| The Watcher in the Water, The Vile Maw 3.0 |
|
| Written by Arkenward | |
| Thursday, 03 September 2009 12:01 | |
|
Encounter Overview The Watcher ecounter is one of the most challenging encounters currently available in MoM. The key to fight lies in experience, rhythm, communication and instinct more than it does on individual player skill and equipment. The raid must be able to function as a single entity reacting to the fight as it unfolds. The fight is now in its 3rd major iteration and was recently made easier as the melee corruptions are now only added every 15 seconds instead of every 5 seconds.
Equipment & Consumables The damage during the encounter is almost entirely acid based it is therefor recommended to use at least 3 pieces of the 'tier 1' radiance gear rather than full sets of Dar Narbugud (Tier 2) gear. The gloom inside The Vile Maw is 140. With 50 cancelled out from using hope pots you will still need to have at least 50 radiance from your gear & other effects not to suffer cowering. Note that 45 radiance is enough as this is rounded to 50. Using destiny hope or handing in the quest items from Thorog/Tharlauch can also give you an extra +10 radiance. Cowering in this fight is deadly since movement is often required to avoid The Watcher's special attacks. Certain elements of the fight require you to inflict large amounts of DPS over time, for this reason it is recommended that you use Improved Scrolls of Battle Lore to increase each group's damage by 5%. In Phases 1 and 2 the group will take minimal damage, however during Phase 3 The Watcher will inflict AoE damage to the entire raid so it is recommended to use Improved Scrolls of Warding Lore to decrease incomming damage by 5%.
Phase 1 Information To initiate the instance a player is required to move towards the centre of the pool. The instant that the Watcher spawns he will begin an induction to an attack called 'Vile Scream', white text is also displayed saying "The Watcher shakes with anger". Vile Scream is an AoE attack instantly killing anyone caught in the effect which will be aimed at a random individual within the range at the point the induction started. After the first Vile Scream two EM Tentacles will spawn roughly 15m apart. Once both of these are dead Phase 2 will begin. If tanked in melee these tentacles will perform AoE knockback attacks so it is preferable to tank them at range. After the second Vile Scream some Sig Tentacles will spawn underneath random players inflicting damage or constricting their movement.
Phase 2 Information At the start of Phase 2 The Watcher will pull a section of the overhanging bridge down ontop of himself and creating a walkable platform in the centre of the arena which can be used in Phase 3. The falling bridge will inflict between 1k and 2k common damage to all members of the raid, although on occasions individuals have avoided this hit. Two new EM tentacles will now have spawned near the centre of the arena. After these are killed Phase 3 will begin. If tanked in melee these tentacles will perform AoE knockback attacks so it is preferable to tank them at range. Every 60 seconds a Sig Hanging Tentacle will spawn underneath a random player who is in deep water. These tentacles will dangle a player upside down effectively imobilizing them until either conjunctioned or killed. These tentacles continue to spawn in Phase 3. Patrolling tentacles will now spawn circling the inner area of the arena. If touched these tentacles inflict ~3k acid damage every 2 seconds Random players may also be flung upwards and thrown in random directions rarely by tentacles coming up from deep water.
Phase 3 Information At the start of Phase 3 a Sig Tentacle will spawn underneath each player in the raid. These tentacles perform AoE melee attacks and can perform single target ranged attacks. 30 second after entering Stage 3 two Shaking Tentacles will spawn. These EM tentacles should also be tanked at range to avoid AoE knockbacks. A further 30 seconds later The Watcher will spawn. He will rise up almost instantly at first before sinking again only to rise up more slowly. The method of spawning does not give the assigned tank a long period of time to grab The Watcher's attention on the initial rise. The watcher can be targeted using tab before he is above the water so a good tank can have aggro on him using a shout before he performs his first attack. 60 seconds after (and every following 60 seconds) The Watcher will perform a check counting his Shaking Tentacles:
The Watcher will continually buff himself with two types of corruption. One corruption which increases his melee damage can be dispelled and is applied every 15 seconds. The other corruption increases it's ranged damage and can not be dispelled.
The Watcher will randomly initiate a 360 degree AoE melee knockback attack. An induction ring will appear as well as more white text saying again "The Watcher shakes with anger". The range of this attack is approximately outlined by the size of the induction ring itself. Any players within the induction ring will be thrown back to the shallow water. Any players in shallow water will repeatedly spawn Sig Tentacles which can attack both in melee and at range some are also capable of rooting players.
Loot
Alternate Strategies There are many smaller variations that can speed things along a little. However, we have found this strategy to be a good balance of speed and safety that will work with almost any class make up, even when DPS is lower than average. A few of these variations are listed below should you wish to try them.
|