fbpx
Games News Donate
СakeBoost Service. Best WoW PvP | PVE, Dota 2, HearthStone, PLAYERUNKNOWN'S BATTLEGROUNDS, counter strike global offensive, Overwatch, boosting service.
24/7 Online support:

BATTLE OF DAZAR’ALOR RAID GUIDE

BATTLE OF DAZAR’ALOR RAID GUIDE

Testing of the sec epic raid of the “Battle for Azeroth”, during which players can take part in the seizure or defense of the ancient capital of the trolls, continues. The guardians of the city cut many attempts to assassinate the ancient great king Rastakhan. However, now the undermined forces of the Alliance are desperately gathering all their strength once again to make a decisive blow in order to break the connection between the Horde and the Zandalari Empire forever. The Horde will not give up so easily and will fight for potential allies to the last drop of blood…

The Dazar’alor raid will offer you to overcome TWELVE unique powerful bosses, some of which you have already met before, and some will be seen for the first time. 6 bosses are common, 3 for both factions (quite the same, differ only in names, names of skills and the place where we will fight with them), 3 – representatives of the story line of the Horde faction and 3 – Alliance factions. After the heroes finish their factional plot to the end (defeat 6 bosses), they will also be able to try to crush the common and plot bosses of the enemy faction during flashbacks, restoring the full picture of events. As part of a flashback, your hero will transform into one on another fraction! The transformation won’t be just cosmetical: your race, look, abilities and skills will also change. Transformations will occur by analogy with the mechanics presented in PvP Mercenary Mode. Thus, you will experience “an enemy skin” for a while.

The structure of this raid is linear (unlike Uldir), does not imply variability, and is designed for the orderly passage of all bosses to the final, Lady Jaina Proudmoore, with whom the Horde will have to fight on the opened seas during the retreat of the forces of the Alliance. The first 3 bosses have their own specifics for each faction. In addition, each faction will receive its own friendly NPC, which will play a special role in the passage of the raid.

BOSSES OF THE DAZAR’ALOR RAID

Please note that the information below is based on data obtained during raid testing. Therefore, it isn’t final and can be changed. However, it will give you an idea of ​​what to expect from the raid and the general features of the bosses you will encounter.
Some bosses (for example, King Grong and Grong the Revenant, as well as Grimfang and Firecaller and Flamefist and the Illuminated) have similar or even identical skills.

ALLIANCE BOSS ORDER

The Alliance begins a siege from the port of the Capital, with the countless Alliance troops led by Lady Jaina Proudmoore, an also her closest allies, Genn Greymane and Master Mathias Shaw. They invented a deceptive maneuver that made a maneuver to make the Horde forces think that the army was going to attack Nazimir.

1. CHAMPION OF THE LIGHT: RA’WANI KANAE

Ra’wani and the troops under her leadership will be the first to try to repel the onslaught of the forces of the Alliance and take a hit. They are ready to part with their lives, protecting the city, and work harmoniously, healing each other.

The fight takes place in 2 phases, which are determined by the currently used seals (Seal of Reckoning / Seal of Retribution). During the first phase adds have to be be killed; during the sec phase, adds are unavailable for attacks without imposing effects on the boss himself.

BOSS SKILLS:

  • Zealotry: +2% Holy Damage
  • Release Seal: (100% energy required) depletes the Energy bar and swaps to the other seal
  • Judgment: Reckoning: after the seal is released, grants a buff giving +200% out coming damage and +150% healing to the nearby add
  • Seal of Retribution: while active, grants +15% to the out coming damage and healing for all nearby adds
  • Seal of Reckoning: while active, stacks Zealotry for every attack against them

2. GRONG THE REVENANT
Wishing nothing in his life but to serve the Alliance valiantly and faithfully, Grong was resurrected and turned against his allies by force. Now the only way to get rid of the painful, humiliating surrogate life is the true final death.
The battle takes place in one phase. In the incarnation against the Alliance, the boss has the same combo as in the battle against the Horde in King Grong form.

Bestial/Necrotic Combo = Bestial Smash (large amount of Physical damage + debuff) + Rending Bite (Physical DoT for 12 sec): deals damage every sec for 12 sec.

Ferocious Roar: Physical damage to all enemies within an 80-yard + Fear on any target not standing near an ally for 5 sec.

