AQ20 Boss: Buru

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AQ20 Boss: Buru

Postby Depthshadows on Mon Jul 02, 2007 4:26 pm

Buru is the second of 3 'optional' bosses in AQ20. He appears as a giant tick (he does not yell "SPOOOOOOOOON!!!"). The fight has two stages. For stage 1, Buru cannot be tanked as he randomly selects a raid member to chase. During this stage the raid tries to lure Buru close to eggs as they're destroyed causing up to 45K damage to Buru and makes him select a new target to chase. Players will take a few hundred points of damage from the eggs. When eggs are destroyed, elite hatchlings are spawned that will need to be killed as well. This process is repeated until Buru hits 20%, starting Phase 2.

In Phase 2, his shell will explode off of him exposing his brains (mmmmmm brains). At this point his Creeping Plague debuff hits everyone in the raid and cannot be removed. It is a DOT that increases in strength over time. Eventually the DOT will kill the raid. At this point it is critical that every bit of DPS is on Buru.

Mob Abilities

Buru
  • Dismember - Used if he catches up to players he chases in phase 1. Stacking bleed effect that does over 1200 damage / 2 secs.
  • Speed Up - During phase 1, his speed gradually increases as he chases a player. After about 1 minute he will outrun any player. The speed will reset when he is hit by an exploding egg
  • Thorns - Thorns aura that does 200 damage.
  • Eggs - When destroyed will do 100-500 damage to players in close proximity and up to 45,000 to Buru. Also Hive Zara Hatchling will spawn from the destroyed egg.
  • Immune to Taunt
  • Creeping Plague - Debuff that hits everyone in the raid when Buru hits 20% health. It starts at 80/tick and stacks every 3 ticks. The DOT will fade when he dies. The damage pattern will be 80-80-80-160-160-160-240-240-240-320-... so the total damage taken at a particular tick looks like:
    Patch notes suggest the strength of the tick value is decreased but do not know new values yet
      Tick - Total Damage Incurred
    • 1 - 80
    • 5 - 560
    • 10 - 1760
    • 15 - 3600
    • 20 - 6160

Our Strategy

Phase 1
We will split the raid into two groups for phase 1. Group 1 will be responsible for egg DPS. Group 2 will be responsible for finishing an egg and dealing with hatchlings. We will start with the closest egg and move counter-clockwise.

When Buru targets a player, that player will begin running for his life and healers will keep an eye on him (while extorting gold from him). If a druid is targeted they need to make liberal use of travel forms to keep away. Initially both groups will DPS an egg down to 5-10% at which point DPS will stop. We need to weaken an eggs as much as possible so the poor sucker kiting Buru does not have to wait too long for us to finish it off.

When an egg is ready, Group 1 will move to the next egg. Group 2 will wait for the kiter to bring Buru over then finish off the egg. Once the egg is destroyed, group 2 will deal with any hatchlings spawned. Whoever is the new target for Buru will start the kiting process all over.

This routine is repeated until Buru is damaged to about 25%. When Buru reaches about 30%, one person on the MT list will target Buru exclusively to monitor his health. One he passes 25%, some caster DPS will hit Buru to push him closer to the 20% mark without hitting it to trigger phase 2. The DPS on the last egg will wait until Buru is declared 'ready'. Ideally the last egg will be burst on him at 21%. reducing him to the 14-16% range.

Raid leaders may provide Greater Nature Protection Potions for early attempts at Buru(or feel free to bring your own... send mats to Khaled to have them made for you for free). If you have these potions, you will consume them at the end of phase 1 to absorb the DOT in phase 2.

Phase 2
When hits shell pops off, its all out DPS time. Any hatchlings that are up will need to be chain feared. Besides this, everyone needs to hit Buru with DPS including Shamans and Druids. Priests can spam Prayer of Healing to extend the life of their group and a druid can chip in with Tranquility(its preferred that druids DPS). However it is a race to kill him before his DoT kills the raid.

Additional links

WoWWiki Buru Page

List of his abilities gleaned from this page as well as some of the original strat ideas.
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Depthshadows
 
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Postby Phire on Mon Jul 02, 2007 5:09 pm

pintostout wrote:

Buru is the second of 3 'optional' bosses in AQ20. He appears as a giant tick (he does not yell "SPOOOOOOOOON!!!").

one of the best "super hero" cartoons EVER.
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Postby Depthshadows on Mon Jul 02, 2007 5:52 pm

Think our first go went really well. So only chewing some minor tweaks such as
  • Designated Buru targeter to monitor his health when its under 35% or so. Probably do that myself to DPS him some
  • Little more definition to healer assignments (especially for that noob Jamun).
  • When we get him to 25% and start DPSing him to 21% so last egg knocks him to 16% (and starts phase 2)...have druids & shamans take over all healing so priests can regen mana. Once phase 2 starts, druids and shamans go DPS, priests PoH.
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Postby Branzor on Mon Jul 02, 2007 6:34 pm

skrag wrote: Buru has 2 phases, and for the first phase, he is immune to everything you can do. He can't be tanked, and he can't be damaged. pintostout wrote:
[*]When we get him to 25% and start DPSing him to 21% so last egg knocks him to 16% (and starts phase 2)...

One of these two should be corrected to indicate if is is immune in phase one or can be DPSed in phase one.
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Postby Depthshadows on Mon Jul 02, 2007 7:17 pm

one will be corrected by having the original noobs post axed :)

As I shadowbolted him last night for 700 dam, he is definitely not immune to damage unless WoW client is lying.

edit: actually trying to find details with what his exact damage state is during phase 1. From a couple site I gather its some type of damage shield. Still looking for better description.
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