User:GoldenYak/The Malevolence (tactics)

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MobThe Malevolence
Image of The Malevolence
Race Blue Wyrm (Elemental)
Level ?? Boss
Location The Malevolence Rift, Karazhan: The Malevolence Rift
Status Killable
Karazhan: The Malevolence Rift
Bosses

The Dark Riders Heroic Only Heroic Difficulty
The Malevolence

"I WAS MALYGOS! I AM THE MALEVOLENCE! I HAVE BECOME HATRED ITSELF!"

Background

Rising from the ley line nexus that lies at the bottom of Karazhan, the Malevolence is an entity of arcane magic and raw hatred. In life he was Malygos, dragon aspect of the blue flight. Upon his defeat and death, his body plummeted into Azeroth's ley line network and was torn apart by the furious arcane energies there. His spirit, brimming with anger and hate at the moment of his death, became trapped within the ley line network, gradually transforming into an entity of pure malevolence, from which he took a new name.

After the ley lines at Coldarra were mis-aligned, the Malevolence escaped from the blue dragonflight and wound up at the heart of Azeroth's ley line network, deep beneath Karazhan. The Malevolence summoned the Dark Riders to his side and made them his new servants, charging them to prepare the tower for his release. The Malevolence seeks to escape the ley line network and manifest himself in Azeroth. The players must halt the manifestation of the Malevolence until the blue dragonflight can purge him from the ley lines and cast it into the Twisting Nether.

Dungeon Journal

The Malevolence.

The Encounter

  • Color Attunement — Throughout the battle, players will encounter various Arcane Attunements. They comes in three colors.
    • Inv misc qirajicrystal 02.png Red — Complement is Green. Counter is Blue.
    • Inv misc qirajicrystal 03.png Green — Complement is Blue. Counter is Red.
    • Inv misc qirajicrystal 04.png Blue — Complement is Red. Counter is Green.
  • Rogue burstofspeed.png Arcane Fleetness —  Special ability granted to players - when activated increases their movement speed for a short time and also allows them to Evade arcane damage while active.
  • Arcane Vortex — Three Arcane Vortices will spawn at the beginning of the encounter. Remaining in close proximity to one will cause minor arcane damage that increases over time, and eventually bestow Arcane Attunement after a short time.
    • Spell arcane portalshattrath.png Green Arcane Vortex — Contact with this vortex imbues players with Green Arcane Attunement.
      • Ability fixated state green.png Green Arcane Attunement — Provides bonus damage against Red attuned foes. Takes extra damage from Red attuned attacks. Empowers Red attuned allies.
        • Spell fire felfire.png Green Arcane Empowerment — Bestowed on nearby allies who have Red Arcane Attunement. Transfers damage from Blue attunted attacks to the nearest ally with Green Arcane Attunement.
    • Spell arcane portalironforge.png Blue Arcane Vortex — Contact with this vortex imbues players with Blue Arcane Attunement.
      • Ability fixated state blue.png Blue Arcane Attunement — Provides bonus damage against Green attuned foes. Takes extra damage from Green attuned attacks. Empowers Green attuned allies.
        • Spell fire bluefire.png Blue Arcane Empowerment — Bestowed on nearby allies who have Green Arcane Attunement. Transfers damage from Red attunted attacks to the nearest ally with Blue Arcane Attunement.
    • Spell arcane portalsilvermoon.png Red Arcane Vortex — Contact with this vortex imbues players with Red Arcane Attunement.
      • Ability fixated state red.png Red Arcane Attunement — Provides bonus damage against Blue attuned foes. Takes extra damage from Blue attuned attacks. Empowers Blue attuned allies.
        • Spell fire fire.png Red Arcane Empowerment — Bestowed on nearby allies who have Blue Arcane Attunement. Transfers damage from Green attunted attacks to the nearest ally with Red Arcane Attunement.
  • Warlock curse shadow aura.png Void Attunement — Any player without an Arcane Attunement will eventually be afflicted with Void Attunement. Players will Void Attunement takes increasing shadow damage over time until the attunement expires. Players cannot acquire any arcane attunement while Void Attunement is active

