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5) Mistress Sassz'ine

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Anh a
Posts:
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Admins
Guild Member


Every Stage

- Hydra Shot

Marks several players with a green arrow and deals 14.6 million physical to them after 6 seconds, split between everyone stuck by the shot. Also debuffs everyone stuck with Hydra Acid, which deals 640,056 nature every second for 8 seconds. This debuff stacks and stuns anyone with two stacks or more for 8 seconds. Need to make sure to have at least 3-4 people in each arrow to help mitigate damage.

Spoiler: Hydra ShotShow

- Burden of Pain

Curses the tank, causing 2.3 million shadow every second. 100% of physical damage they take will be shared with all other players. Swap on one?

- Abyss Stalkers

Three of these adds will continually pop up throughout the fight, which deal shadow instead of physical on melees hits. Will bite random players (Jaws from the Deep), dealing 702,954 shadow and an additional 460,098 shadow every second for 4 seconds. When these die, they drop Concealing Murk puddles, which deal 676,919 shadow every 2 seconds and reduce hit chance by 75%. Used to negate Slicing Tornado, shown later.

Spoiler: Abyss StalkersShow

Stage One: Ten Thousand Fangs

Slicing Tornado

Tornadoes spawn at edge of room and traverse it, dealing 876,000 physical every second for 20 seconds. If a tornado runs into a Concealing Murk, it seems to go away, so they should be used to make openings.

Spoiler: Slicing TornadoShow

Razorjaw Waverunners

Murlocs pop up and attach to players, dealing 1 million physical every two seconds. They remain invulnerable until they are knocked off with Thundering Shock. Once off, they deal 874,012 frost to random targets.

Spoiler: Razorjaw WaverunnersShow

Thundering Shock

Circles with jellyfish rise up from the water, dealing 3.4 million nature and stunning anyone caught inside for 8 seconds. Knocks Razorjaw Waverunners off of players. The stun can and should be dispelled.

Spoiler: Thundering ShockShow

Stage Two: Terrors of the Deep

Summon Ossunet

"Ink clouds" (purple circles) get sprayed around the room. These stick to players (Befouling Ink) who run into them, dealing 600,400 shadow every 2 seconds and reducing movement by 25%. These need to be soaked and carried towards Sarukel to stop his Devouring Maw.

Spoiler: Summon OssunetShow

Summon Sarukel

Sarukel begins sucking players into his mouth at the edge of the room, dealing 765,960 frost to all players every two seconds. Anyone who gets sucked dies. People with the Ossunet ink cloud debuff can run into his outer circle to "drop-off" the debuff. Once he gets 5 he stops sucking.

Spoiler: Summon SarukelShow

Call Vellius

Basically a big blue line appears across the entire room then shortly after does 15.9 million frost to anyone caught in it along with knocking them back.

Spoiler: Call VelliusShow
Posted Jun 10, 17 · OP · Last edited Jun 19, 17
Anh a
Posts:
54
Admins
Guild Member
Stage Three: Vast Oceans of Wrath

This stage just has a combination of a few mechanics from the earlier ones. The ink clouds do not need to be soaked and I am not sure if the Murlocs can be knocked off.

Summon Ossunet

"Ink clouds" (purple circles) get sprayed around the room. These stick to players who run into them, dealing 600,400 shadow every 2 seconds and reducing movement by 25%. I don't think there's any way to get rid of these during this stage, so try to avoid soaking if possible.

Spoiler: Summon OssunetShow

Call Vellius

Basically a big blue line appears across the entire room then shortly after does 15.9 million frost to anyone caught in it along with knocking them back.

Spoiler: Call VelliusShow

Razorjaw Waverunners

Murlocs pop up and attach to players, dealing 1 million physical every two seconds. They remain invulnerable until they are knocked off with Thundering Shock. Once off, they deal 1.2 million frost to random targets. Not sure if these can be knocked off during this stage.

Spoiler: Razorjaw WaverunnersShow

Slicing Tornado

Tornadoes spawn at edge of room and traverse it, dealing 876,000 physical every second for 20 seconds. If a tornado runs into a Concealing Murk, it seems to go away, so they should be used to make openings.

Spoiler: Slicing TornadoShow
Posted Jun 12, 17 · OP · Last edited Jun 19, 17
Posts:
35
Guild Member
Officer
Positioning:
Along with Richards notes, WoWhead covers most positioning for this fight so going to link to their guide: http://www.wowhead.com/mistress-sasszine-tomb-of-sargeras-raid-strategy-guide
Keynotes:
The stalker adds need to be interrupted when they try to cast their blink, range should also try to move in when they are low health in order to avoid them dying outside of the middle. Stuns should be used once they are low health.
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Mistress Sasszine will be tanked in the middle, with 3 symbols forming a triangle around her. Hydra shot targets will each run to a symbol(ideally one within your group) and each group assigned will soak that marker. I think DBM will assign a marker to each target, so will adjust the symbols based off that(star might be circle in DBM).

AA:
Like sisters, not many logs that make it far into the fight, so timings right now are not 100% accurate and will most likely change on Tuesday.

Hydra Shot(excluding pain cursed tank):
Star: Groups 1 & 2
Triangle: Groups 3 & 4
Square: Groups 5 & 6

Hydra Shot:
0:30 Saigon Tranq
1:00 Tori DH + Paul Shout
1:30 Healyo HTT
2:00 Ana AM
(as far as logs go, assuming the timings don't change for P2/P3)
2:30 Veldreck AM
3:00 Deisto/Chunga VE & Themril Shout
3:30 Saigon Tranq
Repeat

Crushing Wave(P2/P3)
Movement Speed Boosts:
CW 1 Shakes Roar
CW 2 Raichu WRT
CW 3 Gistbek WRT
CW 4 Xvi WRT(If needed)
Posted Jun 18, 17 · Last edited Jun 19, 17
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