The Sha of Fear has corrupted the grand empress of the mantid. Her increasingly erratic and paranoid commands have driven the Klaxxi–the keepers of mantid culture–to take aggressive action. Because they are few in number, the Klaxxi are reluctantly willing to accept outside help in destroying the empress and purging their race of the sha’s negative influence.
Imperial Vizier Zor’lok
Inhale: Imperial Vizier Zor’lok takes a large breath to fill his lungs. Inhale increases the damage of Exhale by 100% for each stack present and lasts until Exhale triggers with 3 or more stacks.
Exhale: Imperial Vizier Zor’lok selects a random player and screams at them, inflicting Physical damage for 6 sec. The first player between Imperial Vizier Zor’lok and the initial target suffers additional Physical damage every 0.5 seconds.
Stage One: Her Gifts Are Many
Zor’lok flies to a random platform from where he attacks the players. When his health drops 20%, he moves to a different platform. Note that each platform gives him one unique ability.
Pheromones of Zeal: The lower section of the chamber fills with toxic Pheromones of Zeal. Players in the area suffer 28500 damage per second and are silenced for as long as they are in the area of effect.
Attenuation: Zor’lok emits a dizzying series of sonic rings that inflict 323750 to 376250 Physical damage to all targets in their path.
Force and Verve: Zor’lok shouts and inflicts 115625 to 134375 physical damage to all players every 1.5 seconds for 10 sec.
Noise Cancelling: On channeling Force and Verve, Noise Cancelling zones are summoned nearby. Standing in these zones reduces the damage of Force and Verve by 40%.
Convert: Zor’lok causes one player to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health.
Stage Two: We Will Not Disappoint Her
When Imperial Vizier Zor’lok reaches 40% remaining health, he flies to the center of the chamber and inhales the Pheromones of Zeal. Imperial Vizier Zor’lok now uses all of his abilities from Stage One.
Inhale Pheromones: Zor’lok’s damage is increased by 10% and haste by 20%.
Song of the Empress: Whenever Imperial Vizier Zor’lok finishes a transition he will raise his voice in praise to the empress. Failing to engage Imperial Vizier Zor’lok in melee combat will result in him inflicting Physical damage to all players in the zone until they die. Engaging Imperial Vizier Zor’lok in melee combat will end this effect.
Echoes of Power: In Heroic difficulty, Imperial Vizier Zor’lok will leave copies of himself behind at the first two platforms he visits. During stage two of the encounter he will randomly summon Echoes of Power to aid him in battle. Echoes of Power inherit one of Imperial Vizier Zor’lok’s abilities and will continue to use that power until they are defeated.
Echo of Attenuation: Echo of Attenuation will use Zor’lok’s Attenuation ability as well as fight players in melee combat.
Echo of Force and Verve: Echo of Attenuation will use Zor’lok’s Force and Verve ability as well as fight players in melee combat.
Song of the Empress: Any echoes that Imperial Vizier Zor’lok has summoned will use the Song of the Empress any time they are not actively using one of their abilities and they are not engaged in melee combat. As with Imperial Vizier Zor’lok engaging the echoes in melee combat will end this effect.
Blade Lord Ta’yak
Tempest Slash: Ta’yak creates a tornado that inflicts 190000 to 210000 Nature damage and knocks away any enemies in its’ path.
Unseen Strike: Ta’yak fixes his eyes on a random player and then disappears. He reappears 5 sec. later and inflicts 6000000 Physical damage split amongst all players in a 15 yard long
cone in front of him.
Wind Step: Ta’yak teleports to a random player and inflicts a quick strike. The blow causes all targets within 8 yards to bleed for 160000 Physical damage every 3 sec. for 30 sec.
Intensify: Ta’yak’s damage is increased by 5% every 60 seconds.
Overwhelming Assault: Ta’yak inflicting 200% of a normal melee swing’s attack to a random player. The attack leaves the target’s defenses exposed, increasing the target’s damage taken when an Overwhelming Assault lands by 100% for 45 sec.
Storm Unleashed: Ta’yak traps all players in a series of tornadoes upon reaching 20% health. The tornadoes deal 15200 to 16800 Nature damage every 1 sec.
