple of builds ago Cataclysm alpha testers saw the first "real" achievements from the new expansion - achievements different from the random funny placeholders and the standard exploration achievements. I am talking about the dungeon (and some raid) achievements. And although they were cool in and of themselves, to me there was something else intriguing hiding inside them - the knowledge of what the different instances will be called and what kind of bosses they will feature. From this we could even gather some very basic and preliminary information about who (or
) those bosses will be. Interesting stuff for me and other players eager to learn more about the expansion.
So! Let me get to the good stuff and present you with a list of all the bosses in the Cataclysm dungeons, as well as with some short description and links whenever they are available. Keep in mind, only Blackrock Caverns and Throne of the Tides are available for testing (even if some of us managed to sneak inside the Stonecore), so information beyond those 2 (3) will be
virtually non-existent. Also, keep an eye out for a similar blog for raids!
- Rom'ogg is a giant ogre located in the Chamber of Incineration. His and his minions' task seems to be that of jailors and/or torturers.
Raz el Enloquecido
, a very powerful and mutated humanoid, is one of their prisoners. Rom'ogg is a fairly simple fight, the signature move of which is
Cadenas de tragedia
Corla, Heraldo del Crepúsculo
- Corla is one of the leaders of the Twilight Hammer and can be found in the Halls of Awakening. She is a human female, a spellcaster, but more importantly - a reminder of
! When engaged, Corla will cause the dragon imprisoned in her room to shoot three beams of energy, one towards each one of the three cultists around her. The beams stack an
(de)buff, so it's up to the players to get in their way and absorb as much of their power as they can. Alternatively you can choose to let exactly one of add to transform into an
Zelote Crepuscular evolucionado
, so that you don't get overwhelmed by neither adds, nor stacks of Evolution.
- Karsh resides in the Twilight Forge of the Blackrock Caverns, where he works tirelessly with obsidian to create weapons and armor for the other members of the cult. His own
Armadura de mercurio
protects him more than well. To penetrate the drakonid's defenses, you will have to drag him through the fire in the middle of his forge every so often, so his armor becomes
Armadura de mercurio sobrecalentada
, increasing the damage he takes as well as granting him the power to do AoE damage to the party with every melee swing. Be wary though, if his armor becomes too overheated his AoE damage can easily incinerate the party.
- Beauty is an option core hound boss. She is really easy and straight-forward - in fact, so easy she is only there to be a reference to The Beauty and the Beast, as well as
(her four children are named after some of the more famous dalmatians).
Señor ascendiente Obsidius
- Obsidius seems to be the overseer of the entire Caverns, doing his overseering from an area dramatically named Scar of the Worldbreaker. He seems to be some sort of a corrupted Earthen, who wields shadow magic. His best trick is switching places with one of the two
Sombra de Obsidius
he pulls with. This resets aggro and forces the group to re-target quickly, since their former target will be a Shadow that absorbs all damage.
Throne of the Tides
- Lady Naz'jar (whose name reminds me of Naz'jatar, the naga capital) is one of the guardians of the Throne. The encounter against her, preceded by waves of adds (and some murlocs!) during a gauntlet, is mostly an awareness fight. She will frequently drop poison clouds on the ground, and everyone caught in them will take 10k damage every few seconds. She will also summon a whirlpool that will knock everyone in it up in the air, not only doing initial damage, but causing some 60% falling damage. And because that's not enough, it will heal Naz'jar if she is in it,
it's ridiculously hard to see. In a final attempt to crash the party, the former Highborne will enter an add phase 2-3 times during the fight, becoming invulnerable and summoning 3 naga adds. After her defeat, players need to disable (or maybe enable?) the Throne's defense systems, sending away the giant octopus-thing, serving the Old Gods and blocking two passages on the first floor of the dungeon. The cool thing here is that you actually see a short cut-scene of it happening, much like you do in
- The best part about this boss is that it comes right after Lady Naz'jar. He is literally in the next room - no trash, no nothing. A mostly generic Faceless (Shapeless?) One, Ulthok is a very straight-forward fight: don't stand in the
s, heal the people he
s, and bear the occasional Curse of Fatigue and +100% damage Enrages.
