User:Serillian/Al'nir the Doomspeaker

Al'nir the Doomspeaker is the seventh boss encounter in the Depths of Nightmare. The fight against him is slightly unique in that no player can directly heal anyone else or themselves. A "debuff" will be applied to the raid that restores health but is limited in charges. The mechanics in the fight work around the debuff. This boss fight can be seen as a battle for survival in the form of execution and mechanics.

Background
The only basic Faceless one to surpass his brethren in power and skill, Al'nir has been chosen personally by Prophet Sin'gurath to bar the way available into the horrific lair of N'Zoth himself. He personally wishes to drive out any invaders who seek to take down his master and his mentor Major Genaaz. Faint whispers linger among the shadows detailing the moments leading to the rising of the old ones.

Abilities
Al'nir the Doomspeaker enrages after 7 minutes (10 minutes for LFR) of combat. This causes him to detonate all Shadow Orbs at once, wiping the raid. In addition, any non-passive healing spell cast causes Al'nir to detonate all Shadow Orbs. Indirect healing like Soul Link is allowed and will not cause Al'nir to wipe the raid via instakill.





Phase One
Al'nir begins Phase 1 with an arsenal of devastating Shadow attacks.











Phase Two
Al'nir enters Phase 2 when he reaches 70%, 40% and 10% health. He will teleport all players to the entrance of his sanctum and teleports himself to the opposite end of his room.







Phase Three
Al'nir enters Phase 3 instead of 1 when he is damaged to 10% health. He retains Shadow Cluster and Psychic Wave from Phase 1.  Al'nir will also keep his Impending Doom spell when entering Phase 3.





Strategy
Al'nir the Doomspeaker is a tank and spank boss mixed with a battle for survival mechanic. All players have a 3 stack debuff that reduces cooldown timer and heals constant over the course of the fight for as long as the debuff persists. Unfortunately, no player will be able to heal or else Al'nir will wipe the raid by detonating all Shadow Orbs. Only indirect healing (like Vampiric Embrace) is allowed.

Phase One
Al'nir starts this phase off with Shadow Cluster which spawns Shadow Orbs around the room and causes him to spawn more orbs 10 seconds faster after each cast. This slowly covers the room which will eventually overwhelm the raid with orbs should too much time elapse during Phase 1.

Every 45 seconds, Impending Doom will go out to the entire raid. This must be dispelled before it goes off otherwise a Shadow Orb will spawn at the location of any affected player after the debuff wears off. Similar to Loatheb, this attack is on a long cooldown at first but after 3 minutes, it will be cast every 15 seconds (serving as a soft enrage for the fight). The first tick starts at 10 seconds so there should be more than enough time for dispels. Occasionally, Psychic Wave will be used and is powerful enough to one-shot anyone it hits (and potentially taking 1 Orb of Torment stack as well). Anyone hit will also be knocked back with the threat of hitting a Shadow Orb.

Every 60 seconds, Al'nir will also enrage via Doomspeaker's Rage which increases his attack speed by 50% with the bonus increasing by another 50% each time this is used. In addition to this enrage, Al'nir will gain 2 extra abilities for the 30-second duration. His first ability is an aura-type AoE that inflicts 75k damage per sec. which indicates defensive cooldowns to counter the rough damage. His second attack is Engulfing Shadows which act like void zones that deal 100k damage per sec. to anyone standing in them. They will also grow in size each time damage is dealt. Players must move out the moment it appears as there is a 2-second delay before it becomes active. A wipe is imminent if a single void zone is allowed to grow too big.

Phase Two
Phase 2 begins when Al'nir is damaged to 70%, 40%, and 10% health. He ports the raid to the room's entrance and ports himself to the other end. At this moment, the entire room will be covered in Shadow Orbs save for the raid's location and Al'nir's. Shortly afterwards, a randomly designed path from the raid to the boss will form up that indicates it's safe to begin moving. This path is narrow so the raid must stay stacked up to prevent touching any Shadow Orbs while crossing the path to the boss. The raid has 20 seconds to reach and interrupt Al'nir's Dark Destruction cast or else the raid wipes. Additionally, each time Al'nir leaves Phase 2, he gains End of Days which increases his damage by 25% and causes his melee attacks to lower the healing done by the Orb of Torment debuff by 4% per stack. This will force a tank swap to prevent tanks from dying, especially during Doomspeaker's Rage where his Void Nova AoE is active.

Phase Three
At 10% health, instead of returning to Phase 1 after Phase 2, Al'nir enters Phase 3. In this Phase, he keeps Shadow Cluster (which will now serve as a soft enrage) and Psychic Wave from Phase 1. Every now and then, he will channel a powerful AoE in the form of Dark Storm. This will deal massive damage to the raid over 12 seconds and thus must be interrupted each time he casts this. By the time this Phase starts, his End of Days stack will cause him to do 75% more damage so Dark Storm will be deadly if allowed to go uninterrupted for a few seconds. He will also cast Chains of Torment on 2/3 (10/25) raid members. Affected players must move away from each other quickly (similar to Mother Shahraz's Fatal Attraction spell) to prevent damaging other raid members. End of Days will also affect this spell so be prepared to move away from everyone else when this goes out. Due to Shadow Cluster, this Phase serves as a "final" soft enrage in that Al'nir must be defeated before the room is covered in Shadow Orbs. However, reacting to all of his important abilities and staying away/out of instant-kill mechanics should make this Phase trivial.

Heroic Changes

 * Players begin with only 1 stack of Orb of Torment.
 * Impending Doom refreshes itself when it deals damage.
 * Al'nir's Psychic Wave spawns Shadow Orbs in the direction it is cast.
 * Doomspeaker's Rage no longer increases the attack speed bonus with each use. It will instead increase Al'nir's attack speed each time he performs a melee attack.
 * Al'nir uses Shadow Bombs during Phase 2 which will one-shot any raid member when it detonates.
 * Al'nir will also keep his Impending Doom spell when entering Phase 3.
 * Al'nir will pull his chosen targets to him before casting Chains of Torment. The debuff will also slow affected players until it is removed.

Quotes

 * Intro
 * yell


 * Aggro
 * yell


 * Impending Doom
 * yell
 * whisper


 * Doomspeaker's Rage
 * emote


 * Phase Two
 * yell


 * Phase Three
 * yell


 * Player Killed
 * yell
 * yell
 * yell


 * Raid Wipes
 * yell


 * Berserk
 * yell


 * Death
 * yell

Achievements

 * Depths of Nightmare - Defeat the boss in the Depths of Nightmare.
 * Heroic: Al'nir the Doomspeaker - Defeat Al'nir the Doomspeaker in the Depths of Nightmare on Heroic difficulty.
 * Speak Your Doom - Defeat Al'nir the Doomspeaker on Normal or Heroic difficulty after losing all of your Orb of Torment stacks.