Doomcoil
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Notes:

Heals for ~140k HP every time a player dies. He does not heal when he kills pets or dumbfire pets.

To start this fight have the entire raid enter the room. Whoever received the 4 skulls from killing the skeletons needs to right-click Meldrath and hand them over. This is often the first person to enter the zone. The adventure group will start a script and all leave the room. They will put up a shield over the door so nobody can enter or leave. Finally, Doomcoil will become active. Make sure everyone is in position before giving the skulls to Meldrath. Have the tanks ready to grab doomcoil when he activates and have all healers keep heals up before it activates. We have everyone try to get at least 6k+ resists in both poison and divine. Dirge/Troub raid-wide buffs can help with this.



We fight Doomcoil with 2 tanks in the far side of the room and the raid on the near side. DPS should target the mob directly and if someone takes aggro from one of the 2 tanks he or she needs to run to the tank. A dirge with magnetic note or a coercer with thought snap can get doomcoil back on the tanks if aoe's are due and he's in the middle of the raid. DPS and healers may get ported to the tanks. Reposition immediately. His autoattack damage will not hurt a tank too much but if casts an AoE on top of the raid he can beat us.



Joust out on both Choking Mist and Sonic Burst. During the fight, Doomcoil will either teleport himself to the raid, or teleport the raid to himself, depending on the positioning. After the teleport, Doomcoil will root himself in place for a couple of seconds and will often target the nearest person to himself. This is not a memwipe, but is how the mechanic of hate with a rooted mob works. Repositioning immediately is extremely important
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