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Malygos Tactics

Main Source - WoWikki

Phase One
During Phase One, Malygos is tanked in the centre of the room by one tank.
Malygos's physical attacks are slow, but deal a lot of damage. He will periodically use Arcane Breath, which deals roughly 20,000 damage in front of him.
Throughout the fight, Power Sparks will come out of portals placed far away from the platform, in the empty space. These portals will always appear between two of the four pillars located at the north, east, south, and west ends of the platform. The Power Sparks will slowly move to Malygos, giving him a buff which will greatly increase the damage caused by his next Arcane Breath. It's important that they are killed before they hit him. When a Power Spark is killed, it will drop a small aura on the ground that increases all damage done by 50%. This aura will stack, so it is possible to get massive damage bonuses by placing as many sparks as possible on top of each other.
Trick: The sparks can be "pulled" to your DPS with Death Grip, so it advisable to have a pre-assigned stack location for your raid, and have a Death Knight pull the sparks to that spot. Once pulled they are rootable to keep them in place while you kill them.
Malygos will occasionally fly into the air and cast Vortex, which will throw your raid around in the air, dealing 2000 resistible arcane damage every second for 10 seconds, for a total of 20,000 damage if fully unresisted. If Malygos has the buff from a Power Spark reaching him, it will be removed. During this time, only instant spells may be cast, though Hunters can cast Steady Shot but they will suffer from pushback. When Vortex is finished, the raid will fall to the centre of the room, causing up to 10% maximum health in falling damage (Hunters can avoid this damage by Disengaging from Malygos as soon as Vortex finishes). As soon as Malygos takes off from the ground, any Power Sparks will stop moving; however, as soon as you begin to fall, they will start moving again.
Note: Once Malygos reaches 50%, he will slowly take off, however he remains targetable throughout, so burn him as best you can while he is taking off, and continue to hit him with instants once you're in the air.

Phase Two
Phase Two begins at 50%.
Malygos himself is not targetable during this phase, it will end when the adds he spawns are all killed. However, he does continue to play a part in the encounter.
During this phase he drops anti-magic zones onto the ground the raid MUST stand inside of, it reduces magical damage taken by 50%. They shrink over time, so it's important that your raid moves to each new one he drops.
Throughout the phase, he will deep breath doing ~4k damage per second, unless you are standing inside of the anti-magic zone.
The way the fight works during this phase is there are NPCs riding around on disks in the room. There are two types of mobs, Lords and Scions. The Lords will move down onto the group, and need to be tanked (They will one-shot a non-tank). After they die, they drop a disk that a raid member can mount onto, which allows them to fly, to attack the Scions that do not come down to the ground. It is recommended to let melee take the first disks, then ranged. As those mobs die, they also drop disks, which allow the rest of your dps to get onto them. The Scions will continually cast Arcane Blast on random targets (on disks or not), which is mitigated by the anti-magic zones. While mounted on a disk, you will not take damage from Malygos.
After all of the NPCs riding on the disks die, the players on the disks need to dismount as Phase 3 is about to begin.
Note: After all the Scions are dead, you will get a short burn period on Malygos before he breaks the floor. Use any DPS increase cooldowns that are available at this time, as you will not be able to use them once you mount your dragon. If executed well you can take an extra 5%-10% off his HP before you enter phase 3.

