The Eye of Eternity - Boss Infomation

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The Eye of Eternity - Boss Infomation

Post by Ken on Mon Dec 14, 2009 6:02 am

6,972,000 health in normal difficulty. - Boss Loot(Link)

Malygos has roughly

Last edited by Skydawn on Mon Dec 14, 2009 6:22 am; edited 4 times in total

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Re: The Eye of Eternity - Boss Infomation

Post by Ken on Mon Dec 14, 2009 6:02 am

Phase 1

Malygos does a frontal physical attack and a frontal cleave. His
attack speed is slow, but it does a lot of damage. Unlike other dragon
bosses, he does not have a tail swipe.

  • Arcane Breath: deals 18850 to 21150 normal, 28275 to
    31725 heroic, Arcane damage in a 40-yard cone in front of Malygos. It
    leaves a debuff which, after 5 seconds, causes the person to explode
    and deal 9425 to 10575 normal, 18850 to 21150 heroic, Arcane damage to
    nearby friends.

  • Arcane Storm: Fires arcane missiles into the air, which
    strike a random number of targets for 9425 to 10575 Arcane damage.
    Malygos will turn to the primary target of this ability when he uses

  • Vortex: Malygos takes off from the ground and spins up
    a whirling vortex of Arcane energy, tossing the raid around and dealing
    2000 Arcane damage every second for 10 seconds. When Vortex ends,
    everyone will be dropped around the center of the platform and take up
    to 10% of their maximum health in falling damage.

  • Power Sparks: At regular intervals throughout the
    encounter, a portal will appear in the empty space away from the
    platform, between two of the pillars, and spawn a Power Spark. This
    Power Spark will slowly move towards Malygos and give him a temporary
    buff upon reaching him which increases all damage done by 50%, unless
    killed first. When players kill a Power Spark, it will leave a
    temporary patch of electricity on the ground which will buff players,
    increasing damage dealt by 50%. This buff will stack. During Vortex,
    Power Sparks stop moving; however, once you begin to fall from Vortex,
    they start moving again. Power Sparks can be Death Gripped, snared,
    rooted, stunned, incapacitated, and so on.

  • Enrage: Malygos has a 10-minute enrage timer, at which
    point his damage is increased by 1000%. This timer carries over across
    all phases, therefore the entire encounter must be completed within 10

Phase 2

Malygos will take to the sky and stops using all of his previous
abilities at 50% health. Any Power Sparks that reach him after phase 2
begins will have no effect.

  • Arcane Storm: Fires arcane missiles into the air, which strike a random number of targets for 9425 to 10575 Arcane damage.

  • Deep Breath: Deals 5000 Arcane damage per second to the
    whole raid for 5 seconds. Cast at regular intervals. A warning,
    'Malygos takes a deep breath,' is given before Malygos uses this. This
    ability does not effect anyone flying on a disc.

  • Power Overload: Purple anti-magic zones will
    periodically appear on the platform, reducing all magic damage taken
    while standing inside by 50%. These zones will shrink as they absorb
    more and more damage, forcing you to move to a newer one. They will
    knock back players nearby when they spawn.

Nexus Lord

Nexus Lords will spawn at the beginning of phase 2. They stand upon
floating discs and descend to the ground. They must be tanked normally
and will drop their discs on the ground when they die, allowing melee
classes to fly up and engage the Scions of Eternity.

  • Arcane Shock: Deals 9425 to 10575 normal, 14138 to 15862 heroic, Arcane damage.

  • Haste: Increases movement, casting, and attack speed by 100% for 15 seconds. Can be dispelled.

Scion of Eternity

Scions of Eternity will spawn at the beginning of phase 2. They fly
upon floating discs, which puts them out of the melee range of anyone
on the platform. They have no aggro table and will periodically cast
Arcane Barrage on random targets. When one dies, it will drop its disc
to the ground, allowing melee classes to fly up and engage them.

  • Arcane Barrage: Deals 14138 to 15862 normal, 16965 to 19035 heroic, Arcane damage to a random target.

Phase 3

Malygos will shatter the platform when all of the Scions of Eternity
and Nexus Lords are dead, beginning phase 3. The raid will drop onto
red dragons, which will be used to kill Malygos. Malygos stops using
all previous abilities in this phase.

  • Arcane Pulse: Deals 28275 to 31725 Arcane damage to anyone within 30 yards of Malygos.

  • Static Field: Creates a blue, electric-looking orb on a
    random target. This orb deals 9425 to 10575 Arcane damage per second to
    anyone within 30 yards of it.

Surge of Power: Malygos will target a random person and
give them a warning that Malygos is focusing on them. Malygos will then
shoot a beam at his target, dealing 12000 Arcane damage every half
second for 3 seconds, as well as 5000 Arcane damage per second to
anyone near the primary target for 5 seconds.

