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Maloriak

Maloriak is a multi phase fight with miniphases for the first 75% of his health and one final zerg
phase at 25% where he is soft enraged. Also, this fight has a 7minute enrage timer. The way we do
this is by taking him through two rotations of his first miniphases and then burn him in his last
phase whilest always being aware of the mechanics of this fight.

Phase 1

Miniphases

Blue Phase
Maloriak will turn slightly blue and gain a few abilities that require you stay spread out. At least 8
yards from the nearest player.

Main Tank
tank Maloriak against his cauldron facing the raid, you will need to interrupt “Arcane Storm”
through all phases every time its cast. It is good to coordinate with melee for this to make sure its
done. Also, according to what the off tank calls on vent, you will also have to interrupt “Release
Aberrations”, a very fast cast that releases his adds. You never want more than 9 of his adds up in
any 3 rotations of his miniphases and each “Release Aberrations” summons 3 adds at a time. Also
more specifically to blue phase, be aware of Biting Chill, a debuff dealing frost damage to a
player and anyone within 8 yards for 10 seconds.

Off Tank
You will need to position yourself in the middle back of the room and hold adds there. Also be
aware of “Flash Freeze”. This will encase anyone except the main tank in an ice tomb dealing
them damage during the entrapement and also a burst of damage once the ice tomb is broken. Be
sure that your health is not low when you call on vent to have this broken; and it is broken by the
dps attacking the tomb.

Ranged DPS.
Stay 8 yards apart, be aware of who calles they have an icetomb on them and when they ask for it
to be broken. Also, Use any slows you have on the adds to increase the Off tanks survivability. If
youre staying 8 yards apart you wont have to worry about the “Biting Chill” debuff. Throughtout
all the phases, if you have an interupt or a spell steal, you must be ready to interupt or steal
“Remedy”. Not even a tic of this can get off on the boss. Every tic heals Maloriak for 150k per
second.

Healers
During this phase you want to watch for the player with the “Biting Chill” Debuf, as they will take
some damage every second for 10 seconds from it. More importantly, during this phase you want
to watch the health of anyone that calls that they are in an ice tomb. They will need to be healed to
close to, if not, full before breaking the tomb, this needs be done quickly and especially quickly if
the ice tomb is on the Off tank.

Red Phase
Everyone except the adds tank will stack together infront of maloriak in order to absorb the
damage from his “Scortching Blast” which spreads out damage to all players in 60 yards stading
in this frontal cone attack. Also, it is very important that if you have the debuff “Consuming
Flames” that you move out of the raid off to the side. You take extra damage during that debuff,
all healers should be aware and SUPER aware if the tank or main tank get this debuff. This can
kill a tank pretty quickly so get ready to throw some killer heals out.

Main tank
Aim Maloriaks face to the back left corner of the room (Left of the entry stairs), this way the off
tanks is not hit by Scortching Blast. Also call out if you have Consuming Flames and use
cooldowns. That debuff can kill you quickly. You will still need to mitigate Release Abberations
via interupts and Always interupt Arcane Storm.

Off tank
Tank the adds in the back right of the room (Right of the entry stairs) and make certain not to be in
the path of Scortching Blast. Also, call out if you have Consuming Flames and use cooldowns.

Melee and Ranged
You have the same duties as Blue phase with spell steals and interupts, but now instead of
icetombs watch out for the “Consuming Flames” debuff and move out immediately.

Healers
You will simply need to keep a careful eye on tanks health in this phase. The tanks take spike
damage depending on the debuff or number of adds or positioning they might be 3, 2, or even 1
shot. So always top tanks off. The person with Consuming Flames will take damage over time and
will need extra healing, especially if this is a tank or off tank.

Green Phase

During this phase, everyone needs to interupt EVERY “Release Abberations”, Every
“Arcane Storm”, and every “Remedy”. You dont want any of these effects going off as the whole raid can
die. Healing during Green Phase is more aoe heals and the tanks take a lot more damage. The
purpose of Green Phase is simple, gather Maloriak and all his adds together immediately at the
start of green phase and aoe his adds down quickly. The reason, Maloriak's adds have a buff
during all the phases except for green phase called “Growth Catalyst” which decreases damage
taken by 20% and increases damage dealt by 20% per application for every affected add (Which is
all of them) that is within 10 yards, and stacking. They lose this buff during green making them
very easy to aoe down.
Note to tanks: This buff is given to Maloriak when the adds are too close to him during blue and
red phases, so it is important to keep the adds and maloriak seperate in all phases except green.

Final Phase (25% Health)

Maloriak goes into a soft enrage. He gains new abilities to look out for and at the beginning of this
phase releases all abberations. This is why it is important that during the first 75% of his health
you kill the first 18 adds. This will surely make survivability in the last phase slim to unlikely if
adds from the first phases are up.

Maloriak will gain the following: “Magma Jets”, targets one player and fires a stream of fire jets
at them dealing fire damage to the target and anyone standing in between. Simply move out of
this. “Absolute Zero”, a ball of ice summoned near a random player. All players are to stay 7
yards or further away from the sphere. Being 6 yards of closer to it causes it to blow up dealing
frost damage and knocking players and npc's back. This is simply bad. “Acid Nova” This deals
5000 Damage per second for 10 seconds to all players standing near “The Green Stuff” when cast
. Move away. During this phase he will also summon his last two adds that have the buff the other
adds have and also an ability called “Fixate” making them untauntable for 10 seconds. If you are
fixated, no matter who you are, kite the add till the off tank can taunt it.

Main tank
During this last phase walk Maloriak against the wall aiming his front into the wall and moving
out of Flame Jets and Acid Nova immediately. Both effects happen close in time and standing in
it will result in tank death. Also watch for the frost orbs and never kite Maloriak into one.

Off tank
Pick up the two last adds as quickly as you can. Stay far away from Maloriak, and use cooldowns
to survive.

All DPS
Avoid everything. In this phase, Blood Lust, Heroism, or Time Warp will be used, so your fastsest
most efficient single target DPS is required to beat his hard enrage timer, which one shots the
entire raid.

Healer
Stay out of everything and watch for Spike damage on both tanks and aoe Damage to the raid.

In conculsion: Kill adds, interupt every arcane storm, every remedy, control add release by
interupting Release Abberations at the appropriate times and use your fastest best dps but watch
for all of the mechanics of the fight. Healers never let anyones health get too low, and watch for
spike tank damage and babysit the adds tank.

Email: leviathanguildmannoroth@yahoo.com