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Bosses:

Patchwerk!
Click here to see the Tankspot video on this fight
Abilities
Hateful Strike: Base damage is 22,100 - 29,900 physical damage, mitigated
through high armor, used on the character with the highest health in melee
range. This ability will hit the main tank (MT) if the off-tanks (OT) are
not properly healed.
Berserk: 7 minute timer. This will make short work of the raid, his damage
is increased by about 5x and his Hateful Strike will hit the tanks for 100,000+.
He will start casting AoE Slime Bolts on the raid shortly after Berserking.
Enrage: Enrages at 5%.
Strategy
Patchwerk requires one main tank to hold aggro and at least one off-tank who will be designated to take Hateful Strikes. This is not an aggro-sensitive fight, and under most circumstances, with normal threat reduction talents and effects, it is nearly impossible to pull aggro from the MT. The difficulty of pulling aggro makes it possible for the raid to all-out DPS. This is important, as Patchwerk has about 3,850,000 HP and a 7 minute enrage time limit (a raid needs ~9,500 DPS minimum to kill him in time).
The main part of the fight is to heal through his Hateful Strike ability,
which has these attributes:
Hateful Strike hits the person in melee range with the most hitpoints primed
by aggro. (The goal is to have one or more off-tanks be this target)
Hateful Strike hits for between 22,100 and 29,900 damage before mitigation.
Hateful Strike can never crit or be a crushing blow.
Hateful Strike hits roughly every 1.2 seconds.
Hateful Strike does not try to reapply upon a dodge/parry/miss.
There are no other special abilities involved with the encounter, the raid
must simply output a significant amount of damage within seven minutes and
keep the tanks alive.

Grobbulus!
Click here to see the Tankspot video on this fight.
Abilities
Poison Cloud: Emits a Poison Cloud 10 yards wide. The cloud deals high amounts
of Nature damage, meaning the MT needs to keep moving while tanking. The poison
cloud remains for a very long time.
Slime Spray: Hits for 3,600 - 4,800 Nature damage. Party members who are hit
will spawn a Fallout Slime, a blob that deals 300 damage every 2 seconds to
everyone in a 10 yard radius.
Mutating Injection: Injects a target with a mutagen that will do a 4,500 physical
damage AOE after 10 sec, or a lower-damage AOE when cleansed. The target will
create a Poison Cloud identical to those Grobbulus spawns, so the target will
need to run to the side when cleansed to avoid damaging the rest of the raid.
Slime Stream: An AoE DoT deals 4,500 Nature damage over 3 sec. This ability
is considered to be triggered when the MT gets out of the melee range of Grobbulus
(this may occur when MT is passing a corner and adjusting his position). Another
theory about Slime Stream is the ranged highest threat-holder gets too close
to Grobbulus.
Enrage: Enrages after 12 minutes.
Strategy
The main tank stands upon the ramp which Grobbulus patrols, slowly moving him to avoid his poison cloud attack. The MT hugs the outside wall all the way around the room. Grobbulus should be moved as slowly as possible for the best use of space, as his cloud will limit the room's safe zone.
DPS on Grobbulus is ranged, so as to avoid spawning multiple Fallout Slimes. Only one slime should be spawned at a time (the MT's) which will presumably aggro onto a healer, and should otherwise be pulled to melee classes. They dispatch this slime, away from the ranged/healers, then return to adding ranged dps.
Injected people should run to the edge of existing clouds, as far away from the the raid as possible to best use the space. At 30% Grobbulus injects people more frequently and safe space can become scarce if it is not used well from the beginning.
Everyone always needs to be aware of the growing green clouds at all times.