BOSS SKILLS:

  • Death Knell: deals Shadow damage
  • Deadly Slam: deals Shadow damage
  • Death Specter: deals Shadow damage

3. GRIMFANG AND FIRECALLER

Despite the apparent dissimilarity, these two get along perfectly well and understand each other clearly, therefore they are powerful rivals capable of causing tremendous damage. The tandem consists of a mix of a Windwalker and Mistweaver Monk (Grimfang) and Fire Mage (Firecaller). Bosses will attack you individually, as well as combine their skills to inflict more deadly attacks.

BOSS SKILLS:

  1. MONK:
  • Harmonious Spirits: damage increased
  • Spinning Crane Kick: deals Nature damage to all enemies within a 100-yard radius every sec. Has to be interrupted in a melee fight
  • Multi-Sided Strike: Physical damage for a certain target
  • Spirits of Xuen: Physical damage (Tiger Paw + Pounce)
  1. MAGE:
  • Fireball: a fire shot to a random target + Rising Flames and Burnout debuffs
  • Pyroblast: targeted Fire damage
  • Searing Embers: multiple player Fire damage debuff followed by an explosion
  • Magma Trap: 6-yard radius great Fire damage magma zone
  1. COMBINED SKILLS
  • Combined Power: as the fight goes on longer, the power of the bosses increases, which then allows them to complete more combo-attacks
  • Fire from Mist: Phoenix boss will summon Living Bombs, which will cause an Explosion of Fire damage to all players
  • Chi-Ji’s Song: creates mist zones that block any targeted actions + small Nature damage each sec

4. TREASURE GUARDIAN

The great golden Pyramid, the treasury of King Dazar, was enchanted in such a way as to be able to protect itself: it rises against everyone except its only Master. Anyone who was brash enough to dare to encroach on the king’s treasures was killed, so dashing robbers moderated their ardor and put up with the inaccessibility of the desired prey. This fight promises to be one of the most interesting throughout the raid, it takes place in a split-gauntlet event format, during which the heroes also have to fight with mini-bosses. After you succeed in defeating them, you will be taken to a huge hall where you will call up one of The Zandalari Crown Jewels prior to the Main Boss, the Treasure Guardian.
The Zandalari Crown Jewels set consists of several types of gems, each of which will impose a debuff on a player with a certain role, depending on what kind of gem you choose (tank / healer / DPS).
The fight with the Main Boss takes place in 2 phases. During the first phase, you must stay alive and not fall into different traps (Flame Jet, Ruby Beam, Pulse-Quickening Toxin, Time Bomb) during a battle with two more mini-bosses. After that, the Main Boss finally wakes up (this can happen even before you deal with 2 additional guards, in this case, the Main Boss will deal x2 damage while at least one of the mini-bosses is alive).

MINI-BOSSES SKILLS:

  1. The Hand of In’zashi
  • Crush: smashes the ground around it with one of its arms, stunning everyone on that side of the boss for 4 sec + Physical damage
  • Volatile Charge: group debuff deal Nature damage within a 6-yard radius after 8 sec
  1. Yalat’s Bulwark
  • Crush: smashes the ground around it with one of its arms, stunning everyone on that side of the boss for 4 sec + Physical damage
  • Flames of Punishment: a set of flames, dealing instant Fire damage + DoT (Fire damage every 2 sec, lasts 8 sec)

BOSS SKILLS:

  • Draw Power: massive damage + HP boost for each one that is still alive.
  • Liquid Gold: DoT (Fire damage every 3 sec, lasts 12 sec, leaves a pile of Molten Gold (deals Fire damage every 3 sec))
  • Spirit of Gold: spirits will move to the edges of the platform and casts Channel Gold, which summons Gold Burst (damage to players within 5 yards)
  • Coin Shower: targeted Physical damage after 10 sec (damage is evenly split between everyone within 7-yard radius)
  • Wall of Greed: Shadow damage every 2 sec, for 10 sec to all players, + stacking buff for the boss the boss (+25% out coming damage)
  • Coin Sweep: frontal cone AoE, +100% Physical damage

5. CONCLAVE OF THE CHOSEN

  1. In the depths of the treasure-burial tomb there is a hall hidden, guarded by the most devoted followers of the six greatest Zandalarian Loa. During the battle, you have to win 4 aspects of the Loa: Paku, Gonk, Kimbul, and Akunda. At the same time, you will fight with two of them. As soon as one of the aspects falls, the next one will take its place (except the final one). Each aspect requires a unique approach, since their skills differ significantly. Aspects will also combine their skills for more deadly attacks.
  2. CONCLAVE OF THE CHOSEN GENERAL SKILLS:

(Every aspect have these abilities)

  • Loa’s Pact: while being, buff each other (+75% damage, – 90% damage taken)
  • Loa’s Wrath: after one aspect dies, another one is buffed (full HP restored, +15% damage). +45% efficiency for the last Loa.
  • Cry of the Fallen: after one aspect dies, causes DoT (Nature damage every 0.5 sec, lasts 6 sec)
  1. PAKU SKILLS:
  • Gift of Wind: on 100% Energy buff his allies (+45% Haste, +75% movement speed for 15 sec)
  • Hastening Winds: buff for each successive attack (+8% speed/stack) if attacks the same target multiple times
  • Paku’s Wrath: damage to all players, depends on the distance between the boss and the target (<=10-yard: ticking Nature damage debuff, lasts 8 sec; >10 yards: more Nature damage, no DoT).
  1. GONK SKILLS:
  • Crawling Hex: on 100% Energy, curse a player so that they cannot attack or cast for 5 sec (8-yard radius)
  • Raptor Form: becomes a raptor and casts Wild Maul (9 yards cone AoE every 0.3 sec)
  • Gonk’s Wrath: summons raptors on random player (cast Pack Hunter: +movement speed)
  1. KIMBUL SKILLS:
  • Lacerating Claws: cone AoE (Physical damage+ stacking Physical damage/sec DoT)
  • Kimbul’s Wrath: Physical damage to closest targets, knocks them down + Bleeding Wounds debuff)
  • Bleeding Wounds: stacking DoT (Physical damage every 5.2 sec (?))
  1. AKUNDA SKILLS:
  • Thundering Storm: AoE (Nature damage; 10-yard radius)
  • Mind Wipe: information unknown
  • Akunda’s Wrath: debuff (explodes in 6 sec, Nature damage, 5-yard radius) + Static Orbs spawns from the afflicted player (Nature damage if touched)

6. KING RASTAKHAN

  1. The great ancient king Rastakhan wisely ruled the Zandalari Empire for more than two centuries. After Rezan fell, the king, in despair, turned to the new patron, the sly Bwonsamdi, the loa of death. This dark deal endowed him with great power and such power that no one could crush him. However, only he himself knows what price such power went to him and what he had to promise in return…
    At the moment there is information that the battle with the last boss, which the Alliance meets in the Pyramid, will take place over 4 phases, and will be accompanied by multiple sets of adds and mini bosses, which will be fought on the side of King Rastakhan and Bwonsamdi. So far, there is no clear information about this battle in the Dungeon Journal, so the information below is far from complete. At the moment, we know for sure that during the battle you will have to defeat several mini-bosses.

PHASE 1: ZANDALARI HONOR GUARD (+3 adds)

KING RASTAKHAN SKILLS:

  • Bind Souls: transfers all taking damage to 3 adds
  • Scorching Detonation: Fire damage for the target every sec for 3 sec
  • Plague of Toads: generates pools of poison (Nature damage when touched, -30% speed)
  • Zombie Dust Totem: gains control over 2 players with the help of a totem until the totem is destroyed)
  • Prelate Za’lan: no information
  • Aura of Krag’wa: -20% damage for allies
  • Seal of Acunda: damage for random player every sec
  • Siegebreaker Roka: no information
  • Meteor Leap: massive Nature damage for the target split evenly for players in 8-yard radius
  • Headhunter Gal’wana: throws axe at the target (Physical damage + DoT until up to 90% HP restored).

PHASE 2: BWONSAMDI’S PACT (probably no adds)

Bwonsamdi joins the Rastakhan.

  1. KING RASTAKHAN SKILLS (+phase 1 skills):
  • Plague of Fire: Fire damage + debuff (Fire damage to all players in an 8-yard radius of the initial target)
  • Voodoo Doll: +100% damage to the nearest player
  1. BWONSAMDI’S SKILLS:
  • Unliving: doesn’t take damage
  • Aura of Death: AoE DoT (Shadow damage every 3 sec)
  • Caress of Death: Shadow damage + prevents healing for 5 sec
  • Suffering Spirits: Shadow damage + DoT (Shadow damage every 2 sec, lasts 8 sec)
  • Death’s Door: Shadow damage every 2 sec, lasts 8 sec , then opens a “Death Rift” (no information)

PHASE 3: ENTER THE DEATH REALM (+adds)

BWONSAMDI’S SKILLS:

  • Bwonsamdi’s Boon: absorbs all Rastakhan ‘s damage
  • Voodoo Doll: +100% damage to the nearest player
  • Death’s Door: Shadow damage every 2 sec, lasts 8 sec , then opens a “Death Rift” (no information)
  • Caress of Death: Shadow damage + prevents healing for 5 sec
  • Inevitable End: AoE around Bwonsamdi. If you touch it, you die immediately
  • Dread Reaping: death energy AoE around Bwonsamdi. Shadow damage/sec within

HORDE BOSS ORDER

Horde forces rushed there, and the city was vulnerable… Despite the huge army that Jaina led to the walls of the ancient capital, the Alliance wants to prevent the casualties among the civilians. Too late to see the fraud, he Horde forces quickly returns after the Alliance has completed a successful deception maneuver in Nazimir.

1. CHAMPION OF THE LIGHT: FRIDA IRONBELLOWS

The first onslaught that heroes of the Horde will have to repel are the squads under the leadership of the true believer in the power of light Frida Ironbellows. Her combat skills and talents of the commander make the combat units under her leadership incredibly effective.
The fight takes place in 2 phases, which are determined by the currently used seals (Seal of Reckoning / Seal of Retribution). During the first phase adds have to be be killed; during the sec phase, adds are unavailable for attacks without imposing effects on the boss himself.

BOSS SKILLS:

  • Zealotry: +2% Holy Damage
  • Release Seal: (100% energy required) depletes the Energy bar and swaps to the other seal
  • Judgment: Reckoning: after the seal is released, grants a buff giving +200% out coming damage and +150% healing to the nearby add
  • Seal of Retribution: while active, grants +15% to the out coming damage and healing for all nearby adds
  • Seal of Reckoning: while active, stacks Zealotry for every attack against them

2. KING GRONG

The once wise and glorious ruler, King Grong has turned himself into a gigantic violent super-weapon, a monster, living only to serve and fight for the glory of the Alliance. His once bright mind has now faded, and he is only carrying out his program embedded in him. However, his power is great, so he is a dangerous enemy.
The battle takes place during one phase. In the incarnation against the Horde, the boss has the same combo as in the battle against the Alliance.

Bestial/Necrotic Combo = Bestial Smash (large amount of Physical damage + debuff) + Rending Bite (Physical DoT for 12 sec): deals damage every sec for 12 sec

Ferocious Roar: Physical damage to all enemies within an 80-yard + Fear on any target not standing near an ally for 5 sec.

BOSS SKILLS:

  • Tantrum: deals Nature damage
  • Reverberating Slam: deals Physical damage
  • Flying Ape Wranglers adds: deals Fire damage
  • Apetagonizer 3000 adds: periodically shock the boss (+10 energy each strike). Explode when die (damage within 15-yard radius + knockdown; Grong gains +50 Energy if whithin the radius + casts Tantrum instantly)

3. FLAMEFIST AND THE ILLUMINATED

The tandem consists of a mix of a Windwalker and Mistweaver Monk (Illuminated) and a Fire Mage (Flamefist). Bosses will attack you individually, as well as combine their skills to inflict more deadly attacks.

BOSS SKILLS:

  1. MONK:
  • Harmonious Spirits: damage increased
  • Spinning Crane Kick: deals Nature damage to all enemies within a 100-yard radius every sec. Has to be interrupted in a melee fight
  • Multi-Sided Strike: Physical damage for a certain target
  • Spirits of Xuen: Physical damage (Tiger Paw + Pounce)
  1. MAGE:
  • Fireball: a fire shot to a random target + Rising Flames and Burnout debuffs
  • Pyroblast: targeted Fire damage
  • Searing Embers: multiple player Fire damage debuff followed by an explosion
  • Magma Trap: 6-yard radius great Fire damage magma zone
  1. COMBINED SKILLS
  • Combined Power: as the fight goes on longer, the power of the bosses increases, which then allows them to complete more combo-attacks
  • Fire from Mist: Phoenix boss will summon Living Bombs, which will cause an Explosion of Fire damage to all players
  • Chi-Ji’s Song: creates mist zones that block any targeted actions + small Nature damage each sec

4. HIGH TINKER MEKKATORQUE

Gelbin Mekkatorque, King of Gnomes, a brilliant inventor and engineer, the main creator of the devices that greatly helped the Alliance during the attack on the city. He is dressed in the strongest armor, as well as armed with the most modern powerful deadly artillery, a masterpiece of gnome engineering. True battle robot!