Phase Three
Malygos destroys the floor of the room, and the raid falls onto dragon mounts.
The dragons use combo points and energy sort of like a rogue. The combo points are used for special finishing moves. Many unit frame addons do not show these combo points, however simple counting in your head can suffice as the abilities are quite basic.
During this phase Malygos has 3 main abilities.
Arcane Pulse - A very dangerous AoE that will quickly kill anyone within 30 yards of the centre of his hitbox. Due to the large size of the dragons and the 3-dimensional aspect of the encounter, this is smaller than you may think.
Static Field - A randomly targeted AoE ability. He casts it in the area of a random drake, and it spans 30 yards in all directions. It does moderate damage over time, and will take a drake from 100% to dead in around 10 seconds if you do not move out of it. "Move out of the fire".
Surge of Power - 3 random (?) drakes are targeted. The players who control these drakes will have a large boss emote appear on their screen. Malygos begins casting a 3 second cast. Once this cast is complete, he deals a large amount of damage every 0.5 seconds for 5 seconds. This will just about kill anyone who does not successfully use the Flame Shield ability for at least part of those 5 seconds. (Note: the 10-man version of this ability is far less potent)
The dragons have 6 abilities:
Flame Spike:
Damaging fire attack causing 943-1057 fire damage and awarding 1 combo point at the cost of 10 energy.
Engulf in Flames:
Finishing move which launches a blast of flame igniting target for 1500 fire damage every 3 seconds. The effect can stack and will last longer per combo point up to 22 seconds. Costs 50 energy.
Revivify:
A HoT that lasts for 10 seconds healing 500 per second and awarding 1 combo point at the cost of 10 energy. This can stack up to 5 times. Each drake has its own stack, so if two drakes are stacking this ability on a single drake, that drake will have two separate stacks.
Life Burst:
Huge AoE healing finishing move which increases the casters healing done by 50% and lasts longer per combo point. Max combo points award a 15k heal to all friendly targets within 60 yards over 25 seconds. Costs 50 energy.
Flame Shield:
Finishing move to protect your drake. Shield surrounds you reducing all damage taken by 80% and lasting up to 6 seconds for max combo points. Costs 25 energy with a 30 second cooldown.
Blazing Speed:
Increases your drake's flight speed by 500% for 8 seconds. Costs 0 energy with a 30 second cooldown.
A common misconception is that there are "offensive" combo points and "defensive" combo points, and that each of the finishers requires a different type. This is not true. The combo points are linked to your current target when you use an ability that generates points. For example, if you target Malygos and shoot 5 Flame Spikes, you will have 5 combo points on Malygos. This means you can use your Flame Shield ability while you have him targeted. If you change target to yourself, you will have no combo points on yourself and the shield will not fire. Similarly, if you target yourself (or another drake) and cast the heal on it, you can then Flame Shield so long as you have that target targeted.
Confusing? Go do the "Aces High" daily quest in Coldarra. It's the same drake you control in Malygos. It's designed as a practice tool specifically for the fight. Even the enemy drakes in that quest have an ability that is similar to Malygos' Surge of Power ability.
A basic strategy that has worked to kill Malygos on live realms goes as follows:
- All drakes group up on one spot, roughly level with Malygos. Must be at least 30 yards away from him, and close enough to use Flame Spike.
- 3 drakes should be designated healers. They cast 5 HoTs on themselves and then cast Life Burst. This heals all drakes within 60 yards for roughly 25% of their HP. If a particular drake gets low on HP (they were slow to move from Static Field, or failed at Flame Shield usage) you can cast the 5 HoTs on them instead, then Life Burst with that drake targeted. Remember: The HoT stacks are not your combo points. You may have 5 HoTs still on yourself, but you just used a Life Burst, so you need to cast another 5 HoTs to get 5 combo points again. You can cast a 5 combo point Life Burst roughly every 7-8 seconds. With 3 healers, this means every drake gets healed for ~25% of their HP every 3 or so seconds. (Only 2 healers are needed in the 10-man version, possibly only 1)
- The other drakes must build their Engulf Flame stack. Cast Flame Spikes for combo points, then Engulf Flame to add another charge to your stack. It can grow indefinitely, and this is the only way Malygos will die within the enrage timer.
- When Static Field is cast on the pack of drakes, everyone needs to strafe to one side until you are out of the field. You will slowly rotate around Malygos with this method. Do not move more than you need to, as you may rotate all the way around to a previous Static Field if you are too fast.
USEFUL TIP: Assign one of the raid members to lead whole raid through the phase three. At the beginning of phase everyone should have this command prepared in the clipboard (CTRL+C, COMMAND+C) and use it (CTRL+V, COMMAND+V in chat panel) as soon as they will land on drakes.

