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 Gothik the Harvester

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Kyrawyn



Posts : 30
Join date : 2008-10-29
Age : 38

PostSubject: Gothik the Harvester   Wed Dec 17, 2008 3:07 pm

Phase One
Gothik the Harvester is invulnerable. Through the first four minutes and thirty-four seconds of the fight adds will spawn on the left side of Gothik's room. These are:

Living Side
Unrelenting Trainee Non Elite Humanoid, can be CCed (polymorph, fear, frost nova)
24 will spawn through the encounter.
Hitpoints: ~6,000
Attacks: Death Plague Applied on a melee hit, this is a disease dot that does 85 Nature damage every 3 seconds for 15 seconds. Stacks infinitely. Dispellable.

Unrelenting Deathknight Elite Humanoid, can be CCed (polymorph, frost nova)
Seven will spawn through the encounter.
Hitpoints: ~34,000
Attacks: Intercept - Stuns you for 3 seconds.
Shadow Mark - Shadow Mark is a melee range whirlwind attack that applies the Shadow Mark to anyone hit. Hits for ~3,500 on plate.

Unrelenting Rider Elite Humanoid, can be slowed, can't be polymorphed/frozen
Four will spawn through the encounter.
Hitpoints: ~55,000
Attacks:
Unholy Aura - Automatically inflicting 350 Shadow damage every 2 sec. to nearby enemies within 45 yards. It lasts until Unrelenting Rider is killed. Resistible.
Shadowbolt Volley - This attack/spell hits people afflicted by Shadow Mark for 4,000 shadow damage.

Undead Side
Whenever a living mob is slain on the live side its spirit will transfer to the undead side and spawn a corresponding undead mob there. Unrelenting Riders will spawn both a Spectral Rider and a Spectral Horse.

Spectral Trainee
Non Elite Undead
Hitpoints: ~10,000
Attacks: Arcane Explosion - Hits for 700 Arcane damage. AoE spell with a 20 yard range, this spell is resistible.

Spectral Deathknight
Elite Undead
Hitpoints: ~33,000
Attacks: Whirlwind - ~2,700 on plate.

Spectral Rider Elite Undead, cannot be CCed
Hitpoints: ~55,000
Attacks: Drain Life - Drains 6,000 life from their primary aggro target over 5 seconds.
Unholy Aura - Automatically inflicting 350 Shadow damage every 2 sec. to nearby enemies within 45 yards. It lasts until Unrelenting Rider is killed. Resistible.

Spectral Horse Elite Undead, cannot be CCed.
Hitpoints: ~16,000
Attacks: Stomp - AoE physical attack inflicting 2313 to 2687 damage in a 10 yard radius and reducing enemies movement speed by 60% for 10 sec.

Phase 2

Gothik the Harvester comes down at 4:34 after engaging, mobs stop spawning at 3:44. Gothik the Harvester has approximately 839,000 hit points.
Shadowbolt - Gothik will chain cast 1 second Shadowbolts for 2880 to 3520 Shadow damage on his primary aggro target.
Harvest Soul - Cast every 15 seconds. Reduces the stats of the entire raid by 10%. Stacks 10 times.
Gothik is tauntable and keeps aggro through teleports.

Strategy:
Split the raid into two, with half the healers and tanks on each side and the DPS classes split between the living and undead sides. Shoot something at Gothik. Trainers get instagibbed sothey don’t need tanked. Death Knights are not terribly dangerous but do have to be tanked. Riders are very dangerous and should be killed FIRST.
The main trick to this encounter is pacing living side DPS such that you do not kill so fast the Undead side is overwhelmed, remember that Riders will spawn both a Rider and a Horse on the undead side when killed. Do not kill a second rider until the undead side is finished with the first one. Should you be overwhelmed Death Knights and Trainees are CC-able. So just talk back and forth and control how many mobs are killed, we usually just stack heavier DPS and a Ret or Prot pally on the dead side. For phase 2, he will port between live and dead side, After a couple of side changes the middle gate opens, just heal Shadowbolt and kill Gothik.
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Impowitz

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Posts : 15
Join date : 2008-10-03

PostSubject: Re: Gothik the Harvester   Thu Dec 18, 2008 4:25 am

Gothik the Harvester is not immune to effects that slow casting speed, such as curse of tongues or mind numbing poison. Since shadow bolt is Gothik's entire dps, this can reduce incoming damage to the tank in phase 2 by 60%. Experience shows that phase 2 is not the hard part of the fight, but it's something warlocks and rogues should keep in mind should your group come out of phase 1 limping.
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