The fight takes place in 2 phases. To a health level of 40%, Mekkatorque will fight alone, but after that he will summon adds. So far, very little information is known about the features of this character, however, due to its uniqueness and high significance, it can be assumed that information about it will still be updated in the future.

BOSS SKILLS:

  • Buster Cannon: Nature damage + Nature DoT (damage every 2 sec, lasts 6 sec)
  • Heavy Thrusters: teleports to another part of the room, dealing damage on take-off and landing. Fire damage within 10 yards of take-off point; light Physical damage to all squad + damage within 10 yards of landing point)
  • Gigavolt Charge: Nature damage DoT (every sec, lasts 15 sec) + after expired causes Gigavolt Blast (damage to everyone in line-of-sight of initial target + Nature damage DoT (every sec, lasts 15 sec))
  • Shrink Ray: shrunk several players for 20 sec

Defense Protocol Abilities: after reaches 40% HP, deploys Shield Generators (damage reduced by 99%). After destroyed, launches Repair Protocol (Generator healed up to 100% HP; interrupted if all generators destroyed)

  • Hyperdrive: phase 2 buff (+50% Attack Speed + Nature damage for random group)

5. STORMWALL BLOCKADE

The two priests of Tide, Brother Joseph and Sister Katherine, the proud descendants of the Kul Tiras, have a special relationship with the ocean and the waves. They are able to call upon the forces of the sea to help the Alliance, and are ready to part with their own lives for the sake of a good cause and the protection of allies without hesitation. They are perfectly able to control the power of the sea and storms with the help of ancient mighty rituals and secret knowledge.
The battle takes place in two phases. During the first phase, you will fight with two priests of the sea who are on two different ships, while the third boss will attack from the sea. The members of your squad will have to split into 2 teams and kill both bosses at the same time, otherwise they will heal and resurrect each other. During the first phase, the bosses will try to damage the squad and help the Main Boss, Laminaria, accumulate the maximum level of energy in order to instantly sweep away all the players with Catastrophic Tides, so you must deal with the priests before the goal is reached, otherwise the whole squad will die. During the sec phase, you will get off the ships and will fight directly against Laminaria, which will bring all its power upon you and try to re-accumulate energy in order to plunge you into the dark depths of the ocean with a monstrous blow.

PHASE 1: STORM THE SHIPS

Translocation Pedestal will allow you to teleport between two ships (on Heroic >= difficulty, bosses can also switch ships casting Translocate.

  1. SISTER KATHERINE SKILLS:
  • Cross Stream: Katherine will send a stream of lightning across the deck of the ship, dealing Nature damage to any player hit by it.
  • Crackling Lightning: Nature damage in a 6-yard radius + Thunderous Boom occurs and silences all players
  • Tidal Shroud: gives Katherine a shield that absorbs damage and makes her immune to all interrupts. If not broken, grants Laminaria +1 Energy every 3 sec
  • Jolting Volley: Nature damage to all nearby payers
  • Soul of the Tidepriest: if one of the Tidepriests dies before the other, the dead one’s soul will appear and start Greater Tidal Empowerment (grants Laminaria +5 Energy every 2 sec)
  1. BROTHER JOSEPH SKILLS:
  • Tidal Shroud: gives Katherine a shield that absorbs damage and makes her immune to all interrupts. If not broken, grants Laminaria +1 Energy every 3 sec
  • Soul of the Tidepriest: if one of the Tidepriests dies before the other, the dead one’s soul will appear and start casting Greater Tidal Empowerment (grants Laminaria +5 Energy every 2 sec)
  • Sea Storm: Frost damage in a 5-yard radius + leaves a trace (Frost damage/secs)
  • Sea’s Temptation: summons a Tempting Siren (casts Tempting Song: targeted player walks towards the edge of the ship and jump of if not stopped (no information about how to do it))
  • Tidal Volley: Frost damage to all nearby payers

PHASE 2: LAMINARIA

BOSS SKILLS:

  • Kelp-Wrapped Fists: if melees the tank, applies a DoT (Nature damage/sec, -2% speed, casts Kelp Wrapping to all nearby players after expired)
  • Sea Swell: Frost damage to the target with a 4-yard radius; creates Freezing Tidepool under each (Frost damage/sec while standing in it)
  • Ire of the Deep: great Frost damage split between all players + summon multiple Freezing Tidepools.
  • Storm’s Wail: debuffs target (Nature damage/sec, lasts 10 sec). While debuffed, you can soak Freezing Tidepools. After expired, summons an Energized Storm add (casts Energizing Wake (grants Laminaria +8 Energy every 2 sec)

If reaches 100% Energy, casts Catastrophic Tides, which kills all members of the squad.