Gluth!
Click here to see the Tankspot video on this fight.
Abilities
Mortal Wound: Stackable debuff on the main tank (MT) that reduces healing
by 10%.
Decimate: Gluth stomps the ground once every ~105 seconds, Decimating all
raid members and zombies. Decimate reduces the health of every raid member
and zombie to 5% of their maximum HP (no matter how much hp you had before).
Does not affect pets.
Terrifying Roar: Gluth does an AoE fear every 20 seconds, effecting everyone
within 20 yards.
Devour Zombie: Multiple Zombie Chow mobs will spawn from the side of the chamber
during the encounter. If a zombie gets close enough to him, he can devour
it to restore 5% of his health.
Frenzy: Will Frenzy approximately every 10 seconds. A hunter must use Tranquilizing
Shot to dispel it.
Enrage: Gluth will enrage shortly after third Decimate.
Strategy
Tank the boss near the door, with his head towards the door. This provides less space for the MTs to run out of place while feared, as well as keeps Gluth as far away from the zombies as possible. Two tanks are required in order to prevent the healing debuff from stacking too high.
Zombie Chow mobs will spawn at the three green grates near the tunnel from which you enter the room. They spawn approximately every 10 seconds and afflict raid members with Infected Wound. These need to be kited for 105 seconds until the Decimate goes off. This will reduce their health to 5%, allowing them to easily be grouped up and zerged down. They also however, lose all aggro and run straight towards Gluth. They must be killed before they reach and heal, so all DPS must shift focus from the boss to the zombies.
Gluth will enrages 10-20 seconds after the third Decimate, giving the raid roughly five minutes to take him down.

Thaddius!
Click here to see the Tankspot video on this fight
Abilities
Phase One: Stalagg and Feugen
Stalagg: Has a War Stomp ability that does around 1,500 physical damage, and
does not stun. In addition, he will randomly get a Power Surge buff. He also
breaks the normal rules for crushing blows: everything that isn't dodged,
parried, or blocked will be crushing, so it is imperative that healers be
on the ball and that warriors keep Shield Block up.
Feugen: Has an AoE mana drain ability and the same War Stomp, dealing 1,500
physical damage to everyone in melee range.
Lightning Rods: Both sub-bosses initially stand near lightning rods. If a
sub-boss is pulled away from these rods, they will Chain Lightning the raid.
Every 20.5 seconds both sub-bosses knock the current tank over to the other
platform, forcing a tank transition. They are both vulnerable to Taunt.
Phase Two: Thaddius
Polarity Charges: Every 30 seconds he will debuff everyone in the raid with
either a Positive Charge or Negative Charge (evenly distributed). Every 5
seconds charged players will deal 2,000 nature damage to all opposite-charged
players within 10 yards. Additionally, the debuff will grant a 10% damage
bonus to all same-charged players also within 10 yards.
Polarity Shift: Switches the charges of all players in the raid every 30 seconds.
Chain Lightning: Attack that he will do throughout the fight, dealing around
1,000 Nature damage, potentially arcing to other raid members.
Ball Lightning: If he has no one in melee range, he will start throwing Ball
Lightnings for around 8,000 Nature damage.
Enrage: After 5 minutes in Phase 2, he will enrage and kill the entire raid.
Strategy
Phase 1: Simply tank each sub-boss near where they start and DPS them down. Players with mana bars should fight Stalagg, while everyone else should fight Feugen. Mages and hunters can outrange the mana drain, so if the groups are too uneven then they can fill in for the missing spots. Note that they sub-bosses must be killed within a short time of each other, or they will resurrect each other.
Phase 2: All players head to Thaddius himself. There is roughly 20 seconds between killing both sub-bosses and getting charged. Before the raid, assign locations for positive and negatively charged people to stand. Thaddius will make a Polarity Shift roughly every 30 seconds. Players whose polarity changes have 5 seconds to run to the location for their new polarity. It is important to stand in 2 positions because Thaddius must be killed within 5 minutes (to avoid the Enrage) and the damage bonus from stacking players on either side will allow him to be killed. Thaddius doesn't deal very much melee damage to the main tank, so non-assigned healers can focus on dealing damage.
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