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== Third Demon ==
 
== Third Demon ==
   
The third demon you control is the Shivan Assassin. Bringing a few friends can greatly assist in this fight, as the boss demons are susceptible to player attacks, and Fire-based abilities will do incredible amounts of damage. Also, snare abilities will work, greatly aiding in the kiting aspect of this fight.
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The third demon you control is the Shivan Assassin. Bringing a few friends can greatly assist in this fight, as the boss demons are susceptible to player attacks, and Fire-based abilities will do incredible amounts of damage. Also, snare and root abilities will work, greatly aiding in the kiting aspect of this fight.
   
 
=== Forms ===
 
=== Forms ===

Revision as of 04:10, 23 June 2007

Overview

The Legion Ring (also called the "Shartuul's Transporter" event named after the location or "Darkrune" event named after the required item) is a solo-event that takes place in Western Blade's Edge Mountains, near Forge Camp: Wrath, north of Ogri'la. The event was introduced in the 2.1 content patch and requires honored or higher reputation with Ogri'la.

During the event, the player does not control his or her character, but instead controls a single "demon pet" with a variety of abilities. The player's character spends the entirety of the event disabled, while the player controls this demon pet from a first-person point of view.

The event consists of three "phases" or battles, each of which places the player in control of a different demon. Each phase has a variety of objectives and mobs to battle, but generally, the idea is to defeat your enemies without letting your demon perish.

Starting the Event

To begin the event, a player must first obtain Honored or higher reputation with Ogri'la. Once Honored, a new quest will become available in Ogri'la, N [70] Banish the Demons, which requires the player to defeat 15 demons in Forge Camp: Wrath or Forge Camp: Terror while within 30 yards of a summoned portal. The portal consumes one [Apexis Shard] to create, and lasts 3 minutes.

Upon completion of N [70] Banish the Demons, the player will receive a [Darkrune], which is the only required component to begin The Legion Ring event. Once a [Darkrune] is obtained, it can be turned into Gahk in Ogri'la to receive [Crystalforged Darkrune] [1]

First Demon

The first demon you control is the Felguard Degrader.

Abilities

  • Mortal Strike - 3 second cooldown - Deals ~10k damage to the current target. The actual damage is irrelevant, but what is important is this can one-shot or nearly one shot most non-boss creatures. 80% of the time it will kill whatever you hit, and the rest of the time, it will either miss completely, or the target will be at a sliver (under 5%) health left.
  • Mighty Whirlwind - 25 second cooldown - Channeled over 5 seconds. Deals 3-4k damage per "hit" and hits everything within a 5 yard radius 5 times. This is great for clearing out a large group of fel hunters when they bunch up on you.
  • Terrifying Roar - 15 second cooldown - Fears everything within 5 yards for 6 seconds. A good ability if you want to buy some time for other cooldowns to come up.
  • Chaos Charge - 15 second cooldown - 8-35 yard range. When charging a distant enemy, the demon will rush that enemy, hit them for a moderate amount of damage, then "stomp" the ground in a small (10ish yard) radius, dealing 18-21k damage to everything in that area. Any non-boss creature you fight will die if hit by this damage. Note that the charge and the subsequent AE stomp are not instant, thus creatures that may be attacking your demon in melee at the time you charge will actually follow you during the charge, getting a few yards closer before the AE stomp damage goes off. This can be used to your advantage by minimizing the distance between you and your charge target, so the charge kills not only your target, but most/all of the creatures meleeing you.
  • Smash Shield - 25 second cooldown - Throws your hammer at the portal, weakening its shield by 12.5%. It will take exactly 8 throws to take down the shield (under 4 minutes if used whenever it's up).
  • Absorb Life - 5 minute cooldown - Requires a [Charged Crystal Focus] - Deals a lot of AoE damage and heals the demon for a lot. Currently bugged and does not trigger the cooldown or work but consumes the reagent.