Phase One - The Malevolence Revealed

The Malevolence's Abilities

  • Sha spell fire blueimmolation.png Touch of Malevolence — The Malevolence infuses deadly arcane energy into his primary target, dealing 150% of their health as arcane damage over the course of 3 seconds.
  • Sha spell fire ragnaros supernova.png Arcane Burst — If there are no targets within melee range of the Malevolence, he will repeatedly cast Arcane Burst, dealing a burst of arcane damage to all players and increasing the damage they take from arcane for a short time.
  • Sha ability mage firestarter.png Arcane Bombardment — Releases an arcing ball of arcane energy at the location of several random targets. They deal a burst of arcane energy when they strike.
  • Ability dualwieldspecialization.png Attunement Shift — The Malevolence will periodically cause the current active Arcane Attunement on all players to realign itself. Red becomes Green, Blue becomes Red, Green becomes Blue.
  • Sha ability warrior bloodnova.png Destabilize Vortex — The Malevolence focuses his power into a random Arcane Vortex, causing it to become Unstable. The Unstable debuff will then spread to the others, making all three the same color.
    • Sha ability rogue sturdyrecuperate.png Vortex Shield — The Malevolence gains a shield based on the color of the Unstable vortex. The shield absorbs all damage. If the shield absorbs enough damage from players with the counter Arcane Attunement, it will collapse.
    • Sha inv elemental primal shadow.png Malevolent Energy — The Malevolence builds up Malevolent Energy while his Vortex Shield is active. At full energy he casts Arcane Armageddon when his shield is removed. Collapsing the shield depletes all Malevolent Energy.
    • Sha ability rogue envelopingshadows.png Arcane Armageddon — The Malevolence releases waves of arcane energy that wash over the area, dealing a massive burst of arcane damage to all players and removing their arcane attunement.


  • Inv elemental primal fire.png Unstable Red Vortex — Each vortex begins spawning Red Arcane Elementals. These elementals prioritize targets with Green Arcane Attunement and continuously use Red Arcane Shock to deal arcane damage to anyone nearby. All the damage they deal is Red attuned.
  • Inv elemental primal mana.png Unstable Blue Vortex — Each vortex releases a Blue Arcane Sparkchain, a rotating chain of sparks that orbits around the center of the chamber. Anyone coming into contact with the Sparkchain will take periodic arcane damage and become afflicted with Sparkchained, a stacking debuff. At 5 stacks, the target is stunned for 10 seconds and takes periodic arcane damage. All damage dealt by Sparkchains is Blue attuned. Sparkchains can be targeted and destroyed.
  • Inv elemental primal life.png Unstable Green Vortex — Each vortex spawns Green Arcane Bombardment Orbs that periodically send arcing bolts of green arcane energy at targets with Blue Arcane Attunement. Bolts deal a burst of arcane damage at the target they strike, and then disperse, sending out trails of green flame that strike all targets in a line. All damage they deal is Green attuned.

Intermission - The Ley Nexus Erupts

At 66% and 33% health, the Malevolence will rereat from combat, sinking into the arcane rift and beginning an Intermission Phase. The three arcane vortex transform into arcane elementals. They must be defeated within 10 seconds of each other or they will revive with 75% of their health after being slain. When defeated, they revert back to an Arcane Vortex.

  • Sha spell shaman lavaburst.png Ley Line Eruption — Dark energy erupts from Azeroth's ley lines, dealing a burst of arcane damage to anyone caught in it.
  • Ability dualwieldspecialization.png Attunement Shift — Players will be given a randomized Arcane Attunement at the beginning of the phase, which will periodically shift.
  • Spell fire masterofelements.png Unstable Elemental — If a Vortex Elemental is within close proximity to another Vortex Elemental, it will begin dealing periodic bursts of arcane damage to all players, increasing in damage every second.

Red Vortex Elemental

  • Ability fixated state red.png Red Attunement — The Red Vortex Elemental and all its attacks are Red attuned.
  • Ability mage firestarter.png Crimson Missile — Repeatedly cast by the Red Vortex Elemental. Bombards a random target with bolts of arcane damage.
  • Spell fire moltenblood.png Crimson Lightning — Strikes a random target for a burst of arcane damage. Every target struck by Crimson Lightning that is Green attuned spawns a Red Arcane Elemental.

Green Vortex Elemental

  • Ability fixated state green.png Green Attunement — The Green Vortex Elemental and all its attacks are Green attuned.
  • Spell nature wispsplodegreen.png Veridian Strength — The elemental is growing stronger with every passing moment.
  • Spell nature elementalshields.png Veridian Flames — Breathes green arcane flames in a cone area of effect, scorching anyone caught in them. The ground will burn with green flames for a short time afterwards, dealing periodic arcane damage to anyone standing in them.

