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Flame Leviathan -- est time for first kill: 10 minutes
o 10 man -- 15.5 million hp
# Sonic Horn: Sends a wave of force in front of the motorcycle, causing 3150 to 3850 damage to all enemy targets within 35 yards in a frontal cone.
# Tar: Drops a pool of tar for 45 sec that slows the movement speed of enemies within 10 yards. Tar can be ignited. Lasts for 45 sec.
# Speed Boost: Fires the fuel injectors on the bike, increasing its speed by 100% for 5 sec.
# Ram: Rams any enemies in front of the demolisher, dealing 8550 to 9450 Damage and knocking them back. Also deals 1500 siege damage to buildings.
# Hurl Boulder: Hurls a massive boulder into the distance, dealing 13500 to 16500 damage to enemies within 8 yards of the target.
# Hurl Pyrite Barrel: Hurls an orb of blue pyrite into the distance, dealing 27000 to 33000 damage, but consumes ammo.
# Ram: Rams any enemies in front of the demolisher, dealing 14400 to 17600 Damage and knocking them back. Also deals 1425 to 1575 siege damage to buildings.
# Electroshock: Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. (Deals 8489 to 8951 Nature damage)
# Steam Rush: Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.
Flame Leviathan has turrets that you'll need to destroy. Launch players onto him with the Demolisher so they can destroy them.
# Overload Circuit: Overloads the power core of the Flame Leviathan. (Channeled)
* This stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.
# Flame Jets - Inflicts 2000 Fire damage to enemies around the caster. (Deals 2k/sec for 10 seconds)
Hard mode info:
# Tower of Storms: Thorim's Hammer - Deals 15000 Stormstrike damage to all nearby enemies.
# Tower of Flames: Mimiron's Inferno - Deals 15000 Fire damage to all nearby enemies and leaves a flaming blaze behind.
# Tower of Frost: Hodir's Fury - Deals 15000 Frost damage to all nearby enemies, entombing them in ice.
# Tower of Nature: Freya's Ward - Deals 15000 Nature damage to all nearby enemies and summons guardians of nature to assist.
NOTE: ilevel of your gear affects how much damage the vehicles do and how much hp they have:
Freya -- est. kill time for first kill: 1 minute per add wave, ~5 waves to clear her buff stack, then ~1 minute to kill her -- 9 min total
* So far this looks similar to Sartharion, where hard mode will likely involve not killing the Elders before engaging her.
* Spawns "A Lifebinder's Gift" increases damage by 25% and removes the silence cast by the Ancient Conservator add if you stand on it.
* Sunbeam: Inflicts 7863 to 9137 Nature damage to enemies within 8 yards of the target. (Heroic: 10638 to 12362 Nature damage)
o Spawns a Sun Beam at the location; Sun Beams cast:
+ Unstable Energy: Inflicts 5088 to 5912 Nature damage every 1 sec to enemies within 4 yards for 10 sec. (Heroic: Inflicts 7863 to 9137 Nature damage every 1 sec to enemies within 5 yards for 10 sec.)
+ Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals NPCs within it)
o Touch of Eonar: The pressence of the Lifebinder heals Freya for 6000 health every 1 sec. (Heroic: 24000 health every 1 sec.)
o Attuned to Nature: Increases healing recieved by 4%.
+ She starts with this stacked to 150! Killing adds during the fight reduces the stack count.
o Emotes "Allies of Nature have appeared!" and spawns adds (Ancient Water Spirit, Storm Lasher, and Snaplasher must be killed at the same time); cooldown on this is 1 minute.
+ These adds continue to spawn until she reaches 0 stacks of Attuned to Nature.
# Ancient Conservator -- 25 dose reductions
* Nature's Fury: Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 1 sec. (Normal: 2775 to 3225 Nature damage / Heroic: 4625 to 5375 Nature damage)
* Conservator's Grip: The grip of the Protector prevents attacking and casting spells.
o Standing under the mushrooms that spawn while the Ancient Conservator is up prevent this effect.