Strategy

Two types of mobs will be summoned throughout the stage:

  • Felhound - This type can be easily killed Mortal Strike most of the time, and is the preferred method of killing them early on. However, later on there will be an increasingly large amount of them, so Mighty Whirlwind and Chaos Charge will be your best bet here. If both are down, use your fear to give yourself some time.
  • Imp - Only one or two will spawn at a time. These will not be one-shotted by Mortal Strike. More importantly though, these will stay at range, which will give you targets to charge. Since charge takes some time before it does its AoE, get as close as possible to the imp before charging. Most of the time, the felhounds will follow you into the AoE and die as well.

Boss

A Doomguard Punisher will spawn to attack you. The best way to deal with him is to use your fear, and charge near the end of the fear. When you fear, follow him and try to get a couple shots in with Mortal Strike before charging. Rinse and repeat until dead.

Second Demon

The second demon you control is the Doomguard Punisher, who has the following abilities:

  • Punishing Blow - 3 second cooldown - Attacks your current target with both weapons, dealing moderate damage. This attack will also make your target's attacks weaker. Deals triple damage if the target is stunned. The weaker creatures you fight during this phase will only die to this ability if they are stunned when it hits. Otherwise, it takes numerous hits from this ability.
  • Fel Flames - 15 second cooldown - Deals approx. 3k damage a tick to all creatures in front of the caster for 3 seconds. This is not channeled, and thus you may move the demon around while this damage is being dealt. This ability gains no bonuses from stuns or other effects, so use it when you'll get good bang for the AE buck.
  • Throw Axe - 8 second cooldown - 5-45 yard range. Throws your weapon at the target, dealing moderate damage and stunning them for 3 seconds. This ability is very useful in combination with your primary "Punishing Blow" ability for high damage. Secondarily, it's great for interrupting spell castings.
  • Super Jump - 15 second cooldown - 5-45 yard range. Jumps high in the air toward your enemy, stunning creatures in a small (5 yard) radius around the caster when the jump starts, and stunning creatures in a small (5 yard) radius when the jump ends, for approx. 6 seconds. Also deals moderate damage with both stuns, and should be used in conjunction with the "Double Attack" ability.
  • Consume Essence - 30 second cooldown - 10-40 yard range. Consumes ~40k health from a Gan'arg healing for an amount equal to the damage dealt. Will only heal for as much damage as was actually dealt so it should be used on high HP mobs.
  • Bombing Run - 5 minute cooldown - Requires a [Charged Crystal Focus] - Causes the demon to take off and fly into the air and barrage the creatures below with powerful fireballs. Additionally, you will reflect spells during this time. They will easily kill any non-boss creature, and deal heavy damage to boss creatures. Save this ability until the boss comes.

Strategy

Two types of mobs will be summoned throughout the fight:

  • Gan'arg - These tiny demons try to run off and summon fel cannons. You must stun them with your axe or super jump. On the bigger packs, Fel Flames should be used while killing them.
  • Mo'arg - Punishing Blow must be kept on him at all times, as it reduces the damage he does. The usual way of dealing with this guy is to jump away and hit him with punishing blow, stun him with the axe, and hit him again with it. This should do an extreme amount of damage and leave him with little health. Note that you cannot use Consume Essence on this mob.

Boss

At the start, use your Bombing Run to clear out any remaining mobs.

This boss is a spellcaster type, and the majority of the damage she does is through long cast time spells. You have two stuns, jump and throw axe. Remember to run away and use them whenever they are up, and don't forget that these stuns will also triple your damage done by punishing blow. She will go down easy with constant stuns and spamming punishing blow.

Third Demon

The third demon you control is the Shivan Assassin. Bringing a few friends can greatly assist in this fight, as the boss demons are susceptible to player attacks, and Fire-based abilities will do incredible amounts of damage. Also, snare and root abilities will work, greatly aiding in the kiting aspect of this fight.