Blue Vortex Elemental

  • Ability fixated state blue.png Blue Attunement — The Blue Vortex Elemental and all its attacks are Blue attuned.
  • Spell nature stormreach.png Azure Lightning — Deals a burst of arcane elemental damage to the target, then leaps to any additional targets within 10 yards, dealing a stronger burst or arcane damage to all of them.

Phase Two - Malevolence Rising

After the first intermission phase, the Malevolence gains the following abilities, which it will use for the remainder of the encounter. Attunements are removed at the beginning of the phase.

  • Sha ability warrior bloodnova.png Unbind Vortex — After the first Intermission Phase, the Malevolence will Unbind the vortices, causing them to split into three smaller vortices that move randomly. The smaller vortices will remain roughly in the same location as the original. They will otherwise operate as they originally did. When the Malevolence uses Destabilize Vortex, the three will briefly recombine into one.
  • Ability thunderking lightningwhip.png Arcane Shackles — The Malevolence afflicts several random targets with Arcane Shackles, causing them to take periodic arcane damage as long as the shackles persist. The damage is increased the further away the targets are from the Malevolence.

Phase Three - Malygos the Malevolent

After the second intermission phase, the Malevolence gains the following abilities, which it will use for the remainder of the encounter. Attunements are removed at the beginning of the phase. The encounter ends when the Malevolence reaches 10% health.

  • Sha ability warrior bloodnova.png Vortex Maelstrom — After the second Intermission Phase, the Malevolence causes all vortices to orbit around him, circling the outer edge of the chamber. They will otherwise operate as they originally did. When the Malevolence uses Destabilize Vortex, the three will briefly recombine into one.
  • Spell shadow mindtwisting.png Singularity  — The Malevolence releases a Singularity which travels slowly outwards from himself. Singularities will have a random attunement. If anyone is caught inside the Singularity, they are stunned and receive periodic arcane damage as they are dragged along with it. Singularities will be dispersed if enough targets with the Counter Attunement are caught in it. Anyone within the Singularity when it disperses will lose their attunement.

Heroic Mode Only - Phase Four - Legacy of the Fallen Aspects

In heroic mode, when the Malevolence is reduced to 10% health, a heroic mode only phase will begin. The Malevolence will pull all players into the Ley Line network. Here, the Malevolence flies overhead in the form of a giant wychwyrm, out of melee range.

  • Ability dualwieldspecialization.png Attunement Shift — Players will be given a randomized Arcane Attunement at the beginning of the phase, which will periodically shift. Also shifts the attunement of any Arcane Sparks and Arcane Eidolons.
  • Spell nature wispsplode.png Arcane Spark — Sparks of arcane energy will appear from the outer edge of the chamber throughout the combat and float around. They will have a random attunement. Players absorb sparks when they touch them, triggering different effects.
    • Arcane Overload  — If a player absorbs a spark with the same attunement, they gain a stack of Arcane Overload. They retain the stacks through Attunement Shifts. When enough stacks have been gathered, the player will automatically fire an arcane blast of their current attunement at the Malevolence, dealing him damage.
    • Arcane Dispersal — If a player absorbs a spark of their complementary attunement, they lose 5 stacks of Arcane Overload and take a burst of arcane damage.
    • Arcane Catastrophe — If a player absorbs a spark of their counter attunement, they suffer lethal arcane damage and are instantly slain.
  • Arcane Spark Attunement Color
    • Red — Complement is Green. Counter is Blue.
    • Green — Complement is Blue. Counter is Red.
    • Blue — Complement is Red. Counter is Green.

The Malevolence's Abilities

  • Ability titankeeper cleanse.png Collapsing Form — The Malevolence's arcane form has grown unstable and is starting to collapse. He can no longer be damaged by players, but will only take damage from Arcane Overload.
  • Spell arcane blast.png Arcane Attunement — The Malevolence will randomly switch arcane attunements throughout the encounter.
  • Sha spell fire blueflamering.png Arcane Annihilation — Strikes a random target for arcane damage and grants the Malevolence a stack of Arcane Annihilation. For every stack, the next Arcane Annihilation will do extra damage and leap to an additional random target. The final target hit by Arcane Annihilation will spawn an Arcane Eidolon based on their attunement.
  • Sha spell fire felfirenova.png Arcane Breath — The Malevolence faces a random direction and releases a breath blast of arcane damage that strikes everyone in a 60' degree cone. The breath will cause every Arcane Spark it hits to switch attunement to whatever the Malevolence's attunement currently is.
  • Sha spell shaman lavaburst.png Ley Line Eruption — Dark energy erupts from Azeroth's ley lines, dealing a burst of arcane damage to anyone caught in it.
  • Arcane Eidolons — These arcane elementals spawn with an Arcane Attunement. They attack with Arcane Strike, a physical attack that deals damage imbued with the Eidolon's current attunement.

