07-11-2012, 12:32 AM
This fight has a few mechanics, the first and foremost of which being that you will always be under a debuff called either Doomfire or Doomchill. These cannot be cleansed by Priests or Mystics, and can only be removed by swapping to the other debuff (that is to say, to remove Doomfire, you get Doomchill; to remove Doomchill you get Doomfire). This debuff remove 5% of your max HP either every five seconds. Additionally, this debuff lasts for 90 seconds, and if you do not swap it out for the other debuff within that time frame you will be immediately killed when it runs out. The only way to swap the debuff is to be hit by elemental attacks; there are some safe ways to do it without being one-shotted, so there's no worry there for clothies.
Additionally, Kelsaik is 99% Crit. Resistant. It is possible to crit him, but those crits will come so few and far between that it is far better to base your crystals around pure damage (i.e. Mutinous). Lastly, you will want to be using either (Fine) Vigorous Cruxes to combat the DoT effects or Anarchic Cruxes to combat the damage taken should you get hit (or a combo of the two).
The fight starts off with one of two random moves, of which these are usually a double claw followed by a special, but this is not guaranteed, so you should be ready for any two attacks. The list includes:
-Trample into Tail Swipe
-Fire AoE (Special)
-Ice AoE (Special)
-180 degree Cleave Swipe
The Beginning; Phase One (100% to 75%):
Nightmare Kelsaik has access to all attacks listed above; for this part just DPS him down as normal. DPS need to make sure they're paying attention and swapping out their debuffs. The easiest way to do this is to stand behind the hind leg associated with the front paw of whichever element you need (do NOT stand directly behind him; put yourself more on the side of the element you need), and then whenever he does a double claw, the element of that paw will create a low damaging AoE that shoots out around the claw and behind him.
Secondly, at random times during the fight, he will purple circle (secondary target) random people. During this phase that is a sign that he will do one of two things; if you get purple circled, but not stunned, he's going to run and roll at you. This is confirmed by him scratching at the ground with his right hind leg two times before the roll starts.
If you get purple circled and stunned, that's a sign that he's going to a deadly AoE Jump, confirmed by the on-screen prompt that says "Kelsaik recharges." If this second example occurs, you need to stop Kelsaik from completing this animation by either using a Lancer's Infurate to enrage him and trick him out of the attack, or using a Torch of the Gods (a order for this should be defined beforehand). Using a torch removes Kelsaik's debuff immunity, at which point everyone needs to immediately attempt to stun him. Do not overstun him though, as being stunned out of a recharge is highly likely to be followed by a double claw, which is the best way for people to change their Doomfire or Doomchill debuff, and if he gets stunned out of this, he will skip it entirely. Additionally during this phase, while the torch is in effect, stack on as many debuffs/shreds as you can, because the window to do so is only 10 seconds long.
Finally, if your DPS isn't fast enough in this phase, he will spawn a barrier that places a buff on him called "Armor of Doom," and a debuff on everyone else called Seal of Punishment or Seal of Revenge.
Armor of Doom is a 700,000 damage absorbing shield that needs to be burned down within 35 seconds. Failure to break the damage threshold within that time will give Kelsaik a 60minute buff called Rampancy that will quadruple his attack power and speed, essentially meaning the run is a wipe.
Additionally during the barrier phase, there will also be one of two largely damaging DoT debuffs placed on everyone that removes 20% of max HP per five seconds and decreases either ranged damage by 50% (Seal of Punishment) or melee damage by 40% (Seal of Revenge). These seals cannot be cleansed. When the shield is broken, the barrier is removed and the seals are removed as well within 2-3 seconds. Seal of Punishment will always appear first; Seal of Revenge will appear if a second barrier is placed (caused by failing to reach the second phase within a set amount of time).
During all of the above remember to watch for his Fire and Ice AoEs, as these are his most deadly attacks.
Persistent Pools; Phase Two (75% to 55%):
During this phase, claw attacks will now leave persistent pools on the ground associated with the element of the attack; fire claw leaves a pool of fire, and ice claw leaves a line of ice. These pools can now be used to more easily switch your debuff, but anyone switching needs to be aware at all times that after a claw attack, Kelsaik can follow up with either his Fire or Ice AoEs. During this phase the pools follow a consistent pattern; fire claw always comes first, followed by a fire wall, then finally the ice claw. This pattern repeats 1-2 times, then Kelsaik rolls or does a special. If the pattern is interrupted, he will resume where the pattern left off (that is to say, for example, if he does fire claw, fire wall, then goes into a roll or special, the pattern will resume on ice claw when he finishes).
Additionally during this phase, the mechanic behind Kelsaik's roll is changed. Following his roll, Kelsaik will either immediately do a short-range roar (that stuns) and then turn and do a small jump, or he'll turn first, do a long-range roar (that also stuns), and then a big jump. This big jump is further signified by the way he crouches down in preparation to jump, as well as a blue mist that appears around his mane.
