Nightmare Dread Master Bestia

Video:


Mechanics:


Dread Monster
Health: 386,284

Squash
Kinetic
Direct
Pulverize
Kinetic
Cleave
Swipe
Kinetic
PAoE
Brooder/Brooding
Just as in hard mode, Dread Monsters in Nightmare are buffed with an ability known as Brooder, which tracks Monster proximity.
Monsters in close proximity to each other will enrage, glowing red and gaining the Brooding buff until they are separated, which increases their damage dealt by 100% and reduced their damage received by 75% when in the presence of another Monster nearby.
Fling
Fling is an added mechanic to the Nightmare mode encounter. Dread Monsters which are not buffed by Brooding will grab their aggroed target and throw them in a random direction on a 25 second cooldown. Tanks should expect to be thrown twice; once immediately after arriving in melee range of their aggroed target and once (if DPS is in check) towards the end of the Dread Monster’s life. Squash
Squash is a direct attack on a 6-second cooldown, dealing moderate (~6-10k) kinetic damage. Pulverize
Pulverize is a frontal cleave on a 12-second cooldown dealing moderate (~10k) kinetic damage to anyone in its path. Swipe
Swipe is a proximity-based area of effect attack that occurs around a Dread Monster approximately every 3 seconds, dealing mild (~2k) kinetic damage. Though the damage is negligible, it can add up over time.
Dread Larva
Health: 60,476

Burrow
Kinetic
Direct
Swat
Kinetic
Direct
Expectorate
Elemental
Direct
Burrow
Burrow is the Dread Larva’s gap closing ability. The larva tunnels underground and reemerges at its aggroed target, immobilizing its target for 3 seconds. The aggroed target must be between 10 and 35 meters from the larva for Burrow to trigger.
Swat
Swat is the Dread Larva’s auto attack ability, dealing mild kinetic damage every ~1.5 seconds. Expectorate
Expectorate is a 1-second cast the Dread Larva’s ranged attack on a 4.5 second cooldown, dealing mild-moderate elemental damage to its aggroed target.
Dread Tentacle
Health: 386,284

Whip
Kinetic
Direct
Spit
Elemental
Direct
Volatile Reaction
?
PAoE
Whip
Whip is the Dread Tentacle’s “auto attack” ability, dealing minor (~2k) Kinetic Damage every 1.5 seconds to its aggroed target. Whip damage is minor enough that a DPS can easily take the damage and tanks can ignore threat on them. Spit
Spit is an interruptible, 6-second cast that deals moderate (~10k) elemental damage to a target that is between 6 and 55 meters from it. Each time a Spit cast is attempted, a raid warning will appear on the screen stating, “A Dread Tentacle is targeting {Player}!”. All Spit casts should be interrupted, though the damage is minor enough that missing one or even all of them does not instantly foster a wipe. The mechanics of Spit are often misrepresented in guides and therefore can be confusing. The first time a Dread Tentacle spawns, it will attempt to Spit on a random player regardless of range. If, however, that random player is within the 6 meter safe range, the cast will never begin. Subsequent Spit casts will be attempted on whoever is closest to the Tentacle, regardless of threat. Therefore, so long as the closest player is within 6 meters from the Tentacle, it will never again attempt to cast Spit. Volatile Reaction (Phase Two and on)
Volatile Reaction is a buff that the Dread Tentacle can receive when Bestia has descended from her throne, causing it to explode and deal massive damage to anyone caught in the blast after 5 seconds. The exact mechanisms for triggering this effect beyond the presence of Bestia is currently unknown. Players should ensure that the tentacles are destroyed at most ~5 seconds after the beginning of Phase Two. Subsequent Tentacles in Phase Three should be dealt with quickly enough to never see this mechanic (more info on Dread Tentacle management in the Strategy section).


