User:Serillian/Al'nir the Doomspeaker

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BossAl'nir the Doomspeaker
Image of Al'nir the Doomspeaker
Race N'raqi (Aberration)
Level ?? Boss
Location Sanctum of Eternal Shadows, Depths of Nightmare
[[Depths of Nightmare|Depths of Nightmare]]

{{Depths of Nightmare}}

Depths of Nightmare
DoN
Location Beneath Kalimdor
End boss N'zoth, Qor'maggHeroic Difficulty
Bosses

User:Khaydarin/Template:DepthsOfNightmare

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.

  • Spell warlock demonicportal purple.png Orb of Torment — Important Al'nir applies powerful orbs to all enemies at the start of the fight. All spells and abilities have their cooldown reduced by 25%. Restores 20% of maximum health every 2 seconds. Limit 3 charges. Any damaging attack that would otherwise kill a player would instead restore the affected player to 100% health and remove 1 charge (does not occur for effects that instantly kill their target). Heroic Difficulty All players begin with only 1 stack of Orb of Torment.
  • Spell priest shadoworbs.png Shadow Orb — Deadly Al'nir either litters the room with Shadow Orbs or conjures several orbs among the room with increasing frequency over time, depending on the condition of the encounter. Any mortal body coming into contact with a Shadow Orb will suffer 1,000,000 Shadow damage per sec., causing that orb to detonate itself inflicting 1,000,000 (LFR: 100,000 /Heroic Difficulty: 2,000,000) Shadow damage to all enemies within 300 yards of the orb. Shadow Orbs will be detonated by Al'nir himself if the correct condition is met during the encounter. Shadow Orbs detonated by Al'nir become an instant kill, preventing Orb of Torment from restoring players to full health.

Phase One

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

  • Spell shadow mindtwisting.png Shadow Cluster — Important Al'nir hurls several Shadow Orbs into the air, causing them to land at random areas of his room lasting 2 minutes. 60 sec cooldown with the time between each cast reduced by 10 seconds.
  • Spell shadow auraofdarkness.png Impending Doom — Magic Effect Al'nir engulfs all enemies with extreme darkness. Deals 300,000 (LFR: 150,000 /Heroic Difficulty: 600,000) Shadow damage every 5 seconds. Lasts 20 seconds. If this effect runs its full course, a Shadow Orb will form from the affected player's location, taking 2 seconds to activate. 45 sec cooldown at first. After 3 minutes this cooldown is reduced to 15 seconds. Heroic Difficulty This debuff will refresh itself if it deals damage to an affected player.
  • Ability warlock coil2.png Psychic Wave — Deadly Al'nir projects a destructive force of psychic energy. Deals 900,000 (LFR: 450,000 /Heroic Difficulty: 1,350,000) Shadow damage to all enemies 30 yards in front of him. Any player hit by this attack will be knocked back 40 yards. 3 sec cast; 30 sec cooldown. Heroic Difficulty Unleashes Shadow Orbs in the direction where this spell is cast.
  • Ability warrior rampage.png Doomspeaker's Rage — Enrage Al'nir releases his inner rage, increasing attack speed by 50% for 30 seconds. During this effect, Al'nir gains access to two additional attacks for the duration. Each use of this ability increases the attack speed bonus by an additional 50%. 60 sec cooldown. Heroic Difficulty No longer increases attack speed bonus for each subsequent use. Instead increases attack speed by an additional 15% for each successful melee attack performed while under this effect.
    • Spell shadow shadowfury.png Void Nova Healer Alert —  Al'nir emits a powerful wave of shadows, dealing 90,000 (LFR: 45,000 /Heroic Difficulty: 135,000) Shadow damage per second to all enemies.
    • Spell shadow gathershadows.png Engulfing Shadows — Deadly Voracious shadows appear under 2/6(10/25) random players. Deals 100,000 Shadow damage per sec. to enemies within the area. Starts at a 5 yard radius but doubles in size each time it damages a player. 10 sec cooldown.
  • Achievement zone cataclysm.png End of Days —  Each time Al'nir leaves Phase 2, he begins to herald the end of all mortal things. Increases his damage by 25% per stack and causes his melee attacks to reduce the healing provided by Orb of Torment by 4% stacking 5 times lasting 15 seconds.

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.

  • Spell shadow shadesofdarkness.png Shadow's Storm — Important Shortly after teleporting, Al'nir fills the entire room with Shadow Orbs except for a 20 yard radius around himself and the players. Shortly after, he will slowly open a narrow path from the entrance to his location. The path will be randomly made up each time he enters Phase 2. Touching a Shadow Orb during this Phase causes Al'nir to detonate all Shadow Orbs. All Shadow Orbs will be removed when this Phase ends.
  • Spell fire twilightfire.png Dark Destruction — DeadlyInterruptible Al'nir begins to cast this attack the moment a path is available to him during Phase 2. Detonates all Shadow Orbs the moment this ability's cast time is complete. 20 sec cast. Al'nir returns to Phase 1 once this spell is interrupted and he is above 10% health.
  • Spell shadow soulgem.png Shadow Bomb — Heroic DifficultyDeadly Al'nir causes a 1/3 (10/25) random players to become a living bomb set to detonate after 10 seconds. Inflicts 1,350,000 Shadow damage to all nearby allies within 20 yards of the affected player(s) and reduces movement speed by 60% for 8 seconds. Causes affected player(s) to gain 1 Orb of Torment stack after detonation.

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. Heroic Difficulty Al'nir will also keep his Impending Doom spell when entering Phase 3.

  • Spell arcane massdispel.png Dark Storm — Interruptible Al'nir releases dark lightning throughout the room. Deals 50,000 Shadow damage per 0.5 sec. and slows the movement speed on all enemies by 50% for 12 seconds. Channeled; 15 sec cooldown.
  • Ability warlock soullink.png Chains of Torment — Important Al'nir links 2/3 (10/25) random players together. Linked targets begin to deal 80,000 Shadow damage per second to allies within 20 yards and 40,000 Shadow damage per second to themselves until they are 30 yards away from each other. 35 sec cooldown. Remains in effect through immunities. Heroic Difficulty Pulls chosen targets to him before casting this spell. Reduces movement speed of all affected players by 30%.

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
  • You! You pitiful, dreadful creatures! I'll see to it personally that you will NOT make it to my master.
Aggro
  • It all ends here! Uulwi gag erh'ongg w'ssh!
Impending Doom
  • Y'thr shuul nuam laq!
Eternal death upon you!
Doomspeaker's Rage
  • Al'nir utters a shrill noise that translates as dreadful shouting in your mind.
Phase Two
  • Watch now as your deaths are moments away!
Phase Three
  • I will be rid of you! Thoq fssh N'Zoth!
Player Killed
  • You never stood a chance!
  • The spirits rejoice at the ending of your life.
  • The Prophet awaits you in death!
Raid Wipes
  • Let it be written in the crude pages of history: Mortal heroes have met their end at the hands of the Doomspeaker! Our wrath is just!
Berserk
  • O, Azeroth... your mortal defenders have failed you badly! N'Zoth power cannot be denied!
Death
  • Rejoice not, mortals! For your ending is but moments away. *laughs* You will ALL die before his eternal wrath! Hehehahaha...!

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.