If it's a small jump, DPS can move right back in as the small jump is not very damaging. If he does a big jump, however, whoever was targetted by the purple circle needs to do their best to move towards the center of the arena, at which point the Lancer (who should also be in the center of the arena) will then use Pledge of Protection and put themselves between Kelsaik and whoever got targetted, using Stand Fast's defense to reduce the damage the roll target receives from the jump. Anyone who wasn't targeted by the roll should get away until the big jump is completed if they don't have invulnerability frames. Additionally, should the person who was targeted by the purple circle die between the time Kelsaik rolls and the time Kelsaik does his jump, Kelsaik will still jump at that person's corpse.
During this phase, everyone needs to be vocal; if you're rolled at (you get the purple circle), let people know ("Roll on <character name>."). If you're the Lancer, let people know when and where the fire and ice pools are coming so they're ready to refresh their debuffs.
Kelsaik will not recharge during this phase.
Death Field; Phase Three (55% to 45%):
This is going to be the first real hurdle for new groups, and this is also is a DPS race phase.
Claw attacks no longer leave persistent pools. Rolls return to how they were in phase one, and will no longer be followed by small or big jumps.
During this phase, Kelsaik places another Armor of Doom barrier around himself and inflicts everyone with a debuff called Seal of Death. While this debuff in effect, you lose 1% of your max HP every second, and it is impossible to heal; nothing will heal you, not even potions. At this point DPS need to maximize their damage as best as possible to remove the barrier and Seal of Death while mitigating damage through Lancer's Guardian Shout, Priest's Kaya's Shield, and Warding Scrolls. Once the barrier is removed (by doind a set amount of damage) and the Seal of Death is removed (takes about 2-3 seconds from the barrier being removed), you will be able to heal again, and the healer should do so and keep everyone topped off. DPS does not stop though, because even if barrier is removed, you only have a 20-25 second window to get him below 45% or the pattern will repeat.
It is highly advised to go into this phase with a refreshed doomfire or doomchill, and do not try to change in the middle the of Seal of Death; only change during the downtime when the barrier has been broken, and remember that you need to keep DPS up to prevent a second Seal of Death.
Lastly, Kelsaik starts recharging again during this phase.
World Destroyer; Phase Four (45% to 5%):
At this point, Kelsaik gains an irremovable buff that quadruples his endurance and an eight minute timer starts. Kelsaik must be killed within this time frame, though truthfully this timer is not as pressing as it may initially seem; just keep DPS up and dodge attacks while changing elements as needed. This is where the real fight begins for the healer, though.
During this phase a new, persistent, debuff is introduced called "Curse of Kelsaik," and is represent by a green skull icon. This debuff increases your power by 200%, but at the same time removes 0.5% of your max HP every second, and can stack up to 99 times. The healer's role here, in addition to healing, is to keep everyone cleansed of these stacks; they can be removed, but they keep coming back, so it's a constant affair. A few stacks isn't too deadly, and actually preferred, but once your stacks reach 10-15 (depending on the experience of your healer), you will want to get a cleanse as soon as possible. Alternatively, if your healer is extremely experienced with the fight, they can get up to about 20-25 (12.5% HP lost per second) stacks before cleansing.
Another new mechanic is introduced during this phase in which Kelsaik will walk to the center of the arena, drop a crystal/wardstone, and then walk and jump outside of the arena. He will follow this up with a large flame wave that shoots out across the entire arena, dealing an extreme amount of damage that will usually kills anyone caught in it. When Kelsaik does this, everyone needs to run and stand behind one of two indentations in the ground near the center of the arena (whichever one the lancer moved to), at which point the lancer in your group then needs to leash the crystal closer to everyone. Someone should to be watching Kelsaik as he jumps outside the arena, ready to call the timing to attack the wardstone, the best time of which is right as he rears his head back. This will raise a shield from the indentation that will guard you from the incoming flame wave. Remember that it is better to err on the side of early, rather than late in regards to this.
If for whatever reason you pass the eight-minute timer, Kelsaik will no longer drop a wardstone, but will continue to jump out of the arena to do his flame wave as a form of wipe mechanic. If this should happen, your best chance to survive is to gather on your lancer who will use Guardian Shout, Pledge of Protection, and then shield everyone directly behind him in a line with Stand Fast. They will likely die in the process unless everyone is decently geared out, but this is a necessary sacrifice if Kelsaik is close to death.
Following the flame wave attack, Kelsaik will jump back into the arena and then immediately do a double claw, so if you need to change your debuff from fire to ice, this is the best time, as if you have doomchill going into the wardstone, it will automatically change to doomfire when you move out from behind the shield.
Home Stretch; Phase Five (5% to 0%):
A very minor phase, with no new mechanics introduced, but some things to keep in mind:
-Kelsaik permanently enrages, meaning his attacks do more damage, and his attack speed is slightly increased.
-Pools become persistent once again.
-The mechanics for rolls from the second phase (regarding small/big jumps) returns.
-Kelsaik will not recharge anymore.
Lancer (NA) PoV:
Lancer (NA) Alternative PoV, 4man, No Torch:
Lancer (EU) PoV:
Warrior (EU) PoV:
Sorcerer (EU) PoV:
Priest (EU) PoV:
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