Blade Tempest: Ta’yak pulls all enemies towards himself and inflicts 285000 to 315000 Physical damage every 0.5 second.
Furious Swipe: Targets infront of Garalon take damage in a large cone, 800000 Physical damage. If Garalon fails to hit at least 2 targets with his Furious Swipe, he gains Fury.
Fury: Garalon’s damage is increased by 10% and movement speed by 10% for 30 sec.
Crush: Garalon crushes his foes, inflicting 100000 Physical damage to all players. Any player within 12 yards receives an additional 800000 Physical damage as Garalon’s body slams down upon them.
Pheromones: Garalon surrounds a player with powerful pheromones, fixating on the target. Every 2 sec. the Pheromones inflict 20000 Nature damage and Pungency on the target, then spawn a Pheromone Trail. Pheromones pass to allies in close proximity.
Pungency: Exposure to Garalon’s Pheromones increases Pheromone damage by 10% for 1 min.
Pheromone Trail: The Pheromone Trail on the ground inflicts 25000 Nature damage to players.
Garalon’s Legs: Players attack Garalon’s legs separately from his body.
Weak Point: Players in close proximity to Garalon’s leg see weak points, increasing their damage dealt to the leg by 100%.
Broken Leg: Breaking one of Garalon’s legs damages Garalon for 3% of his maximum health and reduces Garalon’s movement speed by 15%.
Mend Leg: Periodically one of the broken legs is restored to full health.
Wind Lord Mel’jarak
Whirling Blade: A huge blade comes crashing at a random player’s location and then returns to the wind lord. It deals 100000 Physical damage to all players in the blade’s path and 100000 Physical damage to all players in its return path.
Rain of Blades: Blades come down on all players inflicting 30000 Physical damage.
Watchful Eye: Mel’jarak watches over his swarm, dispelling all forms of crowd control from every warrior if he ever senses that players are incapacitating more than four.When one group of Wind Lord Mel’jarak’s swarm falls, he becomes more watchful.
He now dispels all forms of crowd control from every warrior if he ever senses players are incapacitating more than two. When a second group of Wind Lord Mel’jarak’s swarm falls, he becomes even more watchful, dispelling all forms of crowd control from every warrior if he ever senses players are incapacitating any.
Recklessness: When Wind Lord Mel’jarak sees a group of his warriors fall in battle, he becomes reckless for the remainder of the fight. This increases his damage dealt and taken by 50%. This effect stacks.
Wind Lord Mel’jarak fights alongside his most trusted warriors.
Fate of the Swarm: All of his warriors share health with their fellow swarm members.
Impaling Spear: Up to four players can use the weapon racks left by the Mantid army to gain the Impaling Spear ability. Impaling Spear stuns a target for 50 sec.
Amber Prison: Sra’thik Amber-Trappers imprison a random player and their allies within 2.5 yards in amber, stunning them until freed.Players can smash an Amber Prison and free the imprisoned allies inside by interacting with it.
Residue: Residue prevents a player from destroying Amber Prisons for 45 sec.
Corrosive Resin: Sra’thik Amber-Trappers cover a player in 5 stacks of Corrosive Resin for 30 sec, inflicting 30000 Nature damage every second per stack.
Corrosive Resin Pool: Corrosive Resin Pools inflict 70000 Nature damage every second to all players within the pool.
Mending: Zar’thik Battle-Menders mend their allies, healing a group of the swarm for 25% of their maximum health.
Quickening: Zar’thik Battle-Menders quicken all of Mel’jarak’s swarm, increasing all damage done and melee attack speed by 35% for 15 sec.
Kor’thik Elite Blademaster:
Kor’thik Strike: Kor’thik Elite Blademasters focus a single player and strike them in unison, each inflicting 160000 Physical damage.
Stage One: Worthy Test Subjects?
Amber Scalpel: A focused beam of pure amber energy inflicts 19000 to 21000 Nature damage every 0.25 seconds and leaves behind Molten Amber residue. The residue inflicts 25437 to 29562 Fire damage every 1 sec. to players who touch it. Some of this residue congeals into Living Amber.