/follow NAME

Where NAME is the name of chosen player. Everyone will follow that player automatically and can focus on healing or burning Malygos without other concerns like range to healers or avoiding Static Field. Notice that you cannot use macro button because player UI will be replaced with mount UI during this phase.

- Any drake can be the target for Surge of Power. When you get a boss emote, use the 3 second Malygos cast-time to ensure you have enough combo points/energy, and then cast Flame Shield once it begins channelling.
Due to the above method of Shielding, DPS drakes should ensure they are using 5 combo point Engulf Flames on the target. This means their Engulf stack will stay up for a long time, so they can use any current combo points they have to Shield themselves instantly when targeted, and then quickly refresh their Engulf before it times off.
All drakes should also "pretend" that the bottom limit for their energy is 25. If you have self control and never go below 25 energy, you will always have enough energy to cast a Flame Shield on yourself. It will also help DPS drakes refresh their Engulf Flames stack should they need to use Flame Shield at an unfortunate time in their DPS cycle.
Another VERY effective drake DPS strategy for advanced players is using Engulf Flames at 3 combo points, making your debuff stack up even faster, however this is more energy consuming and requires a lot more energy management. The trick is to do 3 flame spikes, cast engulf in flames, and wait until your revivify is at 1 second before renewing your revivify stack, then pump out your 3 combos and another engulf flames. When Malygos uses his arcane surge on you, you will most likely be waiting to restack your revivify, stack it twice on yourself, and use your shield once he casts it, this will save you some combo points, and try shooting 2 combo point engulf flames as fast as possible after, then go back to waiting revivify to hit 1 second.
The reason you need to wait so much is so you don't stay low energy and have enough energy to use your shield fast enough, the main trick is to not panic while doing it, you can take your time since revivify lasts 10 seconds, so basically you have 10 seconds to cast your 3 spikes and your engulf and revivify. This rotation racks up severe damage, a lot more than 5 combos engulf flames can, since the number of combo points only affect its duration. With this strategy, I have seen players reach 900k damage and up to 24 stacks, which is nearly 1/3 of Malygos’s hp in phase 3, which means 3-4 players dpsing would be enough to bring him down if they do it correctly, so try practicing this while doing the daily "Aces High!".
Special Concerns
There are a number of tricks and bugs associated with this fight that can cause aggravation if not addressed:
Shields on Phase 2 do *not* stop damage...they merely reduce damage by 50%. This is especially important for healers during a Breath - heals need to be prepped and ready to go off immediately, as the Breath hits quite hard.
The Shield Debuff does not always register immediately upon entering the bubble. To reduce chance of server/client lag in registering the debuff, it is advisable not to jump into the bubbles, lest the server not register you with the debuff at an inopportune time.
Confirmed bug - Transition from phase 2 to 3, all players must at some point clear and reacquire their target if targeting Malygos as they land on the dragons (especially DPS, as healers tend not to be targeting Malygos during the transition). Combo points do not properly stack if Malygos is not reacquired as a target, and will result in your Flame Shield not going off, despite sufficient combo points (this occurs because the dragon is technically a separate entity, and the fact that you never set *its* target to Malygos seems to cause this error).
Bug in 3.0.8 - It appears that pets (Hunter/warlock/etc...) will not be affected by the Arcane Breath ability, but will gain the debuff which causes them to explode after 5 seconds. Until this is resolved, pets probably should be kept in their stables for this encounter. Comment: pets normally would try to attack from behind, so it is highly unlikely that they would get the debuff unless the tank is moving all the time.

The End
Then you just burn him until the end of the fight, where Alexstrasza enters and finishes the battle. The loot for the fight comes from Alexstrasza's Gift, the fight rewards two badges.
The exit portal respawns, and you can fly over to it. The floor of the instance does not respawn.