# Ancient Water Spirit -- 10 dose reductions
* Tidal Wave: Surge through enemies in a line. Deals inflicts 6175 to 6825 Nature damage knocking them back. (Heroic: 8788 to 10212 Nature damage)
# Storm Lasher -- 10 dose reductions
* Stormbolt: Inflicts 6013 to 6987 damage to an enemy. (Heroic: 10638 to 12362 damage)
* Lightning Lash: Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 3 targets, inflicting greater Nature damage to each successive target. Damage starts at 5088 to 5912. (Heroic: 5 targets; damage starts at 7863 to 9137)
# Snaplasher -- 2 dose reductions
* Hardened Bark: Attacks made against the Lasher trigger the protective bark to grow, increasing damage but slowing move speed. (10% damage increase, -5% movement speed)
# Detonating Lasher -- 10 dose reductions
* Detonate (they explode when they die): The Detonate inflicts 6013 to 6987 Fire damage to enemies within 15 yards. (Heroic: 8788 to 10212 Fire damage)
* Flame Lash: The Lasher inflicts Fire damage equal to 150% of their melee damage.
More on Freya-
Health - 1,394,500 (Normal) / 4,183,000 (Heroic)
Mana - 234,190 (Normal) / ? (Heroic)
The fight takes place in a lush, oasis like valley inside Ulduar. There are three Elder boss-tree mobs you can choose to kill or not, appearantly they are similiar to Sartharion's hard mode if you choose not to kill them the fight gets considerably harder as each elder buffs Freya and her adds.
Elder Brightleaf - The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%.
Elder Ironbranch - The essence of Elder Stonebark increases physical damage dealt by Freya by 50%.
Elder Stonebark - The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%.
As you engage Freya, she will spawn multiple adds and start healing herself. She starts the fight with 150 stacks of a buff increasing healing on her by 4% (=600% at the beginning of the fight), a stack is removed everytime one of the add she spawns is killed.
Freya 4,183,000HP (25-Man) / 1,394,500HP (10-Man)
Nature's Fury - Infects an enemy for 10 sec, causing it to inflict 4625 to 5375 Nature damage to its nearby allies every 1 sec. (10-Man: 2035 to 2365 damage)
Sunbeam -- Inflicts 10638 to 12362 Nature damage to enemies within 8 yards of the target. 1.5 cast. (10-Man: 7863 to 9137 damage)
Touch of Eonar -- The presence of the Lifebinder heals Freya for 24000 health every 1 sec. (10-Man: 6000 health every 1 sec.)
Attuned to Nature (x150) - Increases healing received by 4%.
Photosynthesis -- The rays of the sun heals the plant life for 10000 damage every 1 sec. (These will spawn during the fight, make sure you kite the adds out of them to prevent them from healing)
During the fight she will also spawns 3 extra adds at the same time (Storm Lasher, Stone Lasher, Ancient Water Elemental), they have roughly 1M HP each and you have to kill them all 3 at the same time, otherwise they will just revive. Killing one of these adds will remove 10 stacks of healing from Freya.
She will also spawn a bigger add at some point, an Ancient Protector with 1,9M HP. Just off-tank him and kill him to remove 25 stacks from Freya.
When Freya finally runs out of "Attuned to Nature" stacks, just start DPSing her while you keep killing the tree adds she spawns (they will heal her for 15% after 10 seconds if you don't kill them). Lower her life to 0 and she will become friendly again, loot the chest next to her for tons of epic loot!
o Ground Tremor: Deals 9500 to 10500 Physical damage to enemies within 60 yards, interrupting any spells being cast for 8 sec. (Heroic: 15200 to 16800 Physical damage)
o Petrified Bark: Melee attacks and abilities will be reflected for 30 sec. 60 charges. (Heroic: 120 charges)
o Fists of Stone: The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 10 sec.
o Iron Roots: The grip of the Iron Roots inflicts 2775 to 3225 Nature damage every 1 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. (Heroic: 4625 to 5375 Nature damage)
o Thorn Swarm: Inflicts 8325 to 9675 Nature damage to enemies within 6 yards of the target. (Heroic: 12488 to 14512 Nature damage)
o Impale: Stuns and inflicts 16650 to 19350 Physical damage every 1 sec for 5 sec. (Heroic: 32375 to 37625 Physical damage every 1 sec for 5 sec.)
o Unstable Sun Beam: Increases damage and healing done by 5%. Unstable Explosion will cancel the effects of Unstable Sun Beam. (4 yard radius inside the beam; stacks to 10)
+ Unstable Energy: Inflicts 12950 to 15050 Nature damage and cancels the effects of Unstable Sun Beam. (Heroic: 16650 19350 Nature damage)
o Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals NPCs within it)
o Solar Flare: Inflicts 7863 to 9137 Fire damage to a number of targets based on Brightleaf Flux. (Heroic: 12950 to 15050 Fire damage)
o Brightleaf Flux - Positive: Damage and healing from spells and effects is increased. (10% incease)
o Brightleaft Flux - Negative: Damage and healing from spells and effects is reduced. (10% reduction)
Hard mode info:
* Stonebark: The essence of Elder Stonebark increases physical damage dealt by Freya by 50%.
