Our Sponsors
Valithria Dreamwalker Strategy Page
saedo — Thu, 10/15/2009 - 11:38
Health:
- 10 Man: 10M
- 25 Man: 30M
Abilities:
- Summon Nightmare Portal - Nightmare Portals let you phase to alternate version of the room with Valithria and Dream Clouds everywhere in the room, killing one of the clouds will buff anyone within 10 yards of the cloud with Emerald Vigor
- Dreamwalker's Rage - Deals 10000000 Nature damage to all NPCs in the room. This is the spell Valithria casts to end the combat if you manage to bring her back to 100% life.
- Emerald Vigor - Regenerating 200 Mana every 3.0 sec. Increases Damage done by 10%. Increases Healing done by 10%
- Dream Slip - This is the spell used by Valithria to teleport out of the Citadel after you saved her.
Zone Spells:
- Column of Frost - Marks the location under a random player target. After 2 seconds a column of frost errupts from this location, dealing 9425 to 10575 Frost damage to all enemies within 3 yards, knocking them into the air. Instant
Risen Archmage:
- Frostbolt Volley - Inflicts 3770 to 4230 Frost damage to nearby enemies, reducing their movement speed by 50% for 8 sec. Unlimited range. 2 sec cast
- Mana Void - Summons a Mana Void at a random enemies location. This Mana Void burns 1000 mana per second to all enemies within a 6 radius. Lasts 30 seconds. 60 yd range. Instant
Blazing Skeleton:
- Laying Waste - Surrounds the caster in flames for 12 sec, pulsing 5655 to 6345 Fire damage to all enemies every 2.0 sec. Instant
- Fireball - Inflicts 4713 to 5287 Fire damage to an enemy. Unlimited range. 0.5 sec cast
Suppressor:
- Suppression - Reduces healing received by the target by 10%. Unlimited range. Instant
Blistering Zombie:
- Corrosion - Whenever the caster lands a melee swing, the target takes 2500 Nature damage every 3.0 seconds and their armor is reduced by 10%. This effect can stack up to 5 times. Lasts 6 sec. Unlimited range. Instant
- Acid Burst - The caster explodes, dealing 14138 to 15862 Nature damage instantly and 1000 Nature damage per second to all enemies within 15 yards. Lasts 20 sec. 0.75 sec cast
Gluttoneous Abomination:
- Gut Spray - Deals 3000 Nature damage per second and increases Physical damage taken by 25% for 12 sec. Instant
- Rot Worms - Spawns from dead Gluttonous Abominations, they will melee you for ~10k damage
The Fight:
This is yet another Akama style fight in my eyes, that is, for most of the fight, you'll be dealing with adds. But here's the twist in this boss, you don't kill her. Instead, your healers have to heal her up to 100% to beat the encounter. She'll start off at 50% health. Healers get to play the "dps hero" and spam away at her.
Of course, adds will come out making it "difficult" for your raid. They appear to spawn from the gates, on either side of her, split raid accordingly to deal with adds. The soft enrage for this is that the adds will spawn more frequently as the fight goes on so you'll eventually get overwhelmed.
The vid didn't show this happening cause the guy never went in, but it looks like portals can spawn where you go in, kill some clouds which give you a buff, increasing damage/healing and mana regen. We probably want to take turns going in, and get them similar to Loatheb spores, or just send the same group in over and over again. If the same healers are assigned to go in like that, then they can gear for infinite mana and go max Spell Power, since the buff will give all the mana they need.
The portals seem to work like Yogg ones, that is, 1 person per portal, 6 at a time (appear to be 3 in 10 man). Inside the portal, you get to fly around like Kael fight. Look for green clouds to kill to get the buff, and it stacks, so try to get as much as possible. You'll be kicked out after 15 seconds, the debuff lasts 30 seconds. Make the most of it. We'd likely want 2-3 healers in, the rest dps. Healers coming out of it should make the use of the buff and just spam Valithria with heals.
There will be random frost spikes targetted on players, just move away from the targetting circle.
As for the adds...
Blazing Skeleton seem to come 3-4 at a time, appear to just start aoe'ing when they appear. Watch out for their fire shield aoe thing. Kill these asap cause they can do a fuckton of damage.
Risen Archmages seem to come 1-2 at a time from the gates, damage mostly from frostbolt volley, might be interruptable. The other thing he does is summons a void zone of sorts that burns your mana, so don't stand in them. Another source of aoe damage so kill these, mass dispel the slowing effect if that annoys you too much.
Suppressors appear to do nothing but channel into Valithria to suppress heals on her. They're relatively easy to take out. Healers should be aware if they're suppressors on her to not waste heals. Designated 1-2 DPS should be enough to kill them with some maybe splash aoe damage and they can be vocal about when it's good to heal.
Blistering Zombies seem to come 1-2 at time they probably have to be killed fast before the Corrosion stacks. Either that or have it trade tank. But it doesn't seem to be too bad unless the tank is tanking everything else at the same time, last 6 seconds. Maybe it's kitable? It also explodes, not sure when, maybe keep melee away, or just run away at low hp (0.75 sec ast)
Gluttonous Abomination seems to come 1 at time and probably tanked facing away from the raid due to that spray. Their corpses also spawn Rot Worms, which seem to hit decently hard, so tanks be aware to pick those up.
That's about it for the fight. This is a healer fight! Heal the raid and the boss, all up to you to beat this thing!