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Re: The Eye of Eternity - Boss Infomation

Post by Ken on Mon Dec 14, 2009 6:08 am

Phase One

During Phase One, Malygos is tanked in the center of the room by one
tank. Everyone else is beside or behind Malygos to avoid his cleave and
cone attacks.
Power Sparks: designate a stack location for ranged DPS, and
have a Death Knight pull the sparks to that spot. Once pulled, root
them to keep them in place while you kill them. A Death Grip macro to quickly target and grip Power Sparks:

/tar Power Spark
/stopmacro [target=target,noexists]
/cast [target=focus] Death Grip

During Vortex, if Malygos has the buff from a Power Spark reaching
him, it will be removed. Rogues may Shadowstep and Killing Spree out of
the Vortex and continue DPS; Mages can Iceblock out of it as well. Lots
of casters will most likely have under 20,000 health, so healers will
want to use any instant casts they can on anyone under 20,000. Without
a Paladin, only instant spells may be cast, though Hunters can cast
Steady Shot but they will suffer from pushback. Paladins can use Concentration Aura together with Aura Mastery
to allow casters in range of the aura to continue normal casting while
in the air. This makes the first (and maybe third) Vortex extremely
easy. Tell the raid to use healthstones and/or potions in Vortex two
and you are set. When Vortex ends and you fall, Hunters can avoid fall
damage by Disengaging from Malygos, and Mages and Priests can Slow Fall
and Levitate. Note: Once Malygos reaches 50%, he will slowly take off,
however he remains targetable throughout, so burn him as best you can
while he is taking off, and continue to hit him with instants once
you're in the air.

Phase Two

Phase Two begins at 50%.
Malygos himself is not targetable during this phase. It will end when the adds he spawns are all killed.
During this phase Malygos drops pink anti-magic zones onto the
ground. The raid MUST stand inside of these; they reduce magical damage
taken by 50%. They shrink over time, so it's important that your raid
moves to each new one he drops. During this phase there are two types of NPCs riding around on
disks in the room: Nexus Lords and Scions of Eternity. The Lords will
move down onto the group, and need to be tanked; they will one-shot a
non-tank. The Scions will cast Arcane Blast on random targets (on disks
or not), which is mitigated by the anti-magic zones. As the NPCs die, they drop disks which players can mount.
Melee should take disks to DPS Scions. While mounted on a disk, players
do not take damage from Malygos. HEROIC TARGET PRIORITY: In 25-man, tanks and melee who are not
yet on a disk should focus fire the Lords, while ranged focus fire the
Scions from the beginning of Phase Two. (Of course, melee who get a
disk transition to Scions.) This method consistently ends phase two
30-45 seconds faster than starting the phase with all DPS on the Lords.
After all of the NPCs riding on the disks die, players on disks need to dismount as Phase 3 is about to begin.
Note: After all the Scions are dead, you will get a short burn
period on Malygos before he breaks the floor. Use any DPS increase
cooldowns that are available at this time, as you will not be able to
use them once you mount your dragon. If executed well you can take an
extra 5%-10% off his HP before you enter phase 3.

Phase Three

Malygos destroys the floor of the room, and the raid falls onto dragon mounts.
The dragons use combo points and energy similar to a rogue. The
combo points are used for special finishing moves. Many unit frame
addons do not show these combo points, however simple counting in your
head can suffice as the abilities are quite basic.
During this phase Malygos has 3 main abilities.

  • Arcane Pulse - A very dangerous AoE that will quickly kill
    anyone within 30 yards of the center of his hitbox. Due to the large
    size of the dragons and the 3-dimensional aspect of the encounter, this
    may be smaller than you think.
  • Static Field - A randomly targeted AoE ability. He casts it
    in the area of a random drake, and it spans 30 yards in all directions.
    It does moderate damage over time, and will take a drake from 100% to
    dead in around 10 seconds if you do not move out of it. Move out of the
  • Surge of Power - 3 random(?) drakes are targeted. The
    players who control these drakes will have a large boss emote appear on
    their screen. Malygos begins casting a 3-second cast. Once this cast is
    complete, he deals a large amount of damage every 0.5 seconds for 5
    seconds. This will just about kill anyone who does not successfully use
    the Flame Shield ability for at least part of those 5 seconds. (Note:
    the 10-man version of this ability is far less potent.)

The dragons have 6 abilities:

  • Flame Spike:

Damaging fire attack causing 943-1057 fire damage and awarding 1 combo point at the cost of 10 energy.

  • Engulf in Flames:

Finishing move which launches a blast of flame igniting target
for 1500 fire damage every 3 seconds. The effect can stack and will
last longer per combo point up to 22 seconds. Costs 50 energy.