Forms

This demon has three different aspects, similar to a Warrior's stances, that can be swapped into and out of throughout the fight. All forms cost no mana to switch to, have a small (2 second) delay while switching (but can be cast on the move and are not interuptable save for being stunned), and have four unique abilities to each. The specific form abilities are listed below. There is a 10 second cooldown on form changes and a 30 second cooldown per form. Use caution when changing forms when a boss is about to use an ability.

All Aspects

  • Chaos Strike - 2.5 Second Cast - 15 second cooldown - Requires 2x[Charged Crystal Focus] - Deals very high damage and: Triples damage done when frozen, takes additional damage when the target is afflicted by Flame Buffet and will cause a temporary weakness effect on the target if the target is afflicted by Siphon Life. Using a Death Blast and Shadow Nova after a Chaos Strike which caused the weakness effect will heal your demon for quite a lot. Reapplying Siphon Life and casting Death Blast in short order will essentially heal your demon to full.

Aspect of the Shadow

  • Death Blast - 2.5 Second Cast - No cooldown - Deals 11-12k damage to the target. If the target is affected by Siphon Life, the Siphon Life spell will be consumed and the demon will be healed for an amount equal to the damage dealt. Affected by Curse of Shadows.
  • Siphon Life - Instant cast - 30 second cooldown - Siphons life from the target to the caster, healing approx. 2600 health every tick. Lasts for 60 seconds. Affected by Curse of Shadows.
  • Shadow Nova - Instant cast - 8 second cooldown - Blasts the immediate area within approx 10 yards with moderate shadow damage. If affected target(s) are still alive, a debuff is left on them for 15 seconds that heals the demon for approx 2.5k every tick. Affected by Curse of Shadows.

Aspect of the Flame

  • Passive ability: 30% movement speed increase
  • Pyroblast - 2.5 second cast - No cooldown - Deals ~19000 damage to an enemy, affected by Flame Buffet and Warlock curse shadow [Curse of the Elements].
  • Flame Buffet - Instant cast - 10 second cooldown - Deals approx. 5k damage to the target, and leaves a debuff, stacking up to 10 times, on the target that increase fire damage taken by 5,000. Lasts for 60 seconds. Affected by Warlock curse shadow [Curse of the Elements].
  • Cleansing Flame - Instant cast - 8 second cooldown - Cleanses a debuff from the caster.

Aspect of the Ice

  • Iceblast - 2.5 second cast - No cooldown - Deals approx. 10k damage to the target. Damage is doubled if target is frozen. Affected by Warlock curse shadow [Curse of the Elements].
  • Icy Leap - Instant cast - 12 second cooldown - Causes moderate damage, freezes targets in a small radius around the caster in ice, and throws the caster back approx. 10 yards. Affected by Warlock curse shadow [Curse of the Elements].
  • Ice Block - Instant cast - 30 second cooldown - Envelops the caster in a block of ice, making them immune to all physical damage and reflecting all spells for 4 seconds. Does not remove debuffs.

Strategy

Demon 1: Phase 1

This is fairly simple phase. The goal is to break through the barrier around the portal, which causes the boss of this phase to spawn, and defeating that boss is the way to continue to the next demon.

Therefore, as soon as you have control of the demon, use Smash Shield right away, and watch the cooldown of this closely throughout the fight to ensure you always use it ASAP.

Soon a few creatures will start spawning. The majority will be Felhounds which melee you for minor damage, and a few Imps. Start off by quickly targeting nearby felhunters and using Mortal Strike to easily dispatch them before they deal much damage. You can do the same to the imps once the Fel Hunters are dead, or, even better, use charge on a nearby Imp or incoming Fel Hunter to rush them and kill that creature and any Fel Hunter who may have been attacking you. Don't be shy about using your cooldowns during this phase; all the abilities are on relatively short cooldowns, and you'll want 50-70% of your health for the final boss.

The general strategy is to Mortal Strike if there are only a few mobs and Charge a nearby Imp or incoming Felhound. If there are still many remaining, you should use Mighty Whirlwind to finish them off.