- There is a cool story behind this boss actually. He is a draenei shaman who plays a major role in your questing experience throughout Vashj'ir. He teaches you how to breath underwater, how to swim faster, how to walk on the seafloor, gives you a lot of quests, and helps you here and there. A few of the quests involve some strange sea creatures, clearly tied to the Old Gods, who have the ability to mind control people if they engulf the target's head with their octopus-like bodies. So Erunak, your old ally, is now mind controlled by one of those. You need to bring the shaman to below 50% health to force the creature to leave him. From this point on, Erunak is incapacitated and unable to assist you, and the creature is directly attackable. By itself it's not too dangerous, but it will jump to a random player (
the current tank), increase their health to about 150k and, of course, mind control them. Similarly to how you removed the creature from Erunak's head, you need to bring that player to below 50% health, and then repeat the process a few times.
- This encounter has been a little glitched ever since the dungeon was released for testing, so I couldn't finish it, but here is the deal with it. First, the big reveal - Ozumat is that
you've seen covering almost the entire huge complex. And now, the bigger reveal - you don't actually fight it, you help
himself do it. That's right, folks, the very lord of the seas and mortal enemy of Ragnaros is there for you. You need to protect him from waves of underwater murlocs and servants of the Old Gods, while he does his thing. There may be more to the fight than that, but we couldn't get to it since the adds start spawning impossibly quickly after less than a minute. Oh, and in the spirit of the beta, Neptulon yells "Oh, noes! Ozumat is back... " a little before you wipe.
El Núcleo Pétreo
Note: This dungeon is not ready for testing, and only a number of players got in when we didn't know we weren't supposed to be there. Information is scarcer and will likely be somewhat more inaccurate than with the previous two dungeons.
- Before you even get to Corborus you will have to clear a few packs of spellcasters, the leader of which is the awesome
Molino Tormenta de Maná
. He will run away from you every time while his fellows die at your hands, but at the end he gets ambushed by Corborus (look at the model, it's awesome and words do it no justice). Blue posts say he will play some role in the fight, but that was not the case when I fought the worm-thing. As for the boss itself, he's got two phases - above ground and underground. Above the ground he didn't seem to do anything too dangerous. It's when he burrows that things get hairy - he will mark a line on the ground (look for shifting earth like in the Acidmaw & Dreadscale fight), wait a few seconds, and jump across its length, doing a huge knockback to everyone on it. This knockback might very well toss you into another pack of mobs, and you probably don't want that. Corborus will also summon adds during that phase, but they are mostly AoE-able. It's just a little tough to see where the worm will emerge next when you've got a billion of small earth things on your screen, as well as AoE textures.
- Soon after you defeat Corborus, you will see an epic looking dragon flying next to a passage that borders with pit of long fall and painful death. As you get close to him he will start bringing rocks down from the roof, kind of like the cave event before
Señor de la Plaga Tyrannus
. There were no adds when I did it, but I expect there will be when the Stonecore is ready for testing. After the gauntlet you engage the boss, and he was nothing to be feared. Standard draconic abilities during the ground phase, and even more falling rocks during the air one. It is possible that the lingering rocks will create some LoS issues, but while it's possible, it's not likely.
- Really nothing special about this earthly-looking Hodir. He's got a Spell Reflect, occasional reflective shield that could get annoying for melee, but not dangerous... some knockback and a frontal cone badness. That's really it.
Suma sacerdotisa Azil
- This was probably the most interesting encounter in the entire dungeon. Although not as visually impressive as the other three, what she lacks in sight, she makes up for with spells.
of AoE-able cultists will come frequently during the fight, because nothing makes a DPS happier than lots of numbers. Except for lots of big numbers, and she provides you with a chance to see that here. She will summon something like black holes on the ground that pull everything except for the boss inside them, causing some damage. The awesome part here is that you can use those to watch dozens of weak cultists get sucked in and killed almost instantly! Azil will enter a second phase 3-4 times during the fight, flying to her podium, becoming invulnerable, and tossing massive boulders at you, while summoning even more
cultists. I believe you had to use those boulders to break LoS with the boss during some bad (but not fatal) spell she casts at the end of that phase of hers. And the process repeats a few times.
Beyond those three dungeons, you can't even go explore the others. Not the way they are supposed to be explored and tested anyway. So all I am going to do (for now) is give you the list remaining dungeons and their bosses, and when some of them become testable, I will go back and either write a new blog or edit this one with the updated information. Note that at least one dungeon should be missing - the other Abyssal Maw one. There will probably be another Caverns of Time as well, but we don't have any information about those - not even achievements - so they won't make it to the list.
Temple Guardian Anhuur
High Prophet Barim
Siamat, Lord of South Wind
Asim al Akir
Grand Vizier Ertan
High Priestess Azil (ohhai, i seen u sumwhere?)
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