Difference: Several new abilities, activated by destroying the exposed Heart of the Deconstructor.
Once engaging hardmode he heals to full and increases health by 60% (50% for 10man) and damage increased by 15%. His heart is severed so will no longer have the 'exposed heart' phases. The only adds to be dealt with are those summoned during the breaking of the heart phase.
Strategy-wise similar to normal mode, with some important differences. The raid damage is very predictable providing you know the events and are prepared.
Main Sources of Raid damage:
1. Tympanic Tantrum now does significantly more raid damage and assigning a healer to each party is critical. Unlike normal mode the full duration will kill a raid member if they are not healed, even if they are 100% prior to Tantrum due to the increased damage. AoE healing for this event should be determined and assigned prior to pulling.
- Disc should preshield their group when the Tympanic Tantrum cooldown is up and use the Borrowed Time haste to cast Prayer of Healing, shield self and Prayer of Healing again. Use Penance in-between to spot heal any raid member on low health then Prayer of Healing again as Penance doesn't consume Borrowed Time. Holy should use Prayer of Healing and Circle of Healing (use on different party if they're low) whenever it's up.
Glyph of Prayer of Healing really shines in encounters like this.
- Druids should use Wild Growth and also be in the group they're assigned to for Tranquility.
- Paladin Beacon of Light tank while healing melee groups or spot healing any victims of Light Bomb.
- Shaman can either Chain Heal the melee group or range provided they're positioned according to their partys.
Disc have the 'passive' 3% raid wide damage mitigation from Renewed Hope.
Paladins should use this time to 'Raid wall' with Divine Sacrifice/Divine Shield to assist the healing.
Tantrum cooldown is on a one minute cooldown, and it's important to make sure the raid is topped up in preparation for it.
2. Searing Light : More commonly known as Lightbomb is the same mechanic as normal mode requiring healing, HoTs+Shield is enough, and in addition, will spawn a Life Spark that deals damage to nearby enemies as the tank picks them up. We be sure to have the Searing Light debuff wear off as we move towards the melee group to assist the tank in picking this up.
3. The Life Spark casts the Static Charged debuff which deals 2k Nature damage to the raid every 3 seconds until it's killed. Not significant but need to be aware of especially if Tantrum isn't far off.
4. Gravity Bomb : Same mechanic as normal requiring PoM+Shield+Renew routine, and in addition, spawns a Void Zone with the traditional "don't stand in it" rules. We run these out away from the raid and for added fun, try get a perfect pattern.
This can feel like a long fight and you will glance at his HP and think 'what are the dps doing' but reality is he has a lot to start with. Mana conservation is important as with any hard mode and it's worth swapping in regen trinkets.
Plan Hymn of Hope's with other Priests and be sure the druids help the healers out with innervates if needed, especially towards the end of the encounter.
Due to the DPS requirement of destroying the heart to engage the hardmode healing spots are limited to maximise dps. 5-6 is recommended by most guides and depends largely on the AoE healing strength of the classes.
XT-002 Deconstructor - Hard Mode (Heartbreaker)
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