If all abilities are on cooldown, you can use your Terrifying Roar to buy you some time.

Make sure to keep smashing the shield. Once the shield is at 0%, all felhunters and imps will despawn and a boss will spawn.

Demon 1: Phase 2 (Boss)

The Doomguard Punisher will come out of the portal. He is not immune to fear and should be feared as much as possible. When you use fear, it is recommended to run away from the direction the boss is going. Timed right you will be able to charge him right when your fear cooldown is up again. Then, charge him, use Mortal Strike and fear again. Each cycle will deal ~20% of his HP in damage.

Demon 2: Phase 1

Now you have control over your next demon, and this is where it starts to get difficult.

This phase starts with a small number of demon engineers spawning. They don't deal very much damage on their own, but they have a nasty channeled ability they will use on occasion that spawns a fel cannon that has very low hit points, but deals very high damage to you if left alive. The cast time on spawning a fel cannon is approx. 6-8 seconds, and they will run off a short distance (thus stopping their attacks of you) to spawn one, so pay close attention to them.

If an engineer begins summoning a fel cannon, that should be your immediate priority. Unless they are at 10% or under (and thus can be killed with one "Punishing Blow" swing, your best bet is to interrupt the cast somehow. If there are mobs around you, use the Super Jump ability to stun the mobs near you and interrupt your target as you land. While the nearby target is stunned, "Punishing Blow" for big damage, then try to run over to the previously stunned mobs for another "Punishing Blow" with bonus damage if the stun lasts long enough.

If there aren't creatures around you during a fel cannon summoning, or Jump is on cooldown, use Throw Axe. It deals damage and also stuns, so be sure to rush the target for a "Punishing Blow" bonus.

After a wave or two of the smaller engineers, a large demon will spawn with the engineers. These can do very heavy damage with their poison blast ability (poison shoots out of their arm a short distance. This ability is channeled, so take advantage of your Jump to get away quickly if needed, or your Throw Axe to stun them out of it. These large demons also have very high hit points, so take every opportunity to use Punishing Blow while trying to keep them stunned as much as possible. These large demons are immune to the damage from your Fel Flame ability, and cannot be targeted by the Consume ability either, so don't bother.

You'll also want to keep a very close eye on the cooldown of your Consume ability, and use it every chance you get. It won't heal you a great deal (maybe 5-10% health), but it's very important with the amount of possible damage you'll take from this phase and the next that your health remains high.

Demon 2: Phase 2 (Boss)

After fending off the demons from the first phase for a while, eventually the boss (the Shivan Assasin) will spawn. Unlike with the first boss, creatures will not despawn (but no new ones will spawn). He will mostly try to Pyroblast you in the Aspect of the Flame as well as sometimes using Death Blast in Aspect of the Shadow.

If you have a large amount of creatures still up, it is recommended to use your Bombing Run special to deal with them and leave only the boss. It will also deal a good amount of damage (~40%) to the boss.

After that, you should try to keep it stunned as much as possible. Throw Axe and Super Jump only require a 5 yard distance, it should be easy to get a triple damage Punishing Blow in after using them. It is recommended to interrupt his casts as much as possible.

Demon 3: Phase 1 (Boss 1)

Now you have control of the third and final demon, the Shivan Assassin. There is no 'trash' to fight for this demon. Instead, you fight three bosses in a row.

The first boss (Eye of Shartuul) is not too difficult, but he has a glare ability that will deal approx. 30% damage to you if it hits you. You will see a warning in the middle of the screen and the ability has a 7 second cast time. When you see the warning, switch to Aspect of the Ice, look at the casting bar and use your Ice Block when 1 second or less is remaining. This will reflect the spell dealing a fair amount of damage. This ability can be very random at times - sometimes he will cast one every 30 seconds, sometimes you will only see one cast in the whole battle.

After a Dark Glare, you should switch to Aspect of the Shadow and use Shadow Nova and Siphon Life. After that, switch to Aspect of the Flame and stack Flame Buffet and use Pyroblast as much as possible.