* Ironbranch: The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%.
* Brightleaf: The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%.
Thorim -- est. kill time (less than 5 minutes)
Health Points - 11M
The fight takes place in The Clash of Thunder, an arena overwatched by Thorim himself. As you enter the arena you will see a Jormungar Behemoth (~1.2M HP) fighting a captured alliance/horde (opposing faction) team composed of 1 tank, 1 healer, and 3 damage dealers. Killing them is fairly easy, just make sure you take care of the AoE healing from the healer while fighting the NPC and try to avoid the large poison breath while fighting the Jormungar.
Once the NPCs and the Jormungar are dead, a lot of constructs (melee, casters, and healers) will jump into the arena from the stands and you will have to handle them with only one part of your raid while Thorim throws Stormhammers at them. He will also randomly activates the lightning orbs surrouding the arena, they will deal strong AoE damage to anyone near as soon as they are activated: run away from them!
The 2nd part of the raid will have to go through the hallway to the left of the Arena and fight its way to Thorim. This hallways is also full of constructs and will also have you deal with two mini bosses (about 5M HP each), you only have 5 minutes to reach Thorim before he goes berserk and kills your raid.
When Thorim is pulled by the hallway team, he will jump into the arena and the last part of the fight will begin. He's got 11M Health Points and hits a well geared tank for 8k damage but will also use two abilities: the first one is an Unbalancing Strike reducing the defense of the tank by 200 for 15 sec (100 for 6 seconds in normal). He will also casts Lightning Charge every 15 seconds, just like with Grull this effect will stack and Thorim will deal more and more damage during the fight.
Hodir -- est. kill time for first kill: 8 minutes
10 man/regular -- 8.5 mill hp
o His aura called Biting Cold is using the same mechanics as Intense Cold during the fight against Keristrasza, it stacks up and damage increase over time. Moving will reset the stack. (This is also affected by the Toasty Fire)
o Hodir casts "Flash Freeze" (9 seconds cast time), a spell that freezes the entire raid in blocks of ice.
o He will randomly spawn Icicles, they will create patch of ices on the ground as they drop. Standing on the ice when Hodir casts Flash Freeze prevents from being encased in a block of ice.
o After Flash Freeze, Hodir will gain "Frozen Blows" and deal 70% reduced physical damage but each attack deals 20,000 additional frost damage (spell reflectable).
o four adds are: Missy Flamecuffs (mage), Elementalist Avuun (shaman), Field Medic Penny (priest), Ellie Nightfeather (druid)
o 10-minute enrage
o 35million hp on heroic
o 8 frozen dudes instead of 4 in heroic mode
The Iron Council
Fight (List of abilities taken from the StratsFu Strategy Guide)
Each time you kill a member of the council, he will cast Supercharge and the remaining monsters will gain extra abilities and gain 25% damage.
Supercharge - Unleashes one last burst of energy as the caster dies, increasing all allies damage by 25% and granting them an additional ability.
Steelbreaker - 10M HP (Heroic) / 3M HP (Normal)
Fusion Punch - An attack infused with energy that inflicts 100% weapon damage and an additional 8000 Nature damage per second. - He casts Fusion Punch on a ten second cooldown (but we saw it as late as 25 seconds.) If he is in a Rune of Power he will hit far harder, so it's vitally important that he's never standing in them.
High Voltage - This is an aura that inflicts 2500 Nature damage every 3 sec. When he dies the aura disappears.
Static Disruption (1 Mob Down) - Deals 7500 Nature damage to enemies in an area and increases Nature damage taken by 50% for 20 sec. (12 Yards radius)
Runemaster Molgeim - 10M HP (Heroic) / 3M HP (Normal)
Rune of Power - Runemaster Molgeim casts Rune of Power on a target NPC periodically -- there's a few seconds with no rune and then another appears. It will buff anyone standing in it, including a mob.
Rune of Death (1 Mob Down) - Summons a Rune of Death at a random enemy target's location. This rune deals 3000 Shadow damage every half-second to anyone within 13 yards of that location. - This will be casted on a target player and inflict anyone within 13 yards of this player.
