Strategy Guide for Council
Abilities
Phase 1
Feludius
- Heart of Ice—An icy cold grips the target’s heart, dealing increasing Frost damage every 2 sec (2,000/4,000/8,000 etc). Magic dispellable. If the target comes in contact with other allies, however, they are empowered with Frost energy. Frost Imbued players deal additional damage to Ignacious.
- Hydrolance—Deals 45000 to 55000 Frost damage to a random target.
- Waterbomb—Inflicts 9750 to 10250 frost damage to enemies within 6 yards, applying the Waterlogged debuff.
- Waterlogged—Soaks an enemy with icy water, reducing movement speed by 25%. While soaked, enemies are susceptible to certain Frost-based attacks. Exposure to flame can remove this effect.
- Glaciate—Deals massive Frost damage to any nearby enemies, with damage decreasing with distance from the caster. Any enemies who are waterlogged will have the blood in their veins frozen.
- Frozen Blood—Freezes a waterlogged enemy solid, stunning and dealing 20000 Frost damage every 2 sec for 10 sec.
Heroic Mode only
- Frost Beacon—Marks the target for pursuit by a Frozen Orb. When the Frozen Orb reaches its target or a minute passes it will cast Glaciate as the spell above.
Ignacious
- Burning Blood—Deals increasing Fire damage to an enemy every 2 sec (2,000/4,000/8,000 etc). Magic dispellable. Nearby allies are empowered with fire energy each tick however. Fire imbued players deal additional damage to Feludius.
- Aegis of Flame—Surrounds the caster with a radiant shield of flame, absorbing 1,000,000 damage and preventing spell interruption while active.
- Flame Torrent—Inflicts 36075 to 41925 Fire damage every 1 sec for 3 sec in a 18 yard cone in front of the caster.
- Inferno Leap—Leaps at an enemy, inflicting 23125 to 26875 Fire damage and knocking all nearby enemies away.
- Inferno Rush—Ignacious rushes back to his primary aggro target leaving a trail of flames. The flame trail will inflict 4625 to 5375 Fire damage every 0.5 sec and remove Waterlogged.
- Rising Flames—Cast immediately after Aegis of Flame. Deals increasing Fire damage to every player in the room over time until interrupted.
Phase 2
Arion
- Call Winds—Focuses and agitates the nearby air into a violent cyclone. Entering the Cyclone will cause 7,000 nature damage and give the player the swirling winds debuff which levitates the player into the air.
- Lightning Rod—Marks an enemy to attract electrical attacks. Arion will cast his Chain Lightning at this player.
- Chain Lightning—Fires a blast of lightning at enemies who have been attuned to attract electricity, dealing 9500 to 10500 Nature damage and bouncing to additional nearby targets.
- Disperse—The caster dissolves into swirling wind and materializes elsewhere in the room.
- Lightning Blast—Blasts an enemy with concentrated lightning, inflicting 72000 to 88000 Nature damage. Cast on Arion’s tank immediately after Disperse.
- Thundershock—Deals 146250 to 153750 Nature damage to all nearby enemies. Less effective against grounded targets. More effective against airborne targets.
Heroic Mode Only
- Static Overload—Charges an enemy with energy that electrifies nearby allies, causing them to suffer 6475 to 7525 Nature damage every 2 sec for 10 sec. Powerful gravitational fields can cause this energy to dissipate harmlessly.
Terrastra
- Gravity Well—Creates a Gravity Well that firmly connects nearby players to the earth, granting resistance to some powerful electrical attacks. Lasts 2 min or until another force lifts the target from the ground.
- Harden Skin—The caster’s skin hardens into solid rock, increasing Physical damage dealt by 100% and absorbing 50% of all damage taken, up to 650000. If the caster suffers enough damage, this barrier will shatter, grievously wounding the caster.
- Eruption—Fires a spike through the floor, impaling all targets within 4 yards, dealing 47125 to 52875 damage and knocking them up in the air. This attack ignores armor.
- Quake—Sends massive shockwaves through the earth, dealing 146250 to 153750 damage to all enemies who are in contact with the ground. More effective against (gravity well) grounded targets. (Note Priest levitate will NOT help you.)
Heroic Mode Only
- Gravity Core—Applied on entering a Gravity Well. Crushes an enemy with intense gravitational force, inflicting 10000 Physical damage every 2sec for 10 sec. While the target is affected, the gravitational field periodically hinders the movement and actions of nearby allies.
Phase 3
Elementium Monstrosity
- Lava Seed—Showers the surrounding area with kernels of pure Flame energy, each of which erupts to deal 35000 to 45000 Fire damage to nearby enemies as Lava Plume
- Liquid Ice—The Monstrosity is preturnaturally cold, freezing the ground beneath it. The pools of ice will grow with continued exposure to the Monstrosity, dealing increasing Frost damage to enemies exposed to them. Essentially this ability is Defile from the Lich King but expands when the boss stands in it, rather than players.
- Electric Instability—Constant nature damage to random raid members, increasing in intensity the longer the Elementium Monstrosity is alive. Overloaded with raw lightning energy, the caster zaps nearby enemies for 5655 to 6345 Nature damage, chaining to nearby targets. Functions identically to Entropius‘ Negative Energy in Sunwell Plateau.
- Gravity Crush—Traps an enemy in a gravity bubble, lifting them off the ground and crushing them for 10% of their maximum health every 0.5 sec for 6 sec. When the effect ends, the target will be left to fall to the ground.
Study up, kids!
This will be our first kill target this week. Make sure to watch the video and know your role…