Comments (1)

My raid tactics

Akaryxn's picture

Eye of Eternity – Malygos

Dragon with 6.9m HP
Hard enrage timer – 10mins (1000% damage)

Phase 1 (Ground Phase)

· Initially tanked where he lands (facing away from raid), then moved around away from sparks.
· Has frontal Cleave and Breath (20k) – only tank in front. No tail swipe
· Tank takes huge damage, and must be given a few seconds of aggro time at start

Power Sparks:
· Appear from between the 4 pillars (can be predicted by looking for the sparkling stars – tank take note and move Malygos away).
· If they reach Malygos, they boost his damage (so tank should move him away from the spark).
· Must be killed, but when dead they create an electrical zone on the floor that increases damage by 50% for anyone standing in it. This effect stacks for each spark killed on the same spot.
· DK should death grip the spark to the centre, all DPS on spark
· Sparks can be rooted, stunned, snared if needed.

Vortex:
· Malygos takes to the air.
· All players caught in a vortex, take 2k damage per second for 10 seconds. Use any method to get out (e.g. Warlock portal, mage Ice block).
· Instant spells only.
· Use healthstones/potions etc. You will also take fall damage.
· Sparks will stop moving during vortex, but start again as soon as we start to fall.
· Healer note – must keep clothies topped off

Phase 2 (Air Phase) at 50%

· Healer Note - Quick chance to heal party at take off
· DPS note – Malygos can still be hit while he is taking off

Power Overload
· Purple anti-magic zones appear, all raid should get inside.
· The zones shrink, new ones appear (if they stack you get a knock-back, so run back in).
· Do not change to a new zone if Malygos is about to cast Deep Breath

Deep Breath
· On screen warning “Malygos takes a deep breath”
· All ground based raid members must be inside an anti-magic zone (although you still take damage)

Arcane Storm
· Random attack on raid members, does 10k damage

Nexus Lords & Scions of Eternity
· Adds appear on floating platforms.
· Nexus lords must be tanked
· When dead they drop there disks and melee DPS should jump on when one is available
· Scions are ranged, and have no aggro table, they also drop disks when dead.
· All empty disks should have one DPS on to kill the other adds.
· Raid members in the air (on disks) cannot be affected by deep breath
· When all adds are dead, phase 3 begins

Phase 3 (Dragon phase)
I won’t spoil it and say how it starts…you’ll just know Wink
You really want about 3 mins left before enrage to do this part.

· All raid members will control a dragon.
· The tank, 5 DPS and one healer should all be DPS’ing the boss
· Two healers will heal the raid
· All raid members must stay together, and be 30 yards from Malygos to avoid Arcane Pulse (30k damage).
· Important - Keybind a macro - /follow xxx (where xxx is the designated raid member – preferably someone with a range meter). That person will move the raid round in a circle, moving to the right (counter-clockwise). Everyone must move as a group (hence the follow macro)
· Keybindings:
o 1 – Flame Strike (DPS ability that adds one combo point)
o 2 – Engulf in Flames (Main DPS DoT that uses combo points)
o 3 – Revivy (Stacking HoT)
o 4 – Life Burst (AoE heal using HoT stack)
o 5 – Fire Shield (Used against Surge of Power. Needs 25 energy which you must make sure you have at all times)
o 6 – Speed Buff (Go fast!)

Static Field
· Random AoE attack, move out of it or you die in 10 seconds. Use strafe to move away.

Surge of Power
· Random attack on multiple party members
· You will see a warning on screen that Malygos is casting this at you (3 second cast).
· You must put up Flame Shield (key 5). Important - In order to always have this available, make sure you always have at least 25 energy.

Killing Malygos
· Healers – Target self, cast 5x revivy on self, then Life burst. This heals nearby party drakes. If one drake is low, cast the 5x revivy on that drake instead. All heals should be cast on the drakes, not the players.
· DPS – Stack Flame spike on Malygos for combo points, then cast Engulf In Flames

Other notes
· Any Arcane resistance is very useful
· Healers using raid frames may have problems targeting drakes (instead of players) in phase 3, consider dragging the default raid frames onto your screen too.
· If you use a bar add-on, make sure you can see a ‘pet-bar’.

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