Rune of Summoning (2 Mob Down) - Runemaster Moldeim gains Rune of Summoning which summons Lightning Elementals. These chase after players and appear to explode and deal damage. Their melee attack is Lightning Blast: deals 14-15.8k nature damage to everyone within 30 yards and kills the elemental in the process.
Stormcaller Brundir - 10M HP (Heroic) / 3M HP (Normal)
Chain Lightning - Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 5 targets, causing Nature damage to each. - Stormcaller Brundir casts Chain Lightning which chains through the raid. It can be interrupted, and he can have his cast time slowed (e.g. with Curse of Tongues.)
Overload - He emotes "PEASANT HAS CROSSED THE LINE" as he cast this spell (10 seconds cast time): it's vitally important that everyone gets out of range (it deals 25000 nature damage to everyone within 30 yards.)
Lightning Whirl - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals 6598 to 7402 Nature damage. Lasts 5 sec. - Stormcaller Brundir gains Lightning Whirl, which does AE lightning bolts. It's interruptable.
Lightning Tendrils (Screenshot) - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 4000 Nature damage to all enemies around the caster every second. - Stormcaller Brundir gains Lightning Tendrils, where he launches into the area and chases after players, AE'ing everyone in his path.
o Steelbreaker, an Iron Giant
+ Fusion Punch: Hits for 100% weapon damage as Nature plus additional damage per second for 4 seconds. (6500 Normal / 8000 Heroic)
+ High Voltage: Deals damage every 3 seconds. (1500 Normal / 2500 Heroic)
+ Static Disruption: He gains this when one of the others dies - Deals Nature damage to enemies in an area and increases Nature damage taken by 50% for 20 sec. (5000 Normal / 7500 Heroic)
o Runemaster Molgeim, an Iron Vrykul
+ Runic Barrier: A shield of runic power surrounds the caster, reducing Physical damage taken by 50% and inflicting 2000 Arcane damage to attackers.
+ Rune of Power: Summons a Rune of Power under a random friendly target. This rune increases damage by 50% of all friendly and enemy targets within 5 yards. Lasts 1 min.
+ Rune of Death: Gains this when one dies - Summons a Rune of Death at a random enemy target's location. This rune deals Shadow damage every half-second to anyone within 13 yards of that location. (2000 Normal / 3000 Heroic)
+ Rune of Summoning: When Runemaster Molgeim is the last boss he spawns a void zone that spawns adds named "Lightning Elemental". The adds cast an AE.
# Lightning Blast: The Lightning Elementals cast this - Unleashes a large blast of lightning, dealing Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. (9425 to 10575 Normal / 14138 to 15862 Heroic)
o Stormcaller Brundir, an Iron Dwarf
+ Can be taunted and stunned.
+ Chain Lightning: Casts a Chain Lightning for 6-9k damage (Heroic). This can be interrupted.
+ Overload: Focuses all the caster's energy into a single ball of lightning. This ball grows for 10 sec until it finally explodes, dealing Nature damage to all enemies within 30 yards and knocking them down. (20k Normal / 25k Heroic)
# There is a second version of this with a 2 (!!) second duration before it explodes. Maybe when he's the last one alive?
+ Lightning Whirl: He gains this when one of the others dies - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals Nature damage. Lasts 5 sec. (4713 to 5287 Normal / 6598 to 7402 Heroic)
+ Lightning Tendrils: When Stormcaller Brundir is the last boss he gains this - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 4000 Nature damage to all enemies around the caster every second.
# He focuses on someone while doing this and follows them.
# Aggro resets when he lands from casting this.
o when one does, they all heal to full, gain a new ability, and do 25% more damage via "supercharged
4 phase fight
xt002deconstructor -- 18M hp (25-Man) / 5M hp (10-Man)
* Light Bomb: Charges the target with divine energy, causing them to sear nearby allies for 9 sec. Targetted attack, does 2k-3k damage on nearby allies
* Gravity Bomb: Charges the target with dark energy (the gravity well), causing them to explode and pull in nearby allies after 9 sec. This sucks people in, so stay away from others! It creates Gravity Well on the player: Pulls enemies within 10 yards into a gravity well, dealing 19000 to 21000 damage.
* Tympanic Tantrum: Deals 10% damage every 1 sec for 12 sec. Nearby enemies are also dazed for the duraion. (like VR's earthquake)
Hard mode: Kill the heart. Heartbreak - The heart of the XT-002 Deconstructor has been severed, removing the combat limitations of the XT-002 Deconstructor. Damage increased by 25%. Health increased by 25%. Melee can hit the heart if they stand on the ledge near the stairs.
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