Dread Master Bestia
Health: 2,575,224

Swelling Despair
Energy
Direct
Dread Charge
Energy
Direct
Dread Strike
Energy
Direct
Dread Scream
Kinetic
Direct
Combusting Seed
Internal
PAoE
Dread Pool
Elemental
DAoE
Shield of the Masters (Phase One)
Dread Master Bestia floats atop her throne with a force barrier known as Shield of the Masters, which prevents all damage taken until the start of Phase Two.
Aura of the Master
Dread Master Bestia is imbued with a buff known as Aura of the Master, which will augment the abilities of her creations (Dread Monster, Larva, and Tentacle).
Bestia’s creations in close proximity to her will enrage, glowing blue and gaining the Boon of the Master buff until they are separated, which increases their damage dealt and reduced their damage received by 50% as long as they remain near Bestia.
Dread Speed
Dread Speed is a passive movement buff that increases Bestia’s movement speed to 135% (35% greater than natural movement).
Swelling Despair
Swelling Despair is a damage dealing ability which deals a large amount of energy damage and applies a stacking debuff (in seemingly random intervals, more information to be researched) which increases all damage dealt by Bestia to the target by 25% per stack.
Swelling Despair is on a 24 second cooldown. What this cooldown describes is that 24 seconds after the first stack of Swelling Despair hits the main tank, Bestia will begin applying stacks to the offtank (assuming he/she has inherited aggro in that time).
Dread Charge
Dread Charge is a gap closing ability that function when Bestia’s aggroed target is between 10 and 30 meters away, dealing moderately high energy damage (~13k on a non-tank) and immobilizing the target for 2 seconds.
Dread Strike
Dread Strike is a 3 second melee channel (akin to Master Strike/Ravage) attack dealing energy damage and immobilizing her target for 2 seconds on a 24 second cooldown.
Bestia will often use Dread Strike immediately upon engaging in Phase Two, so tanks should be quick to pick her up lest she begin this channel on a DPS or healer.
Dread Scream
Dread Scream is Bestia’s basic attack, dealing moderate kinetic damage to the target.
Combusting Seed
Combusting Seed is a proximity-based (red) area of effect debuff applied to a random raid member on a 24 second cooldown. The debuff lasts for 10 seconds, and terminates with sizeable internal damage for anyone under the circle’s effects.
Bug
Note that the tooltip for Combusting Seed describes its effects as energy damage, when it is, in fact, internal damage. This is an important distinction in that internal damage is not mitigated by armor, making each class equally susceptible to its effects (including tanks).

Dread Pool
Dread Pool is a distal-based (yellow) area of effect attack that begins with a fountaining red animation under a random players feet, which eventually (after ~1.5 seconds) blooms into the large yellow circle. The yellow circle remains stationary on the ground of the spawn point and lasts for 60 seconds, dealing high amounts of elemental damage every 1 second to anyone who enters its boundaries. New Dread Pools spawn on a 24 second cooldown.
Strategy:
WORK IN PROGRESS
Progression of Events
Phase One begins immediately upon engaging the immune Dread Master Bestia and continue for exactly two minutes until Bestia descends from her throne and begins channeling <>.
Time
Phase
Spawn
0:00
Phase One
3 Dread Monsters, 3 Dread Larva
0:15
(1)
1 Dread Tentacle
0:30
(1)
1 Dread Monster
0:45
(1)
1 Dread Larva
1:00
(1)
1 Dread Monster
1:15
(1)
1 Dread Tentacle
1:30
(1)
1 Dread Larva
1:45
(1)
--
2:00
Phase Two
Bestia Engages
3:00
Phase Three
1 Dread Monster [1], 1 Dread Larva
3:45
(3)
1 Dread Monster [2], 1 Dread Tentacle
4:30
(3)
1 Dread Monster [3], 1 Dread Larva
5:15
(3)
1 Dread Monster [4], 1 Dread Tentacle
6:00
(3)
1 Dread Monster [5], 1 Dread Larva
6:45
(3)
1 Dread Larva, 1 Dread Tentacle
8:15
(3)
1 Dread Larva, 1 Dread Tentacle
8:30
Phase Four (Soft Enrage)
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Phase One - Monsters, Larvas, and Tentacles, oh my!
Objective
To never have more than three Dread Monsters alive at any one time, to never have more than one Dread Tentacle alive, and to get the Dread Larva off of the healers and whichever tank has two Monsters.

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