Strategy

At the beginning of the encounter, three arcane vortices will spawn that bestow a certain color arcane attunement on players that come into contact with them. Mastering effective use of the attunements is the key to dealing with the Malevolence's abilities.

When the Malevolence reaches 66% and 33% health, an Intermission Phase will begin. Three arcane elementals will appear and assault the raid with various abilities. The Intermission Phase will end when they are collectively defeated.

After each Intermission Phase, the Malevolence will gain a new ability and change the appearance of the arcane vortices.

The encounter will end when the Malevolence is reduced to 10% health.

Heroic Mode Only

In heroic mode, a special fourth phase will begin when the Malevolence reaches 10% health. The Malevolence will pull every player into the ley line nexus beneath Karazhan, and manifest itself as a colossal wychwrym flying overhead. Players cannot damage him directly, but instead inflict damage by collecting arcane sparks that spawn. Players must ensure that they collect the correct sparks that align with their arcane attunement. They must also deal with increasing numbers of arcane elementals that will spawn from the Malevolence's attacks.

When players collect enough arcane sparks, they deal a burst of damage to the Malevolence. The damage will be increased if the Malevolence's current attunement is weak against the player's attack. When the Malevolence is reduced to 0% health, he will be destroyed and the encounter will end.

Achievements

  • I am the Malevolence - Defeat the Malevolence in Normal Mode.
  • Heroic: I am the Malevolence - Defeat the Malevolence in Heroic Mode.
  • Poke to the Other Eye - Defeat the Malevolence without anyone dying.

Quotes

Throughout the Instance
  • I will be free... even now, I rise...
  • This world will burn with my hatred...
  • This pitiful fractured orb cannot survive my fury...
  • I am the end of all life, all the worthless vermin that despoiled this world...
  • The ley lines can no longer contain me... I've become too strong...
Intro
  • You filth! You pestilence! I exist to exterminate you!
  • For millennia I suffered in madness and torment because I once tried to protect your kind!
  • My brethren betrayed me! My family tore itself apart in service to this world you cherish!
  • My body died! My soul sundered and cast into oblivion! But I endured! My rage would not let me disappear!
  • All that is left is my anger! My hatred!
  • I WAS MALYGOS! I AM THE MALEVOLENCE! I HAVE BECOME HATRED ITSELF!
Aggro
  • TASTE MY WRATH!
Casting Unstable Vortex
  • I WILL UNRAVEL YOUR EXISTENCE!
  • REALITY ITSELF CRUMBLES AT MY TOUCH!
  • MY HATRED WILL SHATTER THIS WORLD!
Casting Arcane Armageddon
  • THE END COMES NOW!
Begin Intermission Phase
  • MY HATRED WILL NOT DIE!
  • MY FURY WILL NEVER BE SATED!
Begin Phase Two
  • I RISE AGAIN! NOW, YOU WILL DIE!
Begin Phase Three
  • ENOUGH! ALL THAT YOU CHERISH, I WILL DESTROY!
Killing a Player
  • ALL THAT IS PRECIOUS TO YOU, I WILL DESTROY!
  • ALL THAT EXISTS WILL FOLLOW YOU TO OBLIVION!
  • BURN WITH MY FURY!
Wipe
  • YOUR WORLD STANDS DEFENSELESS! I WILL CONSUME IT NOW!
Defeat
  • MY HATRED...! MY HATRED WILL NEVER DIE...!
Begin Heroic Mode Phase Four
  • SUFFER MY FATE! ENTER THE ARCANE HEART OF THIS WORLD! BURN IN AGONY!
  • I AM THE VENGEANCE OF THE ASPECTS! THE LEGACY OF DEVASTATION!
  • I AM THE MALEVOLENCE! I AM THE HATRED!
Defeat in Heroic Mode
  • NOOO! MY HATRED CANNOT DIEEE!