Demon 3: Phase 2 (Boss 2)

The second boss (Dreadmaw) is a large demon dog, who is by far the easiest boss. He hits extremely hard in melee and will grow over time. In addition, he has a damage over time effect dealing huge damage which also slows your movement speed. You will see this as a warning in the middle of your screen if you are close enough. This ability can be dispelled by using Cleansing Flames and should be dispelled as soon as possible.

He should be kited as much as possible. Stay in Aspect of the Flame, keep stacking up Flame Buffets and Pyroblast if you are at range. After he uses his damage over time attack, cleanse it, switch to Aspect of the Shadow. If you still had Siphon Life on him at this point, use Death Blast, wait for it to hit Dreadmaw and reapply Siphon Life. Otherwise, just apply Siphon Life. Wait for the aspect cooldown and switch back to your flame aspect as soon as possible to continue dealing damage.

Eventually, he will be capable of dealing ~30% of your health in one melee hit, so watch out and try to kill him before he grows to that point.

Demon 3: Phase 3 (Final Boss)

This fight involves fighting Shartuul himself, as well as numerous eye tentacles (think C'Thun). The tentacles will usually not attack your demon (altough they sometimes melee and daze you), but will Mind Flay players nearby for 7500 damage/tick. This prevents you from exploiting by letting other players build up debuffs such as Curse of Elements or the Fire Vulnerability effect from Improved Scorch.

Shartuul has the following abilities:

  • Shadow Bolt: A ~3.5k damage Shadow Bolt with a 2.5 second casting time.
  • Shadow Resonance: Increases Shadow damage taken by 10000. Will greatly increase the damage done by his Shadow Bolts. Removable using Cleansing Flames.
  • Magnetic Pull/Blink: Pulls you to Shartuul. Shartuul will teleport somewhere else afterwards.
  • Immolate: Damage over time effect which will tick for about 1% of your HP. Removable using Cleansing Flames.
  • Incinerate: 7 second cast which will deal a HUGE amount of damage to your demon. Will only begin casting if you are afflicted by Immolate for several seconds. Shows a warning in the middle of the screen. Can be nullified by using Ice Block or by removing Immolate as soon as you have it.

The strategy is very similar to the Eye of Shartuul. You should stay in the flame aspect most of the time, stacking Flame Buffets and using Pyroblast as much as possible. After you receive and cleanse Immolate, change to Aspect of the Shadow and use Death Blast and/or apply Siphon Life, changing back to the flame aspect as soon as possible. It is also possible to apply Shadow Nova on him - his melee damage is very low.

If your health gets low (~35% while his is above 35%), you should wait for the next Immolate, make sure he has both Siphon Life and a high stack of Flame Buffet on him and switch to the frost aspect. Wait for your shadow aspect swap cooldown to come back up and use Icy Leap and then your special Chaos Strike. Assuming he has Siphon Life, Icy Leap's freeze effect and a 10 stacked Flame Buffet on him, he will take an extremely huge amount of damage (~15% of his HP, around 600K damage) and suffer an effect which greatly increases your damage done against him for several seconds. Switch to the shadow aspect and use Death Blast and reapply Siphon Life afterwards. This will deal a huge amount of damage, healing your demon for about half health. Reapplying Siphon Life and using Death Blast again in short order will repeat this effect as the extra damage Shartuul takes will still be taken into account. A full heal in around six seconds of quick work is highly beneficial in this fight and can turn a dangerous situation into an only moderately difficult fight.

After Shartuul is defeated, your demon will die and you will regain control back over your normal character. Sometimes, Shartuul's eye tentacles do not despawn and will kill you with their Mind Flay. If this happens, you will probably be kept in combat until you hearth away from the Blade's Edge Plateau or kill the tentacles (their Mind Flay range is only ~20 yard and they have about 7k health each).

Shartuul will be lootable and drop one of the following items:

Loot

Drops