It looks like we should have
carno — Thu, 02/04/2010 - 04:29It looks like we should have paladins stay out of the portals because they're negatively affected by downtime. Last time we had elapsed/carno/kish take the portals. Since she can be beaconed, it seems to be recommended all paladins beacon her and just sit on raid. From notes, if you overheal, it will persist to the beacon, so just drop bombs on the raid and ask for innervate from druids going in.
I'd recommend carno + disrupta + bewilderment (and nobody else). This does causes a few things to happen which should smooth the kills.
1) We're sending in weakest shaman because our strongest shaman will have plenty of mana from Innervates. Kish+Talisdar should be in the same group so they can hymn/mana tide each other. Rupta/Prim/Carno can Innervate them and elapsed when needed.
2) Having kish + paladins on raid full time means portal-healers will never have to stop to healing Valithria.
3) Paladins will have 100% uptime on Valithria via beacon and will heal raid at the same time. This is a fight where Paladin's overhealing is very powerful. We can't send every healer in the portal and for this reason, Paladin is best to keep outside portal for efficiency.
4) [optional] guardian from priest should on Valithria 100%
With 6 ppl there was often one which couldn't get any clouds or hit the portal late because it was already taken; this combined with 6 ppl fighting for clouds would lead to healers only getting a few buffs. Some are saying that by the end, a healer can have 30 stacks which is 300%. Sending more into portals would inevitably cause stacks to drop which would be a gross loss for healing. There are at least 4 portal phases so I'm pretty sure a healer could get 40 stacks. For a druid that would easily get him to 40k HPS (2.4m/min) - ticking even while druid is in the portal. This is based on the fact that we seem to have DPS under control and aside from Knoppix I don't think DPS really benefit from the portals. I'm guessing DPS will benefit more from portals in Heroic mode. The hard mode achievement to have every portal used is a good indicator that NOT using the portals (thus giving healers more clouds) is what makes this fight easier.
This is based primarily on the fact that paladin can beacon Valithria which gives Paladin a VERY high increase to healing while at the same time pumping out raid heals. Other class can do that and paladin taking portal is downtime. If there are two paladins it maybe good idea for one to go instead of shaman. Although, typically we don't have 2 druids / shamans / paladins like we did tonight!
Also, druids and other classes can use sprint in the portal phase to move faster.
I posted this on Wowhead. I guess it can't hurt to put here?
Aeolyn — Thu, 02/04/2010 - 00:03Just did this in 25man. I'll add what I noticed since this thread seems fairly bare thus far. I'm a Hunter so this is all DPS perspective stuff.
We used 8 healers on our winning run. We assigned 3 healers and 3 caster DPS to go into the portals.
DPS was split evenly on the two sides of the room where the mobs spawn, with one dedicated tank on each side. We tried to stay closeish to the dragon in the center of the room at all times so healing was easy to spread around as needed.
There was some discussion about what causes the Burning Skeletons to begin casting Lay Waste. Instead of messing with trying to avoid triggering it we decided to just call out whenever a skeleton showed up and redirect the DPS to zerg the skeletons down. Beyond this DPS generally stayed on their respective sides.
The worms that spawn after an Abom dies take a couple seconds to show up. They're standard low-health high damage mobs that need to die ASAP. The worms are vulnerable to snare effects and -will- set off Hunter traps. I had a great deal of success Frost Trapping the aboms so that the worms would get caught in it just as soon as they spawned; and then placing an Explosive Trap down just as soon as the Aboms died so that the spawning worms would immediately set it off. This combined with Death & Decay or any other fire-and-forget style AoE damage will annihilate the worms.
The Frostbolt using skeletons can be kicked. They're really not scary at all if you interrupt them.
Suppresors will greatly slow down your fight progression with the debuff they put on the dragon. They won't aggro you so ranged should begin firing on them just as soon as they appear.
As a Surv Hunter I found everything dying too quickly to bother with Black Arrow and had infinitely more success using fire traps in its place.
Because you're fighting a ton of lesser mobs instead of a boss I considered using a Cunning pet for Feeding Frenzy (more damage to low health mobs) but we won the fight before I got around to giving this a try.
Updated, prep for next
saedo — Mon, 01/25/2010 - 16:17Updated, prep for next week! Healer fight go! Maybe even all the hybrids want in on this action.
Updated this page with what I
saedo — Sat, 10/31/2009 - 11:13Updated this page with what I can find. So this fight is an interesting twist from the usual. Instead of going there to kill her or anything or beat her into submission to release her or something thing. The goal of this fight is to heal her, back to full health. She starts at 50% with a 30M health pool. Healers go go go. Well also adds come out to stop us, so heal the raid too while you're all at it.
Here's a vid:
Time to setup my disc set.
Knoppix — Fri, 01/29/2010 - 12:40Time to setup my disc set.
Cause shields help, her?
saedo — Fri, 01/29/2010 - 12:53Cause shields help, her? Anyways, dps is still needed in the fight, to handle adds. So um, I've heard of 7-8 healers is what people do. Hyrbrids heal when little/no adds. And I think the vid i posted is the one where the warrior bandages her!
All paladins are speccing
GimpyDragon — Fri, 01/29/2010 - 11:32All paladins are speccing holy for this right?
And gem spell power for
saedo — Fri, 01/29/2010 - 11:39And gem spell power for massive holy bombs!
umm...why don't you just Lay
Kwondre — Fri, 01/29/2010 - 12:02umm...why don't you just Lay on Hands and be done with it? Game Over...
gawd...so simpo
Then you stack stam
saedo — Fri, 01/29/2010 - 12:35Then you stack stam right??? 15M stam go!