  • Revivify:

A HoT that lasts for 10 seconds healing 500 per second and
awarding 1 combo point at the cost of 10 energy. This can stack up to 5
times. Each drake has its own stack, so if two drakes are stacking this
ability on a single drake, that drake will have two separate stacks.

  • Life Burst:

Huge AoE healing finishing move which increases the casters
healing done by 50% and lasts longer per combo point. Max combo points
award a 15k heal to all friendly targets within 60 yards over 25
seconds. Costs 50 energy.

  • Flame Shield:

Finishing move to protect your drake. Shield surrounds you
reducing all damage taken by 80% and lasting up to 6 seconds for max
combo points. Costs 25 energy with a 30-second cooldown.

  • Blazing Speed:

Increases your drake's flight speed by 500% for 8 seconds. Costs 0 energy with a 30-second cooldown.

A common misconception is that there are offensive and defensive
combo points, and that each of the finishers requires a different type.
This is not true. The combo points are linked to your current target
when you use an ability that generates points. For example, if you
target Malygos and shoot 5 Flame Spikes, you will have 5 combo points
on Malygos. This means you can use your Flame Shield ability while you
have him targeted. If you change target to yourself, you will have no
combo points on yourself and the shield will not fire. Similarly, if
you target yourself (or another drake) and cast the heal on it, you can
then Flame Shield so long as you have that target targeted.
Confusing? Go do the "Aces High" daily quest in Coldarra. It's
the same drake you control in Malygos. It's designed as a practice tool
specifically for the fight. Even the enemy drakes in that quest have an
ability that is similar to Malygos' Surge of Power ability.
A basic strategy that has worked to kill Malygos on live realms goes as follows:
- All drakes group up on one spot, roughly level with Malygos.
Must be at least 30 yards away from him, and close enough to use Flame
- 3 drakes should be designated healers. They cast 5 HoTs on
themselves and then cast Life Burst. This heals all drakes within 60
yards for roughly 25% of their HP. If a particular drake gets low on HP
(they were slow to move from Static Field, or failed at Flame Shield
usage) you can cast the 5 HoTs on them instead, then Life Burst with
that drake targeted. Remember: The HoT stacks are not your combo
points. You may have 5 HoTs still on yourself, but you just used a Life
Burst, so you need to cast another 5 HoTs to get 5 combo points again.
You can cast a 5-combo-point Life Burst roughly every 7-8 seconds. With
3 healers, this means every drake gets healed for ~25% of their HP
every 3 or so seconds. (Only 2 healers are needed in the 10-man
version, possibly only 1.)
- The other drakes must build their Engulf Flame stack. Cast
Flame Spikes for combo points, then Engulf Flame to add another charge
to your stack. It can grow indefinitely, and this is the only way
Malygos will die within the enrage timer.
- When Static Field is cast on the pack of drakes, everyone
needs to strafe to one side until you are out of the field. You will
slowly rotate around Malygos with this method. Do not move more than
you need to, as you may rotate all the way around to a previous Static
Field if you are too fast.

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Re: The Eye of Eternity - Boss Infomation

Post by Ken on Mon Dec 14, 2009 6:08 am

Special Concerns

There are a number of tricks and bugs associated with this fight that can cause aggravation if not addressed:

  • Shields on Phase 2 do *not* stop damage...they merely reduce
    damage by 50%. This is especially important for healers during a Breath
    - heals need to be prepped and ready to go off immediately, as the
    Breath hits quite hard.

  • The Shield Debuff does not always register immediately upon
    entering the bubble. To reduce chance of server/client lag in
    registering the debuff, it is advisable not to jump into the bubbles,
    lest the server not register you with the debuff at an inopportune

  • Confirmed bug - Transition from phase 2 to 3, all players must
    at some point clear and reaquire their target if targeting Malygos as
    they land on the dragons (especially DPS, as healers tend not to be
    targeting Malygos during the transition). Combo points do not properly
    stack if Malygos is not reaquired as a target, and will result in your
    Flame Shield not going off, despite sufficient combo points (this
    occurs because the dragon is technically a separate entity, and the
    fact that you never set *its* target to Malygos seems to cause this

  • Bug in 3.0.8 - It appears that pets (Hunter/warlock/etc..)
    will not be affected by the Arcane Breath ability, but will gain the
    debuff which causes them to explode after 5 seconds. Until this is
    resolved, pets probably should be kept in their stables for this
    encounter. Comment: pets normally would try to attack from behind,
    so it is highly unlikely that they would get the debuff unless the tank
    is moving all the time.

  • If you died during the fight, do not release until Alexstrasza
    finishes summoning the loot. If you do, you will not be allowed to

The End

Then you just burn him until the end of the fight, where Alexstrasza
enters and finishes the battle. The loot for the fight comes from Alexstrasza's Gift, the fight rewards two badges.
The exit portal respawns, and you can fly over to it. The floor of the instance does not respawn.

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