Living Amber: Each of these animated amber oozes focuses mindlessly on a random player, emanating a Corrosive Aura that inflicts 1520 to 1680 Nature damage every 2 sec to all players. Each ooze Bursts in a shower of amber when destroyed, inficting 40950 to 50050 Nature damage to enemies within 8 yards and healing any other Living Amber within that radius for 0% of their maximum health.
Burning Amber: When a Living Amber is destroyed, it dissolves into a pool that deals 28675 to 33325 Fire damage every 1 sec to all enemies within 3 yards.
Parasitic Growth: A random target will suffer 16250 Nature damage every 2 seconds by having amber grow inside him.
Reshape Life: A random target is transformed into a misshapen mass of flowing amber that is hostile to players and monsters alike.
Mutated Construct: While transformed, the player continuously expends Willpower to retain control over the twisted form, at the rate of 2 per second, beginning with a maximum of 100. When Willpower runs out, the player dies and the Mutated Construct continues to act, uncontrolled.
Amber Explosion: The amber encircling the mutated player compels the unleashing of a massive explosion, inflicting 120000 Nature damage to all players.
Amber Strike: The construct inflicts 237500 to 262500 Nature damage to the current hostile target and interrupts normal spellcasting, including attempts by other constructs, or by the Amber Monstrosity, to trigger an Amber Explosion.
Break Free: Once the physical form of the amber construct has been damaged to 20% of its remaining health, the player can break free with a great surge of will. The player then regains their natural form.
Consume Amber: A transformed player consumes a pool of Burning Amber left behind by a defeated Living Amber. The consumption restores 20 Willpower, but also bolsters the mutated form, increasing its current and maximum health by 4500000.
Struggle for Control: With a surge of will, the player expends 8 Willpower to force the mutated form to cease all action for 0 seconds.
Smash: This is a melee attack for the transformed players, it inflicts 34000 to 46000 Physical damage to a target.
Destroy Will: When Un’sok deals melee damage to player who was transformed into a Mutated Construct, his control over amber causes the target’s will to unravel, draining 40 Willpower.
Stage Two: Un’sok’s Greatest Creation
When Un’sok reaches 60% remaining health, he calls forth a massive Amber Monstrosity to fight beside him. Un’sok continues to attack with his full arsenal of abilities from Stage One.
Amber Monstrosity: Un’sok’s ultimate creation.
Amber Explosion: The summoned Monstrosity releases a massive explosion of amber energy, inflicting 136500 to 143500 Nature damage to all players.
Massive Stomp: The Monstrosity stomps the ground forcefully, inflicting 90187 to 104812 Physical damage to all enemies within 15 yards and knocking them back.
Spell Icon Fling: The Monstrosity hurls a random target back, causing 75156 to 87343 Physical damage to targets within 0 yards of the point of impact and stunning them for 3 sec.
Destroy Will: When the Amber Monstrosity deals melee damage to player who was transformed into a Mutated Construct, its atonement to amber causes the target’s will to unravel, draining 40 Willpower.
Amber Carapace: While the Amber Monstrosity lives, an Amber Carapace shields Amber-Shaper Un’sok. The Carapace reduces his damage taken by 99%.
Stage Three: Un’sok Unleashed
Upon witnessing the destruction of his greatest creation, Un’sok channels power from the amber pools lining his chamber and prepares to make his final stand. Un’sok no longer uses Amber Scalpel, but now casts Reshape Life with greatly increased frequency.
Concentrated Mutation: Un’sok’s damge is increased by 50% and attack speed by 50%.
Volatile Amber: Un’sok’s siphoning agitates the pools of amber around the room, causing them to periodically emit bursts of amber that fly through the air at high velocity. Each amber burst inflicts 27056 to 31443 Nature damage to any player it strikes. If a missile strikes a player while they are transformed into a Mutated Construct, it heals them for 20% of their health.
Amber Globule: Un’sok causes two spheres of destructive amber to form from the pools at the edges of the room, each of which fixates on a random player. If an Amber Globule comes into contact with its primary target, it explodes, dealing 600000 Nature damage to all players within 30 yards. If two Amber Globules touch each other, their energies will neutralize and dissipate harmlessly.
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