Void Reaver
From WoWWiki
| Void Reaver
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|---|---|
| Race | Fel Reaver (Mechanical) |
| Level | ?? Boss
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| Health | 4,750,000
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| Location | |
| Status | Killable |
Void Reaver is the second boss in the Eye of Tempest Keep. It is a Fel Reaver guardian. Since it's a rather simple fight (probably easier than High King Maulgar, or even Prince Malchezaar), it's earned the nickname "Loot Reaver". The only precondition is that the raid's total DPS is high enough to kill it prior to the enrage (after 10 minutes).
Contents |
[edit] Abilities
- Melee: 3000-4000 on tanks
- Pounding: 18 yard AoE around the Void Reaver, 3 sec channel, 1350-2250 arcane damage per sec (resistible), 12 sec cooldown
- Arcane Orb: 6000+ (on cloth) AoE with 6 sec silence, (resistable, binary), 3 sec cooldown. Arcane Orb is fired at a random raid member at least 18 yards away from the Void Reaver and takes a few seconds to reach the place where the player was standing
- Knock Away: Single Target knock back vs. the highest aggro target, reduces aggro, 20 sec cooldown. Can miss, be dodged or parried to avoid the threat reduction.
- Enrage: Wipes the raid after 10 minutes
- Cannot be taunted
- Immune to health-draining effects (e.g. Drain Life, Siphon Life, and Death Coil)
- Immune to poisons, and mana drain
- Not immune to bleed effects
[edit] Positioning
The melee group fights in the center of the room.
Ranged and healers stay in a wide circle around the boss, at the maximum range of their abilities, in order to maximize available space and travel time for the Arcane Orbs. Well-geared Resto Shaman can consider to stay with the melee group - this means that they take Pounding damage too, but never have to interrupt their Chain Heal spam to evade Arcane Orbs.
[edit] Combat
The encounter does not have different stages and is exactly the same from 100% to 0%. All raid members should be kept as close to full HP as possible, to increase their chance to survive an Arcane Orb or Pounding.
Due to the aggro reduction by Knockback, the tank eventually loses aggro, a tank rotation should be set up to counter this. Up to four tanks can be needed. Void Reaver is not tauntable.
[edit] Arcane Orb
The Arcane Orbs should be avoided by running away whenever possible. The room is large, and the orbs relatively slow. Healers can stand with their backs to the Reaver, so that they just have to start running as soon as they see an incoming orb.
Note (1-28-2008): Currently the graphics do not match the explosion. The explosion will go off before the graphic "hits". It is best to begin moving within the first second, so as to be well out of range.
Since Patch 2.4.0 the Void Reaver no longer targets a player before casting an Arcane Orb, so Add Ons such as Deadly Boss Mods or BigWigs are no longer able to warn of incoming Orbs.[1]
Even without the boss mods working for this fight, its still an easy fight on par with Gruuls and Maggs. We divided up our raid into 4 groups around VR and had each group only move directly out to the wall when they saw an orb incoming. 5/2/2008
[edit] Pounding
The easiest solution is to have the melee group eat the Pounding damage and heal through it. Circle of Healing is very effective, however if you do not have a priest with this then a shaman with chain heal can sometimes fulfill this role. In order to make Chain Heal as effective as possible, the melee group should stay close together in this case. Rogues can use Cloak of Shadows right before VR starts Pounding to resist the arcane damage.
If the healers are not up to that challenge, it's possible to avoid the Pounding damage by running out of it. The Void Reavers hit box is nearly as large as the Pounding's AoE, stepping out of the damage doesn't cost that much DPS. The bigger problem is that they may be targeted by an Arcane Orb while outside the Pounding range. Therefore, the melee group should disperse when this tactic is chosen.
[edit] Aggro
Since the fight is on a 10 minute timer, all DPS classes need to maximize their damage output while paying attention to their aggro. Threat-reducing abilities such as Vanish, Soulshatter, Blessing of Salvation or Invisibility are invaluable. If Shamans are present in DPS groups, they should spend some consideration whether to drop a damage increasing Air Totem (like Windfury Totem or Wrath of Air Totem), or rather reduce threat with Tranquil Air Totem. If DPS are low, better go for the DPS boost, if aggro may be a problem chose Tranquil Air. Shadow priests should refrain from using Vampiric Embrace to avoid healing based hatred. This fight is like Broodlord - the more tanks the higher the threat that can be generated as every tank takes fewer knockbacks.
[edit] Notes
- A hunters pet with maxed arcane resistance can stay on the boss all the time and easily be healed with mend pet.
- The fight can be reset by running out of the room.
- About 8k DPS is required from the whole raid. Assuming 15 damage dealers this means each damage dealer needs to sustain 530 DPS over the whole fight.
- Using the
/script SetCVar ("cameraDistancemax" ,50)maximizes your camera distance beyond that of the default limit making the orbs MUCH easier to see.
[edit] Loot
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[edit] Quotations
Aggro:
- "Alert! You are marked for Extermination!"
Pound:
- "Alternative measure commencing..."
- "Calculating force parameters..."
Kill taunts:
- "Invasive lifeform no longer functional"
- "Extermination successful"
- "Threat neutralized"
Death:
- "Systems... shutting... d-o-w-n..."
[edit] First kills
See Also: The Burning Crusade: Guild Progression
[edit] Movies
[edit] External links
- Void Reaver tactics and videos WorldofStrats.com
- German Void Reaver Strategy Guide wow-tactics.de
- Void Reaver Strategy Guide WoWInn.net
[edit] References
- ^ Hortus (03/26/2008). Re: Bug or VR changes in 2.4. Retrieved on 03/26/2008.
