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Mother Shahraz is a fairly plain fight in comparison to the 2 or 3 precursors, possessing but a single phase and a battle strategy mainly dependant on how well geared your raid is for massive shadow resistance as it is for actual tactics.
Abilities
2,600,000 HP
Melee – 6,000 – 7,000
Each ability labeled as a ‘beam’ attack chains throughout the raid until reaching a maximum effect of 10 players, this is the reason for stacking shadow resistance.
Sinister Beam – 2,000 shadow damage and a small knockback effect.
Vile Beam – Debuff dealing 2,500 shadow damage every 2 seconds for a total of 8 seconds.
Sinful Beam – Deals 6938 – 8062 shadow damage.
Wicked Beam – Drains 1,000 mana, not a shadow attack/mitigated by shadow resistance.
Saber Lash – Deals 76,000 – 84,000 physical damage spread out amongst all players within 1-2 yards of the highest threat target, your main tank.
As with the meteors from Ahn’quiraj 20-man, this will be dealt with in a similar fashion by having your main tank as well as two off-tanks stacked upon one-another to spread out damage.
Fatal Attraction – Teleports 1 – 3 players to a random location as well as applying the debuff ‘Fatal Attraction,’ dealing 2,500 damage per tick to all players within a 25 yard radius for a total of 30 seconds.
This debuff will disappear when all players affected by the debuff are a minimum of 25 yards away from one-another, therefore by having all those affected separate out into multiple directions as soon as possible you’ll end the debuff before too much damage is dealt.
Prismatic Aura – Every 15 seconds Mother Shahraz will cycle through her auras, selecting another one to utilize. Each aura affects players as a debuff, allowing them to easily switch spell-schools/damage-types as needed to maximize DPS and avoid the effects of the reduced spell damage school.
Prismatic Aura – Fire
Fire damage done is reduced by 25%
Frost damage done is increased by 25%
Prismatic Aura – Frost
Fire damage done is reduced by 25%
Frost damage done is increased by 25%
Prismatic Aura – Nature
Nature damage done is reduced by 25%
Arcane damage done is increased by 25%
Prismatic Aura – Arcane
Arcane damage done is reduced by 25%
Nature damage done is increased by 25%
Prismatic Aura – Holy
Holy damage done is reduced by 25%
Shadow damage done is increased by 25%
Prismatic Aura – Shadow
Shadow damage done is reduced by 25%
Holy damage done is increased by 25%
The Fight
Positioning on this fight, prior to the pull, can be handled in several different manners, such as having the raid group up on one spot, form two groups, etc. The main thing is that all of them have potential positives or negatives depending on how the boss utilizes Fatal Attraction.
Should you form a single group, centered near the boss perhaps although out of range of saber lash, anytime a player gains fatal attraction you’ll have a much less likely chance of being teleported into the raid.
The downside is obviously that, should you be teleported into the raid, you’ll deal damage to everyone instead of simple a portion of the players, the decision is entirely yours and can either benefit or harm your ability to become victorious depending on the random chance of teleport.
As for the beams and auras, these begin almost immediately after the pull. Beams are basically uncounterable aside from massive shadow resistance and the auras are quite obviously going to affect your raid mostly based upon how your individual DPS is based and such.
Raids full of largely warlocks will find the shadow resistance aura a pain whereas a more mage-heavy raiding group will be irritated almost no-matter the aura of fire, frost, or arcane. For the most part this mechanic of the fight is a simple one, simply changing spell-type to follow suit if applicable or just dealing with the 25% reduced damage should you be unable to do so.
Returning to Fatal Attraction, the main key of this and indeed the key to the entire fight is to avoid having players somehow maintaining range enough to continue putting out the shadow damage effect.
Never tell the unaffected players to avoid/move away from those afflicted by Fatal Attraction, this simply leads to all sorts of confusion and often prevents those attempting to gain the 25 yard distance on one-another from actually seeing where the others are running.
Master the mechanics of Fatal attraction as well as build-up enough shadow resistance suits for the beam damage and you’ll basically have a guaranteed beating bag for loot.
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