| Boss: | Malygos |
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| Zone: | Eye of Eternity |
| Modes: | 25N |
| Type: | Normal boss kill |
| Kyth <Fusion> |
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| 56 guides |
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| Created: 05 Nov 2009 Updated: 18 weeks ago |
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Overview
Other than Sartharion with Drakes alive, Malygos is the hardest fight of the original content released with Wrath. He has a 10-minute enrage timer that is fairly unforgiving in early gear and three separate phases with a vehicle-control phase as the last phase that requires your raid to master different skills.
The entire encounter has a 10 minute enrage timer. You can go a bit past the enrage, but not much.
The strat below covers not just the fight, but also tips for overcoming deaths in particular phases.
Malygos done normally (i.e. not in 5 minutes) isn't a DPS race.
Phase 1 is about keeping the tank alive through some pretty hard-hitting damage, and managing the sparks: killing them or rooting them before they reach Malygos.
Phase 2 involves heavy raid heals, while your DPS need to consistently change targets to kill the mobs as quickly as possible.
Phase 3 is a vehicle fight on the back of dragons. Healing, with an AE-healing strategy, is fairly simple, but DPS has a few more buttons to press and it's important that they consistently DPS, since the bulk of the damage comes from a stacking DoT.
Phase 1: Ground Phase
The first phase requires a single tank on Malygos. Malygos hits fairly hard, around 11k on plate (7.5k-15k), and also has a breath attack that will hit anyone in front of him for around 30k before mitigation. Furthermore, those damaged by the breath will pulse an additional 20k to anyone within 10 yards. However, unlike most dragons, he does not have a tail swipe or cleave.
There are two parts to phase 1: ground and air (vortex). You begin the pull on the ground.
During the ground portion of phase 1, power sparks will spawn beyond the perimeter of the platform every 30 seconds in any of the four following directions: north-west, north-east, south-east, south-west. These sparks move very slowly towards Malygos (and they stop moving during vortex). These must be killed; sparks that reach Malygos will increase all his damage by 50%. The power sparks are stunnable, trappable, and death-grippable, so a paladin, death knight, and 2-3 DPS can take care of power sparks for you.
When they die, they create a pool on the ground. Standing in a pool gives you a +50% dps debuff and will stack multiplicatively if you happen to be in additional pools. These pools should be close enough to Malygos so the melee can stand in them as well, but far enough back so the hunters don't have range issues. This can take a little practice, so it is better to err on the side of caution and ensure sparks do not come in contact with Malygos.
Periodically he casts Arcane Storm on your raid, which hits for 11k-13k. It will hit ten people at once, potentially including your tank, pets (which includes the mage mirror images), but never totems.
In the air phase, you cannot use anything but instant-cast spells, and there is constant AE damage on the raid called "Vortex" for 1400-2000 every 1 seconds.
It's vitally important that your DPS not go over 100% of the tank's threat: it's easy to build up a lot of threat due to the spark damage buff, and every time you come out of vortex you are within melee range so should not be over 100% threat.
At the end of Phase 1, you can (and should) continue damaging Malygos with ranged attacks as he transitions to Phase 2. Threat doesn't matter at this point.
Optionally you can treat Phase 1 closer to a 5-minute Malygos kill, trying to stack the sparks. The advantage of this strategy is that your risk in P1 is actually lower for DPS pulling aggro: the reason aggro is such an issue in P1 is the dps getting +50% damage for a long period with the tank getting zero. If you save up the sparks, you can push him below 50% quickly, and then the DPS is free to do as much threat as they want.
The disadvantage of that strat is that it requires more coordination -- but it's good practice if your eventual goal is Glory of the Raider.
Phase 2: Air Phase
Malygos will fly up in the air. He creates 4 Nexus Lords, and 8 Scions of Eternity. When they are killed the phase will end.
Throughout the phase, Malygos drops bubbles on the ground, which reduces the damage taken by 50%. The bubbles will shrink in size incrementally, eventually disappearing. The raid should maximize their time under these bubbles as much as possible to mitigate the Scion's Arcane Barrages. Note that you do not need to move to a new bubble every time it spawns, there is some overlap in the early bubbles so you can be a little picky about minimizing travel time from bubble to bubble. The more time you spend traveling to a new bubble, the higher your chances are of being gibbed during your unshielded travel. However, you must always be under a bubble when surge of power is coming.
If you are using a strategy more similar to the 5-minute strat, where you stay outside of the bubbles to just burn down scions, be aware that your raid will take heavier damage: lots of group heals as well as the DK's Anti-Magic Zone and group spell reflect will help.
Nexus Lords have hoverboards, but are down on the ground and must be tanked. They melee for 6-7k on plate. When they die, they drop their hoverboard, which acts as a flying mount. Anyone can use these boards to gain range on any airborne Scions. Healers can also heal from up here, although it is not suggested.
Scions of Eternity fly slowly around the raid on hoverboards. As each is killed, he drops his board which can be picked up and used in the same fashion as the Lord's hoverboard. Each Scion will cast Arcane Barrage upon those still on the platform, every 4-5 seconds, hitting for ~15k unshielded. If multiple Scions target the same person, they stand a strong chance of being gibbed if not protected by a bubble or other absorption effects.
Approximately every 60 seconds Malygos casts Surge of Power, which will hit the raid for 5k every second for five seconds (25k total.) If you're under a bubble, you will only take half damage (2k-2.5k). Note that the bubble you are in will eventually shrink to its smallest size while withstanding a surge of power, so ensure you stack appropriately in the center of the bubble. If you are on a hoverboard, you will avoid the damage unless you are flying close to the platform.
When all the mobs are killed, Phase 3 begins.
Phase 3: Dragon Phase
Malygos destroys the platform everyone is standing on. As you fall, you mount a drake and can fly up to continue to engage Malygos.
As a drake you have 100,000 HP and six abilities:
- Flame Spike - 10 energy (adds one combo point, costs )
- Engulf in Flames - 50 energy (consumes combo points)
- Revivify - 10 energy (builds combo points)
- Life Burst - 50 energy (consumes combo points)
- Sprint (30 second cooldown)
- Flame shield - 25 energy (requires combo points on your target; consumes them)
Like the phase 1 ability, Arcane Storm hits 10 random targets for about 10k each. It's unavoidable.
Arcane Pulse is a point blank AE, hitting everyone within 30 yards of him for about 30k damage. This is avoidable, and a frequent cause of P3 deaths.
Finally, he has a targeted nuke: 72k total damage over three seconds, given out in six half-second bursts of 12k each. If you pop your shield when this happens, however, you can reduce that to 1200 each hit, or 14,400.
He also creates Static Fields, which hit everyone within 30 yards of them for 10k each. Constantly moving the raid can avoid this damage.
The best strategy we've found for P3 is to just have the raid in a big clump, slowly circling the dragon. 4-5 healers stack revivify on themselves and AE heal, and the DPS just burn (and revivify themselves.)
The strategy doesn't assume you shield: shielding is very optional, since all the AE healing flying around and your own revivify should keep you topped off effectively.
