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Theloras

(AQ40) Viscidus tactics for Paladins

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http://wowwiki.wikia.com/wiki/Viscidus

Viscidus is an optional boss in the Temple of Ahn'Qiraj, a giant slime that can be accessed after the death of Fankriss the Unyielding. This boss requires a high Nature Resistance as it uses AoE poison bolts which have direct damage along with DoTs. He resets if taken outside his room, much like the bosses in Zul'Gurub. If you are about to wipe, run outside the room and you may be able to save your life.

Abilities
Poison Volley: AoE spell cast every 10 seconds that hits for ~1500 resistible Nature damage on hit and will apply a dispellable DoT that does ~500 Nature damage every 2 second for 10 seconds. Similar to Lord Kri and Princess Huhuran. This volley ignores LoS and has a range of 100 yards, therefore it is very difficult to avoid it. Nature Resist gear can greatly mitigate the direct damage, but the DoT is unresistable and therefore highly lethal. Poison curing must be set up for the raid so that no one is hit by more than one tick of the DoT.

Strategy
Ideally, all raid should drink a NR potion 2 minutes before starting, so the cooldown fades. Then, refresh NR potion on every chance. Aim for enough dps to kill your assigned Glob, and then balance stamina with NR equipment. Low stats due to wearing green NR armor may not be the best to stand NR damage. If your raid uses CT_RaidAssist, the raid leader can check the NR resistance, and the number of NR potions on each member. Once you master the encounter, you may try drinking a pot only when you are low on hp.

Viscidus is vulnerable to Frost (spells/abilities and Frost damage), therefore mages are at a premium for this fight. Warlocks equipped with a Frost damage wand, i.e. Wand of Biting Cold (usually 1.5 sec) will be nearly as effective as a mage (1 sec casting on rank 1 frostbolt with improved frostbolt still faces the 1.5 sec global cooldown).

The raid is required to get as many frost attacks into Viscidus as possible so that he will go through his several emotes and freeze. After he is frozen, a number of melee attacks must be done to shatter him into 20 or so small blobs. The raid must then kill these blobs in order to reduce Viscidus' health.

The triggering for his normal state into frozen seems to be a hitcounter of ~200 Frost based attacks/spells/abilities.

The triggering for him to shatter once frozen seems to be a hitcounter of ~75 (in 1.12) melee hits, regardless of damage.

So what are Paladins supposed to do for this unique Boss encounter?
They need to stack the following stats in order to have enough HP/MP in order to not only survive the fight themselves, but to also CLEANSE the rest of the raid from Viscidus' Poison Volley:

+ Stamina
+ Intellect
+ MP5
+ Nature Resistance

Seal of the Archmagus
Binds when picked up
Unique
Finger
+11 Intellect
+11 Stamina
+11 Spirit
+6 Fire Resistance
+6 Nature Resistance
+6 Frost Resistance
+6 Shadow Resistance
+6 Arcane Resistance
Requires Level 60
Equip: Restores 3 mana per 5 sec.
http://db.vanillagaming.org/?item=17110

Specific Boss Encounter Itemization
The job of every Paladin (and Druid) is to constantly spam Cleanse as fast as they can, while maintaining auto-attack active on the boss with the main hand weapon equipped, enchanted and with Frost Oil applied as directed below in order to assist getting as many +FROST dmg attacks to go off against the boss as possible in order for him to freeze and then shatter:

Hammer of the Northern Wind
Binds when equipped
Main Hand Mace
58 - 108 Damage Speed 2.10
(39.5 damage per second)
Durability 105 / 105
Requires Level 49
Chance on hit: Launches a bolt of frost at the enemy causing 20 to 31 Frost damage and slowing movement speed by 50% for 5 sec.
http://db.vanillagaming.org/?item=810

Enchant Weapon - Icy Chill
5 sec cast
Tools:
Runed Truesilver Rod
Reagents:
Small Brilliant Shard (4), Essence of Water, Essence of Air, Icecap
Permanently enchant a melee weapon to often chill the target reducing their movement and attack speed.
http://db.vanillagaming.org/?item=16223

Frost Oil
Requires Level 30
Use: When applied to a melee weapon it gives a 10% chance of casting Frostbolt at the opponent when it hits. Lasts 30 minutes.
http://db.vanillagaming.org/?item=3829

Boss Fight Rotation for Paladins
In order to keep your mana up to maintain a near constant Cleanse spam, all three ranks of Judgement of Wisdom should be applied to the boss with each Paladin casting Seal of Righteousness to allow double procs for all 3 Judgements of Wisdom as well as the Frost damage proc from Hammer of the Northern Wind, Icy Chill enchant and Frost Oil. This will allow your raid's Paladins to successfully regenerate enough mana in order to maintain the Cleanse spam for the duration of the fight and therefore allow your raid to survive to the end.

Seal of Righteousness
Rank 8
200 mana
Instant
Fills the Paladin with holy spirit for 30 sec, granting each melee attack an additional 20.528735632184 to 71.44 Holy damage. Slower weapons cause more Holy damage per swing. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will cause 162 to 179 Holy damage to an enemy.
http://db.vanillagaming.org/?spell=20293

Seal of Wisdom
Rank 3
200 mana
Instant
Unleashing this Seal's energy will judge an enemy for 10 sec, granting attacks and spells used against the judged enemy a chance to restore 59 mana to the attacker. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.
http://db.vanillagaming.org/?spell=20357

Seal of Wisdom
Rank 2
170 mana
Instant
Unleashing this Seal's energy will judge an enemy for 10 sec, granting attacks and spells used against the judged enemy a chance to restore 46 mana to the attacker. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.
http://db.vanillagaming.org/?spell=20356

Seal of Wisdom
Rank 1
135 mana
Instant
Unleashing this Seal's energy will judge an enemy for 10 sec, granting attacks and spells used against the judged enemy a chance to restore 33 mana to the attacker. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.
http://db.vanillagaming.org/?spell=20166

Cleanse
8% of base mana
30 yd range
Instant
Cleanses a friendly target, removing 1 poison effect, 1 disease effect, and 1 magic effect.
http://db.vanillagaming.org/?spell=4987

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