6. JAINA PROUDMOORE

It is difficult to imagine the hero of the Horde that would not dream to destroy the daughter of the sea. After the Alliance fleet, together with the army, having received a fitting rebuff from the defenders of the ancient capital, flees to the sea, Lady Jaina Proudmoore, with the support of several ships from the Kul Tiras fleet, stays behind to slow the pursuers and give the allies a chance to escape. Heavy thunderclouds gather in the sky, and the Storm is nearing. Jaina lures the Horde deep into the Great Sea, hoping that it will give her strength and help in the battle.
Jaina is the last boss that the Horde forces have to deal with. It will be a long, exhausting, hard fight. Remember that this enemy is incredibly powerful. Right now you have the chance to deal with Jaina Proudmoore once and for all.
The fight takes place in 3 phases (with two intermissions after the first and the sec phase), during each of which Jaina Proudmoore will use special skills. During the battle, players will be required to evade multiple attacks, despite the slowing down effects that will be permanently imposed on them. Avoiding attacks is the only effective way to survive, since attacks are truly deadly.

BOSS SKILLS:

(Used throughout the entire battle)

  • Ice Shard: Physical damage
  • Time Warp: +30% Haste for Boss and allies for 40 sec
  • Avalanche: 7-yard radius targeted Frost damage/sec, lasts 5 sec + knockback
  • Ring of Frost: 10-yard radius Frost damage + frozen for 30 sec + ticking Frost damage/sec + rooted for 10 sec if out of radius (while rooted, you get debuffed with stacking Chilling Touch)
  • Chilling Touch: debuff (-5% Movement speed and Haste + damage every 5 secs. If stacks x20, target frozen and stunned for 30 sec)
  • Grasp of Frost: target rooted and debuffed with Chilling Touch ( applied every sec for 3 sec)
  • Freezing Blast: Frost damage to any enemies on the way if Ice wave

PHASE ONE: “BURNING SEAS”

  • Kul Tiran Marine: an add, can’t be tanked. Can cast Set Charge (places barrels with a 40-sec countdown before detonation, can be thrown overboard)
  • Bombard: other ships attack the deck of the ship, Fire damage to everyone on-board.

INTERMISSION: “HOWLING WINDS”

  • Howling Winds: Winds surround the squad, making them unable to target allies or enemies further than 8 yards
  • Blistering Tornado: Frost damage + knockback if touched
  1. Phase Two: “Frozen Wrath” Abilities
  2. EFFECTS:
  • Frozen Seas: The seas themselves aid boss and debuffs the squad with stacking Chilling Touch; +2 effects yet unknown
  • Arctic Ground: Boss spells (not known yet which exactly) causes patches of ice (if touched, debuffs with a stacks of higher rate Chilling Touch)
  1. THE PROUDMOORE FAMILY’S FLAGSHIP:

(Has 2 casts)

  • Broadside: Fire damage within a 10-yard radius
  • Siegebreaker Blast: ship sends a blast of Arcane damage to random (deals damage to everyone on the way + knockback). Damage caused depends on the distance.
  1. LADY JAINA PROUDMOORE SKILLS
  • Ice Shard: Physical damage
  • Avalanche: 7-yard radius targeted Frost damage/sec, lasts 5 sec + knockback
  • Hand of Frost: target rooted for 8 sec + Frost damage (possibly debuffs the target)
  • Glacial Ray: Frost damage every 0.5 sec to everyone on the way of the Ray
  • Icefall: Frost damage by a fallen comet (if you’re hit) + causes Frozen Wave (?)

INTERMISSION: “FLASH FREEZE”

NO INFORMATION YET

PHASE THREE: “DAUGHTER OF THE SEA”

(All skills used in Phase 2 remain)

  • Orb of Frost: an orb towards targeted a player, causes Frost damage when hit (every hit reduced Orb’s inertia until falls down or hit enough targets, then explodes causing Frost damage to whole squad + debuffs with stacking Chilling Touch
  • Shattering Lance: sends lance to the target that is stuck in a block of ice. Deals Frost damage to everybody hit on the way + x3 damage for the frozen target
Hello!
Leave your e-mail to get:
  • 10% Discount coupon10% Discount coupon
  • Hot offers announcementsHot offers announcements
  • Sales, gifts etcSales, gifts etc
Cakeboost#9024

Error


Enjoyed the service? Donate here: